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Difference between revisions of "Material token"
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− | {{ | + | {{Quality|Exceptional}} |
− | :'' | + | {{av}} |
+ | :''For the tokens that define an individual material's properties, see [[Material definition token]].'' | ||
+ | {{Modding}} | ||
− | Material tokens are used to refer to various types of materials in a wide variety of places. They can take the following forms | + | Material tokens are used to refer to various types of materials in a wide variety of places. They can take the following forms below. |
+ | {{clear}} | ||
+ | ==Tokens== | ||
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
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| MATERIAL_NAME | | MATERIAL_NAME | ||
| Alias for INORGANIC:MATERIAL_NAME, intended for backwards compatibility. | | Alias for INORGANIC:MATERIAL_NAME, intended for backwards compatibility. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|COAL}} | ||
+ | | CHARCOAL, COKE, or NO_MATGLOSS | ||
+ | | Specifies a material that can be used as fuel - charcoal or coke. Specifying NO_MATGLOSS ('''not''' NONE) will make it accept "refined coal" in general, which matches charcoal, coke, and generic refined coal. | ||
|- | |- | ||
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| {{text anchor|PLANT_MAT}} | | {{text anchor|PLANT_MAT}} | ||
| PLANT_ID:MATERIAL_NAME | | PLANT_ID:MATERIAL_NAME | ||
− | | Specifies a material associated with a specific plant. Example: PLANT_MAT: | + | | Specifies a material associated with a specific plant. Example: PLANT_MAT:BUSH_QUARRY:LEAF refers to [[quarry bush]] leaves. |
|- | |- | ||
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| NONE | | NONE | ||
| Specifies one of the hardcoded materials listed below. Note that this goes in the token itself, not arguments (i.e GLASS_GREEN:NONE, not MATERIAL_NAME:GLASS_GREEN). | | Specifies one of the hardcoded materials listed below. Note that this goes in the token itself, not arguments (i.e GLASS_GREEN:NONE, not MATERIAL_NAME:GLASS_GREEN). | ||
+ | |} | ||
− | | | + | Several types of [[Item token|items]] expect a creature ID and caste ID (e.g. [[Ant|ANT:SOLDIER]]) in place of the material token. |
− | |||
− | |||
− | |||
− | |||
− | + | === Hardcoded Materials === | |
It should be noted when using the table below, that you do not place (MATERIAL_NAME:(Your material here)). For example, green glass will be (GLASS_GREEN:NONE). | It should be noted when using the table below, that you do not place (MATERIAL_NAME:(Your material here)). For example, green glass will be (GLASS_GREEN:NONE). | ||
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| 14 || {{text anchor|SALT}} || [[Salt]] | | 14 || {{text anchor|SALT}} || [[Salt]] | ||
|- | |- | ||
− | | 15 || {{text anchor|FILTH_B}} || Filth (brown, solid) | + | | 15 || {{text anchor|FILTH_B}} || [[Filth]] (brown, solid) |
|- | |- | ||
− | | 16 || {{text anchor|FILTH_Y}} || Filth (yellow, liquid) | + | | 16 || {{text anchor|FILTH_Y}} || [[Filth]] (yellow, liquid) |
|- | |- | ||
− | | 17 || {{text anchor|UNKNOWN_SUBSTANCE}} || Unknown substance ( | + | | 17 || {{text anchor|UNKNOWN_SUBSTANCE}} || [[Unknown substance]] (light gray, liquid) |
|- | |- | ||
| 18 || {{text anchor|GRIME}} || [[Grime]] | | 18 || {{text anchor|GRIME}} || [[Grime]] |
Latest revision as of 16:14, 2 April 2024
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
- For the tokens that define an individual material's properties, see Material definition token.
Modding |
---|
Tokens |
Audio · Biome · Graphics · Interaction · Mod info · Plant · Speech · Sphere · Syndrome · World |
Body tokens |
Body · Body detail plan · Bodygloss · Tissue |
Creature tokens |
Creature · Creature mannerism · Personality · Creature variation · Procedural graphics layer |
Descriptor tokens |
Descriptor color · Color · Descriptor pattern · Descriptor shape |
Entity tokens |
Entity · Ethic · Language · Value · Position |
Job tokens |
Building · Labor · Reaction · Skill · Unit type |
Item tokens |
Item type · Item definition · Ammo · Armor · Instrument · Tool · Trap component · Weapon |
Material tokens |
Material type · Material definition · Inorganic material definition |
Material tokens are used to refer to various types of materials in a wide variety of places. They can take the following forms below.
Tokens[edit]
Token | Arguments | Description |
---|---|---|
INORGANIC | MATERIAL_NAME | Specifies a standalone inorganic material defined in the raws, generally a stone or metal. For example, INORGANIC:IRON refers to iron, and INORGANIC:CERAMIC_PORCELAIN refers to porcelain. The material name can be substituted with USE_LAVA_STONE to automatically select the local lava stone, which is normally obsidian. |
STONE | MATERIAL_NAME | Alias for INORGANIC:MATERIAL_NAME, intended for backwards compatibility. |
METAL | MATERIAL_NAME | Alias for INORGANIC:MATERIAL_NAME, intended for backwards compatibility. |
COAL | CHARCOAL, COKE, or NO_MATGLOSS | Specifies a material that can be used as fuel - charcoal or coke. Specifying NO_MATGLOSS (not NONE) will make it accept "refined coal" in general, which matches charcoal, coke, and generic refined coal. |
CREATURE_MAT | CREATURE_ID:MATERIAL_NAME | Specifies a material associated with a specific creature. Examples: CREATURE_MAT:DWARF:SKIN refers to dwarf skin. |
LOCAL_CREATURE_MAT | MATERIAL_NAME | Alias for CREATURE_MAT:CREATURE_ID:MATERIAL_NAME, where CREATURE_ID is the creature currently being defined; as such, it can only be used in creature definitions. |
PLANT_MAT | PLANT_ID:MATERIAL_NAME | Specifies a material associated with a specific plant. Example: PLANT_MAT:BUSH_QUARRY:LEAF refers to quarry bush leaves. |
LOCAL_PLANT_MAT | MATERIAL_NAME | Alias for PLANT_MAT:PLANT_ID:MATERIAL_NAME, where PLANT_ID is the plant currently being defined; as such, it can only be used in plant definitions. |
GET_MATERIAL_FROM_REAGENT | REAGENT_ID:REACTION_PRODUCT_ID | Specifies a material related to a reagent's material within a reaction. REAGENT_ID must match a [REAGENT], and REACTION_PRODUCT_ID must either match a [MATERIAL_REACTION_PRODUCT] belonging to the reagent's material or be equal to "NONE" to use the reagent's material itself. |
MATERIAL_NAME | NONE | Specifies one of the hardcoded materials listed below. Note that this goes in the token itself, not arguments (i.e GLASS_GREEN:NONE, not MATERIAL_NAME:GLASS_GREEN). |
Several types of items expect a creature ID and caste ID (e.g. ANT:SOLDIER) in place of the material token.
Hardcoded Materials[edit]
It should be noted when using the table below, that you do not place (MATERIAL_NAME:(Your material here)). For example, green glass will be (GLASS_GREEN:NONE).
# | Token | Information |
---|---|---|
0 | INORGANIC | Magma when specified with subtype NONE or NO_MATGLOSS, otherwise a user-defined inorganic material. |
1 | AMBER | Amber |
2 | CORAL | Coral |
3 | GLASS_GREEN | Green glass |
4 | GLASS_CLEAR | Clear glass |
5 | GLASS_CRYSTAL | Crystal glass |
6 | WATER | Water, when placed in buckets or when mining out ice. |
7 | COAL | Coal - subtype is either COKE or CHARCOAL (or NO_MATGLOSS to match either). |
8 | POTASH | Potash |
9 | ASH | Ash |
10 | PEARLASH | Pearlash |
11 | LYE | Lye |
12 | MUD | Mud |
13 | VOMIT | Vomit |
14 | SALT | Salt |
15 | FILTH_B | Filth (brown, solid) |
16 | FILTH_Y | Filth (yellow, liquid) |
17 | UNKNOWN_SUBSTANCE | Unknown substance (light gray, liquid) |
18 | GRIME | Grime |