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Instrument token
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
Since v0.42.01, instruments are procedurally generated for each world, but if so desired, it is still possible to define custom instruments in the raws by using an [ITEM_INSTRUMENT] token. Most tool tokens can be used as before, but there are a few instrument-specific tokens, as listed in the table below.
The information on this page is sourced from the file raw/objects/examples and notes/item_instrument_example.txt
, which also includes useful example instrument definitions.
Token | Arguments | Description |
---|---|---|
PLACED_AS_BUILDING | Makes the instrument stationary. | |
DOMINANT_MATERIAL_PIECE |
|
Sets a piece as the central part of the instrument. |
INSTRUMENT_PIECE |
|
Defines an instrument piece. token is the identifier that can be used in other raw tags to refer to this instrument piece. tool token is the tool which is required (and consumed) during the construction process to create this instrument piece.
If an instrument does not have any pieces, SELF can be used for any argument which needs to be an instrument piece. |
VOLUME_mB |
|
The instrument's volume range, in millibels (100 mB = 1 dB). |
SOUND_PRODUCTION |
|
Defines how a musician can produce sound when using this instrument. Can be used multiple times. Valid tokens and their required additional arguments are:
|
PITCH_CHOICE |
|
Defines how the pitch can be varied by the musician. Can be used multiple times. Valid methods are:
|
TUNING |
|
Can be used multiple times. Valid methods are: PEGS, ADJUSTABLE_BRIDGES, CROOKS, TIGHTENING, LEVERS. |
PITCH_RANGE |
|
From the example file:
|
INDEFINITE_PITCH | May replace [PITCH_RANGE] .
| |
TIMBRE |
|
Valid timbre words are: CLEAR, NOISY, FULL, THIN, ROUND, SHARP, SMOOTH, CHOPPY, STEADY, EVOLVING, STRONG, DELICATE, BRIGHT, GRACEFUL, SPARSE, BREATHY, STRAINED, BROAD, LIGHT, MELLOW, WOBBLING, FOCUSED, EVEN, FLUID, VIBRATING, QUAVERING, EERIE, FRAGILE, BRITTLE, PURE, PIERCING, STRIDENT, WAVERING, HARSH, REEDY, NASAL, BUZZY, ROUGH, WARM, RUGGED, HEAVY, FLAT, DARK, CRISP, SONOROUS, WATERY, GENTLE, SLICING, LIQUID, RAUCOUS, BREEZY, RASPY, WISPY, SHRILL, MUDDY, RICH, DULL, FLOATING, RINGING, RESONANT, SWEET, RIPPLING, SPARKLING. |
REGISTER |
|
See PITCH_RANGE and TIMBRE for possible values. The pitch range overrides the global pitch for a register, but the register timbres are added to the global ones. |
MUSIC_SKILL |
|
The skill should be one of the music-related skill tokens. |
Modding |
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Tokens |
Audio · Biome · Graphics · Interaction · Mod info · Plant · Speech · Sphere · Syndrome · World |
Body tokens |
Body · Body detail plan · Bodygloss · Tissue |
Creature tokens |
Creature · Creature mannerism · Personality · Creature variation · Procedural graphics layer |
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Descriptor color · Color · Descriptor pattern · Descriptor shape |
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Entity · Ethic · Language · Value · Position |
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Building · Labor · Reaction · Skill · Unit type |
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Item type · Item definition · Ammo · Armor · Instrument · Tool · Trap component · Weapon |
Material tokens |
Material type · Material definition · Inorganic material definition |