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Editing Material definition token

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The following [[token]]s can be used in [[material]] definitions (whether for inorganics or those within plants and creatures) as well as in [[:Category:material template raw pages|material templates]].
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The following [[token]]s can be used in [[material]] definitions (whether for inorganics or those within plants and creatures) as well as in [[material templates]].
  
 
__TOC__
 
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* <template name>
 
* <template name>
| Resets all material tokens back to their default values, then imports the tokens of the specified preexisting material template (overriding any tokens defined prior to itself in the material). This means USE_MATERIAL_TEMPLATE should be the first token present in any material using it. It cannot be used inside of a [MATERIAL_TEMPLATE:X] which prevents the creation of nested material template structures.
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| Imports the properties of the specified preexisting material template.  
  
 
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*<value>
 
*<value>
| Specifies (in kg/mol) the molar mass of the material in gaseous form. Only affects combat calculations like the densities, and only for attacks made by gases (e.g. forgotten beasts made of steam).
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| Specifies (in kg/mol) the molar mass of the material in gaseous form. Also affects combat calculations like the densities, but only for attacks made by gases (e.g. forgotten beasts made of steam).
  
 
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*<value>
 
*<value>
| Determines effectiveness of soap - if the amount of grime on a body part is more than 3-SOAP_LEVEL, it sets it to 3-SOAP_LEVEL; as such setting it above 3 is bad. [[Soap]] has [SOAP_LEVEL:2]. Defaults to 0.
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| [[Soap]] has [SOAP_LEVEL:2]. Effects unknown. Defaults to 0.
  
 
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| Begins defining a [[syndrome]] applied by the material. Multiple syndromes can be specified. See [[Syndrome token]].
 
| Begins defining a [[syndrome]] applied by the material. Multiple syndromes can be specified. See [[Syndrome token]].
 
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| {{text_anchor|ANTLER}}
 
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| Found in the raws of several antler-wielding animals. It is used to show an antler as bodypart.
 
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| {{text_anchor|HAIR}}
 
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| Probably used in graphics.
 
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| {{text_anchor|FEATHER}}
 
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| Probably used in graphics.
 
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|-
 
| {{text_anchor|SCALE}}
 
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| Probably used in graphics.
 
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| {{text_anchor|HOOF}}
 
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| Probably used in graphics.
 
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| {{text_anchor|CHITIN}}
 
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| Probably used in graphics.
 
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| {{text_anchor|CARTILAGE}}
 
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| Probably used in graphics.
 
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| {{text_anchor|NERVOUS_TISSUE}}
 
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| Probably used in graphics.
 
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| {{text_anchor|MEAT_CATEGORY}}
 
| category
 
| Probably used in graphics. The following values for "category" are used in the vanilla raws: STANDARD, EYE, BRIAN, LUNG, HEART, LIVER, INTESTINES, STOMACH, GIZZARD, PANCREAS, SPLEEN, KIDNEY.
 
 
|}
 
|}
 
 
 
  
 
===Material states===
 
===Material states===
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| {{text_anchor|HAIR}}
 
| {{text_anchor|HAIR}}
 
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| Classifies the material as hair, allowing for its use for spinners and restriction from refuse stockpiles by material.
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| Classifies the material as hair, allowing for it's restriction from stockpiles by material. (Has no current use in v50, other than displaying raw materials as hair, and restricting from refuse stockpiles).{{verify}}
  
 
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| Material will rot if not stockpiled appropriately. Currently only affects [[food]] and [[refuse]], other items made of this material will not rot.
 
| Material will rot if not stockpiled appropriately. Currently only affects [[food]] and [[refuse]], other items made of this material will not rot.
 
|-
 
| {{text_anchor|NERVOUS_TISSUE}}
 
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| In most living creatures, it controls many bodily functions and movements by sending signals around the body. See: [[Nervous tissue]]
 
  
 
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|-
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| {{text_anchor|ITEMS_METAL}}
 
| {{text_anchor|ITEMS_METAL}}
 
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| The material can be made into minecarts, wheelbarrows, and stepladders at the metalsmith's forge.
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| Allows the creation of metal furniture at the metalsmith's forge.
  
 
|-
 
|-
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| {{text_anchor|ITEMS_SOFT}}
 
| {{text_anchor|ITEMS_SOFT}}
 
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| The material can be made into clothing, amulets, bracelets, earrings, backpacks, and quivers, contingent on which workshops accept the material. Given to [[plant fiber]], [[silk]] and [[wool]].
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| Random [[finished goods|crafts]] made from this material cannot be made into rings, crowns, scepters or figurines. Given to [[plant fiber]], [[silk]] and [[wool]].
  
 
|-
 
|-
 
| {{text_anchor|ITEMS_HARD}}
 
| {{text_anchor|ITEMS_HARD}}
 
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| The material can be made into furniture, crafts, mechanisms, and blocks, contingent on which workshops accept the material. Random [[finished goods|crafts]] made from this material include all seven items. Given to [[stone]], [[wood]], [[bone]], [[shell]], [[chitin]], [[nail|claws]], [[tooth|teeth]], [[horn|horns]], [[horn|hooves]] and [[wax|beeswax]]. [[Hair]], [[pearl|pearls]] and eggshells also have the tag.
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| Random [[finished goods|crafts]] made from this material include all seven items. Given to [[stone]], [[wood]], [[bone]], [[shell]], [[chitin]], [[nail|claws]], [[tooth|teeth]], [[horn|horns]], [[horn|hooves]] and [[wax|beeswax]]. [[Hair]], [[pearl|pearls]] and eggshells also have the tag.
  
 
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|-
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| {{text_anchor|IS_GLASS}}
 
| {{text_anchor|IS_GLASS}}
 
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| Used internally by green glass, clear glass, and crystal glass. Appears to only affect the [[Reaction#GLASS_MATERIAL|[GLASS_MATERIAL]]] reaction token. Does not cause the game to treat the material like glass, i.e being referred to as "raw" instead of "rough" in its raw form or being displayed in the "glass" trade/embark category.
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| Used internally by green glass, clear glass, and crystal glass.
 
 
|-
 
| {{text_anchor|IS_CERAMIC}}
 
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| Defines the material as a ceramic. Examples include CERAMIC_EARTHENWARE, CERAMIC_STONEWARE and CERAMIC_PORCELAIN.
 
  
 
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| {{text_anchor|ITEMS_QUERN}}
 
| {{text_anchor|ITEMS_QUERN}}
 
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| Querns and millstones can be made out of this material. Does not appear to work.
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| Querns and millstones can be made out of this material.{{verify}}
 
|}
 
|}
  

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