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Editing Building token
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− | {{ | + | {{Migrated_article}} |
− | {{ | + | {{quality|unrated}}{{av}} |
− | {{ | ||
− | '''Building tokens''' control the functionality of custom | + | '''Building tokens''' control the functionality of custom buildings. |
− | All custom buildings are defined as objects of type BUILDING_WORKSHOP or BUILDING_FURNACE; | + | All custom buildings are defined as objects of type BUILDING_WORKSHOP or BUILDING_FURNACE; workshops show up in the {{K|b}}-{{K|w}} menu, while furnaces show up in the {{K|b}}-{{K|e}} menu. |
You also must add any new custom buildings to the [[Entity token|civilization]] that you want to use it. | You also must add any new custom buildings to the [[Entity token|civilization]] that you want to use it. | ||
− | Additionally, furnaces must be designed by an [[ | + | Additionally, furnaces must be designed by an [[architect]] before being constructed (and will gain [[quality]] accordingly), though they will always use the labor(s) specified in the building definition rather than ones based on the materials being used. |
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{| {{prettytable}} | {| {{prettytable}} | ||
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| {{text anchor|NAME_COLOR}} | | {{text anchor|NAME_COLOR}} | ||
| [[Color#Modding_color|fg:bg:bright]] | | [[Color#Modding_color|fg:bg:bright]] | ||
− | | The | + | | The color of the building's name when {{K|q}}uerying it. Seemingly ignored for furnaces, which are hardcoded to 4:0:1. |
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| {{text anchor|BUILD_LABOR}} | | {{text anchor|BUILD_LABOR}} | ||
| [[labor token]] | | [[labor token]] | ||
− | | The labor required to construct the custom building. If multiple BUILD_LABOR tokens are specified, then any of the indicated labors can be used to construct the building; if none are specified, then no labors are required. | + | | The labor required to construct the custom building. If multiple BUILD_LABOR tokens are specified, then any of the indicated labors can be used to construct the building; if none are specified, then no labors are required.<br />For furnaces, this labor does not come into play until after the workshop has been designed by an [[architect]]. |
|- | |- | ||
| {{text anchor|BUILD_KEY}} | | {{text anchor|BUILD_KEY}} | ||
− | + | | key token | |
− | | The shortcut key used in the Build menu for selecting the custom building. | + | | The shortcut key used in the Build menu for selecting the custom building. |
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* row | * row | ||
* colors... | * colors... | ||
− | | Specifies the | + | | Specifies the colors in which the custom building's tiles will be displayed. The first parameter is the building stage, the 2nd parameter is the row number, and subsequent parameters are either sets of 3 numbers (foreground:background:brightness) or the token "MAT" to use the color of the primary building material. MAT may not be available on BUILDING_FURNACEs.{{verify}} |
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| | | | ||
| Specifies that one of the building's tiles (other than the WORK_LOCATION) must be hanging over [[magma]] in order for the building to function. Buildings with this token also ignore the [FUEL] token in their reactions. | | Specifies that one of the building's tiles (other than the WORK_LOCATION) must be hanging over [[magma]] in order for the building to function. Buildings with this token also ignore the [FUEL] token in their reactions. | ||
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|} | |} | ||
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! Meaning | ! Meaning | ||
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− | | [{{text anchor| | + | | [{{text anchor|REACTION_CLASS}}:X] |
− | | Item material | + | | Item's material has a [REACTION_CLASS] token with the appropriate ID. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|HAS_MATERIAL_REACTION_PRODUCT}}:X] |
− | | Item material | + | | Item's material has a [MATERIAL_REACTION_PRODUCT] token with the appropriate ID. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|UNROTTEN}}] |
− | | Item | + | | Item must not be rotten, mainly for organic materials. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|CONTAINS_LYE}}] |
− | | Item | + | | Item must be a BARREL or TOOL which contains at least one item of type LIQUID_MISC made of LYE. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|POTASHABLE}}] |
− | | | + | | Alias for [CONTAINS_LYE]. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|NOT_WEB}}] |
− | | Item | + | | Item must be collected (to distinguish silk thread from webs). Only makes sense for items of type THREAD. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|WEB_ONLY}}] |
− | | Item | + | | Item must be undisturbed (to distinguish silk thread from webs). Only makes sense for items of type THREAD. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|EMPTY}}] |
− | | | + | | If the item is a container, it must be empty. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|NOT_CONTAIN_BARREL_ITEM}}] |
− | | | + | | If the item is a container, it must not contain [[lye]] or [[milk]]. Not necessary if specifying [EMPTY]. |
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|- | |- | ||
| [{{text anchor|BAG}}] | | [{{text anchor|BAG}}] | ||
| Item must be a bag - that is, a BOX made of plant fiber, silk, yarn, or leather. | | Item must be a bag - that is, a BOX made of plant fiber, silk, yarn, or leather. | ||
+ | |- | ||
+ | | [{{text anchor|GLASS_MATERIAL}}] | ||
+ | | Item material must have the [IS_GLASS] token. All 3 types of [[glass]] have this token hardcoded. | ||
|- | |- | ||
| [{{text anchor|BUILDMAT}}] | | [{{text anchor|BUILDMAT}}] | ||
| Item must be a general [[building material]] - BAR, BLOCKS, BOULDER, or WOOD. | | Item must be a general [[building material]] - BAR, BLOCKS, BOULDER, or WOOD. | ||
+ | |- | ||
+ | | [{{text anchor|FIRE_BUILD_SAFE}}] | ||
+ | | Item material must be stable at temperatures below 11000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe. | ||
+ | |- | ||
+ | | [{{text anchor|MAGMA_BUILD_SAFE}}] | ||
+ | | Item material must be stable at temperatures below 12000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe. | ||
|- | |- | ||
| [{{text anchor|CAN_USE_ARTIFACT}}] | | [{{text anchor|CAN_USE_ARTIFACT}}] | ||
| Item can be an Artifact. | | Item can be an Artifact. | ||
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|WORTHLESS_STONE_ONLY}}] |
− | | Item must be | + | | Item material must be non-[[economic]]. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|ANY_PLANT_MATERIAL}}] |
− | | | + | | Item material must be subordinate to a PLANT object. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|ANY_SILK_MATERIAL}}] |
− | | Item material must | + | | Item material must have the [SILK] token. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|ANY_YARN_MATERIAL}}] |
− | | Item material must have the [ | + | | Item material must have the [YARN] token. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|ANY_SOAP_MATERIAL}}] |
− | | Item | + | | Item material must have the [SOAP] token. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|ANY_LEATHER_MATERIAL}}] |
− | | Item must | + | | Item material must have the [LEATHER] token. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|ANY_BONE_MATERIAL}}] |
− | | Item material must | + | | Item material must have the [BONE] token. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|ANY_STRAND_TISSUE}}] |
− | | Item | + | | Item is made of a tissue having [TISSUE_SHAPE:STRANDS], intended for matching hair and wool. Must be used with [USE_BODY_COMPONENT]. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|ANY_SHELL_MATERIAL}}] |
− | | Item | + | | Item material must have the [SHELL] token. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|ANY_TOOTH_MATERIAL}}] |
− | | Item must | + | | Item material must have the [TOOTH] token. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|ANY_HORN_MATERIAL}}] |
− | | | + | | Item material must have the [HORN] token. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|ANY_PEARL_MATERIAL}}] |
− | | Item | + | | Item material must have the [PEARL] token. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|USE_BODY_COMPONENT}}] |
− | | Item must be | + | | Item must be a body part (CORPSE or CORPSEPIECE). |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|NO_EDGE_ALLOWED}}] |
− | + | | Item must not have an edge - excludes sharp stones (produced using knapping) and most types of weapon/ammo. | |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|NOT_ENGRAVED}}] |
− | | Item | + | | Item has not been engraved (excludes memorial slabs). |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|METAL_ORE}}:X] |
− | | Item must | + | | Item material must be an ore of the specified metal. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|MIN_DIMENSION}}:X] |
− | | Item must be | + | | Item's dimension must be at least this large. The item type must be BAR, POWDER_MISC, LIQUID_MISC, DRINK, THREAD, or CLOTH for this to work. |
|- | |- | ||
− | | [{{text anchor| | + | | [{{text anchor|HAS_TOOL_USE}}:X] |
− | | Item must be | + | | Item must be a [[tool]] with the specific TOOL_USE value. The item type must be TOOL:NONE for this to make any sense. |
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|} | |} | ||
{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} | ||
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