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Difference between revisions of "Material definition token"
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| − | The following | + | The following [[token]]s can be used in [[material]] definitions (whether for inorganics or those within plants and creatures) as well as in [[material templates]]. |
==Material Properties== | ==Material Properties== | ||
Revision as of 16:19, 26 January 2022
v53.08 · v0.47.05 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 material definitions (whether for inorganics or those within plants and creatures) as well as in material templates.
Material Properties
| Token | Arguments | Description |
|---|---|---|
| PREFIX |
|
Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. Not permitted in material template definitions. |
| STONE_NAME |
|
Overrides the name of BOULDER items (i.e. mined-out stones) made of the material (used for native copper/silver/gold/platinum to make them be called "nuggets" instead of "boulders"). |
| IS_GEM |
|
Used to indicate that said material is a gemstone - when tiles are 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 and STATE_ADJ values. |
| TEMP_DIET_INFO |
|
Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy thoughts. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH. |
| POWDER_DYE | Allows the material to be used as dye, and defines color of dyed items. | |
| TILE | Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█'). | |
| ITEM_SYMBOL | Specifies the tile that will be used to represent BOULDER items made of this material. Generally only used with stones. Defaults to 7 ('•'). | |
| DISPLAY_COLOR | The on-screen color of the material. Uses a standard 3-digit color token. 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: doors, floodgates, hatch covers, bins, barrels, and cages. Defaults to 7:7:1 (white). | |
| TILE_COLOR | The color of unmined tiles containing this material (for stone and soil), as well as engravings in this material. Defaults to 7:7:1 (white). | |
| BASIC_COLOR | The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white). | |
| STATE_COLOR | Determines the color of the material at the specified state. See below for a list of valid material states. Color comes from descriptor_color_standard.txt. The nearest color value is used to display contaminants and body parts made of this material. Example:
[STATE_COLOR:ALL_SOLID:GRAY] | |
| STATE_NAME |
|
Determines the name of the material at the specified state, as displayed in-game.
[STATE_NAME:ALL_SOLID:stone] |
| STATE_ADJ |
|
Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name. |
| STATE_NAME_ADJ |
|
Sets both STATE_NAME and STATE_ADJ at the same time. |
| ABSORPTION |
|
The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been glazed. Defaults to 0. |
| IMPACT_YIELD |
|
Specifies how hard of an impact (in kilopascals) the material can withstand before it will start deforming permanently. Used for blunt-force combat. Defaults to 10000. |
| IMPACT_FRACTURE |
|
Specifies how hard of an impact the material can withstand before it will fail entirely. Used for blunt-force combat. Defaults to 10000. |
| IMPACT_STRAIN_AT_YIELD or IMPACT_ELASTICITY |
|
Specifies how much the material will have given (in parts-per-100000) when the yield point is reached. Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value >= 50000), torn (value between 25000 and 49999), or fractured (value <= 24999) |
| COMPRESSIVE_YIELD |
|
Specifies how hard the material can be compressed before it will start deforming permanently. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000. |
| COMPRESSIVE_FRACTURE |
|
Specifies how hard the material can be compressed before it will fail entirely. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000. |
| COMPRESSIVE_STRAIN_AT_YIELD or COMPRESSIVE_ELASTICITY |
|
Specifies how much the material will have given when it has been compressed to its yield point. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0. |
| TENSILE_YIELD |
|
Specifies how hard the material can be stretched before it will start deforming permanently. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000. |
| TENSILE_FRACTURE |
|
Specifies how hard the material can be stretched before it will fail entirely. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000. |
| TENSILE_STRAIN_AT_YIELD or TENSILE_ELASTICITY |
|
Specifies how much the material will have given when it is stretched to its yield point. Determines a tissue's resistance to a latching and tearing bite. Defaults to 0. |
| TORSION_YIELD |
|
Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 10000. |
| TORSION_FRACTURE |
|
Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 10000. |
| TORSION_STRAIN_AT_YIELD or TORSION_ELASTICITY |
|
Specifies how much the material will have given when it is twisted to its yield point. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 0. |
| SHEAR_YIELD |
|
Specifies how hard the material can be sheared before it will start deforming permanently. Used for cutting calculations. Defaults to 10000. |
| SHEAR_FRACTURE |
|
Specifies how hard the material can be sheared before it will fail entirely. Used for cutting calculations. Defaults to 10000. |
| SHEAR_STRAIN_AT_YIELD or SHEAR_ELASTICITY |
|
Specifies how much the material will have given when sheared to its yield point. Used for cutting calculations. Defaults to 0. |
| BENDING_YIELD |
|
Specifies how hard the material can be bent before it will start deforming permanently. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000. |
| BENDING_FRACTURE |
|
Specifies how hard the material can be bent before it will fail entirely. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000. |
| BENDING_STRAIN_AT_YIELD or BENDING_ELASTICITY |
|
Specifies how much the material will have given when bent to its yield point. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0. |
| MAX_EDGE |
|
How sharp the material is. Used in cutting calculations. Does not allow an inferior metal to penetrate superior armor. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000. |
| MATERIAL_VALUE |
|
Value modifier for the material. Defaults to 1. This number can be made negative by placing a "-" in front, resulting in things that you are paid to buy and must pay to sell. |
| MULTIPLY_VALUE |
|
Multiplies the value of the material. Not permitted in material template definitions. |
| SPEC_HEAT |
|
Rate at which the material heats up or cools down (in joules/kilogram-kelvin). If set to NONE, the temperature will be fixed at its initial value. See Temperature for more information. Defaults to NONE. |
| 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 will burn for a very long time (9 months and 16.8 days). Defaults to NONE. |
| COLDDAM_POINT |
|
Temperature below which the material takes damage from cold. Defaults to NONE. |
| IGNITE_POINT |
|
Temperature at which the material will catch fire. Defaults to NONE. |
| MELTING_POINT |
|
Temperature at which the material melts. Defaults to NONE. |
| BOILING_POINT |
|
Temperature at which the material boils. Defaults to NONE. |
| MAT_FIXED_TEMP |
|
Items composed of this material will initially have this temperature. Used in conjunction with [SPEC_HEAT:NONE] to make material's temperature fixed at the specified value. Defaults to NONE.
|
| IF_EXISTS_SET_HEATDAM_POINT |
|
Changes a material's HEATDAM_POINT, but only if it was not set to NONE. Not permitted in material template definitions. |
| IF_EXISTS_SET_COLDDAM_POINT |
|
Changes a material's COLDDAM_POINT, but only if it was not set to NONE. Not permitted in material template definitions. |
| IF_EXISTS_SET_IGNITE_POINT |
|
Changes a material's IGNITE_POINT, but only if it was not set to NONE. Not permitted in material template definitions. |
| IF_EXISTS_SET_MELTING_POINT |
|
Changes a material's MELTING_POINT, but only if it was not set to NONE. Not permitted in material template definitions. |
| IF_EXISTS_SET_BOILING_POINT |
|
Changes a material's BOILING_POINT, but only if it was not set to NONE. Not permitted in material template definitions. |
| IF_EXISTS_SET_MAT_FIXED_TEMP |
|
Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. Not permitted in material template definitions. |
| SOLID_DENSITY |
|
Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers[Verify]. Defaults to NONE. |
| LIQUID_DENSITY |
|
Specifies the density of the material when in liquid form. Defaults to NONE. |
| MOLAR_MASS |
|
Supposedly not used[Verify]. Theoretically, should determine density (at given pressure) in gas state, on which in turn would depend (together with weight of vaporized material) on the volume covered by spreading vapors. Defaults to NONE. |
| 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] plant tokens. Defaults to BARREL. |
| 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 |
|
When a creature is butchered, meat yielded from organs made from this material will be named via this token. |
| BLOCK_NAME |
|
Specifies the name of blocks made from this material. |
| WAFERS | The material forms "wafers" instead of "bars". | |
| MATERIAL_REACTION_PRODUCT |
|
Used with reaction raws to associate a reagent material with a product material. 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] |
| ITEM_REACTION_PRODUCT |
|
Used with reaction raws to associate a reagent material with a complete item. The first argument is used by HAS_ITEM_REACTION_PRODUCT and GET_ITEM_DATA_FROM_REAGENT in reaction raws. The rest refers to the type of item, then its material.
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF] |
| REACTION_CLASS |
|
Used to classify all items made of the material, so that reactions can use them as generic reagents.
In default raws, the following are used:
|
| METAL_ORE |
|
Makes BOULDER acceptable as a reagent in reactions that require "METAL_ORE:MATERIAL_NAME", as well as smelting directly into metal bars. Places the material under "Metal Ores" in Stone stockpiles. The specified value determines the probability for this product (see Tetrahedrite or Galena for details). |
| THREAD_METAL |
|
Makes BOULDER items made of the material acceptable for strand extraction into threads; see also STOCKPILE_THREAD_METAL. Value presumably determines the probability of this product extracted.[Verify] |
| HARDENS_WITH_WATER | Allows the material to be used to make casts. | |
| SOAP_LEVEL |
|
Soap has [SOAP_LEVEL:2]. Effects unknown. Defaults to 0. |
| SYNDROME | Begins defining a syndrome applied by the material. Multiple syndromes can be specified. See Syndrome token. |
Material States
The following is a list of valid material states:
| SOLID |
| LIQUID |
| GAS |
| POWDER (or SOLID_POWDER) |
| PASTE (or SOLID_PASTE) |
| PRESSED (or SOLID_PRESSED) |
The following can be specified within tokens such as STATE_NAME, STATE_NAME_ADJ and STATE_ADJ to make them apply to several of the above material states simultaneously:
| Value | Description |
|---|---|
| ALL | Denotes all possible material states. |
| ALL_SOLID | Denotes 'SOLID', 'POWDER', 'PASTE' and 'PRESSED'. |
Material Usage Tokens
| Token | Arguments | Description |
|---|---|---|
| IMPLIES_ANIMAL_KILL |