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v0.31:Material definition token

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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
  • 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 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
  • foreground color
  • background color
  • foreground brightness
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
  • foreground color
  • background color
  • foreground brightness
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
  • foreground color
  • background color
  • foreground brightness
The color of unmined tiles containing this material (for stone and soil), as well as Template:Ls in this material.
BASIC_COLOR
  • color
  • brightness
The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls.
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
The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been glazed.
IMPACT_YIELD
  • value
Used for blunt-force combat.
IMPACT_FRACTURE
  • value
Used for blunt-force combat.
IMPACT_STRAIN_AT_YIELD or IMPACT_ELASTICITY
  • value
Used for blunt-force combat.
COMPRESSIVE_YIELD
  • value
Supposedly used only during wrestling.
COMPRESSIVE_FRACTURE
  • value
Supposedly used only during wrestling.
COMPRESSIVE_STRAIN_AT_YIELD or COMPRESSIVE_ELASTICITY
  • value
Supposedly used only during wrestling.
TENSILE_YIELD
  • value
Supposedly used only during wrestling.
TENSILE_FRACTURE
  • value
Supposedly used only during wrestling.
TENSILE_STRAIN_AT_YIELD or TENSILE_ELASTICITY
  • value
Supposedly used only during wrestling.
TORSION_YIELD
  • value
Supposedly used only during wrestling.
TORSION_FRACTURE
  • value
Supposedly used only during wrestling.
TORSION_STRAIN_AT_YIELD or TORSION_ELASTICITY
  • value
Supposedly used only during wrestling.
SHEAR_YIELD
  • value
Used for cutting calculations.
SHEAR_FRACTURE
  • value
Used for cutting calculations.
SHEAR_STRAIN_AT_YIELD or SHEAR_ELASTICITY
  • value
Used for cutting calculations.
BENDING_YIELD
  • value
Supposedly used only during wrestling.
BENDING_FRACTURE
  • value
Supposedly used only during wrestling.
BENDING_STRAIN_AT_YIELD or BENDING_ELASTICITY
  • value
Supposedly used only during wrestling.
MAX_EDGE
  • value
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
Value modifier for the material.
MULTIPLY_VALUE
  • value
Multiplies the value of the selected material. Not permitted in material template definitions.
SPEC_HEAT
  • specific heat capacity
See Template:L
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
  • 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] 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
  • prefix
  • name
  • adjective?
When the creature is butchered, its organs will be named via this token.
BLOCK_NAME
  • singular
  • plural
Specifies the name of Template:Ls made from this material.
MATERIAL_REACTION_PRODUCT 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
  • reaction reference
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
  • value

Material Usage Tokens

Token Arguments Description
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
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
  • SEV:<value> (severity, higher is worse)
  • PROB:<value(1-100)> (probability)
  • RESISTABLE (optional) allows resistance
  • SIZE_DILUTES (optional) lessens effect based on size

Place affected:

  • LOCALIZED (optional)
  • VASCULAR_ONLY (optional)
  • MUSCULAR_ONLY (optional)
  • BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)

Timeline:

  • Start:effect start time
  • Peak:effect peak time
  • End:effect end time
Specifies the way that a syndrome affects a creature -- more detail can be found on the Syndromes page

See Also