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Difference between revisions of "v0.31:Material definition token"

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m (moved DF2010:Material token to DF2010:Material definition token: better page name - material tokens are stuff like INORGANIC, PLANT, POTASH, PEARLASH, GLASS_GREEN, GLASS_CLEAR, etc.)
(Filled in some empty spaces. Still needs to be reviewed or updated for 31.12, I don't do a whole lot of modding so someone else has to do it.)
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*name
 
*name
 
| The name of the material as displayed in-game.
 
| The name of the material as displayed in-game.
[STATE_COLOR:ALL_SOLID:stone]
+
[STATE_NAME:ALL_SOLID:stone]
  
 
|-
 
|-
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|
 
|
 
*n
 
*n
| used for blunt-force combat.
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| Used for blunt-force combat.
  
 
|-
 
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|
 
|
 
*n
 
*n
| used for blunt-force combat.
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| Used for blunt-force combat.
  
 
|-
 
|-
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|
 
|
 
*n
 
*n
| used for blunt-force combat.
+
| Used for blunt-force combat.
  
 
|-
 
|-
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| ITEMS_AMMO
 
| ITEMS_AMMO
 
|
 
|
|
+
*n
 +
| {{L|Weapon#Ammunition|Ammunition}} can be made out of this material.
  
 
|-
 
|-
 
| ITEMS_DIGGER
 
| ITEMS_DIGGER
 
|
 
|
|
+
*n
 +
| {{L|Weapon#Dwarf-manufactured_weapons|Picks}} can be made out of this material.
  
 
|-
 
|-
 
| ITEMS_ANVIL
 
| ITEMS_ANVIL
 
|
 
|
|
+
*n
 +
| {{L|Anvil|Anvils}} can be made out of this material.
  
 
|-
 
|-
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| IS_STONE
 
| IS_STONE
 
|
 
|
|
+
*n
 +
| Used to define that said material is stone.
  
 
|-
 
|-
 
| IS_METAL
 
| IS_METAL
 
|
 
|
|
+
*n
 +
| Used only in the metal template. Not used anywhere else.
  
 
|-
 
|-

Revision as of 06:20, 4 September 2010

This article is about an older version of DF.

Material Tokens

The following tokens can be used in material templates, as well as materials defined in other raw files.


Token Arguments Description
MATERIAL_TEMPLATE
  • 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.
STATE_COLOR
  • state
  • color
The state may be SOLID, LIQUID, GAS, POWDER, SOLID_POWDER, ALL_SOLID, or ALL.

Color comes from descriptor_color_standard.txt and is used to describe the color of the material. [STATE_COLOR:ALL_SOLID:GREY]

STATE_NAME
  • state
  • name
The name of the material as displayed in-game.

[STATE_NAME:ALL_SOLID:stone]

STATE_ADJ
  • state
  • adjective
Like STATE_NAME, but used in different situations. Equipment made from the material uses the adjective.
STATE_NAME_ADJ
  • state
  • name/adjective
Sets both STATE_NAME and STATE_ADJ at the same time.
DISPLAY_COLOR
  • foreground color
  • background color
  • forground brightness
The on-screen color of the material. Uses a standard 3-digit Template:L

[DISPLAY_COLOR:7:0:0]

MATERIAL_VALUE
  • value
Value modifier for the material.
SPEC_HEAT
  • specific heat capacity
See Template:L
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
  • temperature
Temperature at which the material takes heat damage. May be set to NONE. If the material has an ignite point but no heatdam point it may burn for very long time.[Verify]
COLDDAM_POINT
  • temperature
Temperature at which the material takes cold damage. May be set to NONE.
MAT_FIXED_TEMP
  • temperature
Constant temperature of the material. May be set to NONE.
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
  • density
It works the same as above, except it is for the liquid state.
MOLAR_MASS
  • n
Supposedly not used.
IMPACT_YIELD
  • n
Used for blunt-force combat.
IMPACT_FRACTURE
  • n
Used for blunt-force combat.
IMPACT_ELASTICITY (IMPACT_STRAIN_AT_YIELD)
  • n
Used for blunt-force combat.
COMPRESSIVE_YIELD
  • n
Supposedly used only during wrestling.
COMPRESSIVE_FRACTURE
  • n
Supposedly used only during wrestling.
COMPRESSIVE_ELASTICITY (COMPRESSIVE_STRAIN_AT_YIELD)
  • n
Supposedly used only during wrestling.
TENSILE_YIELD
  • n
Supposedly used only during wrestling.
TENSILE_FRACTURE
  • n
Supposedly used only during wrestling.
TENSILE_ELASTICITY (TENSILE_STRAIN_AT_YIELD)
  • n
Supposedly used only during wrestling.
TORSION_YIELD
  • n
Supposedly used only during wrestling.
TORSION_FRACTURE
  • n
Supposedly used only during wrestling.
TORSION_ELASTICITY (TORSION_STRAIN_AT_YIELD)
  • n
Supposedly used only during wrestling.
SHEAR_YIELD
  • n
Used for cutting calculations.
SHEAR_FRACTURE
  • n
Used for cutting calculations.
SHEAR_ELASTICITY (SHEAR_STRAIN_AT_YIELD)
  • n
Used for cutting calculations.
BENDING_YIELD
  • n
Supposedly used only during wrestling.
BENDING_FRACTURE
  • n
Supposedly used only during wrestling.
BENDING_ELASTICITY (BENDING_STRAIN_AT_YIELD)
  • n
Supposedly used only during wrestling.
MAX_EDGE
  • n
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.
ABSORPTION
  • n
Supposedly not used.
ITEMS_HARD
ITEMS_QUERN
ITEMS_WEAPON
ITEMS_WEAPON_RANGED
ITEMS_AMMO
  • n
Template:L can be made out of this material.
ITEMS_DIGGER
  • n
Template:L can be made out of this material.
ITEMS_ANVIL
  • n
Template:L can be made out of this material.
ITEMS_ARMOR
ITEMS_SIEGE_ENGINE
ITEMS_BARRED
ITEMS_SCALED
ITEMS_LEATHER
ITEMS_SOFT
ITEMS_DELICATE
IS_STONE
  • n
Used to define that said material is stone.
IS_METAL
  • n
Used only in the metal template. Not used anywhere else.
IS_GLASS
IS_GEM
IMPLIES_ANIMAL_KILL Makes the elves angry if you try to trade something made from this material
ALCOHOL_PLANT
ALCOHOL_CREATURE
CHEESE_PLANT
CHEESE_CREATURE
POWDER_MISC_PLANT
POWDER_MISC_CREATURE
STOCKPILE_GLOB
LIQUID_MISC_PLANT
LIQUID_MISC_CREATURE
LIQUID_MISC_OTHER
STRUCTURAL_PLANT_MAT
SEED_MAT
LEAF_MAT
BONE
THREAD_PLANT
TOOTH
HORN
SHELL
SILK
GENERATES_MIASMA
ROTS
BLOOD_MAP_DESCRIPTOR
ICHOR_MAP_DESCRIPTOR
GOO_MAP_DESCRIPTOR
SLIME_MAP_DESCRIPTOR
PUS_MAP_DESCRIPTOR
EDIBLE_VERMIN Can be eaten by vermin.
EDIBLE_RAW Can be eaten raw.
EDIBLE_COOKED Can be cooked and then eaten.
CRYSTAL_GLASSABLE Can be used in the production of crystal glass
STONE_NAME Name of stones mined out if material is a stone.
LAVA Causes the material to seal magma pipes, be produced by the magma + water reaction and be used in the construction of Dark Fortresses
OVERWRITE_SOLID
TEMP_DIET_INFO
SLIME
ICHOR
GOO
FILTH
POWDER_DYE
ITEM_SYMBOL
IF_EXISTS_SET_HEATDAM_POINT
  • temperature
IF_EXISTS_SET_COLDDAM_POINT
  • temperature
IF_EXISTS_SET_IGNITE_POINT
  • temperature
IF_EXISTS_SET_MELTING_POINT
  • temperature
IF_EXISTS_SET_BOILING_POINT
  • temperature
IF_EXISTS_SET_MAT_FIXED_TEMP
  • temperature
EXTRACT_STORAGE
BUTCHER_SPECIAL
  • item type
  • NONE
All instances in the material templates have NONE as the second argument. Possibly subtype?

[BUTCHER_SPECIAL:MEAT:NONE] [BUTCHER_SPECIAL:GLOB:NONE]

MEAT_NAME
  • prefix
  • name
  • adjective?
When the creature is butchered, its organs will be named via this token.
MATERIAL_REACTION_PRODUCT
  • reaction reference
  • LOCAL_CREATURE_MAT
  • material
Used with reaction raws to preserve material source from reagent to product. First argument comes from HAS_MATERIAL_REACTION_PRODUCT in reaction raws. Second argument is always LOCAL_CREATURE_MAT in templates but could be others.

[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]

HARDENS_WITH_WATER
SOAP_LEVEL
  • n
MULTIPLY_VALUE
  • value
Multiplies the value of the selected material. Seen in local creature materials.
SYNDROME Begins defining a Template:L. Supposedly does not work with templates.[Verify]