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Difference between revisions of "v0.31:Material definition token"

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(almost definitely has always been this way)
 
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{{av}}
+
{{quality|Exceptional|18:11, 28 April 2011 (UTC)}}{{av}}
  
The following tokens can be used in material templates, as well as materials defined in other raw files.
+
The following tokens can be used in material definitions (whether for inorganics or those within plants and creatures) as well as in material templates.
  
 +
==Material Properties==
 
{| {{prettytable}}
 
{| {{prettytable}}
|- bgcolor="#ddd"
+
|- bgcolor="#C0C0C0"
 
! Token
 
! Token
 
! Arguments
 
! Arguments
Line 10: Line 11:
  
 
|-
 
|-
| MATERIAL_TEMPLATE
+
| PREFIX
 +
| * string
 +
| Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. '''Not permitted in material template definitions.'''
 +
 
 +
|-
 +
| STONE_NAME
 +
| * string
 +
| Overrides the name of mined out stones (used for native copper/silver/gold/platinum to make them be called "nuggets").
 +
 
 +
|-
 +
| IS_GEM
 
|
 
|
*id
+
* name
| The name of the material template. Used when defining a template in material template files; the id is used as an argument when calling for material templates elsewhere.
+
* plural
 +
* state
 +
| Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be "STP" to automatically append an "s" to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values.
  
 
|-
 
|-
| STATE_COLOR
+
| TEMP_DIET_INFO
|
+
|  
*state
+
* type
*color
+
| Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy [[thought]]s. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH.
| The state may be SOLID, LIQUID, GAS, POWDER/SOLID_POWDER, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED, ALL_SOLID, or ALL.
 
Color comes from descriptor_color_standard.txt and is used to indicate the color of the material. The nearest color value is used to display contaminants made of this material.
 
[STATE_COLOR:ALL_SOLID:GREY]
 
  
 
|-
 
|-
| STATE_NAME
+
| POWDER_DYE
|
+
| [[color]] token
*state
+
| Defines the material as a type of dye.
*name
 
| The name of the material as displayed in-game.
 
[STATE_NAME:ALL_SOLID:stone]
 
  
 
|-
 
|-
| STATE_ADJ
+
| TILE
|
+
| [[Main:Character table|tile]]
*state
+
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█').
*adjective
 
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name.
 
  
 
|-
 
|-
| STATE_NAME_ADJ
+
| ITEM_SYMBOL
|
+
| tile
*state
+
| Specifies the tile that will be used to represent BOULDER objects made of this material. Generally only used with stones. Defaults to 7 ('•').
*name/adjective
 
| Sets both STATE_NAME and STATE_ADJ at the same time.
 
  
 
|-
 
|-
Line 52: Line 55:
 
*background color
 
*background color
 
*foreground brightness
 
*foreground brightness
| The on-screen color of the material. Uses a standard 3-digit {{L|Color|color token}}. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c]
+
| The on-screen color of the material. Uses a standard 3-digit [[Color|color token]]. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c]
  
 
|-
 
|-
| TILE_COLOR
+
| BUILD_COLOR
 
|
 
|
 
*foreground color
 
*foreground color
 
*background color
 
*background color
 
*foreground brightness
 
*foreground brightness
| The color of unmined tiles containing this material (for stone and soil), as well as {{L|engraving}}s in this material.
+
| The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white).
  
 
|-
 
|-
| BUILD_COLOR
+
| TILE_COLOR
 
|
 
|
 
*foreground color
 
*foreground color
 
*background color
 
*background color
 
*foreground brightness
 
*foreground brightness
| The color of objects made of this material which use both the foreground and background color: {{L|door}}s, {{L|floodgate}}s, {{L|hatch cover}}s, {{L|bin}}s, {{L|barrel}}s, and {{L|cage}}s.
+
| The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white).
  
 
|-
 
|-
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*color
 
*color
 
*brightness
 
*brightness
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls.
+
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white).
  
 
|-
 
|-
| MATERIAL_VALUE
+
| STATE_COLOR
 
|
 
|
*value
+
*state
| Value modifier for the material.
+
*[[color]] token
 +
| The state may be SOLID, LIQUID, GAS, POWDER/SOLID_POWDER, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED, ALL_SOLID, or ALL.
 +
Color comes from descriptor_color_standard.txt and is used to indicate the color of the material. The nearest color value is used to display contaminants and body parts made of this material.
 +
[STATE_COLOR:ALL_SOLID:GREY]
  
 
|-
 
|-
| SPEC_HEAT
+
| STATE_NAME
 
|
 
|
*specific heat capacity
+
*state
| See {{L|SPEC HEAT}}
+
*name
 +
| The name of the material as displayed in-game.
 +
[STATE_NAME:ALL_SOLID:stone]
  
 
|-
 
|-
| IGNITE_POINT
+
| STATE_NAME_ADJ
 
|
 
|
*temperature
+
*state
| Temperature at which the material will catch fire. May be set to NONE.
+
*name/adjective
 +
| Sets both STATE_NAME and STATE_ADJ at the same time.
  
 
|-
 
|-
| MELTING_POINT
+
| STATE_ADJ
 
|
 
|
*temperature
+
*state
| Temperature at which the material melts. May be set to NONE.
+
*adjective
 +
| Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name.
  
 
|-
 
|-
| BOILING_POINT
+
| ABSORPTION
|
 
*temperature
 
| Temperature at which the material boils. May be set to NONE.
 
 
 
|-
 
| HEATDAM_POINT
 
|
 
*temperature
 
| Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point it may burn for very long time (around 9-10 months).
 
 
 
|-
 
| COLDDAM_POINT
 
|
 
*temperature
 
| Temperature below which the material takes damage from cold. May be set to NONE.
 
 
 
|-
 
| MAT_FIXED_TEMP
 
|
 
*temperature
 
| Constant temperature of the material. May be set to NONE.
 
 
 
|-
 
| SOLID_DENSITY
 
|
 
*density
 
| Affects the weight of the material. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers.{{verify}}
 
It is displayed as a 4 or more digit number such as 11340 for lead. 11340 kg·m^3 = 11340
 
|-
 
| LIQUID_DENSITY
 
|
 
*density
 
| It works the same as above, except it is for the liquid state.
 
 
 
|-
 
| MOLAR_MASS
 
 
|
 
|
 
*value
 
*value
| Supposedly not used.
+
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0.
  
 
|-
 
|-
Line 147: Line 121:
 
|
 
|
 
*value
 
*value
| Used for blunt-force combat.
+
| Specifies how hard of an impact the material can withstand before it will deform. Used for blunt-force combat. Defaults to 10000.
  
 
|-
 
|-
Line 153: Line 127:
 
|
 
|
 
*value
 
*value
| Used for blunt-force combat.
+
| Specifies how hard of an impact the material can withstand before it will break. Used for blunt-force combat. Defaults to 10000.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Used for blunt-force combat.
+
| Specifies how much the material will deform when subjected to an impact.{{verify}} Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value >= 50000), torn (value between 25000 and 49999), or fractured (value <= 24999)
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how hard the material can be compressed before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how hard the material can be compressed before it will break. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how much the material will deform when compressed.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how hard the material can be stretched before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how hard the material can be stretched before it will break. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how much the material will deform when stretched.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how hard the material can be twisted before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
  
 
|-
 
|-
Line 207: Line 181:
 
|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how hard the material can be twisted before it will break. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
  
 
|-
 
|-
Line 213: Line 187:
 
|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how much the material will deform when twisted.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.
  
 
|-
 
|-
Line 219: Line 193:
 
|
 
|
 
*value
 
*value
| Used for cutting calculations.
+
| Specifies how hard the material can be sheared before it will deform. Used for cutting calculations. Defaults to 10000.
  
 
|-
 
|-
Line 225: Line 199:
 
|
 
|
 
*value
 
*value
| Used for cutting calculations.
+
| Specifies how hard the material can be sheared before it will break. Used for cutting calculations. Defaults to 10000.
  
 
|-
 
|-
Line 231: Line 205:
 
|
 
|
 
*value
 
*value
| Used for cutting calculations.
+
| Specifies how much the material will deform when sheared.{{verify}} Used for cutting calculations. Defaults to 0.
  
 
|-
 
|-
| BENDING_YIELD
+
| BENDING_YIELD  
 
|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how hard the material can be bent before it will deform. [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
  
 
|-
 
|-
Line 243: Line 217:
 
|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how hard the material can be bent before it will break.  [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 10000.
  
 
|-
 
|-
Line 249: Line 223:
 
|
 
|
 
*value
 
*value
| [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.]
+
| Specifies how much the material will deform when bent.{{verify}} [http://www.bay12forums.com/smf/index.php?topic=30026.msg1007133;topicseen#msg1007133 Supposedly used only during wrestling.] Defaults to 0.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons made from that stone.
+
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000.
 +
 
 +
|-
 +
| MATERIAL_VALUE
 +
|
 +
*value
 +
| Value modifier for the material. Defaults to 1. This number can be made negative by placing a "-" in front, resulting in things that you are paid to buy and must pay to sell.
  
 
|-
 
|-
| ABSORPTION
+
| MULTIPLY_VALUE
 
|
 
|
 
*value
 
*value
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been glazed.
+
| Multiplies the value of the material. '''Not permitted in material template definitions.'''
 +
 
 +
|-
 +
| SPEC_HEAT
 +
|
 +
*specific heat capacity
 +
| Rate at which the material heats up or cools down. See [[SPEC HEAT]] for more information. Defaults to NONE.
 +
 
 +
|-
 +
| HEATDAM_POINT
 +
|
 +
*temperature
 +
| Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it will burn for a very long time (9 months and 16.8 days). Defaults to NONE.
  
 
|-
 
|-
| ITEMS_HARD
+
| COLDDAM_POINT
 
|
 
|
| Determines if the object can be used for furniture like doors and barrels[http://www.bay12forums.com/smf/index.php?topic=78900.0].
+
*temperature
 +
| Temperature below which the material takes damage from cold. Defaults to NONE.
  
 
|-
 
|-
| ITEMS_QUERN
+
| IGNITE_POINT
 
|
 
|
| Querns and millstones can be made out of this material.{{verify}}
+
*temperature
 +
| Temperature at which the material will catch fire. Defaults to NONE.
  
 
|-
 
|-
| ITEMS_WEAPON
+
| MELTING_POINT
|  
+
|
| Melee {{L|Weapons#Manufactured_weapons|weapons}} can be made out of this material.
+
*temperature
 +
| Temperature at which the material melts. Defaults to NONE.
  
 
|-
 
|-
| ITEMS_WEAPON_RANGED
+
| BOILING_POINT
 
|
 
|
| Ranged weapons can be made out of this material.
+
*temperature
 +
| Temperature at which the material boils. Defaults to NONE.
  
 
|-
 
|-
| ITEMS_AMMO
+
| MAT_FIXED_TEMP
 
|
 
|
| {{L|Weapon#Ammunition|Ammunition}} can be made out of this material.
+
*temperature
 +
| Constant temperature emitted by the material. Defaults to NONE.
  
 
|-
 
|-
| ITEMS_DIGGER
+
| IF_EXISTS_SET_HEATDAM_POINT
 
|
 
|
| {{L|Weapon#Dwarf-manufactured_weapons|Picks}} can be made out of this material.
+
*temperature
 +
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
  
 
|-
 
|-
| ITEMS_ANVIL
+
| IF_EXISTS_SET_COLDDAM_POINT
 
|
 
|
| {{L|Anvil}}s can be made out of this material.
+
*temperature
 +
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
  
 
|-
 
|-
| ITEMS_ARMOR
+
| IF_EXISTS_SET_IGNITE_POINT
 
|
 
|
| {{L|Armor}} can be made out of this material.
+
*temperature
 +
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
  
 
|-
 
|-
| ITEMS_SIEGE_ENGINE
+
| IF_EXISTS_SET_MELTING_POINT
 
|
 
|
| Siege engine parts can be made out of this material.{{verify}}
+
*temperature
 +
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
  
 
|-
 
|-
| ITEMS_BARRED
+
| IF_EXISTS_SET_BOILING_POINT
 
|
 
|
| {{L|Bone}} items (clothes with [BARRED]) can be made from this material.
+
*temperature
 +
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
  
 
|-
 
|-
| ITEMS_SCALED
+
| IF_EXISTS_SET_MAT_FIXED_TEMP
 
|
 
|
| {{L|Shell}} items (clothes with [SCALED]) can be made from this material.
+
*temperature
 +
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.'''
  
 
|-
 
|-
| ITEMS_LEATHER
+
| SOLID_DENSITY
 
|
 
|
| {{L|Leather}} items (clothes with [LEATHER]) can be made from this material.
+
*density
 +
| Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers{{verify}}. Defaults to NONE.
  
 
|-
 
|-
| ITEMS_SOFT
+
| LIQUID_DENSITY
 
|
 
|
 +
*density
 +
| Specifies the density of the material when in liquid form. Defaults to NONE.
 +
 +
|-
 +
| MOLAR_MASS
 
|
 
|
 +
*value
 +
| Supposedly not used. Defaults to NONE.
  
 
|-
 
|-
| ITEMS_DELICATE
+
| EXTRACT_STORAGE
 +
| BARREL or FLASK
 +
| Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] [[plant token]]s. Defaults to BARREL.
 +
 
 +
|-
 +
| BUTCHER_SPECIAL
 
|
 
|
| Used internally by amber and coral
+
*[[item token]]
 +
| Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials.
  
 
|-
 
|-
| ITEMS_METAL
+
| MEAT_NAME
 
|
 
|
 +
*prefix
 +
*name
 +
*adjective
 +
| When a creature is butchered, meat yielded from organs made from this material will be named via this token.
 +
 +
|-
 +
| BLOCK_NAME
 
|
 
|
 +
*singular
 +
*plural
 +
| Specifies the name of [[block]]s made from this material.
  
 
|-
 
|-
| IS_STONE
+
| MATERIAL_REACTION_PRODUCT
 
|
 
|
| Used to define that said material is stone.
+
*reaction reference
 +
*[[material token]]
 +
| Used with reaction raws to associate a reagent material with a product material. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.
 +
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
  
 
|-
 
|-
| IS_METAL
+
| REACTION_CLASS
 
|
 
|
| Used only in the metal template. Not used anywhere else.
+
*reaction reference
 +
| Used to classify all items made of the material so that reactions can use them as generic reagents.
  
 
|-
 
|-
| IS_GLASS
+
| HARDENS_WITH_WATER
 
|
 
|
| Used internally by green glass, clear glass, and crystal glass
+
* [[material token]]
 +
| Allows the material to be used to make [[healthcare|casts]].
  
 
|-
 
|-
| IS_GEM
+
| SOAP_LEVEL
 
|
 
|
* name
+
*value
* plural
+
| Unknown. Defaults to 0.
* state
+
|}
| Used to indicate that said material is a gemstone - when mined out, rough gems will be yielded instead of boulders. Plural can be "STP" to automatically append an "s" to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME.
+
 
 +
==Material Usage Tokens==
 +
{| {{prettytable}}
 +
|- bgcolor="#C0C0C0"
 +
! Token
 +
! Arguments
 +
! Description
  
 
|-
 
|-
 
| IMPLIES_ANIMAL_KILL
 
| IMPLIES_ANIMAL_KILL
 
|
 
|
| Lets the game know that an animal was likely killed in the production of this item. Elves (and other entities that are ethically opposed to killing animals) will not bring these for trade.
+
| Lets the game know that an animal was likely killed in the production of this item. Elves (and other entities that are ethically opposed to killing animals) will likely not bring these for trade.
  
 
|-
 
|-
Line 375: Line 413:
 
|
 
|
 
| Classifies the material as creature alcohol, allowing it to be stored in food stockpiles under "Drink (Animal)".
 
| Classifies the material as creature alcohol, allowing it to be stored in food stockpiles under "Drink (Animal)".
 +
 +
|-
 +
| ALCOHOL
 +
|
 +
| Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown.
  
 
|-
 
|-
Line 385: Line 428:
 
|
 
|
 
| Classifies the material as creature cheese, allowing it to be stored in food stockpiles under "Cheese (Animal)".
 
| Classifies the material as creature cheese, allowing it to be stored in food stockpiles under "Cheese (Animal)".
 +
 +
|-
 +
| CHEESE
 +
|
 +
| Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown.
  
 
|-
 
|-
Line 397: Line 445:
  
 
|-
 
|-
| STOCKPILE_GLOB
+
| POWDER_MISC
 +
|
 +
| Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown.
 +
 
 +
|-
 +
| STOCKPILE_GLOB or STOCKPILE_GLOB_SOLID
 
|
 
|
| Permits globs of the material in solid form to be stored in food stockpiles under "Fat" - without it, dwarves will come by and "clean" the items, destroying them.
+
| Permits globs of the material in solid form to be stored in food stockpiles under "Fat" - without it, dwarves will come by and "clean" the items, destroying them (unless [DO_NOT_CLEAN_GLOB] is also included).
  
 
|-
 
|-
Line 424: Line 477:
 
| LIQUID_MISC_OTHER
 
| LIQUID_MISC_OTHER
 
|
 
|
| Classifies the material as a miscellaneous liquid, allowing it to be stored in food stockpiles under "Misc. Liquid".
+
| Classifies the material as a miscellaneous liquid, allowing it to be stored in food stockpiles under "Misc. Liquid" along with lye.
 +
 
 +
|-
 +
| LIQUID_MISC
 +
|
 +
| Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown.
  
 
|-
 
|-
Line 434: Line 492:
 
| SEED_MAT
 
| SEED_MAT
 
|
 
|
| Classifies the material as plant seed, allowing it to be stored in food stockpiles under "Seeds".{{verify}}
+
| Classifies the material as plant seed, allowing it to be stored in food stockpiles under "Seeds".
  
 
|-
 
|-
 
| LEAF_MAT
 
| LEAF_MAT
 
|
 
|
| Classifies the material as plant leaf, allowing it to be stored in food stockpiles under "Leaves".{{verify}}
+
| Classifies the material as plant leaf, allowing it to be stored in food stockpiles under "Leaves".
  
 
|-
 
|-
 
| BONE
 
| BONE
 
|
 
|
| Classifies the material as bone, allowing it to be used by craftsdwarves.{{verify}}
+
| Classifies the material as bone, allowing it to be used by craftsdwarves.
 +
 
 +
|-
 +
| WOOD
 +
|
 +
| Classifies the material as wood, allowing it to be used by carpenters. May also make elves angry if you try to trade it to them.
  
 
|-
 
|-
 
| THREAD_PLANT
 
| THREAD_PLANT
 
|
 
|
| Classifies the material as plant fiber, weavable into cloth.{{verify}}
+
| Classifies the material as plant fiber, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Plant)" and "Cloth (Plant)".
  
 
|-
 
|-
 
| TOOTH
 
| TOOTH
 
|
 
|
| Classifies the material as tooth, allowing it to be used by craftsdwarves.{{verify}}
+
| Classifies the material as tooth, allowing it to be used by craftsdwarves.
  
 
|-
 
|-
| PEARL
+
| HORN
 
|
 
|
| Classifies the material as pearl, allowing it to be used by craftsdwarves.{{verify}}
+
| Classifies the material as horn, allowing it to be used by craftsdwarves.
  
 
|-
 
|-
| HORN
+
| PEARL
 
|
 
|
| Classifies the material as horn, allowing it to be used by craftsdwarves.{{verify}}
+
| Classifies the material as pearl, allowing it to be used by craftsdwarves.
  
 
|-
 
|-
 
| SHELL
 
| SHELL
 
|
 
|
| Classifies the material as shell, allowing it to be used by craftsdwarves.{{verify}}
+
| Classifies the material as shell, allowing it to be used by craftsdwarves.
  
 
|-
 
|-
 
| LEATHER
 
| LEATHER
 
|
 
|
| Classifies the material as leather, allowing it to be used by craftsdwarves.{{verify}}
+
| Classifies the material as leather, allowing it to be used by craftsdwarves.
  
 
|-
 
|-
 
| SILK
 
| SILK
 
|
 
|
| Classifies the material as silk, weavable into cloth.{{verify}}
+
| Classifies the material as silk, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Silk)" and "Cloth (Silk)".
  
 
|-
 
|-
| WOOD
+
| SOAP
 
|
 
|
| Classifies the material as wood, allowing it to be used by carpenters.{{verify}} May also make elves angry if you try to trade it to them.
+
| Classifies the material as soap, permitting it to be stored in Bar/Block stockpiles with Soap enabled.{{verify}}
  
 
|-
 
|-
| SOAP
+
| GENERATES_MIASMA
 
|
 
|
| Classifies the material as soap, permitting it to be stored in Bar/Block stockpiles with Soap enabled.{{verify}}
+
| Material generates miasma when it rots
  
 
|-
 
|-
Line 495: Line 558:
 
|
 
|
 
| Classifies the material as edible meat.{{verify}}
 
| Classifies the material as edible meat.{{verify}}
 
|-
 
| GENERATES_MIASMA
 
|
 
|
 
  
 
|-
 
|-
 
| ROTS
 
| ROTS
 
|
 
|
|
+
| Material will rot if not stockpiled appropriately
  
 
|-
 
|-
 
| BLOOD_MAP_DESCRIPTOR
 
| BLOOD_MAP_DESCRIPTOR
 
|
 
|
|
+
| Tells the game to classify contaminants of this material as being "blood" in Adventurer mode tile descriptions ("Here we have a Dwarf in a slurry of blood.").
  
 
|-
 
|-
 
| ICHOR_MAP_DESCRIPTOR
 
| ICHOR_MAP_DESCRIPTOR
 
|
 
|
|
+
| Tells the game to classify contaminants of this material as being "ichor".
  
 
|-
 
|-
 
| GOO_MAP_DESCRIPTOR
 
| GOO_MAP_DESCRIPTOR
 
|
 
|
|
+
| Tells the game to classify contaminants of this material as being "goo".
  
 
|-
 
|-
 
| SLIME_MAP_DESCRIPTOR
 
| SLIME_MAP_DESCRIPTOR
 
|
 
|
|
+
| Tells the game to classify contaminants of this material as being "slime".
  
 
|-
 
|-
 
| PUS_MAP_DESCRIPTOR
 
| PUS_MAP_DESCRIPTOR
 
|
 
|
 +
| Tells the game to classify contaminants of this material as being "pus".
 +
 +
|-
 +
| ENTERS_BLOOD
 
|
 
|
 +
| Used for materials which cause [[syndrome]]s, causes it to enter the creature's blood instead of simply spattering on the surface.
  
 
|-
 
|-
Line 547: Line 610:
  
 
|-
 
|-
| CRYSTAL_GLASSABLE
+
| DO_NOT_CLEAN_GLOB
 
|
 
|
| Can be used in the production of crystal glass.
+
| Prevents globs made of this material from being cleaned up and destroyed.
  
 
|-
 
|-
| STONE_NAME
+
| NO_STONE_STOCKPILE
 
|
 
|
| Name of stones mined out if material is a stone.
+
| Prevents the material from showing up in Stone stockpile settings.
  
 
|-
 
|-
| LAVA
+
| ITEMS_METAL
 
|
 
|
| Causes the material to seal magma pipes, be produced by the magma + water reaction and be used in the construction of Dark Fortresses
+
| Effect unknown
  
 
|-
 
|-
| TEMP_DIET_INFO
+
| ITEMS_BARRED
|
 
 
|
 
|
 +
| [[Bone]] items (clothes with [BARRED]) can be made from this material.
  
 
|-
 
|-
| SLIME
+
| ITEMS_SCALED
|
 
 
|
 
|
 +
| [[Shell]] items (clothes with [SCALED]) can be made from this material.
  
 
|-
 
|-
| ICHOR
+
| ITEMS_LEATHER
|
 
 
|
 
|
 +
| [[Leather]] items (clothes with [LEATHER]) can be made from this material.
  
 
|-
 
|-
| GOO
+
| ITEMS_SOFT
|
 
 
|
 
|
 +
| Soft clothing items, backpacks and quivers, and siege engine parts can be made from this material.
  
 
|-
 
|-
| FILTH
+
| ITEMS_HARD
|
 
 
|
 
|
 +
| Furniture, medical supplies, and crafts can be made out of this material.
  
 
|-
 
|-
| POWDER_DYE
+
| IS_STONE
|
 
 
|
 
|
 +
| Used to define that said material is stone. Allows storage in stone stockpiles, among other effects.
  
 
|-
 
|-
| ITEM_SYMBOL
+
| UNDIGGABLE
|
+
|  
|
+
| Used for a stone that cannot be dug into.
  
 
|-
 
|-
| IF_EXISTS_SET_HEATDAM_POINT
+
| DISPLAY_UNGLAZED
 
|
 
|
*temperature
+
| Causes containers made of this material to be prefixed with "unglazed" if they have not yet been [[glaze]]d.
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE.
 
  
 
|-
 
|-
| IF_EXISTS_SET_COLDDAM_POINT
+
| YARN
 
|
 
|
*temperature
+
| Classifies the material as yarn, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Yarn)" and "Cloth (Yarn)".
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE.
 
  
 
|-
 
|-
| IF_EXISTS_SET_IGNITE_POINT
+
| STOCKPILE_THREAD_METAL
 
|
 
|
*temperature
+
| Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Metal)" and "Cloth (Metal)".
| Changes a material's IGNITE_POINT, but only if it was not set to NONE.
 
  
 
|-
 
|-
| IF_EXISTS_SET_MELTING_POINT
+
| IS_METAL
 
|
 
|
*temperature
+
| Defines the material as being metal, allowing it to be used at forges.
| Changes a material's MELTING_POINT, but only if it was not set to NONE.
 
  
 
|-
 
|-
| IF_EXISTS_SET_BOILING_POINT
+
| IS_GLASS
 
|
 
|
*temperature
+
| Used internally by green glass, clear glass, and crystal glass.
| Changes a material's BOILING_POINT, but only if it was not set to NONE.
 
  
 
|-
 
|-
| IF_EXISTS_SET_MAT_FIXED_TEMP
+
| CRYSTAL_GLASSABLE
 
|
 
|
*temperature
+
| Can be used in the production of crystal glass, in theory. In practice, thanks to [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 bug 1498], this token does nothing.
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE.
 
  
 
|-
 
|-
| EXTRACT_STORAGE
+
| ITEMS_WEAPON
|
+
|  
|
+
| Melee [[Weapon#Manufactured weapons|weapons]] can be made out of this material.
  
 
|-
 
|-
| BUTCHER_SPECIAL
+
| ITEMS_WEAPON_RANGED
 
|
 
|
*item type
+
| Ranged weapons can be made out of this material.
*value
 
| All instances in the material templates have NONE as the second argument. Possibly subtype?
 
[BUTCHER_SPECIAL:MEAT:NONE]
 
[BUTCHER_SPECIAL:GLOB:NONE]
 
  
 
|-
 
|-
| MEAT_NAME
+
| ITEMS_ANVIL
 
|
 
|
*prefix
+
| [[Anvil]]s can be made out of this material.
*name
 
*adjective?
 
| When the creature is butchered, its organs will be named via this token.
 
  
 
|-
 
|-
| BLOCK_NAME
+
| ITEMS_AMMO
 
|
 
|
*singular
+
| [[Weapon#Ammunition|Ammunition]] can be made out of this material.
*plural
 
| When blocks are made of this material, they will be named via this token.
 
  
 
|-
 
|-
| REACTION_CLASS
+
| ITEMS_DIGGER
| *reaction reference
 
| Used to classify all items made of the material so that reactions can use them as generic reagents.
 
 
 
|-
 
| MATERIAL_REACTION_PRODUCT
 
 
|
 
|
*reaction reference
+
| [[Weapon#Dwarf-manufactured weapons|Picks]] can be made out of this material.
*{{L|material token}}
 
| Used with reaction raws to preserve material source from reagent to product. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.
 
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
 
  
 
|-
 
|-
| HARDENS_WITH_WATER
+
| ITEMS_ARMOR
 
|
 
|
* {{L|material token}}
+
| [[Armor]] can be made out of this material.
| Allows the material to be used to make {{L|healthcare|casts}}.
 
  
 
|-
 
|-
| SOAP_LEVEL
+
| ITEMS_DELICATE
|
 
*value
 
 
|
 
|
 +
| Used internally by amber and coral.
  
 
|-
 
|-
| MULTIPLY_VALUE
+
| ITEMS_SIEGE_ENGINE
 
|
 
|
*value
+
| Siege engine parts can be made out of this material. Does not appear to work.
| Multiplies the value of the selected material. Seen in local creature materials.
 
  
 
|-
 
|-
| SYNDROME
+
| ITEMS_QUERN
 
|
 
|
| Begins defining a {{L|Syndrome}}. Supposedly does not work with templates.{{verify}}
+
| Querns and millstones can be made out of this material.{{verify}}
 
 
|-
 
| UNDIGGABLE
 
|
 
| Used for a stone that cannot be dug into.
 
 
 
|-
 
| DISPLAY_UNGLAZED
 
|
 
|
 
 
 
|-
 
| YARN
 
|
 
| Classifies the material as yarn, weavable into cloth.{{verify}}
 
 
|}
 
|}
  
Line 716: Line 738:
  
 
{| {{prettytable}}
 
{| {{prettytable}}
|- bgcolor="#ddd"
+
|- bgcolor="#C0C0C0"
 
! Token
 
! Token
 
! Arguments
 
! Arguments
Line 725: Line 747:
 
| text  
 
| text  
 
| defines the name of the syndrome
 
| defines the name of the syndrome
 +
 +
|-
 +
| SYN_INJECTED
 +
 +
| syndrome can be contracted by injection (by a creature)
 +
 +
|-
 +
| SYN_CONTACT
 +
 +
| syndrome can be contracted on contact (e.g. poison dust or liquid)
 +
 +
|-
 +
| SYN_INHALED
 +
 +
| syndrome can be contracted by inhalation (e.g. poison vapor or gas)
  
 
|-  
 
|-  
Line 747: Line 784:
  
 
|-  
 
|-  
| SYN_CONTACT
+
| CE_PAIN<br />CE_SWELLING<br />CE_OOZING<br />CE_BRUISING<br />CE_BLISTERS<br />CE_NUMBNESS<br />CE_PARALYSIS<br />CE_FEVER<br />CE_BLEEDING<br />CE_COUGH_BLOOD<br />CE_VOMIT_BLOOD<br />CE_NAUSEA<br />CE_UNCONSCIOUSNESS<br />CE_NECROSIS<br />CE_IMPAIR_FUNCTION<br />CE_DROWSINESS<br />CE_DIZZINESS
 
| syndrome can be contracted on contact (e.g. poison dust or liquid)
 
 
 
|-
 
| SYN_INHALED
 
 
| syndrome can be contracted by inhalation (e.g. poison vapor or gas)
 
 
 
|-
 
| SYN_INJECTED
 
 
| syndrome can be contracted by injection (by a creature)
 
 
 
|-
 
| CE_X
 
 
|  
 
|  
 
*SEV:<value>  (severity, higher is worse)
 
*SEV:<value>  (severity, higher is worse)
Line 772: Line 794:
 
*VASCULAR_ONLY (optional)
 
*VASCULAR_ONLY (optional)
 
*MUSCULAR_ONLY (optional)
 
*MUSCULAR_ONLY (optional)
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)
+
*BP:BY_CATEGORY:category:tissue (optional)
 +
*BP:BY_TYPE:type:tissue (optional)
 +
*BP:BY_TOKEN:token:tissue (optional)
 
Timeline:
 
Timeline:
 
*Start:effect start time
 
*Start:effect start time
Line 784: Line 808:
 
* [[Inorganic material definition token]]
 
* [[Inorganic material definition token]]
 
* [[Syndrome]]
 
* [[Syndrome]]
* [[Tissue definition token]]
 
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

Latest revision as of 20:10, 10 March 2014

This article is about an older version of DF.

The following tokens can be used in material definitions (whether for inorganics or those within plants and creatures) as well as in material templates.

Material Properties[edit]

Token Arguments Description
PREFIX * string Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. Not permitted in material template definitions.
STONE_NAME * string Overrides the name of mined out stones (used for native copper/silver/gold/platinum to make them be called "nuggets").
IS_GEM
  • name
  • plural
  • state
Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be "STP" to automatically append an "s" to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values.
TEMP_DIET_INFO
  • type
Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy thoughts. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH.
POWDER_DYE color token Defines the material as a type of dye.
TILE tile Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█').
ITEM_SYMBOL tile Specifies the tile that will be used to represent BOULDER objects made of this material. Generally only used with stones. Defaults to 7 ('•').
DISPLAY_COLOR
  • foreground color
  • background color
  • foreground brightness
The on-screen color of the material. Uses a standard 3-digit color token. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c]
BUILD_COLOR
  • foreground color
  • background color
  • foreground brightness
The color of objects made of this material which use both the foreground and background color: doors, floodgates, hatch covers, bins, barrels, and cages. Defaults to 7:7:1 (white).
TILE_COLOR
  • foreground color
  • background color
  • foreground brightness
The color of unmined tiles containing this material (for stone and soil), as well as engravings in this material. Defaults to 7:7:1 (white).
BASIC_COLOR
  • color
  • brightness
The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white).
STATE_COLOR The state may be SOLID, LIQUID, GAS, POWDER/SOLID_POWDER, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED, ALL_SOLID, or ALL.

Color comes from descriptor_color_standard.txt and is used to indicate the color of the material. The nearest color value is used to display contaminants and body parts made of this material. [STATE_COLOR:ALL_SOLID:GREY]

STATE_NAME
  • state
  • name
The name of the material as displayed in-game.

[STATE_NAME:ALL_SOLID:stone]

STATE_NAME_ADJ
  • state
  • name/adjective
Sets both STATE_NAME and STATE_ADJ at the same time.
STATE_ADJ
  • state
  • adjective
Like STATE_NAME, but used in different situations. Equipment made from the material uses the state adjective and not the state name.
ABSORPTION
  • value
The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been glazed. Defaults to 0.
IMPACT_YIELD
  • value
Specifies how hard of an impact the material can withstand before it will deform. Used for blunt-force combat. Defaults to 10000.
IMPACT_FRACTURE
  • value
Specifies how hard of an impact the material can withstand before it will break. Used for blunt-force combat. Defaults to 10000.
IMPACT_STRAIN_AT_YIELD or IMPACT_ELASTICITY
  • value
Specifies how much the material will deform when subjected to an impact.[Verify] Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value >= 50000), torn (value between 25000 and 49999), or fractured (value <= 24999)
COMPRESSIVE_YIELD
  • value
Specifies how hard the material can be compressed before it will deform. Supposedly used only during wrestling. Defaults to 10000.
COMPRESSIVE_FRACTURE
  • value
Specifies how hard the material can be compressed before it will break. Supposedly used only during wrestling. Defaults to 10000.
COMPRESSIVE_STRAIN_AT_YIELD or COMPRESSIVE_ELASTICITY
  • value
Specifies how much the material will deform when compressed.[Verify] Supposedly used only during wrestling. Defaults to 0.
TENSILE_YIELD
  • value
Specifies how hard the material can be stretched before it will deform. Supposedly used only during wrestling. Defaults to 10000.
TENSILE_FRACTURE
  • value
Specifies how hard the material can be stretched before it will break. Supposedly used only during wrestling. Defaults to 10000.
TENSILE_STRAIN_AT_YIELD or TENSILE_ELASTICITY
  • value
Specifies how much the material will deform when stretched.[Verify] Supposedly used only during wrestling. Defaults to 0.
TORSION_YIELD
  • value
Specifies how hard the material can be twisted before it will deform. Supposedly used only during wrestling. Defaults to 10000.
TORSION_FRACTURE
  • value
Specifies how hard the material can be twisted before it will break. Supposedly used only during wrestling. Defaults to 10000.
TORSION_STRAIN_AT_YIELD or TORSION_ELASTICITY
  • value
Specifies how much the material will deform when twisted.[Verify] Supposedly used only during wrestling. Defaults to 0.
SHEAR_YIELD
  • value
Specifies how hard the material can be sheared before it will deform. Used for cutting calculations. Defaults to 10000.
SHEAR_FRACTURE
  • value
Specifies how hard the material can be sheared before it will break. Used for cutting calculations. Defaults to 10000.
SHEAR_STRAIN_AT_YIELD or SHEAR_ELASTICITY
  • value
Specifies how much the material will deform when sheared.[Verify] Used for cutting calculations. Defaults to 0.
BENDING_YIELD
  • value
Specifies how hard the material can be bent before it will deform. Supposedly used only during wrestling. Defaults to 10000.
BENDING_FRACTURE
  • value
Specifies how hard the material can be bent before it will break. Supposedly used only during wrestling. Defaults to 10000.
BENDING_STRAIN_AT_YIELD or BENDING_ELASTICITY
  • value
Specifies how much the material will deform when bent.[Verify] Supposedly used only during wrestling. Defaults to 0.
MAX_EDGE
  • value
How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000.
MATERIAL_VALUE
  • value
Value modifier for the material. Defaults to 1. This number can be made negative by placing a "-" in front, resulting in things that you are paid to buy and must pay to sell.
MULTIPLY_VALUE
  • value
Multiplies the value of the material. Not permitted in material template definitions.
SPEC_HEAT
  • specific heat capacity
Rate at which the material heats up or cools down. See SPEC HEAT for more information. Defaults to NONE.
HEATDAM_POINT
  • temperature
Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it will burn for a very long time (9 months and 16.8 days). Defaults to NONE.
COLDDAM_POINT
  • temperature
Temperature below which the material takes damage from cold. Defaults to NONE.
IGNITE_POINT
  • temperature
Temperature at which the material will catch fire. Defaults to NONE.
MELTING_POINT
  • temperature
Temperature at which the material melts. Defaults to NONE.
BOILING_POINT
  • temperature
Temperature at which the material boils. Defaults to NONE.
MAT_FIXED_TEMP
  • temperature
Constant temperature emitted by the material. Defaults to NONE.
IF_EXISTS_SET_HEATDAM_POINT
  • temperature
Changes a material's HEATDAM_POINT, but only if it was not set to NONE. Not permitted in material template definitions.
IF_EXISTS_SET_COLDDAM_POINT
  • temperature
Changes a material's COLDDAM_POINT, but only if it was not set to NONE. Not permitted in material template definitions.
IF_EXISTS_SET_IGNITE_POINT
  • temperature
Changes a material's IGNITE_POINT, but only if it was not set to NONE. Not permitted in material template definitions.
IF_EXISTS_SET_MELTING_POINT
  • temperature
Changes a material's MELTING_POINT, but only if it was not set to NONE. Not permitted in material template definitions.
IF_EXISTS_SET_BOILING_POINT
  • temperature
Changes a material's BOILING_POINT, but only if it was not set to NONE. Not permitted in material template definitions.
IF_EXISTS_SET_MAT_FIXED_TEMP
  • temperature
Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. Not permitted in material template definitions.
SOLID_DENSITY
  • density
Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of edged weapons to pierce tissue layers[Verify]. Defaults to NONE.
LIQUID_DENSITY
  • density
Specifies the density of the material when in liquid form. Defaults to NONE.
MOLAR_MASS
  • value
Supposedly not used. Defaults to NONE.
EXTRACT_STORAGE BARREL or FLASK Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] plant tokens. Defaults to BARREL.
BUTCHER_SPECIAL Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials.
MEAT_NAME
  • prefix
  • name
  • adjective
When a creature is butchered, meat yielded from organs made from this material will be named via this token.
BLOCK_NAME
  • singular
  • plural
Specifies the name of blocks made from this material.
MATERIAL_REACTION_PRODUCT Used with reaction raws to associate a reagent material with a product material. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.

[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]

REACTION_CLASS
  • reaction reference
Used to classify all items made of the material so that reactions can use them as generic reagents.
HARDENS_WITH_WATER Allows the material to be used to make casts.
SOAP_LEVEL
  • value
Unknown. Defaults to 0.

Material Usage Tokens[edit]

Token Arguments Description
IMPLIES_ANIMAL_KILL Lets the game know that an animal was likely killed in the production of this item. Elves (and other entities that are ethically opposed to killing animals) will likely not bring these for trade.
ALCOHOL_PLANT Classifies the material as plant alcohol, allowing it to be stored in food stockpiles under "Drink (Plant)".
ALCOHOL_CREATURE Classifies the material as creature alcohol, allowing it to be stored in food stockpiles under "Drink (Animal)".
ALCOHOL Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown.
CHEESE_PLANT Classifies the material as plant cheese, allowing it to be stored in food stockpiles under "Cheese (Plant)".
CHEESE_CREATURE Classifies the material as creature cheese, allowing it to be stored in food stockpiles under "Cheese (Animal)".
CHEESE Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown.
POWDER_MISC_PLANT Classifies the material as plant powder, allowing it to be stored in food stockpiles under "Milled Plant".
POWDER_MISC_CREATURE Classifies the material as creature powder, allowing it to be stored in food stockpiles under "Bone Meal".
POWDER_MISC Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown.
STOCKPILE_GLOB or STOCKPILE_GLOB_SOLID Permits globs of the material in solid form to be stored in food stockpiles under "Fat" - without it, dwarves will come by and "clean" the items, destroying them (unless [DO_NOT_CLEAN_GLOB] is also included).
STOCKPILE_GLOB_PASTE Permits globs of the material in paste form to be stored in food stockpiles under "Paste".
STOCKPILE_GLOB_PRESSED Permits globs of the material in pressed form to be stored in food stockpiles under "Pressed Material".
LIQUID_MISC_PLANT Classifies the material as a plant extract, allowing it to be stored in food stockpiles under "Extract (Plant)".
LIQUID_MISC_CREATURE Classifies the material as a creature extract, allowing it to be stored in food stockpiles under "Extract (Animal)".
LIQUID_MISC_OTHER Classifies the material as a miscellaneous liquid, allowing it to be stored in food stockpiles under "Misc. Liquid" along with lye.
LIQUID_MISC Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown.
STRUCTURAL_PLANT_MAT Classifies the material as plant, allowing it to be stored in food stockpiles under "Plants".
SEED_MAT Classifies the material as plant seed, allowing it to be stored in food stockpiles under "Seeds".
LEAF_MAT Classifies the material as plant leaf, allowing it to be stored in food stockpiles under "Leaves".
BONE Classifies the material as bone, allowing it to be used by craftsdwarves.
WOOD Classifies the material as wood, allowing it to be used by carpenters. May also make elves angry if you try to trade it to them.
THREAD_PLANT Classifies the material as plant fiber, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Plant)" and "Cloth (Plant)".
TOOTH Classifies the material as tooth, allowing it to be used by craftsdwarves.
HORN Classifies the material as horn, allowing it to be used by craftsdwarves.
PEARL Classifies the material as pearl, allowing it to be used by craftsdwarves.
SHELL Classifies the material as shell, allowing it to be used by craftsdwarves.
LEATHER Classifies the material as leather, allowing it to be used by craftsdwarves.
SILK Classifies the material as silk, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Silk)" and "Cloth (Silk)".
SOAP Classifies the material as soap, permitting it to be stored in Bar/Block stockpiles with Soap enabled.[Verify]
GENERATES_MIASMA Material generates miasma when it rots
MEAT Classifies the material as edible meat.[Verify]
ROTS Material will rot if not stockpiled appropriately
BLOOD_MAP_DESCRIPTOR Tells the game to classify contaminants of this material as being "blood" in Adventurer mode tile descriptions ("Here we have a Dwarf in a slurry of blood.").
ICHOR_MAP_DESCRIPTOR Tells the game to classify contaminants of this material as being "ichor".
GOO_MAP_DESCRIPTOR Tells the game to classify contaminants of this material as being "goo".
SLIME_MAP_DESCRIPTOR Tells the game to classify contaminants of this material as being "slime".
PUS_MAP_DESCRIPTOR Tells the game to classify contaminants of this material as being "pus".
ENTERS_BLOOD Used for materials which cause syndromes, causes it to enter the creature's blood instead of simply spattering on the surface.
EDIBLE_VERMIN Can be eaten by vermin.
EDIBLE_RAW Can be eaten raw.
EDIBLE_COOKED Can be cooked and then eaten.
DO_NOT_CLEAN_GLOB Prevents globs made of this material from being cleaned up and destroyed.
NO_STONE_STOCKPILE Prevents the material from showing up in Stone stockpile settings.
ITEMS_METAL Effect unknown
ITEMS_BARRED Bone items (clothes with [BARRED]) can be made from this material.
ITEMS_SCALED Shell items (clothes with [SCALED]) can be made from this material.
ITEMS_LEATHER Leather items (clothes with [LEATHER]) can be made from this material.
ITEMS_SOFT Soft clothing items, backpacks and quivers, and siege engine parts can be made from this material.
ITEMS_HARD Furniture, medical supplies, and crafts can be made out of this material.
IS_STONE Used to define that said material is stone. Allows storage in stone stockpiles, among other effects.
UNDIGGABLE Used for a stone that cannot be dug into.
DISPLAY_UNGLAZED Causes containers made of this material to be prefixed with "unglazed" if they have not yet been glazed.
YARN Classifies the material as yarn, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Yarn)" and "Cloth (Yarn)".
STOCKPILE_THREAD_METAL Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Metal)" and "Cloth (Metal)".
IS_METAL Defines the material as being metal, allowing it to be used at forges.
IS_GLASS Used internally by green glass, clear glass, and crystal glass.
CRYSTAL_GLASSABLE Can be used in the production of crystal glass, in theory. In practice, thanks to bug 1498, this token does nothing.
ITEMS_WEAPON Melee weapons can be made out of this material.
ITEMS_WEAPON_RANGED Ranged weapons can be made out of this material.
ITEMS_ANVIL Anvils can be made out of this material.
ITEMS_AMMO Ammunition can be made out of this material.
ITEMS_DIGGER Picks can be made out of this material.
ITEMS_ARMOR Armor can be made out of this material.
ITEMS_DELICATE Used internally by amber and coral.
ITEMS_SIEGE_ENGINE Siege engine parts can be made out of this material. Does not appear to work.
ITEMS_QUERN Querns and millstones can be made out of this material.[Verify]

Syndrome tokens[edit]

Token Arguments Description
SYN_NAME text defines the name of the syndrome
SYN_INJECTED syndrome can be contracted by injection (by a creature)
SYN_CONTACT syndrome can be contracted on contact (e.g. poison dust or liquid)
SYN_INHALED syndrome can be contracted by inhalation (e.g. poison vapor or gas)
SYN_AFFECTED_CLASS adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON
SYN_IMMUNE_CLASS makes the class of creatures immune to the syndrome
SYN_AFFECTED_CREATURE creature adds a specific creature to those affected.
SYN_IMMUNE_CREATURE creature makes the creature immune to the syndrome
CE_PAIN
CE_SWELLING
CE_OOZING
CE_BRUISING
CE_BLISTERS
CE_NUMBNESS
CE_PARALYSIS
CE_FEVER
CE_BLEEDING
CE_COUGH_BLOOD
CE_VOMIT_BLOOD
CE_NAUSEA
CE_UNCONSCIOUSNESS
CE_NECROSIS
CE_IMPAIR_FUNCTION
CE_DROWSINESS
CE_DIZZINESS
  • SEV:<value> (severity, higher is worse)
  • PROB:<value(1-100)> (probability)
  • RESISTABLE (optional) allows resistance
  • SIZE_DILUTES (optional) lessens effect based on size

Place affected:

  • LOCALIZED (optional)
  • VASCULAR_ONLY (optional)
  • MUSCULAR_ONLY (optional)
  • BP:BY_CATEGORY:category:tissue (optional)
  • BP:BY_TYPE:type:tissue (optional)
  • BP:BY_TOKEN:token:tissue (optional)

Timeline:

  • Start:effect start time
  • Peak:effect peak time
  • End:effect end time
Specifies the way that a syndrome affects a creature -- more detail can be found on the Syndromes page

See Also[edit]