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Difference between revisions of "Plant token"

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m (→‎Growth Tokens: Clarification of my previous edit.)
(→‎Growth Tokens: Removed guideline to get around bug fixed in 42.03)
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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, and must have both [STOCKPILE_PLANT_GROWTH] and [STRUCTURAL_PLANT_MAT] to be picked in fortress mode.  This also lets them be collected from plant gathering and farming jobs, unless the growth is linked to the plant itself through a [[reaction]], as in [[quarry bush]]es.
+
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, unless the growth is linked to the plant itself through a [[reaction]], as in [[quarry bush]]es.
  
 
{| {{prettytable}}
 
{| {{prettytable}}

Revision as of 18:52, 13 December 2015

This article is about the current version of DF.
Note that some content may still need to be updated.

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.

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.
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

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 are 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. Plants with valid biome tokens and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots.
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.

Growth Tokens

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 definitions for proper stockpiling. This also lets them be collected from plant gathering and farming jobs, unless the growth is linked to the plant itself through a reaction, as in quarry bushes.

Token Arguments Description
GROWTH
  • name
Defines a plant growth. Takes the below tokens as arguments.
GROWTH_NAME
  • singular
  • plural (STP for standard plural)
The name of a plant growth.
GROWTH_ITEM Specifies what item this growth is and what it is made of. Generally, the item type should be PLANT_GROWTH:NONE.
GROWTH_HOST_TILE
  • plant part
Specifies on which part of the plant or tree the growth appears, usually for multi-tile trees. Valid tokens are:
  • TWIGS
  • BRANCHES_AND_TWIGS / LIGHT_BRANCHES_AND_TWIGS
  • BRANCHES / LIGHT_BRANCHES
  • ALL_BRANCHES_AND_TWIGS
  • HEAVY_BRANCHES / DIRECTED_BRANCHES
  • HEAVY_BRANCHES_AND_TRUNK / DIRECTED_BRANCHES_AND_TRUNK
  • TRUNK
  • ROOTS
  • CAP
  • SAPLING
GROWTH_TRUNK_HEIGHT_PERC
  • integer:integer
GROWTH_DENSITY
  • integer
Currently has no effect.
GROWTH_TIMING
  • time ticks (0-403200)
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.

GROWTH_PRINT
  • overworld tile
  • item tile
  • colour
  • timing (0-403200), ALL or NONE
  • 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.

The GROWTH_PRINT tile will only be displayed when the growth in question is actually present, even if its timing parameter is ALL.

GROWTH_HAS_SEED The growth carries a seed, which is left when the growth is used or eaten.
GROWTH_DROPS_OFF Growths drop from the plant, producing a cloud of items which fall on the ground, which herbalists can collect.
GROWTH_DROPS_OFF_NO_CLOUD Growths drop collectable items from the plant without producing item clouds.

Tree Tokens

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. Setting the material to NONE will give no wood from this tree.
TRUNK_NAME
  • name
What the trunk of the tree is named.
MAX_TRUNK_HEIGHT
  • 1-8
The maximum z-level height of a mature tree's trunk, starting from about two z-levels above ground and going up.
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.
TRUNK_PERIOD
  • integer
The number of years the trunk takes to grow one Z-level upward.
TRUNK_WIDTH_PERIOD
  • integer
The number of years the trunk takes to grow another tile wider.
LIGHT_BRANCHES_NAME
  • name
What thin branches of the tree are named.
BRANCH_DENSITY / LIGHT_BRANCHES_DENSITY
  • integer
How dense the branches grow on this tree.
BRANCH_RADIUS / 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.
HEAVY_BRANCHES_NAME / DIRECTED_BRANCHES_NAME
  • name
What thick branches of the tree are named.
HEAVY_BRANCH_DENSITY / DIRECTED_BRANCH_DENSITY
  • integer
Similar to BRANCH_DENSITY for thick branches.
HEAVY_BRANCH_RADIUS / DIRECTED_BRANCH_RADIUS
  • integer
Similar as BRANCH_RADIUS for thick branches.
TRUNK_BRANCHING
  • integer
How much the trunk branches out. 0 makes the trunk straight.
ROOT_NAME / ROOTS_NAME
  • name
What the roots of the tree are named.
ROOT_DENSITY
  • integer
Density of the root growth.
ROOT_RADIUS
  • integer
How wide the roots reach out.
TWIGS_NAME
  • name
What the twigs of the tree are named.
TWIGS_SIDE_BRANCHES
  • boolean (0 or 1)
Twigs appear on the side of branches. Defaults to 1.
TWIGS_ABOVE_BRANCHES
  • boolean (0 or 1)
Twigs appear above branches. Defaults to 1.
TWIGS_BELOW_BRANCHES
  • boolean (0 or 1)
Twigs appear below branches. Defaults to 0.
TWIGS_SIDE_HEAVY_BRANCHES
  • boolean (0 or 1)
Twigs appear on the side of heavy branches. Defaults to 0.
TWIGS_ABOVE_HEAVY_BRANCHES
  • boolean (0 or 1)
Twigs appear above heavy branches. Defaults to 0.
TWIGS_BELOW_HEAVY_BRANCHES
  • boolean (0 or 1)
Twigs appear below heavy branches. Defaults to 0.
TWIGS_SIDE_TRUNK
  • boolean (0 or 1)
Twigs appear on the side of the trunk. Defaults to 0.
TWIGS_ABOVE_TRUNK
  • boolean (0 or 1)
Twigs appear above the trunk. Defaults to 0.
TWIGS_BELOW_TRUNK
  • boolean (0 or 1)
Twigs appear below the trunk. Defaults to 0.
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 bug report.
CAP_NAME
  • name
What this mushroom-cap is called. Only makes sense with TREE_HAS_MUSHROOM_CAP.
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.
CAP_RADIUS
  • integer
The radius of a mushroom cap. Only makes sense with TREE_HAS_MUSHROOM_CAP.
STANDARD_TILE_NAMES Uses the standard names for the tree components (roots, trunk, branches, etc.)
TREE_TILE
  • tile
The tile used for trees of this type on the world map. Defaults to 24 (↑).
DEAD_TREE_TILE
  • tile
The tile used for (un)dead trees and deciduous trees (generally in winter) 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

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. Unit hundreds of ticks, See Time. There are 1008 GROWDUR units in a season. Defaults to 300.
VALUE
  • value
Has no known effect. Previously set the value of the harvested plant.
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 Names a 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. Instead, a MATERIAL_REACTION_PRODUCT of type DRINK_MAT should be used on the proper plant material.
MILL 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.
THREAD 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.
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.
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

These tokens are used only for grasses.

Token Arguments Description
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.)
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).