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

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(add a bunch of descriptions (food stockpile-related ones verified))
(Added missing BLOCK_NAME token)
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*adjective?
 
*adjective?
 
| When the creature is butchered, its organs will be named via this token.
 
| When the creature is butchered, its organs will be named via this token.
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|-
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| BLOCK_NAME
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*prefix
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*name
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*adjective?
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| When blocks are made of this material they will be named via this token.
  
 
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Revision as of 16:15, 25 February 2011

This article is about an older version of DF.

The following tokens can be used in material templates, as well as materials defined in other raw files.

Token Arguments Description
MATERIAL_TEMPLATE
  • id
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.
STATE_COLOR
  • state
  • color
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
  • state
  • name
The name of the material as displayed in-game.

[STATE_NAME:ALL_SOLID:stone]

STATE_ADJ
  • state
  • adjective
Like STATE_NAME, but used in different situations. Equipment made from the material uses the adjective.
STATE_NAME_ADJ
  • state
  • name/adjective
Sets both STATE_NAME and STATE_ADJ at the same time.
DISPLAY_COLOR
  • foreground color
  • background color
  • foreground brightness
The on-screen color of the material. Uses a standard 3-digit Template:L. 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
  • foreground color
  • background color
  • foreground brightness
The color of unmined tiles containing this material (for stone and soil), as well as Template:Ls in this material.
BUILD_COLOR
  • foreground color
  • background color
  • foreground brightness
The color of objects made of this material which use both the foreground and background color: Template:Ls, Template:Ls, Template:Ls, Template:Ls, Template:Ls, and Template:Ls.
BASIC_COLOR
  • color
  • brightness
The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls.
MATERIAL_VALUE
  • value
Value modifier for the material.
SPEC_HEAT
  • specific heat capacity
See Template:L
IGNITE_POINT
  • temperature
Temperature at which the material will catch fire. May be set to NONE.
MELTING_POINT
  • temperature
Temperature at which the material melts. May be set to NONE.
BOILING_POINT
  • 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
Supposedly not used.
IMPACT_YIELD
  • value
Used for blunt-force combat.
IMPACT_FRACTURE
  • value
Used for blunt-force combat.
IMPACT_STRAIN_AT_YIELD or IMPACT_ELASTICITY
  • value
Used for blunt-force combat.
COMPRESSIVE_YIELD
  • value
Supposedly used only during wrestling.
COMPRESSIVE_FRACTURE
  • value
Supposedly used only during wrestling.
COMPRESSIVE_STRAIN_AT_YIELD or COMPRESSIVE_ELASTICITY
  • value
Supposedly used only during wrestling.
TENSILE_YIELD
  • value
Supposedly used only during wrestling.
TENSILE_FRACTURE
  • value
Supposedly used only during wrestling.
TENSILE_STRAIN_AT_YIELD or TENSILE_ELASTICITY
  • value
Supposedly used only during wrestling.
TORSION_YIELD
  • value
Supposedly used only during wrestling.
TORSION_FRACTURE
  • value
Supposedly used only during wrestling.
TORSION_STRAIN_AT_YIELD or TORSION_ELASTICITY
  • value
Supposedly used only during wrestling.
SHEAR_YIELD
  • value
Used for cutting calculations.
SHEAR_FRACTURE
  • value
Used for cutting calculations.
SHEAR_STRAIN_AT_YIELD or SHEAR_ELASTICITY
  • value
Used for cutting calculations.
BENDING_YIELD
  • value
Supposedly used only during wrestling.
BENDING_FRACTURE
  • value
Supposedly used only during wrestling.
BENDING_STRAIN_AT_YIELD or BENDING_ELASTICITY
  • value
Supposedly used only during wrestling.
MAX_EDGE
  • 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.
ABSORPTION
  • value
The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been glazed.
ITEMS_HARD
ITEMS_QUERN Querns and millstones can be made out of this material.[Verify]
ITEMS_WEAPON Melee Template:L can be made out of this material.
ITEMS_WEAPON_RANGED Ranged weapons can be made out of this material.
ITEMS_AMMO Template:L can be made out of this material.
ITEMS_DIGGER Template:L can be made out of this material.
ITEMS_ANVIL Template:Ls can be made out of this material.
ITEMS_ARMOR Template:L can be made out of this material.
ITEMS_SIEGE_ENGINE Siege engine parts can be made out of this material.[Verify]
ITEMS_BARRED Template:L items (clothes with [BARRED]) can be made from this material.
ITEMS_SCALED Template:L items (clothes with [SCALED]) can be made from this material.
ITEMS_LEATHER Template:L items (clothes with [LEATHER]) can be made from this material.
ITEMS_SOFT
ITEMS_DELICATE Used internally by amber and coral
ITEMS_METAL
IS_STONE Used to define that said material is stone.
IS_METAL Used only in the metal template. Not used anywhere else.
IS_GLASS Used internally by green glass, clear glass, and crystal glass
IS_GEM
  • name
  • plural
  • 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.
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.
ALCOHOL_PLANT Classifies the material as plant alcohol, allowing it to be stored in food stockpiles under "Drink (Plant)".
ALCOHOL_CREATURE Classifies the material as creature alcohol, allowing it to be stored in food stockpiles under "Drink (Animal)".
CHEESE_PLANT Classifies the material as plant cheese, allowing it to be stored in food stockpiles under "Cheese (Plant)".
CHEESE_CREATURE Classifies the material as creature cheese, allowing it to be stored in food stockpiles under "Cheese (Animal)".
POWDER_MISC_PLANT Classifies the material as plant powder, allowing it to be stored in food stockpiles under "Milled Plant".
POWDER_MISC_CREATURE Classifies the material as creature powder, allowing it to be stored in food stockpiles under "Bone Meal".
STOCKPILE_GLOB Permits globs of the material in solid form to be stored in food stockpiles under "Fat" - without it, dwarves will come by and "clean" the items, destroying them.
STOCKPILE_GLOB_PASTE Permits globs of the material in paste form to be stored in food stockpiles under "Paste".
STOCKPILE_GLOB_PRESSED Permits globs of the material in pressed form to be stored in food stockpiles under "Pressed Material".
LIQUID_MISC_PLANT Classifies the material as a plant extract, allowing it to be stored in food stockpiles under "Extract (Plant)".
LIQUID_MISC_CREATURE Classifies the material as a creature extract, allowing it to be stored in food stockpiles under "Extract (Animal)".
LIQUID_MISC_OTHER Classifies the material as a miscellaneous liquid, allowing it to be stored in food stockpiles under "Misc. Liquid".
STRUCTURAL_PLANT_MAT
SEED_MAT
LEAF_MAT
BONE
THREAD_PLANT
TOOTH


PEARL
HORN
SHELL
LEATHER
SILK
WOOD
SOAP
MEAT
GENERATES_MIASMA
ROTS
BLOOD_MAP_DESCRIPTOR
ICHOR_MAP_DESCRIPTOR
GOO_MAP_DESCRIPTOR
SLIME_MAP_DESCRIPTOR
PUS_MAP_DESCRIPTOR
EDIBLE_VERMIN Can be eaten by vermin.
EDIBLE_RAW Can be eaten raw.
EDIBLE_COOKED Can be cooked and then eaten.
CRYSTAL_GLASSABLE Can be used in the production of crystal glass.
STONE_NAME Name of stones mined out if material is a stone.
LAVA Causes the material to seal magma pipes, be produced by the magma + water reaction and be used in the construction of Dark Fortresses
TEMP_DIET_INFO
SLIME
ICHOR
GOO
FILTH
POWDER_DYE
ITEM_SYMBOL
IF_EXISTS_SET_HEATDAM_POINT
  • temperature
Changes a material's HEATDAM_POINT, but only if it was not set to NONE.
IF_EXISTS_SET_COLDDAM_POINT
  • temperature
Changes a material's COLDDAM_POINT, but only if it was not set to NONE.
IF_EXISTS_SET_IGNITE_POINT
  • temperature
Changes a material's IGNITE_POINT, but only if it was not set to NONE.
IF_EXISTS_SET_MELTING_POINT
  • temperature
Changes a material's MELTING_POINT, but only if it was not set to NONE.
IF_EXISTS_SET_BOILING_POINT
  • temperature
Changes a material's BOILING_POINT, but only if it was not set to NONE.
IF_EXISTS_SET_MAT_FIXED_TEMP
  • temperature
Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE.
EXTRACT_STORAGE
BUTCHER_SPECIAL
  • item type
  • valueONE
All instances in the material templates have NONE as the second argument. Possibly subtype?

[BUTCHER_SPECIAL:MEAT:NONE] [BUTCHER_SPECIAL:GLOB:NONE]

MEAT_NAME
  • prefix
  • name
  • adjective?
When the creature is butchered, its organs will be named via this token.
BLOCK_NAME
  • prefix
  • name
  • adjective?
When blocks are made of this material they will be named via this token.
REACTION_CLASS *reaction reference Used to classify all items made of the material so that reactions can use them as generic reagents.
MATERIAL_REACTION_PRODUCT
  • reaction reference
  • material:subtype
Used with reaction raws to preserve material source from reagent to product. First argument comes from HAS_MATERIAL_REACTION_PRODUCT in reaction raws. Second argument is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE but potentially also LOCAL_PLANT_MAT:SUBTYPE or even CREATURE_MAT:CREATURE_ID:SUBTYPE, PLANT_MAT:PLANT_ID:SUBTYPE, or INORGANIC:STONETYPE.

[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]

HARDENS_WITH_WATER
  • material:subtype
Allows the material to be used to make Template:L.
SOAP_LEVEL
  • value
MULTIPLY_VALUE
  • value
Multiplies the value of the selected material. Seen in local creature materials.
SYNDROME Begins defining a Template:L. Supposedly does not work with templates.[Verify]
UNDIGGABLE Used for a stone that cannot be dug into.
DISPLAY_UNGLAZED
YARN Is yarn.

Syndrome tokens

Token Arguments Description
SYN_NAME text defines the name of the syndrome
SYN_AFFECTED_CLASS adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON
SYN_IMMUNE_CLASS makes the class of creatures immune to the syndrome
SYN_AFFECTED_CREATURE creature adds a specific creature to those affected.
SYN_IMMUNE_CREATURE creature makes the creature immune to the syndrome
SYN_CONTACT syndrome can be contracted on contact (e.g. poison dust or liquid)
SYN_INHALED syndrome can be contracted by inhalation (e.g. poison vapor or gas)
SYN_INJECTED syndrome can be contracted by injection (by a creature)
CE_X
  • SEV:<value> (severity, higher is worse)
  • PROB:<value(1-100)> (probability)
  • RESISTABLE (optional) allows resistance
  • SIZE_DILUTES (optional) lessens effect based on size

Place affected:

  • LOCALIZED (optional)
  • VASCULAR_ONLY (optional)
  • MUSCULAR_ONLY (optional)
  • BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)

Timeline:

  • Start:effect start time
  • Peak:effect peak time
  • End:effect end time
Specifies the way that a syndrome affects a creature -- more detail can be found on the Syndromes page