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Difference between revisions of "v0.34:Inorganic material definition token"

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|[WAFERS]||Used on metals, causes the metal to be made into wafers instead of [[bar]]s.
 
|[WAFERS]||Used on metals, causes the metal to be made into wafers instead of [[bar]]s.
 
|-
 
|-
|[DEEP_SPECIAL]||Causes the stone to form hollow tubes leading to Hell. Used for [[raw adamantine]]
+
|[DEEP_SPECIAL]||Causes the stone to form hollow tubes leading to Hell. Used for [[raw adamantine]]. When mined, stone has a 100% yield.
 
|-
 
|-
 
|[METAL_ORE:metal:chance]||Allows the ore to be [[smelter|smelted]] into metal. Multiple tokens allow multiple types of metal to be smelted from a single ore.
 
|[METAL_ORE:metal:chance]||Allows the ore to be [[smelter|smelted]] into metal. Multiple tokens allow multiple types of metal to be smelted from a single ore.
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|[THREAD_METAL:metal:chance]||Allows strands to be extracted from the metal at a [[craftsdwarf's workshop]].
 
|[THREAD_METAL:metal:chance]||Allows strands to be extracted from the metal at a [[craftsdwarf's workshop]].
 
|-
 
|-
|[DEEP_SURFACE]||Causes the stone to line the landscape of [[Hell]]. Used for [[slade]].
+
|[DEEP_SURFACE]||Causes the stone to line the landscape of [[Hell]]. Used for [[slade]]. When mined (if it's mineable), stone has a 100% yield.
 
|-
 
|-
 
|[AQUIFER]||Allows the stone to support an [[aquifer]].
 
|[AQUIFER]||Allows the stone to support an [[aquifer]].
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|[SOIL]||Causes the material to form [[soil]] layers, allowing it to appear in (almost) any biome. Mining is faster and produces no stones.
 
|[SOIL]||Causes the material to form [[soil]] layers, allowing it to appear in (almost) any biome. Mining is faster and produces no stones.
 
|-
 
|-
|[SOIL_OCEAN]||Causes the material to form [[soil|pelagic sediment]] layers. Mining is faster and produces no stones.
+
|[SOIL_OCEAN]||Causes the material to form [[soil|pelagic sediment]] layers beneath deep oceans. Mining is faster and produces no stones.
 
|-
 
|-
|[SOIL_SAND]||Causes the material to form [[sand]] layers, allowing it to appear in [[sand desert]]s and [[ocean]]s. Mining is faster and produces no stones. Sand layers can also be used used for making [[glass]]. Can be combined with [SOIL].
+
|[SOIL_SAND]||Causes the material to form [[sand]] layers, allowing it to appear in [[sand desert]]s and shallow [[ocean]]s. Mining is faster and produces no stones. Sand layers can also be used used for making [[glass]]. Can be combined with [SOIL].
 
|-
 
|-
 
|[SEDIMENTARY_OCEAN_SHALLOW]||Permits an already [SEDIMENTARY] stone layer to appear underneath shallow ocean regions.
 
|[SEDIMENTARY_OCEAN_SHALLOW]||Permits an already [SEDIMENTARY] stone layer to appear underneath shallow ocean regions.
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|[ENVIRONMENT_SPEC:stone:type:freq]||Specifies which specific minerals will contain this mineral. See below.
 
|[ENVIRONMENT_SPEC:stone:type:freq]||Specifies which specific minerals will contain this mineral. See below.
 
|-
 
|-
|[LAVA]||Causes the stone to line the edges of [[magma]] pools and volcanoes, and causes the stone to be formed when [[water]] and [[magma]] are mixed.
+
|[LAVA]||Specifies that the stone is created when combining [[water]] and [[magma]], also causing it to line the edges of [[magma]] pools and volcanoes. If multiple minerals are marked as lava stones, a different one will be used in each biome or geological region.
 
|-
 
|-
 
|[SPECIAL]||Prevents the material from showing up in certain places. Explicitly set by all [[evil weather]] materials and implied by [DEEP_SURFACE] and [DEEP_SPECIAL].
 
|[SPECIAL]||Prevents the material from showing up in certain places. Explicitly set by all [[evil weather]] materials and implied by [DEEP_SURFACE] and [DEEP_SPECIAL].
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Format:
 
Format:
 
* [ENVIRONMENT:<class>:<inclusion type>:<frequency>]
 
* [ENVIRONMENT:<class>:<inclusion type>:<frequency>]
** Class may be ALL_STONE, IGNEOUS_ALL, SOIL, SOIL_OCEAN, SOIL_SAND, METAMORPHIC, SEDIMENTARY, IGNEOUS_INTRUSIVE, IGNEOUS_EXTRUSIVE, or ALLUVIAL.
 
*** ALL_STONE is equivalent to METAMORPHIC, SEDIMENTARY, IGNEOUS_INTRUSIVE, IGNEOUS_EXTRUSIVE, and ALLUVIAL.
 
*** IGNEOUS_ALL is equivalent to IGNEOUS_INTRUSIVE and IGNEOUS_EXTRUSIVE.
 
* [ENVIRONMENT_SPEC:<id>:<inclusion type>:<frequency>]
 
  
The inclusion type can be CLUSTER, CLUSTER_SMALL, CLUSTER_ONE, or VEIN - CLUSTERs are large ovoids that occupy their entire local map tile if present, CLUSTER_SMALL inclusions are blobs of 3-9 tiles, CLUSTER_ONE inclusions are single tiles, and VEINs are large streaks.
+
Possible values for class:
 +
{| {{prettytable}}
 +
|- style='background-color:#ddd'
 +
! Environment class token
 +
! Description
 +
|-
 +
| ALL_STONE||Will appear in every stone.
 +
|-
 +
| IGNEOUS_ALL, IGNEOUS_INTRUSIVE, IGNEOUS_EXTRUSIVE||Will appear in igneous layers, either [[igneous intrusive]], [[igneous extrusive]], or both.
 +
|-
 +
| SOIL, SOIL_OCEAN, SOIL_SAND||Will appear in soil. SOIL_OCEAN is oceans specifically and SOIL_SAND is sand specifically.
 +
|-
 +
| METAMORPHIC||Will appear in [[metamorphic]] layers.
 +
|-
 +
| SEDIMENTARY||Will appear in [[sedimentary]] layers.
 +
|-
 +
| ALLUVIAL||Will appear in [[alluvial]] layers.
 +
|}
 +
 
 +
Possible values for inclusion type:
 +
{| {{prettytable}}
 +
|- style='background-color:#ddd'
 +
! Inclusion type token
 +
! Description
 +
|-
 +
| CLUSTER||Large ovoids that occupy their entire 48x48 embark tile. [[Microcline]] is an example. When mined, stone has a 25% yield (as with layer stones).
 +
|-
 +
| CLUSTER_SMALL||Blobs of 3-9 tiles. Will always be successfully mined. [[Red pyrope]]s are an example. When mined, stone has a 100% yield.
 +
|-
 +
| CLUSTER_ONE||Single tiles. Will always be successfully mined. [[Clear diamond]]s are an example. When mined, stone has a 100% yield.
 +
|-
 +
| VEIN||Large streaks of stone. [[Native gold]] is an example. When mined, stone has a 33% yield instead of the usual 25%.
 +
|}
 +
 
 +
An inclusion may be contained within a larger inclusion.  For example, diamond small clusters are found within kimberlite veins.
  
 
The frequency number varies from 1 to 100 and determines the relative frequency at which the stone will be chosen to appear - if all frequency values are the same, then all stones will be equally likely to appear.
 
The frequency number varies from 1 to 100 and determines the relative frequency at which the stone will be chosen to appear - if all frequency values are the same, then all stones will be equally likely to appear.
 +
 +
ENVIRONMENT_SPEC follows much the same format, but takes a specific stone material ID where  ENVIRONMENT would take a class token. What you can use will depend on what inorganic raws are around.
 +
 +
Due to an error in the raw parsing logic, having multiple ENVIRONMENT_SPEC tokens will cause the inclusion type to be parsed in ''reverse'' order compared to the stone ID and frequency values - in the vanilla raws, this causes [[native platinum]] to appear as veins within [[chromite]] and as small clusters within [[olivine]].{{bug|1429}}
  
 
==See Also==
 
==See Also==

Latest revision as of 22:01, 6 February 2024

This article is about an older version of DF.

The following tokens can be used in inorganic material definitions, generally those for stones, gems, and metals. They cannot be used with materials attached to plants or creatures.

Token Description
[WAFERS] Used on metals, causes the metal to be made into wafers instead of bars.
[DEEP_SPECIAL] Causes the stone to form hollow tubes leading to Hell. Used for raw adamantine. When mined, stone has a 100% yield.
[METAL_ORE:metal:chance] Allows the ore to be smelted into metal. Multiple tokens allow multiple types of metal to be smelted from a single ore.
[THREAD_METAL:metal:chance] Allows strands to be extracted from the metal at a craftsdwarf's workshop.
[DEEP_SURFACE] Causes the stone to line the landscape of Hell. Used for slade. When mined (if it's mineable), stone has a 100% yield.
[AQUIFER] Allows the stone to support an aquifer.
[METAMORPHIC] Causes the material to form metamorphic layers.
[SEDIMENTARY] Causes the material to form sedimentary layers.
[SOIL] Causes the material to form soil layers, allowing it to appear in (almost) any biome. Mining is faster and produces no stones.
[SOIL_OCEAN] Causes the material to form pelagic sediment layers beneath deep oceans. Mining is faster and produces no stones.
[SOIL_SAND] Causes the material to form sand layers, allowing it to appear in sand deserts and shallow oceans. Mining is faster and produces no stones. Sand layers can also be used used for making glass. Can be combined with [SOIL].
[SEDIMENTARY_OCEAN_SHALLOW] Permits an already [SEDIMENTARY] stone layer to appear underneath shallow ocean regions.
[SEDIMENTARY_OCEAN_DEEP] Permits an already [SEDIMENTARY] stone layer to appear underneath deep ocean regions.
[IGNEOUS_INTRUSIVE] Causes the material to form igneous intrusive layers.
[IGNEOUS_EXTRUSIVE] Causes the material to form igneous extrusive layers.
[ENVIRONMENT:class:type:freq] Specifies what types of layers will contain this mineral. See below.
[ENVIRONMENT_SPEC:stone:type:freq] Specifies which specific minerals will contain this mineral. See below.
[LAVA] Specifies that the stone is created when combining water and magma, also causing it to line the edges of magma pools and volcanoes. If multiple minerals are marked as lava stones, a different one will be used in each biome or geological region.
[SPECIAL] Prevents the material from showing up in certain places. Explicitly set by all evil weather materials and implied by [DEEP_SURFACE] and [DEEP_SPECIAL].
[GENERATED] Indicates that this is a generated material. Cannot be specified in user-defined raws.

ENVIROMENT and ENVIRONMENT_SPEC[edit]

Format:

  • [ENVIRONMENT:<class>:<inclusion type>:<frequency>]

Possible values for class:

Environment class token Description
ALL_STONE Will appear in every stone.
IGNEOUS_ALL, IGNEOUS_INTRUSIVE, IGNEOUS_EXTRUSIVE Will appear in igneous layers, either igneous intrusive, igneous extrusive, or both.
SOIL, SOIL_OCEAN, SOIL_SAND Will appear in soil. SOIL_OCEAN is oceans specifically and SOIL_SAND is sand specifically.
METAMORPHIC Will appear in metamorphic layers.
SEDIMENTARY Will appear in sedimentary layers.
ALLUVIAL Will appear in alluvial layers.

Possible values for inclusion type:

Inclusion type token Description
CLUSTER Large ovoids that occupy their entire 48x48 embark tile. Microcline is an example. When mined, stone has a 25% yield (as with layer stones).
CLUSTER_SMALL Blobs of 3-9 tiles. Will always be successfully mined. Red pyropes are an example. When mined, stone has a 100% yield.
CLUSTER_ONE Single tiles. Will always be successfully mined. Clear diamonds are an example. When mined, stone has a 100% yield.
VEIN Large streaks of stone. Native gold is an example. When mined, stone has a 33% yield instead of the usual 25%.

An inclusion may be contained within a larger inclusion. For example, diamond small clusters are found within kimberlite veins.

The frequency number varies from 1 to 100 and determines the relative frequency at which the stone will be chosen to appear - if all frequency values are the same, then all stones will be equally likely to appear.

ENVIRONMENT_SPEC follows much the same format, but takes a specific stone material ID where ENVIRONMENT would take a class token. What you can use will depend on what inorganic raws are around.

Due to an error in the raw parsing logic, having multiple ENVIRONMENT_SPEC tokens will cause the inclusion type to be parsed in reverse order compared to the stone ID and frequency values - in the vanilla raws, this causes native platinum to appear as veins within chromite and as small clusters within olivine.Bug:1429

See Also[edit]