v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing Inorganic material definition token
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{ | + | {{Migrated_article}} |
− | {{ | + | {{quality|unrated}}{{av}} |
− | {{ | ||
− | The following tokens can be used in inorganic material definitions, generally for stones, gems, and metals | + | The following tokens can be used in inorganic material definitions, generally those for stones, gems, and metals. They cannot be used with materials attached to plants or creatures. |
− | |||
{| {{prettytable}} | {| {{prettytable}} | ||
|- style='background-color:#ddd' | |- style='background-color:#ddd' | ||
! Token | ! Token | ||
− | |||
! Description | ! Description | ||
|- | |- | ||
− | | | + | |[WAFERS]||Used on metals, causes the metal to be made into wafers instead of [[bar]]s. |
|- | |- | ||
− | | | + | |[DEEP_SPECIAL]||Causes the stone to form hollow tubes leading to Hell. Used for [[raw adamantine]]. When mined, stone has a 100% yield. If no material with this token exists, hollow veins will instead be made of the first available inorganic, usually [[iron]]. |
|- | |- | ||
− | | | + | |[METAL_ORE:metal:chance]||Allows the ore to be [[smelter|smelted]] into metal in the Smelter. Each token with a non-zero chance causes the game to roll d100 four times, each time creating one bar of the type requested on success. |
|- | |- | ||
− | | | + | |[THREAD_METAL:metal:chance]||Allows strands to be extracted from the metal at a [[craftsdwarf's workshop]]. |
|- | |- | ||
− | | | + | |[DEEP_SURFACE]||Causes the stone to line the landscape of [[Hell]]. Used for [[slade]]. When mined (if it's mineable), stone has a 100% yield. If no material with this token exists, other materials will be used in place of slade. Underworld spires will still be referred to as a "spire of slade" in the world's history. |
|- | |- | ||
− | | | + | |[AQUIFER]||Allows the stone to support an [[aquifer]]. |
|- | |- | ||
− | | | + | |[METAMORPHIC]||Causes the material to form [[metamorphic layer]]s. |
|- | |- | ||
− | | | + | |[SEDIMENTARY]||Causes the material to form [[sedimentary layer]]s. |
|- | |- | ||
− | | | + | |[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 [[soil|pelagic sediment]] layers beneath deep oceans. Mining is faster and produces no stones. |
|- | |- | ||
− | | | + | |[SOIL_SAND]||Causes the material to form [[sand]] layers, allowing it to appear in [[sand desert]]s and shallow [[ocean]]s. 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]||Permits an already [SEDIMENTARY] stone layer to appear underneath shallow ocean regions. |
|- | |- | ||
− | | | + | |[SEDIMENTARY_OCEAN_DEEP]||Permits an already [SEDIMENTARY] stone layer to appear underneath deep ocean regions. |
|- | |- | ||
− | | | + | |[IGNEOUS_INTRUSIVE]||Causes the material to form [[igneous intrusive layer]]s. |
|- | |- | ||
− | | | + | |[IGNEOUS_EXTRUSIVE]||Causes the material to form [[igneous extrusive layer]]s. |
|- | |- | ||
− | | | + | |[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]||Specifies that the stone is created when combining [[water]] and [[magma]], also causing it to line the edges of [[magma]] pools and volcanoes. If multiple minerals are marked as lava stones, a different one will be used in each biome or geological region. |
|- | |- | ||
− | | | + | |[SPECIAL]||Prevents the material from showing up in certain places. Explicitly set by all [[evil weather]] materials and implied by [DEEP_SURFACE] and [DEEP_SPECIAL]. |
|- | |- | ||
− | | | + | |[GENERATED]||Indicates that this is a generated material. Cannot be specified in user-defined raws. |
|- | |- | ||
− | | | + | |[DIVINE]||Found on random-generated metals and cloth. Marks this material as usable by [[Deity]]-created generated entities. |
|- | |- | ||
− | | | + | |[SPHERE:sphere]||Found on divine materials. Presumably links the material to a god of the same sphere. |
|} | |} | ||
− | == | + | ==ENVIROMENT and ENVIRONMENT_SPEC== |
Format: | Format: | ||
Line 68: | Line 65: | ||
! Description | ! Description | ||
|- | |- | ||
− | + | | ALL_STONE||Will appear in every stone. | |
|- | |- | ||
− | + | | IGNEOUS_ALL, IGNEOUS_INTRUSIVE, IGNEOUS_EXTRUSIVE||Will appear in igneous layers, either [[igneous intrusive]], [[igneous extrusive]], or both. | |
|- | |- | ||
− | + | | SOIL, SOIL_OCEAN, SOIL_SAND||Will appear in soil. SOIL_OCEAN is oceans specifically and SOIL_SAND is sand specifically. | |
|- | |- | ||
− | + | | METAMORPHIC||Will appear in [[metamorphic]] layers. | |
|- | |- | ||
− | + | | SEDIMENTARY||Will appear in [[sedimentary]] layers. | |
|- | |- | ||
− | + | | ALLUVIAL||Will appear in [[alluvial]] layers. | |
|} | |} | ||
Line 87: | Line 84: | ||
! Description | ! Description | ||
|- | |- | ||
− | + | | CLUSTER||Large ovoids that occupy their entire 48x48 embark tile. [[Microcline]] is an example. When mined, stone has a 25% yield (as with layer stones). | |
|- | |- | ||
− | + | | CLUSTER_SMALL||Blobs of 3-9 tiles. Will always be successfully mined. [[Red pyrope]]s are an example. When mined, stone has a 100% yield. | |
|- | |- | ||
− | + | | CLUSTER_ONE||Single tiles. Will always be successfully mined. [[Clear diamond]]s are an example. When mined, stone has a 100% yield. | |
|- | |- | ||
− | + | | VEIN||Large streaks of stone. [[Native gold]] is an example. When mined, stone has a 33% yield instead of the usual 25%. | |
|} | |} | ||
Line 103: | Line 100: | ||
ENVIRONMENT_SPEC follows much the same format, but takes a specific stone material ID where ENVIRONMENT would take a class token. What you can use will depend on what inorganic raws are around. | ENVIRONMENT_SPEC follows much the same format, but takes a specific stone material ID where ENVIRONMENT would take a class token. What you can use will depend on what inorganic raws are around. | ||
− | ==See | + | ==See Also== |
* [[Material definition token]] | * [[Material definition token]] | ||
{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} | ||
− |