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Editing Plant token

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{{Quality|Fine}}
+
{{Migrated_article}}
{{av}}
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{{quality|unrated}}{{av}}  
{{Modding}}
+
The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.
The <code>[OBJECT:PLANT]</code> [[token]] begins the definition of a [[plant]] [[raw file]].  Following this, each new plant definition begins with the <code>[PLANT:plant_ID]</code> token, where plant_ID is a unique identifier for the plant, and that plant's properties are then defined using the tokens listed below.
 
  
 
+
==Basic Tokens==
__TOC__
 
{{clear}}
 
 
 
==Basic tokens==
 
 
These tokens are specified for all plants and define their most basic characteristics.
 
These tokens are specified for all plants and define their most basic characteristics.
  
Line 18: Line 13:
  
 
|-
 
|-
| {{text anchor|NAME}}
+
| NAME
 
|  
 
|  
 
*name
 
*name
| The singular form of the plant's name as seen in-game.
+
| The singular form of the plants name as seen in game.
  
 
|-
 
|-
| {{text anchor|NAME_PLURAL}}
+
| NAME_PLURAL
 
|  
 
|  
 
*name
 
*name
| The plural form of the plant's name as seen in-game.
+
| The plural form of the plants name as seen in game.
  
 
|-
 
|-
| {{text anchor|ADJ}}
+
| ADJ
 
|  
 
|  
 
*adjective
 
*adjective
Line 36: Line 31:
  
 
|-
 
|-
| {{text anchor|ALL_NAMES}}
+
| ALL_NAMES
 
|  
 
|  
 
*name
 
*name
Line 42: Line 37:
  
 
|-
 
|-
| {{text anchor|PREFSTRING}}
+
| PREFSTRING
 
|  
 
|  
 
*reason
 
*reason
Line 48: Line 43:
  
 
|-
 
|-
| {{text anchor|MATERIAL}}
+
| MATERIAL
 
|  
 
|  
 
*material_name
 
*material_name
| Starts defining a new local plant material with the given name. Must be followed with [[material definition token]]s defining the material's properties.
+
| Starts defining a new local plant material with the given name and '''no''' properties.
  
 
|-
 
|-
| {{text anchor|USE_MATERIAL}}
+
| USE_MATERIAL
 
|  
 
|  
 
*material_name
 
*material_name
*local_material
+
*old_material
| Starts defining a new local plant material with the given name and using the properties of another local plant material. May be followed with material definition tokens to further define its properties or change the properties imported from the local plant material.
+
| Starts defining a new local plant material with the given name and using the properties of another local plant material.
  
 
|-
 
|-
| {{text anchor|USE_MATERIAL_TEMPLATE}}
+
| USE_MATERIAL_TEMPLATE
 
|  
 
|  
 
*material_name
 
*material_name
 
*template_name
 
*template_name
| Starts defining a new local plant material with the name ''material_name'' and using the properties of the specified MATERIAL_TEMPLATE with the name ''template_name''. May be followed with material definition tokens to further define its properties or change the properties imported from the template material.
+
| Starts defining a new local plant material with the given name and using the properties of the specified material template.
 
 
|-
 
 
 
| {{text anchor|SELECT_MATERIAL}}{{version|50.13}}
 
|
 
*material_name
 
| Selects a previously defined local plant material for subsequent modification. Unlike with [[creature token]]s, "ALL" ''cannot'' be specified here.
 
  
 
|-
 
|-
| {{text anchor|BASIC_MAT}}
+
| BASIC_MAT
 
|  
 
|  
 
* [[Material token|material]]
 
* [[Material token|material]]
| Sets the basic material of the plant. This defines what is harvested when the plant itself, rather than a growth, is picked. 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. The only way to remove the plant's basic material entry (e.g. "soybean plant") from every stockpile category is to remove this token, but this will cause problems with farming the plant in a farm plot and harvesting the whole wild plant if that's possible.
+
| 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.
 
|}
 
|}
  
==Environment tokens==
+
==Environment Tokens==
 
These tokens, also applicable to all plants, specify where the plants grow.
 
These tokens, also applicable to all plants, specify where the plants grow.
  
Line 91: Line 79:
  
 
|-
 
|-
| {{text anchor|UNDERGROUND_DEPTH}}
+
| UNDERGROUND_DEPTH
 
|  
 
|  
 
*minimum
 
*minimum
 
*maximum
 
*maximum
| Designates the highest and lowest cavern levels that the plant can appear in if its [[biome token|biome]] is subterranean.  Dwarven civilizations will only export (via the embark screen or caravans) things that are available at depth 1. Defaults to 0:0 (surface only).
+
| Designates the highest and lowest cavern levels that the plant can appear in if its [[biome token|biome]] is subterranean.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1. Defaults to 0:0 (surface only).
  
 
|-
 
|-
| {{text anchor|GOOD}}
+
| GOOD
 
|   
 
|   
 
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].
 
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].
  
 
|-
 
|-
| {{text anchor|EVIL}}
+
| EVIL
 
|   
 
|   
 
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].
 
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].
  
 
|-
 
|-
| {{text anchor|SAVAGE}}
+
| SAVAGE
 
|   
 
|   
 
| Restricts the plant to growing in Savage regions (regardless of alignment).
 
| Restricts the plant to growing in Savage regions (regardless of alignment).
  
 
|-
 
|-
| {{text anchor|FREQUENCY}}
+
| FREQUENCY
 
|  
 
|  
 
*freq (0-100)
 
*freq (0-100)
| How frequently this plant is generated in a particular area. Defaults to 50.  Plants with valid [[biome token]]s and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots.
+
| How frequently this plant is generated in a particular area. Defaults to 50.  Plants with valid [[biome token]]s and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots.
  
 
|-
 
|-
| {{text anchor|WET}}
+
| WET
 
|   
 
|   
| Restricts the plant to grow near natural water features. A plant with [WET] may be very common or very rare in an area, depending on how many water features that area has. Note that they will not grow next to dwarf-filled channels, since it explicitly checks the tile type (e.g. "River", "River Source", "Brook", "Murky Pool", and variants thereof). Combining this with [DRY] causes it to be ignord.
+
| Allows the plant to grow near water features.
  
 
|-
 
|-
| {{text anchor|DRY}}
+
| DRY
|  
+
|
| Restricts the plant to grow away from natural water features. Combining this with [WET] causes it to be ignored.
+
| Allows the plant to grow away from water features.
  
 
|-
 
|-
| {{text anchor|BIOME}}
+
| BIOME
 
|  
 
|  
 
*biome
 
*biome
Line 136: Line 124:
 
|}
 
|}
  
==Growth tokens==
+
==Growth Tokens==
These tokens are used for all plants and specify growths growing on a plant
+
These tokens are used for all plants and specify growths growing on a plant.
 
 
Edible or otherwise usable growths should have [STOCKPILE_PLANT_GROWTH] in their [[material definition token|material definitions]] for proper stockpiling.  This also lets them be collected from plant gathering and farming jobs.
 
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 148: Line 134:
  
 
|-
 
|-
| {{text anchor|GROWTH}}
+
| GROWTH
 
|  
 
|  
*name
+
*token
| Defines a plant growth.  Takes the below tokens as arguments
+
| Defines a plant growth.  Takes the below tokens as arguments.
 
 
|-
 
| {{text anchor|SELECT_GROWTH}}{{version|50.13}}
 
|
 
*name
 
| Selects a previously-defined plant growth. Any tokens which follow this will further modify the selected growth.
 
  
 
|-
 
|-
| {{text anchor|GROWTH_NAME}}
+
| GROWTH_NAME
 
|   
 
|   
 
*singular
 
*singular
Line 167: Line 147:
  
 
|-
 
|-
| {{text anchor|GROWTH_ITEM}}
+
| GROWTH_ITEM
 
|   
 
|   
 
* [[item token]]
 
* [[item token]]
 
* [[material token]]
 
* [[material token]]
| Specifies what item this growth is and what it is made of.  Generally, the item type should be PLANT_GROWTH:NONE.
+
| Specifies what item this growth is and what it is made of.  Item is usually PLANT_GROWTH:NONE.
  
 
|-
 
|-
| {{text anchor|GROWTH_HOST_TILE}}
+
| GROWTH_HOST_TILE
 
|  
 
|  
 
*plant part
 
*plant part
 
| Specifies on which part of the plant or tree the growth appears, usually for multi-tile [[tree]]s.  Valid tokens are:
 
| Specifies on which part of the plant or tree the growth appears, usually for multi-tile [[tree]]s.  Valid tokens are:
 +
*BRANCHES
 +
*LIGHT_BRANCHES
 +
*HEAVY_BRANCHES
 +
*DIRECTED_BRANCHES
 +
*CAP
 +
*ROOTS
 +
*TRUNK
 
*TWIGS
 
*TWIGS
*BRANCHES_AND_TWIGS / LIGHT_BRANCHES_AND_TWIGS
+
*SAPLING
*BRANCHES / LIGHT_BRANCHES
+
*BRANCHES_AND_TWIGS
 
*ALL_BRANCHES_AND_TWIGS
 
*ALL_BRANCHES_AND_TWIGS
*HEAVY_BRANCHES / DIRECTED_BRANCHES
+
*LIGHT_BRANCHES_AND_TWIGS
*HEAVY_BRANCHES_AND_TRUNK / DIRECTED_BRANCHES_AND_TRUNK
+
*HEAVY_BRANCHES_AND_TRUNK
*TRUNK
+
*DIRECTED_BRANCHES_AND_TRUNK
*ROOTS
 
*CAP
 
*SAPLING
 
 
 
|-
 
| {{text anchor|GROWTH_TRUNK_HEIGHT_PERC}}
 
 
*percent (0-100+)
 
*integer
 
| Controls the height on the trunk above which the growth begins to appear. The first value is the percent of the trunk height where the growth begins appearing: 0 will cause growths to appear along the entire trunk above the first tile; 100 will cause growths to appear only at the topmost trunk tile. Can be larger than 100 for trees that have growths on branches extending higher than the trunk.
 
 
 
The second integer currently ''must'' be -1, but might be intended to control whether it counts height starting from the bottom or top.
 
  
 
|-
 
|-
| {{text anchor|GROWTH_DENSITY}}
+
| GROWTH_DENSITY
 
|   
 
|   
 
*integer
 
*integer
| Currently has no effect.
+
| Specifies growth density.
  
 
|-
 
|-
| {{text anchor|GROWTH_TIMING}}
+
| GROWTH_TIMING
 
|   
 
|   
*[[time]] start:end (0-403200)
+
*[[time]] ticks (0-403200?)
 
| Specifies at which part of the year the growth appears.  Default is all year round.
 
| Specifies at which part of the year the growth appears.  Default is all year round.
 
A single growth can only have one GROWTH_TIMING tag. If multiple are declared, the last one will be used. To make a growth appear multiple times during the year, you need to create a different growth for every GROWTH_TIMING interval. By using the same material for all of the duplicate growths, all of them will be stockpiled together and be eligible for the same reactions. Edible/brewable growths will have separate entries in the kitchen menu, though.
 
 
There is no known way to declare a growth timing that lasts from winter into spring. Including numbers below 0 or above 403200 in the range will make the growth available at all times, as though you hadn't defined a growth timing at all. So will including a range for which the start time is later than the end time.
 
 
This has no effect on farmed growths; all eligible growths that have [STOCKPILE_PLANT_GROWTH] in their materials will be harvested, regardless of if they are currently within their growth timing or not.
 
  
 
|-
 
|-
| {{text anchor|GROWTH_PRINT}}
+
| GROWTH_PRINT
 
|   
 
|   
 
*overworld tile
 
*overworld tile
 
*item tile
 
*item tile
*color
+
*colour
*time (0-403200) start:end, ALL, or NONE
+
*timing (0-403200?), 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. Priority seems to control what to display when there would be multiple symbols on a tile.{{verify}}
+
| Specifies the appearance of the growth.  Can be specified more than once, for example for autumn leaves.
 
 
The GROWTH_PRINT tile will only be displayed when the growth in question is actually present, even if its timing parameter is ALL.
 
  
 
|-
 
|-
| {{text anchor|GROWTH_HAS_SEED}}
+
| GROWTH_HAS_SEED
 
|   
 
|   
| The growth drops a seed if eaten raw.
+
| The growth carries a seed, which is left when the growth is used or eaten.
  
 
|-
 
|-
| {{text anchor|GROWTH_DROPS_OFF}}
+
| GROWTH_DROPS_OFF
 
|   
 
|   
| Growths drop from the plant, producing a cloud of items which fall on the ground, which [[herbalist]]s can collect.
+
| Growths drops from the shrub or tree, leaving a pile of items on the ground.
|-
 
| {{text anchor|GROWTH_DROPS_OFF_NO_CLOUD}}
 
 
| Growths drop collectable items from the plant without producing item clouds.
 
  
 
|}
 
|}
  
==Tree tokens==
+
==Tree Tokens==
 
These tokens are used only for trees.
 
These tokens are used only for trees.
  
Line 254: Line 217:
  
 
|-
 
|-
| {{text anchor|TREE}}
+
| TREE
 
|  
 
|  
* [[Material token|material]] or NONE
+
* [[Material token|material]]
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.  Setting the material to NONE will give no wood from this tree.
+
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.
  
 
|-
 
|-
| {{text anchor|TRUNK_NAME}}
+
| AUTUMNCOLOR
 
|  
 
|  
*name
+
| Makes the tree turn yellow, orange, and red in Autumn, then lose its leaves in Winter.
| What the trunk of the tree is named.
 
  
 
|-
 
|-
| {{text anchor|MAX_TRUNK_HEIGHT}}
+
| TREE_TILE
|
 
*1-8
 
| The maximum z-level height of a mature tree's trunk, starting from about two z-levels above ground and going up.
 
 
 
|-
 
| {{text anchor|MAX_TRUNK_DIAMETER}}
 
|
 
*1-3
 
| Upper limit of trunk thickness, in tiles. Counted separately for all branching trunks. Has a geometric effect on log yield.
 
 
 
|-
 
| {{text anchor|TRUNK_PERIOD}}
 
|
 
*integer
 
| The number of years the trunk takes to grow one Z-level upward.
 
 
 
|-
 
| {{text anchor|TRUNK_WIDTH_PERIOD}}
 
|
 
*integer
 
| The number of years the trunk takes to grow another tile wider.
 
 
 
|-
 
| {{text anchor|LIGHT_BRANCHES_NAME}}
 
|
 
*name
 
| What thin branches of the tree are named.
 
 
 
|-
 
| {{text anchor|BRANCH_DENSITY}} / {{text anchor|LIGHT_BRANCHES_DENSITY}}
 
|
 
*integer
 
| How dense the branches grow on this tree.
 
 
 
|-
 
| {{text anchor|BRANCH_RADIUS}} / {{text anchor|LIGHT_BRANCH_RADIUS}}
 
|
 
*integer
 
| The radius to which branches can reach.  Appears to never reach further than seven tiles from the centre.  Does not depend on the trunk branching amount or where trunks are. The values used in the game go from 0-3. Higher values than that can cause crashes. {{bug|10419}}
 
 
 
|-
 
| {{text anchor|HEAVY_BRANCHES_NAME}} / {{text anchor|DIRECTED_BRANCHES_NAME}}
 
|
 
*name
 
| What thick branches of the tree are named.
 
 
 
|-
 
| {{text anchor|HEAVY_BRANCH_DENSITY}} / {{text anchor|DIRECTED_BRANCH_DENSITY}}
 
|
 
*integer
 
| Similar to [[Plant_token#BRANCH_DENSITY|BRANCH_DENSITY]] for thick branches.
 
 
 
|-
 
| {{text anchor|HEAVY_BRANCH_RADIUS}} / {{text anchor|DIRECTED_BRANCH_RADIUS}}
 
|
 
*integer
 
| Similar as [[Plant_token#BRANCH_RADIUS|BRANCH_DENSITY]] for thick branches. Values outside 0-3 can cause crashes. {{bug|10419}}
 
 
 
|-
 
| {{text anchor|TRUNK_BRANCHING}}
 
|
 
*integer
 
| How much the trunk branches out.  0 makes the trunk straight.
 
 
 
|-
 
| {{text anchor|ROOT_NAME}} / {{text anchor|ROOTS_NAME}}
 
|
 
*name
 
| What the roots of the tree are named.
 
 
 
|-
 
| {{text anchor|ROOT_DENSITY}}
 
|
 
*integer
 
| Density of the root growth.
 
 
 
|-
 
| {{text anchor|ROOT_RADIUS}}
 
|
 
*integer
 
| How wide the roots reach out.
 
 
 
|-
 
| {{text anchor|TWIGS_NAME}}
 
|
 
*name
 
| What the twigs of the tree are named.
 
 
 
|-
 
| {{text anchor|TWIGS_SIDE_BRANCHES}}
 
|
 
*boolean (0 or 1)
 
| Twigs appear on the side of branches.  Defaults to 1.
 
 
 
|-
 
| {{text anchor|TWIGS_ABOVE_BRANCHES}}
 
|
 
*boolean (0 or 1)
 
| Twigs appear above branches.  Defaults to 1.
 
 
 
|-
 
| {{text anchor|TWIGS_BELOW_BRANCHES}}
 
|
 
*boolean (0 or 1)
 
| Twigs appear below branches.  Defaults to 0.
 
 
 
|-
 
| {{text anchor|TWIGS_SIDE_HEAVY_BRANCHES}}
 
|
 
*boolean (0 or 1)
 
| Twigs appear on the side of heavy branches.  Defaults to 0.
 
 
 
|-
 
| {{text anchor|TWIGS_ABOVE_HEAVY_BRANCHES}}
 
|
 
*boolean (0 or 1)
 
| Twigs appear above heavy branches.  Defaults to 0.
 
 
 
|-
 
| {{text anchor|TWIGS_BELOW_HEAVY_BRANCHES}}
 
|
 
*boolean (0 or 1)
 
| Twigs appear below heavy branches.  Defaults to 0.
 
 
 
|-
 
| {{text anchor|TWIGS_SIDE_TRUNK}}
 
|
 
*boolean (0 or 1)
 
| Twigs appear on the side of the trunk.  Defaults to 0.
 
 
 
|-
 
| {{text anchor|TWIGS_ABOVE_TRUNK}}
 
|
 
*boolean (0 or 1)
 
| Twigs appear above the trunk.  Defaults to 0.
 
 
 
|-
 
| {{text anchor|TWIGS_BELOW_TRUNK}}
 
|
 
*boolean (0 or 1)
 
| Twigs appear below the trunk.  Defaults to 0.
 
 
 
|-
 
| {{text anchor|TREE_HAS_MUSHROOM_CAP}}
 
|
 
| The tree has a rounded cap-hood like a giant mushroom. This severely stunts a tree's maximum height - see the [https://dwarffortress.mantishub.io/view.php?id=7313#c26413 bug report.]
 
 
 
|-
 
| {{text anchor|CAP_NAME}}
 
|
 
*name
 
| What this mushroom-cap is called.  Only makes sense with TREE_HAS_MUSHROOM_CAP.
 
 
 
|-
 
| {{text anchor|CAP_PERIOD}}
 
|
 
*integer
 
| Similar to the other PERIOD tags, influences the rate of the mushroom cap growth.  Only makes sense with TREE_HAS_MUSHROOM_CAP.
 
 
 
|-
 
| {{text anchor|CAP_RADIUS}}
 
|
 
*integer
 
| The radius of a mushroom cap.  Only makes sense with TREE_HAS_MUSHROOM_CAP.
 
 
 
|-
 
| {{text anchor|STANDARD_TILE_NAMES}}
 
|
 
| Uses the standard names for the tree components (roots, trunk, branches, etc.)
 
 
 
|-
 
| {{text anchor|TREE_TILE}}
 
 
|  
 
|  
 
*tile
 
*tile
| The tile used for trees of this type on the world map. Defaults to 24 (↑).
+
| The tile used for the tree on the map. May be a number or a character inside apostrophes. Defaults to 24 (↑).
  
 
|-
 
|-
| {{text anchor|DEAD_TREE_TILE}}
+
| DEAD_TREE_TILE
 
|  
 
|  
 
*tile
 
*tile
| The tile used for (un)dead trees and deciduous trees (generally in winter) of this type. Defaults to 198 (╞).
+
| The tile used for (un)dead trees of this type. Defaults to 198 (╞).
  
 
|-
 
|-
| {{text anchor|SAPLING_TILE}}
+
| SAPLING_TILE
 
|  
 
|  
 
*tile
 
*tile
Line 456: Line 246:
  
 
|-
 
|-
| {{text anchor|DEAD_SAPLING_TILE}}
+
| DEAD_SAPLING_TILE
 
|  
 
|  
 
*tile
 
*tile
Line 462: Line 252:
  
 
|-
 
|-
| {{text anchor|TREE_COLOR}}
+
| TREE_COLOR
 
|  
 
|  
 
*foreground
 
*foreground
Line 470: Line 260:
  
 
|-
 
|-
| {{text anchor|DEAD_TREE_COLOR}}
+
| DEAD_TREE_COLOR
 
|  
 
|  
 
*foreground
 
*foreground
Line 478: Line 268:
  
 
|-
 
|-
| {{text anchor|SAPLING_COLOR}}
+
| SAPLING_COLOR
 
|  
 
|  
 
*foreground
 
*foreground
Line 486: Line 276:
  
 
|-
 
|-
| {{text anchor|DEAD_SAPLING_COLOR}}
+
| DEAD_SAPLING_COLOR
 
|  
 
|  
 
*foreground
 
*foreground
Line 494: Line 284:
  
 
|-
 
|-
| {{text anchor|SAPLING_DROWN_LEVEL}}
+
| SAPLING_DROWN_LEVEL
 
|  
 
|  
 
*depth
 
*depth
| The sapling of this tree will drown once the water on its tile reaches this level. Defaults to 4.
+
| The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4.
  
 
|-
 
|-
| {{text anchor|TREE_DROWN_LEVEL}}
+
| TREE_DROWN_LEVEL
 
|  
 
|  
 
*depth
 
*depth
Line 506: Line 296:
  
 
|-
 
|-
| {{text anchor|SAPLING}}
+
| SAPLING
 
|   
 
|   
 
| Makes young versions of the tree be called "[tree name] sapling"; otherwise, they are called "young [tree name]".
 
| Makes young versions of the tree be called "[tree name] sapling"; otherwise, they are called "young [tree name]".
Line 512: Line 302:
 
|}
 
|}
  
==Shrub tokens==
+
==Crop Tokens==
These tokens are used for non-grass, non-tree plants.
+
These tokens are used only for plantable crops and harvestable shrubs.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 522: Line 312:
  
 
|-
 
|-
| {{text anchor|SPRING}}, {{text anchor|SUMMER}}, {{text anchor|AUTUMN}}, {{text anchor|WINTER}}
+
| SPRING
 +
 +
| Allows the plant to grow during spring.
 +
 
 +
|-
 +
| SUMMER
 +
 +
| Allows the plant to grow during summer.
 +
 
 +
|-
 +
| AUTUMN
 
|   
 
|   
| Allows the plant to grow in farm plots during the given season.
+
| Allows the plant to grow during autumn.
  
If the plant is a surface plant, allows it to grow in the wild during this season; wild surface plants without this token will disappear at the beginning of the season. Underground plants grow wild in all seasons, regardless of their season tokens.
+
|-
 +
| WINTER
 +
 +
| Allows the plant to grow during winter.
  
 
|-
 
|-
| {{text anchor|GROWDUR}}
+
| GROWDUR
 
|  
 
|  
 
*time
 
*time
| How long the plant takes to grow to harvest in a farm plot. Unit hundreds of ticks, See [[Time]]. There are 1008 GROWDUR units in a season. Defaults to 300.
+
| How long the plant takes to grow. Unit hundreds of ticks, See [[Time]]. There are 1008 GROWDUR units in a season. Defaults to 300.
  
 
|-
 
|-
| {{text anchor|VALUE}}
+
| VALUE
 
|  
 
|  
 
*value
 
*value
| Has no known effect. Previously set the value of the harvested plant.
+
| Has no effect as of version 0.34.11. Previously set the value of the harvested plant.
  
 
|-
 
|-
| {{text anchor|PICKED_TILE}}
+
| PICKED_TILE
 
|  
 
|  
 
*tile
 
*tile
| The tile used when the plant is harvested whole, or is ready to be picked from a farm plot. May either be a cp437 tile number, or a character between single quotes. See [[Main:character table|character table]]. Defaults to 231 (τ).
+
| The tile used when harvested. May either be a number or letter within apostrophes(confirm?). See [[Main:character table|character table]]. Defaults to 231 (τ).
  
 
|-
 
|-
| {{text anchor|DEAD_PICKED_TILE}}
+
| DEAD_PICKED_TILE
 
|  
 
|  
 
*tile
 
*tile
| The tile used when a plant harvested whole has wilted. Defaults to 169 (⌐).
+
| The tile used when a harvested plant has wilted. Defaults to 169 (⌐).
  
 
|-
 
|-
| {{text anchor|SHRUB_TILE}}
+
| SHRUB_TILE
 
|  
 
|  
 
*tile
 
*tile
| The tile used to represent this plant when it is wild, alive, and has no growths. Defaults to 34 (").
+
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (").
  
 
|-
 
|-
| {{text anchor|DEAD_SHRUB_TILE}}
+
| DEAD_SHRUB_TILE
 
|  
 
|  
 
*tile
 
*tile
| The tile used to represent this plant when it is dead in the wild. Defaults to 34 (").
+
| What tile is used for dead shrubs that once bore this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (").
  
 
|-
 
|-
| {{text anchor|CLUSTERSIZE}}
+
| CLUSTERSIZE
 
|  
 
|  
 
*size
 
*size
| The maximum stack size collected when gathered via herbalism (possibly also from farm plots?). Defaults to 5. CLUSTERSIZE must be greater than or equal to 1+ the number of instances of [STOCKPILE_PLANT_GROWTH] in the plant's raws. For plants like vanilla cabbage, clustersize of 1, which is less than 1+[one instance]=2, will prevent citizens from gathering the plant. Best to set all cluster sizes to 2 or higher for safety.
+
| The maximum stack size collected when gathered via herbalism. Defaults to 5.
  
 
|-
 
|-
| {{text anchor|PICKED_COLOR}}
+
| PICKED_COLOR
 
|  
 
|  
 
*foreground
 
*foreground
 
*background
 
*background
 
*bright
 
*bright
| The color of the plant when it has been picked whole, or when it is ready for harvest in a farm plot. Defaults to 2:0:0 (dark green).
+
| The [[color]] of the plant in farms. Defaults to 2:0:0 (dark green).
  
 
|-
 
|-
| {{text anchor|DEAD_PICKED_COLOR}}
+
| DEAD_PICKED_COLOR
 
|  
 
|  
 
*foreground
 
*foreground
 
*background
 
*background
 
*bright
 
*bright
| The [[color]] of the plant when it has been picked whole, but has wilted. Defaults to 0:0:1 (dark gray).
+
| The [[color]] of the plant when wilted. Defaults to 0:0:1 (dark gray).
  
 
|-
 
|-
| {{text anchor|SHRUB_COLOR}}
+
| SHRUB_COLOR
 
|  
 
|  
 
*foreground
 
*foreground
 
*background
 
*background
 
*bright
 
*bright
| The [[color]] of the plant when it is alive, wild, and has no growths. Defaults to 2:0:0 (dark green).
+
| The [[color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).
  
 
|-
 
|-
| {{text anchor|DEAD_SHRUB_COLOR}}
+
| DEAD_SHRUB_COLOR
 
|  
 
|  
 
*foreground
 
*foreground
 
*background
 
*background
 
*bright
 
*bright
|The [[color]] of the plant when it is dead in the wild. Defaults to 6:0:0 (brown).
+
|The [[color]] of dead shrubs that bore this plant. Defaults to 6:0:0 (brown).
  
 
|-
 
|-
| {{text anchor|SHRUB_DROWN_LEVEL}}
+
| SHRUB_DROWN_LEVEL
 
|  
 
|  
 
*depth
 
*depth
| The shrub will drown once the water on its tile reaches this level. Defaults to 4.
+
| The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4.
  
 
|-
 
|-
| {{text anchor|DRINK}}
+
| DRINK
 
|  
 
|  
 
* [[Material token|material]]
 
* [[Material token|material]]
| Names a [[alcohol|drink]] made from the plant, allowing it to be used in entity resources.  Previously also permitted brewing the plant into [[alcohol]] made of this material. Now, a MATERIAL_REACTION_PRODUCT of type DRINK_MAT should be used on the proper plant material.
+
| Permits brewing the plant into [[alcohol]] made of this material. Said material should have [ALCOHOL_PLANT] to permit proper stockpiling.
  
 
|-
 
|-
| {{text anchor|MILL}}
+
| MILL
 
|  
 
|  
 
* [[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. This token makes the whole plant harvestable regardless of which material is designated for milling. For plants with millable ''growths'', use only MATERIAL_REACTION_PRODUCT or ITEM_REACTION_PRODUCT tokens to define the milling products.
+
| Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling.
  
 
|-
 
|-
| {{text anchor|THREAD}}
+
| THREAD
 
|  
 
|  
 
* [[Material token|material]]
 
* [[Material token|material]]
| Permits processing the plant at a [[farmer's workshop]] to yield threads made of this material and allows its use in entity resources. Said material should have [THREAD_PLANT] to permit proper stockpiling.
+
| Permits processing the plant at a [[farmer's workshop]] to yield threads made of this material. Said material should have [THREAD_PLANT] to permit proper stockpiling.
  
 
|-
 
|-
| {{text anchor|SEED}}
+
| SEED
 
|  
 
|  
 
*name
 
*name
Line 638: Line 441:
  
 
|-
 
|-
| {{text anchor|EXTRACT_STILL_VIAL}}
+
| LEAVES
 +
|
 +
*name
 +
*name_plural
 +
*tile
 +
*foreground
 +
*background
 +
*bright
 +
*wilt_foreground
 +
*wilt_background
 +
*wilt_bright
 +
*[[Material token|material]]
 +
| Permits processing the plant into a [[bag]] at a [[farmer's workshop]] to yield leaves made of this material and having these properties. Said material should have [LEAF_MAT] to permit proper stockpiling.
 +
 
 +
|-
 +
| EXTRACT_STILL_VIAL
 
|  
 
|  
 
* [[Material token|material]]
 
* [[Material token|material]]
Line 644: Line 462:
  
 
|-
 
|-
| {{text anchor|EXTRACT_VIAL}}
+
| EXTRACT_VIAL
 
|  
 
|  
 
*[[Material token|material]]
 
*[[Material token|material]]
Line 650: Line 468:
  
 
|-
 
|-
| {{text anchor|EXTRACT_BARREL}}
+
| EXTRACT_BARREL
 
|  
 
|  
 
* [[Material token|material]]
 
* [[Material token|material]]
Line 657: Line 475:
 
|}
 
|}
  
==Grass tokens==
+
==Grass Tokens==
 
These tokens are used only for [[grass]]es.
 
These tokens are used only for [[grass]]es.
  
Line 667: Line 485:
  
 
|-
 
|-
| {{text anchor|GRASS}}
+
| GRASS
 
|  
 
|  
| Makes the plant behave as a type of grass. This allows animals to graze on it, and prevents it and its growths from being picked by herbalists. (Grass growths can still be picked in adventure mode, however.)
+
| Makes the plant behave as a type of grass.
  
 
|-
 
|-
| {{text anchor|GRASS_TILES}}
+
| GRASS_TILES
 
|
 
|
 
*tile
 
*tile
Line 681: Line 499:
  
 
|-
 
|-
| {{text anchor|ALT_PERIOD}}
+
| ALT_PERIOD
 
|
 
|
 
*period
 
*period
Line 688: Line 506:
  
 
|-
 
|-
| {{text anchor|ALT_GRASS_TILES}}
+
| ALT_GRASS_TILES
 
|
 
|
 
*tile
 
*tile
Line 697: Line 515:
  
 
|-
 
|-
| {{text anchor|GRASS_COLORS}}
+
| GRASS_COLORS
 
|
 
|
 
*color 1 (fore:back:bright)
 
*color 1 (fore:back:bright)
Line 708: Line 526:
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}
[[ru:Plant token]]
 

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