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Difference between revisions of "v0.31:Material definition token"

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(added NO_STONE_STOCKPILE token)
(these are actually parsed in 2 separate groups - separate and reorder them accordingly. Also, a few of these cannot be used in material templates, and one of them (LAVA) can't be used at all!)
Line 3: Line 3:
 
The following tokens can be used in material templates, as well as materials defined in other raw files.
 
The following tokens can be used in material templates, as well as materials defined in other raw files.
  
{| {{prettytable}}
+
==Material Properties==
 +
{|
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! Token
 
! Token
Line 10: Line 11:
  
 
|-
 
|-
| MATERIAL_TEMPLATE
+
| PREFIX
 
|
 
|
*id
+
| Unknown. Not permitted in material template definitions.
| The name of the material template. Used when defining a template in material template files; the id is used as an argument when calling for material templates elsewhere.
 
  
 
|-
 
|-
| STATE_COLOR
+
| STONE_NAME
 
|
 
|
*state
+
| Name of stones mined out if material is a stone.
*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
+
| IS_GEM
 
|
 
|
*state
+
* name
*name
+
* plural
| The name of the material as displayed in-game.
+
* state
[STATE_NAME:ALL_SOLID:stone]
+
| 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.
  
 
|-
 
|-
| STATE_ADJ
+
| TEMP_DIET_INFO
 
|
 
|
*state
+
| Unknown
*adjective
+
 
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name.
+
|-
 +
| POWDER_DYE
 +
| {{L|color}} token
 +
| Defines the material as a type of dye
  
 
|-
 
|-
| STATE_NAME_ADJ
+
| TILE
 
|
 
|
*state
+
| ?
*name/adjective
+
 
| Sets both STATE_NAME and STATE_ADJ at the same time.
+
|-
 +
| ITEM_SYMBOL
 +
| tile
 +
| Specifies the tile that will be used to represent BOULDER objects made of this material. Only used with stones.
  
 
|-
 
|-
Line 55: Line 57:
  
 
|-
 
|-
| TILE_COLOR
+
| BUILD_COLOR
 
|
 
|
 
*foreground color
 
*foreground color
 
*background color
 
*background color
 
*foreground brightness
 
*foreground brightness
| The color of unmined tiles containing this material (for stone and soil), as well as {{L|engraving}}s in this material.
+
| 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.
  
 
|-
 
|-
| BUILD_COLOR
+
| TILE_COLOR
 
|
 
|
 
*foreground color
 
*foreground color
 
*background color
 
*background color
 
*foreground brightness
 
*foreground brightness
| 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.
+
| The color of unmined tiles containing this material (for stone and soil), as well as {{L|engraving}}s in this material.
  
 
|-
 
|-
Line 78: Line 80:
  
 
|-
 
|-
| MATERIAL_VALUE
+
| STATE_COLOR
 
|
 
|
*value
+
*state
| Value modifier for the material.
+
*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]
  
 
|-
 
|-
| SPEC_HEAT
+
| STATE_NAME
 
|
 
|
*specific heat capacity
+
*state
| See {{L|SPEC HEAT}}
+
*name
 +
| The name of the material as displayed in-game.
 +
[STATE_NAME:ALL_SOLID:stone]
  
 
|-
 
|-
| IGNITE_POINT
+
| STATE_NAME_ADJ
 
|
 
|
*temperature
+
*state
| Temperature at which the material will catch fire. May be set to NONE.
+
*name/adjective
 +
| Sets both STATE_NAME and STATE_ADJ at the same time.
  
 
|-
 
|-
| MELTING_POINT
+
| STATE_ADJ
 
|
 
|
*temperature
+
*state
| Temperature at which the material melts. May be set to NONE.
+
*adjective
 +
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name.
  
 
|-
 
|-
| BOILING_POINT
+
| ABSORPTION
|
 
*temperature
 
| Temperature at which the material boils. May be set to NONE.
 
 
 
|-
 
| 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.
 
 
 
|-
 
| MAT_FIXED_TEMP
 
|
 
*temperature
 
| Constant temperature of the material. May be 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
 
*value
| Supposedly not used.
+
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been glazed.
  
 
|-
 
|-
Line 258: Line 231:
  
 
|-
 
|-
| ABSORPTION
+
| MATERIAL_VALUE
 +
|
 +
*value
 +
| Value modifier for the material.
 +
 
 +
|-
 +
| MULTIPLY_VALUE
 
|
 
|
 
*value
 
*value
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been glazed.
+
| Multiplies the value of the selected material. Not permitted in material template definitions.
 +
 
 +
|-
 +
| SPEC_HEAT
 +
|
 +
*specific heat capacity
 +
| See {{L|SPEC HEAT}}
 +
 
 +
|-
 +
| 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.
  
 
|-
 
|-
| ITEMS_HARD
+
| IGNITE_POINT
 
|
 
|
| Furniture, medical supplies, and crafts can be made out of this material.
+
*temperature
 +
| Temperature at which the material will catch fire. May be set to NONE.
  
 
|-
 
|-
| ITEMS_QUERN
+
| MELTING_POINT
 
|
 
|
| Querns and millstones can be made out of this material.{{verify}}
+
*temperature
 +
| Temperature at which the material melts. May be set to NONE.
  
 
|-
 
|-
| ITEMS_WEAPON
+
| BOILING_POINT
|  
+
|
| Melee {{L|Weapons#Manufactured_weapons|weapons}} can be made out of this material.
+
*temperature
 +
| Temperature at which the material boils. May be set to NONE.
  
 
|-
 
|-
| ITEMS_WEAPON_RANGED
+
| MAT_FIXED_TEMP
 
|
 
|
| Ranged weapons can be made out of this material.
+
*temperature
 +
| Constant temperature of the material. May be set to NONE.
  
 
|-
 
|-
| ITEMS_AMMO
+
| IF_EXISTS_SET_HEATDAM_POINT
 
|
 
|
| {{L|Weapon#Ammunition|Ammunition}} can be made out of this material.
+
*temperature
 +
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE.
  
 
|-
 
|-
| ITEMS_DIGGER
+
| IF_EXISTS_SET_COLDDAM_POINT
 
|
 
|
| {{L|Weapon#Dwarf-manufactured_weapons|Picks}} can be made out of this material.
+
*temperature
 +
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE.
  
 
|-
 
|-
| ITEMS_ANVIL
+
| IF_EXISTS_SET_IGNITE_POINT
 
|
 
|
| {{L|Anvil}}s can be made out of this material.
+
*temperature
 +
| Changes a material's IGNITE_POINT, but only if it was not set to NONE.
  
 
|-
 
|-
| ITEMS_ARMOR
+
| IF_EXISTS_SET_MELTING_POINT
 
|
 
|
| {{L|Armor}} can be made out of this material.
+
*temperature
 +
| Changes a material's MELTING_POINT, but only if it was not set to NONE.
  
 
|-
 
|-
| ITEMS_SIEGE_ENGINE
+
| IF_EXISTS_SET_BOILING_POINT
 
|
 
|
| Siege engine parts can be made out of this material. Does not appear to work.
+
*temperature
 +
| Changes a material's BOILING_POINT, but only if it was not set to NONE.
  
 
|-
 
|-
| ITEMS_BARRED
+
| IF_EXISTS_SET_MAT_FIXED_TEMP
 
|
 
|
| {{L|Bone}} items (clothes with [BARRED]) can be made from this material.
+
*temperature
 +
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE.
  
 
|-
 
|-
| ITEMS_SCALED
+
| 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
 
|
 
|
| {{L|Shell}} items (clothes with [SCALED]) can be made from this material.
+
*density
 +
| It works the same as above, except it is for the liquid state.
  
 
|-
 
|-
| ITEMS_LEATHER
+
| MOLAR_MASS
 
|
 
|
| {{L|Leather}} items (clothes with [LEATHER]) can be made from this material.
+
*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] {{L|plant token}}s.
  
 
|-
 
|-
| ITEMS_SOFT
+
| BUTCHER_SPECIAL
 
|
 
|
| Soft clothing items, backpacks and quivers, and siege engine parts can be made from this material.
+
*{{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.
  
 
|-
 
|-
| ITEMS_DELICATE
+
| MEAT_NAME
 
|
 
|
| Used internally by amber and coral
+
*prefix
 +
*name
 +
*adjective?
 +
| When the creature is butchered, its organs will be named via this token.
  
 
|-
 
|-
| ITEMS_METAL
+
| BLOCK_NAME
 
|
 
|
| Effect unknown
+
*singular
 +
*plural
 +
| Specifies the name of {{L|block}}s made from this material.
  
 
|-
 
|-
| IS_STONE
+
| MATERIAL_REACTION_PRODUCT
 
|
 
|
| Used to define that said material is stone.
+
*reaction reference
 +
*{{L|material token}}
 +
| 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]
  
 
|-
 
|-
| IS_METAL
+
| REACTION_CLASS
 
|
 
|
| Used only in the metal template. Not used anywhere else.
+
*reaction reference
 +
| Used to classify all items made of the material so that reactions can use them as generic reagents.
  
 
|-
 
|-
| IS_GLASS
+
| HARDENS_WITH_WATER
 
|
 
|
| Used internally by green glass, clear glass, and crystal glass
+
* {{L|material token}}
 +
| Allows the material to be used to make {{L|healthcare|casts}}.
  
 
|-
 
|-
| IS_GEM
+
| SOAP_LEVEL
 +
|
 +
*value
 
|
 
|
* name
+
|}
* plural
+
 
* state
+
==Material Usage Tokens==
| 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.
+
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! Token
 +
! Arguments
 +
! Description
  
 
|-
 
|-
Line 367: Line 404:
  
 
|-
 
|-
| 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)".
Line 382: Line 419:
  
 
|-
 
|-
| 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)".
  
 
|-
 
|-
| POWDER_MISC_PLANT
+
| POWDER_MISC_PLANT or POWDER_MISC
 
|
 
|
 
| 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".
Line 397: Line 434:
  
 
|-
 
|-
| STOCKPILE_GLOB
+
| 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.
 
| 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.
Line 412: Line 449:
  
 
|-
 
|-
| 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)".
Line 445: Line 482:
 
|
 
|
 
| Classifies the material as bone, allowing it to be used by craftsdwarves.{{verify}}
 
| 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.
  
 
|-
 
|-
Line 457: Line 499:
  
 
|-
 
|-
| PEARL
+
| HORN
 
|
 
|
| Classifies the material as pearl, allowing it to be used by craftsdwarves.{{verify}}
+
| Classifies the material as horn, allowing it to be used by craftsdwarves.{{verify}}
  
 
|-
 
|-
| HORN
+
| PEARL
 
|
 
|
| Classifies the material as horn, allowing it to be used by craftsdwarves.{{verify}}
+
| Classifies the material as pearl, allowing it to be used by craftsdwarves.{{verify}}
  
 
|-
 
|-
Line 482: Line 524:
  
 
|-
 
|-
| WOOD
+
| SOAP
 
|
 
|
| 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.
+
| Classifies the material as soap, permitting it to be stored in Bar/Block stockpiles with Soap enabled.{{verify}}
  
 
|-
 
|-
| SOAP
+
| GENERATES_MIASMA
 
|
 
|
| Classifies the material as soap, permitting it to be stored in Bar/Block stockpiles with Soap enabled.{{verify}}
+
| Material generates miasma when it rots
  
 
|-
 
|-
Line 495: Line 537:
 
|
 
|
 
| Classifies the material as edible meat.{{verify}}
 
| Classifies the material as edible meat.{{verify}}
 
|-
 
| GENERATES_MIASMA
 
|
 
| Material generates miasma when it rots
 
  
 
|-
 
|-
Line 530: Line 567:
 
|
 
|
 
| Tells the game to classify contaminants of this material as being "pus".
 
| Tells the game to classify contaminants of this material as being "pus".
 +
 +
|-
 +
| ENTERS_BLOOD
 +
|
 +
| Used for materials which cause {{L|syndrome}}s, causes it to enter the creature's blood instead of simply spatter on the surface.
  
 
|-
 
|-
Line 547: Line 589:
  
 
|-
 
|-
| CRYSTAL_GLASSABLE
+
| DO_NOT_CLEAN_GLOB
 
|
 
|
| Can be used in the production of crystal glass.
+
| Prevents globs made of this material from being cleaned up and destroyed.
  
 
|-
 
|-
| STONE_NAME
+
| NO_STONE_STOCKPILE
 
|
 
|
| Name of stones mined out if material is a stone.
+
| Prevents the material from showing up in Stone stockpile settings.
  
 
|-
 
|-
| LAVA
+
| ITEMS_METAL
 
|
 
|
| Causes the material to seal magma pipes, be produced by the magma + water reaction and be used in the construction of Dark Fortresses
+
| Effect unknown
  
 
|-
 
|-
| TEMP_DIET_INFO
+
| ITEMS_BARRED
 
|
 
|
| Unknown
+
| {{L|Bone}} items (clothes with [BARRED]) can be made from this material.
  
 
|-
 
|-
| POWDER_DYE
+
| ITEMS_SCALED
| {{L|color}} token
+
|
| Defines the material as a type of dye
+
| {{L|Shell}} items (clothes with [SCALED]) can be made from this material.
  
 
|-
 
|-
| ITEM_SYMBOL
+
| ITEMS_LEATHER
| tile
+
|
| Specifies the tile that will be used to represent BOULDER objects made of this material. Only used with stones.
+
| {{L|Leather}} items (clothes with [LEATHER]) can be made from this material.
  
 
|-
 
|-
| IF_EXISTS_SET_HEATDAM_POINT
+
| ITEMS_SOFT
 
|
 
|
*temperature
+
| Soft clothing items, backpacks and quivers, and siege engine parts can be made from this material.
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE.
 
  
 
|-
 
|-
| IF_EXISTS_SET_COLDDAM_POINT
+
| ITEMS_HARD
 
|
 
|
*temperature
+
| Furniture, medical supplies, and crafts can be made out of this material.
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE.
 
  
 
|-
 
|-
| IF_EXISTS_SET_IGNITE_POINT
+
| IS_STONE
 
|
 
|
*temperature
+
| Used to define that said material is stone.
| Changes a material's IGNITE_POINT, but only if it was not set to NONE.
 
  
 
|-
 
|-
| IF_EXISTS_SET_MELTING_POINT
+
| UNDIGGABLE
|
+
|  
*temperature
+
| Used for a stone that cannot be dug into.
| Changes a material's MELTING_POINT, but only if it was not set to NONE.
 
  
 
|-
 
|-
| IF_EXISTS_SET_BOILING_POINT
+
| DISPLAY_UNGLAZED
 +
|
 
|
 
|
*temperature
 
| Changes a material's BOILING_POINT, but only if it was not set to NONE.
 
  
 
|-
 
|-
| IF_EXISTS_SET_MAT_FIXED_TEMP
+
| YARN
 
|
 
|
*temperature
+
| Classifies the material as yarn, weavable into cloth.{{verify}}
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE.
 
  
 
|-
 
|-
| EXTRACT_STORAGE
+
| IS_METAL
| 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] {{L|plant token}}s.
 
 
 
|-
 
| BUTCHER_SPECIAL
 
 
|
 
|
*{{L|item token}}
+
| Used only in the metal template. Not used anywhere else.
| 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
+
| IS_GLASS
 
|
 
|
*prefix
+
| Used internally by green glass, clear glass, and crystal glass
*name
 
*adjective?
 
| When the creature is butchered, its organs will be named via this token.
 
  
 
|-
 
|-
| BLOCK_NAME
+
| CRYSTAL_GLASSABLE
 
|
 
|
*singular
+
| Can be used in the production of crystal glass.
*plural
 
| Specifies the name of {{L|block}}s made from this material.
 
  
 
|-
 
|-
| REACTION_CLASS
+
| ITEMS_WEAPON
|
+
|  
*reaction reference
+
| Melee {{L|Weapons#Manufactured_weapons|weapons}} can be made out of this material.
| Used to classify all items made of the material so that reactions can use them as generic reagents.
 
  
 
|-
 
|-
| MATERIAL_REACTION_PRODUCT
+
| ITEMS_WEAPON_RANGED
 
|
 
|
*reaction reference
+
| Ranged weapons can be made out of this material.
*{{L|material token}}
 
| 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]
 
  
 
|-
 
|-
| HARDENS_WITH_WATER
+
| ITEMS_ANVIL
 
|
 
|
* {{L|material token}}
+
| {{L|Anvil}}s can be made out of this material.
| Allows the material to be used to make {{L|healthcare|casts}}.
 
  
 
|-
 
|-
| SOAP_LEVEL
+
| ITEMS_AMMO
|
 
*value
 
 
|
 
|
 +
| {{L|Weapon#Ammunition|Ammunition}} can be made out of this material.
  
 
|-
 
|-
| MULTIPLY_VALUE
+
| ITEMS_DIGGER
 
|
 
|
*value
+
| {{L|Weapon#Dwarf-manufactured_weapons|Picks}} can be made out of this material.
| Multiplies the value of the selected material. Seen in local creature materials.
 
  
 
|-
 
|-
| SYNDROME
+
| ITEMS_ARMOR
 
|
 
|
| Begins defining a {{L|Syndrome}}. Supposedly does not work with templates.{{verify}}
+
| {{L|Armor}} can be made out of this material.
  
 
|-
 
|-
| UNDIGGABLE
+
| ITEMS_DELICATE
|
 
| Used for a stone that cannot be dug into.
 
 
 
|-
 
| DISPLAY_UNGLAZED
 
|
 
 
|
 
|
 +
| Used internally by amber and coral
  
 
|-
 
|-
| NO_STONE_STOCKPILE
+
| ITEMS_SIEGE_ENGINE
 
|
 
|
| found in raws for glazes
+
| Siege engine parts can be made out of this material. Does not appear to work.
 
 
  
 
|-
 
|-
| YARN
+
| ITEMS_QUERN
 
|
 
|
| Classifies the material as yarn, weavable into cloth.{{verify}}
+
| Querns and millstones can be made out of this material.{{verify}}
 
|}
 
|}
  

Revision as of 15:51, 18 March 2011

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.[