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Editing Plant token

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{{Quality|Fine}}
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{{Quality|Fine|11:40, 18 May 2015 (UTC)}}
{{av}}
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{{av}}  
{{Modding}}
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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.
 
 
 
 
 
__TOC__
 
{{clear}}
 
  
 
==Basic tokens==
 
==Basic tokens==
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|  
 
*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.
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| Starts defining a new local plant material with the given name and '''no''' properties.
  
 
|-
 
|-
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|  
 
|  
 
*material_name
 
*material_name
*local_material
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*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.
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| 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 ''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.
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| Starts defining a new local plant material with the given name and using the properties of the specified material template.
  
 
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|-
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* [[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.
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| 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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|}
  
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| {{text anchor|GROWTH_TRUNK_HEIGHT_PERC}}
 
| {{text anchor|GROWTH_TRUNK_HEIGHT_PERC}}
 
|   
 
|   
*percent (0-100+)
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*integer:integer
*integer
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|  
| 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.
 
  
 
|-
 
|-
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| {{text anchor|GROWTH_TIMING}}
 
| {{text anchor|GROWTH_TIMING}}
 
|   
 
|   
*[[time]] start:end (0-403200)
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*[[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.
  
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*item tile
 
*item tile
 
*color
 
*color
*time (0-403200) start:end, ALL, or NONE
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*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}}
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| 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.  
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| 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. Values outside 0-3 can cause crashes. {{bug|10419}}
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| Similar as [[Plant_token#BRANCH_RADIUS|BRANCH_DENSITY]] for thick branches.
  
 
|-
 
|-
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| {{text anchor|TREE_HAS_MUSHROOM_CAP}}
 
| {{text anchor|TREE_HAS_MUSHROOM_CAP}}
 
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|  
| 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.]  
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| The tree has a rounded cap-hood like a giant mushroom. This severely stunts a tree's maximum height - see the [http://www.bay12games.com/dwarves/mantisbt/view.php?id=7313#c26413 bug report.]  
  
 
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|-
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|  
 
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*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.
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| 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. 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.
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| 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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|}
 
|}
  
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{{Modding navbox}}
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}
 
[[ru:Plant token]]
 
[[ru:Plant token]]

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