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Difference between revisions of "40d:Plant token"

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{{quality|Exceptional|21:06, 30 March 2011 (UTC)}}{{av}}
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Plants are stored in the matgloss_plant.txt file.
 
Plants are stored in the matgloss_plant.txt file.
  
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|- style='background-color:#ddd'
 
|- style='background-color:#ddd'
 
! Token
 
! Token
 +
! Arguments
 
! Description
 
! Description
 +
 +
|-
 +
| {{text anchor|NAME}}
 +
| text
 +
| The name of the plant, which is what you see in-game.
 +
 +
|-
 +
| {{text anchor|NAME_PLURAL}}
 +
| text
 +
| The plural of the plant's in-game name.
 +
 +
|-
 +
| {{text anchor|SEEDNAME}}
 +
| text
 +
| The name of the plant's seeds.
 +
 +
|-
 +
| {{text anchor|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.
 +
 +
|-
 +
| {{text anchor|VALUE}}
 +
| num
 +
| How much the plant is worth. Defaults to 1.
 +
 +
|-
 +
| {{text anchor|SPRING}}
 +
|
 +
| Allows the plant to grow during spring.
 +
 +
|-
 +
| {{text anchor|SUMMER}}
 +
|
 +
| Allows the plant to grow during summer.
 +
 +
|-
 +
| {{text anchor|AUTUMN}}
 +
|
 +
| Allows the plant to grow during autumn.
 +
 +
|-
 +
| {{text anchor|WINTER}}
 +
|
 +
| Allows the plant to grow during winter.
 +
 +
|-
 +
| {{text anchor|TILE}}
 +
| tile
 +
| What tile is used for this plant. Either a number, such as 6 (♠) or a letter inside apostrophes, such as ':'. See [[Main:Character table|character table]]. Defaults to 231 (τ).
 +
 +
|-
 +
| {{text anchor|DEAD_TILE}}
 +
| tile
 +
| What tile is used when the plant has withered. Defaults to 169 (⌐).
 +
 +
|-
 +
| {{text anchor|SHRUB_TILE}}
 +
| tile
 +
| What tile is used for shrubs bearing this plant. Defaults to 34 (").
 +
 +
|-
 +
| {{text anchor|DEAD_SHRUB_TILE}}
 +
| tile
 +
| What tile is used for dead shrubs bearing this plant. Defaults to 34 (").
 +
 +
|-
 +
| {{text anchor|CLUSTERSIZE}}
 +
| num
 +
| The maximum stack size collected when gathered via herbalism. Defaults to 5.
 +
 +
|-
 +
| {{text anchor|COLOR}}
 +
|
 +
* fg
 +
* bg
 +
* brightness
 +
|The [[color]] of the plant. Defaults to 2:0:0 (dark green).
 +
 +
|-
 +
| {{text anchor|DEAD_COLOR}}
 +
|
 +
* fg
 +
* bg
 +
* brightness
 +
|The [[color]] of the plant when it has withered. Defaults to 0:0:1 (dark gray).
 +
 +
|-
 +
| {{text anchor|SHRUB_COLOR}}
 +
|
 +
* fg
 +
* bg
 +
* brightness
 +
| The [[color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).
 +
 +
|-
 +
| {{text anchor|DEAD_SHRUB_COLOR}}
 +
|
 +
* fg
 +
* bg
 +
* brightness
 +
| The [[color]] of dead shrubs bearing this plant. Defaults to 6:0:0 (brown).
 +
 +
|-
 +
| {{text anchor|DRINK}}
 +
|
 +
* name
 +
* fg
 +
* bg
 +
* brightness
 +
|Allows the plant to be brewed into a drink having the specified name and color.
 +
 +
|-
 +
| {{text anchor|DRINKVALUE}}
 +
| num
 +
| The value of the drink brewed from this plant. Defaults to 1.
 +
 +
|-
 +
| {{text anchor|MILL}}
 +
|
 +
* name
 +
* fg
 +
* bg
 +
* brightness
 +
| Allows the plant to be milled into a powder having the specified name and color.
 +
 
|-
 
|-
|[MATGLOSS_PLANT:]||The first line of the matgloss tells the game what string is used to refer to this particular plant. <font color="red">Required</font>.
+
| {{text anchor|MILL_VALUE}}
 +
| num
 +
| How much the milled product of this plant is worth. Defaults to 1.
 +
 
 
|-
 
|-
|[TILE:]||What tile is used for this plant. Either a number, such as 6 [♠] or a letter inside apostrophes, such as ':'. <font color="red">Required</font>. See [[40d:character table|character table]].
+
| {{text anchor|COOKABLE_WHEN_MILLED}}
 +
|
 +
| Allows the milled product of this plant to be cooked into meals.
 +
 
 
|-
 
|-
|[COLOR:]||The [[40d:color|color]] of the plant. <font color="red">Required</font>.
+
| {{text anchor|MILL_DYE}}
 +
| color
 +
| Allows the milled product of this plant to be used as dye, and specifies the dye's [[color]].
 +
 
 
|-
 
|-
|[DEAD_TILE:]||What tile is used when the plant has withered. Defaults to 169 [⌐].
+
| {{text anchor|GENPOWER}}
 +
| num
 +
| Use not known, may be obsolete or reference to planned features. Defaults to 1.
 +
 
 
|-
 
|-
|[DEAD_COLOR:]||The [[color]] of the plant when it has withered. Defaults to 0:0:1 (dark gray).
+
| {{text anchor|GOOD}}
 +
|
 +
| This plant only appears in Good aligned regions.
 +
 
 
|-
 
|-
|[SHRUB_TILE:]||What tile is used for shrubs bearing this plant. Defaults to 34 ["].
+
| {{text anchor|EVIL}}
 +
|
 +
| This plant only appears in Evil aligned regions.
 +
 
 
|-
 
|-
|[SHRUB_COLOR:]||The [[color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).
+
| {{text anchor|SAVAGE}}
 +
|
 +
| This plant only appears in Savage regions.
 
|-
 
|-
|[DEAD_SHRUB_TILE:]||What tile is used for dead shrubs bearing this plant. Defaults to 34 ["].
+
| {{text anchor|FREQUENCY}}
 +
| num
 +
| Determines how frequently shrubs of this plant are generated in a particular area. Defaults to 50.
 +
 
 
|-
 
|-
|[DEAD_SHRUB_COLOR:]||The [[color]] of dead shrubs bearing this plant. Defaults to 6:0:0 (brown).
+
| {{text anchor|PREFSTRING}}
 +
| text
 +
| Why dwarves like this plant.
 +
 
 
|-
 
|-
|[NAME:]||The name of the plant, which is what you see in-game. <font color="red">Required</font>.
+
| {{text anchor|EDIBLE_VERMIN}}
 +
|
 +
| Vermin can eat this plant.
 +
 
 
|-
 
|-
|[NAME_PLURAL:]||The plural of the plant's in-game name. <font color="red">Required</font>.
+
| {{text anchor|EDIBLE_RAW}}
 +
|
 +
| This plant can be eaten raw or cooked.
 +
 
 
|-
 
|-
|[GROWDUR:]||How long the plant takes to grow. A season lasts for a GROWDUR of 1008, and 1 day lasts for a GROWDUR of 12.
+
| {{text anchor|EDIBLE_WHENCOOKED}}
 +
|
 +
| This plant can be eaten cooked, but not raw.
 +
 
 
|-
 
|-
|[VALUE:]||How much the plant is worth. Usually 2.
+
| {{text anchor|THREAD}}
 +
|
 +
| This plant can be woven into thread and therefore cloth.
 +
 
 
|-
 
|-
|[DRINK:]||The name and color of the drink brewed from this plant, in the format name:c:c:c, where c is color.
+
| {{text anchor|DROWN_LEVEL}}
 +
| num
 +
| Specifies the water depth at which the shrub will die, defaulting to 4.
 +
 
 +
|-
 +
| {{text anchor|SEED}}
 +
|
 +
* fg
 +
* bg
 +
* brightness
 +
| Causes processing the plant to yield seeds of the specified color.
 +
 
 
|-
 
|-
|[DRINKVALUE:]||The value of the drink brewed from this plant.
+
| {{text anchor|LEAVES}}
 +
| tile
 +
| Allows the plant to be extracted into a bag at the farmer's workshop to yield leaves having the specified tile.
 +
 
 
|-
 
|-
|[MILL:]||The name and color of the item milled from this plant.
+
| {{text anchor|EXTRACT_VIAL}}
 +
|
 +
| Allows the plant to be processed into a vial at the farmer's workshop to yield its {{token|EXTRACT|p}}. Extract vials will be stored in finished good stockpiles which permit the vial.
 +
 
 
|-
 
|-
|[MILL_VALUE]||How much the milled product of this plant is worth.
+
| {{text anchor|EXTRACT_BAG}}
 +
|
 +
| Allows the plant to be processed into a bag at the farmer's workshop to yield its {{token|EXTRACT|p}}. Extract bags will be stored in furniture stockpiles which permit the bag.
 +
 
 
|-
 
|-
|[MILL_DYE:]||Allows the milled product of this plant to be used as dye, and specifies the dye's [[40d:color|color]].
+
| {{text anchor|EXTRACT_BARREL}}
 +
|
 +
| Allows the plant to be processed into a barrel at the farmer's workshop to yield its {{token|EXTRACT|p}}.
 +
 
 
|-
 
|-
|[COOKABLE_WHEN_MILLED]||Self-explanatory.
+
| {{text anchor|EXTRACT_STILL_VIAL}}
 +
|
 +
| Allows the plant to be processed into a vial at the still to yield its {{token|EXTRACT|p}}. Extract vials will be stored in finished good stockpiles which permit the vial.
 +
 
 
|-
 
|-
|[EXTRACT:]||The item extracted from this plant and it's color.
+
| {{text anchor|EXTRACT_COOKABLE}}
 +
|
 +
| Permits the plant's extract to be cooked into meals.
 +
 
 
|-
 
|-
|[EXTRACTVALUE:]||The value of the extract.
+
| {{text anchor|EXTRACT}}
 +
|
 +
* name
 +
* fg
 +
* bg
 +
* brightness
 +
| Defines a substance that can be extracted from the plant (using one of the above methods) having the specified name and color.
 +
 
 
|-
 
|-
|[EXTRACT_BARREL]||The extract is extracted into a barrel.
+
| {{text anchor|EXTRACTVALUE}}
 +
| num
 +
| The value of the extract. Defaults to 1.
 +
 
 
|-
 
|-
|[EXTRACT_VIAL]||The extract is extracted into a vial at the farmer's workshop.
+
| {{text anchor|WET}}
 +
|
 +
| Restricts the plant to grow near natural water features. Ignored if combined with  {{token|DRY|p}}.
 +
 
 
|-
 
|-
|[EXTRACT_STILL_VIAL]||The extract is extracted into a vial at a still.
+
| {{text anchor|DRY}}
 +
|
 +
| Restricts the plant to grow away from natural water features. Ignored if combined with {{token|WET|p}}.
 +
 
 
|-
 
|-
|[EXTRACT_COOKABLE]||Self-explanatory.
+
| {{text anchor|BIOME}}
 +
| biome
 +
| Permits the plant to occur in a given [[biome token|biome]].
 +
 
 
|-
 
|-
|[LEAVES:]||How many leaves this plant will yield when processed. The leaves are always cookable.
+
| {{text anchor|SPEC_HEAT}}
 +
| num
 +
| The plant's specific heat capacity. Can also be specified for CLOTH, EXTRACT, DRINK, and CHEESE. See below for defaults.
 +
 
 
|-
 
|-
|[SEEDNAME:]||The name of the plant's seeds.
+
| {{text anchor|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.
 +
 
 
|-
 
|-
|[SEED:]||The color of the plant's seeds.
+
| {{text anchor|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.
 +
 
 
|-
 
|-
|[GENPOWER:]||Use not known, may be obsolete or reference to planned features.
+
| {{text anchor|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.
 +
 
 
|-
 
|-
|[SPRING]||This plant will grow in spring. Not mutually exclusive with other season tags.
+
| {{text anchor|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.
 +
 
 
|-
 
|-
|[SUMMER]||This plant will grow during summer. Not mutually exclusive with other season tags.
+
| {{text anchor|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.
 +
 
 
|-
 
|-
|[AUTUMN]||This plant will grow during autumn. Not mutually exclusive with other season tags.
+
| {{text anchor|FIXED_TEMP}}
 +
| num
 +
| The temperature this plant emits naturally. Can also be specified for CLOTH, EXTRACT, DRINK, and CHEESE. See below for defaults.
 +
 
 
|-
 
|-
|[WINTER]||This plant will grow during winter. Not mutually exclusive with other season tags.
+
| {{text anchor|SOLID_DENSITY}}
 +
| num
 +
| The density of the plant when solid. Can also be specified for CLOTH, EXTRACT, DRINK, and CHEESE. See below for defaults.
 +
 
 
|-
 
|-
|[FREQUENCY:]||The chance for this plant to be gathered with the herb gathering job.
+
| {{text anchor|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:
 +
{| {{prettytable}}
 +
|- style='background-color:#ddd'
 +
! !! (Plant) !! CLOTH !! EXTRACT !! DRINK !! CHEESE
 
|-
 
|-
|[CLUSTERSIZE:]||The maximum stack size collected when gathered via herbalism.
+
| SPEC_HEAT || 3000 || 420 || 4181 || 2440 || 2000
 
|-
 
|-
|[EDIBLE_VERMIN]||Vermin can eat this plant.
+
| HEATDAM_POINT || 10250 || 10250 || NONE || NONE || 10800
 
|-
 
|-
|[EDIBLE_RAW]||This plant can be eaten raw.
+
| COLDDAM_POINT || 9900 || 9900 || NONE || NONE || 9950
 
|-
 
|-
|[EDIBLE_WHENCOOKED]||This plant can be eaten cooked but not raw.
+
| IGNITE_POINT || 10508 || 10508 || NONE || 10800 || NONE
 
|-
 
|-
|[THREAD]||This plant can be woven into thread and therefore cloth.
+
| MELTING_POINT || NONE || NONE || 9950 || 9850 || 10150
 
|-
 
|-
|[BIOME:]||What [[40d:biome tokens|biome]] this plant appears in.
+
| BOILING_POINT || NONE || NONE || 10200 || 10150 || NONE
 
|-
 
|-
|[WET]||This plant appears near water features. Not mutually exclusive with the [DRY] tag.
+
| FIXED_TEMP || NONE || NONE || NONE || NONE || NONE
 
|-
 
|-
|[DRY]||This plant appears away from water features. Not mutually exclusive with the [WET] tag.
+
| SOLID_DENSITY || 1200 || 1520 || 1200 || 789 || 1200
 
|-
 
|-
 +
| LIQUID_DENSITY || NONE || NONE || 1200 || 789 || 1200
 
|}
 
|}
  
[[Category:Modding]]
+
Plant cheeses, despite having temperature values, are not implemented in this version of Dwarf Fortress.
[[Category:Tokens]]
+
 
 +
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 {{token|EXTRACT|i}} to a {{token|LIQUID_MISC|i}}).
 +
 
 +
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.
 +
 
 +
{{Category|Modding}}
 +
{{Category|Tokens}}

Latest revision as of 23:03, 23 June 2025

This article is about an older version of DF.

Plants are stored in the matgloss_plant.txt file.

Token Arguments 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
  • brightness
The color of the plant. Defaults to 2:0:0 (dark green).
 DEAD_COLOR
  • fg
  • bg
  • brightness
The color of the plant when it has withered. Defaults to 0:0:1 (dark gray).
 SHRUB_COLOR
  • fg
  • bg
  • brightness
The color of shrubs bearing this plant. Defaults to 2:0:0 (dark green).
 DEAD_SHRUB_COLOR
  • fg
  • bg
  • brightness
The color of dead shrubs bearing this plant. Defaults to 6:0:0 (brown).
 DRINK
  • name
  • fg
  • bg
  • brightness
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
  • brightness
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
  • brightness
Causes processing the plant to yield seeds of the specified color.
 LEAVES tile Allows the plant to be extracted into a bag at the farmer's workshop to yield leaves having the specified tile.
 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
  • brightness
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 Restricts the plant to grow near natural water features. Ignored if combined with [DRY].
 DRY Restricts the plant to grow away from natural water features. Ignored if combined with [WET].
 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 [LIQUID_MISC]).

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.