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  • ...lants and creatures) as well as in [[:Category:material template raw pages|material templates]]. ==Material properties==
    32 KB (4,815 words) - 16:17, 2 April 2024
  • ...ether for inorganics or those within plants and creatures) as well as in [[material templates]]. ==Material properties==
    30 KB (4,452 words) - 03:41, 20 December 2022
  • ...whether for inorganics or those within plants and creatures) as well as in material templates. ==Material Properties==
    23 KB (3,482 words) - 20:09, 10 March 2014
  • ...whether for inorganics or those within plants and creatures) as well as in material templates. ==Material Properties==
    21 KB (3,318 words) - 20:10, 10 March 2014
  • ...ustom civilization a reaction to produce "star metal" or some other custom material, only they will be able to use it. [REAGENT:<name>:<quantity>:<item token>:<material token>][...modifiers...]
    64 KB (9,534 words) - 23:14, 1 May 2024
  • but it leaves [C:6:0:1]Boulders[C:7:0:0] which are an essential building material. Most [C:6:0:0]Workshops[C:7:0:0] require building material, such as [C:6:0:1]Wood[C:7:0:0] or [C:6:0:1]Boulders[C:7:0:0].
    931 KB (148,541 words) - 18:41, 1 December 2023
  • Creature Tissue Material Failure: : Special attack material missing state -- set to liquid
    795 KB (120,124 words) - 03:34, 25 February 2020
  • ...ken, where plant_ID is a unique identifier for the plant, and that plant's properties are then defined using the tokens listed below. | {{text anchor|MATERIAL}}
    21 KB (3,298 words) - 06:53, 24 April 2024
  • ...with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens. All * <[[material token]]>
    110 KB (16,803 words) - 06:57, 4 May 2024
  • {{Material properties}} ...icular, the game has a number of variables that describe what happens to a material when it's put under stress.
    23 KB (2,996 words) - 01:37, 17 January 2024
  • {{Material properties}} ...icular, the game has a number of variables that describe what happens to a material when it's put under stress.
    24 KB (3,019 words) - 08:54, 28 February 2024
  • {{Material properties}} ...ar, the game now has a number of variables that describe what happens to a material when it's put under stress.
    11 KB (1,876 words) - 05:18, 16 February 2020
  • The <code>[OBJECT:CREATURE]</code> [[token]] defines the properties of [[creatures]]; <!-- The exact nature of this creatures is further specif * <[[material token]]>
    102 KB (15,512 words) - 00:24, 25 January 2024
  • Graphically, each weapon's color palette will change according to the material used to make them, though this is currently the case with only dwarves. Wit ...nce they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.
    60 KB (8,739 words) - 05:12, 7 January 2024
  • ...nce they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them. (* of whatever material the ranged weapon is constructed from)
    56 KB (8,131 words) - 13:05, 6 January 2024
  • * [[material token]] * [[material token]]
    52 KB (7,911 words) - 13:53, 19 November 2021
  • The <code>[OBJECT:PLANT]</code> [[token]] defines the properties of [[plant]]s; this being a full list of all known plant tokens. | {{text anchor|MATERIAL}}
    19 KB (2,994 words) - 22:17, 16 January 2023
  • | MATERIAL | Starts defining a new local plant material with the given name and '''no''' properties.{{verify}}
    10 KB (1,474 words) - 03:12, 30 December 2011
  • | MATERIAL | Starts defining a new local plant material with the given name and '''no''' properties.
    10 KB (1,479 words) - 16:53, 6 September 2013
  • * [[material token]] | [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)
    67 KB (9,951 words) - 13:53, 19 November 2021
  • ...that, we have the body of the entry, which determines the entry's specific properties. ...inorganic materials file, and the tissue is subsequently made out of this material. With us so far?
    71 KB (11,124 words) - 22:51, 28 April 2024
  • ...that, we have the body of the entry, which determines the entry's specific properties. ...inorganic materials file, and the tissue is subsequently made out of this material. With us so far?
    63 KB (9,874 words) - 03:43, 20 December 2022
  • ...efore any [[metal industry]] is up and running, and they only need the raw material ([[bone]] or [[Skin|tanned hide]]s) and a [[craftsdwarf's workshop]] or [[l ...is ''not'' the same as "leather armor", even if it consumes identical raw material. Protective leather armor that can be produced from the [[leather works]] i
    92 KB (14,678 words) - 18:35, 8 May 2024
  • ...nce they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them. ...do little blunt impact damage, due to the poor [[material science|material properties]] of wood. They were intended for avoiding injuries to training dwarves du
    34 KB (4,681 words) - 21:56, 30 March 2015
  • ...efore any [[metal industry]] is up and running, and they only need the raw material ([[bone]] or [[Skin|tanned hide]]s) and a [[craftsdwarf's workshop]] or [[l ...is ''not'' the same as "leather armor", even if it consumes identical raw material. Leather armor is a form of "military" armor, and non-military dwarves will
    75 KB (12,156 words) - 19:50, 13 February 2023
  • ...many [[Material]] properties on combat are somewhat understood (see the [[Material science]] page). ...to use the progression Silver->Copper->Iron->Bronze->Steel->Adamantine for material strength
    6 KB (1,013 words) - 17:31, 1 March 2014
  • ...many [[material]] properties on combat are somewhat understood (see the [[Material science]] page.
    28 KB (4,610 words) - 03:16, 20 December 2022
  • ...many [[material]] properties on combat are somewhat understood (see the [[Material science]] page.
    28 KB (4,740 words) - 05:27, 14 May 2024
  • ...DF, but it's a simple matter to add them to inorganic materials. When the material is injected, touched, inhaled, or ingested (depending on the syndrome), the ...e any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.
    30 KB (4,766 words) - 17:29, 1 October 2018
  • ...that, we have the body of the entry, which determines the entry's specific properties. ...inorganic materials file, and the tissue is subsequently made out of this material. With us so far?
    51 KB (8,103 words) - 09:54, 13 June 2016
  • | Material is [[fire-safe]] | Material is [[magma-safe]]
    11 KB (1,632 words) - 21:44, 6 February 2024
  • | Material is [[fire-safe]] | Material is [[magma-safe]]
    11 KB (1,629 words) - 07:23, 20 April 2024
  • * Blunt weapons seem to use density for material strength ...to use the progression Silver->Copper->Bronze->Iron->Steel->Adamantine for material strength
    5 KB (845 words) - 03:24, 14 December 2011
  • ...or hide each item if you want (see [[#Setting Item Properties|Setting Item Properties]]). ...{{K|-}} {{K|+}} to scroll through this list and set their properties. The material that the building is made of will also appear.
    64 KB (10,735 words) - 21:26, 12 August 2014
  • | Material is [[fire-safe]] | Material is [[magma-safe]]
    8 KB (1,241 words) - 21:44, 6 February 2024
  • |properties= * [[Material value]] 5
    3 KB (423 words) - 14:01, 7 May 2024
  • |properties= * [[Material value]] 5
    3 KB (416 words) - 03:11, 20 December 2022
  • ....jpg|thumb|300px|right|Different types of pure metals.]]'''Metal''' is a [[material]] extracted from [[ore]] at a [[smelter]], turning the ore into '''bars''' ...ow]]), which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased [[Item value|value]].
    24 KB (3,054 words) - 22:11, 22 December 2022
  • [[File:metal_sprites_preview.png|right]]'''Metal''' is a [[material]] extracted from [[ore]] at a [[smelter]], turning the ore into '''[[Bar|ba ...ow]]), which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased [[Item value|value]].
    25 KB (3,229 words) - 09:21, 31 October 2023
  • ...ar, the game now has a number of variables that describe what happens to a material when it's put under stress. ...and the object can respond differently based on its material and how that material handles different stresses.
    4 KB (698 words) - 12:22, 19 July 2012
  • ...metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased [[Item value|value]]. The ...5). This value is then multiplied against the [[value#Material multipliers|material multiplier]] of the metal to give the final value for the bar.
    22 KB (2,743 words) - 11:37, 30 June 2014
  • ...metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased [[Item value|value]]. The ...5). This value is then multiplied against the [[value#Material multipliers|material multiplier]] of the metal to give the final value for the bar.
    22 KB (2,762 words) - 05:07, 17 February 2012
  • ...atch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this ...serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it), and any changes beyond what a
    286 KB (44,767 words) - 10:59, 17 January 2022
  • === Material === ! Material !! Workshop !! Labor !! Notes
    64 KB (10,487 words) - 21:31, 24 November 2014
  • === Material States === Unrecognized Material State Token:
    311 KB (47,240 words) - 11:27, 4 October 2011
  • ...that, we have the body of the entry, which determines the entry's specific properties. ...inorganic materials file, and the tissue is subsequently made out of this material. With us so far?
    34 KB (5,491 words) - 22:52, 1 March 2016
  • ...remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be requir ...e outside world when the game starts (see [[Mission]]). They have the same properties and quality as any artifact your fortress could have produced, and may be s
    51 KB (8,136 words) - 13:53, 17 April 2024
  • Different graphics can be defined for the same creature based on some properties about it. Below is a list of all the basic "creature texture" types that ca * material flag
    27 KB (4,147 words) - 06:51, 24 April 2024
  • ...remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be requir ...e outside world when the game starts (see [[Mission]]). They have the same properties and quality as any artifact your fortress could have produced, and may be s
    49 KB (7,895 words) - 04:00, 20 December 2022
  • *Weapons originating from strange moods can be made from almost any material: while it is never normally possible to manufacture a [[bone]] spear, for e ...od and bone crossbows are made by a [[bowyer]] at a bowyer's workshop. The material of a crossbow does not affect its firing ability, only its melee damage. A
    22 KB (2,920 words) - 18:20, 26 July 2021
  • MATERIAL Unrecognized Material Template:
    248 KB (37,728 words) - 00:28, 8 August 2013
  • ...rial]] system has been rewritten, and just about everything is made from a material now. * The [[color]] of a base [[material]] will now have more effects - a [[wagon]] made out of featherwood will ref
    34 KB (5,534 words) - 19:32, 21 February 2023
  • |properties= * [[Material value]] 300
    11 KB (1,757 words) - 12:47, 8 May 2014
  • :''For information on the physical properties of materials, see [[Material science]]. [[File:Dwarf_Fortress_material_cheatsheet_by_DeXoteric.jpg|thumb|right|200px|Material Cheatsheet showing small rooms made of stone, wood, metal, glass and cerami
    4 KB (576 words) - 05:32, 20 April 2024
  • |properties= * [[Material value]] 300
    13 KB (2,059 words) - 08:13, 13 May 2024
  • |properties= * [[Material value]] 300
    12 KB (1,916 words) - 02:09, 13 March 2024
  • ...DF, but it's a simple matter to add them to inorganic materials. When the material is injected, touched or inhaled (depending on the syndrome), the creature s ...e any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.
    18 KB (2,922 words) - 10:56, 3 March 2012
  • :''For the tokens that define an individual material's properties, see [[Material definition token]].'' Material tokens are used to refer to various types of materials in a wide variety of
    4 KB (619 words) - 03:41, 20 December 2022
  • :''For the tokens that define an individual material's properties, see [[Material definition token]].'' Material tokens are used to refer to various types of materials in a wide variety of
    4 KB (617 words) - 16:14, 2 April 2024
  • ...ds to the difficulty of its production, with green glass having the lowest material value (2), clear glass intermediate (5), and crystal glass the highest (10) ...tend to disappear instantly (a property seemingly shared by every organic material), but '''built''' glass furniture will survive indefinitely when covered wi
    3 KB (438 words) - 19:27, 10 April 2014
  • :''For information on the physical properties of materials, see [[Material science]]. ...rom which objects can be created. Different materials have different base properties (including [[Value#Material_multipliers|value multipliers]] which can signi
    3 KB (456 words) - 03:41, 20 December 2022
  • ...to disappear instantly (a property seemingly shared by every non-INORGANIC material), but '''built''' glass furniture will survive indefinitely when covered wi ==Physical Properties==
    3 KB (438 words) - 18:29, 31 July 2012
  • ...ds to the difficulty of its production, with green glass having the lowest material value (2), clear glass, intermediate (5), and crystal glass, the highest (1 ==Physical properties==
    4 KB (674 words) - 16:02, 20 February 2024
  • ...ds to the difficulty of its production, with green glass having the lowest material value (2), clear glass, intermediate (5), and crystal glass, the highest (1 ==Physical properties==
    4 KB (564 words) - 03:30, 20 December 2022
  • | Appears before the name of the garment's material. E.g. "long cow leather skirt" | How much material is needed to make the item. Most important with bars. The number of bars re
    7 KB (1,131 words) - 02:58, 22 December 2022
  • :''For information on the physical properties of materials, see [[Material science]] ...rom which objects can be created. Different materials have different base properties, including [[Value#Material_multipliers|value multipliers]] which can signi
    3 KB (427 words) - 15:49, 3 December 2013
  • | Appears before the name of the garment's material. E.g. "long cow leather skirt" | How much material is needed to make the item. Most important with bars. The number of bars re
    7 KB (1,131 words) - 21:27, 31 March 2024
  • :''For information on the physical properties of materials, see [[Material science]] ...rom which objects can be created. Different materials have different base properties, including [[Value#Material_multipliers|value multipliers]] which can signi
    3 KB (422 words) - 01:05, 5 February 2013
  • ...m value''' is determined by a number of factors: the form of the item, the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s ...e form of the item (e.g. [[block]] ''or'' [[statue]]) multiplied by the '''material multiplier''' (e.g. [[granite]] ''or'' [[gold]]), multiplied by the '''qual
    20 KB (2,409 words) - 19:00, 8 May 2024
  • ...m value''' is determined by a number of factors: the form of the item, the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s ...e form of the item (e.g. [[block]] ''or'' [[statue]]) multiplied by the '''material multiplier''' (e.g. [[granite]] ''or'' [[gold]]), multiplied by the '''qual
    18 KB (2,267 words) - 20:35, 3 February 2014
  • ...m value''' is determined by a number of factors: the form of the item, the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s ...e form of the item (e.g. [[block]] ''or'' [[statue]]) multiplied by the '''material multiplier''' (e.g. [[granite]] ''or'' [[gold]]), multiplied by the '''qual
    20 KB (2,466 words) - 03:36, 20 December 2022
  • ...material of tree tiles, which are composed of generic structural [[plant]] material, but is instead dropped from trees as '''logs''' [[File:wooden_log_sprite.p ...nly produced by the death of a wagon. All wood possesses the same material properties except its density (which affects the weight of an item) and color. It is b
    27 KB (3,787 words) - 21:37, 22 February 2024
  • ...the actual material of tree tiles, which are composed of generic [[plant]] material, but is instead dropped from trees as '''logs''' {{Tile|▬|6:0}}, the raw ...nly produced by the death of a wagon. All wood possesses the same material properties except its density (which affects the weight of an item) and color. It is b
    20 KB (2,724 words) - 14:32, 3 February 2023
  • ...dwarf's [[profession]], to the natural color of a terrain feature, to the material an item is made of. === Colors are assigned based on material and other raw values ===
    58 KB (7,047 words) - 03:16, 20 December 2022
  • ...piercing stab, and a blunt pommel strike. For a greater discussion on the properties of the weapons themselves, see [[weapon]]. ...|mass]] and [[density]] are the most important [[material science|material properties]] (for this reason the best blunt weapons tend to be both heavier and slowe
    6 KB (978 words) - 03:07, 20 December 2022
  • ...piercing stab, and a blunt pommel strike. For a greater discussion on the properties of the weapons themselves, see [[weapon]]. ...|mass]] and [[density]] are the most important [[material science|material properties]] (for this reason the best blunt weapons tend to be both heavier and slowe
    6 KB (978 words) - 00:19, 21 December 2022
  • | How much material is needed to make the item. Most important with bars. The number of bars re | Metal versions of this item will have "chain" added between the material and item name.
    7 KB (1,077 words) - 18:51, 17 March 2014
  • ...''' is determined by the base value of the object with multipliers for the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s ...of the form of the object (a [[stone]], a [[statue]]) multiplied by the '''material multiplier''' ([[granite]], [[gold]]) and by the '''quality modifier''' (fi
    18 KB (2,212 words) - 02:40, 2 July 2012
  • ...rated, in this case at year 125, since stopping history too soon can limit material availability for embark and trade. For your first game, find a site with the following properties:
    94 KB (16,288 words) - 19:50, 3 January 2023
  • ...dwarf's [[profession]], to the natural color of a terrain feature, to the material an item is made of. === Colors are assigned based on material and other raw values ===
    60 KB (7,271 words) - 13:03, 9 December 2023
  • ...se of their reduced size. As with all edged weapons, metals with good edge properties are most effective. ==Properties==
    3 KB (409 words) - 14:23, 26 June 2023
  • ...se of their reduced size. As with all edged weapons, metals with good edge properties are most effective. ==Properties==
    3 KB (424 words) - 08:38, 14 January 2023
  • ...aining magma [833]. Minecarts used for this must be made of [[magma-safe]] material. ...ck stop, dangerous overflow can be prevented by making the track stop of a material that will melt/burn once the reservoir begins to overflow.
    26 KB (4,225 words) - 17:40, 14 March 2024
  • ...at the world has been generated, since stopping history too soon can limit material availability for embark and trade. For your first game, find a site with the following properties:
    86 KB (14,760 words) - 04:47, 17 March 2024
  • == Properties == {{Material properties}}
    18 KB (3,181 words) - 22:16, 16 March 2024
  • == Properties == {{Material properties}}
    17 KB (2,946 words) - 04:06, 20 December 2022
  • ...r anything else that makes it unique. All information associated with the properties of an object in the game is defined using tokens. Tokens are found in the [ :* [[Creature token]]s determine the properties of creatures.
    3 KB (490 words) - 13:05, 4 January 2023
  • ...r anything else that makes it unique. All information associated with the properties of an object in the game is defined using tokens. Tokens are used in the [[ :* [[Creature token]]s determine the properties of creatures.
    3 KB (504 words) - 13:54, 22 February 2024
  • |properties= * [[Material value]] 300
    9 KB (1,095 words) - 03:19, 20 December 2022
  • |properties= * [[Material value]] 200
    10 KB (1,220 words) - 18:52, 6 May 2024
  • ...civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for thin | Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag
    40 KB (5,917 words) - 22:41, 3 September 2021
  • {{Material properties}} ...eaction]]s and custom buildings using the [MAGMA_BUILD_SAFE] token, only a material which is solid and stable at the temperature {{ct|12000}} (i.e. MELTING_POI
    15 KB (2,204 words) - 03:40, 20 December 2022
  • ...eaction]]s and custom buildings using the [MAGMA_BUILD_SAFE] token, only a material which is solid and stable at the temperature {{ct|12000}} (i.e. MELTING_POI ...to construct mechanisms, blocks or other pump components from a magma-safe material, you have several choices:
    16 KB (2,440 words) - 01:00, 13 March 2024
  • {{Material properties}} ...eaction]]s and custom buildings using the [MAGMA_BUILD_SAFE] token, only a material which is solid and stable at the temperature {{ct|12000}} (i.e. MELTING_POI
    13 KB (1,888 words) - 03:11, 8 July 2014
  • |properties= * [[Material value]] 10
    2 KB (332 words) - 16:47, 7 May 2024
  • |properties= * [[Material value]] 10
    2 KB (303 words) - 03:57, 20 December 2022
  • ...aining magma [833]. Minecarts used for this must be made of [[magma-safe]] material. ...ck stop, dangerous overflow can be prevented by making the track stop of a material that will melt/burn once the reservoir begins to overflow.
    25 KB (4,141 words) - 03:40, 20 December 2022
  • ...piercing stab, and a blunt pommel strike. For a greater discussion on the properties of the weapons themselves, see [[weapon]]. ...[mass]] and [[density]] are the most important [[material science|material properties]] (for this reason the best blunt weapons tend to be both heavier and slowe
    3 KB (541 words) - 22:59, 6 July 2013
  • ...tered during an attack, while armor suffers wear depending on the material properties of the body part/weapon hitting it. The chance depends on their relative fr ...t over time, due to normal usage. This happens regardless of [[adamantine|material]].
    5 KB (784 words) - 18:26, 16 March 2024
  • ...ire, while the rollers/bookbinding becomes a decoration and is ignored for material checks.<br> If a [[library]] with available book-space is present, written ...sformation currently discards some of the quire's properties (text length, material value, etc.).{{bug|9409}} This makes codices a terrible way to generate wea
    20 KB (3,119 words) - 16:46, 18 October 2023
  • ...tered during an attack, while armor suffers wear depending on the material properties of the body part/weapon hitting it. The chance depends on their relative fr ...t over time, due to normal usage. This happens regardless of [[adamantine|material]].
    5 KB (783 words) - 02:20, 12 December 2023
  • ...ire, while the rollers/bookbinding becomes a decoration and is ignored for material checks. ...sformation currently discards some of the quire's properties (text length, material value, etc.).{{bug|9409}} This makes codices a terrible way to generate wea
    20 KB (3,168 words) - 14:07, 21 February 2024
  • '''Armor material effectiveness changed recently. [http://www.bay12forums.com/smf/index.php? ...t steel-equipped ones. A weapon has difficulty piercing armor of the same material (e.g. steel short swords vs. steel armor). However, blunt weapons (such as
    55 KB (8,798 words) - 01:55, 17 February 2012
  • ...a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''. [[Decoration]]s (su Item quality can have an effect on an item's properties, especially [[armor]] and [[weapons]].
    18 KB (2,023 words) - 17:12, 13 December 2023
  • For your first game, find a site with the following properties: ==Building material==
    82 KB (14,401 words) - 12:46, 20 June 2018
  • ...ck stop, dangerous overflow can be prevented by making the track stop of a material that will melt/burn once the reservoir begins to overflow. ==Properties of magma==
    19 KB (3,079 words) - 14:48, 26 May 2017
  • ...ns) or anything that makes it unique. All information associated with the properties of an object in the game is defined using tokens. Tokens are found in the [ :* [[Creature token]]s determine the properties of creatures.
    2 KB (326 words) - 13:04, 4 January 2023
  • {{Material properties}} ...erty]] of [[material]]s. As with [[Material science#Mechanical Performance Properties|yield and fracture]], there are six types of strain at yield, one for each
    2 KB (304 words) - 00:48, 18 January 2024
  • {{infoheader|Properties}} * [[Material value]] 1
    2 KB (230 words) - 03:07, 20 December 2022
  • {{Material properties}} ...erty]] of [[material]]s. As with [[Material science#Mechanical Performance Properties|yield and fracture]], there are six types of strain at yield, one for each
    2 KB (231 words) - 05:41, 1 September 2016
  • {{Material properties}} ...erty]] of [[material]]s. As with [[Material science#Mechanical Performance Properties|yield and fracture]], there are six types of strain at yield, one for each
    2 KB (231 words) - 04:00, 20 December 2022
  • ...culated separately and added to the final value). All furniture has both a material multiplier and quality modifier. Quality is dependent on the relative [[ski ...reference, the furniture industry is broken down into discussion by basic material ([[wood]], [[stone]], etc.), and then by [[workshop]].
    17 KB (2,483 words) - 21:36, 22 July 2023
  • ...culated separately and added to the final value). All furniture has both a material multiplier and quality modifier. Quality is dependent on the relative [[ski ...reference, the furniture industry is broken down into discussion by basic material ([[wood]], [[stone]], etc.), and then by [[workshop]].
    17 KB (2,463 words) - 20:29, 28 July 2021
  • ...culated separately and added to the final value). All furniture has both a material multiplier and quality modifier. Quality is dependent on the relative [[ski ...reference, the furniture industry is broken down into discussion by basic material ([[wood]], [[stone]], etc.), and then by [[workshop]].
    17 KB (2,425 words) - 10:00, 31 July 2021
  • ===Material Reaction Products=== ===Material Definitions===
    24 KB (3,479 words) - 22:33, 17 July 2015
  • ...culated separately and added to the final value). All furniture has both a material multiplier and quality modifier. Quality is dependent on the relative [[ski ...reference, the furniture industry is broken down into discussion by basic material ([[wood]], [[stone]], etc.), and then by [[workshop]].
    17 KB (2,483 words) - 03:25, 20 December 2022
  • ...civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for thin | Links a material glossary to the creature. It is hardcoded, and there is only 1 type of tag.
    42 KB (6,298 words) - 20:38, 25 July 2021
  • == Properties == Fluids in Dwarf Fortress act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a
    13 KB (2,276 words) - 14:22, 14 July 2016
  • ...metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses and/or [[Item value|value]]. The metal ...5). This value is then multiplied against the [[value#Material multipliers|material multiplier]] of the metal.
    10 KB (1,487 words) - 15:01, 8 December 2011
  • ...a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''. [[Decoration]]s (su Item quality can have an effect on an item's properties, especially [[armor]] and [[weapon]]s.
    22 KB (2,553 words) - 01:04, 14 May 2024
  • ...an be made of all materials, and similar materials may have very different properties. For instance, [[obsidian]] is the only [[stone]] that can be used to make ...are working with that material, and perceive items (or rooms) made of that material as higher [[quality]], which can give them happy [[thought|thoughts]].
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  • == Anvil Properties == ...egardless of their [[fire-safe|fire]] or [[magma-safe|magma]] safety. The material used does not seem to affect the performance of the forge, nor does the anv
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  • == Anvil Properties == ...make anvils out of other metals, and these can be used in any forge. The material used does not seem to affect the performance of the forge. Neither does th
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  • == Anvil Properties == Anvils may be made of [[iron]], [[steel]] or [[adamantine]]. The material used does not seem to affect the performance of the forge. Neither does th
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  • {{infoheader|Properties}} * [[Material value]] 300
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  • The ''Uses'' column lists any special uses or properties of this particular stone type; if no uses are listed, you can always use th ...ble. See [[adamantine]] for a full discussion of this unusual and ultimate material.
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  • {{infoheader|Properties}} * [[Material value]] 300
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  • |properties= * [[Material value]] 300
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  • |properties= * [[Material value]] 2
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  • The various SPEC_HEAT tokens control a material's '''specific heat''' capacity. ...ore or less, the amount of energy it takes to raise the temperature of the material from one temperature to another. Gold, for instance, has a very low specif
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  • ...ere ''entity_ID'' is a unique identifier for that entity, and the entity's properties are then specified by the use of further entity tokens; or, tokens can be a * inorganic material
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  • |properties= * [[Material value]] 30
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  • ...the properties of the tile. There are various things that care about these properties, such as farming. Some plants can only be grown indoors, and some need to b ...ots are usually the first buildings you'll make that require more than one material - it takes three to make one. Like most buildings they can be made from raw
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  • The ''Uses'' column lists any special uses or properties of this particular stone type; if no uses are listed, you can always use th ...oilers!) [[adamantine]] for a full discussion of this unusual and wondrous material.
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  • The ''Uses'' column lists any special uses or properties of this particular stone type; if no uses are listed, you can always use th ...''). See [[adamantine]] for a full discussion of this unusual and wondrous material.
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  • The ''Uses'' column lists any special uses or properties of this particular stone type; if no uses are listed, you can always use th ...oilers!) [[adamantine]] for a full discussion of this unusual and wondrous material.
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  • The ''Uses'' column lists any special uses or properties of this particular stone type; if no uses are listed, you can always use th ...''). See [[adamantine]] for a full discussion of this unusual and wondrous material.
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  • |properties= * [[Material value]] 6
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  • ...nd item left over from [[mining]], it refers to the specific object of raw material that is carried to a workshop of some type, or can be used as-is for [[cons ...ey're all just "stones". Besides minerals, some rocks may include organic material; such rocks include [[bituminous coal]] (made of dead bog things) or [[lime
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  • ...As projectiles, however, ammunition is also affected by the density of the material and the volume of the individual arrow, bolt, or dart. ...]] of the ammunition and the [[material science|physical properties of the material]] in combat. The type of ammunition and the weapon used to fire the ammunit
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  • ...As projectiles, however, ammunition is also affected by the density of the material and the volume of the individual arrow, bolt, or dart. ...]] of the ammunition and the [[material science|physical properties of the material]] in combat. The type of ammunition and the weapon used to fire the ammunit
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  • ...a dwarf's [[profession]] to the natural color of a terrain feature to the material an item is made of. While the foreground, background and brightness shown in the [[Material definition token|RAW]] files will be applied to [[wall]]s, the [[stone|mine
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  • |properties= * [[Material value]] 30
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  • ...h its direct effect on item [[weight]], but as [[material science|material properties]] go, its implementation is sometimes underwhelming - witness the incredibl ...o calculate an item's weight, along with the [[density]] of the underlying material(s):
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  • ...As projectiles, however, ammunition is also affected by the density of the material and the volume of the individual arrow, bolt, or dart. ...]] of the ammunition and the [[material science|physical properties of the material]] in combat. The type of ammunition and the weapon used to fire the ammunit
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  • |properties= * [[Material value]] 30
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  • |properties= * [[Material value]] 30
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  • ...nd item left over from [[mining]], it refers to the specific object of raw material that is carried to a workshop of some type, or can be used as-is for [[cons ...ey're all just "stones". Besides minerals, some rocks may include organic material; such rocks include [[bituminous coal]] (made of dead bog things) or [[lime
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  • * Right-click on the Solution, and select "Properties" * Go to "configuration properties"–&gt;"Configuration"
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  • {{infoheader|Properties}} * [[Material value]] 2
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  • ...is [[fire-safe]] and (somehow) [[magma-safe]] as well, making it a usable material when working with [[magma]]. {{gamedata|{{raw|DF2012:hardcoded_materials.txt|MATERIAL|ASH}}}}
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  • ...translated to item definitions as well. Size, along with the underlying [[material]]'s [[density]], is used to calculate an item's [[weight]]: ...m through its affect on overall weight, but as [[material science|material properties]] go, its implementation in the game is somewhat underwhelming - witness th
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  • ...''pieces'' of amber behind when killed. Amber has the exact same material properties as snow, [[mud]], and [[vomit]] – even punching it a few times will proba {{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|AMBER}}}}
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  • ...can also be used to create [[window]]s and are often required as a source material for [[legendary artifact]]s. Gem-encrusted [[weapon]]s and [[armor]] can be ...which is used for decorating) are referred to as a plural version of their material such as "round brilliant cut peridots" or "cushion green diamond cabochons"
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  • {{Material properties}} ...ixed temperature, but the game does not recognize it as fire-safe building material. More esoteric fire-safe materials include [[ash]], [[potash]], [[pearlash]
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  • ...h its direct effect on item [[weight]], but as [[material science|material properties]] go, its implementation is sometimes underwhelming - witness the incredibl ...o calculate an item's weight, along with the [[density]] of the underlying material(s):
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  • ...erty]] of [[material]]s. As with [[Material science#Mechanical Performance Properties|yield and fracture]], there are six types of strain at yield, one for each ...tated above, only [IMPACT_STRAIN_AT_YIELD] has been observed to affect the material. Lower strain at yield materials will shatter when hit by an impact, even i
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  • {{Material properties}} ...ixed temperature, but the game does not recognize it as fire-safe building material. More esoteric fire-safe materials include [[ash]], [[potash]], [[pearlash]
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  • # The dwarf finds a suitable nearby (or the farthest) raw material. (if any stockpiles are set to give to the workshop, only linked stockpiles ...ce is accessed by clicking on it. This will open a new window showing the properties and controls of the workshop. The top section will show the name of the wo
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  • ...seless items, like wrong-sized clothing or weapons made of inappropriate [[material]]s, can always be sold to the next [[caravan]]. ..., the metal equipment can be [[Melt item|melted down]] to serve as the raw material for superior, dwarf-made arms and armor.
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  • ...vans, as wooden weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. Even metal-poor dwarves can cheaply make sup ...ed container, and all items «[[decoration|decorated]]» with a prohibited [[material]]. If you want to sell food or liquid to elves, it's best to use a [[large
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  • {{infoheader|Properties}} * [[Material value]] 2
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  • ...''pieces'' of amber behind when killed. Amber has the exact same material properties as snow, [[mud]], and [[vomit]] – even punching it a few times will proba {{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|AMBER}}}}
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  • |properties= * [[Material value]] 10
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  • ...walls and floors with stone and wood, but are also capable of putting the material into a quantum state where they cannot be moved or destroyed by conventiona ...her short swords or bed, are actually quantum transformers where the basic properties of matter are altered : beds are made of standard, Pauli-compliant particle
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  • ...material properties (e.g. IGNITE_POINT) can produce webs that retain those properties (e.g. fire-safe or magma-safe silk).
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  • ...walls and floors with stone and wood, but are also capable of putting the material into a quantum state where they cannot be moved or destroyed by conventiona ...er short swords or beds, are actually quantum transformers where the basic properties of matter are altered : beds are made of standard, Pauli-compliant particle
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  • |properties= * [[Material value]] 8
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  • ...walls and floors with stone and wood, but are also capable of putting the material into a quantum state where they cannot be moved or destroyed by conventiona ...her short swords or bed, are actually quantum transformers where the basic properties of matter are altered: beds are made of standard, Pauli-compliant particles
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  • |properties= * [[Material value]] 8
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  • |properties= * [[Material value]] 6
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  • ...material properties (e.g. IGNITE_POINT) can produce webs that retain those properties (e.g. fire-safe or magma-safe silk).
    9 KB (1,277 words) - 03:56, 20 December 2022
  • ...walls and floors with stone and wood, but are also capable of putting the material into a quantum state where they cannot be moved or destroyed by conventiona ...her short swords or bed, are actually quantum transformers where the basic properties of matter are altered: beds are made of standard, Pauli-compliant particles
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  • |properties= * [[Material value]] 6
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  • ...walls and floors with stone and wood, but are also capable of putting the material into a quantum state where they cannot be moved or destroyed by conventiona ...her short swords or bed, are actually quantum transformers where the basic properties of matter are altered : beds are made of standard, Pauli-compliant particle
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  • |properties= * [[Material value]] 6
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  • [[Artifact]]s currently have these properties: ...imes more [[value| valuable]] than base quality items of the same type and material, and 10 times more valuable than masterwork items.
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  • |properties= * [[Material value]] 8
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  • |properties= * [[Material value]] 8
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  • ...but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Trainin ...nd [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most
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  • {{Material properties}} ...t will be in direct contact with magma (such as [[floodgate]]s), fire-safe material is not enough: it has to be [[magma-safe]].
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  • ...ly useful in any situation where value or quality are important. Note that material and weight calculations still apply, so an artifact sword made of dingo bon ...harper edge than masterwork items of their material; in other words, their material type modifiers remain unchanged, and they will do no more damage than a reg
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  • {{infoheader|Properties}} * [[Material value]] 4
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  • |properties= * [[Material value]] 5
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  • |properties= * [[Material value]] 5
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  • |properties= * [[Material value]] 5
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  • |properties= * [[Material value]] 300
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  • |properties= * [[Material value]] 5
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  • {{infoheader|Properties}} * [[Material value]] 3
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  • |properties = * [[Material value]] 250
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  • Unrecognized Material Token: MATERIAL
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  • ...ly useful in any situation where value or quality are important. Note that material and weight calculations still apply, so an artifact sword made of dingo bon ...harper edge than masterwork items of their material; in other words, their material type modifiers remain unchanged, and they will do no more damage than a reg
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  • |properties= * [[Material value]] 30
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  • |properties= * [[Material value]] 20
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  • Different graphics can be defined for the same creature based on some properties about it. Below is a list of the most common creature conditions tokens. ...objects. This is usually based on [[Material definition token#STATE_COLOR|material colors]], though arbitrary palettes{{version|50.13}} can be created and app
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  • ...e]] labor enabled, and then another dwarf with a labor appropriate for the material it's made from ([[masonry]] for stone, [[carpentry]] for wood, and one of t ...m stockpiles]]. Note that the depot does not have the [[food]] preserving properties of a food stockpile, so if you buy any food from the caravan you should mak
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  • |properties= * [[Material value]] 2
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  • |properties= * [[Material value]] 23
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  • |properties= * [[Material value]] 20
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  • ! Tile !! Usage !! Change Properties === Unmined inorganic material ===
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  • ...n convert the ash to [[potash]] at an [[ashery]] just to acquire the input material used in its creation. {{infoheader|Properties}}
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  • |properties= * [[Material value]] 10
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  • |properties= * [[Material value]] 20
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  • |properties= * [[Material value]] 10
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  • {{infoheader|Properties}} * [[Material value]] 1
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  • |properties= * [[Material value]] 20
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  • ...resulting [[log]] back to a [[stockpile|wood stockpile]]. The quality and material of the [[axe]] is not relevant to [[wood cutting]] - even a wooden training ...type of wood being used for a task, by pressing {{K-|d}} and selecting the material.
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  • |properties= * [[Material value]] 30
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  • {{Material properties}} ...long with volume, affects the [[weight]]/mass of an object made from the [[material]].
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  • {{infoheader|Properties}} * [[Material value]] 3
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  • |properties= * [[Material value]] 2
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  • ! Tile !! Usage !! Change Properties === Unmined inorganic material ===
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  • :Metals often have unique properties and not all are suitable for all purposes; see the article for a given prod :Material requirements for individual metal items vary. Detailing the exact material cost for every piece of furniture and equipment is beyond the scope of this
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  • |properties= * [[Material value]] 2
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  • For your first game, find a site with the following properties: ...ou are still digging in soil and don't have stone yet, just use wood. (The material really doesn't matter in this case.) Put each workshop in the center of eac
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  • |properties= * [[Material value]] 2
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  • ...can also be used to create [[window]]s and are often required as a source material for [[legendary artifact]]s. Gem-encrusted [[weapon]]s and [[armor]] can be A gem is a [[Stone|mineral]] (or a mineral-like material) admired by a culture, often due to their beauty and durability (resistance
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  • {{Material properties}} ...me of the object, affects the [[weight]]/mass of an object made from the [[material]].
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  • |properties= * [[Material value]] 2
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  • {{Material properties}} ...volume of the object, affects the [[weight]] of an object made from the [[material]].
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  • ...resulting [[log]] back to a [[stockpile|wood stockpile]]. The quality and material of the [[axe]] is not relevant to [[wood cutting]] - even a wooden training ...type of wood being used for a task, by pressing {{K-|d}} and selecting the material.
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  • |properties= * [[Material value]] 5
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  • ...resulting [[log]] back to a [[stockpile|wood stockpile]]. The quality and material of the [[battle axe]] is not relevant to [[wood cutting]] - even a wooden t ...the same things as an [[alder]] log. However, certain woods have distinct properties that may make them more aesthetically pleasing or useful in certain specifi
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  • |properties= * [[Material value]] 10
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  • ...metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses and/or [[Item value|value]]. :*'''[[Material value]]''' is what the base value of an object made of this metal is multip
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  • ...[[Tissue_definition_token|tissue templates]], [[Material_definition_token|material templates]], and [[body_detail_plan_token|body detail plans]]. Creature var ...mentioned above; with an explanation of how you would use it to change the properties of a cow.
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  • ...e]] or [[vermin]], the item will be listed as ''(creature) cage'', and the material will only be mentioned in parentheses behind the item name, e.g. Wolf Cage ...d before, cages can be made either of wood, metal, or glass. The choice of material reflects the cage's usefulness at certain tasks. To compare:
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  • {{Material properties}} A ''natural'' wall of any material '''[[cave-in|falling]]''' onto either water ''or'' '''[[magma]]''' will tel
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  • |properties={{Stonelookup/aux2|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}}} {{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}
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  • |properties= * [[Material value]] 11
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  • See also "[[Glass]]" for a full discussion of the properties of glass items. ...sing a furnace and fuel to produce its products, and its products can have material values similar to metals. Meanwhile, its actual product output is most simi
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  • * [[Bituminous coal]] (technically not an ore but with many related properties) ...ere only the topmost material selected to build a structure determines its material. The magma river is surrounded by [[obsidian]] 1-2 squares deep on both ban
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  • |properties= * [[Material value]] 40
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  • |properties={{Stonelookup/aux2|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}}} {{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}
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  • * added a material placeholder string for armor to distinguish generic leather armor from othe * homogenized the material tokens in the item raws
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  • ...When danger threatens below, simply cancel constructions to send building material raining down on enemies below. Minecarts have the interesting properties of spilling their contents when they hit a solid object like another mineca
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  • ...When danger threatens below, simply cancel constructions to send building material raining down on enemies below. Minecarts have the interesting properties of spilling their contents when they hit a solid object like another mineca
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  • {{Material properties}} A ''natural'' wall of any material '''[[cave-in|falling]]''' onto either water ''or'' '''[[magma]]''' will tel
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  • See also "[[Glass]]" for a full discussion of the properties of glass items. ...sing a furnace and fuel to produce its products, and its products can have material values similar to metals. Meanwhile, its actual product output is most simi
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  • ...f the tokens in this table are then used to define this body detail plan's properties. * material template
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  • See also "[[Glass]]" for a full discussion of the properties of glass items. ...sing a furnace and fuel to produce its products, and its products can have material values similar to metals. Meanwhile, its actual product output is most simi
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  • ...resulting [[log]] back to a [[stockpile|wood stockpile]]. The quality and material of the [[axe]] is not relevant to [[wood cutting]] - even a wooden training ...the same things as an [[alder]] log. However, certain woods have distinct properties (such as color and [[density]]) that may make them more aesthetically pleas
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  • |properties= * [[Material value]] 2
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  • ...anim.gif|thumb|260px|right|Water filling a channeled out hole.]]{{Material properties}}:''The term '''flow''' can be used to refer to several completely differen A ''natural'' wall of any material '''[[cave-in|falling]]''' onto either water ''or'' '''[[magma]]''' will tel
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  • |properties= * [[Material value]] 7
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  • ...When danger threatens below, simply cancel constructions to send building material raining down on enemies below. Minecarts have the interesting properties of spilling their contents when they hit a solid object like another mineca
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  • |properties= * [[Material value]] 4
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  • |properties= * [[Material value]] 30
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  • ...f the tokens in this table are then used to define this body detail plan's properties. * material template
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  • |properties= * [[Material value]] 30
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  • ...e]] or [[vermin]], the item will be listed as ''(creature) cage'', and the material will only be mentioned in parentheses behind the item name, e.g. Wolf Cage ...d before, cages can be made either of wood, metal, or glass. The choice of material reflects the cage's usefulness at certain tasks. To compare:
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  • |properties= * [[Material value]] 40
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  • {{Material properties}}
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  • ...the dwarf, and will be the only thing displayed for a non-dwarf. Physical properties are only important in dwarves for combat (more muscle and fat means more ma Dwarves like certain [[material]]s, [[color]]s, [[creature|animal]]s, and brews of alcohol, and detest cert
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  • |properties= * [[Material value]] 30
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  • ...erent tiles that each do their own pathing to more accurately simulate the properties of that liquid as it flows and spreads. A pool that is being filled or has ...n them, a generic crafts-dwarf might travel the long way around to get the material immediately above/below their [[workshop]] rather than use the stockpile a
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  • ...ing is not restricted to soil layers and caverns; underground floor of any material -- rough stone, smoothed stone, ore, gem -- can support subterranean farm p ...cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds,
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  • * Aquifer tiles will continue producing water, and other tile properties will remain the same in the fallen terrain. *Layer-material can change when collapsing soil layers.{{bug|1206}}
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  • |properties= * [[Material value]] 2
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  • |properties= * [[Material value]] 40
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  • ...fortifications must be built by a dwarf with a corresponding labor to the material used. ...a wall (whether natural or constructed) are ''covered'' - they retain most properties of the original wall, including a floor one level above. Just like with the
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  • ...the dwarf, and will be the only thing displayed for a non-dwarf. Physical properties are only important in dwarves for combat (more muscle and fat means more ma Dwarves like certain [[material]]s, [[color]]s, [[creature|animal]]s, and brews of alcohol, and detest cert
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  • |properties= * [[Material value]] 5
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  • * Aquifer tiles will continue producing water, and other tile properties will remain the same in the fallen terrain. *Layer material can change when collapsing soil layers.{{bug|1206}}
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  • |properties= * [[Material value]] 2
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  • ...far from harmless, though they are exceedingly fragile due to the material properties of steam.
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  • |properties= * [[Material value]] 10
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  • |properties= * [[Material value]] 30
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  • ...ing is not restricted to soil layers and caverns; underground floor of any material – rough stone, smoothed stone, ore, gem – can support subterranean farm ...cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds,
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  • |properties= * [[Material value]] 10
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  • ...ates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide. *If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.
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  • |properties= * [[Material value]] 2}}
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  • ...weapon-grade [[metal]], though those with [[material science|superior edge properties]] are more effective. Almost all dwarves can equip battle axes; [[Weapon#Si
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  • |properties= * [[Material value]] 4
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  • ...ing is not restricted to soil layers and caverns; underground floor of any material – rough stone, smoothed stone, ore, gem – can support subterranean farm ...cooking will keep your seeds safe from starving dwarves. Although the item properties label them as EDIBLE_RAW, [[quarry bush|rock nuts]], like all other seeds,
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  • |properties= * [[Material value]] 2
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  • ...be killed through thorough pulping, but due to the sponge's weak material properties (even weaker than flesh), doing so with blunt weapons is not too difficult.
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  • ...et by their greatly superior sharpness and shear properties, (see [[Weapon#Material|weapon materials]]), which allows adamantine bolts to tear through all meta
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  • {{Material properties}}
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  • ...be killed through thorough pulping, but due to the sponge's weak material properties (even weaker than flesh), doing so with blunt weapons is not too difficult.
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  • |properties = * [[Material value]] 40}}
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  • {{Material properties}}
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  • {{Material properties}}
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  • ...weapon-grade [[metal]], though those with [[material science|superior edge properties]] are more effective. Almost all dwarves can equip battle axes; [[Weapon#Si
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  • |properties = * [[Material value]] 1}}
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  • ...any weapon-grade [[metal]] but those with [[material science|superior edge properties]] are more effective. For the purposes of building a realistic [[danger roo
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  • ...any weapon-grade [[metal]] but those with [[material science|superior edge properties]] are more effective. For the purposes of building a realistic [[danger roo
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  • [[Creature token#SPHERE|Creatures]] and [[Inorganic material definition token#SPHERE|inorganic materials]] can be assigned spheres with ! <span style="color:white;">Associated string and properties</span>
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  • ...et by their greatly superior sharpness and shear properties, (see [[Weapon#Material|weapon materials]]), which allows adamantine bolts to tear through all meta
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  • ...he game, such as adding in new civilizations or altering the placement and properties of the game's metals and minerals. Major modifications normally require a - Material and tissue overhaul; combat is deadlier and more realistic.<br />
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  • |properties = * [[Material value]] 1}}
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  • ...fortifications must be built by a dwarf with a corresponding labor to the material used. ...a wall (whether natural or constructed) are ''covered'' - they retain most properties of the original wall, including a floor one level above. Just like with the
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  • ...any weapon-grade [[metal]] but those with [[material science|superior edge properties]] are more effective. For purposes of building a realistic [[danger room]]
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  • |properties= * [[Material value]] 40
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  • ...ates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide. *If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.
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  • ...ny weapon-grade [[metal]], but those with [[material science|superior edge properties]] are more effective. "Rock short swords" are a special type of short sword
    1 KB (231 words) - 22:07, 16 January 2014
  • |properties= * [[Material value]] 6
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  • ...weapon-grade [[metal]], though those with [[material science|superior edge properties]] are more effective. Almost all dwarves can equip battle axes, some must u
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  • ...far from harmless, though they are exceedingly fragile due to the material properties of steam.
    1 KB (232 words) - 04:00, 20 December 2022
  • |properties= * [[Material value]] 2
    1 KB (155 words) - 03:45, 20 December 2022
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  • ...far from harmless, though they are exceedingly fragile due to the material properties of steam. Some of these beasts may also have the ability to exhaust steam a
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  • ...fortifications must be built by a dwarf with a corresponding labor to the material used. ...a wall (whether natural or constructed) are ''covered'' - they retain most properties of the original wall, including a floor one level above. Just like with the
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  • |properties = * [[Material value]] 40}}
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  • ...ific glass '''item'''. Raw glass is treated as a low-value gem, not a raw material - it does not ''ever'' get re-melted or processed again into other items, b See also "Glass" for a full discussion of the properties of glass items.
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