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Difference between revisions of "v0.31:Material definition token"
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(added NO_STONE_STOCKPILE token) |
(these are actually parsed in 2 separate groups - separate and reorder them accordingly. Also, a few of these cannot be used in material templates, and one of them (LAVA) can't be used at all!) |
||
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The following tokens can be used in material templates, as well as materials defined in other raw files. | The following tokens can be used in material templates, as well as materials defined in other raw files. | ||
− | {| | + | ==Material Properties== |
+ | {| | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
! Token | ! Token | ||
Line 10: | Line 11: | ||
|- | |- | ||
− | | | + | | PREFIX |
| | | | ||
− | + | | Unknown. Not permitted in material template definitions. | |
− | | | ||
|- | |- | ||
− | | | + | | STONE_NAME |
| | | | ||
− | + | | Name of stones mined out if material is a stone. | |
− | |||
− | | | ||
− | |||
− | |||
|- | |- | ||
− | | | + | | 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. | |
|- | |- | ||
− | | | + | | TEMP_DIET_INFO |
| | | | ||
− | + | | Unknown | |
− | + | ||
− | | | + | |- |
+ | | POWDER_DYE | ||
+ | | {{L|color}} token | ||
+ | | Defines the material as a type of dye | ||
|- | |- | ||
− | | | + | | TILE |
| | | | ||
− | + | | ? | |
− | + | ||
− | | | + | |- |
+ | | ITEM_SYMBOL | ||
+ | | tile | ||
+ | | Specifies the tile that will be used to represent BOULDER objects made of this material. Only used with stones. | ||
|- | |- | ||
Line 55: | Line 57: | ||
|- | |- | ||
− | | | + | | BUILD_COLOR |
| | | | ||
*foreground color | *foreground color | ||
*background color | *background color | ||
*foreground brightness | *foreground brightness | ||
− | | The color of | + | | The color of objects made of this material which use both the foreground and background color: {{L|door}}s, {{L|floodgate}}s, {{L|hatch cover}}s, {{L|bin}}s, {{L|barrel}}s, and {{L|cage}}s. |
|- | |- | ||
− | | | + | | TILE_COLOR |
| | | | ||
*foreground color | *foreground color | ||
*background color | *background color | ||
*foreground brightness | *foreground brightness | ||
− | | The color of | + | | The color of unmined tiles containing this material (for stone and soil), as well as {{L|engraving}}s in this material. |
|- | |- | ||
Line 78: | Line 80: | ||
|- | |- | ||
− | | | + | | 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_NAME_ADJ |
| | | | ||
− | * | + | *state |
− | | | + | *name/adjective |
+ | | Sets both STATE_NAME and STATE_ADJ at the same time. | ||
|- | |- | ||
− | | | + | | STATE_ADJ |
| | | | ||
− | * | + | *state |
− | | | + | *adjective |
+ | | Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name. | ||
|- | |- | ||
− | | | + | | ABSORPTION |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
*value | *value | ||
− | | | + | | The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been glazed. |
|- | |- | ||
Line 258: | Line 231: | ||
|- | |- | ||
− | | | + | | MATERIAL_VALUE |
+ | | | ||
+ | *value | ||
+ | | Value modifier for the material. | ||
+ | |||
+ | |- | ||
+ | | MULTIPLY_VALUE | ||
| | | | ||
*value | *value | ||
− | | | + | | Multiplies the value of the selected material. Not permitted in material template definitions. |
+ | |||
+ | |- | ||
+ | | SPEC_HEAT | ||
+ | | | ||
+ | *specific heat capacity | ||
+ | | See {{L|SPEC HEAT}} | ||
+ | |||
+ | |- | ||
+ | | 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. | ||
|- | |- | ||
− | | | + | | 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. | ||
|- | |- | ||
− | | | + | | MAT_FIXED_TEMP |
| | | | ||
− | | | + | *temperature |
+ | | Constant temperature of the material. May be set to NONE. | ||
|- | |- | ||
− | | | + | | 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. | ||
|- | |- | ||
− | | | + | | 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 |
| | | | ||
− | | {{L| | + | *value |
+ | | Supposedly not used. | ||
+ | |||
+ | |- | ||
+ | | EXTRACT_STORAGE | ||
+ | | BARREL or FLASK | ||
+ | | Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] {{L|plant token}}s. | ||
|- | |- | ||
− | | | + | | BUTCHER_SPECIAL |
| | | | ||
− | | | + | *{{L|item token}} |
+ | | Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials. | ||
|- | |- | ||
− | | | + | | MEAT_NAME |
| | | | ||
− | | | + | *prefix |
+ | *name | ||
+ | *adjective? | ||
+ | | When the creature is butchered, its organs will be named via this token. | ||
|- | |- | ||
− | | | + | | BLOCK_NAME |
| | | | ||
− | | | + | *singular |
+ | *plural | ||
+ | | Specifies the name of {{L|block}}s made from this material. | ||
|- | |- | ||
− | | | + | | MATERIAL_REACTION_PRODUCT |
| | | | ||
− | | Used to | + | *reaction reference |
+ | *{{L|material token}} | ||
+ | | Used with reaction raws to preserve material source from reagent to product. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE. | ||
+ | [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] | ||
|- | |- | ||
− | | | + | | REACTION_CLASS |
| | | | ||
− | | Used | + | *reaction reference |
+ | | Used to classify all items made of the material so that reactions can use them as generic reagents. | ||
|- | |- | ||
− | | | + | | HARDENS_WITH_WATER |
| | | | ||
− | | | + | * {{L|material token}} |
+ | | Allows the material to be used to make {{L|healthcare|casts}}. | ||
|- | |- | ||
− | | | + | | SOAP_LEVEL |
+ | | | ||
+ | *value | ||
| | | | ||
− | + | |} | |
− | + | ||
− | + | ==Material Usage Tokens== | |
− | | | + | {| {{prettytable}} |
+ | |- bgcolor="#ddd" | ||
+ | ! Token | ||
+ | ! Arguments | ||
+ | ! Description | ||
|- | |- | ||
Line 367: | Line 404: | ||
|- | |- | ||
− | | ALCOHOL_PLANT | + | | ALCOHOL_PLANT or ALCOHOL |
| | | | ||
| Classifies the material as plant alcohol, allowing it to be stored in food stockpiles under "Drink (Plant)". | | Classifies the material as plant alcohol, allowing it to be stored in food stockpiles under "Drink (Plant)". | ||
Line 382: | Line 419: | ||
|- | |- | ||
− | | CHEESE_CREATURE | + | | CHEESE_CREATURE or CHEESE |
| | | | ||
| Classifies the material as creature cheese, allowing it to be stored in food stockpiles under "Cheese (Animal)". | | Classifies the material as creature cheese, allowing it to be stored in food stockpiles under "Cheese (Animal)". | ||
|- | |- | ||
− | | POWDER_MISC_PLANT | + | | POWDER_MISC_PLANT or POWDER_MISC |
| | | | ||
| Classifies the material as plant powder, allowing it to be stored in food stockpiles under "Milled Plant". | | Classifies the material as plant powder, allowing it to be stored in food stockpiles under "Milled Plant". | ||
Line 397: | Line 434: | ||
|- | |- | ||
− | | STOCKPILE_GLOB | + | | STOCKPILE_GLOB or STOCKPILE_GLOB_SOLID |
| | | | ||
| 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. | | 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. | ||
Line 412: | Line 449: | ||
|- | |- | ||
− | | LIQUID_MISC_PLANT | + | | LIQUID_MISC_PLANT or LIQUID_MISC |
| | | | ||
| Classifies the material as a plant extract, allowing it to be stored in food stockpiles under "Extract (Plant)". | | Classifies the material as a plant extract, allowing it to be stored in food stockpiles under "Extract (Plant)". | ||
Line 445: | Line 482: | ||
| | | | ||
| Classifies the material as bone, allowing it to be used by craftsdwarves.{{verify}} | | Classifies the material as bone, allowing it to be used by craftsdwarves.{{verify}} | ||
+ | |||
+ | |- | ||
+ | | WOOD | ||
+ | | | ||
+ | | Classifies the material as wood, allowing it to be used by carpenters.{{verify}} May also make elves angry if you try to trade it to them. | ||
|- | |- | ||
Line 457: | Line 499: | ||
|- | |- | ||
− | | | + | | HORN |
| | | | ||
− | | Classifies the material as | + | | Classifies the material as horn, allowing it to be used by craftsdwarves.{{verify}} |
|- | |- | ||
− | | | + | | PEARL |
| | | | ||
− | | Classifies the material as | + | | Classifies the material as pearl, allowing it to be used by craftsdwarves.{{verify}} |
|- | |- | ||
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|- | |- | ||
− | | | + | | SOAP |
| | | | ||
− | | Classifies the material as | + | | Classifies the material as soap, permitting it to be stored in Bar/Block stockpiles with Soap enabled.{{verify}} |
|- | |- | ||
− | | | + | | GENERATES_MIASMA |
| | | | ||
− | | | + | | Material generates miasma when it rots |
|- | |- | ||
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| | | | ||
| Classifies the material as edible meat.{{verify}} | | Classifies the material as edible meat.{{verify}} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 530: | Line 567: | ||
| | | | ||
| Tells the game to classify contaminants of this material as being "pus". | | Tells the game to classify contaminants of this material as being "pus". | ||
+ | |||
+ | |- | ||
+ | | ENTERS_BLOOD | ||
+ | | | ||
+ | | Used for materials which cause {{L|syndrome}}s, causes it to enter the creature's blood instead of simply spatter on the surface. | ||
|- | |- | ||
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|- | |- | ||
− | | | + | | DO_NOT_CLEAN_GLOB |
| | | | ||
− | | | + | | Prevents globs made of this material from being cleaned up and destroyed. |
|- | |- | ||
− | | | + | | NO_STONE_STOCKPILE |
| | | | ||
− | | | + | | Prevents the material from showing up in Stone stockpile settings. |
|- | |- | ||
− | | | + | | ITEMS_METAL |
| | | | ||
− | | | + | | Effect unknown |
|- | |- | ||
− | | | + | | ITEMS_BARRED |
| | | | ||
− | | | + | | {{L|Bone}} items (clothes with [BARRED]) can be made from this material. |
|- | |- | ||
− | | | + | | ITEMS_SCALED |
− | | {{L| | + | | |
− | + | | {{L|Shell}} items (clothes with [SCALED]) can be made from this material. | |
|- | |- | ||
− | | | + | | ITEMS_LEATHER |
− | | | + | | |
− | | | + | | {{L|Leather}} items (clothes with [LEATHER]) can be made from this material. |
|- | |- | ||
− | | | + | | ITEMS_SOFT |
| | | | ||
− | + | | Soft clothing items, backpacks and quivers, and siege engine parts can be made from this material. | |
− | | | ||
|- | |- | ||
− | | | + | | ITEMS_HARD |
| | | | ||
− | + | | Furniture, medical supplies, and crafts can be made out of this material. | |
− | | | ||
|- | |- | ||
− | | | + | | IS_STONE |
| | | | ||
− | + | | Used to define that said material is stone. | |
− | | | ||
|- | |- | ||
− | | | + | | UNDIGGABLE |
− | | | + | | |
− | + | | Used for a stone that cannot be dug into. | |
− | | | ||
|- | |- | ||
− | | | + | | DISPLAY_UNGLAZED |
+ | | | ||
| | | | ||
− | |||
− | |||
|- | |- | ||
− | | | + | | YARN |
| | | | ||
− | + | | Classifies the material as yarn, weavable into cloth.{{verify}} | |
− | | | ||
|- | |- | ||
− | | | + | | IS_METAL |
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | + | | Used only in the metal template. Not used anywhere else. | |
− | |||
|- | |- | ||
− | | | + | | IS_GLASS |
| | | | ||
− | + | | Used internally by green glass, clear glass, and crystal glass | |
− | |||
− | |||
− | | | ||
|- | |- | ||
− | | | + | | CRYSTAL_GLASSABLE |
| | | | ||
− | + | | Can be used in the production of crystal glass. | |
− | |||
− | | | ||
|- | |- | ||
− | | | + | | ITEMS_WEAPON |
− | | | + | | |
− | + | | Melee {{L|Weapons#Manufactured_weapons|weapons}} can be made out of this material. | |
− | | | ||
|- | |- | ||
− | | | + | | ITEMS_WEAPON_RANGED |
| | | | ||
− | + | | Ranged weapons can be made out of this material. | |
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | ITEMS_ANVIL |
| | | | ||
− | + | | {{L|Anvil}}s can be made out of this material. | |
− | |||
|- | |- | ||
− | | | + | | ITEMS_AMMO |
− | |||
− | |||
| | | | ||
+ | | {{L|Weapon#Ammunition|Ammunition}} can be made out of this material. | ||
|- | |- | ||
− | | | + | | ITEMS_DIGGER |
| | | | ||
− | + | | {{L|Weapon#Dwarf-manufactured_weapons|Picks}} can be made out of this material. | |
− | | | ||
|- | |- | ||
− | | | + | | ITEMS_ARMOR |
| | | | ||
− | | | + | | {{L|Armor}} can be made out of this material. |
|- | |- | ||
− | | | + | | ITEMS_DELICATE |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
+ | | Used internally by amber and coral | ||
|- | |- | ||
− | | | + | | ITEMS_SIEGE_ENGINE |
| | | | ||
− | | | + | | Siege engine parts can be made out of this material. Does not appear to work. |
− | |||
|- | |- | ||
− | | | + | | ITEMS_QUERN |
| | | | ||
− | | | + | | Querns and millstones can be made out of this material.{{verify}} |
|} | |} | ||
Revision as of 15:51, 18 March 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.
Material Properties
Token | Arguments | Description |
---|---|---|
PREFIX | Unknown. Not permitted in material template definitions. | |
STONE_NAME | Name of stones mined out if material is a stone. | |
IS_GEM |
|
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. |
TEMP_DIET_INFO | Unknown | |
POWDER_DYE | Template:L token | Defines the material as a type of dye |
TILE | ? | |
ITEM_SYMBOL | tile | Specifies the tile that will be used to represent BOULDER objects made of this material. Only used with stones. |
DISPLAY_COLOR |
|
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] |
BUILD_COLOR |
|
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. |
TILE_COLOR |
|
The color of unmined tiles containing this material (for stone and soil), as well as Template:Ls in this material. |
BASIC_COLOR |
|
The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. |
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 |
|
The name of the material as displayed in-game.
[STATE_NAME:ALL_SOLID:stone] |
STATE_NAME_ADJ |
|
Sets both STATE_NAME and STATE_ADJ at the same time. |
STATE_ADJ |
|
Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name. |
ABSORPTION |
|
The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been glazed. |
IMPACT_YIELD |
|
Used for blunt-force combat. |
IMPACT_FRACTURE |
|
Used for blunt-force combat. |
IMPACT_STRAIN_AT_YIELD or IMPACT_ELASTICITY |
|
Used for blunt-force combat. |
COMPRESSIVE_YIELD |
|
Supposedly used only during wrestling. |
COMPRESSIVE_FRACTURE |
|
Supposedly used only during wrestling. |
COMPRESSIVE_STRAIN_AT_YIELD or COMPRESSIVE_ELASTICITY |
|
Supposedly used only during wrestling. |
TENSILE_YIELD |
|
Supposedly used only during wrestling. |
TENSILE_FRACTURE |
|
Supposedly used only during wrestling. |
TENSILE_STRAIN_AT_YIELD or TENSILE_ELASTICITY |
|
Supposedly used only during wrestling. |
TORSION_YIELD |
|
Supposedly used only during wrestling. |
TORSION_FRACTURE |
|
Supposedly used only during wrestling. |
TORSION_STRAIN_AT_YIELD or TORSION_ELASTICITY |
|
Supposedly used only during wrestling. |
SHEAR_YIELD |
|
Used for cutting calculations. |
SHEAR_FRACTURE |
|
Used for cutting calculations. |
SHEAR_STRAIN_AT_YIELD or SHEAR_ELASTICITY |
|
Used for cutting calculations. |
BENDING_YIELD |
|
Supposedly used only during wrestling. |
BENDING_FRACTURE |
|
Supposedly used only during wrestling. |
BENDING_STRAIN_AT_YIELD or BENDING_ELASTICITY |
|
Supposedly used only during wrestling. |
MAX_EDGE |
|
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. |
MATERIAL_VALUE |
|
Value modifier for the material. |
MULTIPLY_VALUE |
|
Multiplies the value of the selected material. Not permitted in material template definitions. |
SPEC_HEAT |
|
See Template:L |
HEATDAM_POINT |
|
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 below which the material takes damage from cold. May be set to NONE. |
IGNITE_POINT |
|
Temperature at which the material will catch fire. May be set to NONE. |
MELTING_POINT |
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Temperature at which the material melts. May be set to NONE. |
BOILING_POINT |
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Temperature at which the material boils. May be set to NONE. |
MAT_FIXED_TEMP |
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Constant temperature of the material. May be set to NONE. |
IF_EXISTS_SET_HEATDAM_POINT |
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Changes a material's HEATDAM_POINT, but only if it was not set to NONE. |
IF_EXISTS_SET_COLDDAM_POINT |
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Changes a material's COLDDAM_POINT, but only if it was not set to NONE. |
IF_EXISTS_SET_IGNITE_POINT |
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Changes a material's IGNITE_POINT, but only if it was not set to NONE. |
IF_EXISTS_SET_MELTING_POINT |
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Changes a material's MELTING_POINT, but only if it was not set to NONE. |
IF_EXISTS_SET_BOILING_POINT |
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Changes a material's BOILING_POINT, but only if it was not set to NONE. |
IF_EXISTS_SET_MAT_FIXED_TEMP |
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Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. |
SOLID_DENSITY |
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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 |
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It works the same as above, except it is for the liquid state. |
MOLAR_MASS |
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Supposedly not used. |
EXTRACT_STORAGE | BARREL or FLASK | Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] Template:Ls. |
BUTCHER_SPECIAL | Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials. | |
MEAT_NAME |
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When the creature is butchered, its organs will be named via this token. |
BLOCK_NAME |
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Specifies the name of Template:Ls made from this material. |
MATERIAL_REACTION_PRODUCT |
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Used with reaction raws to preserve material source from reagent to product. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] |
REACTION_CLASS |
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Used to classify all items made of the material so that reactions can use them as generic reagents. |
HARDENS_WITH_WATER | Allows the material to be used to make Template:L. | |
SOAP_LEVEL |
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Material Usage Tokens
Token | Arguments | Description |
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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 or ALCOHOL | 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 or CHEESE | Classifies the material as creature cheese, allowing it to be stored in food stockpiles under "Cheese (Animal)". | |
POWDER_MISC_PLANT or POWDER_MISC | 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 or STOCKPILE_GLOB_SOLID | 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 or LIQUID_MISC | 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 | Classifies the material as plant, allowing it to be stored in food stockpiles under "Plants". | |
SEED_MAT | Classifies the material as plant seed, allowing it to be stored in food stockpiles under "Seeds".[Verify] | |
LEAF_MAT | Classifies the material as plant leaf, allowing it to be stored in food stockpiles under "Leaves".[Verify] | |
BONE | Classifies the material as bone, allowing it to be used by craftsdwarves.[Verify] | |
WOOD | Classifies the material as wood, allowing it to be used by carpenters.[Verify] May also make elves angry if you try to trade it to them. | |
THREAD_PLANT | Classifies the material as plant fiber, weavable into cloth.[Verify] | |
TOOTH | Classifies the material as tooth, allowing it to be used by craftsdwarves.[Verify] | |
HORN | Classifies the material as horn, allowing it to be used by craftsdwarves.[Verify] | |
PEARL | Classifies the material as pearl, allowing it to be used by craftsdwarves.[Verify] | |
SHELL | Classifies the material as shell, allowing it to be used by craftsdwarves.[Verify] | |
LEATHER | Classifies the material as leather, allowing it to be used by craftsdwarves.[Verify] | |
SILK | Classifies the material as silk, weavable into cloth.[Verify] | |
SOAP | Classifies the material as soap, permitting it to be stored in Bar/Block stockpiles with Soap enabled.[Verify] | |
GENERATES_MIASMA | Material generates miasma when it rots | |
MEAT | Classifies the material as edible meat.[Verify] | |
ROTS | Material will rot if not stockpiled appropriately | |
BLOOD_MAP_DESCRIPTOR | Tells the game to classify contaminants of this material as being "blood", both in Adventurer mode tile descriptions ("Here we have a Dwarf in a slurry of blood.") and for unhappy thoughts from drinking water ("He was forced to drink bloody water lately"). | |
ICHOR_MAP_DESCRIPTOR | Tells the game to classify contaminants of this material as being "ichor". | |
GOO_MAP_DESCRIPTOR | Tells the game to classify contaminants of this material as being "goo". | |
SLIME_MAP_DESCRIPTOR | Tells the game to classify contaminants of this material as being "slime". | |
PUS_MAP_DESCRIPTOR | Tells the game to classify contaminants of this material as being "pus". | |
ENTERS_BLOOD | Used for materials which cause Template:Ls, causes it to enter the creature's blood instead of simply spatter on the surface. | |
EDIBLE_VERMIN | Can be eaten by vermin. | |
EDIBLE_RAW | Can be eaten raw. | |
EDIBLE_COOKED | Can be cooked and then eaten. | |
DO_NOT_CLEAN_GLOB | Prevents globs made of this material from being cleaned up and destroyed. | |
NO_STONE_STOCKPILE | Prevents the material from showing up in Stone stockpile settings. | |
ITEMS_METAL | Effect unknown | |
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 | Soft clothing items, backpacks and quivers, and siege engine parts can be made from this material. | |
ITEMS_HARD | Furniture, medical supplies, and crafts can be made out of this material. | |
IS_STONE | Used to define that said material is stone. | |
UNDIGGABLE | Used for a stone that cannot be dug into. | |
DISPLAY_UNGLAZED | ||
YARN | Classifies the material as yarn, weavable into cloth.[Verify] | |
IS_METAL | Used only in the metal template. Not used anywhere else. | |
IS_GLASS | Used internally by green glass, clear glass, and crystal glass | |
CRYSTAL_GLASSABLE | Can be used in the production of crystal glass. | |
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_ANVIL | Template:Ls 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_ARMOR | Template:L can be made out of this material. | |
ITEMS_DELICATE | Used internally by amber and coral | |
ITEMS_SIEGE_ENGINE | Siege engine parts can be made out of this material. Does not appear to work. | |
ITEMS_QUERN | Querns and millstones can be made out of this material.[Verify] |
Syndrome tokens
Token | Arguments | Description |
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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 |
Place affected:
Timeline:
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Specifies the way that a syndrome affects a creature -- more detail can be found on the Syndromes page |