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Difference between revisions of "40d:Matgloss token"
(technically, they belong here, though their behavior is very much implemented) |
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* STONE_NAME - Loose stones are called this, e.g. for "nuggets" vs native metal | * STONE_NAME - Loose stones are called this, e.g. for "nuggets" vs native metal | ||
* [METAL_ORE:<metal>:<percentage>] - automatically creates a smelter reaction requiring fuel and one stone to make one bar. | * [METAL_ORE:<metal>:<percentage>] - automatically creates a smelter reaction requiring fuel and one stone to make one bar. | ||
− | ** Multiple METAL_ORE tokens mean that there is a percentage chance of each metal - c.f. [[tetrahedrite]] or [[galena]]. | + | ** Multiple METAL_ORE tokens mean that there is a percentage chance of each metal - c.f. [[tetrahedrite]] or [[galena]]. Adding multiples instances of the same ore tag will result in a corresponding increase in bars formed at the smelter. Percentages greater than 100 do not result in additional bars at the smelter. |
* [THREAD_METAL:<metal>:<percentage>] - allows strand extraction at craftsdwarf's workshop. | * [THREAD_METAL:<metal>:<percentage>] - allows strand extraction at craftsdwarf's workshop. | ||
* ITEM_SYMBOL: Loose stones use this tile. Used to make [[bituminous coal]] show up as ☼ and ores as *. | * ITEM_SYMBOL: Loose stones use this tile. Used to make [[bituminous coal]] show up as ☼ and ores as *. |
Revision as of 04:23, 9 January 2010
Preliminary information on tokens used in the material description files, stored at raw/objects/matgloss_*.txt in the default distribution.
These files begin with the filename as the other raws do, then [OBJECT:MATGLOSS]. Individual entries begin with [MATGLOSS_METAL:ID], [MATGLOSS_PLANT:ID], [MATGLOSS_STONE:ID], or [MATGLOSS_WOOD:ID].
General tokens
Token | Description |
---|---|
NAME | The name of the material |
ADJ | The adjective applied to objects made of the item |
COLOR | The color of the material. Note that the background is not always used (i.e. bars, stones) |
BASIC_COLOR | The color of raw stones and gems. |
VALUE | The value multiplier of the material. Not wood? |
SPEC_HEAT | The specific heat of the material, in units of J/kg·K. Only on metal and stone? |
MELTING_POINT | See temperature scale. |
BOILING_POINT | See temperature scale. |
SOLID_DENSITY | Density in kg/m3. |
DEEP | Hidden fun stuff. |
Metal-specific tokens
Token | Description |
---|---|
TILE | the tile (character or 437 ordinal) for the material while still in the ground (trees, plants, rough walls) |
WEAPON | Can be made into a melee weapon, excluding picks. |
WEAPON_RANGED | Can be made into a ranged weapon, like a crossbow. |
DIGGER | Can be made into a pick. |
AMMO | Can be made into bolts. |
ANVIL | Can be made into anvils. |
ANY_USE | Can be made into miscellaneous items like mechanisms. |
BRITTLE | Makes it impossible to create anything but bars of that type of metal. |
DAMAGE_PERC, BLOCK_PERC | Weapons and armors' effectiveness respectively. Relative to Iron. |
WAFERS | Wafers are produced instead of bars. Requires triple the amount normally to create items. Required for metal cloth?[Verify] |
Wood-specific tokens
Some of these are also on plants.
- AUTUMNCOLOR - changes color with the seasons
- WET, DRY - Same as for plants
- SAPLING - Young trees are called saplings instead of e.g. "young tower-cap"
- BIOME
- PREFSTRING
Plant-specific tokens
See Plant tokens.
Stone-specific tokens
- STONE_NAME - Loose stones are called this, e.g. for "nuggets" vs native metal
- [METAL_ORE:<metal>:<percentage>] - automatically creates a smelter reaction requiring fuel and one stone to make one bar.
- Multiple METAL_ORE tokens mean that there is a percentage chance of each metal - c.f. tetrahedrite or galena. Adding multiples instances of the same ore tag will result in a corresponding increase in bars formed at the smelter. Percentages greater than 100 do not result in additional bars at the smelter.
- [THREAD_METAL:<metal>:<percentage>] - allows strand extraction at craftsdwarf's workshop.
- ITEM_SYMBOL: Loose stones use this tile. Used to make bituminous coal show up as ☼ and ores as *.
- LAVA - lines the magma pipe; formed with water + magma
- SHARP - can be made into CAN_STONE weapons
- GLASS - rock crystal.
- [GEM:singular:plural] - the stone drops gems, instead of loose stones. The plural can be STP, which seems to be short for "standard plural", i.e. just add an S after the singular.
Layer types
Note: Soils are considered to be a subtype of stone in the raws.
A stone material can be tagged with one of:
- [SEDIMENTARY]
- [IGNEOUS_INTRUSIVE]
- [IGNEOUS_EXTRUSIVE]
- [METAMORPHIC]
- [SOIL]
- [SOIL_OCEAN]
Additionally these can occur:
- [SEDIMENTARY_OCEAN_SHALLOW]
- [SEDIMENTARY_OCEAN_DEEP]
- [SOIL_SAND] - can be made into glass
- [AQUIFER] - aquifers can be in these layers
Layer tags are not mutually exclusive with ENVIRONMENT tags.
ENVIROMENT and ENVIRONMENT_SPEC
Format:
- [ENVIRONMENT:<class>:<inclusion type>:<frequency>]
- class may also be ALL_STONE, IGNEOUS_ALL, ALLUIVAL.
- [ENVIRONMENT_SPEC:<id>:<inclusion type>:<frequency>]
The inclusion type can be CLUSTER, CLUSTER_SMALL, CLUSTER_ONE, or VEIN. CLUSTERs are large ovoids that occupy their entire local map tile if present. CLUSTER_SMALL inclusions are blobs of 3-9 tiles; CLUSTER_ONE inclusions are single tiles; and VEINs are large streaks.
If no CLUSTER is present, then zero to two VEINs as well as roughly five to seven other clusters will be present in the local map tile.
Anecdotal evidence suggests that each z-layer will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of opal rather than several different types.
Tokens not found in the raws
These do not appear in any shipped raw file. Some are documented in "file changes.txt", while others were found solely in the EXE. For the latter, we can only speculate as to their syntax and meaning.
- LIQUID_DENSITY
- BUILD_COLOR
- TILE_COLOR
- DROWN_LEVEL:(0-7) - water level at which shrubs die
- SAPLING_DROWN_LEVEL:(0-7) - water level at which saplings die
- TREE_DROWN_LEVEL:(0-7) - water level at which trees die (irrelevant)
- SAPLING_TILE:chr, SAPLING_COLOR:fore:back:bright - appearance of tree saplings
- DEAD_SAPLING_TILE:chr, DEAD_SAPLING_COLOR:fore:back:bright - appearance of dead tree saplings