Elin
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Tips, Tricks and Terrors of Elin
By Ginrikuzuma
Sharing all kinds of tips, situational advice and random tidbits from my experiences to better aid you in your journeys and tribulations

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Base Tips
  • Want part of your base to remain snowfree such as water sources? Get your base to Level 2 and in Build mode look at the bottom left corner for a tool called Edit Cells. Click and drag all the tiles you wish to make snowless and they will permanently stay free of snow and ice. Useful for no-roof hotsprings or "shoveled" streets free of snow.

  • Running to town to pay your taxes is a chore. Either acquire a tax chest with furniture tickets from Derphy, Mysilia, or Palmia, the casino of Fortune Bell, or more simply consider the home policy that transfers base home income to your bank (Salary Transfer) and the policy that has all your bills (whether they be taxes or package delivery fees) be automatically paid from your bank account (Transfer Tax Payment)

  • Don't want to walk all the way to the edge of your map to exit map? Build waystones from the mason's table. You can bind them as your "home" point for resurrection purposes as well as leave your base via these stones.

  • Don't want to spawn at the edge of your base map when you enter the base? Build a guide sign from the signboard and now choose where you first appear.

Dealing with monster spawns in base
Monsters keep killing your residents?
There isn't a surefire way to prevent enemy spawns but there are ways to minimize or completely eliminate attacks from the monsters on the map. I'm going to describe some elegant and some very inelegant ways to deal with monsters in no particular order.

Option 1 - Build Mode: pillar the monster away
Probably the fastest, least elegant, but cheapest and most surefire way to eliminate monster attacks is by going to build mode and using the elevation tool to raise singular pillars on where the monsters currently stand. If the height difference of where they are and the adjacent tiles is about 8 or more (I did 13-16 to be safe) then they cannot move.
Here in this town example. I built this town Year 2. I am currently on Year 6 on this file and my town has suffered 0 attacks as of pillaring all the enemies. No new monsters can spawn after the spawn cap is reached and thus nothing has shown up to threaten my residents or livestock here.

The two hostile mobs to the south and all the ones to the west (there are more than the 3 visible from this screenshot) are unable to target anything that might approach them nor can they leave their pillar. It doesn't matter if the mob can technically float or fly they will be unable to leave their pillar. It makes for a very inelegant solution but its guaranteed to keep your residents safe.

I suppose alternatively you could raise the elevation of your entire base and instead sink your enemy spawns into pits and crevices instead of raised up on pillars but just don't forget what is down there and not accidentally build a platform to save them or something...

Option 2 - Wall off your entire base
If you have a base where you are NOT inviting tourists/guests another option to completely wall off your base while leaving about a 4-5 tile empty perimeter around the map.

In this screenshot you will see that I did a combination of this and Option 1. Not all the monsters (like the Shiva at the very bottom) are pillared but irregardless every single hostile creature is sitting in the perimeter of my expanded land with about half a mile of ice blocks between the perimeter and the living space of my residents.

Heres another base with a walled fence (the double wall was more of a design choice for me than a necessity to prevent monster invasions).

Your residents will remain inside the inner part of your base, you can leave and enter the base via waystones and guide signs as I mentioned earlier. The only downside is that you will not be able to properly receive guests as they will likely spawn outside and die to the monsters.
You CAN of course try. I did this with one of my bases where I left a singular narrow entrance into the my and somehow the tourists all managed to kill all the enemy spawns in the outskirts of the base.


Option 3A - An Armed Polite Society
The most elegant but also the most expensive solution to making sure your residents are safe is to just arm everyone with good quality gear. They don't need to be super powerful gear with a ton of enchantments. Simply arm them with armor and weapons of strong quality. Things like dragon scale,platinum, chromite, titanium, rubynus or adamantine weapons and armor.
Personally I make sure they are also wearing enough dragon scale for fire and ice immunity as well as enhancing their armor but that's overkill that someone with over 6 in-game years can afford to bother with.

If you suspect monsters only spawn and attack your town from specific chokepoints because of how your base was designed you can always turn your guards into "sentries" by talking to them and telling them to wait where they stand.
Any Residents that you give the "wait here" order will stay there day and night permanently there unless they spot a hostile enemy or you tell them they can move again. This allows your guards to work as sentries at designated standing posts!



As a side note the additional information being displayed about the NPC is thanks to https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3358329014

Now I didn't exactly gear everyone to the same extreme but I did try to at least both match their weapon and armor style preferences but also have at least 100 PVs and adamantite weaponry even if it was basic without any useful enchantments.


Option 3B - Arm yourselves this is too much work for me!
Now if instead you think to yourself that this is too much trouble especially if you want everyone safe and not just your guards (whether you have them as sentries or roaming about). You COULD just create a shared chest and dump unwanted gear into it.

IF YOU GO THIS ROUTE HOWEVER; I STRONGLY suggest talking to everyone in your party first going through the "Actually..." submenu and telling them not to use shared equipment. This will prevent them from taking random junk equipment from shared containers in your base or your carrying inventory. You should ideally be micromanaging your party's gear for optimal performance. Leave the random junk equipment for your residents to equip themselves shoddily.

Base Tips Part 2
Auto-Dump pathing and you
You may or may not be familiar with the auto-dump function. I will cover this in greater detail in a different section of the guide possibly (as of writing I haven't decided yet...)
The Distribution Priority rating affects not just how important it is for object A,C and D to be in container A as opposed to object B and E in container B vs object E in container C but it also determines which containers you visit first assuming you have items to dump into every container.
If you are starting to see that your character is traveling like this zipping all over the map when you auto-dump.
Then it might be time for you to reorganize the layout of your base if you wish for this to be more efficient.

  • Found a good plot of land with land feats you really want but you don't like the location? Base Relocation Deed!
    Starting up a new base but you want to power-level your new base by selling a ton of high-value goods from one of your developed bases in your new base? Relocate your new base adjacent to your developed base! Then relocate it again once its been added to the Network (Base Level 5) and you added teleporters!
    Base Relocation deeds allow you to relocate an existing base to a new location on the world map.
  • Relocating a nice sunny beach to the frozen north? Remember to use the Edit Cell function from Level 2+ base's build mode to make the whole thing (or just a portion of it) snowless otherwise that beach is turning into an icefield (in appearance only, its land feat will still be Beach/Ocean)
  • The reverse is more daunting as your pretty winter wonderland of a snowfield from the north will thaw out if you relocate it to the south! I hope you brought a shovel and a lot of chunks of snow and ice to actually have a snowfield flooring
    Do note that roofs will lose their snowy appearance and there is currently no workaround that
  • You can only make platform be 9 units under the ground (for what purpose is beyond me...) or 16 units above ground level. However you can go higher by building a second platform tile ontop of your existing platform increasing your maximum height. So if you are building a very tall structure start with a singular tile first and get that one tile as high asyou need before you continue with the rest of the superstructure.
  • Trying to improve your base's value for the town ranking? Assuming your Legacy skill is high enough to count as many as you can craft, Generators are your best friend, besides the king's bed anyways. If you are trying to maximize your ranking then you want both high level prefixes and expensive materials.
    Godly > Heavenly > Masterpiece > Royal > Esteemed > Magnificent > Maniac > Bewitched > Madam's favorite > Cool > No Prefix > Trash the negative prefixes
    Ether > Diamond > Rubynus > Dawn Cloth > Mithril = Adamantite > Dragon Scale = Meteorite > Gold
    Afterwards if you don't like how the object looks dye it with a more pleasing color :)
    Quality and Price traits should also help further boost prices though there isn't a real way to make a generator with a quality trait added. King's Bed on the other hand you will need to start sheering Beetles for Silk :p
  • Want to make a multi-tiered roof? Use the grouping function of room boards/signs and use house boards/signs per group. When you edit the house appearance, the rooms of that group of that home structure will change (groups only apply to rooms that share at least one wall within the same building) so if you space out two rooms with no walls between them then they count as two separate buildings and not components of the same building.

    In this example of mine here is my big shrine for Horome. The two "rooms" are essentially a large outer hallway "room" that envelops the inner room. The house plate in the rear is set to be an "atrium" with a flat low roof while the inner room is a separately numbered group and the inner house plate has a different appearance setting as can be seen.

    Using a less organized example here I have a large complex consisting of 7 "rooms"
    To the north west the two rooms share the same group of #3.
    The big central room is its own independent group of #4
    The large southern hallway that compasses the whole south is group #1
    Two smaller rooms in the central south and east are both grouped #2 but share no walls
    In between them a reception room as group #0
    If we edit the roof style of group #3 and only the southern group #2...
    We see only those two have had a changed roof appearance. Even though there is another room in this complex building that is suppose to be in group #2. Because they do not share a wall they are not considered to actually be in the same group. And so if we changed group #1 to be group #2...
    The three rooms of group #2 share at least 1 common wall so they are all affected.
  • Use the invisibility tool to hide unsightly things while still getting the benefits! Worker signs, house boards, tourism statues, experiment to find out what you can make disappear.
    Don't like having to liter the place with statues for the tourism? Go to build mode and use the invisibility tool. You will still have the tourism effect from the statue without it being visible (it continues to take up space even invisible however!)
  • Want to make an "outdoor room" build doors into every single wall tile and then turn the doors invisible.

    In this example I made my wall, created several "short curtain" doors (I used the curtain doors as otherwise even though invisible you would otherwise still hear a door being opened and closed), and then made the doors invisible. The result is an outdoor path with "no doors". Now you can either use a house plate and make the outdoor area roofless or you can make it a roofed area

Hammer Alchemy
Either by intention or accident, the creator (Noa), has created a strange situation in which in this game you can acquire objects made out of normally impossible materials.
Sedimentary stones made out of metal ores, logs and branches out of rocks or metal! Textiles out of wood! All this and more thanks largely in part to some weird transmutations that occur when you take a hammer and dismantle objects!

How does it work!?
How does this alchemical transmutation of materials happen you ask yourself?
For those that want my part explanation, part theory continue reading otherwise skip to the next set of blue text.

The method isn't 100% clear to me but part of it has to do that all objects technically have a recipe and method of creation. Now not everything truly has a recipe you can discover and craft yourself. Most objects (especially the ones you can legitimately craft without cheats) will have a defined recipe for their creation (I think objects that don't actually have a recipe instead default to whatever Object Category they primarily belong to. For example all boozes, potions, and random beverages you can buy or discover don't have an actual craft recipe but they all count as Drinks and thus when dismantled all turn into [glass] shards (or fragments)

However objects that DO have a defined recipe. When dismantled have a chance (50% I believe) to return 1 unit of the first component to a recipe.
Let's take a look at an example here:
This is one row on the Source Card, specifically for the woodcutter's axe.
Unless you plan on using the console commands or modding it won't really be useful for you but you can find the Source card in the Elin Modding Wiki[elin-modding-resources.github.io] going to the top right and under Sources find the SourceCard document.
If you plan on referencing this sheet a lot I suggest going to File -> Make a copy

Now back to the explanation; If an item has a defined recipe then you will find the recipe under Column W (Component String[]) which I have marked in blue above.
The recipe reads like this
rock/1|ingot, stick/1, string/1
This translated as needing 1 Rock, 1 Stick, and 1 String. Now there is a "|ingot" after rock/1 and before the comma that means that the rock can be substituted by an ingot.
And if we go into the game and look at its recipe and see that this indeed is how the axe is created. 1 Rock (or ingot substitute), 1 Stick and 1 String.

Now back to the hammer. When a hammer dismantles an object with a defined craft recipe it returns to you the first (default) component of that recipe out of whatever material the object is composed of. In this case it will always be 1 stone even if a metal ingot was used.

With this bit of knowledge we can identify some other common hammer alchemical targets.
Nails can be crafted out of bone (or substituted by either scrap or ingots) meaning we can make metal bones
Pairs of shoes/gloves are crafted out of grass (or substituted by fabric textiles meaning we could make grasses out of fabrics)
Magic Canes can be made out of sticks (or substituted by gems making metal sticks though that said making metal logs is simpler and smashing them for branches are more cost effective)

We do quite quickly run out of recipes with useful substitutes so now we have to look at the other kind of substitute and that involves either a lot of trial and error or again looking at the Source Card for categories.
If we look back to our woodcutter's axe screenshot you probably saw I had also highlighted Column I (Category string).
If you did grab the Source Card sheet and would now look for the Figure object you will see 3 figure types: Figure, Figure2, and Figure3. We can ignore the 3rd one as that is a monster card figure (in fact looking at its Column I category its separate from the other two figures).
Through my own little experimentation on the side I am confident in saying Figure is the natural(?) statue object you get sometimes as a loot drop. Figure2 on the other hand is the statue object you can craft from the sculpting table.
Now because if we look at Column W and see neither have a crafting recipe defined and they both belong to the "figure" category (Column I) we know that when dismantled these two will function identically. In this case that they will be dismantled into a log 50% of the time.
SO with that knowledge in hand we can now go to the sculpting table and find out we can make statues out of meats, metals and cutstone and regardless of what we make it out of we will get a log out of it.

With SourceCard in hand and this knowledge in hand we can now know what items will be dismantled into. Either the first component of their defined recipe or if without a recipe; a common item shared with the rest of the undefined objects in their same category.

I suppose a proper modder can explain it better and have a better grasp of it than I do but that is neither here nor there!. As I said I might be incorrect in some elements, perhaps what I consider to be undefined objects via categories actually has code written for something else. but I'm about 85% sure on this...
Material Transmutation Pipelines
Ok great I read all that or skipped it, didn't care, how do I make X into Y?
The truth is not everything has an easily pipeline. For somethings you will either need to instead rely on the RNG of gacha drops to dismantle or Spawn items of specific materials via the console command cheats.
However here are some routes you can take for some materials.

Metals to Woods
Ore -> Ingot -> Sculpting Table make Statue out of ingot -> Hammer Dismantle Statue -> Log

From here you can either take your log and make planks out of it (and maybe dismantle for more logs), or you can dismantle your log into branches for sticks.
There are other routes such as metal boomerangs into planks but they are less cost-efficient.

Metal to Bone
Ingot/Scrap -> Nail -> Hammer alchemy to Bone

Unless you have a very specific usage for a particular metal bone I would suggest you only do this with scrap and not metal ingots. You can farm Copper scrap from Mechanical Nefia Ruins into bones for Fishing (which I cover in this other guide!)


Metal to Stone
Ingot -> About Half of the tools in the Tinker's Table like the Woodcutter's axe -> Dismantle Axe(or other similar Tool) -> Stone

From here you can either toss your stones into the Stonecutter for Cutstones (which you can then disassemble with the hammer for potentially more stones)

Some less useful transmutations
These don't really have meaningful applications but might still fulfill some very niche purposes...

Fabric to Tufts of Grass
Piece of [material] or Texture -> Pair of Shoes / Light Gloves -> Dismantle into tufts of grass

No real use here outside of I suppose fancy colored sun-lamps or alien looking grass floors/walls
Metal to Scrap
Ingot -> Bolt -> Dismantle Bolt into Scrap

I suppose if you like the Metal floor aesthetic and want to use one of the two scrap requiring floor tile styles you can benefit from this otherwise this is one way to get scrap for bait one I would highly recommend against doing. Otherwise there are much better ways to get scrap...
More Material nonsense!
These two methods are not related to Hammer Alchemy directly but the alien forms of materials acquired by these two methods can then further be moved along the transmutation pipeline with the help of Hammer Alchemy.


Gacha! Let's gamble for desired materials!
If you have played with the 3 gacha machine types found across the world you will know they can provide you with all sorts of junk some useful some rather useless. But were you aware that all these objects can be composed of non-standard materials?
Fish made of bamboo, even paper scrap junk made of water which was dismantled into fabric pieces of water.

Unlike regular items of the same class that you can find in shops, the items you find via the gacha balls of the junk, plant and furniture gacha machines will produce items of any randomly chosen materials.

Trap Dismantling
Another source of alien materials are all the lovely traps you find inside every Nefia dungeon.
The "Disarm Trap" Skill as well as higher tiers of the feat "Scavenger" will aid you if you choose to go this route. You can easily acquire all kinds of exotic ores and textures from things like oak textures to silk ores.
Console Command / Cheating
The console command is a very powerful command line tool which you can use for many purposes with that said I will only cover cheating, more specifically some of the more obtuse aspects of the Spawn command

Spawn command
The Spawn command consists of 5 components

Spawn id(String) num(Int32)=1 aliasMat(String)= objLv(Int32)= -1

id(String) Is the name of the object you are trying to spawn whether that be a resource, furniture, or an NPC.

num(Int32)=1 is how many of of the "id" will you be spawning. By default it is only one thing

aliasMat(String)= is what the object is made out of (this only applies to items and not NPCs obviously. NPCs will ignore this component. If you don't give an item a material type it will be composed of whatever the default material is according to the SourceCard

objLv(Int32)=-1 is the strength of the object. This is only important for NPCs and is otherwise ignored by items. NPCs that are not given a level will instead have their default level.

Do note even if a component of the command is intended to be left by default you will still need to fill it out if you intend to define a later part of it.

Examples
spawn Harpy
This will spawn 1 lv 16 Harpy (as that is the default and we didn't tell it how many, nor did we tell it what strength)

spawn harpy 1 40

You might want to create a lv 40 harpy so you might try this but instead you will have made:
1 lv 16 Harpy
Why? Because after specifying how many we were making (1) the next argument is material even though NPCs ignore material selections. The console command looked at 40 and ignored it.
spawn harpy 1 40 40
1 Lv 40 Harpy is created. The first 40 argument is thrown out the window as that is for the materials but it still had to be filled with something we could have put something like adamantite and it would have still been ignored as this is an NPC but now that it has a "string" the next number it sees (the object level) is properly understood as the level of the NPC being created.

Spawning Items is much the same and most items are obvious as their names are one to one in their internal naming scheme compared to how we know them in-game.

spawn cutstone
This would spawn 1 granite cutstone.
By default as we didn't specify anything besides the object it will always create one of the object, in the case of the cutstone the default material is granite so normally it will make a granite cutstone (and object level is ignored as its an item not an NPC)

spawn cutstone 50 oak 25
This would spawn 50 oak cutstones.
This time we told it how many cutstones we wanted (50) and for them to be made of oak (oak). We tried to specify object level (25) but as I said its not an NPC so this number just gets tossed out.


Materials with not matching names
I'm not going to bother listing NPCs as more are being added and you can try to find them using the listchara command or looking through the modding wiki and checking SourceChara for this information.

Materials for the most part are one to one but here I will be listing every material whose name isn't exactly obvious... consider these the oddities of the bunch.
In-game Name
Console command Material Name
quartz sand
glass
rubynus
rubinus
that's with an i not a y
palulu
palm
dragon scale
hide_dragon
mystic grass
grass_mystic
deep grass
grass_deep
forest grass
grass_forest
dawn cloth
dusk
carbon
carbone
birch
wood_birch
acacia
wood_acacia
sea/tropical/etc water
water_[prefix] example: water_sea
hotspring water
tofu
Yes its tofu internally!
yellow/mystic/etc
soil_[prefix] example: soil_blue
red soil
redsoil
yes this one breaks the pattern
light soil
soil_light
light soil
pudding
Yes there are two versions, and yes this one is named pudding internally.
dark matter
void

Many thanks to Dresmont for pointing out the material "dictionary" the command console refers to. Found here![elindocs.onrender.com] Without the dictionary I wouldn't have figured out the internal name for hotspring water.

Common resources with non-matching names

Same as materials most are obvious you can probably figure them out with a few guesses but I'm here to remove some of the guesswork on some of the more common resources.

In-game resource
Console command resource name
Pebble
stone
Stone
rock
Piece of...
fiber
Big Leaf
leaf_palulu
Miscellaneous Tips
  • Actions where you manually do something tile by tile (such as plowing, planting seeds or placing down walls/floors). You can right-click and drag to continue from tile to tile the camera will remain still until you let go of the right mouse button.

    • This can be changed by going into the Experimental options tab and selecting "Don't fix camera position when harvesting." It will make the camera follow you with all actions of this type, not just harvesting.
    • Thank you Liq for pointing this out.

  • The "junk" item, broom, can actually be used much like a tool to clean up debris and stains. Doing so rewards you with Disarm Trap exp.

  • Experience potency drops a bit when that skill/attribute levels up.

  • Cheese is a pretty strong seasoning option. Did you know you could make cheese out of travel rations!? Making travel rations means needing two wheat and mushrooms | or two rice and crimberries. That means you can potentially blend in 3 different potency options into your cheese!

  • God statues can be recharged with the help of a gold material hammer! Do note that in the case of statues that give an RNG stat item like Statue of Element will give you the same exact copy of item if recharged. If you want a different statted item you will instead need to find a new copy of that God Statue.
  • Contrary to popular belief; Holy wells taken home and if undisturbed do recharge after several months time. Leave them unchecked for a few months time. I've never documented the time gap necessary but if someone else can backup my claim with some sort of time gap measured out between uses. I would highly appreciate it! I may try to record a youtube video documenting proof in the future...
  • Miasma spells ignore target resistances.
  • Suffering from status effects? You probably already know Holy Light will remove hexes like Miasma or Weakness. However Restore Body and Restore Mind spells help cut down on debuff timers! Restore Body restores not just STR, END, DEX, and CHA but also alleviates Blind, Poison and Bleed debuffs. Meanwhile Restore Mind not only restores PER, LER, WIL, and MAG but also cures Fear and Dim.
  • Got a surplus of jelly and/or gold hammer materials? You can reroll genes for different attributes!!! More information further below.


Additional information on genes and material hammers.
  • BIG WARNING ABOUT REROLLING - The original gene information is lost. Any memories seen on the original drop are likely not going to be present when you reroll a gene and is impossible to regain them. Only reroll your genes if you are ok with losing the current memory(ies) on that gene. By all means backup or savescum your file if you are unsure you want to go through with this.

  • Using a material hammer of any other material besides gold and jelly will just give you an "inferior" gene (a blank gene). You could also use amethyst material hammers to make tactic changing genes but this is the least useful thing to do with them. You are better off buying tactic genes from the Little Garden shop.

  • You cannot gain new memories (body parts) or spells or feats by rerolling. The gene either has memories in its "normal" or "superior" state or it has none (its also possible it will have different memories in both states).

The original superior gene that dropped had Tough and Agile memories.
Once rerolled it loses these memories and gets a new set of memories for both its superior and normal version.

Now that we rerolled this superior gene for the first time, the memories were changed to Acid Bodies and Blessings of Ehekatl. Note: Rerolling does not guarantee you will get a 1:1 conversion of memories.

We reroll again to show that the rerolled memories stays the same and instead only the attributes gained are rerolled.

We reroll into normal gene to see if it has any memories...

Then back to superior to show once again that the rerolled genes are the ones that are here to stay. The original tough and agile memories are forever gone.
Changelog
V1 - Release
V1.1 - 1/9/25 Added red soil, quartz sand as materials with names that weren't too obvious as well as gave credits to Dresmont for linking me to the material dictionary as I didn't know the material name for hotspring water.
V1.11 - 1/11 Changed the gene reroll screenshots to better show the loss of original memories.
8 Comments
zantanzuken 23 Apr @ 9:15pm 
in the entire material alchemy section you completely forgot to mention material hammers!

theres both a shrine of hammer that has a single use change one thing into another, and the statue of element which gifts you a random material hammer (with paper being one of the best because turning a heavy statue into paper makes it relatively movable by hand... like having a statue of element in your base to give you hammers every so often?~)
Liq 28 Feb @ 3:26pm 
Thanks for the super fast update, love this guide.
Ginrikuzuma  [author] 24 Feb @ 4:21pm 
Yeah I either missed that option in the past or it was added sometime after I wrote the guide thanks for pointing it out I'll update guide soon-ish
Liq 24 Feb @ 1:18am 
You wrote:
Actions where you manually do something tile by tile (such as plowing, planting seeds or placing down walls/floors). You can right-click and drag to continue from tile to tile the camera will remain still until you let go of the right mouse button.

If you hit esc -> config->experimental tab, there is an option that's misleading ...

Don't fix camera position when harvesting.

This fixes the stalled camera for all tasks you would want to hold right button for, not just farming tasks.

This was probably added after you posted the tip but you might want to update that comment.to let newer players know there's a fix =).
Kai 25 Jan @ 2:41pm 
Basically free target practice, especially if you can make choke points at once side of the map with stairs.
Kai 25 Jan @ 2:41pm 
For base defense you can use build mode to have your main base 4 blocks away from the edge, on a 8 block high plateau while everything below is 8 blocks below.

You'd have to use signs to enter but evolved monsters can't bust thru your walls at least and your residents can shoot them from above.
Ginrikuzuma  [author] 9 Jan @ 8:14pm 
I wasn't aware of that resource thanks for pointing it out. yeah Tofu seems to be for hotspring which is silly but then again one of the light soil materials was already pudding lol
I'll update the guide on that bit thank you
Dresmont 9 Jan @ 8:07pm 
Sorry I'm in a rush but want to answer since no one has.
For the material "dictionary" you're looking for, someone on discord pointed me to the sourcecode at https://elindocs.onrender.com/ you'll want "materials" near the bottom.
If it takes too long to load, be patient or try again, I think it goes to sleep after too long with no queries.

I think for water specifically try: water, water_fresh, water_sea, water_tropical, tofu (for hot springs water) or try the number id for those materials: 66, 67, 88, 89, 57. I can't test right now to be sure.