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Editing v0.31:Material definition token

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{{quality|Exceptional|18:11, 28 April 2011 (UTC)}}{{av}}
+
{{av}}
  
The following tokens can be used in material definitions (whether for inorganics or those within plants and creatures) as well as in material templates.
+
The following tokens can be used in material templates, as well as materials defined in other raw files.
  
==Material Properties==
 
 
{| {{prettytable}}
 
{| {{prettytable}}
|- bgcolor="#C0C0C0"
+
|- bgcolor="#ddd"
 
! Token
 
! Token
 
! Arguments
 
! Arguments
Line 11: Line 10:
  
 
|-
 
|-
| PREFIX
+
| MATERIAL_TEMPLATE
| * string
+
|
| Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. '''Not permitted in material template definitions.'''
+
*id
 +
| The name of the material template. Used when defining a template in material template files; the id is used as an argument when calling for material templates elsewhere.
  
 
|-
 
|-
| STONE_NAME
+
| STATE_COLOR
| * string
+
|
| Overrides the name of mined out stones (used for native copper/silver/gold/platinum to make them be called "nuggets").
+
*state
 +
*color
 +
| The state may be SOLID, LIQUID, GAS, POWDER/SOLID_POWDER, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED, ALL_SOLID, or ALL.
 +
Color comes from descriptor_color_standard.txt and is used to indicate the color of the material. The nearest color value is used to display contaminants made of this material.
 +
[STATE_COLOR:ALL_SOLID:GREY]
  
 
|-
 
|-
| IS_GEM
+
| STATE_NAME
 
|
 
|
* name
+
*state
* plural
+
*name
* state
+
| The name of the material as displayed in-game.
| Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be "STP" to automatically append an "s" to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values.
+
[STATE_NAME:ALL_SOLID:stone]
  
 
|-
 
|-
| TEMP_DIET_INFO
+
| STATE_ADJ
|  
+
|
* type
+
*state
| Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy [[thought]]s. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH.
+
*adjective
 +
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name.
  
 
|-
 
|-
| POWDER_DYE
+
| STATE_NAME_ADJ
| [[color]] token
+
|
| Defines the material as a type of dye.
+
*state
 
+
*name/adjective
|-
+
| Sets both STATE_NAME and STATE_ADJ at the same time.
| TILE
 
| [[Main:Character table|tile]]
 
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█').
 
 
 
|-
 
| ITEM_SYMBOL
 
| tile
 
| Specifies the tile that will be used to represent BOULDER objects made of this material. Generally only used with stones. Defaults to 7 ('•').
 
  
 
|-
 
|-
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*background color
 
*background color
 
*foreground brightness
 
*foreground brightness
| The on-screen color of the material. Uses a standard 3-digit [[Color|color token]]. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c]
+
| The on-screen color of the material. Uses a standard 3-digit {{L|Color|color token}}. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c]
  
 
|-
 
|-
| BUILD_COLOR
+
| TILE_COLOR
 
|
 
|
 
*foreground color
 
*foreground color
 
*background color
 
*background color
 
*foreground brightness
 
*foreground brightness
| The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white).
+
| The color of unmined tiles containing this material (for stone and soil), as well as {{L|engraving}}s in this material.
  
 
|-
 
|-
| TILE_COLOR
+
| BUILD_COLOR
 
|
 
|
 
*foreground color
 
*foreground color
 
*background color
 
*background color
 
*foreground brightness
 
*foreground brightness
| The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white).
+
| The color of objects made of this material which use both the foreground and background color: {{L|door}}s, {{L|floodgate}}s, {{L|hatch cover}}s, {{L|bin}}s, {{L|barrel}}s, and {{L|cage}}s.
  
 
|-
 
|-
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*color
 
*color
 
*brightness
 
*brightness
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white).
+
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls.
  
 
|-
 
|-
| STATE_COLOR
+
| MATERIAL_VALUE
 +
|
 +
*value
 +
| Value modifier for the material.
 +
 
 +
|-
 +
| SPEC_HEAT
 +
|
 +
*specific heat capacity
 +
| See {{L|SPEC HEAT}}
 +
 
 +
|-
 +
| IGNITE_POINT
 +
|
 +
*temperature
 +
| Temperature at which the material will catch fire. May be set to NONE.
 +
 
 +
|-
 +
| MELTING_POINT
 +
|
 +
*temperature
 +
| Temperature at which the material melts. May be set to NONE.
 +
 
 +
|-
 +
| BOILING_POINT
 +
|
 +
*temperature
 +
| Temperature at which the material boils. May be set to NONE.
 +
 
 +
|-
 +
| HEATDAM_POINT
 
|
 
|
*state
+
*temperature
*[[color]] token
+
| Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point it may burn for very long time (around 9-10 months).
| The state may be SOLID, LIQUID, GAS, POWDER/SOLID_POWDER, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED, ALL_SOLID, or ALL.
 
Color comes from descriptor_color_standard.txt and is used to indicate the color of the material. The nearest color value is used to display contaminants and body parts made of this material.
 
[STATE_COLOR:ALL_SOLID:GREY]
 
  
 
|-
 
|-
| STATE_NAME
+
| COLDDAM_POINT
 
|
 
|
*state
+
*temperature
*name
+
| Temperature below which the material takes damage from cold. May be set to NONE.
| The name of the material as displayed in-game.
 
[STATE_NAME:ALL_SOLID:stone]
 
  
 
|-
 
|-
| STATE_NAME_ADJ
+
| MAT_FIXED_TEMP
 
|
 
|
*state
+
*temperature
*name/adjective
+
| Constant temperature of the material. May be set to NONE.
| Sets both STATE_NAME and STATE_ADJ at the same time.
 
  
 
|-
 
|-
| STATE_ADJ
+
| SOLID_DENSITY
 +
|
 +
*density
 +
| Affects the weight of the material. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers.{{verify}}
 +
It is displayed as a 4 or more digit number such as 11340 for lead. 11340 kg·m^3 = 11340
 +
|-
 +
| LIQUID_DENSITY
 
|
 
|
*state
+
*density
*adjective
+
| It works the same as above, except it is for the liquid state.
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name.
 
  
 
|-
 
|-
| ABSORPTION
+
| MOLAR_MASS
 
|
 
|
 
*value
 
*value
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0.
+
| Supposedly not used.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard of an impact the material can withstand before it will deform. Used for blunt-force combat. Defaults to 10000.
+
| Used for blunt-force combat.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard of an impact the material can withstand before it will break. Used for blunt-force combat. Defaults to 10000.
+
| Used for blunt-force combat.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how much the material will deform when subjected to an impact.{{verify}} Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value >= 50000), torn (value between 25000 and 49999), or fractured (value <= 24999)
+
| Used for blunt-force combat.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be compressed before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be compressed before it will break. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how much the material will deform when compressed.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be stretched before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be stretched before it will break. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how much the material will deform when stretched.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be twisted before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be twisted before it will break. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how much the material will deform when twisted.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be sheared before it will deform. Used for cutting calculations. Defaults to 10000.
+
| Used for cutting calculations.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be sheared before it will break. Used for cutting calculations. Defaults to 10000.
+
| Used for cutting calculations.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how much the material will deform when sheared.{{verify}} Used for cutting calculations. Defaults to 0.
+
| Used for cutting calculations.
  
 
|-
 
|-
| BENDING_YIELD  
+
| BENDING_YIELD
 
|
 
|
 
*value
 
*value
| Specifies how hard the material can be bent before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be bent before it will break.  [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how much the material will deform when bent.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000.
+
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons made from that stone.
  
 
|-
 
|-
| MATERIAL_VALUE
+
| ABSORPTION
 
|
 
|
 
*value
 
*value
| Value modifier for the material. Defaults to 1. This number can be made negative by placing a "-" in front, resulting in things that you are paid to buy and must pay to sell.
+
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been glazed.
  
 
|-
 
|-
| MULTIPLY_VALUE
+
| ITEMS_HARD
 
|
 
|
*value
 
| Multiplies the value of the material. '''Not permitted in material template definitions.'''
 
 
|-
 
| SPEC_HEAT
 
 
|
 
|
*specific heat capacity
 
| Rate at which the material heats up or cools down. See [[SPEC HEAT]] for more information. Defaults to NONE.
 
  
 
|-
 
|-
| HEATDAM_POINT
+
| ITEMS_QUERN
 
|
 
|
*temperature
+
| Querns and millstones can be made out of this material.{{verify}}
| Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it will burn for a very long time (9 months and 16.8 days). Defaults to NONE.
 
  
 
|-
 
|-
| COLDDAM_POINT
+
| ITEMS_WEAPON
|
+
|  
*temperature
+
| Melee {{L|Weapons#Manufactured_weapons|weapons}} can be made out of this material.
| Temperature below which the material takes damage from cold. Defaults to NONE.
 
  
 
|-
 
|-
| IGNITE_POINT
+
| ITEMS_WEAPON_RANGED
 
|
 
|
*temperature
+
| Ranged weapons can be made out of this material.
| Temperature at which the material will catch fire. Defaults to NONE.
 
  
 
|-
 
|-
| MELTING_POINT
+
| ITEMS_AMMO
 
|
 
|
*temperature
+
| {{L|Weapon#Ammunition|Ammunition}} can be made out of this material.
| Temperature at which the material melts. Defaults to NONE.
 
  
 
|-
 
|-
| BOILING_POINT
+
| ITEMS_DIGGER
 
|
 
|
*temperature
+
| {{L|Weapon#Dwarf-manufactured_weapons|Picks}} can be made out of this material.
| Temperature at which the material boils. Defaults to NONE.
 
  
 
|-
 
|-
| MAT_FIXED_TEMP
+
| ITEMS_ANVIL
 
|
 
|
*temperature
+
| {{L|Anvil}}s can be made out of this material.
| Constant temperature emitted by the material. Defaults to NONE.
 
  
 
|-
 
|-
| IF_EXISTS_SET_HEATDAM_POINT
+
| ITEMS_ARMOR
 
|
 
|
*temperature
+
| {{L|Armor}} can be made out of this material.
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
 
  
 
|-
 
|-
| IF_EXISTS_SET_COLDDAM_POINT
+
| ITEMS_SIEGE_ENGINE
 
|
 
|
*temperature
+
| Siege engine parts can be made out of this material.{{verify}}
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
 
  
 
|-
 
|-
| IF_EXISTS_SET_IGNITE_POINT
+
| ITEMS_BARRED
 
|
 
|
*temperature
+
| {{L|Bone}} items (clothes with [BARRED]) can be made from this material.
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
 
  
 
|-
 
|-
| IF_EXISTS_SET_MELTING_POINT
+
| ITEMS_SCALED
 
|
 
|
*temperature
+
| {{L|Shell}} items (clothes with [SCALED]) can be made from this material.
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
 
  
 
|-
 
|-
| IF_EXISTS_SET_BOILING_POINT
+
| ITEMS_LEATHER
 
|
 
|
*temperature
+
| {{L|Leather}} items (clothes with [LEATHER]) can be made from this material.
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
 
  
 
|-
 
|-
| IF_EXISTS_SET_MAT_FIXED_TEMP
+
| ITEMS_SOFT
 
|
 
|
*temperature
 
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
 
 
|-
 
| SOLID_DENSITY
 
 
|
 
|
*density
 
| Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers{{verify}}. Defaults to NONE.
 
  
 
|-
 
|-
| LIQUID_DENSITY
+
| ITEMS_DELICATE
 
|
 
|
*density
+
| Used internally by amber and coral
| Specifies the density of the material when in liquid form. Defaults to NONE.
 
  
 
|-
 
|-
| MOLAR_MASS
+
| ITEMS_METAL
 
|
 
|
*value
 
| Supposedly not used. Defaults to NONE.
 
 
|-
 
| EXTRACT_STORAGE
 
| BARREL or FLASK
 
| Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] [[plant token]]s. Defaults to BARREL.
 
 
|-
 
| BUTCHER_SPECIAL
 
 
|
 
|
*[[item token]]
 
| Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials.
 
  
 
|-
 
|-
| MEAT_NAME
+
| IS_STONE
 
|
 
|
*prefix
+
| Used to define that said material is stone.
*name
 
*adjective
 
| When a creature is butchered, meat yielded from organs made from this material will be named via this token.
 
  
 
|-
 
|-
| BLOCK_NAME
+
| IS_METAL
 
|
 
|
*singular
+
| Used only in the metal template. Not used anywhere else.
*plural
 
| Specifies the name of [[block]]s made from this material.
 
  
 
|-
 
|-
| MATERIAL_REACTION_PRODUCT
+
| IS_GLASS
 
|
 
|
*reaction reference
+
| Used internally by green glass, clear glass, and crystal glass
*[[material token]]
 
| Used with reaction raws to associate a reagent material with a product material. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.
 
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
 
  
 
|-
 
|-
| REACTION_CLASS
+
| IS_GEM
 
|
 
|
*reaction reference
+
* name
| Used to classify all items made of the material so that reactions can use them as generic reagents.
+
* plural
 
+
* state
|-
+
| Used to indicate that said material is a gemstone - when mined out, rough gems will be yielded instead of boulders. Plural can be "STP" to automatically append an "s" to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME.
| HARDENS_WITH_WATER
 
|
 
* [[material token]]
 
| Allows the material to be used to make [[healthcare|casts]].
 
 
 
|-
 
| SOAP_LEVEL
 
|
 
*value
 
| Unknown. Defaults to 0.
 
|}
 
 
 
==Material Usage Tokens==
 
{| {{prettytable}}
 
|- bgcolor="#C0C0C0"
 
! Token
 
! Arguments
 
! Description
 
  
 
|-
 
|-
 
| IMPLIES_ANIMAL_KILL
 
| IMPLIES_ANIMAL_KILL
 
|
 
|
| Lets the game know that an animal was likely killed in the production of this item. Elves (and other entities that are ethically opposed to killing animals) will likely not bring these for trade.
+
| Lets the game know that an animal was likely killed in the production of this item. Elves (and other entities that are ethically opposed to killing animals) will not bring these for trade.
  
 
|-
 
|-
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|
 
|
 
| Classifies the material as creature alcohol, allowing it to be stored in food stockpiles under "Drink (Animal)".
 
| Classifies the material as creature alcohol, allowing it to be stored in food stockpiles under "Drink (Animal)".
 
|-
 
| ALCOHOL
 
|
 
| Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown.
 
  
 
|-
 
|-
Line 428: Line 385:
 
|
 
|
 
| Classifies the material as creature cheese, allowing it to be stored in food stockpiles under "Cheese (Animal)".
 
| Classifies the material as creature cheese, allowing it to be stored in food stockpiles under "Cheese (Animal)".
 
|-
 
| CHEESE
 
|
 
| Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown.
 
  
 
|-
 
|-
Line 445: Line 397:
  
 
|-
 
|-
| POWDER_MISC
+
| STOCKPILE_GLOB
|
 
| Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown.
 
 
 
|-
 
| STOCKPILE_GLOB or STOCKPILE_GLOB_SOLID
 
 
|
 
|
| Permits globs of the material in solid form to be stored in food stockpiles under "Fat" - without it, dwarves will come by and "clean" the items, destroying them (unless [DO_NOT_CLEAN_GLOB] is also included).
+
| Permits globs of the material in solid form to be stored in food stockpiles under "Fat" - without it, dwarves will come by and "clean" the items, destroying them.
  
 
|-
 
|-
Line 477: Line 424:
 
| LIQUID_MISC_OTHER
 
| LIQUID_MISC_OTHER
 
|
 
|
| Classifies the material as a miscellaneous liquid, allowing it to be stored in food stockpiles under "Misc. Liquid" along with lye.
+
| Classifies the material as a miscellaneous liquid, allowing it to be stored in food stockpiles under "Misc. Liquid".
 
 
|-
 
| LIQUID_MISC
 
|
 
| Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown.
 
  
 
|-
 
|-
Line 492: Line 434:
 
| SEED_MAT
 
| SEED_MAT
 
|
 
|
| Classifies the material as plant seed, allowing it to be stored in food stockpiles under "Seeds".
+
| Classifies the material as plant seed, allowing it to be stored in food stockpiles under "Seeds".{{verify}}
  
 
|-
 
|-
 
| LEAF_MAT
 
| LEAF_MAT
 
|
 
|
| Classifies the material as plant leaf, allowing it to be stored in food stockpiles under "Leaves".
+
| Classifies the material as plant leaf, allowing it to be stored in food stockpiles under "Leaves".{{verify}}
  
 
|-
 
|-
 
| BONE
 
| BONE
 
|
 
|
| Classifies the material as bone, allowing it to be used by craftsdwarves.
+
| Classifies the material as bone, allowing it to be used by craftsdwarves.{{verify}}
 
 
|-
 
| WOOD
 
|
 
| Classifies the material as wood, allowing it to be used by carpenters. May also make elves angry if you try to trade it to them.
 
  
 
|-
 
|-
 
| THREAD_PLANT
 
| THREAD_PLANT
 
|
 
|
| Classifies the material as plant fiber, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Plant)" and "Cloth (Plant)".
+
| Classifies the material as plant fiber, weavable into cloth.{{verify}}
  
 
|-
 
|-
 
| TOOTH
 
| TOOTH
 
|
 
|
| Classifies the material as tooth, allowing it to be used by craftsdwarves.
+
| Classifies the material as tooth, allowing it to be used by craftsdwarves.{{verify}}
  
 
|-
 
|-
| HORN
+
| PEARL
 
|
 
|
| Classifies the material as horn, allowing it to be used by craftsdwarves.
+
| Classifies the material as pearl, allowing it to be used by craftsdwarves.{{verify}}
  
 
|-
 
|-
| PEARL
+
| HORN
 
|
 
|
| Classifies the material as pearl, allowing it to be used by craftsdwarves.
+
| Classifies the material as horn, allowing it to be used by craftsdwarves.{{verify}}
  
 
|-
 
|-
 
| SHELL
 
| SHELL
 
|
 
|
| Classifies the material as shell, allowing it to be used by craftsdwarves.
+
| Classifies the material as shell, allowing it to be used by craftsdwarves.{{verify}}
  
 
|-
 
|-
 
| LEATHER
 
| LEATHER
 
|
 
|
| Classifies the material as leather, allowing it to be used by craftsdwarves.
+
| Classifies the material as leather, allowing it to be used by craftsdwarves.{{verify}}
  
 
|-
 
|-
 
| SILK
 
| SILK
 
|
 
|
| Classifies the material as silk, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Silk)" and "Cloth (Silk)".
+
| Classifies the material as silk, weavable into cloth.{{verify}}
 +
 
 +
|-
 +
| WOOD
 +
|
 +
| Classifies the material as wood, allowing it to be used by carpenters.{{verify}} May also make elves angry if you try to trade it to them.
  
 
|-
 
|-
Line 550: Line 492:
  
 
|-
 
|-
| GENERATES_MIASMA
+
| MEAT
 
|
 
|
| Material generates miasma when it rots
+
| Classifies the material as edible meat.{{verify}}
  
 
|-
 
|-
| MEAT
+
| GENERATES_MIASMA
 +
|
 
|
 
|
| Classifies the material as edible meat.{{verify}}
 
  
 
|-
 
|-
 
| ROTS
 
| ROTS
 
|
 
|
| Material will rot if not stockpiled appropriately
+
|
  
 
|-
 
|-
 
| BLOOD_MAP_DESCRIPTOR
 
| BLOOD_MAP_DESCRIPTOR
 
|
 
|
| Tells the game to classify contaminants of this material as being "blood" in Adventurer mode tile descriptions ("Here we have a Dwarf in a slurry of blood.").
+
|
  
 
|-
 
|-
 
| ICHOR_MAP_DESCRIPTOR
 
| ICHOR_MAP_DESCRIPTOR
 
|
 
|
| Tells the game to classify contaminants of this material as being "ichor".
+
|
  
 
|-
 
|-
 
| GOO_MAP_DESCRIPTOR
 
| GOO_MAP_DESCRIPTOR
 
|
 
|
| Tells the game to classify contaminants of this material as being "goo".
+
|
  
 
|-
 
|-
 
| SLIME_MAP_DESCRIPTOR
 
| SLIME_MAP_DESCRIPTOR
 
|
 
|
| Tells the game to classify contaminants of this material as being "slime".
+
|
  
 
|-
 
|-
 
| PUS_MAP_DESCRIPTOR
 
| PUS_MAP_DESCRIPTOR
 
|
 
|
| Tells the game to classify contaminants of this material as being "pus".
 
 
|-
 
| ENTERS_BLOOD
 
 
|
 
|
| Used for materials which cause [[syndrome]]s, causes it to enter the creature's blood instead of simply spattering on the surface.
 
  
 
|-
 
|-
Line 610: Line 547:
  
 
|-
 
|-
| DO_NOT_CLEAN_GLOB
+
| CRYSTAL_GLASSABLE
 +
|
 +
| Can be used in the production of crystal glass.
 +
 
 +
|-
 +
| STONE_NAME
 
|
 
|
| Prevents globs made of this material from being cleaned up and destroyed.
+
| Name of stones mined out if material is a stone.
  
 
|-
 
|-
| NO_STONE_STOCKPILE
+
| LAVA
 +
|
 +
| Causes the material to seal magma pipes, be produced by the magma + water reaction and be used in the construction of Dark Fortresses
 +
 
 +
|-
 +
| TEMP_DIET_INFO
 +
|
 
|
 
|
| Prevents the material from showing up in Stone stockpile settings.
 
  
 
|-
 
|-
| ITEMS_METAL
+
| SLIME
 +
|
 
|
 
|
| Effect unknown
 
  
 
|-
 
|-
| ITEMS_BARRED
+
| ICHOR
 +
|
 
|
 
|
| [[Bone]] items (clothes with [BARRED]) can be made from this material.
 
  
 
|-
 
|-
| ITEMS_SCALED
+
| GOO
 +
|
 
|
 
|
| [[Shell]] items (clothes with [SCALED]) can be made from this material.
 
  
 
|-
 
|-
| ITEMS_LEATHER
+
| FILTH
 +
|
 
|
 
|
| [[Leather]] items (clothes with [LEATHER]) can be made from this material.
 
  
 
|-
 
|-
| ITEMS_SOFT
+
| POWDER_DYE
 +
|
 
|
 
|
| Soft clothing items, backpacks and quivers, and siege engine parts can be made from this material.
 
  
 
|-
 
|-
| ITEMS_HARD
+
| ITEM_SYMBOL
 +
|
 
|
 
|
| Furniture, medical supplies, and crafts can be made out of this material.
 
  
 
|-
 
|-
| IS_STONE
+
| IF_EXISTS_SET_HEATDAM_POINT
 
|
 
|
| Used to define that said material is stone. Allows storage in stone stockpiles, among other effects.
+
*temperature
 +
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE.
  
 
|-
 
|-
| UNDIGGABLE
+
| IF_EXISTS_SET_COLDDAM_POINT
|  
+
|
| Used for a stone that cannot be dug into.
+
*temperature
 +
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE.
  
 
|-
 
|-
| DISPLAY_UNGLAZED
+
| IF_EXISTS_SET_IGNITE_POINT
 
|
 
|
| Causes containers made of this material to be prefixed with "unglazed" if they have not yet been [[glaze]]d.
+
*temperature
 +
| Changes a material's IGNITE_POINT, but only if it was not set to NONE.
  
 
|-
 
|-
| YARN
+
| IF_EXISTS_SET_MELTING_POINT
 
|
 
|
| Classifies the material as yarn, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Yarn)" and "Cloth (Yarn)".
+
*temperature
 +
| Changes a material's MELTING_POINT, but only if it was not set to NONE.
  
 
|-
 
|-
| STOCKPILE_THREAD_METAL
+
| IF_EXISTS_SET_BOILING_POINT
 
|
 
|
| Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Metal)" and "Cloth (Metal)".
+
*temperature
 +
| Changes a material's BOILING_POINT, but only if it was not set to NONE.
  
 
|-
 
|-
| IS_METAL
+
| IF_EXISTS_SET_MAT_FIXED_TEMP
 
|
 
|
| Defines the material as being metal, allowing it to be used at forges.
+
*temperature
 +
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE.
  
 
|-
 
|-
| IS_GLASS
+
| EXTRACT_STORAGE
 +
|
 
|
 
|
| Used internally by green glass, clear glass, and crystal glass.
 
  
 
|-
 
|-
| CRYSTAL_GLASSABLE
+
| BUTCHER_SPECIAL
 
|
 
|
| Can be used in the production of crystal glass, in theory. In practice, thanks to [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 bug 1498], this token does nothing.
+
*item type
 +
*value
 +
| All instances in the material templates have NONE as the second argument. Possibly subtype?
 +
[BUTCHER_SPECIAL:MEAT:NONE]
 +
[BUTCHER_SPECIAL:GLOB:NONE]
  
 
|-
 
|-
| ITEMS_WEAPON
+
| MEAT_NAME
|  
+
|
| Melee [[Weapon#Manufactured weapons|weapons]] can be made out of this material.
+
*prefix
 +
*name
 +
*adjective?
 +
| When the creature is butchered, its organs will be named via this token.
  
 
|-
 
|-
| ITEMS_WEAPON_RANGED
+
| BLOCK_NAME
 
|
 
|
| Ranged weapons can be made out of this material.
+
*singular
 +
*plural
 +
| When blocks are made of this material, they will be named via this token.
 +
 
 +
|-
 +
| REACTION_CLASS
 +
| *reaction reference
 +
| Used to classify all items made of the material so that reactions can use them as generic reagents.
  
 
|-
 
|-
| ITEMS_ANVIL
+
| MATERIAL_REACTION_PRODUCT
 
|
 
|
| [[Anvil]]s can be made out of this material.
+
*reaction reference
 +
*{{L|material token}}
 +
| Used with reaction raws to preserve material source from reagent to product. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.
 +
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
  
 
|-
 
|-
| ITEMS_AMMO
+
| HARDENS_WITH_WATER
 
|
 
|
| [[Weapon#Ammunition|Ammunition]] can be made out of this material.
+
* {{L|material token}}
 +
| Allows the material to be used to make {{L|healthcare|casts}}.
  
 
|-
 
|-
| ITEMS_DIGGER
+
| SOAP_LEVEL
 +
|
 +
*value
 
|
 
|
| [[Weapon#Dwarf-manufactured weapons|Picks]] can be made out of this material.
 
  
 
|-
 
|-
| ITEMS_ARMOR
+
| MULTIPLY_VALUE
 
|
 
|
| [[Armor]] can be made out of this material.
+
*value
 +
| Multiplies the value of the selected material. Seen in local creature materials.
  
 
|-
 
|-
| ITEMS_DELICATE
+
| SYNDROME
 
|
 
|
| Used internally by amber and coral.
+
| Begins defining a {{L|Syndrome}}. Supposedly does not work with templates.{{verify}}
  
 
|-
 
|-
| ITEMS_SIEGE_ENGINE
+
| UNDIGGABLE
 +
|
 +
| Used for a stone that cannot be dug into.
 +
 
 +
|-
 +
| DISPLAY_UNGLAZED
 +
|
 
|
 
|
| Siege engine parts can be made out of this material. Does not appear to work.
 
  
 
|-
 
|-
| ITEMS_QUERN
+
| YARN
 
|
 
|
| Querns and millstones can be made out of this material.{{verify}}
+
| Classifies the material as yarn, weavable into cloth.{{verify}}
 
|}
 
|}
  
Line 738: Line 716:
  
 
{| {{prettytable}}
 
{| {{prettytable}}
|- bgcolor="#C0C0C0"
+
|- bgcolor="#ddd"
 
! Token
 
! Token
 
! Arguments
 
! Arguments
Line 747: Line 725:
 
| text  
 
| text  
 
| defines the name of the syndrome
 
| defines the name of the syndrome
 
|-
 
| SYN_INJECTED
 
 
| syndrome can be contracted by injection (by a creature)
 
 
|-
 
| SYN_CONTACT
 
 
| syndrome can be contracted on contact (e.g. poison dust or liquid)
 
 
|-
 
| SYN_INHALED
 
 
| syndrome can be contracted by inhalation (e.g. poison vapor or gas)
 
  
 
|-  
 
|-  
Line 784: Line 747:
  
 
|-  
 
|-  
| CE_PAIN<br />CE_SWELLING<br />CE_OOZING<br />CE_BRUISING<br />CE_BLISTERS<br />CE_NUMBNESS<br />CE_PARALYSIS<br />CE_FEVER<br />CE_BLEEDING<br />CE_COUGH_BLOOD<br />CE_VOMIT_BLOOD<br />CE_NAUSEA<br />CE_UNCONSCIOUSNESS<br />CE_NECROSIS<br />CE_IMPAIR_FUNCTION<br />CE_DROWSINESS<br />CE_DIZZINESS
+
| SYN_CONTACT
 +
 +
| syndrome can be contracted on contact (e.g. poison dust or liquid)
 +
 
 +
|-
 +
| SYN_INHALED
 +
 +
| syndrome can be contracted by inhalation (e.g. poison vapor or gas)
 +
 
 +
|-
 +
| SYN_INJECTED
 +
 +
| syndrome can be contracted by injection (by a creature)
 +
 
 +
|-
 +
| CE_X
 
|  
 
|  
 
*SEV:<value>  (severity, higher is worse)
 
*SEV:<value>  (severity, higher is worse)
Line 794: Line 772:
 
*VASCULAR_ONLY (optional)
 
*VASCULAR_ONLY (optional)
 
*MUSCULAR_ONLY (optional)
 
*MUSCULAR_ONLY (optional)
*BP:BY_CATEGORY:category:tissue (optional)
+
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)
*BP:BY_TYPE:type:tissue (optional)
 
*BP:BY_TOKEN:token:tissue (optional)
 
 
Timeline:
 
Timeline:
 
*Start:effect start time
 
*Start:effect start time
Line 808: Line 784:
 
* [[Inorganic material definition token]]
 
* [[Inorganic material definition token]]
 
* [[Syndrome]]
 
* [[Syndrome]]
 +
* [[Tissue definition token]]
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

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