I have the list of available skill tokens in my guide...
What's the difference between the material state tokens POWDER and SOLID_POWDER?
I can't answer this, I haven't even touched those.
The material state token ALL_SOLID -- I'm guessing this is a shorthand way to define the material's SOLID, POWDER, and SOLID_POWDER states all at once? Or is it just SOLID and SOLID_POWDER? That would seem to provide the reason for the presence of two different powder states.
Again I don't know, where is it you're seeing that, maybe I can check it out and figure it out.
I note that there's a PROSE skill. Is this actually used? Have I just not got far enough in the game to get to the point where it becomes relevant? What does it do?
Afoninv answered this. But yeah, it's not used presently in vanilla... consider it a place holder. I would suppose teacher, student, nature_magic, etc. are all not used for anything presently.
If I make up a material using the material templates, does it become a valid argument for HAS_MATERIAL_REACTION_PRODUCT?
http://df.magmawiki.com/index.php/DF2010:Material_tokenthe wiki, might be a good place to start.
I note that there are breath attacks. Can these only be attributed to creatures, or can I apply them to weapons as well? In other words, can I make, say, a flamethrower?
No, it's a creature token.
What are the material tokens FILTH_B and FILTH_Y for? As a wild guess, I'd suppose B was blood, but I don't know what to make of Y.
afoninv's suggestion is best I could come up with.
There's a THROW skill but no thrown weapons that I can find. Anyone know how you go about defining a weapon as thrown?
Not used in Vanilla FORT mode. However, you can have a tantruming dwarf gain the skill by throwing stuff everywhere. In Adventurer mode you gain it from... throwing things... There is no throwing weapon presently, that's why you don't see throwing spears or ninja stars... cause they don't work the right way yet.
Anybody know what the skill token is for tanning a hide? What about carving shell and horn? And armoring? And weaponsmithing?
On my guide...
MINING
WOODCUTTING
CARPENTRY
DETAILSTONE
MASONRY
PROCESSFISH
TRAPPING
WEAVING
BREWING
ALCHEMY
CLOTHESMAKING
MILLING
PROCESSPLANTS
CHEESEMAKING
HERBALISM
CUTGEM
ENCRUSTGEM
WOODCRAFT
STONECRAFT
METALCRAFT
LEATHERWORK
BONECARVE
AXE
SWORD
MISC_WEAPON (not too sure what weapons fall under this)
DAGGER
MACE
HAMMER
SPEAR
CROSSBOW
SHIELD
ARMOR
PIKE
WHIP
BOW
BLOWGUN
THROW
MECHANICS
MAGIC_NATURE (this raises "druid" iirc)
SNEAK (raises "ambush" must have hunter to train this iirc)
DESIGNBUILDING
DRESS_WOUNDS
SET_BONE
SUTURE
CRUTCH_WALK
WOOD_BURNING
SOAP_MAKING
SWIMMING
NEGOTIATION
JUDGING_INTENT
APPRAISAL
ORGANIZATION
RECORD_KEEPING
INTIMIDATION
CONVERSATION
COMEDY
FLATTERY
CONSOLE
PACIFY
TRACKING
KNOWLEDGE_ACQUISITION (this raises "student" skill)
CONCENTRATION
SITUATIONAL_AWARENESS
PROSE (this raises "writing" skill")
READING
SPEAKING
COORDINATION
LEADERSHIP
TEACHING
MELEE_COMBAT (one of the few that don't seem to be used by dwarfs)
RANGED_COMBAT (one of the few that don't seem to be used by dwarfs)
WRESTLING
BITE
GRASP_STRIKE (one of the few that don't seem to be used by dwarfs)
STANCE_STRIKE (one of the few that don't seem to be used by dwarfs)
DODGING
Anybody know what units the temperatures are in?
On the wiki...
http://df.magmawiki.com/index.php/Temperature_scaleTo what objects can PREFSTRING be applied? Could a dwarf like swords for their sharpness, for instance? Or a saxophones for their sonorous timbre?
At the moment, I want to say only creatures... seeing as it's under "creature tokens". However, throw it on a few items of varying type and see if it throws you any errors.
How do trade values work? I note that materials have a MATERIAL_VALUE which seems to indicate the value of the raw material. But once you make something out of it, the value goes up. What determines how much it goes up?
This would be a good start...
http://df.magmawiki.com/index.php/ValueDepends on the item and the material and the crafted value and any added materials (like studding or encrusting)