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	<updated>2026-04-09T19:38:57Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Matgloss_token&amp;diff=46098</id>
		<title>40d Talk:Matgloss token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Matgloss_token&amp;diff=46098"/>
		<updated>2009-09-22T20:47:30Z</updated>

		<summary type="html">&lt;p&gt;LOSNR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone know if HAS/USE_RACEGLOSS works for types other than wood? Only wagons and treants have it in unmodded raws, and those are both wood. (has anyone tried to make e.g. a METAL:USE_RACEGLOSS Colossus?) [[User:Random832|Random832]] 21:11, 19 November 2008 (EST)&lt;br /&gt;
*Yes, it works with metals at least. I created some metal wagons and they have been turning out fine. --[[User:i2amroy|i2amroy]] 19 January 2009&lt;br /&gt;
&lt;br /&gt;
Frequencies (for ENVIRONMENT/ENVIRONMENT_SPEC) are straight percentages, right? [[User:InsanityPrelude|InsanityPrelude]] 00:46, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Metal cloth apparently requires the [WAFERS] token to function. Attempting to forge clothing without it causes the job to request metal bars. --[[User:LOSNR|LOSNR]] 00:31, 12 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
you can make metal THREAD without a problem, even if the metal is not a wafer metal. And even if it is not, it will be spun into cloth just fine by a weaver. (non metal/plant threads will not) --[[User:FLAEDE|FLAEDE]] 06:31, 9 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
The problem isn't making the thread, it's getting the game to recognize the thread for clothesmaking at the forge. --[[User:LOSNR|LOSNR]] 20:47, 22 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LOSNR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Matgloss_token&amp;diff=46094</id>
		<title>40d Talk:Matgloss token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Matgloss_token&amp;diff=46094"/>
		<updated>2009-08-12T00:31:49Z</updated>

		<summary type="html">&lt;p&gt;LOSNR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone know if HAS/USE_RACEGLOSS works for types other than wood? Only wagons and treants have it in unmodded raws, and those are both wood. (has anyone tried to make e.g. a METAL:USE_RACEGLOSS Colossus?) [[User:Random832|Random832]] 21:11, 19 November 2008 (EST)&lt;br /&gt;
*Yes, it works with metals at least. I created some metal wagons and they have been turning out fine. --[[User:i2amroy|i2amroy]] 19 January 2009&lt;br /&gt;
&lt;br /&gt;
Frequencies (for ENVIRONMENT/ENVIRONMENT_SPEC) are straight percentages, right? [[User:InsanityPrelude|InsanityPrelude]] 00:46, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Metal cloth apparently requires the [WAFERS] token to function. Attempting to forge clothing without it causes the job to request metal bars. --[[User:LOSNR|LOSNR]] 00:31, 12 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>LOSNR</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Matgloss_token&amp;diff=42516</id>
		<title>40d:Matgloss token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Matgloss_token&amp;diff=42516"/>
		<updated>2009-08-12T00:26:43Z</updated>

		<summary type="html">&lt;p&gt;LOSNR: Added metal cloth information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Preliminary information on tokens used in the material description files, stored at raw/objects/matgloss_*.txt in the default distribution.&lt;br /&gt;
&lt;br /&gt;
These files begin with the filename as the other raws do, then [OBJECT:MATGLOSS]. Individual entries begin with [MATGLOSS_METAL:ID], [MATGLOSS_PLANT:ID], [MATGLOSS_STONE:ID], or [MATGLOSS_WOOD:ID].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==General tokens==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token !! Description&lt;br /&gt;
|-&lt;br /&gt;
| NAME &lt;br /&gt;
| The name of the material&lt;br /&gt;
|-&lt;br /&gt;
| ADJ &lt;br /&gt;
| The adjective applied to objects made of the item&lt;br /&gt;
|-&lt;br /&gt;
| COLOR &lt;br /&gt;
| The [[color]] of the material. Note that the background is not always used (i.e. bars, stones)&lt;br /&gt;
|-&lt;br /&gt;
| BASIC_COLOR &lt;br /&gt;
| The [[color]] of raw stones and gems.&lt;br /&gt;
|-&lt;br /&gt;
| VALUE &lt;br /&gt;
| The value multiplier of the material. Not wood?&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT &lt;br /&gt;
| The [http://en.wikipedia.org/wiki/Specific_heat_capacity specific heat] of the material, in units of J/kg·K. Only on metal and stone?&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT &lt;br /&gt;
| See [[temperature scale]].&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT &lt;br /&gt;
| See [[temperature scale]].&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_DENSITY &lt;br /&gt;
| Density in kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| DEEP &lt;br /&gt;
| [[glowing pit|Hidden fun stuff]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metal-specific tokens ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token !! Description&lt;br /&gt;
|-&lt;br /&gt;
| TILE &lt;br /&gt;
| the tile (character or 437 ordinal) for the material while still in the ground (trees, plants, rough walls)&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON&lt;br /&gt;
| Can be made into a melee weapon, excluding picks.&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON_RANGED&lt;br /&gt;
| Can be made into a ranged weapon, like a crossbow.&lt;br /&gt;
|-&lt;br /&gt;
| DIGGER&lt;br /&gt;
| Can be made into a pick.&lt;br /&gt;
|-&lt;br /&gt;
| AMMO&lt;br /&gt;
| Can be made into bolts.&lt;br /&gt;
|-&lt;br /&gt;
| ANVIL&lt;br /&gt;
| Can be made into anvils.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_USE&lt;br /&gt;
| Can be made into miscellaneous items like mechanisms.&lt;br /&gt;
|-&lt;br /&gt;
| BRITTLE&lt;br /&gt;
| Makes it impossible to create anything but bars of that type of metal.&lt;br /&gt;
|-&lt;br /&gt;
| DAMAGE_PERC, BLOCK_PERC&lt;br /&gt;
| Weapons and armors' effectiveness respectively. Relative to Iron.&lt;br /&gt;
|-&lt;br /&gt;
| WAFERS&lt;br /&gt;
| Wafers are produced instead of bars. Requires triple the amount normally to create items. Required for metal cloth?{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
== Wood-specific tokens ==&lt;br /&gt;
Some of these are also on plants.&lt;br /&gt;
* AUTUMNCOLOR - changes color with the seasons&lt;br /&gt;
* WET, DRY - Same as [[Plant tokens|for plants]]&lt;br /&gt;
* SAPLING - Young trees are called saplings instead of e.g. &amp;quot;young tower-cap&amp;quot;&lt;br /&gt;
* BIOME&lt;br /&gt;
* PREFSTRING&lt;br /&gt;
== Plant-specific tokens ==&lt;br /&gt;
See [[Plant tokens]].&lt;br /&gt;
== Stone-specific tokens ==&lt;br /&gt;
* STONE_NAME - Loose stones are called this, e.g. for &amp;quot;nuggets&amp;quot; vs native metal&lt;br /&gt;
* [METAL_ORE:&amp;lt;metal&amp;gt;:&amp;lt;percentage&amp;gt;] - automatically creates a smelter reaction requiring fuel and one stone to make one bar.&lt;br /&gt;
** Multiple METAL_ORE tokens mean that there is a percentage chance of each metal - c.f. [[tetrahedrite]] or [[galena]].&lt;br /&gt;
* [THREAD_METAL:&amp;lt;metal&amp;gt;:&amp;lt;percentage&amp;gt;] - allows strand extraction at craftsdwarf's workshop.&lt;br /&gt;
* ITEM_SYMBOL: Loose stones use this tile. Used to make [[bituminous coal]] show up as ☼ and ores as *.&lt;br /&gt;
* LAVA - lines the magma pipe; formed with water + magma&lt;br /&gt;
* SHARP - can be made into CAN_STONE weapons&lt;br /&gt;
* GLASS - [[rock crystal]].&lt;br /&gt;
* [GEM:singular:plural] - the stone drops gems, instead of loose stones. The plural can be STP, which seems to be short for &amp;quot;standard plural&amp;quot;, i.e. just add an S after the singular.&lt;br /&gt;
&lt;br /&gt;
===Layer types===&lt;br /&gt;
Note: Soils are considered to be a subtype of stone in the raws.&lt;br /&gt;
&lt;br /&gt;
A stone material can be tagged with one of:&lt;br /&gt;
*[SEDIMENTARY]&lt;br /&gt;
*[IGNEOUS_INTRUSIVE]&lt;br /&gt;
*[IGNEOUS_EXTRUSIVE]&lt;br /&gt;
*[METAMORPHIC]&lt;br /&gt;
*[SOIL]&lt;br /&gt;
*[SOIL_OCEAN]&lt;br /&gt;
&lt;br /&gt;
Additionally these can occur:&lt;br /&gt;
*[SEDIMENTARY_OCEAN_SHALLOW]&lt;br /&gt;
*[SEDIMENTARY_OCEAN_DEEP]&lt;br /&gt;
*[SOIL_SAND] - can be made into glass&lt;br /&gt;
*[AQUIFER] - aquifers can be in these layers&lt;br /&gt;
&lt;br /&gt;
Layer tags are not mutually exclusive with ENVIRONMENT tags.&lt;br /&gt;
&lt;br /&gt;
===ENVIROMENT and ENVIRONMENT_SPEC===&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
*[ENVIRONMENT:&amp;lt;class&amp;gt;:&amp;lt;inclusion type&amp;gt;:&amp;lt;frequency&amp;gt;]&lt;br /&gt;
** class may also be ALL_STONE, IGNEOUS_ALL, ALLUIVAL.&lt;br /&gt;
*[ENVIRONMENT_SPEC:&amp;lt;id&amp;gt;:&amp;lt;inclusion type&amp;gt;:&amp;lt;frequency&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The inclusion type can be CLUSTER, CLUSTER_SMALL, CLUSTER_ONE, or VEIN. CLUSTERs are large ovoids that occupy their entire local map tile if present. CLUSTER_SMALL inclusions are blobs of 3-9 tiles; CLUSTER_ONE inclusions are single tiles; and VEINs are large streaks.&lt;br /&gt;
&lt;br /&gt;
If no CLUSTER is present, then zero to two VEINs as well as roughly five to seven other clusters will be present in the local map tile.&lt;br /&gt;
&lt;br /&gt;
Anecdotal evidence suggests that each z-layer will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of opal rather than several different types.&lt;br /&gt;
&lt;br /&gt;
== Tokens not found in the raws ==&lt;br /&gt;
These do not appear in any shipped raw file. They were found [[string dump|in the EXE]]. We can only speculate as to their syntax and meaning. Athough, some are obvious. Others may be easily discovered by modding. It is unknown whether any of these do anything.&lt;br /&gt;
&lt;br /&gt;
* LIQUID_DENSITY&lt;br /&gt;
* BUILD_COLOR&lt;br /&gt;
* TILE_COLOR&lt;br /&gt;
* DROWN_LEVEL - probably for plants&lt;br /&gt;
* Probably Wood-specific, based on their positioning in the token table&lt;br /&gt;
** DEAD_TILE&lt;br /&gt;
** SAPLING_TILE&lt;br /&gt;
** DEAD_COLOR&lt;br /&gt;
** SAPLING_COLOR&lt;br /&gt;
** SAPLING_DROWN_LEVEL&lt;br /&gt;
** TREE_DROWN_LEVEL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>LOSNR</name></author>
	</entry>
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