v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Material definition token
Revision as of 22:27, 22 December 2022 by Putnam3145 (talk | contribs)
| This article was migrated from DF2014:Material definition token and may be inaccurate for the current version of DF (v53.08). See this page for more information. |
v53.08 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
| Modding |
|---|
| Tokens |
| Audio · Biome · Graphics · Tile page · Interaction · Mod info · Plant · Speech · Sphere · Syndrome · World |
| Body tokens |
| Body · Body detail plan · Bodygloss · Tissue |
| Creature tokens |
| Creature · Creature mannerism · Personality facet · Creature variation · Procedural graphics layer |
| Descriptor tokens |
| Descriptor color · Color · Descriptor pattern · Descriptor shape |
| Entity tokens |
| Entity · Ethic · Language · Value · Position |
| Job tokens |
| Building · Labor · Reaction · Skill · Unit type |
| Item tokens |
| Item type · Item definition · Ammo · Armor · Instrument · Tool · Trap component · Weapon |
| Material tokens |
| Material type · Material definition · Inorganic material definition |
|
Lua |
| Scripting · Examples · Functions |
The following tokens can be used in material definitions (whether for inorganics or those within plants and creatures) as well as in material templates.
Material properties
| Token | Arguments | Description |
|---|---|---|
| USE_MATERIAL_TEMPLATE |
|
Imports the properties of the specified preexisting material template. |
| 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 BOULDER items (i.e. mined-out stones) made of the material (used for native copper/silver/gold/platinum to make them be called "nuggets" instead of "boulders"). |
| 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 |
|
Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy thoughts. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH. |
| POWDER_DYE | Allows the material to be used as dye, and defines color of dyed items. | |
| 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 | Specifies the tile that will be used to represent BOULDER items 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 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] | |
| BUILD_COLOR | The color of objects made of this material which use both the foreground and background color: doors, floodgates, hatch covers, bins, barrels, and cages. Defaults to 7:7:1 (white). | |
| TILE_COLOR | The color of unmined tiles containing this material (for stone and soil), as well as engravings in this material. Defaults to 7:7:1 (white). | |
| BASIC_COLOR | 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 | Determines the color of the material at the specified state. See below for a list of valid material stat |