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v0.34:Inorganic material definition token
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This article is about an older version of DF. |
The following tokens can be used in inorganic material definitions, generally those for stones, gems, and metals. They cannot be used with materials attached to plants or creatures.
Token | Description |
---|---|
[WAFERS] | Used on metals, causes the metal to be made into wafers instead of bars. |
[DEEP_SPECIAL] | Causes the stone to form hollow tubes leading to Hell. Used for raw adamantine |
[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_SURFACE] | Causes the stone to line the landscape of Hell. Used for slade. |
[AQUIFER] | Allows the stone to support an aquifer. |
[METAMORPHIC] | Causes the material to form metamorphic layers. |
[SEDIMENTARY] | Causes the material 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] | Permits an already [SEDIMENTARY] stone layer to appear underneath shallow ocean regions. |
[SEDIMENTARY_OCEAN_DEEP] | Permits an already [SEDIMENTARY] stone layer to appear underneath deep ocean regions. |
[IGNEOUS_INTRUSIVE] | Causes the material to form igneous intrusive layers. |
[IGNEOUS_EXTRUSIVE] | Causes the material 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 volcanoes, and causes the stone to be formed when water and magma are mixed. |
[SPECIAL] | Prevents the material from showing up in certain places. Explicitly set by all evil weather materials and implied by [DEEP_SURFACE] and [DEEP_SPECIAL]. |
[GENERATED] | Indicates that this is a generated material. Cannot be specified in user-defined raws. |
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.
- Class may be ALL_STONE, IGNEOUS_ALL, SOIL, SOIL_OCEAN, SOIL_SAND, METAMORPHIC, SEDIMENTARY, IGNEOUS_INTRUSIVE, IGNEOUS_EXTRUSIVE, or ALLUVIAL.
- [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.
The frequency number varies from 1 to 100 and determines the relative frequency at which the stone will be chosen to appear - if all frequency values are the same, then all stones will be equally likely to appear.