v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing v0.31:Building token
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 5: | Line 5: | ||
All custom buildings are defined as objects of type BUILDING_WORKSHOP or BUILDING_FURNACE; workshops show up in the {{K|b}}-{{K|w}} menu, while furnaces show up in the {{K|b}}-{{K|e}} menu. | All custom buildings are defined as objects of type BUILDING_WORKSHOP or BUILDING_FURNACE; workshops show up in the {{K|b}}-{{K|w}} menu, while furnaces show up in the {{K|b}}-{{K|e}} menu. | ||
− | You also must add any new custom buildings to the | + | You also must add any new custom buildings to the civilization that you want to use it. |
Additionally, furnaces must be designed by an [[architect]] before being constructed (and will gain [[quality]] accordingly), though they will always use the labor(s) specified in the building definition rather than ones based on the materials being used. | Additionally, furnaces must be designed by an [[architect]] before being constructed (and will gain [[quality]] accordingly), though they will always use the labor(s) specified in the building definition rather than ones based on the materials being used. | ||
Line 23: | Line 23: | ||
| NAME_COLOR | | NAME_COLOR | ||
| fg:bg:bright | | fg:bg:bright | ||
− | | The color of the building's name when {{K|q}}uerying it | + | | The color of the building's name when {{K|q}}uerying it. |
|- | |- | ||
Line 72: | Line 72: | ||
| | | | ||
* quantity | * quantity | ||
− | * [[item token]] | + | * [[item token]] (with subtype) |
* [[material token]] | * [[material token]] | ||
| Specifies one of the objects necessary to construct the custom building. Each BUILD_ITEM can be followed by zero or more modifiers. | | Specifies one of the objects necessary to construct the custom building. Each BUILD_ITEM can be followed by zero or more modifiers. | ||
Line 100: | Line 100: | ||
|- | |- | ||
| [CONTAINS_LYE] | | [CONTAINS_LYE] | ||
− | | | + | | If the item is a container, it must contain LYE. |
|- | |- | ||
| [POTASHABLE] | | [POTASHABLE] | ||
Line 106: | Line 106: | ||
|- | |- | ||
| [NOT_WEB] | | [NOT_WEB] | ||
− | | | + | | States that the item must have been collected (to distinguish silk thread from webs). |
|- | |- | ||
| [WEB_ONLY] | | [WEB_ONLY] | ||
− | | | + | | States that the item must be undisturbed (to distinguish silk thread from webs). |
|- | |- | ||
| [EMPTY] | | [EMPTY] | ||
Line 115: | Line 115: | ||
|- | |- | ||
| [NOT_CONTAIN_BARREL_ITEM] | | [NOT_CONTAIN_BARREL_ITEM] | ||
− | | If the item is a | + | | If the item is a Barrel, it must not contain an item that has to reside in a barrel. A building which is built from a barrel should probably have both this and [EMPTY]. |
|- | |- | ||
| [BAG] | | [BAG] | ||
Line 121: | Line 121: | ||
|- | |- | ||
| [GLASS_MATERIAL] | | [GLASS_MATERIAL] | ||
− | | Item material must have the [IS_GLASS] token. All 3 types of | + | | Item material must have the [IS_GLASS] token. All 3 types of glass have this token hardcoded. |
|- | |- | ||
| [BUILDMAT] | | [BUILDMAT] | ||
− | | Item | + | | Item is a general building component - BAR, BLOCKS, BOULDER, or WOOD. |
|- | |- | ||
| [FIRE_BUILD_SAFE] | | [FIRE_BUILD_SAFE] | ||
− | | Item material must be stable at temperatures below 11000. Currently broken - requires material's IGNITE_POINT to be set to "NONE". Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are | + | | Item's material must be stable at temperatures below 11000. Currently broken - requires material's IGNITE_POINT to be set to "NONE". Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are rejected. |
|- | |- | ||
| [MAGMA_BUILD_SAFE] | | [MAGMA_BUILD_SAFE] | ||
− | | Item material must be stable at temperatures below 12000. Currently broken - requires material's IGNITE_POINT to be set to "NONE". Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are | + | | Item's material must be stable at temperatures below 12000. Currently broken - requires material's IGNITE_POINT to be set to "NONE". Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are rejected. |
|- | |- | ||
| [CAN_USE_ARTIFACT] | | [CAN_USE_ARTIFACT] | ||
Line 136: | Line 136: | ||
|- | |- | ||
| [WORTHLESS_STONE_ONLY] | | [WORTHLESS_STONE_ONLY] | ||
− | | Item material must be non- | + | | Item material must be non-economic. |
|- | |- | ||
| [ANY_PLANT_MATERIAL] | | [ANY_PLANT_MATERIAL] | ||
Line 172: | Line 172: | ||
|- | |- | ||
| [USE_BODY_COMPONENT] | | [USE_BODY_COMPONENT] | ||
− | | Item must be a body part | + | | Item material must be a body part. |
|- | |- | ||
| [NO_EDGE_ALLOWED] | | [NO_EDGE_ALLOWED] | ||
− | | Item must not have | + | | Item must not have been sharpened. |
|- | |- | ||
| [NOT_ENGRAVED] | | [NOT_ENGRAVED] |