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40d:Plant token

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This article is about an older version of DF.

Plants are stored in the matgloss_plant.txt file.

Token Description
[NAME:text] The name of the plant, which is what you see in-game.
[NAME_PLURAL:text] The plural of the plant's in-game name.
[SEEDNAME:text] The name of the plant's seeds.
[GROWDUR:num] How long the plant takes to grow. A season lasts for a GROWDUR of 1008, and 1 day lasts for a GROWDUR of 12. Defaults to 300.
[VALUE:num] How much the plant is worth. Defaults to 1.
[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.
[TILE:tile] What tile is used for this plant. Either a number, such as 6 (♠) or a letter inside apostrophes, such as ':'. See character table. Defaults to 231 (τ).
[DEAD_TILE:tile] What tile is used when the plant has withered. Defaults to 169 (⌐).
[SHRUB_TILE:tile] What tile is used for shrubs bearing this plant. Defaults to 34 (").
[DEAD_SHRUB_TILE:tile] What tile is used for dead shrubs bearing this plant. Defaults to 34 (").
[CLUSTERSIZE:num] The maximum stack size collected when gathered via herbalism. Defaults to 5.
[COLOR:fg:bg:br] The color of the plant. Defaults to 2:0:0 (dark green).
[DEAD_COLOR:fg:bg:br] The color of the plant when it has withered. Defaults to 0:0:1 (dark gray).
[SHRUB_COLOR:fg:bg:br] The color of shrubs bearing this plant. Defaults to 2:0:0 (dark green).
[DEAD_SHRUB_COLOR:fg:bg:br] The color of dead shrubs bearing this plant. Defaults to 6:0:0 (brown).
[DRINK:name:fg:bg:br] Allows the plant to be brewed into a drink having the specified name and color.
[DRINKVALUE:num] The value of the drink brewed from this plant. Defaults to 1.
[MILL:name:fg:bg:br] Allows the plant to be milled into a powder having the specified name and color.
[MILL_VALUE:num] How much the milled product of this plant is worth. Defaults to 1.
[COOKABLE_WHEN_MILLED] Allows the milled product of this plant to be cooked into meals.
[MILL_DYE:color] Allows the milled product of this plant to be used as dye, and specifies the dye's color.
[GENPOWER:num] Use not known, may be obsolete or reference to planned features. Defaults to 1.
[GOOD] This plant only appears in Good aligned regions.
[EVIL] This plant only appears in Evil aligned regions.
[SAVAGE] This plant only appears in Savage regions.
[FREQUENCY:num] Determines how frequently shrubs of this plant are generated in a particular area. Defaults to 50.
[PREFSTRING:text] Why dwarves like this plant.
[EDIBLE_VERMIN] Vermin can eat this plant.
[EDIBLE_RAW] This plant can be eaten raw or cooked.
[EDIBLE_WHENCOOKED] This plant can be eaten cooked, but not raw.
[THREAD] This plant can be woven into thread and therefore cloth.
[DROWN_LEVEL:num] Specifies the water depth at which the shrub will die, defaulting to 4.
[SEED:fg:bg:br] Causes processing the plant to yield seeds of the specified color.
[LEAVES:tilenum] Allows the plant to be extracted into a bag at the farmer's workshop to yield leaves having the specified tile (number only?).
[EXTRACT_VIAL] Allows the plant to be processed into a vial at the farmer's workshop to yield its EXTRACT. Extract vials will be stored in finished good stockpiles which permit the vial.
[EXTRACT_BAG] Allows the plant to be processed into a bag at the farmer's workshop to yield its EXTRACT. Extract bags will be stored in furniture stockpiles which permit the bag.
[EXTRACT_BARREL] Allows the plant to be processed into a barrel at the farmer's workshop to yield its EXTRACT.
[EXTRACT_STILL_VIAL] Allows the plant to be processed into a vial at the still to yield its EXTRACT. Extract vials will be stored in finished good stockpiles which permit the vial.
[EXTRACT_COOKABLE] Permits the plant's extract to be cooked into meals.
[EXTRACT:name:fg:bg:br] Defines a substance that can be extracted from the plant (using one of the above methods) having the specified name and color.
[EXTRACTVALUE:num] The value of the extract. Defaults to 1.
[WET] Permits the plant to appear near water features.
[DRY] Permits the plant to appear away from water features.
[BIOME:biome] Permits the plant to occur in a given biome.
[SPEC_HEAT:num] The plant's specific heat capacity. Can also be specified for CLOTH, EXTRACT, DRINK, and CHEESE. See below for defaults.
[HEATDAM_POINT:num] The temperature at which heat will begin to damage the plant. Can also be specified for CLOTH, EXTRACT, DRINK, and CHEESE. See below for defaults.
[COLDDAM_POINT:num] The temperature at which frost will begin to damage the plant. Can also be specified for CLOTH, EXTRACT, DRINK, and CHEESE. See below for defaults.
[IGNITE_POINT:num] The temperature at which the plant will burst into flames. Can also be specified for CLOTH, EXTRACT, DRINK, and CHEESE. See below for defaults.
[MELTING_POINT:num] The temperature at which the plant will melt into a puddle of goo. Can also be specified for CLOTH, EXTRACT, DRINK, and CHEESE. See below for defaults.
[BOILING_POINT:num] The temperature at which the plant will boil into a cloud of vapor. Can also be specified for CLOTH, EXTRACT, DRINK, and CHEESE. See below for defaults.
[FIXED_TEMP:num] The temperature this plant emits naturally. Can also be specified for CLOTH, EXTRACT, DRINK, and CHEESE. See below for defaults.
[SOLID_DENSITY:num] The density of the plant when solid. Can also be specified for CLOTH, EXTRACT, DRINK, and CHEESE. See below for defaults.
[LIQUID_DENSITY:num] The density of the plant when molten. Can also be specified for CLOTH, EXTRACT, DRINK, and CHEESE. See below for defaults.

If not specified, the following default values will be used for the various temperature/density properties:

(Plant) CLOTH EXTRACT DRINK CHEESE
SPEC_HEAT 3000 420 4181 2440 2000
HEATDAM_POINT 10250 10250 NONE NONE 10800
COLDDAM_POINT 9900 9900 NONE NONE 9950
IGNITE_POINT 10508 10508 NONE 10800 NONE
MELTING_POINT NONE NONE 9950 9850 10150
BOILING_POINT NONE NONE 10200 10150 NONE
FIXED_TEMP NONE NONE NONE NONE NONE
SOLID_DENSITY 1200 1520 1200 789 1200
LIQUID_DENSITY NONE NONE 1200 789 1200

Plant cheeses, despite having temperature values, are not implemented in this version of Dwarf Fortress.

Cookable extracts can only be cooked while they remain in liquid form - should they solidify, they will become useless even if re-melted (as they will change from an "extract" to a "misc. liquid").

Due to various bugs, CLOTH temperature and density values are not used (they use the default plant properties), and DRINK density is hardcoded to 800.