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v0.31:Material definition token
Revision as of 15:39, 21 April 2011 by Billybobfred (talk | contribs)
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 | 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 mined out stones (used for native copper/silver/gold/platinum to make them be called "nuggets"). | |
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 | Unknown | |
POWDER_DYE | Template:L token | Defines the material as a type of dye. |
TILE | 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 | tile | Specifies the tile that will be used to represent BOULDER objects 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 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 |
|
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. Defaults to 7:7:1 (white). |
TILE_COLOR |
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The color of unmined tiles containing this material (for stone and soil), as well as Template:Ls in this material. Defaults to 7:7:1 (white). |
BASIC_COLOR |
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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 |
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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 and body parts made of this material. [STATE_COLOR:ALL_SOLID:GREY] |
STATE_NAME |
|
The name of the material as displayed in-game.
[STATE_NAME:ALL_SOLID:stone] |
STATE_NAME_ADJ |
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Sets both STATE_NAME and STATE_ADJ at the same time. |
STATE_ADJ |
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Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name. |
ABSORPTION |
|
The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been Template:Ld. Defaults to 0. |
IMPACT_YIELD |
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Specifies how hard of an impact the material can withstand before it will deform. Used for blunt-force combat. Defaults to 10000. |
IMPACT_FRACTURE |
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Specifies how hard of an impact the material can withstand before it will break. Used for blunt-force combat. Defaults to 10000. |
IMPACT_STRAIN_AT_YIELD or IMPACT_ELASTICITY |
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Specifies how much the material will deform when subjected to an impact.[Verify] Used for blunt-force combat. Defaults to 0. |
COMPRESSIVE_YIELD |
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Specifies how hard the material can be compressed before it will deform. Supposedly used only during wrestling. Defaults to 10000. |
COMPRESSIVE_FRACTURE |
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Specifies how hard the material can be compressed before it will break. Supposedly used only during wrestling. Defaults to 10000. |
COMPRESSIVE_STRAIN_AT_YIELD or COMPRESSIVE_ELASTICITY |
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Specifies how much the material will deform when compressed.[Verify] Supposedly used only during wrestling. Defaults to 0. |
TENSILE_YIELD |
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Specifies how hard the material can be stretched before it will deform. Supposedly used only during wrestling. Defaults to 10000. |
TENSILE_FRACTURE |
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Specifies how hard the material can be stretched before it will break. Supposedly used only during wrestling. Defaults to 10000. |
TENSILE_STRAIN_AT_YIELD or TENSILE_ELASTICITY |
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Specifies how much the material will deform when stretched.[Verify] Supposedly used only during wrestling. Defaults to 0. |
TORSION_YIELD |
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Specifies how hard the material can be twisted before it will deform. Supposedly used only during wrestling. Defaults to 10000. |
TORSION_FRACTURE |
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Specifies how hard the material can be twisted before it will break. Supposedly used only during wrestling. Defaults to 10000. |
TORSION_STRAIN_AT_YIELD or TORSION_ELASTICITY |
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Specifies how much the material will deform when twisted.[Verify] Supposedly used only during wrestling. Defaults to 0. |
SHEAR_YIELD |
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Specifies how hard the material can be sheared before it will deform. Used for cutting calculations. Defaults to 10000. |
SHEAR_FRACTURE |
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Specifies how hard the material can be sheared before it will break. Used for cutting calculations. Defaults to 10000. |
SHEAR_STRAIN_AT_YIELD or SHEAR_ELASTICITY |
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Specifies how much the material will deform when sheared.[Verify] Used for cutting calculations. Defaults to 0. |
BENDING_YIELD |
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Specifies how hard the material can be bent before it will deform. Supposedly used only during wrestling. Defaults to 10000. |
BENDING_FRACTURE |
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Specifies how hard the material can be bent before it will break. Supposedly used only during wrestling. Defaults to 10000. |
BENDING_STRAIN_AT_YIELD or BENDING_ELASTICITY |
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Specifies how much the material will deform when bent.[Verify] Supposedly used only during wrestling. Defaults to 0. |
MAX_EDGE |
|
How sharp the material is. Used in cutting calculations. 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. |
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. See Template:L 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 may burn for a very long time (around 9-10 months). Defaults to NONE. |
COLDDAM_POINT |
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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 |
|
Constant temperature emitted by the material. Defaults to NONE. |
IF_EXISTS_SET_HEATDAM_POINT |
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Changes a material's HEATDAM_POINT, but only if it was not set to NONE. |
IF_EXISTS_SET_COLDDAM_POINT |
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Changes a material's COLDDAM_POINT, but only if it was not set to NONE. |
IF_EXISTS_SET_IGNITE_POINT |
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Changes a material's IGNITE_POINT, but only if it was not set to NONE. |
IF_EXISTS_SET_MELTING_POINT |
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Changes a material's MELTING_POINT, but only if it was not set to NONE. |
IF_EXISTS_SET_BOILING_POINT |
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Changes a material's BOILING_POINT, but only if it was not set to NONE. |
IF_EXISTS_SET_MAT_FIXED_TEMP |
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Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. |
SOLID_DENSITY |
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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 |
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Specifies the density of the material when in liquid form. Defaults to NONE. |
MOLAR_MASS |
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Supposedly not used. 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] Template:Ls. 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 |
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When a creature is butchered, meat yielded from organs made from this material will be named via this token. |
BLOCK_NAME |
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Specifies the name of Template:Ls made from this material. |
MATERIAL_REACTION_PRODUCT |
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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] |
REACTION_CLASS |
|
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 |
|
Unknown. Defaults to 0. |
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 likely 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 (unless [DO_NOT_CLEAN_GLOB] is also included). | |
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" along with lye. | |
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, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Plant)" and "Cloth (Plant)". | |
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, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Silk)" and "Cloth (Silk)". | |
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 spattering 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. Allows storage in stone stockpiles, among other effects. | |
UNDIGGABLE | Used for a stone that cannot be dug into. | |
DISPLAY_UNGLAZED | Causes containers made of this material to be prefixed with "unglazed" if they have not yet been Template:Ld. | |
YARN | Classifies the material as yarn, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Yarn)" and "Cloth (Yarn)". | |
STOCKPILE_THREAD_METAL | Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Metal)" and "Cloth (Metal)". | |
IS_METAL | Defines the material as being metal, allowing it to be used at forges. | |
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_INJECTED | syndrome can be contracted by injection (by a creature) | |
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_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 |
CE_PAIN CE_SWELLING CE_OOZING CE_BRUISING CE_BLISTERS CE_NUMBNESS CE_PARALYSIS CE_FEVER CE_BLEEDING CE_COUGH_BLOOD CE_VOMIT_BLOOD CE_NAUSEA CE_UNCONSCIOUSNESS CE_NECROSIS CE_IMPAIR_FUNCTION CE_DROWSINESS CE_DIZZINESS |
Place affected:
Timeline:
|
Specifies the way that a syndrome affects a creature -- more detail can be found on the Template:L |