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{{Quality|Fine}}
+
{{quality|unrated}}{{av}}
{{av}}
 
{{Modding}}
 
  
The following [[token]]s can be used in [[material]] definitions (whether for inorganics or those within plants and creatures) as well as in [[:Category:material template raw pages|material templates]].
+
The following tokens can be used in material definitions (whether for inorganics or those within plants and creatures) as well as in material templates.
  
__TOC__
+
==Material Properties==
{{clear}}
 
 
 
==Material properties==
 
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#C0C0C0"
 
|- bgcolor="#C0C0C0"
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! Arguments
 
! Arguments
 
! Description
 
! Description
 
|-
 
| {{text_anchor|USE_MATERIAL_TEMPLATE}}
 
|
 
* <template name>
 
| Resets all material tokens back to their default values, then imports the tokens of the specified preexisting material template (overriding any tokens defined prior to itself in the material). This means USE_MATERIAL_TEMPLATE should be the first token present in any material using it. It cannot be used inside of a [MATERIAL_TEMPLATE:X] which prevents the creation of nested material template structures.
 
  
 
|-
 
|-
 
| {{text_anchor|PREFIX}}
 
| {{text_anchor|PREFIX}}
 
|
 
|
* <prefix> or NONE
+
* string
 
| Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. '''Not permitted in material template definitions.'''
 
| Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. '''Not permitted in material template definitions.'''
  
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| {{text_anchor|STONE_NAME}}
 
| {{text_anchor|STONE_NAME}}
 
|
 
|
* <name>
+
* string
| Overrides the name of [[Item_token#BOULDER|BOULDER]] items (i.e. mined-out stones) made of the material (used for native copper/silver/gold/platinum to make them be called "nuggets" instead of "boulders").
+
| Overrides the name of mined out stones (used for native copper/silver/gold/platinum to make them be called "nuggets").
  
 
|-
 
|-
 
| {{text_anchor|IS_GEM}}
 
| {{text_anchor|IS_GEM}}
 
|
 
|
* <name>
+
* name
* <plural>
+
* plural
* OVERWRITE_SOLID (optional)
+
* state
 
| Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be "STP" to automatically append an "s" to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values.
 
| Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be "STP" to automatically append an "s" to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values.
  
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| {{text_anchor|TEMP_DIET_INFO}}
 
| {{text_anchor|TEMP_DIET_INFO}}
 
|  
 
|  
* <type>
+
* type
 
| Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy [[thought]]s. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH.
 
| Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy [[thought]]s. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH.
  
 
|-
 
|-
 
| {{text_anchor|POWDER_DYE}}
 
| {{text_anchor|POWDER_DYE}}
|
+
| [[color]] token
*<[[Color#Color_tokens|color token]]>
+
| Defines the material as a type of dye.
| Allows the material to be used as [[dye]], and defines color of dyed items.
 
  
 
|-
 
|-
 
| {{text_anchor|TILE}}
 
| {{text_anchor|TILE}}
|  
+
| [[Main:Character table|tile]]
*<[[Main:Character table|tile value or character]]>
 
 
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█').
 
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█').
  
 
|-
 
|-
 
| {{text_anchor|ITEM_SYMBOL}}
 
| {{text_anchor|ITEM_SYMBOL}}
|
+
| tile
*<[[Main:Character table|tile value or character]]>
+
| Specifies the tile that will be used to represent BOULDER objects made of this material. Generally only used with stones. Defaults to 7 ('•').
| Specifies the tile that will be used to represent [[Item_token#BOULDER|BOULDER]] items made of this material. Generally only used with stones. Defaults to 7 ('•').
 
  
 
|-
 
|-
 
| {{text_anchor|DISPLAY_COLOR}}
 
| {{text_anchor|DISPLAY_COLOR}}
 
|
 
|
*<[[Color#Color_values|foreground color]]>
+
*foreground color
*<[[Color#Color_values|background color]]>
+
*background color
*<[[Color#Color_values|foreground brightness]]>
+
*foreground brightness
 
| The on-screen color of the material. Uses a standard 3-digit [[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]
 
| The on-screen color of the material. Uses a standard 3-digit [[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]
  
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| {{text_anchor|BUILD_COLOR}}
 
| {{text_anchor|BUILD_COLOR}}
 
|
 
|
*<[[Color#Color_values|foreground color]]>
+
*foreground color
*<[[Color#Color_values|background color]]>
+
*background color
*<[[Color#Color_values|foreground brightness]]>
+
*foreground brightness
 
| The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white).
 
| The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white).
  
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| {{text_anchor|TILE_COLOR}}
 
| {{text_anchor|TILE_COLOR}}
 
|
 
|
*<[[Color#Color_values|foreground color]]>
+
*foreground color
*<[[Color#Color_values|background color]]>
+
*background color
*<[[Color#Color_values|foreground brightness]]>
+
*foreground brightness
 
| The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white).
 
| The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white).
  
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| {{text_anchor|BASIC_COLOR}}
 
| {{text_anchor|BASIC_COLOR}}
 
|
 
|
*<[[Color#Color_values|foreground color]]>
+
*color
*<[[Color#Color_values|foreground brightness]]>
+
*brightness
 
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white).
 
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white).
  
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| {{text_anchor|STATE_COLOR}}
 
| {{text_anchor|STATE_COLOR}}
 
|
 
|
*<[[Material_definition_token#Material States|material state]]>
+
*state
*<[[Color#Color_tokens|color token]]>
+
*[[color]] token
| Determines the color of the material at the specified state. See [[Material_definition_token#Material states|below]] for a list of valid material states. Color comes from descriptor_color_standard.txt. The nearest color value is used to display contaminants and body parts made of this material in ASCII and to color items and constructions made from this material with graphics. Example:
+
| The state may be SOLID, LIQUID, GAS, POWDER/SOLID_POWDER, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED, ALL_SOLID, or ALL.
[STATE_COLOR:ALL_SOLID:GRAY]
+
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 and body parts made of this material.
 +
[STATE_COLOR:ALL_SOLID:GREY]
  
 
|-
 
|-
 
| {{text_anchor|STATE_NAME}}
 
| {{text_anchor|STATE_NAME}}
 
|
 
|
*<[[Material_definition_token#Material States|material state]]>
+
*state
*<name>
+
*name
| Determines the name of the material at the specified state, as displayed in-game.
+
| The name of the material as displayed in-game.
 
[STATE_NAME:ALL_SOLID:stone]
 
[STATE_NAME:ALL_SOLID:stone]
  
 
|-
 
|-
| {{text_anchor|STATE_ADJ}}
+
| {{text_anchor|STATE_NAME_ADJ}}
 
|
 
|
*<[[Material_definition_token#Material States|material state]]>
+
*state
*<adjective>
+
*name/adjective
| Like [[Material_definition_token#STATE_NAME|STATE_NAME]], but used in different situations. Equipment made from the material uses the state adjective and not the state name.
+
| Sets both STATE_NAME and STATE_ADJ at the same time.
  
 
|-
 
|-
| {{text_anchor|STATE_NAME_ADJ}}
+
| {{text_anchor|STATE_ADJ}}
 
|
 
|
*<[[Material_definition_token#Material States|material state]]>
+
*state
*<name>
+
*adjective
*<adjective>
+
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name.
| Sets both [[Material_definition_token#STATE_NAME|STATE_NAME]] and [[Material_definition_token#STATE_ADJ|STATE_ADJ]] at the same time.
 
  
 
|-
 
|-
 
| {{text_anchor|ABSORPTION}}
 
| {{text_anchor|ABSORPTION}}
 
|
 
|
*<value>
+
*value
 
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0.
 
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0.
  
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| {{text_anchor|IMPACT_YIELD}}
 
| {{text_anchor|IMPACT_YIELD}}
 
|
 
|
*<value>
+
*value
 
| Specifies how hard of an impact (in kilopascals) the material can withstand before it will start deforming permanently. Used for blunt-force combat. Defaults to 10000.
 
| Specifies how hard of an impact (in kilopascals) the material can withstand before it will start deforming permanently. Used for blunt-force combat. Defaults to 10000.
  
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| {{text_anchor|IMPACT_FRACTURE}}
 
| {{text_anchor|IMPACT_FRACTURE}}
 
|
 
|
*<value>
+
*value
 
| Specifies how hard of an impact the material can withstand before it will fail entirely. Used for blunt-force combat. Defaults to 10000.
 
| Specifies how hard of an impact the material can withstand before it will fail entirely. Used for blunt-force combat. Defaults to 10000.
  
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| {{text_anchor|IMPACT_STRAIN_AT_YIELD}} or {{text_anchor|IMPACT_ELASTICITY}}
 
| {{text_anchor|IMPACT_STRAIN_AT_YIELD}} or {{text_anchor|IMPACT_ELASTICITY}}
 
|
 
|
*<value>
+
*value
| Specifies how much the material will have given (in parts-per-100000) when the yield point is reached. Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value >= 50000), torn (value between 25000 and 49999), or fractured (value <= 24999)
+
| Specifies how much the material will have given (in parts-per-50000){{verify}} when the yield point is reached. {{verify}} Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value >= 50000), torn (value between 25000 and 49999), or fractured (value <= 24999)
  
 
|-
 
|-
 
| {{text_anchor|COMPRESSIVE_YIELD}}
 
| {{text_anchor|COMPRESSIVE_YIELD}}
 
|
 
|
*<value>
+
*value
 
| Specifies how hard the material can be compressed before it will start deforming permanently. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.
 
| Specifies how hard the material can be compressed before it will start deforming permanently. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.
  
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| {{text_anchor|COMPRESSIVE_FRACTURE}}
 
| {{text_anchor|COMPRESSIVE_FRACTURE}}
 
|
 
|
*<value>
+
*value
 
| Specifies how hard the material can be compressed before it will fail entirely. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.
 
| Specifies how hard the material can be compressed before it will fail entirely. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.
  
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| {{text_anchor|COMPRESSIVE_STRAIN_AT_YIELD}} or {{text_anchor|COMPRESSIVE_ELASTICITY}}
 
| {{text_anchor|COMPRESSIVE_STRAIN_AT_YIELD}} or {{text_anchor|COMPRESSIVE_ELASTICITY}}
 
|
 
|
*<value>
+
*value
| Specifies how much the material will have given when it has been compressed to its yield point. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0.
+
| Specifies how much the material will have given when it has been compressed to its yield point.{{verify}} Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0.
  
 
|-
 
|-
 
| {{text_anchor|TENSILE_YIELD}}
 
| {{text_anchor|TENSILE_YIELD}}
 
|
 
|
*<value>
+
*value
 
| Specifies how hard the material can be stretched before it will start deforming permanently. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.
 
| Specifies how hard the material can be stretched before it will start deforming permanently. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.
  
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| {{text_anchor|TENSILE_FRACTURE}}
 
| {{text_anchor|TENSILE_FRACTURE}}
 
|
 
|
*<value>
+
*value
 
| Specifies how hard the material can be stretched before it will fail entirely. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.
 
| Specifies how hard the material can be stretched before it will fail entirely. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.
  
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| {{text_anchor|TENSILE_STRAIN_AT_YIELD}} or {{text_anchor|TENSILE_ELASTICITY}}
 
| {{text_anchor|TENSILE_STRAIN_AT_YIELD}} or {{text_anchor|TENSILE_ELASTICITY}}
 
|
 
|
*<value>
+
*value
| Specifies how much the material will have given when it is stretched to its yield point. Determines a tissue's resistance to a latching and tearing bite. Defaults to 0.
+
| Specifies how much the material will have given when it is stretched to its yield point.{{verify}} Determines a tissue's resistance to a latching and tearing bite. Defaults to 0.
  
 
|-
 
|-
 
| {{text_anchor|TORSION_YIELD}}
 
| {{text_anchor|TORSION_YIELD}}
 
|
 
|
*<value>
+
*value
 
| Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 10000.
 
| Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 10000.
  
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| {{text_anchor|TORSION_FRACTURE}}
 
| {{text_anchor|TORSION_FRACTURE}}
 
|
 
|
*<value>
+
*value
 
| Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 10000.
 
| Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 10000.
  
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| {{text_anchor|TORSION_STRAIN_AT_YIELD}} or {{text_anchor|TORSION_ELASTICITY}}
 
| {{text_anchor|TORSION_STRAIN_AT_YIELD}} or {{text_anchor|TORSION_ELASTICITY}}
 
|
 
|
*<value>
+
*value
| Specifies how much the material will have given when it is twisted to its yield point. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 0.
+
| Specifies how much the material will have given when it is twisted to its yield point.{{verify}} Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 0.
  
 
|-
 
|-
 
| {{text_anchor|SHEAR_YIELD}}
 
| {{text_anchor|SHEAR_YIELD}}
 
|
 
|
*<value>
+
*value
 
| Specifies how hard the material can be sheared before it will start deforming permanently. Used for cutting calculations. Defaults to 10000.
 
| Specifies how hard the material can be sheared before it will start deforming permanently. Used for cutting calculations. Defaults to 10000.
  
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| {{text_anchor|SHEAR_FRACTURE}}
 
| {{text_anchor|SHEAR_FRACTURE}}
 
|
 
|
*<value>
+
*value
 
| Specifies how hard the material can be sheared before it will fail entirely. Used for cutting calculations. Defaults to 10000.
 
| Specifies how hard the material can be sheared before it will fail entirely. Used for cutting calculations. Defaults to 10000.
  
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| {{text_anchor|SHEAR_STRAIN_AT_YIELD}} or {{text_anchor|SHEAR_ELASTICITY}}
 
| {{text_anchor|SHEAR_STRAIN_AT_YIELD}} or {{text_anchor|SHEAR_ELASTICITY}}
 
|
 
|
*<value>
+
*value
 
| Specifies how much the material will have given when sheared to its yield point. Used for cutting calculations. Defaults to 0.
 
| Specifies how much the material will have given when sheared to its yield point. Used for cutting calculations. Defaults to 0.
  
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| {{text_anchor|BENDING_YIELD}}
 
| {{text_anchor|BENDING_YIELD}}
 
|
 
|
*<value>
+
*value
 
| Specifies how hard the material can be bent before it will start deforming permanently. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.
 
| Specifies how hard the material can be bent before it will start deforming permanently. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.
  
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| {{text_anchor|BENDING_FRACTURE}}
 
| {{text_anchor|BENDING_FRACTURE}}
 
|
 
|
*<value>
+
*value
 
| Specifies how hard the material can be bent before it will fail entirely. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.
 
| Specifies how hard the material can be bent before it will fail entirely. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.
  
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| {{text_anchor|BENDING_STRAIN_AT_YIELD}} or {{text_anchor|BENDING_ELASTICITY}}
 
| {{text_anchor|BENDING_STRAIN_AT_YIELD}} or {{text_anchor|BENDING_ELASTICITY}}
 
|
 
|
*<value>
+
*value
| Specifies how much the material will have given when bent to its yield point. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0.
+
| Specifies how much the material will have given when bent to its yield point.{{verify}} Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0.
  
 
|-
 
|-
 
| {{text_anchor|MAX_EDGE}}
 
| {{text_anchor|MAX_EDGE}}
 
|
 
|
*<value>
+
*value
 
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000.
 
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000.
  
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| {{text_anchor|MATERIAL_VALUE}}
 
| {{text_anchor|MATERIAL_VALUE}}
 
|
 
|
*<value>
+
*value
 
| Value modifier for the material. Defaults to 1. This number can be made negative by placing a "-" in front, resulting in things that you are paid to buy and must pay to sell.
 
| Value modifier for the material. Defaults to 1. This number can be made negative by placing a "-" in front, resulting in things that you are paid to buy and must pay to sell.
  
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| {{text_anchor|MULTIPLY_VALUE}}
 
| {{text_anchor|MULTIPLY_VALUE}}
 
|
 
|
*<value>
+
*value
 
| Multiplies the value of the material. '''Not permitted in material template definitions.'''
 
| Multiplies the value of the material. '''Not permitted in material template definitions.'''
  
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| {{text_anchor|SPEC_HEAT}}
 
| {{text_anchor|SPEC_HEAT}}
 
|
 
|
*<specific heat capacity>
+
*specific heat capacity
| Rate at which the material heats up or cools down (in joules/kilogram-kelvin). If set to NONE, the temperature will be fixed at its initial value. See [[Temperature]] for more information. Defaults to NONE.
+
| Rate at which the material heats up or cools down (in joules/kilokelvin). See [[SPEC HEAT]] for more information. Defaults to NONE.
  
 
|-
 
|-
 
| {{text_anchor|HEATDAM_POINT}}
 
| {{text_anchor|HEATDAM_POINT}}
 
|
 
|
*<temperature>
+
*temperature
 
| 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 will burn for a very long time (9 months and 16.8 days). Defaults to NONE.
 
| 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 will burn for a very long time (9 months and 16.8 days). Defaults to NONE.
  
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| {{text_anchor|COLDDAM_POINT}}
 
| {{text_anchor|COLDDAM_POINT}}
 
|
 
|
*<temperature>
+
*temperature
 
| Temperature below which the material takes damage from cold. Defaults to NONE.
 
| Temperature below which the material takes damage from cold. Defaults to NONE.
  
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| {{text_anchor|IGNITE_POINT}}
 
| {{text_anchor|IGNITE_POINT}}
 
|
 
|
*<temperature>
+
*temperature
 
| Temperature at which the material will catch fire. Defaults to NONE.
 
| Temperature at which the material will catch fire. Defaults to NONE.
  
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| {{text_anchor|MELTING_POINT}}
 
| {{text_anchor|MELTING_POINT}}
 
|
 
|
*<temperature>
+
*temperature
 
| Temperature at which the material melts. Defaults to NONE.
 
| Temperature at which the material melts. Defaults to NONE.
  
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| {{text_anchor|BOILING_POINT}}
 
| {{text_anchor|BOILING_POINT}}
 
|
 
|
*<temperature>
+
*temperature
 
| Temperature at which the material boils. Defaults to NONE.
 
| Temperature at which the material boils. Defaults to NONE.
  
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| {{text_anchor|MAT_FIXED_TEMP}}
 
| {{text_anchor|MAT_FIXED_TEMP}}
 
|
 
|
*<temperature>
+
*temperature
| Items composed of this material will initially have this temperature. Used in conjunction with <code>[SPEC_HEAT:NONE]</code> to make material's temperature fixed at the specified value. Defaults to NONE.
+
| Constant temperature emitted by the material. Defaults to NONE.
  
 
|-
 
|-
 
| {{text_anchor|IF_EXISTS_SET_HEATDAM_POINT}}
 
| {{text_anchor|IF_EXISTS_SET_HEATDAM_POINT}}
 
|
 
|
*<temperature>
+
*temperature
 
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
 
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
  
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| {{text_anchor|IF_EXISTS_SET_COLDDAM_POINT}}
 
| {{text_anchor|IF_EXISTS_SET_COLDDAM_POINT}}
 
|
 
|
*<temperature>
+
*temperature
 
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
 
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
  
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| {{text_anchor|IF_EXISTS_SET_IGNITE_POINT}}
 
| {{text_anchor|IF_EXISTS_SET_IGNITE_POINT}}
 
|
 
|
*<temperature>
+
*temperature
 
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
 
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
  
Line 322: Line 308:
 
| {{text_anchor|IF_EXISTS_SET_MELTING_POINT}}
 
| {{text_anchor|IF_EXISTS_SET_MELTING_POINT}}
 
|
 
|
*<temperature>
+
*temperature
 
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
 
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
  
Line 328: Line 314:
 
| {{text_anchor|IF_EXISTS_SET_BOILING_POINT}}
 
| {{text_anchor|IF_EXISTS_SET_BOILING_POINT}}
 
|
 
|
*<temperature>
+
*temperature
 
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
 
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
  
Line 334: Line 320:
 
| {{text_anchor|IF_EXISTS_SET_MAT_FIXED_TEMP}}
 
| {{text_anchor|IF_EXISTS_SET_MAT_FIXED_TEMP}}
 
|
 
|
*<temperature>
+
*temperature
 
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
 
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
  
Line 340: Line 326:
 
| {{text_anchor|SOLID_DENSITY}}
 
| {{text_anchor|SOLID_DENSITY}}
 
|
 
|
*<density>
+
*density
| Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of weak-in-impact-yield blunt attacks to pierce armor. Defaults to NONE.
+
| Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers{{verify}}. Defaults to NONE.
  
 
|-
 
|-
 
| {{text_anchor|LIQUID_DENSITY}}
 
| {{text_anchor|LIQUID_DENSITY}}
 
|
 
|
*<density>
+
*density
| Specifies the density of the material when in liquid form. Defaults to NONE. Also affects combat calculations; affects blunt force damage like SOLID_DENSITY, but only for attacks made by liquids (e.g. forgotten beasts made of water).
+
| Specifies the density of the material when in liquid form. Defaults to NONE.
  
 
|-
 
|-
 
| {{text_anchor|MOLAR_MASS}}
 
| {{text_anchor|MOLAR_MASS}}
 
|
 
|
*<value>
+
*value
| Specifies (in kg/mol) the molar mass of the material in gaseous form. Only affects combat calculations like the densities, and only for attacks made by gases (e.g. forgotten beasts made of steam).
+
| Supposedly not used{{verify}}. Theoretically, should determine density (at given pressure) in gas state, on which in turn would depend (together with weight of vaporized material) on the volume covered by spreading vapors. Defaults to NONE.
  
 
|-
 
|-
 
| {{text_anchor|EXTRACT_STORAGE}}
 
| {{text_anchor|EXTRACT_STORAGE}}
| * BARREL or FLASK
+
| BARREL or FLASK
 
| Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] [[plant token]]s. Defaults to BARREL.
 
| Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] [[plant token]]s. Defaults to BARREL.
  
Line 363: Line 349:
 
| {{text_anchor|BUTCHER_SPECIAL}}
 
| {{text_anchor|BUTCHER_SPECIAL}}
 
|
 
|
*<[[item token]]>
+
*[[item token]]
 
| Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials.
 
| Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials.
  
Line 369: Line 355:
 
| {{text_anchor|MEAT_NAME}}
 
| {{text_anchor|MEAT_NAME}}
 
|
 
|
*<prefix>
+
*prefix
*<name>
+
*name
*<adjective>
+
*adjective
 
| When a creature is butchered, meat yielded from organs made from this material will be named via this token.
 
| When a creature is butchered, meat yielded from organs made from this material will be named via this token.
  
Line 377: Line 363:
 
| {{text_anchor|BLOCK_NAME}}
 
| {{text_anchor|BLOCK_NAME}}
 
|
 
|
*<singular>
+
*singular
*<plural>
+
*plural
 
| Specifies the name of [[block]]s made from this material.
 
| Specifies the name of [[block]]s made from this material.
  
Line 389: Line 375:
 
| {{text_anchor|MATERIAL_REACTION_PRODUCT}}
 
| {{text_anchor|MATERIAL_REACTION_PRODUCT}}
 
|
 
|
*<reaction reference>
+
*reaction reference
*<[[material token]]>
+
*[[material token]]
 
| Used with reaction raws to associate a reagent material with a product material. 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.
 
| Used with reaction raws to associate a reagent material with a product material. 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.
 
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
 
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
Line 397: Line 383:
 
| {{text_anchor|ITEM_REACTION_PRODUCT}}
 
| {{text_anchor|ITEM_REACTION_PRODUCT}}
 
|
 
|
*<item reference>
+
*item reference
*<[[item token]]>
+
*[[item token]]
*<[[material token]]>
+
*[[material token]]
 
| Used with reaction raws to associate a reagent material with a complete item.  The first argument is used by HAS_ITEM_REACTION_PRODUCT and GET_ITEM_DATA_FROM_REAGENT in reaction raws.  The rest refers to the type of item, then its material.
 
| Used with reaction raws to associate a reagent material with a complete item.  The first argument is used by HAS_ITEM_REACTION_PRODUCT and GET_ITEM_DATA_FROM_REAGENT in reaction raws.  The rest refers to the type of item, then its material.
 
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]
 
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]
Line 406: Line 392:
 
| {{text_anchor|REACTION_CLASS}}
 
| {{text_anchor|REACTION_CLASS}}
 
|
 
|
*<reaction class name>
+
*reaction reference
| Used to classify all items made of the material, so that reactions can use them as generic reagents.
+
| Used to classify all items made of the material so that reactions can use them as generic reagents.
In default raws, the following are used:
 
* FAT, TALLOW, SOAP, PARCHMENT, PAPER_PLANT, PAPER_SLURRY, MILK, CHEESE, WAX
 
* CAN_GLAZE - items made from this material can be glazed.
 
* FLUX - can be used as [[flux]] in pig iron and steel making.
 
* GYPSUM - can be processed into [[gypsum plaster]].
 
* CALCIUM_CARBONATE - can be used in production of [[quicklime]].
 
  
 
|-
 
|-
 
| {{text_anchor|METAL_ORE}}
 
| {{text_anchor|METAL_ORE}}
 
|
 
|
* <inorganic material name e.g. [[lead|LEAD]]>
+
* MATERIAL_NAME
* <value>
+
* value
| Makes BOULDER acceptable as a [[Reactions#Reagents|reagent]] in reactions that require [[Item_token#Related_Tokens|"METAL_ORE:MATERIAL_NAME"]], as well as [[Smelter|smelting]] directly into metal [[bar]]s.<br /> Places the material under "Metal Ores" in Stone stockpiles.<br /> The specified value determines the probability for this product (see [[Tetrahedrite]] or [[Galena]] for details).
+
| Makes BOULDER acceptable as a [[Reactions#Reagents|reagent]] in reactions that require [[Item_token#Related_Tokens|"METAL_ORE:MATERIAL_NAME"]], as well as [[Smelter|smelting]] directly into metal [[bar]]s.<br /> Places the material under "Metal Ores" in Stone stockpiles.<br /> Value determines the probability for this product (see [[Tetrahedrite]] or [[Galena]] for details).
  
 
|-
 
|-
 
| {{text_anchor|THREAD_METAL}}
 
| {{text_anchor|THREAD_METAL}}
 
|
 
|
* <inorganic material name e.g. [[Raw_adamantine|RAW_ADAMANTINE]]>
+
* MATERIAL_NAME
* <value>
+
* value
| Makes BOULDER items made of the material acceptable for [[Strand extractor|strand extraction]] into threads; see also STOCKPILE_THREAD_METAL. Value presumably determines the probability of this product extracted.{{verify}}
+
| Makes BOULDER acceptable for [[Strand extractor|strand extraction]] into threads; see also STOCKPILE_THREAD_METAL. Value presumably determines the probability of this product extracted.{{verify}}
  
 
|-
 
|-
 
| {{text_anchor|HARDENS_WITH_WATER}}
 
| {{text_anchor|HARDENS_WITH_WATER}}
 
|
 
|
* <[[material token]]>
+
* [[material token]]
 
| Allows the material to be used to make [[healthcare|casts]].
 
| Allows the material to be used to make [[healthcare|casts]].
  
Line 438: Line 418:
 
| {{text_anchor|SOAP_LEVEL}}
 
| {{text_anchor|SOAP_LEVEL}}
 
|
 
|
*<value>
+
*value
| Determines effectiveness of soap - if the amount of grime on a body part is more than 3-SOAP_LEVEL, it sets it to 3-SOAP_LEVEL; as such setting it above 3 is bad. [[Soap]] has [SOAP_LEVEL:2]. Defaults to 0.
+
| Unknown. Defaults to 0.
 
 
|-
 
| {{text_anchor|SYNDROME}}
 
|
 
| Begins defining a [[syndrome]] applied by the material. Multiple syndromes can be specified. See [[Syndrome token]].
 
 
 
|-
 
| {{text_anchor|ANTLER}}
 
|
 
| Found in the raws of several antler-wielding animals. It is used to show an antler as bodypart.
 
|
 
 
 
|-
 
| {{text_anchor|HAIR}}
 
|
 
| Probably used in graphics.
 
|
 
 
 
|-
 
| {{text_anchor|FEATHER}}
 
|
 
| Probably used in graphics.
 
|
 
 
 
|-
 
| {{text_anchor|SCALE}}
 
|
 
| Probably used in graphics.
 
|
 
 
 
|-
 
| {{text_anchor|HOOF}}
 
|
 
| Probably used in graphics.
 
|
 
 
 
|-
 
| {{text_anchor|CHITIN}}
 
|
 
| Probably used in graphics.
 
|
 
 
 
|-
 
| {{text_anchor|CARTILAGE}}
 
|
 
| Probably used in graphics.
 
|
 
 
 
|-
 
| {{text_anchor|NERVOUS_TISSUE}}
 
|
 
| Probably used in graphics.
 
|
 
 
 
|-
 
| {{text_anchor|MEAT_CATEGORY}}
 
| category
 
| Probably used in graphics. The following values for "category" are used in the vanilla raws: STANDARD, EYE, BRIAN, LUNG, HEART, LIVER, INTESTINES, STOMACH, GIZZARD, PANCREAS, SPLEEN, KIDNEY.
 
|}
 
 
 
 
 
 
 
 
 
===Material states===
 
 
 
The following is a list of valid material states:
 
 
 
{| {{prettytable}}
 
|-
 
|'''SOLID'''
 
|-
 
|'''LIQUID'''
 
|-
 
|'''GAS'''
 
|-
 
|'''POWDER''' (or '''SOLID_POWDER''')
 
|-
 
|'''PASTE''' (or '''SOLID_PASTE''')
 
|-
 
|'''PRESSED''' (or '''SOLID_PRESSED''')
 
|}
 
 
 
The following can be specified within tokens such as [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_NAME_ADJ|STATE_NAME_ADJ]] and [[Material_definition_token#STATE_ADJ|STATE_ADJ]] to make them apply to several of the above material states simultaneously:
 
 
 
{| {{prettytable}}
 
|- bgcolor="#C0C0C0"
 
!Value
 
!Description
 
|-
 
|'''ALL'''
 
|Denotes all possible material states.
 
|-
 
|'''ALL_SOLID'''
 
|Denotes 'SOLID', 'POWDER', 'PASTE' and 'PRESSED'.
 
 
|}
 
|}
  
==Material usage tokens==
+
==Material Usage Tokens==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#C0C0C0"
 
|- bgcolor="#C0C0C0"
Line 546: Line 432:
 
| {{text_anchor|IMPLIES_ANIMAL_KILL}}
 
| {{text_anchor|IMPLIES_ANIMAL_KILL}}
 
|
 
|
| Lets the game know that an animal was likely killed in the production of this item. Entities opposed to killing animals ([[elf|Elves]] in vanilla) will refuse to accept these items in trade.
+
| Lets the game know that an animal was likely killed in the production of this item. Entities opposed to killing animals (which currently does '''not''' include Elves) will refuse to accept these items in trade.
  
 
|-
 
|-
Line 581: Line 467:
 
| {{text_anchor|POWDER_MISC_PLANT}}
 
| {{text_anchor|POWDER_MISC_PLANT}}
 
|
 
|
| Classifies the material as plant powder, allowing its storage in food stockpiles under "Milled Plant".
+
| Classifies the material as plant powder, allowing its storage in in food stockpiles under "Milled Plant".
  
 
|-
 
|-
 
| {{text_anchor|POWDER_MISC_CREATURE}}
 
| {{text_anchor|POWDER_MISC_CREATURE}}
 
|
 
|
| Classifies the material as creature powder, allowing its storage in food stockpiles under "Bone Meal". Unlike milled plants, such as sugar and flour, "Bone Meal" barrels or pots may not contain bags. Custom reactions using this product better use buckets or jugs instead.
+
| Classifies the material as creature powder, allowing its storage in food stockpiles under "Bone Meal".
  
 
|-
 
|-
Line 631: Line 517:
 
| {{text_anchor|LIQUID_MISC}}
 
| {{text_anchor|LIQUID_MISC}}
 
|
 
|
| Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown, possibly vestigial.
+
| Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown. Possibly vestigial.
  
 
|-
 
|-
 
| {{text_anchor|STRUCTURAL_PLANT_MAT}}
 
| {{text_anchor|STRUCTURAL_PLANT_MAT}}
 
|
 
|
| Classifies the material as a plant, allowing its storage in food stockpiles under "Plants".
+
| Classifies the material as plant, allowing its storage in food stockpiles under "Plants".
  
 
|-
 
|-
 
| {{text_anchor|SEED_MAT}}
 
| {{text_anchor|SEED_MAT}}
 
|
 
|
| Classifies the material as a plant seed, allowing its storage in food stockpiles under "Seeds".
+
| Classifies the material as plant seed, allowing its storage in food stockpiles under "Seeds".
  
 
|-
 
|-
Line 667: Line 553:
 
|
 
|
 
| Classifies the material as horn, allowing its use for bone carvers and restriction from stockpiles by material.
 
| Classifies the material as horn, allowing its use for bone carvers and restriction from stockpiles by material.
 
|-
 
| {{text_anchor|HAIR}}
 
|
 
| Classifies the material as hair, allowing for its use for spinners and restriction from refuse stockpiles by material.
 
  
 
|-
 
|-
Line 701: Line 582:
 
| {{text_anchor|GENERATES_MIASMA}}
 
| {{text_anchor|GENERATES_MIASMA}}
 
|
 
|
| Material generates miasma when it rots.
+
| Material generates miasma when it rots
  
 
|-
 
|-
Line 709: Line 590:
  
 
|-
 
|-
| {{text_anchor|ROTS}}
+
| {{text_anchor|ROTS
 
|
 
|
| Material will rot if not stockpiled appropriately. Currently only affects [[food]] and [[refuse]], other items made of this material will not rot.
+
| Material will rot if not stockpiled appropriately
 
 
|-
 
| {{text_anchor|NERVOUS_TISSUE}}
 
|
 
| In most living creatures, it controls many bodily functions and movements by sending signals around the body. See: [[Nervous tissue]]
 
  
 
|-
 
|-
Line 761: Line 637:
 
| {{text_anchor|EVAPORATES}}
 
| {{text_anchor|EVAPORATES}}
 
|
 
|
| Contaminants composed of this material evaporate over time, slowly disappearing from the map. Used internally by water.
+
| Tells the game that this material evaporates over time. Used internally by water.
  
 
|-
 
|-
Line 796: Line 672:
 
| {{text_anchor|ITEMS_METAL}}
 
| {{text_anchor|ITEMS_METAL}}
 
|
 
|
| The material can be made into minecarts, wheelbarrows, and stepladders at the metalsmith's forge.
+
| Effect unknown. Possibly vestigial.
  
 
|-
 
|-
Line 816: Line 692:
 
| {{text_anchor|ITEMS_SOFT}}
 
| {{text_anchor|ITEMS_SOFT}}
 
|
 
|
| The material can be made into clothing, amulets, bracelets, earrings, backpacks, and quivers, contingent on which workshops accept the material. Given to [[plant fiber]], [[silk]] and [[wool]].
+
| Random [[finished goods|crafts]] made from this material can not be made into rings, crowns, scepters or figurines. Given to [[plant fiber]], [[silk]] and [[wool]].
  
 
|-
 
|-
 
| {{text_anchor|ITEMS_HARD}}
 
| {{text_anchor|ITEMS_HARD}}
 
|
 
|
| The material can be made into furniture, crafts, mechanisms, and blocks, contingent on which workshops accept the material. Random [[finished goods|crafts]] made from this material include all seven items. Given to [[stone]], [[wood]], [[bone]], [[shell]], [[chitin]], [[nail|claws]], [[tooth|teeth]], [[horn|horns]], [[horn|hooves]] and [[wax|beeswax]]. [[Hair]], [[pearl|pearls]] and eggshells also have the tag.
+
| Random [[finished goods|crafts]] made from this material include all seven items. Given to [[stone]], [[wood]], [[bone]], [[shell]], [[chitin]], [[nail|claws]], [[tooth|teeth]], [[horn|horns]], [[horn|hooves]] and [[wax|beeswax]]. [[Hair]], [[pearl|pearls]] and eggshells also have the tag.
  
 
|-
 
|-
 
| {{text_anchor|IS_STONE}}
 
| {{text_anchor|IS_STONE}}
 
|
 
|
| Used to define that the material is a stone. Allows its usage in [[masonry]] and [[stonecrafting]] and storage in stone stockpiles, among other effects.
+
| Used to define that said material is stone. Allows its storage in stone stockpiles, among other effects.
  
 
|-
 
|-
Line 856: Line 732:
 
| {{text_anchor|IS_GLASS}}
 
| {{text_anchor|IS_GLASS}}
 
|
 
|
| Used internally by green glass, clear glass, and crystal glass. Appears to only affect the [[Reaction#GLASS_MATERIAL|[GLASS_MATERIAL]]] reaction token. Does not cause the game to treat the material like glass, i.e being referred to as "raw" instead of "rough" in its raw form or being displayed in the "glass" trade/embark category.
+
| Used internally by green glass, clear glass, and crystal glass.
 
 
|-
 
| {{text_anchor|IS_CERAMIC}}
 
|
 
| Defines the material as a ceramic. Examples include CERAMIC_EARTHENWARE, CERAMIC_STONEWARE and CERAMIC_PORCELAIN.
 
  
 
|-
 
|-
Line 911: Line 782:
 
| {{text_anchor|ITEMS_QUERN}}
 
| {{text_anchor|ITEMS_QUERN}}
 
|
 
|
| Querns and millstones can be made out of this material. Does not appear to work.
+
| Querns and millstones can be made out of this material.{{verify}}
 
|}
 
|}
  
 
==Syndrome tokens==
 
==Syndrome tokens==
Below is a table with some of the tokens you can use when declaring a [SYNDROME] token. For all the tokens you can use, see the [[Syndrome token]] page.
 
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 925: Line 795:
 
|-  
 
|-  
 
| {{text_anchor|SYN_NAME  
 
| {{text_anchor|SYN_NAME  
|  
+
| text  
* text  
+
| defines the name of the syndrome
| Defines the name of the syndrome
 
  
 
|-
 
|-
 
| {{text_anchor|SYN_INJECTED}}
 
| {{text_anchor|SYN_INJECTED}}
 
|   
 
|   
| Syndrome can be contracted by injection (by a creature)
+
| syndrome can be contracted by injection (by a creature)
  
 
|-  
 
|-  
 
| {{text_anchor|SYN_CONTACT}}
 
| {{text_anchor|SYN_CONTACT}}
 
|   
 
|   
| Syndrome can be contracted on contact (e.g. poison dust or liquid)
+
| syndrome can be contracted on contact (e.g. poison dust or liquid)
  
 
|-  
 
|-  
 
| {{text_anchor|SYN_INHALED}}
 
| {{text_anchor|SYN_INHALED}}
 
|   
 
|   
| Syndrome can be contracted by inhalation (e.g. poison vapor or gas)
+
| syndrome can be contracted by inhalation (e.g. poison vapor or gas)
 
 
|-
 
| {{text_anchor|SYN_INGESTED}}
 
 
| Syndrome can be contracted by ingestion (when the material is eaten in solid or liquid form)
 
  
 
|-  
 
|-  
 
| {{text_anchor|SYN_AFFECTED_CLASS}}
 
| {{text_anchor|SYN_AFFECTED_CLASS}}
|  
+
|
* creature class name
+
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON
| Adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON
 
  
 
|-  
 
|-  
 
| {{text_anchor|SYN_IMMUNE_CLASS}}
 
| {{text_anchor|SYN_IMMUNE_CLASS}}
|  
+
|
* creature class name
+
| makes the class of creatures immune to the syndrome
| Makes the class of creatures immune to the syndrome
 
  
 
|-  
 
|-  
 
| {{text_anchor|SYN_AFFECTED_CREATURE}}
 
| {{text_anchor|SYN_AFFECTED_CREATURE}}
|  
+
| creature
* creature name
+
| adds a specific creature to those affected.
* caste name or ALL
 
| Adds a specific creature to those affected.
 
  
 
|-  
 
|-  
 
| {{text_anchor|SYN_IMMUNE_CREATURE}}
 
| {{text_anchor|SYN_IMMUNE_CREATURE}}
|  
+
| creature
* creature name
+
| makes the creature immune to the syndrome
* caste name or ALL
 
| Makes the creature immune to the syndrome
 
  
 
|-  
 
|-  
Line 997: Line 855:
 
|}
 
|}
  
==See also==
+
==See Also==
 
* [[Inorganic material definition token]]
 
* [[Inorganic material definition token]]
 
* [[Syndrome]]
 
* [[Syndrome]]
* [[Hardcoded material]]
 
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}
[[ru:Material definition token]]
 

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