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Editing Plant token
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Latest revision | Your text | ||
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− | {{Quality| | + | {{migrated article}} |
+ | {{Quality|Unrated}} | ||
{{av}} | {{av}} | ||
{{Modding}} | {{Modding}} | ||
− | The <code>[OBJECT:PLANT]</code> [[token]] | + | The <code>[OBJECT:PLANT]</code> [[token]] defines the properties of [[plant]]s; this being a full list of all known plant tokens. |
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__TOC__ | __TOC__ | ||
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*material_name | *material_name | ||
− | | Starts defining a new local plant material with the given name | + | | Starts defining a new local plant material with the given name and '''no''' properties. |
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*material_name | *material_name | ||
− | * | + | *old_material |
− | | Starts defining a new local plant material with the given name and using the properties of another | + | | Starts defining a new local plant material with the given name and using the properties of another local plant material. |
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*material_name | *material_name | ||
*template_name | *template_name | ||
− | | Starts defining a new local plant material with the name | + | | Starts defining a new local plant material with the given name and using the properties of the specified material template. |
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* [[Material token|material]] | * [[Material token|material]] | ||
− | | Sets the basic material of the plant | + | | Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE. |
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| {{text anchor|GROWTH_TRUNK_HEIGHT_PERC}} | | {{text anchor|GROWTH_TRUNK_HEIGHT_PERC}} | ||
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− | * | + | *integer:integer |
− | + | | | |
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*time (0-403200) start:end, ALL, or NONE | *time (0-403200) start:end, ALL, or NONE | ||
*priority | *priority | ||
− | | Specifies the appearance of the growth. Can be specified more than once, for example for autumn leaves. Transitions between different timing periods will happen gradually over the course of 2000 ticks. | + | | Specifies the appearance of the growth. Can be specified more than once, for example for autumn leaves. Transitions between different timing periods will happen gradually over the course of 2000 ticks. |
The GROWTH_PRINT tile will only be displayed when the growth in question is actually present, even if its timing parameter is ALL. | The GROWTH_PRINT tile will only be displayed when the growth in question is actually present, even if its timing parameter is ALL. | ||
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*integer | *integer | ||
− | | Similar to [[Plant_token#BRANCH_DENSITY|BRANCH_DENSITY]] for thick branches. | + | | Similar to [[Plant_token#BRANCH_DENSITY|BRANCH_DENSITY]] for thick branches. Values outside 0-3 can cause crashes. {{bug|10419}} |
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*integer | *integer | ||
− | | Similar as [[Plant_token#BRANCH_RADIUS|BRANCH_DENSITY]] for thick branches. | + | | Similar as [[Plant_token#BRANCH_RADIUS|BRANCH_DENSITY]] for thick branches. |
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*size | *size | ||
− | | The maximum stack size collected when gathered via herbalism (possibly also from farm plots?). Defaults to 5 | + | | The maximum stack size collected when gathered via herbalism (possibly also from farm plots?). Defaults to 5. |
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* [[Material token|material]] | * [[Material token|material]] | ||
− | | Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material and allows its use in entity resources. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling | + | | Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material and allows its use in entity resources. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling. |
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