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Difference between revisions of "Material definition token"
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− | {{Quality|Fine | + | {{Quality|Fine}} |
{{av}} | {{av}} | ||
+ | {{Modding}} | ||
− | The following | + | 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]]. |
− | ==Material | + | {{Urist asks|q=Materials use specific, often bespoke, units. Are there any tools to help convert from real-world values?|a= |
+ | Here are some web-based [[utilities]] designed for raw authoring. | ||
+ | |||
+ | For [[material science|yield]] and [[strain at yield|elasticity]]: https://putnam3145.github.io/helper | ||
+ | |||
+ | For [[temperature]]: https://jose96xd.github.io/DF_Tools/Modules/TemperatureConverter.html | ||
+ | }} | ||
+ | |||
+ | __TOC__ | ||
+ | {{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 |
| 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> |
− | | Overrides the name of mined out stones (used for native copper/silver/gold/platinum to make them be called "nuggets"). | + | | 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"). |
|- | |- | ||
| {{text_anchor|IS_GEM}} | | {{text_anchor|IS_GEM}} | ||
| | | | ||
− | * name | + | * <name> |
− | * plural | + | * <plural> |
− | * | + | * OVERWRITE_SOLID (optional) |
| 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#Color_tokens|color token]]> | ||
| Allows the material to be used as [[dye]], and defines color of dyed items. | | 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 | + | | |
− | | Specifies the tile that will be used to represent BOULDER | + | *<[[Main:Character table|tile value or character]]> |
+ | | 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}} | ||
| | | | ||
− | *foreground color | + | *<[[Color#Color_values|foreground color]]> |
− | *background color | + | *<[[Color#Color_values|background color]]> |
− | *foreground brightness | + | *<[[Color#Color_values|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}} | ||
| | | | ||
− | *foreground color | + | *<[[Color#Color_values|foreground color]]> |
− | *background color | + | *<[[Color#Color_values|background color]]> |
− | *foreground brightness | + | *<[[Color#Color_values|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}} | ||
| | | | ||
− | *foreground color | + | *<[[Color#Color_values|foreground color]]> |
− | *background color | + | *<[[Color#Color_values|background color]]> |
− | *foreground brightness | + | *<[[Color#Color_values|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#Color_values|foreground color]]> |
− | *brightness | + | *<[[Color#Color_values|foreground 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}} | ||
| | | | ||
− | *state | + | *<[[Material_definition_token#Material States|material state]]> |
− | *[[color]] | + | *<[[Color#Color_tokens|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: |
− | Color comes from descriptor_color_standard.txt | ||
[STATE_COLOR:ALL_SOLID:GRAY] | [STATE_COLOR:ALL_SOLID:GRAY] | ||
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| {{text_anchor|STATE_NAME}} | | {{text_anchor|STATE_NAME}} | ||
| | | | ||
− | *state | + | *<[[Material_definition_token#Material States|material state]]> |
− | *name | + | *<name> |
− | | | + | | Determines the name of the material at the specified state, as displayed in-game. |
[STATE_NAME:ALL_SOLID:stone] | [STATE_NAME:ALL_SOLID:stone] | ||
|- | |- | ||
− | | {{text_anchor| | + | | {{text_anchor|STATE_ADJ}} |
| | | | ||
− | *state | + | *<[[Material_definition_token#Material States|material state]]> |
− | * | + | *<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. |
|- | |- | ||
− | | {{text_anchor| | + | | {{text_anchor|STATE_NAME_ADJ}} |
| | | | ||
− | *state | + | *<[[Material_definition_token#Material States|material state]]> |
− | *adjective | + | *<name> |
− | | | + | *<adjective> |
+ | | 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}} | ||
| | | | ||
− | * | + | *<pressure> |
− | | Specifies how hard of an impact (in | + | | Specifies how hard of an impact (in kPa) the material can withstand before it will start deforming permanently. Used for blunt-force combat. Defaults to 10000. |
|- | |- | ||
| {{text_anchor|IMPACT_FRACTURE}} | | {{text_anchor|IMPACT_FRACTURE}} | ||
| | | | ||
− | * | + | *<pressure> |
| 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}} | ||
| | | | ||
− | * | + | *<[[Strain at yield|strain]]> |
| 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-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) | ||
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| {{text_anchor|COMPRESSIVE_YIELD}} | | {{text_anchor|COMPRESSIVE_YIELD}} | ||
| | | | ||
− | * | + | *<pressure> |
| 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}} | ||
| | | | ||
− | * | + | *<pressure> |
| 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}} | ||
| | | | ||
− | * | + | *<[[Strain at yield|strain]]> |
| 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. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0. | ||
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| {{text_anchor|TENSILE_YIELD}} | | {{text_anchor|TENSILE_YIELD}} | ||
| | | | ||
− | * | + | *<pressure> |
| 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}} | ||
| | | | ||
− | * | + | *<pressure> |
| 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}} | ||
| | | | ||
− | * | + | *<[[Strain at yield|strain]]> |
| 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. Determines a tissue's resistance to a latching and tearing bite. Defaults to 0. | ||
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| {{text_anchor|TORSION_YIELD}} | | {{text_anchor|TORSION_YIELD}} | ||
| | | | ||
− | * | + | *<pressure> |
− | | Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack ( | + | | Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack (certain generated creatures can do this). Defaults to 10000. |
|- | |- | ||
| {{text_anchor|TORSION_FRACTURE}} | | {{text_anchor|TORSION_FRACTURE}} | ||
| | | | ||
− | * | + | *<pressure> |
− | | Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack ( | + | | Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack (certain generated creatures can do this). Defaults to 10000. |
|- | |- | ||
| {{text_anchor|TORSION_STRAIN_AT_YIELD}} or {{text_anchor|TORSION_ELASTICITY}} | | {{text_anchor|TORSION_STRAIN_AT_YIELD}} or {{text_anchor|TORSION_ELASTICITY}} | ||
| | | | ||
− | * | + | *<[[Strain at yield|strain]]> |
− | | 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 ( | + | | 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 (certain generated creatures can do this). Defaults to 0. |
|- | |- | ||
| {{text_anchor|SHEAR_YIELD}} | | {{text_anchor|SHEAR_YIELD}} | ||
| | | | ||
− | * | + | *<pressure> |
| 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}} | ||
| | | | ||
− | * | + | *<pressure> |
| 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}} | ||
| | | | ||
− | * | + | *<[[Strain at yield|strain]]> |
| 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}} | ||
| | | | ||
− | * | + | *<pressure> |
| 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}} | ||
| | | | ||
− | * | + | *<pressure> |
| 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}} | ||
| | | | ||
− | * | + | *<[[Strain at yield|strain]]> |
| 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. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0. | ||
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| {{text_anchor|MAX_EDGE}} | | {{text_anchor|MAX_EDGE}} | ||
| | | | ||
− | *value | + | *<value> |
− | | How sharp the material is. Used in cutting calculations | + | | 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. |
|- | |- | ||
| {{text_anchor|MATERIAL_VALUE}} | | {{text_anchor|MATERIAL_VALUE}} | ||
| | | | ||
− | *value | + | *<[[item 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 | + | *<[[item 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 | + | | Rate at which the material heats up or cools down (in J⋅kg<sup>−1</sup>⋅K<sup>−1</sup>.). If set to NONE, the temperature will be fixed at its initial value. See [[Temperature]] 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. |
|- | |- | ||
| {{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.''' | ||
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| {{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.''' | ||
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| {{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.''' | ||
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| {{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.''' | ||
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| {{text_anchor|SOLID_DENSITY}} | | {{text_anchor|SOLID_DENSITY}} | ||
| | | | ||
− | *density | + | *<[[density]]> |
− | | Specifies the density (in | + | | Specifies the density (in kg/m³) 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. |
|- | |- | ||
| {{text_anchor|LIQUID_DENSITY}} | | {{text_anchor|LIQUID_DENSITY}} | ||
| | | | ||
− | *density | + | *<[[density]]> |
− | | Specifies the density of the material when in liquid form. Defaults to NONE. | + | | 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). |
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