v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

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

From Dwarf Fortress Wiki
Jump to navigation Jump to search
 
(30 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}  
+
{{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==
 
==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'
Line 8: Line 10:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
 
|-
 
|-
| PLANT
+
| {{text anchor|NAME}}
 
|  
 
|  
 
*name
 
*name
| The ID of this plant used by the game. <font color="red">Required</font>.
+
| The singular form of the plants name as seen in game.
  
 
|-
 
|-
| NAME
+
| {{text anchor|NAME_PLURAL}}
 
|  
 
|  
 
*name
 
*name
| The singular form of the plants name as seen in game. <font color="red">Required</font>.
+
| The plural form of the plants name as seen in game.
  
 
|-
 
|-
| NAME_PLURAL
+
| {{text anchor|ADJ}}
 
|  
 
|  
*name
+
*adjective
| The plural form of the plants name as seen in game. <font color="red">Required</font>.
+
| The word or phrase used to describe items made from this plant.
  
 
|-
 
|-
| ADJ
+
| {{text anchor|ALL_NAMES}}
 
|  
 
|  
*adjective
+
*name
| The word or phrase used to describe items made from this plant.
+
| Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
  
 
|-
 
|-
|PREFSTRING
+
| {{text anchor|PREFSTRING}}
 
|  
 
|  
 
*reason
 
*reason
Line 39: Line 42:
  
 
|-
 
|-
| VALUE
+
| {{text anchor|MATERIAL}}
 
|  
 
|  
*value
+
*material_name
| Value of harvested plant.
+
| Starts defining a new local plant material with the given name and '''no''' properties. A maximum of 200 materials can be defined on any given plant.
  
 
|-
 
|-
| PICKED_TILE
+
| {{text anchor|USE_MATERIAL}}
 
|  
 
|  
*tile
+
*material_name
| The tile used when harvested. May either be a number or letter within apostrophes(confirm?).<font color="red">Required</font>. See [[character table]].
+
*old_material
 +
| Starts defining a new local plant material with the given name and using the properties of another local plant material. A maximum of 200 materials can be defined on any given plant.
  
 
|-
 
|-
| PICKED_COLOR
+
| {{text anchor|USE_MATERIAL_TEMPLATE}}
 
|  
 
|  
*foreground
+
*material_name
*background
+
*template_name
*bright
+
| Starts defining a new local plant material with the given name and using the properties of the specified material template. A maximum of 200 materials can be defined on any given plant.
| The {{l|color}} of the plant in farms.
 
  
 
|-
 
|-
| SHRUB_TILE
+
| {{text anchor|BASIC_MAT}}
 
|  
 
|  
*tile
+
* [[Material token|material]]
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes.
+
| 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
  
 
|-
 
|-
| DEAD_SHRUB_TILE
+
| {{text anchor|UNDERGROUND_DEPTH}}
 
|  
 
|  
*tile
+
*minimum
| What tile is used when the plant has withered. Can be either a number or a character inside apostrophes.
+
*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).
 +
 
 +
|-
 +
| {{text anchor|GOOD}}
 +
 +
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].
 +
 
 +
|-
 +
| {{text anchor|EVIL}}
 +
 +
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].
 +
 
 +
|-
 +
| {{text anchor|SAVAGE}}
 +
 +
| Restricts the plant to growing in Savage regions (regardless of alignment).
  
 
|-
 
|-
| SHRUB_COLOR
+
| {{text anchor|FREQUENCY}}
 
|  
 
|  
*foreground
+
*freq (0-100)
*background
+
| How frequently this plant is generated in a particular area. Defaults to 50.
*bright
+
 
| The [[color]] of shrubs bearing this plant.
+
|-
 +
| {{text anchor|WET}}
 +
 +
| Allows the plant to grow near water features.
 +
 
 +
|-
 +
| {{text anchor|DRY}}
 +
 +
| Allows the plant to grow away from water features.
  
 
|-
 
|-
| DEAD_SHRUB_COLOR
+
| {{text anchor|BIOME}}
 
|  
 
|  
*foreground
+
*biome
*background
+
| What [[biome token|biome]] this plant appears in.
*bright
 
|The [[color]] of dead shrubs that bore this plant.
 
  
 
|}
 
|}
  
==Plant Materials==
+
==Tree Tokens==
Materials defined within a plant can be modified by all valid material tokens and may only be accessed by the local plant.
+
These tokens are used only for trees.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 96: Line 131:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
 
|-
 
|-
| USE_MATERIAL_TEMPLATE
+
| {{text anchor|TREE}}
 
|  
 
|  
*material_name
+
* [[Material token|material]]
*template_name
+
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.
| Starts defining a new local plant material with the given name using the specified template. material_name is used to reference the newly created material from the same plant.
 
  
 
|-
 
|-
| BASIC_MAT
+
| {{text anchor|AUTUMNCOLOR}}
 
|  
 
|  
*material_type
+
| Makes the tree turn yellow, orange, and red in Autumn, then lose its leaves in Winter.
*material name
 
| Sets the basic(structural) material of the plant. material_type is LOCAL_PLANT_MAT for materials defined inside 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.
 
  
 
|-
 
|-
| TREE
+
| {{text anchor|TREE_TILE}}
 
|  
 
|  
*material_type
+
*tile
*material_name
+
| The tile used for the tree on the map. May be a number or a character inside apostrophes. Defaults to 24 (↑).
| The material to use for trees made of this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
 
  
 
|-
 
|-
| LEAVES
+
| {{text anchor|DEAD_TREE_TILE}}
 
|  
 
|  
*name
 
*name_plural
 
 
*tile
 
*tile
*foreground
+
| The tile used for (un)dead trees of this type. Defaults to 198 (╞).
*background
 
*bright
 
*wilt_foreground
 
*wilt_background
 
*wilt_bright
 
*material_type
 
*material_name
 
| The material used by the leaves of this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
 
  
 
|-
 
|-
|SEED
+
| {{text anchor|SAPLING_TILE}}
 
|  
 
|  
*name
+
*tile
*name_plural
+
| The tile used for saplings of this tree. Defaults to 231 (τ).
*foreground
 
*background
 
*bright
 
*material_type
 
*material_name
 
| The material used by the seeds of this plant, as well as the singular and plural forms of the name for the seeds and their color. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
 
  
 
|-
 
|-
| DRINK
+
| {{text anchor|DEAD_SAPLING_TILE}}
 
|  
 
|  
*material_type
+
*tile
*material_name
+
| The tile used for dead saplings of this tree. Defaults to 231 (τ).
| The material to be used for drinks made from this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
 
  
 
|-
 
|-
| MILL
+
| {{text anchor|TREE_COLOR}}
 
|  
 
|  
*material_type
+
*foreground
*material_name
+
*background
| The material to be used by the ground version of this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
+
*bright
 +
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).
  
 
|-
 
|-
|THREAD
+
| {{text anchor|DEAD_TREE_COLOR}}
 
|  
 
|  
*material_type
+
*foreground
*material_name
+
*background
| The material of threads made from this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
+
*bright
 +
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).
  
 
|-
 
|-
|EXTRACT_BARREL
+
| {{text anchor|SAPLING_COLOR}}
 
|  
 
|  
*material_type
+
*foreground
*material_name
+
*background
| The material that is used for the extract put into barrels. Should correspond to a material with the [EXTRACT_STORAGE:BARREL] token. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
+
*bright
 +
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).
  
 
|-
 
|-
| EXTRACT_VIAL
+
| {{text anchor|DEAD_SAPLING_COLOR}}
 
|  
 
|  
*material_type
+
*foreground
*material_name
+
*background
| The material that is used for the extract put into vials. Should correspond to a material with the [EXTRACT_STORAGE:FLASK] token. material_type is LOCAL_PLANT_MAT for materials defined in the plant. These are extracted at a {{L|Farmer's workshop}}, not a {{L|Still}}.
+
*bright
 +
| The [[color]] of dead saplings of this tree. Defaults to 0:0:1 (dark gray).
  
 
|-
 
|-
| EXTRACT_STILL_VIAL
+
| {{text anchor|SAPLING_DROWN_LEVEL}}
 
|  
 
|  
*material_type
+
*depth
*material_name
+
| The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4.
| The material that is used for the extract put into vials. Should correspond to a material with the [EXTRACT_STORAGE:FLASK] token. material_type is LOCAL_PLANT_MAT for materials defined in the plant.  These are extracted at a {{L|Still}}, not a {{L|Farmer's workshop}}.
 
  
 
|-
 
|-
| EXTRACT_STORAGE
+
| {{text anchor|TREE_DROWN_LEVEL}}
 
|  
 
|  
*storage_type (BARREL or FLASK)
+
*depth
| Used in material definitions, defines where the new material is stored.
+
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.
  
 
|-
 
|-
| EDIBLE_VERMIN
+
| {{text anchor|SAPLING}}
 
|   
 
|   
| Used in material definitions, lets vermin eat this part of the plant.
+
| Makes young versions of the tree be called "[tree name] sapling"; otherwise, they are called "young [tree name]".
  
|-
+
|}
| EDIBLE_RAW
 
 
| Used in material definitions, lets entities eat this part of the plant raw. Not mutually exclusive with EDIBLE_COOKED.
 
 
 
|-
 
| EDIBLE_COOKED
 
 
| Used in material definition, allows entities to cook this part of the plant. Not mutually exclusive with EDIBLE_RAW.
 
  
|}
+
==Crop Tokens==
 +
These tokens are used only for plantable crops and harvestable shrubs.
  
==Growing Tokens==
 
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- style='background-color:#ddd'
 
|- style='background-color:#ddd'
Line 216: Line 226:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
|-
 
| GROWDUR
 
|
 
*time
 
| How long the plant takes to grow. See {{l|Time}}.
 
 
|-
 
| BIOME
 
|
 
*biome
 
| What {{L|biome token|biome}} this plant appears in.
 
  
 
|-
 
|-
| SPRING
+
| {{text anchor|SPRING}}
 
|   
 
|   
| This plant may be planted and will grow in the spring. Not mutually exclusive with other season tokens.
+
| Allows the plant to grow during spring.
  
 
|-
 
|-
| SUMMER
+
| {{text anchor|SUMMER}}
 
|   
 
|   
| This plant may be planted and will grow during the summer. Not mutually exclusive with other season tokens.
+
| Allows the plant to grow during summer.
  
 
|-
 
|-
| AUTUMN
+
| {{text anchor|AUTUMN}}
 
|   
 
|   
| This plant may be planted and will grow during the autumn. Not mutually exclusive with other season tokens.
+
| Allows the plant to grow during autumn.
  
 
|-
 
|-
| WINTER
+
| {{text anchor|WINTER}}
 
|   
 
|   
| This plant may be planted and will grow during the winter. Not mutually exclusive with other season tokens.
+
| Allows the plant to grow during winter.
  
 
|-
 
|-
| WET
+
| {{text anchor|GROWDUR}}
|
+
|  
| This plant appears near water features. Not mutually exclusive with the DRY token.
+
*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.
  
 
|-
 
|-
| DRY
+
| {{text anchor|VALUE}}
|
+
|  
| This plant appears away from water features. Not mutually exclusive with the WET token.
+
*value
 +
| Appears to have no effect.
  
 
|-
 
|-
| EVIL
+
| {{text anchor|PICKED_TILE}}
|
+
|  
| This plant appears only in evil biomes. Mutually exclusive with GOOD.
+
*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).
  
 
|-
 
|-
| GOOD
+
| {{text anchor|DEAD_PICKED_TILE}}
|
+
|  
| This plant appears only in good biomes. Mutually exclusive with EVIL.
+
*tile
 +
| The tile used when a harvested plant has wilted. Defaults to 169 (⌐).
  
 
|-
 
|-
| SAVAGE
+
| {{text anchor|SHRUB_TILE}}
|
+
|  
| This plant appears only in savage biomes. Not mutually exclusive with GOOD or EVIL.
+
*tile
 +
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (").
  
 
|-
 
|-
| FREQUENCY
+
| {{text anchor|DEAD_SHRUB_TILE}}
 
|  
 
|  
*freq (0-100)
+
*tile
| How frequently shrubs of this plant are generated in a particular area.
+
| 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
+
| {{text anchor|CLUSTERSIZE}}
 
|  
 
|  
 
*size
 
*size
| The maximum stack size collected when gathered or harvested.
+
| The maximum stack size collected when gathered via herbalism. Defaults to 5.
  
 
|-
 
|-
| UNDERGROUND_DEPTH
+
| {{text anchor|PICKED_COLOR}}
 
|  
 
|  
*minimum
+
*foreground
*maximum
+
*background
| Designates the highest and lowest levels that the plant can appear in if its {{L|biome token|biome}} is subterranean. Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.
+
*bright
 
+
| The [[color]] of the plant in farms. Defaults to 2:0:0 (dark green).
|}
 
 
 
==Tree Tokens==
 
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.
 
{| {{prettytable}}
 
|- style='background-color:#ddd'
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
  
 
|-
 
|-
| AUTUMNCOLOR
+
| {{text anchor|DEAD_PICKED_COLOR}}
 
|  
 
|  
 
*foreground
 
*foreground
 
*background
 
*background
 
*bright
 
*bright
| The [[color]] that this tree turns in Autumn.
+
| The [[color]] of the plant when wilted. Defaults to 0:0:1 (dark gray).
  
 
|-
 
|-
|TREE_TILE
+
| {{text anchor|SHRUB_COLOR}}
 
|  
 
|  
*tile
+
*foreground
| The tile used for the tree on the map. May be a number or a character inside apostrophes.
+
*background
 +
*bright
 +
| The [[color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).
  
 
|-
 
|-
| TREE_COLOR
+
| {{text anchor|DEAD_SHRUB_COLOR}}
 
|  
 
|  
 
*foreground
 
*foreground
 
*background
 
*background
 
*bright
 
*bright
| The [[color]] of the tree on the map.
+
|The [[color]] of dead shrubs that bore this plant. Defaults to 6:0:0 (brown).
 +
 
 +
|-
 +
| {{text anchor|SHRUB_DROWN_LEVEL}}
 +
|
 +
*depth
 +
| The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4.
 +
 
 +
|-
 +
| {{text anchor|DRINK}}
 +
|
 +
* [[Material token|material]]
 +
| Permits brewing the plant into [[alcohol]] made of this material. Said material should have [ALCOHOL_PLANT] to permit proper stockpiling.
  
 
|-
 
|-
| DEAD_TREE_COLOR
+
| {{text anchor|MILL}}
 
|  
 
|  
*foreground
+
* [[Material token|material]]
*background
+
| 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.
*bright
 
| The [[color]] of the tree on the map when dead.
 
  
 
|-
 
|-
| SAPLING
+
| {{text anchor|THREAD}}
|
+
|  
| Marks this tree as having a sapling stage(?).
+
* [[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.
  
 
|-
 
|-
| SAPLING_COLOR
+
| {{text anchor|SEED}}
 
|  
 
|  
 +
*name
 +
*name_plural
 
*foreground
 
*foreground
 
*background
 
*background
 
*bright
 
*bright
| The [[color]] of the tree when it is a sapling.
+
*[[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.
  
 
|-
 
|-
| DEAD_SAPLING_COLOR
+
| {{text anchor|LEAVES}}
 
|  
 
|  
 +
*name
 +
*name_plural
 +
*tile
 
*foreground
 
*foreground
 
*background
 
*background
 
*bright
 
*bright
| The [[color]] of the tree when it is a dead sapling.
+
*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.
 +
 
 +
|-
 +
| {{text anchor|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].
 +
 
 +
|-
 +
| {{text anchor|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].
 +
 
 +
|-
 +
| {{text anchor|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==
 
==Grass Tokens==
 +
These tokens are used only for [[grass]]es.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 365: Line 401:
  
 
|-
 
|-
| GRASS
+
| {{text anchor|GRASS}}
 
|  
 
|  
| Plant is a type of grass.
+
| Makes the plant behave as a type of grass.
 +
 
 
|-
 
|-
| GRASS_TILES
+
| {{text anchor|GRASS_TILES}}
 
|
 
|
 
*tile
 
*tile
Line 375: Line 412:
 
*tile
 
*tile
 
*tile
 
*tile
|Tiles for a surface covered in grass.
+
| 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_GRASS_TILES
+
| {{text anchor|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.
 +
 
 +
|-
 +
| {{text anchor|ALT_GRASS_TILES}}
 
|
 
|
 
*tile
 
*tile
Line 383: Line 428:
 
*tile
 
*tile
 
*tile
 
*tile
|Grass tiles will alternate between these and GRASS_TILES. Currently used for wormy tendrils and eyeballs.
+
| 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
+
| {{text anchor|GRASS_COLORS}}
 
|
 
|
 
*color 1 (fore:back:bright)
 
*color 1 (fore:back:bright)
Line 391: Line 437:
 
*dry color (fore:back:bright)
 
*dry color (fore:back:bright)
 
*dead color (fore:back:bright)
 
*dead color (fore:back:bright)
|Colors of grass tiles.
+
| 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).
|-
 
| ALT_PERIOD
 
|
 
*delay 1
 
*delay 2
 
|How often the grass switches between alternate tiles - the first number is how long it waits before switching to the alt tile, and the second number is how long it waits before switching back.
 
 
|}
 
|}
 
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

Latest revision as of 00:33, 4 April 2026

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. A maximum of 200 materials can be defined on any given plant.
 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. A maximum of 200 materials can be defined on any given plant.
 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. A maximum of 200 materials can be defined on any given plant.
 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. Unit hundreds of ticks, See Time. There are 1008 GROWDUR units in a season. Defaults to 300.
 VALUE
  • value
Appears to have no effect.
 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).