v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d:Matgloss token"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(Fixing links within namespace (559/997))
Line 147: Line 147:
  
  
[[Category:Modding]]
+
{{Category|Modding}}
[[Category:Tokens]]
+
{{Category|Tokens}}

Revision as of 19:02, 12 August 2010

This article is about an older version of DF.

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 Template:L of the material. Note that the background is not always used (i.e. bars, stones)
BASIC_COLOR The Template:L 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 Template:L.
BOILING_POINT See Template:L.
SOLID_DENSITY Density in kg/m3.
DEEP Template:L.

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. Also required for the construction of trap components.
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 Template:L
  • SAPLING - Young trees are called saplings instead of e.g. "young tower-cap"
  • BIOME
  • PREFSTRING

Plant-specific tokens

See Template:L.

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. Template:L or Template:L. 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 Template:L show up as ☼ and ores as *.
  • LAVA - lines the magma pipe; formed with water + magma
  • SHARP - can be made into CAN_STONE weapons
  • GLASS - Template:L.
  • [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, IGNEOUS_EXTRUSIVE, IGNEOUS_INTRUSIVE, SEDIMENTARY, METAMORPHIC, or ALLUVIAL.
  • [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 layer stone 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 Template:L. 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