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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").
  
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|  
 
|  
 
* 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. SLIME value is used by evil cloud/rain materials.
  
 
|-
 
|-
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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 start deforming permanently. Determines a tissue's response to strangulation. 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 fail entirely. Determines a tissue's response to strangulation. 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 give when it is compressed past its yield point.{{verify}} Determines a tissue's response to strangulation. 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 start deforming permanently. [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 fail entirely. [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 give when it is twisted past its yield point.{{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
| 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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| 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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