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Editing v0.31:Material definition token

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{{quality|Exceptional|18:11, 28 April 2011 (UTC)}}{{av}}
+
{{av}}
  
The following tokens can be used in material definitions (whether for inorganics or those within plants and creatures) as well as in material templates.
+
The following tokens can be used in material templates, as well as materials defined in other raw files.
  
 
==Material Properties==
 
==Material Properties==
 
{| {{prettytable}}
 
{| {{prettytable}}
|- bgcolor="#C0C0C0"
+
|- bgcolor="#COCOCO"
 
! Token
 
! Token
 
! Arguments
 
! Arguments
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|-
 
|-
 
| PREFIX
 
| PREFIX
| * string
+
|
| 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.'''
+
| Unknown. Not permitted in material template definitions.
  
 
|-
 
|-
 
| STONE_NAME
 
| STONE_NAME
| * string
+
|
| Overrides the name of mined out stones (used for native copper/silver/gold/platinum to make them be called "nuggets").
+
| Name of stones mined out if material is a stone.
  
 
|-
 
|-
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* plural
 
* plural
 
* state
 
* state
| 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.
+
| 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.
  
 
|-
 
|-
 
| TEMP_DIET_INFO
 
| TEMP_DIET_INFO
|  
+
|
* type
+
| Unknown
| Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy [[thought]]s. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH.
 
  
 
|-
 
|-
 
| POWDER_DYE
 
| POWDER_DYE
| [[color]] token
+
| {{L|color}} token
 
| Defines the material as a type of dye.
 
| Defines the material as a type of dye.
  
 
|-
 
|-
 
| TILE
 
| TILE
| [[Main:Character table|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 ('█').
+
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones.
  
 
|-
 
|-
 
| ITEM_SYMBOL
 
| ITEM_SYMBOL
 
| tile
 
| tile
| Specifies the tile that will be used to represent BOULDER objects made of this material. Generally only used with stones. Defaults to 7 ('•').
+
| Specifies the tile that will be used to represent BOULDER objects made of this material. Generally only used with stones.
  
 
|-
 
|-
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*background color
 
*background color
 
*foreground brightness
 
*foreground brightness
| The on-screen color of the material. Uses a standard 3-digit [[Color|color token]]. 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]
+
| The on-screen color of the material. Uses a standard 3-digit {{L|Color|color token}}. 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]
  
 
|-
 
|-
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*background color
 
*background color
 
*foreground brightness
 
*foreground brightness
| The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white).
+
| The color of objects made of this material which use both the foreground and background color: {{L|door}}s, {{L|floodgate}}s, {{L|hatch cover}}s, {{L|bin}}s, {{L|barrel}}s, and {{L|cage}}s.
  
 
|-
 
|-
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*background color
 
*background color
 
*foreground brightness
 
*foreground brightness
| The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white).
+
| The color of unmined tiles containing this material (for stone and soil), as well as {{L|engraving}}s in this material.
  
 
|-
 
|-
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*color
 
*color
 
*brightness
 
*brightness
| 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).
+
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls.
  
 
|-
 
|-
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|
 
|
 
*state
 
*state
*[[color]] token
+
*color
 
| The state may be SOLID, LIQUID, GAS, POWDER/SOLID_POWDER, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED, ALL_SOLID, or ALL.
 
| 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.
 
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.
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|
 
|
 
*value
 
*value
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0.
+
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been {{L|glaze}}d.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard of an impact the material can withstand before it will deform. Used for blunt-force combat. Defaults to 10000.
+
| Specifies how hard of an impact the material can withstand before it will bend. Used for blunt-force combat.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard of an impact the material can withstand before it will break. Used for blunt-force combat. Defaults to 10000.
+
| Specifies how hard of an impact the material can withstand before it will break. Used for blunt-force combat.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how much the material will deform when subjected to an impact.{{verify}} Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value >= 50000), torn (value between 25000 and 49999), or fractured (value <= 24999)
+
| Specifies how much the material will bend when subjected to an impact. Used for blunt-force combat.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be compressed before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be compressed before it will break. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how much the material will deform when compressed.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be stretched before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be stretched before it will break. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how much the material will deform when stretched.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be twisted before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be twisted before it will break. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how much the material will deform when twisted.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be sheared before it will deform. Used for cutting calculations. Defaults to 10000.
+
| Used for cutting calculations.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be sheared before it will break. Used for cutting calculations. Defaults to 10000.
+
| Used for cutting calculations.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how much the material will deform when sheared.{{verify}} Used for cutting calculations. Defaults to 0.
+
| Used for cutting calculations.
  
 
|-
 
|-
| BENDING_YIELD  
+
| BENDING_YIELD
 
|
 
|
 
*value
 
*value
| Specifies how hard the material can be bent before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be bent before it will break.  [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how much the material will deform when bent.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.
+
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| 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.
+
| 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.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Value modifier for the material. Defaults to 1. This number can be made negative by placing a "-" in front, resulting in things that you are paid to buy and must pay to sell.
+
| Value modifier for the material.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Multiplies the value of the material. '''Not permitted in material template definitions.'''
+
| Multiplies the value of the material. Not permitted in material template definitions.
  
 
|-
 
|-
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|
 
|
 
*specific heat capacity
 
*specific heat capacity
| Rate at which the material heats up or cools down. See [[SPEC HEAT]] for more information. Defaults to NONE.
+
| Rate at which the material heats up or cools down. See {{L|SPEC HEAT}} for more information.
  
 
|-
 
|-
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|
 
|
 
*temperature
 
*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 will burn for a very long time (9 months and 16.8 days). Defaults to NONE.
+
| 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).
  
 
|-
 
|-
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|
 
|
 
*temperature
 
*temperature
| Temperature below which the material takes damage from cold. Defaults to NONE.
+
| Temperature below which the material takes damage from cold. May be set to NONE.
  
 
|-
 
|-
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|
 
|
 
*temperature
 
*temperature
| Temperature at which the material will catch fire. Defaults to NONE.
+
| Temperature at which the material will catch fire. May be set to NONE.
  
 
|-
 
|-
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|
 
|
 
*temperature
 
*temperature
| Temperature at which the material melts. Defaults to NONE.
+
| Temperature at which the material melts. May be set to NONE.
  
 
|-
 
|-
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|
 
|
 
*temperature
 
*temperature
| Temperature at which the material boils. Defaults to NONE.
+
| Temperature at which the material boils. May be set to NONE.
  
 
|-
 
|-
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|
 
|
 
*temperature
 
*temperature
| Constant temperature emitted by the material. Defaults to NONE.
+
| Constant temperature emitted by the material. May be set to NONE.
  
 
|-
 
|-
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|
 
|
 
*temperature
 
*temperature
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
+
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE.
  
 
|-
 
|-
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|
 
|
 
*temperature
 
*temperature
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
+
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE.
  
 
|-
 
|-
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|
 
|
 
*temperature
 
*temperature
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
+
| Changes a material's IGNITE_POINT, but only if it was not set to NONE.
  
 
|-
 
|-
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|
 
|
 
*temperature
 
*temperature
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
+
| Changes a material's MELTING_POINT, but only if it was not set to NONE.
  
 
|-
 
|-
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|
 
|
 
*temperature
 
*temperature
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
+
| Changes a material's BOILING_POINT, but only if it was not set to NONE.
  
 
|-
 
|-
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|
 
|
 
*temperature
 
*temperature
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
+
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE.
  
 
|-
 
|-
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|
 
|
 
*density
 
*density
| 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.
+
| 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}}
  
 
|-
 
|-
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|
 
|
 
*density
 
*density
| Specifies the density of the material when in liquid form. Defaults to NONE.
+
| Specifies the density of the material when in liquid form.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Supposedly not used. Defaults to NONE.
+
| Supposedly not used.
  
 
|-
 
|-
 
| EXTRACT_STORAGE
 
| EXTRACT_STORAGE
 
| BARREL or FLASK
 
| 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] [[plant token]]s. Defaults to BARREL.
+
| Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] {{L|plant token}}s.
  
 
|-
 
|-
 
| BUTCHER_SPECIAL
 
| BUTCHER_SPECIAL
 
|
 
|
*[[item token]]
+
*{{L|item token}}
 
| 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.
 
| 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.
  
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*prefix
 
*prefix
 
*name
 
*name
*adjective
+
*adjective?
 
| When a creature is butchered, meat yielded from organs made from this material will be named via this token.
 
| When a creature is butchered, meat yielded from organs made from this material will be named via this token.
  
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*singular
 
*singular
 
*plural
 
*plural
| Specifies the name of [[block]]s made from this material.
+
| Specifies the name of {{L|block}}s made from this material.
  
 
|-
 
|-
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|
 
|
 
*reaction reference
 
*reaction reference
*[[material token]]
+
*{{L|material token}}
 
| 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.
 
| 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]
 
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
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| HARDENS_WITH_WATER
 
| HARDENS_WITH_WATER
 
|
 
|
* [[material token]]
+
* {{L|material token}}
| Allows the material to be used to make [[healthcare|casts]].
+
| Allows the material to be used to make {{L|healthcare|casts}}.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Unknown. Defaults to 0.
+
| Unknown
 
|}
 
|}
  
 
==Material Usage Tokens==
 
==Material Usage Tokens==
 
{| {{prettytable}}
 
{| {{prettytable}}
|- bgcolor="#C0C0C0"
+
|- bgcolor="#COCOCO"
 
! Token
 
! Token
 
! Arguments
 
! Arguments
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|-
 
|-
| ALCOHOL_PLANT
+
| ALCOHOL_PLANT or ALCOHOL
 
|
 
|
 
| Classifies the material as plant alcohol, allowing it to be stored in food stockpiles under "Drink (Plant)".
 
| Classifies the material as plant alcohol, allowing it to be stored in food stockpiles under "Drink (Plant)".
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|
 
|
 
| Classifies the material as creature alcohol, allowing it to be stored in food stockpiles under "Drink (Animal)".
 
| Classifies the material as creature alcohol, allowing it to be stored in food stockpiles under "Drink (Animal)".
 
|-
 
| ALCOHOL
 
|
 
| Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown.
 
  
 
|-
 
|-
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|-
 
|-
| CHEESE_CREATURE
+
| CHEESE_CREATURE or CHEESE
 
|
 
|
 
| Classifies the material as creature cheese, allowing it to be stored in food stockpiles under "Cheese (Animal)".
 
| Classifies the material as creature cheese, allowing it to be stored in food stockpiles under "Cheese (Animal)".
  
 
|-
 
|-
| CHEESE
+
| POWDER_MISC_PLANT or POWDER_MISC
|
 
| Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown.
 
 
 
|-
 
| POWDER_MISC_PLANT
 
 
|
 
|
 
| Classifies the material as plant powder, allowing it to be stored in food stockpiles under "Milled Plant".
 
| Classifies the material as plant powder, allowing it to be stored in food stockpiles under "Milled Plant".
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|
 
|
 
| Classifies the material as creature powder, allowing it to be stored in food stockpiles under "Bone Meal".
 
| Classifies the material as creature powder, allowing it to be stored in food stockpiles under "Bone Meal".
 
|-
 
| POWDER_MISC
 
|
 
| Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown.
 
  
 
|-
 
|-
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|-
 
|-
| LIQUID_MISC_PLANT
+
| LIQUID_MISC_PLANT or LIQUID_MISC
 
|
 
|
 
| Classifies the material as a plant extract, allowing it to be stored in food stockpiles under "Extract (Plant)".
 
| Classifies the material as a plant extract, allowing it to be stored in food stockpiles under "Extract (Plant)".
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|
 
|
 
| Classifies the material as a miscellaneous liquid, allowing it to be stored in food stockpiles under "Misc. Liquid" along with lye.
 
| Classifies the material as a miscellaneous liquid, allowing it to be stored in food stockpiles under "Misc. Liquid" along with lye.
 
|-
 
| LIQUID_MISC
 
|
 
| Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown.
 
  
 
|-
 
|-
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| SEED_MAT
 
| SEED_MAT
 
|
 
|
| Classifies the material as plant seed, allowing it to be stored in food stockpiles under "Seeds".
+
| Classifies the material as plant seed, allowing it to be stored in food stockpiles under "Seeds".{{verify}}
  
 
|-
 
|-
 
| LEAF_MAT
 
| LEAF_MAT
 
|
 
|
| Classifies the material as plant leaf, allowing it to be stored in food stockpiles under "Leaves".
+
| Classifies the material as plant leaf, allowing it to be stored in food stockpiles under "Leaves".{{verify}}
  
 
|-
 
|-
 
| BONE
 
| BONE
 
|
 
|
| Classifies the material as bone, allowing it to be used by craftsdwarves.
+
| Classifies the material as bone, allowing it to be used by craftsdwarves.{{verify}}
  
 
|-
 
|-
 
| WOOD
 
| WOOD
 
|
 
|
| Classifies the material as wood, allowing it to be used by carpenters. May also make elves angry if you try to trade it to them.
+
| 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.
  
 
|-
 
|-
Line 517: Line 496:
 
| TOOTH
 
| TOOTH
 
|
 
|
| Classifies the material as tooth, allowing it to be used by craftsdwarves.
+
| Classifies the material as tooth, allowing it to be used by craftsdwarves.{{verify}}
  
 
|-
 
|-
 
| HORN
 
| HORN
 
|
 
|
| Classifies the material as horn, allowing it to be used by craftsdwarves.
+
| Classifies the material as horn, allowing it to be used by craftsdwarves.{{verify}}
  
 
|-
 
|-
 
| PEARL
 
| PEARL
 
|
 
|
| Classifies the material as pearl, allowing it to be used by craftsdwarves.
+
| Classifies the material as pearl, allowing it to be used by craftsdwarves.{{verify}}
  
 
|-
 
|-
 
| SHELL
 
| SHELL
 
|
 
|
| Classifies the material as shell, allowing it to be used by craftsdwarves.
+
| Classifies the material as shell, allowing it to be used by craftsdwarves.{{verify}}
  
 
|-
 
|-
 
| LEATHER
 
| LEATHER
 
|
 
|
| Classifies the material as leather, allowing it to be used by craftsdwarves.
+
| Classifies the material as leather, allowing it to be used by craftsdwarves.{{verify}}
  
 
|-
 
|-
Line 567: Line 546:
 
| BLOOD_MAP_DESCRIPTOR
 
| BLOOD_MAP_DESCRIPTOR
 
|
 
|
| Tells the game to classify contaminants of this material as being "blood" in Adventurer mode tile descriptions ("Here we have a Dwarf in a slurry of blood.").
+
| 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").
  
 
|-
 
|-
Line 592: Line 571:
 
| ENTERS_BLOOD
 
| ENTERS_BLOOD
 
|
 
|
| Used for materials which cause [[syndrome]]s, causes it to enter the creature's blood instead of simply spattering on the surface.
+
| Used for materials which cause {{L|syndrome}}s, causes it to enter the creature's blood instead of simply spattering on the surface.
  
 
|-
 
|-
Line 627: Line 606:
 
| ITEMS_BARRED
 
| ITEMS_BARRED
 
|
 
|
| [[Bone]] items (clothes with [BARRED]) can be made from this material.
+
| {{L|Bone}} items (clothes with [BARRED]) can be made from this material.
  
 
|-
 
|-
 
| ITEMS_SCALED
 
| ITEMS_SCALED
 
|
 
|
| [[Shell]] items (clothes with [SCALED]) can be made from this material.
+
| {{L|Shell}} items (clothes with [SCALED]) can be made from this material.
  
 
|-
 
|-
 
| ITEMS_LEATHER
 
| ITEMS_LEATHER
 
|
 
|
| [[Leather]] items (clothes with [LEATHER]) can be made from this material.
+
| {{L|Leather}} items (clothes with [LEATHER]) can be made from this material.
  
 
|-
 
|-
Line 652: Line 631:
 
| IS_STONE
 
| IS_STONE
 
|
 
|
| Used to define that said material is stone. Allows storage in stone stockpiles, among other effects.
+
| Used to define that said material is stone.
  
 
|-
 
|-
Line 662: Line 641:
 
| DISPLAY_UNGLAZED
 
| DISPLAY_UNGLAZED
 
|
 
|
| Causes containers made of this material to be prefixed with "unglazed" if they have not yet been [[glaze]]d.
+
| Causes containers made of this material to be prefixed with "unglazed" if they have not yet been {{L|glaze}}d.
  
 
|-
 
|-
Line 687: Line 666:
 
| CRYSTAL_GLASSABLE
 
| CRYSTAL_GLASSABLE
 
|
 
|
| Can be used in the production of crystal glass, in theory. In practice, thanks to [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 bug 1498], this token does nothing.
+
| Can be used in the production of crystal glass.
  
 
|-
 
|-
 
| ITEMS_WEAPON
 
| ITEMS_WEAPON
 
|  
 
|  
| Melee [[Weapon#Manufactured weapons|weapons]] can be made out of this material.
+
| Melee {{L|Weapon#Manufactured weapons|weapons}} can be made out of this material.
  
 
|-
 
|-
Line 702: Line 681:
 
| ITEMS_ANVIL
 
| ITEMS_ANVIL
 
|
 
|
| [[Anvil]]s can be made out of this material.
+
| {{L|Anvil}}s can be made out of this material.
  
 
|-
 
|-
 
| ITEMS_AMMO
 
| ITEMS_AMMO
 
|
 
|
| [[Weapon#Ammunition|Ammunition]] can be made out of this material.
+
| {{L|Weapon#Ammunition|Ammunition}} can be made out of this material.
  
 
|-
 
|-
 
| ITEMS_DIGGER
 
| ITEMS_DIGGER
 
|
 
|
| [[Weapon#Dwarf-manufactured weapons|Picks]] can be made out of this material.
+
| {{L|Weapon#Dwarf-manufactured weapons|Picks}} can be made out of this material.
  
 
|-
 
|-
 
| ITEMS_ARMOR
 
| ITEMS_ARMOR
 
|
 
|
| [[Armor]] can be made out of this material.
+
| {{L|Armor}} can be made out of this material.
  
 
|-
 
|-
Line 738: Line 717:
  
 
{| {{prettytable}}
 
{| {{prettytable}}
|- bgcolor="#C0C0C0"
+
|- bgcolor="#COCOCO"
 
! Token
 
! Token
 
! Arguments
 
! Arguments
Line 794: Line 773:
 
*VASCULAR_ONLY (optional)
 
*VASCULAR_ONLY (optional)
 
*MUSCULAR_ONLY (optional)
 
*MUSCULAR_ONLY (optional)
*BP:BY_CATEGORY:category:tissue (optional)
+
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)
*BP:BY_TYPE:type:tissue (optional)
 
*BP:BY_TOKEN:token:tissue (optional)
 
 
Timeline:
 
Timeline:
 
*Start:effect start time
 
*Start:effect start time
 
*Peak:effect peak time
 
*Peak:effect peak time
 
*End:effect end time
 
*End:effect end time
| Specifies the way that a syndrome affects a creature -- more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]
+
| Specifies the way that a syndrome affects a creature -- more detail can be found on the {{L|Syndrome#Creature effect tokens|Syndromes page}}
  
 
|}
 
|}
  
 
==See Also==
 
==See Also==
* [[Inorganic material definition token]]
+
* {{L|Inorganic material definition token}}
* [[Syndrome]]
+
* {{L|Syndrome}}
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

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