questions for materials and their tokens topic. the wiki is now more up to date than this thread is:
[STATE_COLOR:<state type>:<color>]
[STATE_NAME:<state type>:<noun>]
[STATE_ADJ:<state type>:<name>]
<state type> is ALL_SOLID, SOLID (verify), LIQUID, POWDER (valid but not used in vanilla), and GAS. n/a can go into the <noun> and <name> slot if material will not exist at that point or no change in name describer. (verify)
[DISPLAY_COLOR: fg : bg : br ]
(spaced out to be read easy) the general color font/tile format, fg = foreground, bg = background, br = brightness
[MATERIAL_VALUE:<#>]
toady quote: The modifier used to all values involving the material.
[SPEC_HEAT:<#>]
[IGNITE_POINT:<#>]
[MELTING_POINT:<#>]
[BOILING_POINT:<#>]
[HEATDAM_POINT:<#>]
[COLDDAM_POINT:<#>]
[MAT_FIXED_TEMP:<#>]
these are the same as previous version, valid values are numbers matching dwarf scale or "NONE"
[SOLID_DENSITY:<#>]
[liQUID_DENSITY:<#>]
[MOLAR_MASS:<#>]
note toady left said these three are barely used anywhere, with MOLAR_MASS not used at all. the first two display in inventory weight and fighting. mass can take a NONE value.
to save space i'm clipping the first part of next set of tokens as they have same format but different names.
[<physics label>_YIELD:<#>]
[<physics label>_FRACTURE:<#>]
[<physics label>_ELASTICITY:<#>]
<physics label> is my shortcut, in its place goes IMPACT, COMPRESSIVE, TENSILE, TORSION, SHEAR, and BENDING. all labels are used 3 times, once for each of the above tokens. toady said on tone that IMPACT is for blunt combat, COMPRESSIVE and BENDING are not used, SHEAR is for cutting calculations. IMPACT and SHEAR are measured in KPa, the others are likely measured same but toady said that all of them are "spotty" as in guesswork.
[MAX_EDGE:<#>]
toady quote: A unitless measure for how sharp the edge is for combat purposes.
observed numbers were: 1000 for stone, wood, horn, and nail; 500 for bloods, slimes, and liquids ; 10000 for metal ; and then 0 for everything else.
[ABSORBTION:<#>]
note toady said it is not used...
[ITEMS_HARD]
[ITEMS_QUERN]
[ITEMS_BARRED]
[ITEMS_LEATHER]
[ITEMS_SOFT]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_ARMOR]
[ITEMS_AMMO]
[ITEMS_SIEGE_ENGINE] -wagon-
indicates what items the mat can make
[IS_METAL]
[WOOD]
[MEAT]
[TOOTH]
[HORN]
[LEATHER]
[PEARL]
[SILK]
[SHELL]
[SOAP]
[SOAP_LEVEL:2]
[CHEESE_CREATURE]
the obvious tags except the last two. they describe the properties and function of the mat. SOAP_LEVEL:2 is currently unknown. CHEESE_CREATURE will tell the game what animal the cheese is from or of. (verification needed as there is something else that does this)
[STRUCTURAL_PLANT_MAT] likely for plant skeletal and other biological plant use. (verify)
[SEED_MAT]
[LEAF_MAT]
[THREAD_PLANT]
[ALCOHOL_PLANT]
[POWDER_MISC_PLANT]
[liQUID_MISC_PLANT]
[liQUID_MISC_CREATURE]
these 5 are obvious descriptors and read as: it's a <alcohol> from a <plant> or it is a <liquid> <misc> from/of a <creature>. more likely exists.
[ROTS]
[GENERATES_MIASMA] these two are obvious...but they aren't always with the same mat as some things rot but don't make miasma like skin.
[STOCKPILE_GLOB] goes into a stockpile as "globs" (should be obvious)
[<bio fluid>_MAP_DESCRIPTOR] <bio fluid> are BLOOD, GOO, ICHOR, SLIME, and PUS.
might be self explanatory but is missing information.
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[EDIBLE_RAW] these three tells the game that it can be eaten in different ways.
[REACTION_CLASS:<item>] <item> are FAT, TALLOW, SOAP, MILK, and CHEESE
[MATERIAL_REACTION_PRODUCT: <item_MAT> : LOCAL_CREATURE_MAT: <item>]
these two go hand in hand and is self explanatory by now with how i've been listing and describing other tags. "LOCAL_CREATURE_MAT" toady described in the note as "this tells the game the creature it was from". "SKIN" is the exemption it doesn't have a REACTION_CLASS and has TAN_MAT for the first <item_MAT> in product. (verify or someone give me a better description/explanation for this)
[BUTCHER_SPECIAL:<item>:NONE] <item> is either GLOB or MEAT so far. (verify for others) last was always NONE for some reason...
[IMPLIES_ANIMAL_KILL]
tells the game that owner/animal was killed to make the production of the item
might be better in chart form but i already finished typing and forgot the question i was gona ask by now...[/s]