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40d:Stone token

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This article is about an older version of DF.

Stones are stored in the matgloss_stone_*.txt files. These include soils, layer stones, minerals, and gems.

Token Arguments Description
 NAME name The name of the stone.
 STONE_NAME name The name of the stone when mined out. Used for "nuggets" of native metals.
 GEM
  • singular
  • plural
Makes the stone drop rough gems instead of chunks of rock. The plural form can be "STP", which just appends an "s" to the end.
 TILE num What number tile is used to represent unmined stone of this type. See character table. Defaults to 219 [█].
 METAL_ORE
  • metal
  • chance
Allows the ore to be smelted into metal. Multiple tokens allow multiple types of metal to be smelted from a single ore.
 THREAD_METAL
  • metal
  • chance
Allows strands to be extracted from the metal at a craftsdwarf's workshop.
 DEEP Causes the stone to occur near Hidden Fun Stuff.
 REACTION_CLASS name Categorizes the stone for usage in certain reactions. Used in vanilla for flux stones.
 ITEM_SYMBOL num Specifies the tile used to represent mined stones (but not rough gems). Defaults to 7 [•].
 COLOR
  • fg
  • bg
  • bright
Sets the color of the stone for all situations. Equivalent to [TILE_COLOR:fg:bg:bright], [BUILD_COLOR:bg:fg:X] (if a and b are equal, X is 1, otherwise it is 0), and [BASIC_COLOR:fg:bright]
 TILE_COLOR
  • fg
  • bg
  • bright
Sets the color of tiles bearing the unmined stone, as well as engravings in this material. Defaults to 7:7:1 (white with light gray background).
 BUILD_COLOR
  • fg
  • bg
  • bright
Sets the color of stone objects which use both the foreground and background color, such as doors and floodgates. Defaults to 7:7:1 (white with light gray background).
 BASIC_COLOR
  • fg
  • bright
Sets the color of stone objects which use only the foreground color, including workshops, floors/boulders, and smoothed walls. Defaults to 7:0 (light gray).
 VALUE num The value of the stone. Defaults to 1.
 AQUIFER Allows the stone to support an aquifer.
 METAMORPHIC Causes the stone to form metamorphic layers.
 SEDIMENTARY Causes the stone to form sedimentary layers.
 SOIL Causes the material to form soil layers, allowing it to appear in (almost) any biome. Mining is faster and produces no stones.
 SOIL_OCEAN Causes the material to form pelagic sediment layers. Mining is faster and produces no stones.
 SOIL_SAND Causes the material to form sand layers, allowing it to appear in sand deserts and oceans. Mining is faster and produces no stones. Sand layers can also be used used for making glass. Can be combined with [SOIL].
 SEDIMENTARY_OCEAN_SHALLOW Allows an already [SEDIMENTARY] stone layer to appear underneath shallow ocean regions.
 SEDIMENTARY_OCEAN_DEEP Allows an already [SEDIMENTARY] stone layer to appear underneath deep ocean regions.
 IGNEOUS_INTRUSIVE Causes the stone to form igneous intrusive layers.
 IGNEOUS_EXTRUSIVE Causes the stone to form igneous extrusive layers.
 ENVIRONMENT
  • class
  • type
  • freq
Specifies what types of layers will contain this mineral. See below.
 ENVIRONMENT_SPEC
  • stone
  • type
  • freq
Specifies which specific minerals will contain this mineral. See below.
 LAVA Causes the stone to line the edges of magma pools and magma pipes, and causes the stone to be formed when water and magma are mixed.
 SHARP Allows the stone to be made into weapons having [CAN_STONE].
 GLASS Allows rough gems of this material to be used to make crystal glass.
 SPEC_HEAT num The specific heat capacity of the stone. Defaults to 800.
 HEATDAM_POINT num The temperature at which heat will begin to damage the stone. Defaults to NONE.
 COLDDAM_POINT num The temperature at which frost will begin to damage the stone. Defaults to NONE.
 IGNITE_POINT num The temperature at which the stone will burst into flames. Defaults to NONE.
 MELTING_POINT num The temperature at which the stone will melt. Defaults to 11500.
 BOILING_POINT num The temperature at which the stone will boil into a cloud of vapor. Defaults to 14000.
 FIXED_TEMP num The temperature this stone emits naturally. Defaults to NONE.
 SOLID_DENSITY num The density of the stone when solid. Defaults to 2670.
 LIQUID_DENSITY num The density of the stone when molten. Defaults to 3300.

ENVIROMENT and ENVIRONMENT_SPEC[edit]

Format:

  • [ENVIRONMENT:<class>:<inclusion type>:<frequency>]
    • Class may be ALL_STONE, IGNEOUS_ALL, SOIL, SOIL_OCEAN, SOIL_SAND, METAMORPHIC, SEDIMENTARY, IGNEOUS_INTRUSIVE, IGNEOUS_EXTRUSIVE, or ALLUVIAL.
      • ALL_STONE is equivalent to METAMORPHIC, SEDIMENTARY, IGNEOUS_INTRUSIVE, IGNEOUS_EXTRUSIVE, and ALLUVIAL
      • IGNEOUS_ALL is equivalent to IGNEOUS_INTRUSIVE and IGNEOUS_EXTRUSIVE
  • [ENVIRONMENT_SPEC:<id>:<inclusion type>:<frequency>]

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.

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.

Anecdotal evidence suggests that each stone layer (as seen on the Embark screen) in each biome will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of stones and gems rather than numerous different types (and causing important gems such as rock crystals to be incredibly rare).

Due to an error in the raw parsing logic, having multiple ENVIRONMENT_SPEC tokens will cause the inclusion type to be parsed in reverse order compared to the stone ID and frequency values - in the vanilla raws, this causes native platinum to appear as veins within chromite and as small clusters within olivine.Bug:1429