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Editing v0.34:Material definition token

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|-
 
|-
 
| PREFIX
 
| PREFIX
|
+
| * string
* 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.'''
 
| 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
 
| STONE_NAME
|
+
| * string
* string
 
 
| Overrides the name of mined out stones (used for native copper/silver/gold/platinum to make them be called "nuggets").
 
| Overrides the name of mined out stones (used for native copper/silver/gold/platinum to make them be called "nuggets").
  
Line 34: Line 32:
 
|  
 
|  
 
* type
 
* type
| 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.
+
| Unknown. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, or FILTH.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard of an impact the material can withstand before it will start deforming permanently. Used for blunt-force combat. Defaults to 10000.
+
| Specifies how hard of an impact the material can withstand before it will deform. Used for blunt-force combat. Defaults to 10000.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard of an impact the material can withstand before it will fail entirely. Used for blunt-force combat. Defaults to 10000.
+
| 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
| Specifies how much the material will give when the yield point is reached.{{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)
+
| 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
| Specifies how hard the material can be compressed before it will start deforming permanently. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.
+
| 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
| Specifies how hard the material can be compressed before it will fail entirely. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.
+
| 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
| Specifies how much the material will give when it is compressed past its yield point.{{verify}} Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0.
+
| 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
| Specifies how hard the material can be stretched before it will start deforming permanently. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.
+
| 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
| Specifies how hard the material can be stretched before it will fail entirely. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.
+
| 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
| Specifies how much the material will give when it is stretched past its yield point. Determines a tissue's resistance to a latching and tearing bite. Defaults to 0.
+
| 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
| Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 10000.
+
| 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.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 10000.
+
| 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.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how much the material will give when it is twisted past its yield point.{{verify}} Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in). Defaults to 0.
+
| 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.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be sheared before it will start deforming permanently. Used for cutting calculations. Defaults to 10000.
+
| Specifies how hard the material can be sheared before it will deform. Used for cutting calculations. Defaults to 10000.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be sheared before it will fail entirely. Used for cutting calculations. Defaults to 10000.
+
| Specifies how hard the material can be sheared before it will break. Used for cutting calculations. Defaults to 10000.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how much the material will give when sheared past its yield point. Used for cutting calculations. Defaults to 0.
+
| Specifies how much the material will deform when sheared.{{verify}} Used for cutting calculations. Defaults to 0.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be bent before it will start deforming permanently. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.
+
| 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.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how hard the material can be bent before it will fail entirely. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.
+
| 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.
  
 
|-
 
|-
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|
 
|
 
*value
 
*value
| Specifies how much the material will give when bent past its yield point.{{verify}} Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0.
+
| 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.
  
 
|-
 
|-
Line 339: Line 337:
 
|
 
|
 
*value
 
*value
| Supposedly not used{{verify}}. Theoretically, should determine density (at given pressure) in gas state, on which in turn would depends (together with weight of vaporized material) the volume covered by spreading vapors. Defaults to NONE.
+
| Supposedly not used. Defaults to NONE.
  
 
|-
 
|-
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*plural
 
*plural
 
| Specifies the name of [[block]]s made from this material.
 
| Specifies the name of [[block]]s made from this material.
 
|-
 
| WAFERS
 
|
 
| The material forms "wafers" instead of "[[bar]]s".
 
  
 
|-
 
|-
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*reaction reference
 
*reaction reference
 
| Used to classify all items made of the material so that reactions can use them as generic reagents.
 
| Used to classify all items made of the material so that reactions can use them as generic reagents.
 
|-
 
| METAL_ORE
 
|
 
* MATERIAL_NAME
 
* value
 
| Makes BOULDER acceptable as a [[Reactions#Reagents|reagent]] in reactions that require [[Item_token#Related_Tokens|"METAL_ORE:MATERIAL_NAME"]], as well as [[Smelter|smelting]] directly into metal [[bar]]s.<br /> Places the material under "Metal Ores" in Stone stockpiles.<br /> Value determines the probability for this product (see [[Tetrahedrite]] or [[Galena]] for details).
 
 
|-
 
| THREAD_METAL
 
|
 
* MATERIAL_NAME
 
* value
 
| Makes BOULDER acceptable for [[Strand extractor|strand extraction]] into threads; see also STOCKPILE_THREAD_METAL. Value presumably determines the probability of this product extracted.{{verify}}
 
  
 
|-
 
|-
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| ALCOHOL_PLANT
 
| ALCOHOL_PLANT
 
|
 
|
| Classifies the material as plant-based alcohol, allowing its storage in food stockpiles under "Drink (Plant)".
+
| Classifies the material as plant alcohol, allowing it to be stored in food stockpiles under "Drink (Plant)".
  
 
|-
 
|-
 
| ALCOHOL_CREATURE
 
| ALCOHOL_CREATURE
 
|
 
|
| Classifies the material as animal-based alcohol, allowing its storage in food stockpiles under "Drink (Animal)".
+
| Classifies the material as creature alcohol, allowing it to be stored in food stockpiles under "Drink (Animal)".
  
 
|-
 
|-
 
| ALCOHOL
 
| ALCOHOL
 
|
 
|
| Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown, possibly vestigial.
+
| Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown.
  
 
|-
 
|-
 
| CHEESE_PLANT
 
| CHEESE_PLANT
 
|
 
|
| Classifies the material as plant-based cheese, allowing its storage in food stockpiles under "Cheese (Plant)".
+
| Classifies the material as plant cheese, allowing it to be stored in food stockpiles under "Cheese (Plant)".
  
 
|-
 
|-
 
| CHEESE_CREATURE
 
| CHEESE_CREATURE
 
|
 
|
| Classifies the material as animal-based cheese, allowing its storage in food stockpiles under "Cheese (Animal)".
+
| Classifies the material as creature cheese, allowing it to be stored in food stockpiles under "Cheese (Animal)".
  
 
|-
 
|-
 
| CHEESE
 
| CHEESE
 
|
 
|
| Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown, possibly vestigial.
+
| Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown.  
  
 
|-
 
|-
 
| POWDER_MISC_PLANT
 
| POWDER_MISC_PLANT
 
|
 
|
| Classifies the material as plant powder, allowing its storage in in food stockpiles under "Milled Plant".
+
| Classifies the material as plant powder, allowing it to be stored in food stockpiles under "Milled Plant".
  
 
|-
 
|-
 
| POWDER_MISC_CREATURE
 
| POWDER_MISC_CREATURE
 
|
 
|
| Classifies the material as creature powder, allowing its storage in food stockpiles under "Bone Meal".
+
| Classifies the material as creature powder, allowing it to be stored in food stockpiles under "Bone Meal".
  
 
|-
 
|-
 
| POWDER_MISC
 
| POWDER_MISC
 
|
 
|
| Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown, possibly vestigial.
+
| Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown.
  
 
|-
 
|-
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| STOCKPILE_GLOB_PASTE
 
| STOCKPILE_GLOB_PASTE
 
|
 
|
| Classifies the material as milled paste, allowing its storage in food stockpiles under "Paste".
+
| Permits globs of the material in paste form to be stored in food stockpiles under "Paste".
  
 
|-
 
|-
 
| STOCKPILE_GLOB_PRESSED
 
| STOCKPILE_GLOB_PRESSED
 
|
 
|
| Classifies the material as pressed goods, allowing its storage in food stockpiles under "Pressed Material".
+
| Permits globs of the material in pressed form to be stored in food stockpiles under "Pressed Material".
  
 
|-
 
|-
 
| LIQUID_MISC_PLANT
 
| LIQUID_MISC_PLANT
 
|
 
|
| Classifies the material as a plant extract, allowing its storage in food stockpiles under "Extract (Plant)".
+
| Classifies the material as a plant extract, allowing it to be stored in food stockpiles under "Extract (Plant)".
  
 
|-
 
|-
 
| LIQUID_MISC_CREATURE
 
| LIQUID_MISC_CREATURE
 
|
 
|
| Classifies the material as a creature extract, allowing its storage in food stockpiles under "Extract (Animal)".
+
| Classifies the material as a creature extract, allowing it to be stored in food stockpiles under "Extract (Animal)".
  
 
|-
 
|-
 
| LIQUID_MISC_OTHER
 
| LIQUID_MISC_OTHER
 
|
 
|
| Classifies the material as a miscellaneous liquid, allowing its storage in food stockpiles under "Misc. Liquid" along with lye.
+
| Classifies the material as a miscellaneous liquid, allowing it to be stored in food stockpiles under "Misc. Liquid" along with lye.
  
 
|-
 
|-
 
| LIQUID_MISC
 
| LIQUID_MISC
 
|
 
|
| Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown. Possibly vestigial.
+
| 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
 
| STRUCTURAL_PLANT_MAT
 
|
 
|
| Classifies the material as plant, allowing its storage in food stockpiles under "Plants".
+
| Classifies the material as plant, allowing it to be stored in food stockpiles under "Plants".
  
 
|-
 
|-
 
| SEED_MAT
 
| SEED_MAT
 
|
 
|
| Classifies the material as plant seed, allowing its storage in food stockpiles under "Seeds".
+
| 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 its storage in food stockpiles under "Leaves".
+
| Classifies the material as plant leaf, allowing it to be stored in food stockpiles under "Leaves".
  
 
|-
 
|-
 
| BONE
 
| BONE
 
|
 
|
| Classifies the material as bone, allowing its use for bone carvers and restriction from stockpiles by material.
+
| Classifies the material as bone, allowing it to be used by craftsdwarves.
  
 
|-
 
|-
 
| WOOD
 
| WOOD
 
|
 
|
| Classifies the material as wood, allowing its use for carpenters and storage in wood stockpiles. Entities opposed to killing plants (i.e. [[Elf|Elves]]) will refuse to accept these items in trade.
+
| 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, allowing its use for clothiers and storage in cloth stockpiles under "Thread (Plant)" and "Cloth (Plant)".
+
| 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 its use for bone carvers and restriction from stockpiles by material.
+
| Classifies the material as tooth, allowing it to be used by craftsdwarves.
  
 
|-
 
|-
 
| HORN
 
| HORN
 
|
 
|
| Classifies the material as horn, allowing its use for bone carvers and restriction from stockpiles by material.
+
| Classifies the material as horn, allowing it to be used by craftsdwarves.
  
 
|-
 
|-
 
| PEARL
 
| PEARL
 
|
 
|
| Classifies the material as pearl, allowing its use for bone carvers and restriction from stockpiles by material.
+
| Classifies the material as pearl, allowing it to be used by craftsdwarves.
  
 
|-
 
|-
 
| SHELL
 
| SHELL
 
|
 
|
| Classifies the material as shell, allowing its use for bone carvers and restriction from stockpiles by material.
+
| Classifies the material as shell, allowing it to be used by craftsdwarves.
  
 
|-
 
|-
 
| LEATHER
 
| LEATHER
 
|
 
|
| Classifies the material as leather, allowing its use for leatherworkers and storage in leather stockpiles.
+
| Classifies the material as leather, allowing it to be used by craftsdwarves.
  
 
|-
 
|-
 
| SILK
 
| SILK
 
|
 
|
| Classifies the material as silk, allowing its use for clothiers and storage in cloth stockpiles under "Thread (Silk)" and "Cloth (Silk)".
+
| Classifies the material as silk, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Silk)" and "Cloth (Silk)".
  
 
|-
 
|-
 
| SOAP
 
| SOAP
 
|
 
|
| Classifies the material as soap, allowing it to be used as a bath detergent and stored in bar/block stockpiles under "Bars: Other Materials".{{verify}}
+
| Classifies the material as soap, permitting it to be stored in Bar/Block stockpiles with Soap enabled.{{verify}}
  
 
|-
 
|-
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| 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.").
+
| Tells the game to classify contaminants of this material as being "blood", both in Adventurer mode tile descriptions ("Here we have a Dwarf in a slurry of blood.") and for unhappy thoughts from drinking water ("He was forced to drink bloody water lately").
  
 
|-
 
|-
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| ITEMS_METAL
 
| ITEMS_METAL
 
|
 
|
| Effect unknown. Possibly vestigial.
+
| Effect unknown
  
 
|-
 
|-
 
| ITEMS_BARRED
 
| ITEMS_BARRED
 
|
 
|
| Equivalent to ITEMS_HARD. Given to [[bone]].
+
| [[Bone]] items (clothes with [BARRED]) can be made from this material.
  
 
|-
 
|-
 
| ITEMS_SCALED
 
| ITEMS_SCALED
 
|
 
|
| Equivalent to ITEMS_HARD. Given to [[shell]].
+
| [[Shell]] items (clothes with [SCALED]) can be made from this material.
  
 
|-
 
|-
 
| ITEMS_LEATHER
 
| ITEMS_LEATHER
 
|
 
|
| Equivalent to ITEMS_SOFT. Given to [[leather]].
+
| [[Leather]] items (clothes with [LEATHER]) can be made from this material.
  
 
|-
 
|-
 
| ITEMS_SOFT
 
| ITEMS_SOFT
 
|
 
|
| Random [[finished goods|crafts]] made from this material can not be made into rings, crowns, scepters or figurines. Given to [[plant fiber]], [[silk]] and [[wool]].
+
| Soft clothing items, backpacks and quivers, and siege engine parts can be made from this material.
  
 
|-
 
|-
 
| ITEMS_HARD
 
| ITEMS_HARD
 
|
 
|
| Random [[finished goods|crafts]] made from this material include all seven items. Given to [[stone]], [[wood]], [[bone]], [[shell]], [[chitin]], [[nail|claws]], [[tooth|teeth]], [[horn|horns]], [[horn|hooves]] and [[wax|beeswax]]. [[Hair]], [[pearl|pearls]] and eggshells also have the tag.
+
| Furniture, medical supplies, and crafts can be made out of this material.
  
 
|-
 
|-
 
| IS_STONE
 
| IS_STONE
 
|
 
|
| Used to define that said material is stone. Allows its storage in stone stockpiles, among other effects.
+
| Used to define that said material is stone. Allows storage in stone stockpiles, among other effects.
  
 
|-
 
|-
Line 688: Line 667:
 
| YARN
 
| YARN
 
|
 
|
| Classifies the material as yarn, allowing its use for clothiers and its storage in cloth stockpiles under "Thread (Yarn)" and "Cloth (Yarn)".
+
| Classifies the material as yarn, permitting thread and cloth to be stored in cloth stockpiles under "Thread (Yarn)" and "Cloth (Yarn)".
  
 
|-
 
|-
Line 743: Line 722:
 
| ITEMS_DELICATE
 
| ITEMS_DELICATE
 
|
 
|
| Used internally by amber and coral. Functionally equivalent to ITEMS_HARD.
+
| Used internally by amber and coral.
  
 
|-
 
|-

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