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Editing v0.31:Material definition token
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Latest revision | Your text | ||
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− | {{quality| | + | {{quality|Unrated}}{{av}} |
− | The following tokens can be used in material | + | The following tokens can be used in material templates, as well as materials defined in other raw files. |
==Material Properties== | ==Material Properties== | ||
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|- | |- | ||
| PREFIX | | PREFIX | ||
− | | | + | | |
− | | Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. | + | | 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. |
|- | |- | ||
| STONE_NAME | | STONE_NAME | ||
− | | | + | | |
| Overrides the name of mined out stones (used for native copper/silver/gold/platinum to make them be called "nuggets"). | | Overrides the name of mined out stones (used for native copper/silver/gold/platinum to make them be called "nuggets"). | ||
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|- | |- | ||
| TEMP_DIET_INFO | | TEMP_DIET_INFO | ||
− | | | + | | |
− | + | | Unknown | |
− | | | ||
|- | |- | ||
| POWDER_DYE | | POWDER_DYE | ||
− | | | + | | {{L|color}} token |
| Defines the material as a type of dye. | | Defines the material as a type of dye. | ||
|- | |- | ||
| TILE | | TILE | ||
− | | [[ | + | | [[Character table|tile]] |
| 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 ('█'). | ||
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*background color | *background color | ||
*foreground brightness | *foreground brightness | ||
− | | The on-screen color of the material. Uses a standard 3-digit | + | | 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] |
|- | |- | ||
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*background color | *background color | ||
*foreground brightness | *foreground brightness | ||
− | | The color of objects made of this material which use both the foreground and background color: | + | | 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. Defaults to 7:7:1 (white). |
|- | |- | ||
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*background color | *background color | ||
*foreground brightness | *foreground brightness | ||
− | | The color of unmined tiles containing this material (for stone and soil), as well as | + | | The color of unmined tiles containing this material (for stone and soil), as well as {{L|engraving}}s in this material. Defaults to 7:7:1 (white). |
|- | |- | ||
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| | | | ||
*state | *state | ||
− | * | + | *color |
| The state may be SOLID, LIQUID, GAS, POWDER/SOLID_POWDER, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED, ALL_SOLID, or ALL. | | The state may be SOLID, LIQUID, GAS, POWDER/SOLID_POWDER, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED, ALL_SOLID, or ALL. | ||
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. | 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. | ||
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| | | | ||
*value | *value | ||
− | | The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been | + | | The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been {{L|glaze}}d. Defaults to 0. |
|- | |- | ||
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| | | | ||
*value | *value | ||
− | | Specifies how much the material will deform when subjected to an impact.{{verify}} Used for blunt-force combat. Defaults to 0. | + | | Specifies how much the material will deform when subjected to an impact.{{verify}} Used for blunt-force combat. Defaults to 0. |
|- | |- | ||
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| | | | ||
*value | *value | ||
− | | Value modifier for the material. Defaults to 1 | + | | Value modifier for the material. Defaults to 1. |
|- | |- | ||
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| | | | ||
*value | *value | ||
− | | Multiplies the value of the material. | + | | Multiplies the value of the material. Not permitted in material template definitions. |
|- | |- | ||
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| | | | ||
*specific heat capacity | *specific heat capacity | ||
− | | Rate at which the material heats up or cools down. See | + | | Rate at which the material heats up or cools down. See {{L|SPEC HEAT}} for more information. Defaults to NONE. |
|- | |- | ||
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| | | | ||
*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 | + | | 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 a very long time (around 9-10 months). Defaults to NONE. |
|- | |- | ||
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| | | | ||
*temperature | *temperature | ||
− | | Changes a material's HEATDAM_POINT, but only if it was not set to NONE. | + | | Changes a material's HEATDAM_POINT, but only if it was not set to NONE. |
|- | |- | ||
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| | | | ||
*temperature | *temperature | ||
− | | Changes a material's COLDDAM_POINT, but only if it was not set to NONE. | + | | Changes a material's COLDDAM_POINT, but only if it was not set to NONE. |
|- | |- | ||
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| | | | ||
*temperature | *temperature | ||
− | | Changes a material's IGNITE_POINT, but only if it was not set to NONE. | + | | Changes a material's IGNITE_POINT, but only if it was not set to NONE. |
|- | |- | ||
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| | | | ||
*temperature | *temperature | ||
− | | Changes a material's MELTING_POINT, but only if it was not set to NONE. | + | | Changes a material's MELTING_POINT, but only if it was not set to NONE. |
|- | |- | ||
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| | | | ||
*temperature | *temperature | ||
− | | Changes a material's BOILING_POINT, but only if it was not set to NONE. | + | | Changes a material's BOILING_POINT, but only if it was not set to NONE. |
|- | |- | ||
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| | | | ||
*temperature | *temperature | ||
− | | Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. | + | | Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. |
|- | |- | ||
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| EXTRACT_STORAGE | | 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] | + | | Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] {{L|plant token}}s. Defaults to BARREL. |
|- | |- | ||
| BUTCHER_SPECIAL | | BUTCHER_SPECIAL | ||
| | | | ||
− | * | + | *{{L|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. | ||
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*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. | ||
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*singular | *singular | ||
*plural | *plural | ||
− | | Specifies the name of | + | | Specifies the name of {{L|block}}s made from this material. |
|- | |- | ||
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| | | | ||
*reaction reference | *reaction reference | ||
− | * | + | *{{L|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] | ||
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| HARDENS_WITH_WATER | | HARDENS_WITH_WATER | ||
| | | | ||
− | * | + | * {{L|material token}} |
− | | Allows the material to be used to make | + | | Allows the material to be used to make {{L|healthcare|casts}}. |
|- | |- | ||
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|- | |- | ||
− | | ALCOHOL_PLANT | + | | ALCOHOL_PLANT or ALCOHOL |
| | | | ||
| Classifies the material as plant alcohol, allowing it to be stored in food stockpiles under "Drink (Plant)". | | Classifies the material as plant alcohol, allowing it to be stored in food stockpiles under "Drink (Plant)". | ||
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| | | | ||
| Classifies the material as creature alcohol, allowing it to be stored in food stockpiles under "Drink (Animal)". | | Classifies the material as creature alcohol, allowing it to be stored in food stockpiles under "Drink (Animal)". | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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|- | |- | ||
− | | CHEESE_CREATURE | + | | CHEESE_CREATURE or CHEESE |
| | | | ||
| Classifies the material as creature cheese, allowing it to be stored in food stockpiles under "Cheese (Animal)". | | Classifies the material as creature cheese, allowing it to be stored in food stockpiles under "Cheese (Animal)". | ||
|- | |- | ||
− | + | | POWDER_MISC_PLANT or POWDER_MISC | |
− | |||
− | |||
− | |||
− | |||
− | | POWDER_MISC_PLANT | ||
| | | | ||
| Classifies the material as plant powder, allowing it to be stored in food stockpiles under "Milled Plant". | | Classifies the material as plant powder, allowing it to be stored in food stockpiles under "Milled Plant". | ||
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| | | | ||
| Classifies the material as creature powder, allowing it to be stored in food stockpiles under "Bone Meal". | | Classifies the material as creature powder, allowing it to be stored in food stockpiles under "Bone Meal". | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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|- | |- | ||
− | | LIQUID_MISC_PLANT | + | | LIQUID_MISC_PLANT or LIQUID_MISC |
| | | | ||
| Classifies the material as a plant extract, allowing it to be stored in food stockpiles under "Extract (Plant)". | | Classifies the material as a plant extract, allowing it to be stored in food stockpiles under "Extract (Plant)". | ||
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| | | | ||
| Classifies the material as a miscellaneous liquid, allowing it to be stored in food stockpiles under "Misc. Liquid" along with lye. | | Classifies the material as a miscellaneous liquid, allowing it to be stored in food stockpiles under "Misc. Liquid" along with lye. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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| SEED_MAT | | SEED_MAT | ||
| | | | ||
− | | Classifies the material as plant seed, allowing it to be stored in food stockpiles under "Seeds". | + | | Classifies the material as plant seed, allowing it to be stored in food stockpiles under "Seeds".{{verify}} |
|- | |- | ||
| LEAF_MAT | | LEAF_MAT | ||
| | | | ||
− | | Classifies the material as plant leaf, allowing it to be stored in food stockpiles under "Leaves". | + | | Classifies the material as plant leaf, allowing it to be stored in food stockpiles under "Leaves".{{verify}} |
|- | |- | ||
| BONE | | BONE | ||
| | | | ||
− | | Classifies the material as bone, allowing it to be used by craftsdwarves. | + | | Classifies the material as bone, allowing it to be used by craftsdwarves.{{verify}} |
|- | |- | ||
| WOOD | | WOOD | ||
| | | | ||
− | | Classifies the material as wood, allowing it to be used by carpenters. May also make elves angry if you try to trade it to them. | + | | 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. |
|- | |- | ||
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| TOOTH | | TOOTH | ||
| | | | ||
− | | Classifies the material as tooth, allowing it to be used by craftsdwarves. | + | | Classifies the material as tooth, allowing it to be used by craftsdwarves.{{verify}} |
|- | |- | ||
| HORN | | HORN | ||
| | | | ||
− | | Classifies the material as horn, allowing it to be used by craftsdwarves. | + | | Classifies the material as horn, allowing it to be used by craftsdwarves.{{verify}} |
|- | |- | ||
| PEARL | | PEARL | ||
| | | | ||
− | | Classifies the material as pearl, allowing it to be used by craftsdwarves. | + | | Classifies the material as pearl, allowing it to be used by craftsdwarves.{{verify}} |
|- | |- | ||
| SHELL | | SHELL | ||
| | | | ||
− | | Classifies the material as shell, allowing it to be used by craftsdwarves. | + | | Classifies the material as shell, allowing it to be used by craftsdwarves.{{verify}} |
|- | |- | ||
| LEATHER | | LEATHER | ||
| | | | ||
− | | Classifies the material as leather, allowing it to be used by craftsdwarves. | + | | Classifies the material as leather, allowing it to be used by craftsdwarves.{{verify}} |
|- | |- | ||
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| BLOOD_MAP_DESCRIPTOR | | BLOOD_MAP_DESCRIPTOR | ||
| | | | ||
− | | Tells the game to classify contaminants of this material as being "blood" in Adventurer mode tile descriptions ("Here we have a Dwarf in a slurry of blood."). | + | | Tells the game to classify contaminants of this material as being "blood", both in Adventurer mode tile descriptions ("Here we have a Dwarf in a slurry of blood.") and for unhappy thoughts from drinking water ("He was forced to drink bloody water lately"). |
|- | |- | ||
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| ENTERS_BLOOD | | ENTERS_BLOOD | ||
| | | | ||
− | | Used for materials which cause | + | | Used for materials which cause {{L|syndrome}}s, causes it to enter the creature's blood instead of simply spattering on the surface. |
|- | |- | ||
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| ITEMS_BARRED | | ITEMS_BARRED | ||
| | | | ||
− | | | + | | {{L|Bone}} items (clothes with [BARRED]) can be made from this material. |
|- | |- | ||
| ITEMS_SCALED | | ITEMS_SCALED | ||
| | | | ||
− | | | + | | {{L|Shell}} items (clothes with [SCALED]) can be made from this material. |
|- | |- | ||
| ITEMS_LEATHER | | ITEMS_LEATHER | ||
| | | | ||
− | | | + | | {{L|Leather}} items (clothes with [LEATHER]) can be made from this material. |
|- | |- | ||
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| DISPLAY_UNGLAZED | | DISPLAY_UNGLAZED | ||
| | | | ||
− | | Causes containers made of this material to be prefixed with "unglazed" if they have not yet been | + | | Causes containers made of this material to be prefixed with "unglazed" if they have not yet been {{L|glaze}}d. |
|- | |- | ||
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| CRYSTAL_GLASSABLE | | CRYSTAL_GLASSABLE | ||
| | | | ||
− | | Can be used in the production of crystal glass | + | | Can be used in the production of crystal glass. |
|- | |- | ||
| ITEMS_WEAPON | | ITEMS_WEAPON | ||
| | | | ||
− | | Melee | + | | Melee {{L|Weapon#Manufactured weapons|weapons}} can be made out of this material. |
|- | |- | ||
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| ITEMS_ANVIL | | ITEMS_ANVIL | ||
| | | | ||
− | | | + | | {{L|Anvil}}s can be made out of this material. |
|- | |- | ||
| ITEMS_AMMO | | ITEMS_AMMO | ||
| | | | ||
− | | | + | | {{L|Weapon#Ammunition|Ammunition}} can be made out of this material. |
|- | |- | ||
| ITEMS_DIGGER | | ITEMS_DIGGER | ||
| | | | ||
− | | | + | | {{L|Weapon#Dwarf-manufactured weapons|Picks}} can be made out of this material. |
|- | |- | ||
| ITEMS_ARMOR | | ITEMS_ARMOR | ||
| | | | ||
− | | | + | | {{L|Armor}} can be made out of this material. |
|- | |- | ||
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*Peak:effect peak time | *Peak:effect peak time | ||
*End:effect end time | *End:effect end time | ||
− | | Specifies the way that a syndrome affects a creature -- more detail can be found on the | + | | Specifies the way that a syndrome affects a creature -- more detail can be found on the {{L|Syndrome#Creature effect tokens|Syndromes page}} |
|} | |} | ||
==See Also== | ==See Also== | ||
− | * | + | * {{L|Inorganic material definition token}} |
− | * | + | * {{L|Syndrome}} |
{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} |