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Difference between revisions of "Inorganic material definition token"

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| {{text anchor|WAFERS}}|| ||Used on metals, causes the metal to be made into wafers instead of [[bar]]s.
 
| {{text anchor|WAFERS}}|| ||Used on metals, causes the metal to be made into wafers instead of [[bar]]s.
 
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| {{text anchor|DEEP_SPECIAL}}|| || Causes the stone to form hollow tubes leading to the [[Underworld]]. Used for [[raw adamantine]]. When mined, stone has a 100% yield. If no material with this token exists, hollow veins will instead be made of the first available inorganic, usually [[iron]].
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| {{text anchor|DEEP_SPECIAL}}|| || Causes the stone to form hollow tubes leading to the [[Underworld]]. Used for [[raw adamantine]]. When mined, stone has a 100% yield. If no material with this token exists, hollow veins will instead be made of the first available inorganic, usually [[iron]]. Implies {{token|SPECIAL|Inorganic}}.
 
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| {{text anchor|METAL_ORE}}|| metal:chance || Allows the ore to be [[smelter|smelted]] into metal in the smelter. Each token with a non-zero chance causes the game to roll d100 four times, each time creating one bar of the type requested on success.
 
| {{text anchor|METAL_ORE}}|| metal:chance || Allows the ore to be [[smelter|smelted]] into metal in the smelter. Each token with a non-zero chance causes the game to roll d100 four times, each time creating one bar of the type requested on success.
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| {{text anchor|LAVA}}|| ||Specifies that the stone is created when combining [[water]] and [[magma]], also causing it to line the edges of [[magma]] pools and volcanoes. If multiple minerals are marked as lava stones, a different one will be used in each biome or geological region.
 
| {{text anchor|LAVA}}|| ||Specifies that the stone is created when combining [[water]] and [[magma]], also causing it to line the edges of [[magma]] pools and volcanoes. If multiple minerals are marked as lava stones, a different one will be used in each biome or geological region.
 
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| {{text anchor|SPECIAL}}|| ||Prevents the material from showing up in certain places. AI-controlled entities won't use the material to make items and don't bring it in caravans, though the player can use it as normal. Also, inorganic generated creatures (forgotten beasts, titans, demons) will never be composed of this material. Explicitly set by all [[evil weather]] materials and implied by [DEEP_SURFACE] and [DEEP_SPECIAL].
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| {{text anchor|SPECIAL}}|| ||Prevents the material from showing up in certain places. AI-controlled entities won't use the material to make items and don't bring it in caravans, though the player can use it as normal. Also, inorganic generated creatures (forgotten beasts, titans, demons) will never be composed of this material. Explicitly set by all [[evil weather]] materials and implied by {{token|DEEP_SURFACE|Inorganic}} and {{token|DEEP_SPECIAL|Inorganic}}.
 
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| {{text anchor|GENERATED}}|| ||Indicates that this is a generated material. Cannot be specified in user-defined raws.
 
| {{text anchor|GENERATED}}|| ||Indicates that this is a generated material. Cannot be specified in user-defined raws.
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==ENVIROMENT and ENVIRONMENT_SPEC==
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==ENVIRONMENT and ENVIRONMENT_SPEC==
  
 
Format:
 
Format:

Latest revision as of 16:18, 2 April 2024

This article is about the current version of DF.
Note that some content may still need to be updated.


The following tokens can be used in inorganic material definitions, generally for stones, gems, and metals, but not with materials attached to plants or creatures.

Token Arguments Description
WAFERS Used on metals, causes the metal to be made into wafers instead of bars.
DEEP_SPECIAL Causes the stone to form hollow tubes leading to the Underworld. Used for raw adamantine. When mined, stone has a 100% yield. If no material with this token exists, hollow veins will instead be made of the first available inorganic, usually iron. Implies [SPECIAL].
METAL_ORE metal:chance Allows the ore to be smelted into metal in the smelter. Each token with a non-zero chance causes the game to roll d100 four times, each time creating one bar of the type requested on success.
THREAD_METAL metal:chance Allows strands to be extracted from the metal at a craftsdwarf's workshop.
DEEP_SURFACE Causes the stone to line the landscape of the Underworld. Used for slade. When mined (if it's mineable), stone has a 100% yield. If no material with this token exists, other materials will be used in place of slade. Underworld spires will still be referred to as a "spire of slade" in the world's history.
AQUIFER Allows the stone to support an aquifer.
METAMORPHIC Causes the material to form metamorphic layers.
SEDIMENTARY Causes the material to form sedimentary layers.
SOIL Causes the material to form soil layers, allowing it to appear in (almost) any biome. Mining is faster and produces no stones.
SOIL_OCEAN Causes the material to form pelagic sediment layers beneath deep oceans. Mining is faster and produces no stones.
SOIL_SAND Causes the material to form sand layers, allowing it to appear in sand deserts and shallow oceans. Mining is faster and produces no stones. Sand layers can also be used for making glass. Can be combined with [SOIL].
SEDIMENTARY_OCEAN_SHALLOW Permits an already [SEDIMENTARY] stone layer to appear underneath shallow ocean regions.
SEDIMENTARY_OCEAN_DEEP Permits an already [SEDIMENTARY] stone layer to appear underneath deep ocean regions.
IGNEOUS_INTRUSIVE Causes the material to form igneous intrusive layers.
IGNEOUS_EXTRUSIVE Causes the material to form igneous extrusive layers.
ENVIRONMENT class:type:freq Specifies what types of layers will contain this mineral. Multiple instances of the same token segment will cause the rock type to occur more frequently, but won't increase its abundance in the specified environment. See below.
ENVIRONMENT_SPEC stone:type:freq Specifies which specific minerals will contain this mineral. See below.
LAVA Specifies that the stone is created when combining water and magma, also causing it to line the edges of magma pools and volcanoes. If multiple minerals are marked as lava stones, a different one will be used in each biome or geological region.
SPECIAL Prevents the material from showing up in certain places. AI-controlled entities won't use the material to make items and don't bring it in caravans, though the player can use it as normal. Also, inorganic generated creatures (forgotten beasts, titans, demons) will never be composed of this material. Explicitly set by all evil weather materials and implied by [DEEP_SURFACE] and [DEEP_SPECIAL].
GENERATED Indicates that this is a generated material. Cannot be specified in user-defined raws.
DIVINE Found on random-generated metals and cloth. Marks this material as usable by Deity-created generated entities.
SPHERE sphere Found on divine materials. Presumably links the material to a god of the same sphere.

ENVIRONMENT and ENVIRONMENT_SPEC[edit]

Format:

  • [ENVIRONMENT:<class>:<inclusion type>:<frequency>]

Possible values for class:

Environment class token Description
ALL_STONE Will appear in every stone.
IGNEOUS_ALL, IGNEOUS_INTRUSIVE, IGNEOUS_EXTRUSIVE Will appear in igneous layers, either igneous intrusive, igneous extrusive, or both.
SOIL, SOIL_OCEAN, SOIL_SAND Will appear in soil. SOIL_OCEAN is oceans specifically and SOIL_SAND is sand specifically.
METAMORPHIC Will appear in metamorphic layers.
SEDIMENTARY Will appear in sedimentary layers.
ALLUVIAL Will appear in alluvial layers.

Possible values for inclusion type:

Inclusion type token Description
CLUSTER Large ovoids that occupy their entire 48x48 embark tile. Microcline is an example. When mined, stone has a 25% yield (as with layer stones).
CLUSTER_SMALL Blobs of 3-9 tiles. Will always be successfully mined. Red pyropes are an example. When mined, stone has a 100% yield.
CLUSTER_ONE Single tiles. Will always be successfully mined. Clear diamonds are an example. When mined, stone has a 100% yield.
VEIN Large streaks of stone. Native gold is an example. When mined, stone has a 33% yield instead of the usual 25%.

An inclusion may be contained within a larger inclusion. For example, diamond small clusters are found within kimberlite veins.

The frequency number varies from 1 to 100 and determines the relative frequency at which the stone will be chosen to appear - if all frequency values are the same, then all stones will be equally likely to appear.


ENVIRONMENT_SPEC follows much the same format, but takes a specific stone material ID where ENVIRONMENT would take a class token. What you can use will depend on what inorganic raws are around.

See also[edit]