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Difference between revisions of "v0.31:Plant token"

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{{av}}
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{{quality|Exceptional|21:01, 30 March 2011 (UTC)}}{{av}}  
The default plants are stored in the plant_standard.txt file.
+
The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.
 +
 
 +
==Basic Tokens==
 +
These tokens are specified for all plants and define their most basic characteristics.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- style='background-color:#ddd'
 
|- style='background-color:#ddd'
! Token
+
! width="20%" | Token
! Description
+
! width="20%" | Arguments
 +
! width="60%" | Description
 +
 
 
|-
 
|-
|[PLANT:NAME]||The first line tells the game what string is used to refer to this particular plant. <font color="red">Required</font>.
+
| NAME
 +
|  
 +
*name
 +
| The singular form of the plants name as seen in game.
 +
 
 
|-
 
|-
|[NAME:]||The name of the plant, which is what you see in-game. <font color="red">Required</font>.
+
| NAME_PLURAL
 +
|  
 +
*name
 +
| The plural form of the plants name as seen in game.
 +
 
 
|-
 
|-
|[NAME_PLURAL:]||The plural of the plant's in-game name. <font color="red">Required</font>.
+
| ADJ
 +
|  
 +
*adjective
 +
| The word or phrase used to describe items made from this plant.
 +
 
 
|-
 
|-
|[ADJ:]||What word is used to describe objects made from this plant.
+
| ALL_NAMES
 +
|  
 +
*name
 +
| Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
 +
 
 
|-
 
|-
|[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]||Tells the game what template to use for the structural material. A structural material is required.
+
| PREFSTRING
 +
|  
 +
*reason
 +
| What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
 +
 
 
|-
 
|-
|[MATERIAL_VALUE:2]
+
| MATERIAL
 +
|
 +
*material_name
 +
| Starts defining a new local plant material with the given name and '''no''' properties.{{verify}}
 +
 
 
|-
 
|-
|[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]||Sets the above as the structural material. "In general, you can use LOCAL_PLANT_MAT|<token>, PLANT_MAT|<plant>|<token>, CREATURE_MAT|<creature>|<token> or INORGANIC|IRON (though the game might hiccup for a while specifically on plants that aren't structurally plants)."
+
| USE_MATERIAL
 +
|  
 +
*material_name
 +
*old_material
 +
| Starts defining a new local plant material with the given name and using the properties of another local plant material.
 +
 
 
|-
 
|-
|[EDIBLE_VERMIN]||Vermin can eat this plant. The EDIBLE tags appear to modify the structural material template: "We also modify it a bit to make the plant edible. Any token material can be used here to modify the material that was created from the template."
+
| USE_MATERIAL_TEMPLATE
 +
|  
 +
*material_name
 +
*template_name
 +
| Starts defining a new local plant material with the given name and using the properties of the specified material template.
 +
 
 
|-
 
|-
|[EDIBLE_RAW]||This plant can be eaten raw.
+
| BASIC_MAT
 +
|
 +
* [[Material token|material]]
 +
| 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==
 +
These tokens, also applicable to all plants, specify where the plants grow.
 +
 
 +
{| {{prettytable}}
 +
|- style='background-color:#ddd'
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 +
 
 
|-
 
|-
|[EDIBLE_COOKED]||This plant can be eaten cooked but not raw. Doesn't appear to conflict with EDIBLE_RAW, oddly enough.
+
| UNDERGROUND_DEPTH
 +
|  
 +
*minimum
 +
*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 available at depth 1. Defaults to 0:0 (surface only).
 +
 
 
|-
 
|-
|[PICKED_TILE:]||What tile is used for this plant in farms. Either a number, such as 6 [♠] or a letter inside apostrophes, such as ':' (confirm latter?). <font color="red">Required</font>. See [[DF2010:Tileset|character table]].
+
| GOOD
 +
|
 +
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].
 +
 
 
|-
 
|-
|[PICKED_COLOR:]||The {{l|color}} of the plant in farms.
+
| EVIL
 +
|
 +
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].
 +
 
 
|-
 
|-
|[GROWDUR:]||How long the plant takes to grow. (Confirm whether seasons still last as long as before; it looks like it, since plump helmets have the same GROWDUR as in 40d.)
+
| SAVAGE
 +
|
 +
| Restricts the plant to growing in Savage regions (regardless of alignment).
 +
 
 
|-
 
|-
|-[VALUE:2]||Cost of 1 unit on embark?
+
| FREQUENCY
 +
|
 +
*freq (0-100)
 +
| How frequently this plant is generated in a particular area. Defaults to 50.
 +
 
 
|-
 
|-
|[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]||The alcohol material is established in the same way as the structural material, if there is one. MATERIAL_VALUE, DISPLAY_COLOR:#:#:# and EDIBLE appear again to distinguish the alcohol from the template.
+
| WET
 +
|
 +
| Allows the plant to grow near water features.
 +
 
 
|-
 
|-
|[STATE_NAME_ADJ:ALL_SOLID (LIQUID, GAS):frozen dwarven wine]||Tags for all three states need to be present.
+
| DRY
 +
|
 +
| Allows the plant to grow away from water features.
 +
 
 
|-
 
|-
|[DRINK:LOCAL_PLANT_MAT:DRINK]
+
| BIOME
 +
|
 +
*biome
 +
| What [[biome token|biome]] this plant appears in.
 +
 
 +
|}
 +
 
 +
==Tree Tokens==
 +
These tokens are used only for trees.
 +
 
 +
{| {{prettytable}}
 +
|- style='background-color:#ddd'
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 +
 
 
|-
 
|-
|[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]||Applies the template to use for mill products of this plant. Followed by MATERIAL_VALUE, EDIBLE and PREFIX tags, along with:
+
| TREE
 +
|
 +
* [[Material token|material]]
 +
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.
 +
 
 
|-
 
|-
|[STATE_NAME_ADJ:ALL_SOLID:name]||Follows the mill template; gives the powdered form a name.
+
| AUTUMNCOLOR
 +
|  
 +
| Makes the tree turn yellow, orange, and red in Autumn, then lose its leaves in Winter.
 +
 
 
|-
 
|-
|[STATE_COLOR:ALL_SOLID:name]||The color of the mill product in description.
+
| TREE_TILE
 +
|  
 +
*tile
 +
| The tile used for the tree on the map. May be a number or a character inside apostrophes. Defaults to 24 (↑).
 +
 
 
|-
 
|-
|[DISPLAY_COLOR:7:0:1]||The color of the mill powder as displayed.
+
| DEAD_TREE_TILE
 +
|  
 +
*tile
 +
| The tile used for (un)dead trees of this type. Defaults to 198 (╞).
 +
 
 
|-
 
|-
|[POWDER_DYE:COLOR]||Indicates that the milled powder is a dye, and what color it dyes cloth.
+
| SAPLING_TILE
 +
|  
 +
*tile
 +
| The tile used for saplings of this tree. Defaults to 231 (τ).
 +
 
 
|-
 
|-
|[MILL:LOCAL_PLANT_MAT:MILL]
+
| DEAD_SAPLING_TILE
 +
|
 +
*tile
 +
| The tile used for dead saplings of this tree. Defaults to 231 (τ).
 +
 
 
|-
 
|-
|[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]||Set MATERIAL_VALUE again for this too.
+
| TREE_COLOR
 +
|
 +
*foreground
 +
*background
 +
*bright
 +
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).
 +
 
 
|-
 
|-
|[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]||Followed by STATE_NAME_ADJ for solid, liquid and gas forms, MATERIAL_VALUE, DISPLAY_COLOR, EDIBLE, PREFIX and:
+
| DEAD_TREE_COLOR
|[EXTRACT_STORAGE:BARREL]||Can also be FLASK.
+
|  
 +
*foreground
 +
*background
 +
*bright
 +
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).
 +
 
 
|-
 
|-
|[ENTERS_BLOOD]||Appears under the material definition for gnomeblight. Indicates usage as a poison?
+
| SAPLING_COLOR
 +
|
 +
*foreground
 +
*background
 +
*bright
 +
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).
 +
 
 
|-
 
|-
|[SYNDROME]||Illness caused by this extract.
+
| DEAD_SAPLING_COLOR
 +
|
 +
*foreground
 +
*background
 +
*bright
 +
| The [[color]] of dead saplings of this tree. Defaults to 0:0:1 (dark gray).
 +
 
 
|-
 
|-
|[SYN_NAME:]||Name of the syndrome caused by this extract.
+
| SAPLING_DROWN_LEVEL
 +
|  
 +
*depth
 +
| The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4.
 +
 
 
|-
 
|-
|[SYN_AFFECTED_CREATURE:CREATURE TYPE:CASTE?]||(eg. SYN_AFFECTED_CREATURE:GNOME_MOUNTAIN:ALL) Creatures susceptible to the syndrome.
+
| TREE_DROWN_LEVEL
 +
|  
 +
*depth
 +
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.
 +
 
 
|-
 
|-
|[SYN_CONTACT]||INHALED and INJECTED can be used in place of CONTACT. It is possible to have all three.
+
| SAPLING
 +
 +
| Makes young versions of the tree be called "[tree name] sapling"; otherwise, they are called "young [tree name]".
 +
 
 +
|}
 +
 
 +
==Crop Tokens==
 +
These tokens are used only for plantable crops and harvestable shrubs.
 +
 
 +
{| {{prettytable}}
 +
|- style='background-color:#ddd'
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 +
 
 
|-
 
|-
|[CE_NECROSIS:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:30:END:1200]||Effects of the syndrome? Someone fill this in when they figure it out.
+
| SPRING
 +
|
 +
| Allows the plant to grow during spring.
 +
 
 
|-
 
|-
|[EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]||If EXTRACT_STORAGE is FLASK, replace with EXTRACT_STILL_VIAL.
+
| SUMMER
 +
|
 +
| Allows the plant to grow during summer.
 +
 
 
|-
 
|-
|[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]||Followed by MATERIAL_VALUE.
+
| AUTUMN
 +
|
 +
| Allows the plant to grow during autumn.
 +
 
 
|-
 
|-
|[LEAVES:quarry bush leaf:quarry bush leaves:7:0:0:0:0:1:6:LOCAL_PLANT_MAT:LEAF]||Designates the plant can be processed to leaves, along with the name, colors, and material.
+
| WINTER
 +
|
 +
| Allows the plant to grow during winter.
 +
 
 
|-
 
|-
|[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]||Sets the name (singular, plural), colors and material for the seeds.
+
| GROWDUR
 +
|  
 +
*time
 +
| How long the plant takes to grow. See [[Time]]. Defaults to 300.  There are 1008 GROWDUR units in a season.
 +
 
 
|-
 
|-
|[SPRING]||This plant will grow in spring. Not mutually exclusive with other season tags.
+
| VALUE
 +
|  
 +
*value
 +
| Value of harvested plant (default 1). Appears to have no effect in version 0.31.
 +
 
 
|-
 
|-
|[SUMMER]||This plant will grow during summer. Not mutually exclusive with other season tags.
+
| PICKED_TILE
 +
|
 +
*tile
 +
| 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).
 +
 
 
|-
 
|-
|[AUTUMN]||This plant will grow during autumn. Not mutually exclusive with other season tags.
+
| DEAD_PICKED_TILE
 +
|  
 +
*tile
 +
| The tile used when a harvested plant has wilted. Defaults to 169 (⌐).
 +
 
 
|-
 
|-
|[WINTER]||This plant will grow during winter. Not mutually exclusive with other season tags.
+
| SHRUB_TILE
 +
|  
 +
*tile
 +
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (").
 +
 
 
|-
 
|-
|[FREQUENCY:]||The chance for this plant to be gathered with the herb gathering job.
+
| DEAD_SHRUB_TILE
 +
|  
 +
*tile
 +
| 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 (").
 +
 
 
|-
 
|-
|[CLUSTERSIZE:]||The maximum stack size collected when gathered via herbalism.
+
| CLUSTERSIZE
 +
|  
 +
*size
 +
| The maximum stack size collected when gathered via herbalism. Defaults to 5.
 +
 
 
|-
 
|-
|[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]||Applied for plants that can be processed into thread.
+
| PICKED_COLOR
 +
|
 +
*foreground
 +
*background
 +
*bright
 +
| The [[color]] of the plant in farms. Defaults to 2:0:0 (dark green).
 +
 
 
|-
 
|-
|[THREAD:LOCAL_PLANT_MAT:THREAD]||Followed by MATERIAL_VALUE.
+
| DEAD_PICKED_COLOR
 +
|
 +
*foreground
 +
*background
 +
*bright
 +
| The [[color]] of the plant when wilted. Defaults to 0:0:1 (dark gray).
 +
 
 
|-
 
|-
|[PREFSTRING:]||What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
+
| SHRUB_COLOR
 +
|
 +
*foreground
 +
*background
 +
*bright
 +
| The [[color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).
 +
 
 
|-
 
|-
|[WET]||This plant appears near water features. Not mutually exclusive with the [DRY] tag.
+
| DEAD_SHRUB_COLOR
 +
|
 +
*foreground
 +
*background
 +
*bright
 +
|The [[color]] of dead shrubs that bore this plant. Defaults to 6:0:0 (brown).
 +
 
 
|-
 
|-
|[DRY]||This plant appears away from water features. Not mutually exclusive with the [WET] tag.
+
| SHRUB_DROWN_LEVEL
 +
|  
 +
*depth
 +
| The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4.
 +
 
 
|-
 
|-
|[BIOME:]||What [[biome tokens|biome]] this plant appears in.
+
| DRINK
 +
|
 +
* [[Material token|material]]
 +
| Permits brewing the plant into [[alcohol]] made of this material. Said material should have [ALCOHOL_PLANT] to permit proper stockpiling.
 +
 
 
|-
 
|-
|[UNDERGROUND_DEPTH:#:#]||Not explained in raws. Appears to designate what level (highest:lowest) of the caverns this plant appears in if its biome is subterranean.
+
| MILL
 +
|
 +
* [[Material token|material]]
 +
| 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.
 +
 
 
|-
 
|-
|[SHRUB_TILE:]||What tile is used for shrubs bearing this plant.
+
| THREAD
 +
|
 +
* [[Material token|material]]
 +
| 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.
 +
 
 
|-
 
|-
|[DEAD_SHRUB_TILE:]||What tile is used when the plant has withered.
+
| SEED
 +
|
 +
*name
 +
*name_plural
 +
*foreground
 +
*background
 +
*bright
 +
*[[Material token|material]]
 +
| Causes the plant to yield plantable seeds made of this material and having these properties. Said material should have [SEED_MAT] to permit proper stockpiling.
 +
 
 
|-
 
|-
|[SHRUB_COLOR:]||The [[color]] of shrubs bearing this plant.
+
| 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.
 +
 
 
|-
 
|-
|[DEAD_SHRUB_COLOR:]||The [[color]] of dead shrubs that bore this plant.
+
| EXTRACT_STILL_VIAL
 +
|
 +
* [[Material token|material]]
 +
| Permits processing the plant into a [[vial]] at a [[still]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].
 +
 
 
|-
 
|-
|Tree tags||Trees cannot be used for seeds/food/drink/thread at this point, however, the structural material is designated in the same way. Trees now appear under plant_standard instead of matgloss_wood.
+
| EXTRACT_VIAL
 +
|  
 +
*[[Material token|material]]
 +
| Permits processing the plant into a [[vial]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].
 +
 
 
|-
 
|-
|[AUTUMNCOLOR]||Trees only? Changes colors in the fall.
+
| EXTRACT_BARREL
 +
|
 +
* [[Material token|material]]
 +
| Permits processing the plant into a [[barrel]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:BARREL].
 +
 
 +
|}
 +
 
 +
==Grass Tokens==
 +
These tokens are used only for [[grass]]es.
 +
 
 +
{| {{prettytable}}
 +
|- style='background-color:#ddd'
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 +
 
 
|-
 
|-
|[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]|Designates a template to use for wood from this tree. Followed by STATE_NAME:ALL_SOLID and STATE_NAME_ADJ:ALL_SOLID.
+
| GRASS
 +
|  
 +
| Makes the plant behave as a type of grass.
 +
 
 
|-
 
|-
|[TREE:LOCAL_PLANT_MAT:WOOD]
+
| GRASS_TILES
 +
|
 +
*tile
 +
*tile
 +
*tile
 +
*tile
 +
| Specifies the 4 tiles used to represent grass of this type. If VARIED_GROUND_TILES is disabled in d_init.txt, these are seemingly ignored. Defaults to 46:44:96:39 (.,`').
 +
 
 
|-
 
|-
|[TREE_TILE:#]||What the tree appears as on the map.
+
| ALT_PERIOD
 +
|
 +
*period
 +
*offset
 +
| How often the grass switches between its main tiles and alternate tiles. The "period" value determines how quickly (in frames) the grass animates, and the "offset" value specifies how much of that time is spent displaying the alternate tiles.  If the "offset" value is greater than or equal to the "period" value, the grass will only display using the alternate tiles.{{verify}} Defaults to 0:0.
 +
 
 
|-
 
|-
|[SAPLING]||Gives it a sapling stage?
+
| ALT_GRASS_TILES
 +
|
 +
*tile
 +
*tile
 +
*tile
 +
*tile
 +
| When used with ALT_PERIOD, specifies the 4 alternate tiles used to represent grass of this type. Defaults to 46:44:96:39 (.,`'). Dead grass does not animate.
 +
 
 
|-
 
|-
|[SOLID_DENSITY:#]||Density of the wood?
+
| GRASS_COLORS
 +
|
 +
*color 1 (fore:back:bright)
 +
*color 2 (fore:back:bright)
 +
*dry color (fore:back:bright)
 +
*dead color (fore:back:bright)
 +
| Specifies the color of this grass. Defaults to 2:0:1:2:0:0:6:0:1:6:0:0 (light green, dark green, yellow, brown).
 
|}
 
|}
  
[[Category:Modding]]
+
{{Category|Modding}}
[[Category:Tokens]]
+
{{Category|Tokens}}

Latest revision as of 03:12, 30 December 2011

This article is about an older version of DF.

The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.

Basic Tokens[edit]

These tokens are specified for all plants and define their most basic characteristics.

Token Arguments Description
NAME
  • name
The singular form of the plants name as seen in game.
NAME_PLURAL
  • name
The plural form of the plants name as seen in game.
ADJ
  • adjective
The word or phrase used to describe items made from this plant.
ALL_NAMES
  • name
Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
PREFSTRING
  • reason
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
MATERIAL
  • material_name
Starts defining a new local plant material with the given name and no properties.[Verify]
USE_MATERIAL
  • material_name
  • old_material
Starts defining a new local plant material with the given name and using the properties of another local plant material.
USE_MATERIAL_TEMPLATE
  • material_name
  • template_name
Starts defining a new local plant material with the given name and using the properties of the specified material template.
BASIC_MAT 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[edit]

These tokens, also applicable to all plants, specify where the plants grow.

Token Arguments Description
UNDERGROUND_DEPTH
  • minimum
  • maximum
Designates the highest and lowest cavern levels that the plant can appear in if its 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).
GOOD Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].
EVIL Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].
SAVAGE Restricts the plant to growing in Savage regions (regardless of alignment).
FREQUENCY
  • freq (0-100)
How frequently this plant is generated in a particular area. Defaults to 50.
WET Allows the plant to grow near water features.
DRY Allows the plant to grow away from water features.
BIOME
  • biome
What biome this plant appears in.

Tree Tokens[edit]

These tokens are used only for trees.

Token Arguments Description
TREE Makes the plant into a tree. Cutting down the tree will yield logs made of this material.
AUTUMNCOLOR Makes the tree turn yellow, orange, and red in Autumn, then lose its leaves in Winter.
TREE_TILE
  • tile
The tile used for the tree on the map. May be a number or a character inside apostrophes. Defaults to 24 (↑).
DEAD_TREE_TILE
  • tile
The tile used for (un)dead trees of this type. Defaults to 198 (╞).
SAPLING_TILE
  • tile
The tile used for saplings of this tree. Defaults to 231 (τ).
DEAD_SAPLING_TILE
  • tile
The tile used for dead saplings of this tree. Defaults to 231 (τ).
TREE_COLOR
  • foreground
  • background
  • bright
The color of the tree on the map. Defaults to 2:0:0 (dark green).
DEAD_TREE_COLOR
  • foreground
  • background
  • bright
The color of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).
SAPLING_COLOR
  • foreground
  • background
  • bright
The color of saplings of this tree. Defaults to 2:0:0 (dark green).
DEAD_SAPLING_COLOR
  • foreground
  • background
  • bright
The color of dead saplings of this tree. Defaults to 0:0:1 (dark gray).
SAPLING_DROWN_LEVEL
  • depth
The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4.
TREE_DROWN_LEVEL
  • depth
The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.
SAPLING Makes young versions of the tree be called "[tree name] sapling"; otherwise, they are called "young [tree name]".

Crop Tokens[edit]

These tokens are used only for plantable crops and harvestable shrubs.

Token Arguments Description
SPRING Allows the plant to grow during spring.
SUMMER Allows the plant to grow during summer.
AUTUMN Allows the plant to grow during autumn.
WINTER Allows the plant to grow during winter.
GROWDUR
  • time
How long the plant takes to grow. See Time. Defaults to 300. There are 1008 GROWDUR units in a season.
VALUE
  • value
Value of harvested plant (default 1). Appears to have no effect in version 0.31.
PICKED_TILE
  • tile
The tile used when harvested. May either be a number or letter within apostrophes(confirm?). See character table. Defaults to 231 (τ).
DEAD_PICKED_TILE
  • tile
The tile used when a harvested plant has wilted. Defaults to 169 (⌐).
SHRUB_TILE
  • tile
What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (").
DEAD_SHRUB_TILE
  • tile
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 (").
CLUSTERSIZE
  • size
The maximum stack size collected when gathered via herbalism. Defaults to 5.
PICKED_COLOR
  • foreground
  • background
  • bright
The color of the plant in farms. Defaults to 2:0:0 (dark green).
DEAD_PICKED_COLOR
  • foreground
  • background
  • bright
The color of the plant when wilted. Defaults to 0:0:1 (dark gray).
SHRUB_COLOR
  • foreground
  • background
  • bright
The color of shrubs bearing this plant. Defaults to 2:0:0 (dark green).
DEAD_SHRUB_COLOR
  • foreground
  • background
  • bright
The color of dead shrubs that bore this plant. Defaults to 6:0:0 (brown).
SHRUB_DROWN_LEVEL
  • depth
The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4.
DRINK Permits brewing the plant into alcohol made of this material. Said material should have [ALCOHOL_PLANT] to permit proper stockpiling.
MILL 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.
THREAD 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.
SEED
  • name
  • name_plural
  • foreground
  • background
  • bright
  • material
Causes the plant to yield plantable seeds made of this material and having these properties. Said material should have [SEED_MAT] to permit proper stockpiling.
LEAVES
  • name
  • name_plural
  • tile
  • foreground
  • background
  • bright
  • wilt_foreground
  • wilt_background
  • wilt_bright
  • 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 Permits processing the plant into a vial at a still to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].
EXTRACT_VIAL Permits processing the plant into a vial at a farmer's workshop to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].
EXTRACT_BARREL Permits processing the plant into a barrel at a farmer's workshop to yield extract made of this material. Said material should have [EXTRACT_STORAGE:BARREL].

Grass Tokens[edit]

These tokens are used only for grasses.

Token Arguments Description
GRASS Makes the plant behave as a type of grass.
GRASS_TILES
  • tile
  • tile
  • tile
  • tile
Specifies the 4 tiles used to represent grass of this type. If VARIED_GROUND_TILES is disabled in d_init.txt, these are seemingly ignored. Defaults to 46:44:96:39 (.,`').
ALT_PERIOD
  • period
  • offset
How often the grass switches between its main tiles and alternate tiles. The "period" value determines how quickly (in frames) the grass animates, and the "offset" value specifies how much of that time is spent displaying the alternate tiles. If the "offset" value is greater than or equal to the "period" value, the grass will only display using the alternate tiles.[Verify] Defaults to 0:0.
ALT_GRASS_TILES
  • tile
  • tile
  • tile
  • tile
When used with ALT_PERIOD, specifies the 4 alternate tiles used to represent grass of this type. Defaults to 46:44:96:39 (.,`'). Dead grass does not animate.
GRASS_COLORS
  • color 1 (fore:back:bright)
  • color 2 (fore:back:bright)
  • dry color (fore:back:bright)
  • dead color (fore:back:bright)
Specifies the color of this grass. Defaults to 2:0:1:2:0:0:6:0:1:6:0:0 (light green, dark green, yellow, brown).