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  • Created over 10 years ago
  • Updated over 4 years ago

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Repository Details

Text Will Be Text

Text Will Be Text

This is a plugin for Dwarf Fortress / DFHack that improves various aspects the game interface.

Originally I wrote a small plugin because I was tired seeing coffins instead of zeroes and all that stuff. It has greately evolved since then. The primary goal is to improve Fortress Mode. Adventure Mode is generally supported but may have issues.

Note: To activate the plugin, set PRINT_MODE to TWBT (or TWBT_LEGACY for legacy mode with text and map tiles of the same size) in your data/init/init.txt file. The installation package also includes several other plugins which required changes to be compatible with TWBT.

Screenshot Screenshot

Features

Text and Map Tilesets
Use separate fonts for text and map, possibly with different tile size.

Overrides
Change images used for specific buildings, items and tile types.

Multi-level Rendering
See multiple terrain levels in mountainous areas and caverns.

Additional Colours

Colormap Manipulation
Change and reload colours without restarting the game.

Mapshot!
Save a full-size screenshot of the map. This command is asynchronous, it will print a message once the operation is complete.

Other Improvements

Authors and Links

Vitaly Pronkin aka mifki [email protected]

Home Page / Sources -- Latest Release -- Development Builds -- Discussion -- Report an Issue

Text and Map Tilesets

Main function is to use separate fonts (tilesets) for map tiles in Fortress Mode and for text. These fonts may have different tile size, usually square for the map and non-square for text. There also no limit of minimum 80 columns anymore, so bigger tiles can be used on small screens.

In your init.txt set FONT and FULLFONT to the font you want to use for text, and GRAPHICS_FONT and GRAPHICS_FULLFONT to the font for map tiles.

twbt tilesize bigger | smaller twbt tilesize +<delta> | -<delta>
twbt tilesize <w> <h>
These commands adjust the size of map tiles or set the exact size.

twbt tilesize reset
This command resets map tile size back to normal.

twbt redraw_all 0|1 This command controls the full redraw mode, in which all tiles are updated each frame - useful for some tilesets in case of graphics issues when scrolling.

twbt hide_stockpiles 0|1 If this option is enabled, stockpiles will be hidden unless in [q], [p] or [k] mode. Requires redraw_all.

twbt workshop_transparency 0|1 Toggles workshop transparency which is disabled by default.

twbt unit_transparency 0|1 Toggles unit transparency which is disabled by default.

Overrides

Commands described below are to be placed in data/init/overrides.txt file and allow to change tile images used for specific buildings, items and tile types.

Loading additional tilesets

[TILESET:font.png:fullscreenfont.png:Id] 
  • File names are relative to the data/art folder

  • Id is an arbitrary string to refer this tileset later

Overrides for items and buildings

[OVERRIDE:Tile:Kind:Id:Type:Subtype:Tileset:NewTile:NewFg:NewBg:MatFlag:Mat1:Mat2:Mat3]
  • Tile is the original tile number

  • Kind is B for building or I for item

  • Id is an item ID or building ID, or empty to match any ID

  • Type is an item type or building type, or empty to match any type

  • Subtype

  • Tileset is a tileset identifier specified previously in TILESET command. Two predefined values are map for the main graphics font and text for the text font.

  • NewTile is a new tile number, or, optionally, a multi-tile set, which follows the format MultiType:NumTiles:NewTiles.

  • MultiType is R for random tiles, A for random animation, and S for synchronized animation.

  • NumTiles is the number of tiles you have defined in the set.

  • NewTiles is a list of tiles, from the same page, in the set, separated by :.

  • NewFg is a new foreground colour, 1-16

  • NewBg is a new background colour, 1-16

  • MatFlag is a material flag, or empty to match any material.

  • Mat1:Mat2:Mat3 is a material token, as found in the raws. Example valid values are WATER, INORGANIC:IRON, and PLANT:MANGO:WOOD. Note that WATER::, etc, must be used if further parameters are used in the same override.

Note: Any of NewTile, NewFg and NewBg parameters may be empty to use existing values without changes, but at least one of them must be present. Trailing colons may be omitted for empty parameters.

Note 2: Any overrides that use either MatFlag or Mat1:Mat2:Mat3 must be listed before any matching overrides that don't use them, or they will not be applied.

Overrides for tile types

[OVERRIDE:Tile:T:Type:Tileset:NewTile:NewFg:NewBg:MatFlag:Mat1:Mat2:Mat3]
  • Tile, Tileset, NewTile, NewFg, NewBg, MatFlag and Mat1:Mat2:Mat3 parameters are the same as for items/buildings overrides

  • Type is a tile type. For convenience, you can use textual description that you see with live query mode of mousequery plugin, in this case include it in quotes (for example, "stone stair down").

Multi-level Rendering

Copy shadows.png to data/art folder. Multi-level rendering is disabled by default, you can enable it with multilevel command (see below) manually or put it into your dfhack.init script.

multilevel
Set number of additional levels to render. Possible parameters are more, less or number 0-15.

multilevel shadowcolor <r> <g> <b> <a>
Set shadow colour. Components are in range 0-1. Default is 0 0 0 0.4

multilevel fogcolor <r> <g> <b>
Set fog colour. Default is 0.1 0.1 0.3

multilevel fogdensity <density> [<start>] [<step>]
Set fog density parameters. Default is 0.15 0 1

Additional Colours

Not yet.

Colormap Manipulation

colormap <colorname> <r> <g> <b>
Change display colours. Colour names are as in init/colors.txt without _R/G/B suffix. Components are in range 0-255. If no new values are provided, current values are printed.

colormap reload
Reload all colours from init/colors.txt.

Mapshot!

This feature is currently broken.

mapshot
Save an image of entire map in full size to mapshot.tga in your DF folder.

Other Improvements

Trade screen divided equally on OS X (DF 0.34.11 only).

Tables

Please note that values from these lists are case-sensitive when used in OVERRIDE command. Updated lists can be found by entering @df.typename in the DFHack Lua interpreter or running lua with that expression as an argument, e.g. lua @df.item_type.

Item IDs

This list comes from typing @df.items_other_id in the lua interpreter.

AMMO, AMULET, ANIMALTRAP, ANVIL, ANY, ANY_ARMOR_GLOVES, ANY_ARMOR_HELM, ANY_ARMOR_PANTS, ANY_ARMOR_SHOES, ANY_ARTIFACT, ANY_AUTO_CLEAN, ANY_CAGE_OR_TRAP, ANY_CAN_ROT, ANY_COOKABLE, ANY_CORPSE, ANY_CRITTER, ANY_DEAD_DWARF, ANY_DRINK, ANY_EDIBLE_BONECARN, ANY_EDIBLE_CARNIVORE, ANY_EDIBLE_RAW, ANY_EDIBLE_VERMIN, ANY_EDIBLE_VERMIN_BOX, ANY_ENCASED, ANY_FURNITURE, ANY_GENERIC128, ANY_GENERIC24, ANY_GENERIC25, ANY_GENERIC36, ANY_GENERIC37, ANY_GENERIC38, ANY_GENERIC39, ANY_GENERIC84, ANY_GOOD_FOOD, ANY_IN_CONSTRUCTION, ANY_MELT_DESIGNATED, ANY_MURDERED, ANY_RECENTLY_DROPPED, ANY_REFUSE, ANY_SPIKE, ANY_TRUE_ARMOR, ANY_WEAPON, ANY_WEBS, ARMOR, ARMORSTAND, BACKPACK, BAD, BALLISTAARROWHEAD, BALLISTAPARTS, BAR, BARREL, BED, BIN, BLOCKS, BOOK, BOULDER, BOX, BRACELET, BRANCH, BUCKET, CABINET, CAGE, CATAPULTPARTS, CHAIN, CHAIR, CHEESE, CLOTH, COFFIN, COIN, CORPSE, CORPSEPIECE, CROWN, CRUTCH, DOOR, DRINK, EARRING, EGG, FIGURINE, FISH, FISH_RAW, FLASK, FLOODGATE, FOOD, FOOD_STORAGE, GEM, GLOB, GLOVES, GOBLET, GRATE, HATCH_COVER, HELM, IN_PLAY, INSTRUMENT, INSTRUMENT_STATIONARY, LIQUID_MISC, MEAT, MILLSTONE, ORTHOPEDIC_CAST, PANTS, PET, PIPE_SECTION, PLANT, PLANT_GROWTH, POWDER_MISC, QUERN, QUIVER, REMAINS, RING, ROCK, ROUGH, SCEPTER, SEEDS, SHEET, SHIELD, SHOES, SIEGEAMMO, SKIN_TANNED, SLAB, SMALLGEM, SPLINT, STATUE, TABLE, THREAD, TOOL, TOTEM, TOY, TRACTION_BENCH, TRAPCOMP, TRAPPARTS, VERMIN, WEAPON, WEAPONRACK, WINDOW, WOOD

Item Types

This list comes from typing @df.item_type in the lua interpreter.

AMMO, AMULET, ANIMALTRAP, ANVIL, ARMOR, ARMORSTAND, BACKPACK, BALLISTAARROWHEAD, BALLISTAPARTS, BAR, BARREL, BED, BIN, BLOCKS, BOOK, BOULDER, BOX, BRACELET, BRANCH, BUCKET, CABINET, CAGE, CATAPULTPARTS, CHAIN, CHAIR, CHEESE, CLOTH, COFFIN, COIN, CORPSE, CORPSEPIECE, CROWN, CRUTCH, DOOR, DRINK, EARRING, EGG, FIGURINE, FISH, FISH_RAW, FLASK, FLOODGATE, FOOD, GEM, GLOB, GLOVES, GOBLET, GRATE, HATCH_COVER, HELM, INSTRUMENT, LIQUID_MISC, MEAT, MILLSTONE, ORTHOPEDIC_CAST, PANTS, PET, PIPE_SECTION, PLANT, PLANT_GROWTH, POWDER_MISC, QUERN, QUIVER, REMAINS, RING, ROCK, ROUGH, SCEPTER, SEEDS, SHEET, SHIELD, SHOES, SIEGEAMMO, SKIN_TANNED, SLAB, SMALLGEM, SPLINT, STATUE, TABLE, THREAD, TOOL, TOTEM, TOY, TRACTION_BENCH, TRAPCOMP, TRAPPARTS, VERMIN, WEAPON, WEAPONRACK, WINDOW, WOOD

Building IDs

This list comes from typing @df.buildings_other_id in the lua interpreter.

ACTIVITY_ZONE, ANY, ANY_ACTUAL, ANY_BARRACKS, ANY_HOSPITAL, ANY_HOSPITAL_STORAGE, ANY_MACHINE, ANY_NOBLE_ROOM, ANY_ROAD, ANY_STORAGE, ANY_ZONE, ARCHERY_TARGET, ARMOR_STAND, AXLE_HORIZONTAL, AXLE_VERTICAL, BARS_FLOOR, BARS_VERTICAL, BED, BOOKCASE, BOX, BRIDGE, CABINET, CAGE, CHAIN, CHAIR, COFFIN, DISPLAY_CASE, DOOR, FARM_PLOT, FLOODGATE, FURNACE_ANY, FURNACE_CUSTOM, FURNACE_GLASS_ANY, FURNACE_KILN_ANY, FURNACE_SMELTER_ANY, FURNACE_SMELTER_MAGMA, FURNACE_WOOD, GEAR_ASSEMBLY, GRATE_FLOOR, GRATE_WALL, HATCH, HIVE, IN_PLAY, INSTRUMENT_STATIONARY, LOCATION_ASSIGNED, NEST, NEST_BOX, ROLLERS, SCREW_PUMP, SHOP, SLAB, STATUE, STOCKPILE, SUPPORT, TABLE, TRACTION_BENCH, TRADE_DEPOT, TRAP, WAGON, WATER_WHEEL, WEAPON_RACK, WEAPON_UPRIGHT, WELL, WINDMILL, WINDOW_ANY, WORKSHOP_ANY, WORKSHOP_ASHERY, WORKSHOP_BOWYER, WORKSHOP_BUTCHER, WORKSHOP_CARPENTER, WORKSHOP_CLOTHIER, WORKSHOP_CRAFTSDWARF, WORKSHOP_CUSTOM, WORKSHOP_DYER, WORKSHOP_FARMER, WORKSHOP_FISHERY, WORKSHOP_FORGE_ANY, WORKSHOP_JEWELER, WORKSHOP_KENNEL, WORKSHOP_KITCHEN, WORKSHOP_LEATHER, WORKSHOP_LOOM, WORKSHOP_MAGMA_FORGE, WORKSHOP_MASON, WORKSHOP_MECHANIC, WORKSHOP_MILL_ANY, WORKSHOP_MILLSTONE, WORKSHOP_QUERN, WORKSHOP_SIEGE, WORKSHOP_STILL, WORKSHOP_TANNER, WORKSHOP_TOOL

Building Types

This list comes from typing @df.building_type in the lua interpreter.

AnimalTrap, ArcheryTarget, Armorstand, AxleHorizontal, AxleVertical, BarsFloor, BarsVertical, Bed, Bookcase, Box, Bridge, Cabinet, Cage, Chain, Chair, Civzone, Coffin, Construction, DisplayFurniture, Door, FarmPlot, Floodgate, Furnace, GearAssembly, GrateFloor, GrateWall, Hatch, Hive, Instrument, Nest, NestBox, RoadDirt, RoadPaved, Rollers, ScrewPump, Shop, SiegeEngine, Slab, Statue, Stockpile, Support, Table, TractionBench, TradeDepot, Trap, Wagon, WaterWheel, Weapon, Weaponrack, Well, Windmill, WindowGem, WindowGlass, Workshop

Tile Types

This list comes from typing @df.tiletype in the lua interpreter.

Ashes1, Ashes2, Ashes3

BrookE, BrookN, BrookNE, BrookNW, BrookS, BrookSE, BrookSW, BrookTop, BrookW

BurningTreeBranches, BurningTreeCapFloor, BurningTreeCapRamp, BurningTreeCapWall, BurningTreeTrunk, BurningTreeTwigs

Campfire, Chasm

ConstructedFloor, ConstructedFloorTrackE, ConstructedFloorTrackEW, ConstructedFloorTrackN, ConstructedFloorTrackNE, ConstructedFloorTrackNEW, ConstructedFloorTrackNS, ConstructedFloorTrackNSE, ConstructedFloorTrackNSEW, ConstructedFloorTrackNSW, ConstructedFloorTrackNW, ConstructedFloorTrackS, ConstructedFloorTrackSE, ConstructedFloorTrackSEW, ConstructedFloorTrackSW, ConstructedFloorTrackW, ConstructedFortification, ConstructedPillar, ConstructedRamp, ConstructedRampTrackE, ConstructedRampTrackEW, ConstructedRampTrackN, ConstructedRampTrackNE, ConstructedRampTrackNEW, ConstructedRampTrackNS, ConstructedRampTrackNSE, ConstructedRampTrackNSEW, ConstructedRampTrackNSW, ConstructedRampTrackNW, ConstructedRampTrackS, ConstructedRampTrackSE, ConstructedRampTrackSEW, ConstructedRampTrackSW, ConstructedRampTrackW, ConstructedStairD, ConstructedStairU, ConstructedStairUD, ConstructedWallL2D, ConstructedWallL2U, ConstructedWallLD, ConstructedWallLD2, ConstructedWallLR, ConstructedWallLRD, ConstructedWallLRU, ConstructedWallLRUD, ConstructedWallLU, ConstructedWallLU2, ConstructedWallLUD, ConstructedWallR2D, ConstructedWallR2U, ConstructedWallRD, ConstructedWallRD2, ConstructedWallRU, ConstructedWallRU2, ConstructedWallRUD, ConstructedWallUD

Driftwood, EeriePit

FeatureBoulder, FeatureFloor1, FeatureFloor2, FeatureFloor3, FeatureFloor4, FeatureFloorSmooth, FeatureFloorTrackE, FeatureFloorTrackEW, FeatureFloorTrackN, FeatureFloorTrackNE, FeatureFloorTrackNEW, FeatureFloorTrackNS, FeatureFloorTrackNSE, FeatureFloorTrackNSEW, FeatureFloorTrackNSW, FeatureFloorTrackNW, FeatureFloorTrackS, FeatureFloorTrackSE, FeatureFloorTrackSEW, FeatureFloorTrackSW, FeatureFloorTrackW, FeatureFortification, FeaturePebbles1, FeaturePebbles2, FeaturePebbles3, FeaturePebbles4, FeaturePillar, FeatureRamp, FeatureRampTrackE, FeatureRampTrackEW, FeatureRampTrackN, FeatureRampTrackNE, FeatureRampTrackNEW, FeatureRampTrackNS, FeatureRampTrackNSE, FeatureRampTrackNSEW, FeatureRampTrackNSW, FeatureRampTrackNW, FeatureRampTrackS, FeatureRampTrackSE, FeatureRampTrackSEW, FeatureRampTrackSW, FeatureRampTrackW, FeatureStairD, FeatureStairU, FeatureStairUD, FeatureWall, FeatureWallSmoothL2D, FeatureWallSmoothL2U, FeatureWallSmoothLD, FeatureWallSmoothLD2, FeatureWallSmoothLR, FeatureWallSmoothLRD, FeatureWallSmoothLRU, FeatureWallSmoothLRUD, FeatureWallSmoothLU, FeatureWallSmoothLU2, FeatureWallSmoothLUD, FeatureWallSmoothR2D, FeatureWallSmoothR2U, FeatureWallSmoothRD, FeatureWallSmoothRD2, FeatureWallSmoothRU, FeatureWallSmoothRU2, FeatureWallSmoothRUD, FeatureWallSmoothUD, FeatureWallWorn1, FeatureWallWorn2, FeatureWallWorn3

Fire

FrozenFloor1, FrozenFloor2, FrozenFloor3, FrozenFloor4, FrozenFloorSmooth, FrozenFloorTrackE, FrozenFloorTrackEW, FrozenFloorTrackN, FrozenFloorTrackNE, FrozenFloorTrackNEW, FrozenFloorTrackNS, FrozenFloorTrackNSE, FrozenFloorTrackNSEW, FrozenFloorTrackNSW, FrozenFloorTrackNW, FrozenFloorTrackS, FrozenFloorTrackSE, FrozenFloorTrackSEW, FrozenFloorTrackSW, FrozenFloorTrackW, FrozenFortification, FrozenPillar, FrozenRamp, FrozenRampTrackE, FrozenRampTrackEW, FrozenRampTrackN, FrozenRampTrackNE, FrozenRampTrackNEW, FrozenRampTrackNS, FrozenRampTrackNSE, FrozenRampTrackNSEW, FrozenRampTrackNSW, FrozenRampTrackNW, FrozenRampTrackS, FrozenRampTrackSE, FrozenRampTrackSEW, FrozenRampTrackSW, FrozenRampTrackW, FrozenStairD, FrozenStairU, FrozenStairUD, FrozenWall, FrozenWallSmoothL2D, FrozenWallSmoothL2U, FrozenWallSmoothLD, FrozenWallSmoothLD2, FrozenWallSmoothLR, FrozenWallSmoothLRD, FrozenWallSmoothLRU, FrozenWallSmoothLRUD, FrozenWallSmoothLU, FrozenWallSmoothLU2, FrozenWallSmoothLUD, FrozenWallSmoothR2D, FrozenWallSmoothR2U, FrozenWallSmoothRD, FrozenWallSmoothRD2, FrozenWallSmoothRU, FrozenWallSmoothRU2, FrozenWallSmoothRUD, FrozenWallSmoothUD, FrozenWallWorn1, FrozenWallWorn2, FrozenWallWorn3

FurrowedSoil

GlowingBarrier, GlowingFloor

Grass1StairD, Grass1StairU, Grass1StairUD, Grass2StairD, Grass2StairU, Grass2StairUD, GrassDarkFloor1, GrassDarkFloor2, GrassDarkFloor3, GrassDarkFloor4, GrassDarkRamp, GrassDeadFloor1, GrassDeadFloor2, GrassDeadFloor3, GrassDeadFloor4, GrassDeadRamp, GrassDryFloor1, GrassDryFloor2, GrassDryFloor3, GrassDryFloor4, GrassDryRamp, GrassLightFloor1, GrassLightFloor2, GrassLightFloor3, GrassLightFloor4, GrassLightRamp

LavaBoulder, LavaFloor1, LavaFloor2, LavaFloor3, LavaFloor4, LavaFloorSmooth, LavaFloorTrackE, LavaFloorTrackEW, LavaFloorTrackN, LavaFloorTrackNE, LavaFloorTrackNEW, LavaFloorTrackNS, LavaFloorTrackNSE, LavaFloorTrackNSEW, LavaFloorTrackNSW, LavaFloorTrackNW, LavaFloorTrackS, LavaFloorTrackSE, LavaFloorTrackSEW, LavaFloorTrackSW, LavaFloorTrackW, LavaFortification, LavaPebbles1, LavaPebbles2, LavaPebbles3, LavaPebbles4, LavaPillar, LavaRamp, LavaRampTrackE, LavaRampTrackEW, LavaRampTrackN, LavaRampTrackNE, LavaRampTrackNEW, LavaRampTrackNS, LavaRampTrackNSE, LavaRampTrackNSEW, LavaRampTrackNSW, LavaRampTrackNW, LavaRampTrackS, LavaRampTrackSE, LavaRampTrackSEW, LavaRampTrackSW, LavaRampTrackW, LavaStairD, LavaStairU, LavaStairUD, LavaWall, LavaWallSmoothL2D, LavaWallSmoothL2U, LavaWallSmoothLD, LavaWallSmoothLD2, LavaWallSmoothLR, LavaWallSmoothLRD, LavaWallSmoothLRU, LavaWallSmoothLRUD, LavaWallSmoothLU, LavaWallSmoothLU2, LavaWallSmoothLUD, LavaWallSmoothR2D, LavaWallSmoothR2U, LavaWallSmoothRD, LavaWallSmoothRD2, LavaWallSmoothRU, LavaWallSmoothRU2, LavaWallSmoothRUD, LavaWallSmoothUD, LavaWallWorn1, LavaWallWorn2, LavaWallWorn3

MagmaFlow

MineralBoulder, MineralFloor1, MineralFloor2, MineralFloor3, MineralFloor4, MineralFloorSmooth, MineralFloorTrackE, MineralFloorTrackEW, MineralFloorTrackN, MineralFloorTrackNE, MineralFloorTrackNEW, MineralFloorTrackNS, MineralFloorTrackNSE, MineralFloorTrackNSEW, MineralFloorTrackNSW, MineralFloorTrackNW, MineralFloorTrackS, MineralFloorTrackSE, MineralFloorTrackSEW, MineralFloorTrackSW, MineralFloorTrackW, MineralFortification, MineralPebbles1, MineralPebbles2, MineralPebbles3, MineralPebbles4, MineralPillar, MineralRamp, MineralRampTrackE, MineralRampTrackEW, MineralRampTrackN, MineralRampTrackNE, MineralRampTrackNEW, MineralRampTrackNS, MineralRampTrackNSE, MineralRampTrackNSEW, MineralRampTrackNSW, MineralRampTrackNW, MineralRampTrackS, MineralRampTrackSE, MineralRampTrackSEW, MineralRampTrackSW, MineralRampTrackW, MineralStairD, MineralStairU, MineralStairUD, MineralWall, MineralWallSmoothL2D, MineralWallSmoothL2U, MineralWallSmoothLD, MineralWallSmoothLD2, MineralWallSmoothLR, MineralWallSmoothLRD, MineralWallSmoothLRU, MineralWallSmoothLRUD, MineralWallSmoothLU, MineralWallSmoothLU2, MineralWallSmoothLUD, MineralWallSmoothR2D, MineralWallSmoothR2U, MineralWallSmoothRD, MineralWallSmoothRD2, MineralWallSmoothRU, MineralWallSmoothRU2, MineralWallSmoothRUD, MineralWallSmoothUD, MineralWallWorn1, MineralWallWorn2, MineralWallWorn3

MurkyPool, MurkyPoolRamp, OpenSpace, RampTop

RiverE, RiverN, RiverNE, RiverNW, RiverRampE, RiverRampN, RiverRampNE, RiverRampNW, RiverRampS, RiverRampSE, RiverRampSW, RiverRampW, RiverS, RiverSE, RiverSource, RiverSW, RiverW

Sapling, SaplingDead, SemiMoltenRock, Shrub, ShrubDead

SoilFloor1, SoilFloor2, SoilFloor3, SoilFloor4, SoilRamp, SoilStairD, SoilStairU, SoilStairUD, SoilWall, SoilWetFloor1, SoilWetFloor2, SoilWetFloor3, SoilWetFloor4

StoneBoulder, StoneFloor1, StoneFloor2, StoneFloor3, StoneFloor4, StoneFloorSmooth, StoneFloorTrackE, StoneFloorTrackEW, StoneFloorTrackN, StoneFloorTrackNE, StoneFloorTrackNEW, StoneFloorTrackNS, StoneFloorTrackNSE, StoneFloorTrackNSEW, StoneFloorTrackNSW, StoneFloorTrackNW, StoneFloorTrackS, StoneFloorTrackSE, StoneFloorTrackSEW, StoneFloorTrackSW, StoneFloorTrackW, StoneFortification, StonePebbles1, StonePebbles2, StonePebbles3, StonePebbles4, StonePillar, StoneRamp, StoneRampTrackE, StoneRampTrackEW, StoneRampTrackN, StoneRampTrackNE, StoneRampTrackNEW, StoneRampTrackNS, StoneRampTrackNSE, StoneRampTrackNSEW, StoneRampTrackNSW, StoneRampTrackNW, StoneRampTrackS, StoneRampTrackSE, StoneRampTrackSEW, StoneRampTrackSW, StoneRampTrackW, StoneStairD, StoneStairU, StoneStairUD, StoneWall, StoneWallSmoothL2D, StoneWallSmoothL2U, StoneWallSmoothLD, StoneWallSmoothLD2, StoneWallSmoothLR, StoneWallSmoothLRD, StoneWallSmoothLRU, StoneWallSmoothLRUD, StoneWallSmoothLU, StoneWallSmoothLU2, StoneWallSmoothLUD, StoneWallSmoothR2D, StoneWallSmoothR2U, StoneWallSmoothRD, StoneWallSmoothRD2, StoneWallSmoothRU, StoneWallSmoothRU2, StoneWallSmoothRUD, StoneWallSmoothUD, StoneWallWorn1, StoneWallWorn2, StoneWallWorn3

TreeBranches, TreeBranchesSmooth, TreeBranchEW, TreeBranchNE, TreeBranchNEW, TreeBranchNS, TreeBranchNSE, TreeBranchNSEW, TreeBranchNSW, TreeBranchNW, TreeBranchSE, TreeBranchSEW, TreeBranchSW, TreeCapFloor1, TreeCapFloor2, TreeCapFloor3, TreeCapFloor4, TreeCapPillar, TreeCapRamp, TreeCapWallE, TreeCapWallN, TreeCapWallNE, TreeCapWallNW, TreeCapWallS, TreeCapWallSE, TreeCapWallSW, TreeCapWallW, TreeDeadBranches, TreeDeadBranchesSmooth, TreeDeadBranchEW, TreeDeadBranchNE, TreeDeadBranchNEW, TreeDeadBranchNS, TreeDeadBranchNSE, TreeDeadBranchNSEW, TreeDeadBranchNSW, TreeDeadBranchNW, TreeDeadBranchSE, TreeDeadBranchSEW, TreeDeadBranchSW, TreeDeadCapFloor1, TreeDeadCapFloor2, TreeDeadCapFloor3, TreeDeadCapFloor4, TreeDeadCapPillar, TreeDeadCapRamp, TreeDeadCapWallE, TreeDeadCapWallN, TreeDeadCapWallNE, TreeDeadCapWallNW, TreeDeadCapWallS, TreeDeadCapWallSE, TreeDeadCapWallSW, TreeDeadCapWallW, TreeDeadRoots, TreeDeadRootSloping, TreeDeadTrunkBranchE, TreeDeadTrunkBranchN, TreeDeadTrunkBranchS, TreeDeadTrunkBranchW, TreeDeadTrunkE, TreeDeadTrunkEW, TreeDeadTrunkInterior, TreeDeadTrunkN, TreeDeadTrunkNE, TreeDeadTrunkNEW, TreeDeadTrunkNS, TreeDeadTrunkNSE, TreeDeadTrunkNSEW, TreeDeadTrunkNSW, TreeDeadTrunkNW, TreeDeadTrunkPillar, TreeDeadTrunkS, TreeDeadTrunkSE, TreeDeadTrunkSEW, TreeDeadTrunkSloping, TreeDeadTrunkSW, TreeDeadTrunkW, TreeDeadTwigs, TreeRoots, TreeRootSloping, TreeTrunkBranchE, TreeTrunkBranchN, TreeTrunkBranchS, TreeTrunkBranchW, TreeTrunkE, TreeTrunkEW, TreeTrunkInterior, TreeTrunkN, TreeTrunkNE, TreeTrunkNEW, TreeTrunkNS, TreeTrunkNSE, TreeTrunkNSEW, TreeTrunkNSW, TreeTrunkNW, TreeTrunkPillar, TreeTrunkS, TreeTrunkSE, TreeTrunkSEW, TreeTrunkSloping, TreeTrunkSW, TreeTrunkW, TreeTwigs

UnderworldGateStairD, UnderworldGateStairU, UnderworldGateStairUD

Void, Waterfall

Material Flags

This list comes from typing @df.material_flags in the lua interpreter.

ALCOHOL, ALCOHOL_CREATURE, ALCOHOL_PLANT, BLOOD_MAP_DESCRIPTOR, BONE, CHEESE, CHEESE_CREATURE, CHEESE_PLANT, CRYSTAL_GLASSABLE, DISPLAY_UNGLAZED, DO_NOT_CLEAN_GLOB, EDIBLE_COOKED, EDIBLE_RAW, EDIBLE_VERMIN, ENTERS_BLOOD, EVAPORATES, GENERATES_MIASMA, GOO_MAP_DESCRIPTOR, HORN, ICHOR_MAP_DESCRIPTOR, IMPLIES_ANIMAL_KILL, IS_DYE, IS_GEM, IS_GLASS, IS_METAL, IS_STONE, ITEMS_AMMO, ITEMS_ANVIL, ITEMS_ARMOR, ITEMS_BARRED, ITEMS_DELICATE, ITEMS_DIGGER, ITEMS_HARD, ITEMS_LEATHER, ITEMS_METAL, ITEMS_QUERN, ITEMS_SCALED, ITEMS_SIEGE_ENGINE, ITEMS_SOFT, ITEMS_WEAPON, ITEMS_WEAPON_RANGED, LEAF_MAT, LEATHER, LIQUID_MISC, LIQUID_MISC_CREATURE, LIQUID_MISC_OTHER, LIQUID_MISC_PLANT, MEAT, NO_STONE_STOCKPILE, PEARL, POWDER_MISC, POWDER_MISC_CREATURE, POWDER_MISC_PLANT, PUS_MAP_DESCRIPTOR, ROTS, SEED_MAT, SHELL, SILK, SLIME_MAP_DESCRIPTOR, SOAP, SPIT_MAP_DESCRIPTOR, STOCKPILE_GLOB, STOCKPILE_GLOB_PASTE, STOCKPILE_GLOB_PRESSED, STOCKPILE_THREAD_METAL, STRUCTURAL_PLANT_MAT, SWEAT_MAP_DESCRIPTOR, TEARS_MAP_DESCRIPTOR, THREAD_PLANT, TOOTH, UNDIGGABLE, WOOD, YARN