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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.''' | ||
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| 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 | ||
− | | | + | | 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 | + | | 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 | + | | 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 | + | | 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. | + | | 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. | + | | 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}} | + | | 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 | + | | 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. | ||
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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. | ||
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| BLOOD_MAP_DESCRIPTOR | | BLOOD_MAP_DESCRIPTOR | ||
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− | | 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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