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	<updated>2026-07-30T11:04:25Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Item_value&amp;diff=169732</id>
		<title>v0.34 Talk:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Item_value&amp;diff=169732"/>
		<updated>2012-04-11T18:18:20Z</updated>

		<summary type="html">&lt;p&gt;Girlinhat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why have we made this page less clear than it was?  Sure, now we have formulas, but it's also worthless since only weapons are listed.--[[User:Girlinhat|Girlinhat]] 18:18, 11 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Girlinhat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Item_value&amp;diff=169731</id>
		<title>v0.34 Talk:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Item_value&amp;diff=169731"/>
		<updated>2012-04-11T18:17:59Z</updated>

		<summary type="html">&lt;p&gt;Girlinhat: Created page with &amp;quot;Why have we made this page less clear than it was?  Sure, now we have formulas, but it's also worthless since only weapons are listed.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why have we made this page less clear than it was?  Sure, now we have formulas, but it's also worthless since only weapons are listed.&lt;/div&gt;</summary>
		<author><name>Girlinhat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=139771</id>
		<title>v0.31:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=139771"/>
		<updated>2011-03-24T13:41:10Z</updated>

		<summary type="html">&lt;p&gt;Girlinhat: /* Reference Chart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
''For temperature as it relates to choosing an embarkation site, see [[DF2010:Climate|Climate]].''&lt;br /&gt;
&lt;br /&gt;
==Temperature scale==&lt;br /&gt;
Dwarf Fortress uses its own temperature scale in most cases, often called &amp;quot;Degrees [[Urist]]&amp;quot; on this wiki.&lt;br /&gt;
So if you see something like [HOMEOTHERM:10067], don't be amazed.&lt;br /&gt;
&lt;br /&gt;
[[Magma]]'s temperature is 12,000° Urist.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [CELSIUS] * 9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [KELVIN] * 9/5 + 9508.33&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [RANKINE] + 9508.33&lt;br /&gt;
&lt;br /&gt;
===Reference Chart===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Significance&lt;br /&gt;
! DF Scale&lt;br /&gt;
! Fahrenheit&lt;br /&gt;
! Celsius&lt;br /&gt;
! Kelvin&lt;br /&gt;
! Rankine&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Human Body Temperature&lt;br /&gt;
| 10066.6&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 98.6&lt;br /&gt;
| 37.0&lt;br /&gt;
| 310.15&lt;br /&gt;
| 558.27&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Freezing Point of Water&lt;br /&gt;
| 10000&lt;br /&gt;
| 32&lt;br /&gt;
| 0&lt;br /&gt;
| 273.15&lt;br /&gt;
| 491.67&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Boiling Point of Water&lt;br /&gt;
| 10180&lt;br /&gt;
| 212&lt;br /&gt;
| 100&lt;br /&gt;
| 373.15&lt;br /&gt;
| 671.67&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Absolute Zero&lt;br /&gt;
| 9508.33&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| -459.67&lt;br /&gt;
| −273.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DF Scale's Zero&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| -9968&lt;br /&gt;
| -5555.555...&lt;br /&gt;
| -5282.40555...&lt;br /&gt;
| -9508.33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Yes, temperatures in Dwarf Fortress can go '''far, far''' below absolute zero, which is physically impossible. Considering Dwarf Fortress also allows {{L|water wheel#Perpetual motion|perpetual motion}}, it's best not to ask questions.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Technically, fractional/decimal temperatures are not possible in Dwarf Fortress, as they are stored as unsigned 16-bit integers. For instance, body temp for humans in the raws is rounded to 10067.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some general information about temperatures in DF (copied from somewhere on the forums):&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event / location&lt;br /&gt;
! Temperature&lt;br /&gt;
|-&lt;br /&gt;
| water freezes&lt;br /&gt;
| 10000 U&lt;br /&gt;
|-&lt;br /&gt;
| underground&lt;br /&gt;
| 10015 U&lt;br /&gt;
|-&lt;br /&gt;
| outside (varies)&lt;br /&gt;
| 10048 U&lt;br /&gt;
|-&lt;br /&gt;
| dwarf/human body temp&lt;br /&gt;
| 10067 U&lt;br /&gt;
|-&lt;br /&gt;
| floor above magma&lt;br /&gt;
| 10075 U&lt;br /&gt;
|-&lt;br /&gt;
| water boils&lt;br /&gt;
| 10180 U&lt;br /&gt;
|-&lt;br /&gt;
| magma&lt;br /&gt;
| 12000 U&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Melting point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will melt. Any material with a melting point over 12,000 °U is {{L|magma-safe}}.&lt;br /&gt;
&lt;br /&gt;
==Boiling point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will evaporate.&lt;br /&gt;
&lt;br /&gt;
==Ignition point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will catch fire.&lt;br /&gt;
&lt;br /&gt;
==Heat damage point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature above which an object will begin to take {{L|wear|damage}}. Flammable items without a heat damage point (or with an exceptionally high one) will take damage very slowly, causing them to burn for about 9-10 months before disappearing.&lt;br /&gt;
&lt;br /&gt;
==Cold damage point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature below which an object will begin to take {{L|wear|damage}}.&lt;br /&gt;
&lt;br /&gt;
==Specific heat==&lt;br /&gt;
&lt;br /&gt;
This determines how long it takes an object to heat up or cool down. An object with high specific heat will change temperature more slowly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Girlinhat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=139770</id>
		<title>v0.31:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Temperature&amp;diff=139770"/>
		<updated>2011-03-24T13:39:39Z</updated>

		<summary type="html">&lt;p&gt;Girlinhat: /* Reference Chart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
''For temperature as it relates to choosing an embarkation site, see [[DF2010:Climate|Climate]].''&lt;br /&gt;
&lt;br /&gt;
==Temperature scale==&lt;br /&gt;
Dwarf Fortress uses its own temperature scale in most cases, often called &amp;quot;Degrees [[Urist]]&amp;quot; on this wiki.&lt;br /&gt;
So if you see something like [HOMEOTHERM:10067], don't be amazed.&lt;br /&gt;
&lt;br /&gt;
[[Magma]]'s temperature is 12,000° Urist.&lt;br /&gt;
&lt;br /&gt;
===Conversion===&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [CELSIUS] * 9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [KELVIN] * 9/5 + 9508.33&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [RANKINE] + 9508.33&lt;br /&gt;
&lt;br /&gt;
===Reference Chart===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Significance&lt;br /&gt;
! DF Scale&lt;br /&gt;
! Fahrenheit&lt;br /&gt;
! Celsius&lt;br /&gt;
! Kelvin&lt;br /&gt;
! Rankine&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Magma (in DF)&lt;br /&gt;
| 12000&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Floor above magma&lt;br /&gt;
| 10100&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Human Body Temperature&lt;br /&gt;
| 10066.6&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 98.6&lt;br /&gt;
| 37.0&lt;br /&gt;
| 310.15&lt;br /&gt;
| 558.27&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Underground Temperature&lt;br /&gt;
| 10015&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Freezing Point of Water&lt;br /&gt;
| 10000&lt;br /&gt;
| 32&lt;br /&gt;
| 0&lt;br /&gt;
| 273.15&lt;br /&gt;
| 491.67&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Boiling Point of Water&lt;br /&gt;
| 10180&lt;br /&gt;
| 212&lt;br /&gt;
| 100&lt;br /&gt;
| 373.15&lt;br /&gt;
| 671.67&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Absolute Zero&lt;br /&gt;
| 9508.33&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| -459.67&lt;br /&gt;
| −273.15&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DF Scale's Zero&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 0&lt;br /&gt;
| -9968&lt;br /&gt;
| -5555.555...&lt;br /&gt;
| -5282.40555...&lt;br /&gt;
| -9508.33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Yes, temperatures in Dwarf Fortress can go '''far, far''' below absolute zero, which is physically impossible. Considering Dwarf Fortress also allows {{L|water wheel#Perpetual motion|perpetual motion}}, it's best not to ask questions.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Technically, fractional/decimal temperatures are not possible in Dwarf Fortress, as they are stored as unsigned 16-bit integers. For instance, body temp for humans in the raws is rounded to 10067.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some general information about temperatures in DF (copied from somewhere on the forums):&lt;br /&gt;
{| class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Event / location&lt;br /&gt;
! Temperature&lt;br /&gt;
|-&lt;br /&gt;
| water freezes&lt;br /&gt;
| 10000 U&lt;br /&gt;
|-&lt;br /&gt;
| underground&lt;br /&gt;
| 10015 U&lt;br /&gt;
|-&lt;br /&gt;
| outside (varies)&lt;br /&gt;
| 10048 U&lt;br /&gt;
|-&lt;br /&gt;
| dwarf/human body temp&lt;br /&gt;
| 10067 U&lt;br /&gt;
|-&lt;br /&gt;
| floor above magma&lt;br /&gt;
| 10075 U&lt;br /&gt;
|-&lt;br /&gt;
| water boils&lt;br /&gt;
| 10180 U&lt;br /&gt;
|-&lt;br /&gt;
| magma&lt;br /&gt;
| 12000 U&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Melting point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will melt. Any material with a melting point over 12,000 °U is {{L|magma-safe}}.&lt;br /&gt;
&lt;br /&gt;
==Boiling point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will evaporate.&lt;br /&gt;
&lt;br /&gt;
==Ignition point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature at which an object will catch fire.&lt;br /&gt;
&lt;br /&gt;
==Heat damage point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature above which an object will begin to take {{L|wear|damage}}. Flammable items without a heat damage point (or with an exceptionally high one) will take damage very slowly, causing them to burn for about 9-10 months before disappearing.&lt;br /&gt;
&lt;br /&gt;
==Cold damage point==&lt;br /&gt;
&lt;br /&gt;
This is the temperature below which an object will begin to take {{L|wear|damage}}.&lt;br /&gt;
&lt;br /&gt;
==Specific heat==&lt;br /&gt;
&lt;br /&gt;
This determines how long it takes an object to heat up or cool down. An object with high specific heat will change temperature more slowly.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Girlinhat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Material_definition_token&amp;diff=137416</id>
		<title>v0.31:Material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Material_definition_token&amp;diff=137416"/>
		<updated>2011-03-05T17:03:20Z</updated>

		<summary type="html">&lt;p&gt;Girlinhat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used in material templates, as well as materials defined in other raw files.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_TEMPLATE&lt;br /&gt;
|&lt;br /&gt;
*id&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*color&lt;br /&gt;
| The state may be SOLID, LIQUID, GAS, POWDER/SOLID_POWDER, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED, ALL_SOLID, or ALL.&lt;br /&gt;
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.&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GREY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name&lt;br /&gt;
| The name of the material as displayed in-game.&lt;br /&gt;
[STATE_NAME:ALL_SOLID:stone]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*adjective&lt;br /&gt;
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name/adjective&lt;br /&gt;
| Sets both STATE_NAME and STATE_ADJ at the same time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DISPLAY_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&lt;br /&gt;
| 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]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&lt;br /&gt;
| The color of unmined tiles containing this material (for stone and soil), as well as {{L|engraving}}s in this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BASIC_COLOR&lt;br /&gt;
|&lt;br /&gt;
*color&lt;br /&gt;
*brightness&lt;br /&gt;
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Value modifier for the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT&lt;br /&gt;
|&lt;br /&gt;
*specific heat capacity&lt;br /&gt;
| See {{L|SPEC HEAT}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material will catch fire. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material melts. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material boils. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature below which the material takes damage from cold. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Constant temperature of the material. May be set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| Affects the weight of the material. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers.{{verify}}&lt;br /&gt;
It is displayed as a 4 or more digit number such as 11340 for lead. 11340 kg·m^3 = 11340&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| It works the same as above, except it is for the liquid state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOLAR_MASS&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Supposedly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Used for blunt-force combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Used for blunt-force combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPACT_STRAIN_AT_YIELD or IMPACT_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Used for blunt-force combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMPRESSIVE_STRAIN_AT_YIELD or COMPRESSIVE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_STRAIN_AT_YIELD or TENSILE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_STRAIN_AT_YIELD or TORSION_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Used for cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Used for cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_STRAIN_AT_YIELD or SHEAR_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Used for cutting calculations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_STRAIN_AT_YIELD or BENDING_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_EDGE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABSORPTION&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been glazed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_HARD&lt;br /&gt;
|&lt;br /&gt;
| Determines if the object can be used for furniture like doors and barrels[http://www.bay12forums.com/smf/index.php?topic=78900.0].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_QUERN&lt;br /&gt;
|&lt;br /&gt;
| Querns and millstones can be made out of this material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_WEAPON&lt;br /&gt;
| &lt;br /&gt;
| Melee {{L|Weapons#Manufactured_weapons|weapons}} can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_WEAPON_RANGED&lt;br /&gt;
|&lt;br /&gt;
| Ranged weapons can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_AMMO&lt;br /&gt;
|&lt;br /&gt;
| {{L|Weapon#Ammunition|Ammunition}} can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_DIGGER&lt;br /&gt;
|&lt;br /&gt;
| {{L|Weapon#Dwarf-manufactured_weapons|Picks}} can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_ANVIL&lt;br /&gt;
|&lt;br /&gt;
| {{L|Anvil}}s can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_ARMOR&lt;br /&gt;
|&lt;br /&gt;
| {{L|Armor}} can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SIEGE_ENGINE&lt;br /&gt;
|&lt;br /&gt;
| Siege engine parts can be made out of this material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_BARRED&lt;br /&gt;
|&lt;br /&gt;
| {{L|Bone}} items (clothes with [BARRED]) can be made from this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SCALED&lt;br /&gt;
|&lt;br /&gt;
| {{L|Shell}} items (clothes with [SCALED]) can be made from this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_LEATHER&lt;br /&gt;
|&lt;br /&gt;
| {{L|Leather}} items (clothes with [LEATHER]) can be made from this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SOFT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_DELICATE&lt;br /&gt;
|&lt;br /&gt;
| Used internally by amber and coral&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_METAL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_STONE&lt;br /&gt;
|&lt;br /&gt;
| Used to define that said material is stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_METAL&lt;br /&gt;
|&lt;br /&gt;
| Used only in the metal template. Not used anywhere else.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_GLASS&lt;br /&gt;
|&lt;br /&gt;
| Used internally by green glass, clear glass, and crystal glass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_GEM&lt;br /&gt;
|&lt;br /&gt;
* name&lt;br /&gt;
* plural&lt;br /&gt;
* state&lt;br /&gt;
| Used to indicate that said material is a gemstone - when mined out, rough gems will be yielded instead of boulders. Plural can be &amp;quot;STP&amp;quot; to automatically append an &amp;quot;s&amp;quot; to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPLIES_ANIMAL_KILL&lt;br /&gt;
|&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_PLANT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant alcohol, allowing it to be stored in food stockpiles under &amp;quot;Drink (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_CREATURE&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as creature alcohol, allowing it to be stored in food stockpiles under &amp;quot;Drink (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_PLANT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant cheese, allowing it to be stored in food stockpiles under &amp;quot;Cheese (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_CREATURE&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as creature cheese, allowing it to be stored in food stockpiles under &amp;quot;Cheese (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC_PLANT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant powder, allowing it to be stored in food stockpiles under &amp;quot;Milled Plant&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC_CREATURE&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as creature powder, allowing it to be stored in food stockpiles under &amp;quot;Bone Meal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOCKPILE_GLOB&lt;br /&gt;
|&lt;br /&gt;
| Permits globs of the material in solid form to be stored in food stockpiles under &amp;quot;Fat&amp;quot; - without it, dwarves will come by and &amp;quot;clean&amp;quot; the items, destroying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOCKPILE_GLOB_PASTE&lt;br /&gt;
|&lt;br /&gt;
| Permits globs of the material in paste form to be stored in food stockpiles under &amp;quot;Paste&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOCKPILE_GLOB_PRESSED&lt;br /&gt;
|&lt;br /&gt;
| Permits globs of the material in pressed form to be stored in food stockpiles under &amp;quot;Pressed Material&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_PLANT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant extract, allowing it to be stored in food stockpiles under &amp;quot;Extract (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_CREATURE&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a creature extract, allowing it to be stored in food stockpiles under &amp;quot;Extract (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC_OTHER&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a miscellaneous liquid, allowing it to be stored in food stockpiles under &amp;quot;Misc. Liquid&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STRUCTURAL_PLANT_MAT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant, allowing it to be stored in food stockpiles under &amp;quot;Plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED_MAT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant seed, allowing it to be stored in food stockpiles under &amp;quot;Seeds&amp;quot;.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEAF_MAT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant leaf, allowing it to be stored in food stockpiles under &amp;quot;Leaves&amp;quot;.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as bone, allowing it to be used by craftsdwarves.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD_PLANT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant fiber, weavable into cloth.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOOTH&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as tooth, allowing it to be used by craftsdwarves.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as pearl, allowing it to be used by craftsdwarves.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as horn, allowing it to be used by craftsdwarves.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHELL&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as shell, allowing it to be used by craftsdwarves.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as leather, allowing it to be used by craftsdwarves.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as silk, weavable into cloth.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD&lt;br /&gt;
|&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOAP&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as soap, permitting it to be stored in Bar/Block stockpiles with Soap enabled.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEAT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as edible meat.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENERATES_MIASMA&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOOD_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ICHOR_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOO_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLIME_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUS_MAP_DESCRIPTOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_VERMIN&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_RAW&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_COOKED&lt;br /&gt;
|&lt;br /&gt;
| Can be cooked and then eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRYSTAL_GLASSABLE&lt;br /&gt;
|&lt;br /&gt;
| Can be used in the production of crystal glass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_NAME&lt;br /&gt;
|&lt;br /&gt;
| Name of stones mined out if material is a stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAVA&lt;br /&gt;
|&lt;br /&gt;
| Causes the material to seal magma pipes, be produced by the magma + water reaction and be used in the construction of Dark Fortresses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TEMP_DIET_INFO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLIME&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ICHOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FILTH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWDER_DYE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's IGNITE_POINT, but only if it was not set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's MELTING_POINT, but only if it was not set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's BOILING_POINT, but only if it was not set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STORAGE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHER_SPECIAL&lt;br /&gt;
|&lt;br /&gt;
*item type&lt;br /&gt;
*value&lt;br /&gt;
| All instances in the material templates have NONE as the second argument. Possibly subtype?&lt;br /&gt;
[BUTCHER_SPECIAL:MEAT:NONE]&lt;br /&gt;
[BUTCHER_SPECIAL:GLOB:NONE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEAT_NAME&lt;br /&gt;
|&lt;br /&gt;
*prefix&lt;br /&gt;
*name&lt;br /&gt;
*adjective?&lt;br /&gt;
| When the creature is butchered, its organs will be named via this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOCK_NAME&lt;br /&gt;
|&lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| When blocks are made of this material, they will be named via this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REACTION_CLASS&lt;br /&gt;
| *reaction reference&lt;br /&gt;
| Used to classify all items made of the material so that reactions can use them as generic reagents.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_REACTION_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*reaction reference&lt;br /&gt;
*{{L|material token}}&lt;br /&gt;
| 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.&lt;br /&gt;
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HARDENS_WITH_WATER&lt;br /&gt;
|&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Allows the material to be used to make {{L|healthcare|casts}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOAP_LEVEL&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLY_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Multiplies the value of the selected material. Seen in local creature materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SYNDROME&lt;br /&gt;
|&lt;br /&gt;
| Begins defining a {{L|Syndrome}}. Supposedly does not work with templates.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDIGGABLE&lt;br /&gt;
| &lt;br /&gt;
| Used for a stone that cannot be dug into.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DISPLAY_UNGLAZED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| YARN&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as yarn, weavable into cloth.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Syndrome tokens==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_NAME &lt;br /&gt;
| text &lt;br /&gt;
| defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CLASS &lt;br /&gt;
|  &lt;br /&gt;
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CLASS&lt;br /&gt;
|  &lt;br /&gt;
| makes the class of creatures immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
| adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
| makes the creature immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_CONTACT &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted on contact (e.g. poison dust or liquid)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INHALED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by inhalation (e.g. poison vapor or gas)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INJECTED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by injection (by a creature)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CE_X &lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place affected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:effect start time&lt;br /&gt;
*Peak:effect peak time&lt;br /&gt;
*End:effect end time&lt;br /&gt;
| Specifies the way that a syndrome affects a creature -- more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Inorganic material definition token]]&lt;br /&gt;
* [[Syndrome]]&lt;br /&gt;
* [[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Girlinhat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=137329</id>
		<title>v0.31 Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=137329"/>
		<updated>2011-03-03T17:26:29Z</updated>

		<summary type="html">&lt;p&gt;Girlinhat: /* Cage your dwarfs and save them later */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage your dwarfs and save them later ==&lt;br /&gt;
&lt;br /&gt;
I think this is made up, how can you cage a dwarf other than if they've commited a crime and your justice puts them in jail. Is there anther way? --[[User:Djsmiley2k|Djsmiley2k]] 15:51, 2 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:GCS webbed cage trap, captures anything.  Unfortunately your dwarves will dehydrate quickly, because only prison inmates are given water. --[[User:Girlinhat|Girlinhat]] 17:26, 3 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can't release small creature? ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to empty my cages which are filling up with bats and hedgehogs, but when I un-assign them from the cage I get the message: X cancels release small creature: need empty trap.&lt;br /&gt;
Does this mean I need traps to empty cages now? I would like some documentation on this--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:26, 17 May 2010 (UTC)&lt;br /&gt;
:That always happens when trying to release a [[vermin]] from a cage - rather than let them roam around, dwarves will insist that they be placed inside an animal trap. --[[User:Quietust|Quietust]] 17:48, 17 May 2010 (UTC)&lt;br /&gt;
::I had the same problem. One way that I emptied the cages was by designating a pit and having them thrown in it. The dwarfs were fine with that.--[[User:Kwieland|Kwieland]] 16:32, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals dying==&lt;br /&gt;
&lt;br /&gt;
I have a fairly old fortress - going on 14 years.  With military bugged, my current defense is a lot of traps.  The trap caught animals.  I didn't realize it, but animals do die after a while in cages.  They never eat, but I have had several deer, groundhog, (other animals) corpse show up in my cage trap pile.  Dwarfs have no problem taking the ''whole cage'' to the butcher shop and butchering the animal that way.  Summary - 1. wild untamed animals in cages don't need to eat (dwarfs presumably do, though). 2. Animals have a lifespan, even wild ones.--[[User:Kwieland|Kwieland]] 04:41, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Infinite Air in Cages==&lt;br /&gt;
&lt;br /&gt;
I've captured an entire goblin ambush and decided to drown them, but after setting up their cages and then flooding the room they don't die... --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 12:53, 17 June 2010 (UTC)&lt;br /&gt;
:Yeah, you'd have to link the cages to a single lever and open it after the room is flooded (or while it's flooding for a little more excitement).  Makes for a safe and effective drowning chamber. Any of the cages left unopened will keep their captives alive. --[[User:MisterB777|MisterB777]] 16:42, 17 June 2010 (UTC)&lt;br /&gt;
::That is what I had ended up doing... would have been more convenient to have them drown in the cages, (My mechanics hate me for it thou) --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 20:00, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pitting hostiles from cages, bug? ==&lt;br /&gt;
&lt;br /&gt;
Something somewhat weird happened to me. I was pitting goblins from an execution tower to their deaths, when a goblin thief somehow managed to get away after being removed from his cage. So he ran for freedom. Between him and freedom was a row of cage traps, so he got trapped again. One of my haulers went to the cage, removed the goblin thief from the cage and hauled him ~30 spaces and threw him of the tower. The goblin just followed him. The empty cage was taken to an animal stockpile. &lt;br /&gt;
&lt;br /&gt;
I'm guessing this is some kind of bug, as the thief should try to get away when he's hauled. Or am I missing something? /[[User:Josj|Josj]] 13:20, 17 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What to do with caged goblins by nickbii==&lt;br /&gt;
1) d-b-c the cages. by default the Gobboes clothes are forbidden so your dorfs can't strip them naked, this unforbids.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Create a zone with i, make it a garbage dump.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) d-b-d the cages. This tells your dorfs to take anything in the cages to your garbage dump. If you've you've done everything right a bunch of Dump Item jobs will appear in (j)obs menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) Build the cages with b-j. You can't hook up levers to unbuilt cages so this step is necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Build a lever. It can be built anywhere. I usually put it just outside the Death Chamber, so the puller doesn't have to be physically in the room, and still be close to the cages,&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Connect the lever to each cage with a-j.&amp;lt;br /&amp;gt;&lt;br /&gt;
7) Move your troops to the room and lock them in.&amp;lt;br /&amp;gt;&lt;br /&gt;
8) Pull the lever.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reassigning the gobboes from the cages would get them out, but has the disadvantage that a civilian would have to walk up to the cage and open it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The process is actually quite simple when you've done it a few times. When you get good at it you can do really cool stuff like only dump the gobboes weapons from the stocks screen. This leaves them in their armor, so your guys take longer (and get more experience) killing them.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=52208.msg1435675#msg1435675 message](copy-pasted for everyone to find by --[[User:TomiTapio|TomiTapio]] 16:47, 27 July 2010 (UTC))&amp;lt;br /&amp;gt;&lt;br /&gt;
:Step 1 is presumably new to version 0.31, since it definitely wasn't necessary in 40d and earlier. Also, for step 3 you must also individually un-dump the cages after using d-b-d or the cages themselves will also be tossed in the garbage dump, something you might not want to do. --[[User:Quietust|Quietust]] 16:50, 27 July 2010 (UTC)&lt;br /&gt;
:: Instead of the levers, you could do the following steps for releasing goblins for your soldiers.&lt;br /&gt;
::1) order the squad you want to train into the room.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2) lock the door&amp;lt;br /&amp;gt;&lt;br /&gt;
::3) disband the squad (making the dwarves non-military)&amp;lt;br /&amp;gt;&lt;br /&gt;
::4) un-assign the goblins from their cages. Your now civilian dwarves, having nothing else to do in the locked room, will open the cages&amp;lt;br /&amp;gt;&lt;br /&gt;
::5) re-establish the squad&amp;lt;br /&amp;gt;&lt;br /&gt;
::It's a bit roundabout, but it saves the hassle of levers and mechanisms.--[[User:Twilightdusk|Twilightdusk]] 02:02, 2 December 2010 (UTC)&lt;br /&gt;
::: 3) makes no sense - simply lock the door, and then take them off the training (Set as inactive) BLAM they are like civs and will open cages :) --[[User:Djsmiley2k|Djsmiley2k]] 14:16, 1 February 2011 (UTC)&lt;br /&gt;
::: Just realised an advantage of what i've said is that you can keep the military as &amp;quot;uniformed&amp;quot; and they wont take their armour off either :) --[[User:Djsmiley2k|Djsmiley2k]] 14:18, 1 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zoo noise suggestion ==&lt;br /&gt;
It might be cool if the caged zoo animals and ogres made sleep-disturbing noises, like the workshops do. --[[User:TomiTapio|TomiTapio]] 14:37, 14 August 2010 (UTC)&lt;br /&gt;
:Workshops does not produce noise. [[Special:Contributions/213.134.175.225|213.134.175.225]] 10:39, 23 December 2010 (UTC)&lt;br /&gt;
::But that is a bug, so maybe &amp;quot;like workshops are meant to&amp;quot; [[Special:Contributions/85.118.156.10|85.118.156.10]] 16:36, 21 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Selling caged creatures ==&lt;br /&gt;
&lt;br /&gt;
I had a pretty good collection of Draltha and Cave Crocodiles in cages, so I decided to try to trade some of them.  Bad idea.  The dwarves seem to think that you just want to trade the cages, not the animals inside them (unless I'm missing something).  In the end I lost more dwarves to those damn crocodiles then I did to the recent hydra invasion.&lt;br /&gt;
:i'm having the same problem... When trying to sell the cage, the dwarves let the creature loose (imagine a Beak Dog running free inside my fortress...) and haul the cage to the Trade Depot. I think its a bug, because when setting &amp;quot;zoo cage&amp;quot;, i have to guess which cage contain which creature, since the cage window shows only material names, not the creature inside (nickel cage, instead of Beak Dog Cage, for instance). -- gervas&lt;br /&gt;
&lt;br /&gt;
::When placing a cage, pressing 'x' (Expand/Contract) will list all the cages you have, allowing you select a goblin iron cage instead of an empty one. --[[User:Xigy|Xigy]]&lt;br /&gt;
&lt;br /&gt;
== Message: Something has emptied a cage! ==&lt;br /&gt;
I just had a troglodyte freed from its cage.  The released troglodyte had been trapped for at least a year and had not been moved to a stockpile due to being in a section of the fortress that had been sealed due to a gremlin infestation.  Has anyone else seen this behavior?  Would say a goblin free a cave crocodile?  Could a creature be freed from an animal stockpile?&lt;br /&gt;
&lt;br /&gt;
The troglodyte in question was one of six.  Four were trapped and two have been hanging around the cages.  Three cages remain intact, suggesting that this isn't just the result of a timer.&lt;br /&gt;
&lt;br /&gt;
:As I understand, opening cages is one of the kinds of mischief that gremlins enjoy. --[[User:Neil|Neil]] 10:30, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin just escaped from a hauled cage ==&lt;br /&gt;
&lt;br /&gt;
This might be worth noting. I just defended my fortress from a goblin siege with cage traps. after they were all captured, I had my dwarves haul the cages to the animal stockpile and as that was being done, one of the goblins escaped from the cage. These cages were being hauled to a stockpile, so I know I didn't accidentally unassign it from its cage, and I didn't mark any of its equipment or anything for dumping or anything of the sort. Luckily he escaped right in front of my barracks and was beaten to death by my fledgling military with training weapons. But its either a bug or intended that he escaped.--[[Special:Contributions/96.248.39.87|96.248.39.87]] 23:27, 1 December 2010 (UTC)&lt;br /&gt;
:This sort of behavior has been known to occur in the past when ordering a cage to be '''brought to the trade depot''' - are you sure this isn't what happened here? --[[User:Quietust|Quietust]] 00:54, 2 December 2010 (UTC)&lt;br /&gt;
:: I've heard that thieves can escape from the cages, was it a Goblin Thief? --[[User:Twilightdusk|Twilightdusk]] 02:03, 2 December 2010 (UTC)&lt;br /&gt;
:::100% sure I wasn't trading the cages, I've been aware of that bug, they were being brought to an animal stockpile. And these weren't goblin theives, they were ''9'' goblin &amp;lt;s&amp;gt;swordsman&amp;lt;/s&amp;gt; swordsmen and an elite hammergoblin, it was a swordsman that managed to escape(also I think goblin thieves don't exist, just snatchers.)--[[Special:Contributions/96.248.39.87|96.248.39.87]] 13:50, 2 December 2010 (UTC) ''I edited my post to add how many goblin swordsmen''&lt;br /&gt;
&lt;br /&gt;
== Dead caravans and caged animals ==&lt;br /&gt;
&lt;br /&gt;
I remove animals from cages stolen from dead merchants (I usually just kill my merchants) by designating them to be melted (if they're metal). The only problem with this is that the animals inside simply go for the edge of the map, and leave. In the article, it mentions that being unable to remove said animals is a bug, which is only partially true. While it is still possible to remove the animals via non-standard methods (though I'm still not sure how to go about fixing wooden cages. How about pit designations? Just a theory - I'll have to test it soon), they'll leave the map after doing so. [[Special:Contributions/64.24.169.62|64.24.169.62]] 08:01, 29 January 2011 (UTC)&lt;br /&gt;
:&amp;quot;any animals they had caged will only become friendly, you won't actually own them. If you wait some time (2-3 months), you can &amp;quot;claim&amp;quot; animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the 'u'nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&amp;quot; ([[Trading#Exploits]])&lt;br /&gt;
&lt;br /&gt;
:Are all of these methods don't work?&lt;br /&gt;
:*assign animal to the pit&lt;br /&gt;
:*build the cage and deconstruct it with lever&lt;br /&gt;
:*assign animal to the other built cage, and while the animal follows some dwarf, unassign it and/or forbid/deconstruct &amp;quot;target&amp;quot; cage; forbid/dump now empty &amp;quot;source&amp;quot; cage too, if the animal tends to return back in it; maybe cancelling related job in 'j' screen rather than unasigning will do the thing&lt;br /&gt;
:*while caravan is on map, designate the cage to be trading; some dwarf will bring to the depot only the cage, but the animal must be released due to bug&lt;br /&gt;
:*build the cage in area infested by gremlins, if you are &amp;quot;lucky&amp;quot; to have them on map&lt;br /&gt;
:*for wooden cage: can we set it on fire and extinguish just when the cage is destroyed but the animal is alive?&lt;/div&gt;</summary>
		<author><name>Girlinhat</name></author>
	</entry>
</feed>