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Difference between revisions of "v0.31:Material definition token"

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(ITEMS_METAL doesn't seem to have any effect - it doesn't restrict what can be made from it)
(almost definitely has always been this way)
 
(34 intermediate revisions by 7 users not shown)
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{{av}}
+
{{quality|Exceptional|18:11, 28 April 2011 (UTC)}}{{av}}
  
The following tokens can be used in material templates, as well as materials defined in other raw files.
+
The following tokens can be used in material definitions (whether for inorganics or those within plants and creatures) as well as in material templates.
  
 +
==Material Properties==
 
{| {{prettytable}}
 
{| {{prettytable}}
|- bgcolor="#ddd"
+
|- bgcolor="#C0C0C0"
 
! Token
 
! Token
 
! Arguments
 
! Arguments
Line 10: Line 11:
  
 
|-
 
|-
| MATERIAL_TEMPLATE
+
| PREFIX
 +
| * 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.'''
 +
 
 +
|-
 +
| STONE_NAME
 +
| * string
 +
| Overrides the name of mined out stones (used for native copper/silver/gold/platinum to make them be called "nuggets").
 +
 
 +
|-
 +
| IS_GEM
 
|
 
|
*id
+
* name
| The name of the material template. Used when defining a template in material template files; the id is used as an argument when calling for material templates elsewhere.
+
* plural
 +
* 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.
  
 
|-
 
|-
| STATE_COLOR
+
| TEMP_DIET_INFO
|
+
|  
*state
+
* type
*color
+
| 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.
| 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 made of this material.
 
[STATE_COLOR:ALL_SOLID:GREY]
 
  
 
|-
 
|-
| STATE_NAME
+
| POWDER_DYE
|
+
| [[color]] token
*state
+
| Defines the material as a type of dye.
*name
 
| The name of the material as displayed in-game.
 
[STATE_NAME:ALL_SOLID:stone]
 
  
 
|-
 
|-
| STATE_ADJ
+
| TILE
|
+
| [[Main:Character table|tile]]
*state
+
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█').
*adjective
 
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name.
 
  
 
|-
 
|-
| STATE_NAME_ADJ
+
| ITEM_SYMBOL
|
+
| tile
*state
+
| Specifies the tile that will be used to represent BOULDER objects made of this material. Generally only used with stones. Defaults to 7 ('•').
*name/adjective
 
| Sets both STATE_NAME and STATE_ADJ at the same time.
 
  
 
|-
 
|-
Line 52: Line 55:
 
*background color
 
*background color
 
*foreground brightness
 
*foreground brightness
| 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]
+
| 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]
  
 
|-
 
|-
| TILE_COLOR
+
| BUILD_COLOR
 
|
 
|
 
*foreground color
 
*foreground color
 
*background color
 
*background color
 
*foreground brightness
 
*foreground brightness
| The color of unmined tiles containing this material (for stone and soil), as well as {{L|engraving}}s in this material.
+
| 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).
  
 
|-
 
|-
| BUILD_COLOR
+
| TILE_COLOR
 
|
 
|
 
*foreground color
 
*foreground color
 
*background color
 
*background color
 
*foreground brightness
 
*foreground brightness
| 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.
+
| 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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*color
 
*color
 
*brightness
 
*brightness
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls.
+
| 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).
  
 
|-
 
|-
| MATERIAL_VALUE
+
| STATE_COLOR
 
|
 
|
*value
+
*state
| Value modifier for the material.
+
*[[color]] token
 +
| 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.
 +
[STATE_COLOR:ALL_SOLID:GREY]
  
 
|-
 
|-
| SPEC_HEAT
+
| STATE_NAME
 
|
 
|
*specific heat capacity
+
*state
| See {{L|SPEC HEAT}}
+
*name
 +
| The name of the material as displayed in-game.
 +
[STATE_NAME:ALL_SOLID:stone]
  
 
|-
 
|-
| IGNITE_POINT
+
| STATE_NAME_ADJ
 
|
 
|
*temperature
+
*state
| Temperature at which the material will catch fire. May be set to NONE.
+
*name/adjective
 +
| Sets both STATE_NAME and STATE_ADJ at the same time.
  
 
|-
 
|-
| MELTING_POINT
+
| STATE_ADJ
 
|
 
|
*temperature
+
*state
| Temperature at which the material melts. May be set to NONE.
+
*adjective
 +
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name.
  
 
|-
 
|-
| BOILING_POINT
+
| ABSORPTION
|
 
*temperature
 
| Temperature at which the material boils. May be set to NONE.
 
 
 
|-
 
| HEATDAM_POINT
 
|
 
*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 may burn for very long time (around 9-10 months).
 
 
 
|-
 
| COLDDAM_POINT
 
|
 
*temperature
 
| Temperature below which the material takes damage from cold. May be set to NONE.
 
 
 
|-
 
| MAT_FIXED_TEMP
 
|
 
*temperature
 
| Constant temperature of the material. May be set to NONE.
 
 
 
|-
 
| SOLID_DENSITY
 
|
 
*density
 
| Affects the weight of the material. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers.{{verify}}
 
It is displayed as a 4 or more digit number such as 11340 for lead. 11340 kg·m^3 = 11340
 
|-
 
| LIQUID_DENSITY
 
|
 
*density
 
| It works the same as above, except it is for the liquid state.
 
 
 
|-
 
| MOLAR_MASS
 
 
|
 
|
 
*value
 
*value
| Supposedly not used.
+
| 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.
  
 
|-
 
|-
Line 147: Line 121:
 
|
 
|
 
*value
 
*value
| Used for blunt-force combat.
+
| Specifies how hard of an impact the material can withstand before it will deform. Used for blunt-force combat. Defaults to 10000.
  
 
|-
 
|-
Line 153: Line 127:
 
|
 
|
 
*value
 
*value
| Used for blunt-force combat.
+
| Specifies how hard of an impact the material can withstand before it will break. Used for blunt-force combat. Defaults to 10000.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Used for blunt-force combat.
+
| Specifies how much the material will deform when subjected to an impact.{{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)
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how hard the material can be compressed before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how hard the material can be compressed before it will break. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how much the material will deform when compressed.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how hard the material can be stretched before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how hard the material can be stretched before it will break. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
  
 
|-
 
|-
Line 195: Line 169:
 
|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how much the material will deform when stretched.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how hard the material can be twisted before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
  
 
|-
 
|-
Line 207: Line 181:
 
|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how hard the material can be twisted before it will break. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
  
 
|-
 
|-
Line 213: Line 187:
 
|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how much the material will deform when twisted.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.
  
 
|-
 
|-
Line 219: Line 193:
 
|
 
|
 
*value
 
*value
| Used for cutting calculations.
+
| Specifies how hard the material can be sheared before it will deform. Used for cutting calculations. Defaults to 10000.
  
 
|-
 
|-
Line 225: Line 199:
 
|
 
|
 
*value
 
*value
| Used for cutting calculations.
+
| Specifies how hard the material can be sheared before it will break. Used for cutting calculations. Defaults to 10000.
  
 
|-
 
|-
Line 231: Line 205:
 
|
 
|
 
*value
 
*value
| Used for cutting calculations.
+
| Specifies how much the material will deform when sheared.{{verify}} Used for cutting calculations. Defaults to 0.
  
 
|-
 
|-
| BENDING_YIELD
+
| BENDING_YIELD  
 
|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how hard the material can be bent before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
  
 
|-
 
|-
Line 243: Line 217:
 
|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how hard the material can be bent before it will break.  [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
  
 
|-
 
|-
Line 249: Line 223:
 
|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how much the material will deform when bent.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons made from that stone.
+
| 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.
 +
 
 +
|-
 +
| MATERIAL_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.
  
 
|-
 
|-
| ABSORPTION
+
| MULTIPLY_VALUE
 
|
 
|
 
*value
 
*value
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been glazed.
+
| Multiplies the value of the material. '''Not permitted in material template definitions.'''
  
 
|-
 
|-
| ITEMS_HARD
+
| SPEC_HEAT
 +
|
 +
*specific heat capacity
 +
| Rate at which the material heats up or cools down. See [[SPEC HEAT]] for more information. Defaults to NONE.
 +
 
 +
|-
 +
| HEATDAM_POINT
 +
|
 +
*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.
 +
 
 +
|-
 +
| COLDDAM_POINT
 
|
 
|
| Determines if the object can be used for furniture like doors and barrels[http://www.bay12forums.com/smf/index.php?topic=78900.0].
+
*temperature
 +
| Temperature below which the material takes damage from cold. Defaults to NONE.
  
 
|-
 
|-
| ITEMS_QUERN
+
| IGNITE_POINT
 
|
 
|
| Querns and millstones can be made out of this material.{{verify}}
+
*temperature
 +
| Temperature at which the material will catch fire. Defaults to NONE.
  
 
|-
 
|-
| ITEMS_WEAPON
+
| MELTING_POINT
|  
+
|
| Melee {{L|Weapons#Manufactured_weapons|weapons}} can be made out of this material.
+
*temperature
 +
| Temperature at which the material melts. Defaults to NONE.
  
 
|-
 
|-
| ITEMS_WEAPON_RANGED
+
| BOILING_POINT
 
|
 
|
| Ranged weapons can be made out of this material.
+
*temperature
 +
| Temperature at which the material boils. Defaults to NONE.
  
 
|-
 
|-
| ITEMS_AMMO
+
| MAT_FIXED_TEMP
 
|
 
|
| {{L|Weapon#Ammunition|Ammunition}} can be made out of this material.
+
*temperature
 +
| Constant temperature emitted by the material. Defaults to NONE.
  
 
|-
 
|-
| ITEMS_DIGGER
+
| IF_EXISTS_SET_HEATDAM_POINT
 
|
 
|
| {{L|Weapon#Dwarf-manufactured_weapons|Picks}} can be made out of this material.
+
*temperature
 +
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
  
 
|-
 
|-
| ITEMS_ANVIL
+
| IF_EXISTS_SET_COLDDAM_POINT
 
|
 
|
| {{L|Anvil}}s can be made out of this material.
+
*temperature
 +
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
  
 
|-
 
|-
| ITEMS_ARMOR
+
| IF_EXISTS_SET_IGNITE_POINT
 
|
 
|
| {{L|Armor}} can be made out of this material.
+
*temperature
 +
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
  
 
|-
 
|-
| ITEMS_SIEGE_ENGINE
+
| IF_EXISTS_SET_MELTING_POINT
 
|
 
|
| Siege engine parts can be made out of this material.{{verify}}
+
*temperature
 +
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
  
 
|-
 
|-
| ITEMS_BARRED
+
| IF_EXISTS_SET_BOILING_POINT
 
|
 
|
| {{L|Bone}} items (clothes with [BARRED]) can be made from this material.
+
*temperature
 +
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
  
 
|-
 
|-
| ITEMS_SCALED
+
| IF_EXISTS_SET_MAT_FIXED_TEMP
 
|
 
|
| {{L|Shell}} items (clothes with [SCALED]) can be made from this material.
+
*temperature
 +
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
  
 
|-
 
|-
| ITEMS_LEATHER
+
| SOLID_DENSITY
 
|
 
|
| {{L|Leather}} items (clothes with [LEATHER]) can be made from this material.
+
*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 edged weapons to pierce tissue layers{{verify}}. Defaults to NONE.
  
 
|-
 
|-
| ITEMS_SOFT
+
| LIQUID_DENSITY
 
|
 
|
 +
*density
 +
| Specifies the density of the material when in liquid form. Defaults to NONE.
 +
 +
|-
 +
| MOLAR_MASS
 
|
 
|
 +
*value
 +
| Supposedly not used. Defaults to NONE.
 +
 +
|-
 +
| EXTRACT_STORAGE
 +
| 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.
  
 
|-
 
|-
| ITEMS_DELICATE
+
| BUTCHER_SPECIAL
 
|
 
|
| Used internally by amber and coral
+
*[[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.
  
 
|-
 
|-
| ITEMS_METAL
+
| MEAT_NAME
 
|
 
|
| Effect unknown
+
*prefix
 +
*name
 +
*adjective
 +
| When a creature is butchered, meat yielded from organs made from this material will be named via this token.
  
 
|-
 
|-
| IS_STONE
+
| BLOCK_NAME
 
|
 
|
| Used to define that said material is stone.
+
*singular
 +
*plural
 +
| Specifies the name of [[block]]s made from this material.
  
 
|-
 
|-
| IS_METAL
+
| MATERIAL_REACTION_PRODUCT
 +
|
 +
*reaction reference
 +
*[[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.
 +
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
 +
 
 +
|-
 +
| REACTION_CLASS
 
|
 
|
| Used only in the metal template. Not used anywhere else.
+
*reaction reference
 +
| Used to classify all items made of the material so that reactions can use them as generic reagents.
  
 
|-
 
|-
| IS_GLASS
+
| HARDENS_WITH_WATER
 
|
 
|
| Used internally by green glass, clear glass, and crystal glass
+
* [[material token]]
 +
| Allows the material to be used to make [[healthcare|casts]].
  
 
|-
 
|-
| IS_GEM
+
| SOAP_LEVEL
 
|
 
|
* name
+
*value
* plural
+
| Unknown. Defaults to 0.
* state
+
|}
| Used to indicate that said material is a gemstone - when 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.
+
 
 +
==Material Usage Tokens==
 +
{| {{prettytable}}
 +
|- bgcolor="#C0C0C0"
 +
! Token
 +
! Arguments
 +
! Description
  
 
|-
 
|-
 
| IMPLIES_ANIMAL_KILL
 
| IMPLIES_ANIMAL_KILL
 
|
 
|
| Lets the game know that an animal was likely killed in the production of this item. Elves (and other entities that are ethically opposed to killing animals) will not bring these for trade.
+
| Lets the game know that an animal was likely killed in the production of this item. Elves (and other entities that are ethically opposed to killing animals) will likely not bring these for trade.
  
 
|-
 
|-
Line 375: Line 413:
 
|
 
|
 
| 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)".
 +
 +
|-
 +
| ALCOHOL
 +
|
 +
| Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown.
  
 
|-
 
|-
Line 385: Line 428:
 
|
 
|
 
| 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)".
 +
 +
|-
 +
| CHEESE
 +
|
 +
| Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown.
  
 
|-
 
|-
Line 397: Line 445:
  
 
|-
 
|-
| STOCKPILE_GLOB
+
| POWDER_MISC
 +
|
 +
| Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown.
 +
 
 +
|-
 +
| STOCKPILE_GLOB