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.

Editing 40d:Matgloss token

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{quality|Exceptional|21:19, 30 March 2011 (UTC)}}{{av}}
+
Preliminary information on tokens used in the material description files, stored at raw/objects/matgloss_*.txt in the default distribution.
'''Matgloss tokens''' are used in material definitions in the raws.
 
  
Matgloss types:
+
These files begin with the filename as the other raws do, then [OBJECT:MATGLOSS]. Individual entries begin with [MATGLOSS_METAL:ID], [MATGLOSS_PLANT:ID], [MATGLOSS_STONE:ID], or [MATGLOSS_WOOD:ID].
* MATGLOSS_STONE - [[Stone token]]
 
* MATGLOSS_METAL - [[Metal token]]
 
* MATGLOSS_PLANT - [[Plant token]]
 
* MATGLOSS_WOOD - [[Wood token]]
 
  
{{Category|Modding}}
+
__TOC__
{{Category|Tokens}}
+
 
 +
{| {{prettytable}}
 +
! Name !! Description
 +
|-
 +
| NAME
 +
| The name of the material
 +
|-
 +
| ADJ
 +
| The adjective applied to objects made of the item
 +
|-
 +
| COLOR
 +
| The [[color]] of the material. Note that the background is not always used (i.e. bars, stones)
 +
|-
 +
| BASIC_COLOR
 +
| The [[color]] of raw stones and gems.
 +
|-
 +
| VALUE
 +
| The value multiplier of the material. Not wood?
 +
|-
 +
| SPEC_HEAT
 +
| The [[specific heat]] of the material, in units of J/kg·K. Only on metal and stone?
 +
|-
 +
| MELTING_POINT
 +
| See [[temperature scale]].
 +
|-
 +
| BOILING_POINT
 +
| See [[temperature scale]].
 +
|-
 +
| SOLID_DENSITY
 +
| Density in kg/m<sup>3</sup>.
 +
|-
 +
| DEEP
 +
| [[glowing pit|Hidden fun stuff]].
 +
|}
 +
 
 +
== Metal-specific tokens ==
 +
* TILE is the tile (character or 437 ordinal) for the material while still in the ground (trees, plants, rough walls)
 +
* Usage - different metals can be used for different things
 +
** WEAPON (fun fact: the WEAPON token only appears in the list of items)
 +
** WEAPON_RANGED
 +
** DIGGER - e.g. for picks
 +
** AMMO
 +
** ANVIL
 +
** ANY_USE
 +
* BRITTLE - Unknown gameplay effect
 +
* DAMAGE_PERC, BLOCK_PERC - weapons and armor respectively. Relative to Iron.
 +
* WAFERS - Instead of bars. Items take three times as many wafers as bars to make.
 +
== Wood-specific tokens ==
 +
Some of these are also on plants.
 +
* AUTUMNCOLOR - changes color with the seasons
 +
* WET, DRY - Same as [[Plant tokens|for plants]]
 +
* SAPLING - Young trees are called saplings instead of e.g. "young tower-cap"
 +
* BIOME
 +
* PREFSTRING
 +
== Plant-specific tokens ==
 +
See [[Plant tokens]].
 +
== Stone-specific tokens ==
 +
* STONE_NAME - Loose stones are called this, e.g. for "nuggets" vs native metal
 +
* [METAL_ORE:<metal>:<percentage>] - automatically creates a smelter reaction requiring fuel and one stone to make one bar.
 +
** Multiple METAL_ORE tokens mean that there is a percentage chance of each metal - c.f. [[tetrahedrite]] or [[galena]].
 +
* ITEM_SYMBOL: Loose stones use this tile. Used to make [[bituminous coal]] show up as ☼ and ores as *.
 +
* LAVA - lines the magma pipe; formed with water + magma
 +
* SHARP - can be made into CAN_STONE weapons
 +
* GLASS - [[rock crystal]].
 +
 
 +
===Layer types===
 +
Note: Soils are considered to be a subtype of stone in the raws.
 +
 
 +
A stone material can be tagged with one of:
 +
*[SEDIMENTARY]
 +
*[IGNEOUS_INTRUSIVE]
 +
*[IGNEOUS_EXTRUSIVE]
 +
*[METAMORPHIC]
 +
*[SOIL]
 +
*[SOIL_OCEAN]
 +
 
 +
Additionally these can occur:
 +
*[SEDIMENTARY_OCEAN_SHALLOW]
 +
*[SEDIMENTARY_OCEAN_DEEP]
 +
*[SOIL_SAND] - can be made into glass
 +
*[AQUIFER] - aquifers can be in these layers
 +
 
 +
Layer tags are not mutually exclusive with ENVIRONMENT tags.
 +
 
 +
===ENVIROMENT and ENVIRONMENT_SPEC===
 +
 
 +
Format:
 +
*[ENVIRONMENT:<class>:<inclusion type>:<frequency>]
 +
** class may also be ALL_STONE, IGNEOUS_ALL, ALLUIVAL.
 +
*[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.
 +
 
 +
If no CLUSTER is present, then zero to two VEINs as well as roughly five to seven other clusters will be present in the local map tile.
 +
 
 +
Anecdotal evidence suggests that each z-layer will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of opal rather than several different types.
 +
 
 +
== Tokens not found in the raws ==
 +
These do not appear in any shipped raw file. They were found [[string dump|in the EXE]]. We can only speculate as to their syntax and meaning. Athough, some are obvious. Others may be easily discovered by modding. It is unknown whether any of these do anything.
 +
 
 +
* LIQUID_DENSITY
 +
* BUILD_COLOR
 +
* TILE_COLOR
 +
* DROWN_LEVEL - probably for plants
 +
* Probably Wood-specific, based on their positioning in the token table
 +
** DEAD_TILE
 +
** SAPLING_TILE
 +
** DEAD_COLOR
 +
** SAPLING_COLOR
 +
** SAPLING_DROWN_LEVEL
 +
** TREE_DROWN_LEVEL
 +
 
 +
 
 +
[[Category:Modding]]
 +
[[Category:Tokens]]

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)