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Difference between revisions of "40d:Stone token"

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Anecdotal evidence suggests that each stone layer (as seen on the Embark screen) in each biome will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of stones and gems rather than numerous different types (and causing important gems such as [[rock crystal]]s to be incredibly rare).
 
Anecdotal evidence suggests that each stone layer (as seen on the Embark screen) in each biome will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of stones and gems rather than numerous different types (and causing important gems such as [[rock crystal]]s to be incredibly rare).
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Due to an error in the raw parsing code, having multiple ENVIRONMENT_SPEC tokens will cause the inclusion type to be parsed in ''reverse'' order compared to the stone ID and frequency values - in the vanilla raws, this causes [[native platinum]] to appear as veins within [[chromite]] and as small clusters within [[olivine]].{{bug|1429}}
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

Revision as of 22:00, 6 February 2024

This article is about an older version of DF.

Stones are stored in the matgloss_stone_*.txt files. These include soils, layer stones, minerals, and gems.

Token Description
[NAME:name] The name of the stone.
[STONE_NAME:name] The name of the stone when mined out. Used for "nuggets" of native metals.
[GEM:singular:plural] Makes the stone drop rough gems instead of chunks of rock. The plural form can be "STP", which just appends an "s" to the end.
[TILE:num] What number tile is used to represent unmined stone of this type. See character table. Defaults to 219 [█].
[METAL_ORE:metal:chance] Allows the ore to be smelted into metal. Multiple tokens allow multiple types of metal to be smelted from a single ore.
[THREAD_METAL:metal:chance] Allows strands to be extracted from the metal at a craftsdwarf's workshop.
[DEEP] Causes the stone to occur near Hidden Fun Stuff.
[REACTION_CLASS:name] Categorizes the stone for usage in certain reactions. Used for flux stones.
[ITEM_SYMBOL:num] Specifies the tile used to represent mined stones (but not rough gems). Defaults to 7 [•].
[COLOR:a:b:c] Sets the color of the stone for all situations. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (if a and b are equal, X is 1, otherwise it is 0), and [BASIC_COLOR:a:c]
[TILE_COLOR:a:b:c] Sets the color of tiles bearing the unmined stone, as well as engravings in this material. Defaults to 7:7:1 (white with light gray background).
[BUILD_COLOR:a:b:c] Sets the color of stone objects which use both the foreground and background color, such as doors and floodgates. Defaults to 7:7:1 (white with light gray background).
[BASIC_COLOR:a:b] Sets the color of stone objects which use only the foreground color, including workshops, floors/boulders, and smoothed walls. Defaults to 7:0 (light gray).
[VALUE:num] The value of the stone. Defaults to 1.
[AQUIFER] Allows the stone to support an aquifer.
[METAMORPHIC] Causes the stone to form metamorphic layers.
[SEDIMENTARY] Causes the stone 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. Mining is faster and produces no stones.
[SOIL_SAND] Causes the material to form sand layers, allowing it to appear in sand deserts and oceans. Mining is faster and produces no stones. Sand layers can also be used used for making glass. Can be combined with [SOIL].
[SEDIMENTARY_OCEAN_SHALLOW] Allows an already [SEDIMENTARY] stone layer to appear underneath shallow ocean regions.
[SEDIMENTARY_OCEAN_DEEP] Allows an already [SEDIMENTARY] stone layer to appear underneath deep ocean regions.
[IGNEOUS_INTRUSIVE] Causes the stone to form igneous intrusive layers.
[IGNEOUS_EXTRUSIVE] Causes the stone to form igneous extrusive layers.
[ENVIRONMENT:class:type:freq] Specifies what types of layers will contain this mineral. See below.
[ENVIRONMENT_SPEC:stone:type:freq] Specifies which specific minerals will contain this mineral. See below.
[LAVA] Causes the stone to line the edges of magma pools and magma pipes, and causes the stone to be formed when water and magma are mixed.
[SHARP] Allows the stone to be made into weapons having [CAN_STONE].
[GLASS] Allows rough gems of this material to be used to make crystal glass.
[SPEC_HEAT:num] The specific heat capacity of the stone. Defaults to 800.
[HEATDAM_POINT:num] The temperature at which heat will begin to damage the stone. Defaults to NONE.
[COLDDAM_POINT:num] The temperature at which frost will begin to damage the stone. Defaults to NONE.
[IGNITE_POINT:num] The temperature at which the stone will burst into flames. Defaults to NONE.
[MELTING_POINT:num] The temperature at which the stone will melt. Defaults to 11500.
[BOILING_POINT:num] The temperature at which the stone will boil into a cloud of vapor. Defaults to 14000.
[FIXED_TEMP:num] The temperature this stone emits naturally. Defaults to NONE.
[SOLID_DENSITY:num] The density of the stone when solid. Defaults to 2670.
[LIQUID_DENSITY:num] The density of the stone when molten. Defaults to 3300.

ENVIROMENT and ENVIRONMENT_SPEC

Format:

  • [ENVIRONMENT:<class>:<inclusion type>:<frequency>]
    • Class may be ALL_STONE, IGNEOUS_ALL, SOIL, SOIL_OCEAN, SOIL_SAND, METAMORPHIC, SEDIMENTARY, IGNEOUS_INTRUSIVE, IGNEOUS_EXTRUSIVE, or ALLUVIAL.
      • ALL_STONE is equivalent to METAMORPHIC, SEDIMENTARY, IGNEOUS_INTRUSIVE, IGNEOUS_EXTRUSIVE, and ALLUVIAL
      • IGNEOUS_ALL is equivalent to IGNEOUS_INTRUSIVE and IGNEOUS_EXTRUSIVE
  • [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 stone layer (as seen on the Embark screen) in each biome will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of stones and gems rather than numerous different types (and causing important gems such as rock crystals to be incredibly rare).

Due to an error in the raw parsing code, having multiple ENVIRONMENT_SPEC tokens will cause the inclusion type to be parsed in reverse order compared to the stone ID and frequency values - in the vanilla raws, this causes native platinum to appear as veins within chromite and as small clusters within olivine.Bug:1429