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

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The default plants are stored in the plant_standard.txt file.
 
The default plants are stored in the plant_standard.txt file.
  
 +
==Basic Tokens==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- style='background-color:#ddd'
 
|- style='background-color:#ddd'
! Token
+
! width="20%" | Token
! Description
+
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-
 
|-
|[PLANT:NAME]||The first line tells the game what string is used to refer to this particular plant. <font color="red">Required</font>.
+
| PLANT
 +
|  
 +
*name
 +
| The ID of this plant. <font color="red">Required</font>.
 +
 
 
|-
 
|-
|[NAME:]||The name of the plant, which is what you see in-game. <font color="red">Required</font>.
+
| NAME
 +
|  
 +
*name
 +
| The singular form of the plants name as seen in game. <font color="red">Required</font>.
 +
 
 
|-
 
|-
|[NAME_PLURAL:]||The plural of the plant's in-game name. <font color="red">Required</font>.
+
| NAME_PLURAL
 +
|  
 +
*name
 +
| The plural form of the plants name as seen in game. <font color="red">Required</font>.
 +
 
 
|-
 
|-
|[ADJ:]||What word is used to describe objects made from this plant.
+
| ADJ
 +
|  
 +
*adjective
 +
| The word or phrase used to describe items made from this plant.
 +
 
 
|-
 
|-
|[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]||Tells the game what template to use for the structural material. A structural material is required.
+
|PREFSTRING
 +
|  
 +
*reason
 +
| What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
 +
 
 
|-
 
|-
|[MATERIAL_VALUE:2]
+
| VALUE
 +
|
 +
*value
 +
| Value of harvested plant.
 +
 
 
|-
 
|-
|[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]||Sets the above as the structural material. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants.
+
| PICKED_TILE
 +
|  
 +
*tile
 +
| The tile used when harvested. May either be a number or letter within apostrophes(confirm?).<font color="red">Required</font>. See {{L|Tileset|character table}}.
 +
 
 
|-
 
|-
|[EDIBLE_VERMIN]||Vermin can eat this plant. The EDIBLE tags appear to modify the structural material template: "We also modify it a bit to make the plant edible. Any token material can be used here to modify the material that was created from the template."
+
| PICKED_COLOR
 +
|  
 +
*foreground
 +
*background
 +
*bright
 +
| The {{l|color}} of the plant in farms.
 +
 
 
|-
 
|-
|[EDIBLE_RAW]||This plant can be eaten raw.
+
| SHRUB_TILE
 +
|  
 +
*tile
 +
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes.
 +
 
 
|-
 
|-
|[EDIBLE_COOKED]||This plant can be eaten cooked but not raw. Doesn't appear to conflict with EDIBLE_RAW, oddly enough.
+
| DEAD_SHRUB_TILE
 +
|  
 +
*tile
 +
| What tile is used when the plant has withered. Can be either a number or a character inside apostrophes.
 +
 
 
|-
 
|-
|[PICKED_TILE:]||What tile is used for this plant in farms. Either a number, such as 6 [♠] or a letter inside apostrophes, such as ':' (confirm latter?). <font color="red">Required</font>. See {{L|Tileset|character table}}.
+
| SHRUB_COLOR
 +
|
 +
*foreground
 +
*background
 +
*bright
 +
| The [[color]] of shrubs bearing this plant.
 +
 
 
|-
 
|-
|[PICKED_COLOR:]||The {{l|color}} of the plant in farms.
+
| DEAD_SHRUB_COLOR
 +
|
 +
*foreground
 +
*background
 +
*bright
 +
|The [[color]] of dead shrubs that bore this plant.
 +
 
 +
|}
 +
 
 +
==Plant Materials==
 +
{| {{prettytable}}
 +
|- style='background-color:#ddd'
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-
 
|-
|[GROWDUR:]||How long the plant takes to grow. (Confirm whether seasons still last as long as before; it looks like it, since plump helmets have the same GROWDUR as in 40d.)
+
| USE_MATERIAL_TEMPLATE
 +
|  
 +
*material_name
 +
*template_name
 +
| Starts defining a new local plant material with the given name using the specified template.
 +
 
 
|-
 
|-
|-[VALUE:2]||Cost of 1 unit on embark?
+
| BASIC_MAT
 +
|  
 +
*material_type
 +
*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.
 +
 
 
|-
 
|-
|[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]||The alcohol material is established in the same way as the structural material, if there is one. MATERIAL_VALUE, DISPLAY_COLOR:#:#:# and EDIBLE appear again to distinguish the alcohol from the template.
+
| TREE
 +
|  
 +
*material_type
 +
*material_name
 +
| The material to use for trees made of this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
 +
 
 
|-
 
|-
|[STATE_NAME_ADJ:ALL_SOLID (LIQUID, GAS):frozen dwarven wine]||Tags for all three states need to be present.
+
| LEAVES
 +
|
 +
*name
 +
*name_plural
 +
*num1(?)
 +
*num2(?)
 +
*num3(?)
 +
*num4(?)
 +
*num5(?)
 +
*num6(?)
 +
*num7(?)
 +
*material_type
 +
*material_name
 +
| The material used by the leaves of this plant. Numbers are speculated to be colors, though there are 7 instead of 6. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
 +
 
 
|-
 
|-
|[DRINK:LOCAL_PLANT_MAT:DRINK]
+
|SEED
 +
|
 +
*name
 +
*name_plural
 +
*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.
 +
 
 
|-
 
|-
|[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]||Applies the template to use for mill products of this plant. Followed by MATERIAL_VALUE, EDIBLE and PREFIX tags, along with:
+
| DRINK
 +
|  
 +
*material_type
 +
*material_name
 +
| The material to be used for drinks made from this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
 +
 
 
|-
 
|-
|[STATE_NAME_ADJ:ALL_SOLID:name]||Follows the mill template; gives the powdered form a name.
+
| MILL
 +
|  
 +
*material_type
 +
*material_name
 +
| The material to be used by the ground version of this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
 +
 
 
|-
 
|-
|[STATE_COLOR:ALL_SOLID:name]||The color of the mill product in description.
+
|THREAD
 +
|  
 +
*material_type
 +
*material_name
 +
| The material used by threads made from this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
 +
 
 
|-
 
|-
|[DISPLAY_COLOR:7:0:1]||The color of the mill powder as displayed.
+
|EXTRACT_BARREL
 +
|  
 +
*material_type
 +
*material_name
 +
| The material that is used for the extract put into barrels. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
 +
 
 
|-
 
|-
|[POWDER_DYE:COLOR]||Indicates that the milled powder is a dye, and what color it dyes cloth.
+
| EXTRACT_STILL_VIAL
 +
|  
 +
*material_type
 +
*material_name
 +
| The material that is used for the extract put into vials. material_type is LOCAL_PLANT_MAT for materials defined in the plant.  
 +
 
 
|-
 
|-
|[MILL:LOCAL_PLANT_MAT:MILL]
+
| EXTRACT_STORAGE
 +
|
 +
*storage_type
 +
| Used in material definitions, possible values are BARREL and FLASK.
 +
 
 
|-
 
|-
|[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]||Set MATERIAL_VALUE again for this too.
+
| EDIBLE_VERMIN
 +
|
 +
| Used in material definitions, lets vermin eat this part of the plant.
 +
 
 
|-
 
|-
|[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]||Followed by STATE_NAME_ADJ for solid, liquid and gas forms, MATERIAL_VALUE, DISPLAY_COLOR, EDIBLE, PREFIX and:
+
| EDIBLE_RAW
 +
|
 +
| Used in material definitions, lets entities eat this part of the plant raw. Not mutually exclusive with EDIBLE_COOKED.
 +
 
 
|-
 
|-
|[EXTRACT_STORAGE:BARREL]||Can also be FLASK.
+
| EDIBLE_COOKED
 +
 +
| Used in material definition, allows entities to cook this part of the plant. Not mutually exclusive with EDIBLE_RAW.
 +
 
 +
|}
 +
 
 +
==Growing Tokens==
 +
{| {{prettytable}}
 +
|- style='background-color:#ddd'
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-
 
|-
|[ENTERS_BLOOD]||Appears under the material definition for gnomeblight. Indicates usage as a poison?
+
| GROWDUR
 +
|  
 +
*time
 +
| How long the plant takes to grow. See {{l|Time}}.
 +
 
 
|-
 
|-
|[SYNDROME]||Illness caused by this extract.
+
| BIOME
 +
|
 +
*biome
 +
| What [[biome tokens|biome]] this plant appears in.
 +
 
 
|-
 
|-
|[SYN_NAME:]||Name of the syndrome caused by this extract.
+
| SPRING
 +
|
 +
| This plant may be planted and will grow in the spring. Not mutually exclusive with other season tokens.
 +
 
 
|-
 
|-
|[SYN_AFFECTED_CREATURE:CREATURE TYPE:CASTE?]||(eg. SYN_AFFECTED_CREATURE:GNOME_MOUNTAIN:ALL) Creatures susceptible to the syndrome.
+
| SUMMER
 +
|
 +
| This plant may be planted and will grow during the summer. Not mutually exclusive with other season tokens.
 +
 
 
|-
 
|-
|[SYN_CONTACT]||INHALED and INJECTED can be used in place of CONTACT. It is possible to have all three.
+
| AUTUMN
 +
|
 +
| This plant may be planted and will grow during the autumn. Not mutually exclusive with other season tokens.
 +
 
 
|-
 
|-
|[CE_NECROSIS:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:30:END:1200]||Effects of the syndrome? Someone fill this in when they figure it out.
+
| WINTER
 +
|
 +
| This plant may be planted and will grow during the winter. Not mutually exclusive with other season tokens.
 +
 
 
|-
 
|-
|[EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]||If EXTRACT_STORAGE is FLASK, replace with EXTRACT_STILL_VIAL.
+
| WET
 +
|
 +
| This plant appears near water features. Not mutually exclusive with the DRY token.
 +
 
 
|-
 
|-
|[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]||Followed by MATERIAL_VALUE.
+
| DRY
 +
|
 +
| This plant appears away from water features. Not mutually exclusive with the WET token.
 +
 
 
|-
 
|-
|[LEAVES:quarry bush leaf:quarry bush leaves:7:0:0:0:0:1:6:LOCAL_PLANT_MAT:LEAF]||Designates the plant can be processed to leaves, along with the name, colors, and material.
+
| EVIL
 +
|
 +
| This plant appears only in evil biomes. Mutually exclusive with GOOD.
 +
 
 
|-
 
|-
|[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]||Sets the name (singular, plural), colors and material for the seeds.
+
| GOOD
 +
|
 +
| This plant appears only in good biomes. Mutually exclusive with EVIL.
 +
 
 
|-
 
|-
|[SPRING]||This plant will grow in spring. Not mutually exclusive with other season tags.
+
| FREQUENCY
 +
|  
 +
*freq (0-100)
 +
| The chance for this plant to be gathered with the herb gathering job.
 +
 
 
|-
 
|-
|[SUMMER]||This plant will grow during summer. Not mutually exclusive with other season tags.
+
| CLUSTERSIZE
 +
|  
 +
*size
 +
| The maximum stack size collected when gathered or harvested.
 +
 
 
|-
 
|-
|[AUTUMN]||This plant will grow during autumn. Not mutually exclusive with other season tags.
+
| UNDERGROUND_DEPTH
|-
+
|  
|[WINTER]||This plant will grow during winter. Not mutually exclusive with other season tags.
+
*minimum
|-
+
*maximum
|[FREQUENCY:]||The chance for this plant to be gathered with the herb gathering job.
+
| Designates the highest and lowest levels that the plant can appear in if its biome is subterranean.
|-
+
 
|[CLUSTERSIZE:]||The maximum stack size collected when gathered via herbalism.
+
|}
|-
+
 
|[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]||Applied for plants that can be processed into thread.
+
==Tree Tokens==
|-
+
Trees cannot be used for seeds/food/drink/thread at this point, however, the structural material is designated in the same way.
|[THREAD:LOCAL_PLANT_MAT:THREAD]||Followed by MATERIAL_VALUE.
+
Trees now appear under plant_standard instead of matgloss_wood.
|-
+
{| {{prettytable}}
|[PREFSTRING:]||What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
+
|- style='background-color:#ddd'
|-
+
! width="20%" | Token
|[WET]||This plant appears near water features. Not mutually exclusive with the [DRY] tag.
+
! width="20%" | Arguments
|-
+
! width="60%" | Description
|[DRY]||This plant appears away from water features. Not mutually exclusive with the [WET] tag.
+
 
|-
 
|[BIOME:]||What [[biome tokens|biome]] this plant appears in.
 
|-
 
|[UNDERGROUND_DEPTH:#:#]||Not explained in raws. Appears to designate what level (highest:lowest) of the caverns this plant appears in if its biome is subterranean.
 
|-
 
|[SHRUB_TILE:]||What tile is used for shrubs bearing this plant.
 
|-
 
|[DEAD_SHRUB_TILE:]||What tile is used when the plant has withered.
 
|-
 
|[SHRUB_COLOR:]||The [[color]] of shrubs bearing this plant.
 
|-
 
|[DEAD_SHRUB_COLOR:]||The [[color]] of dead shrubs that bore this plant.
 
 
|-
 
|-
|Tree tags||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.
+
| AUTUMNCOLOR
 +
|  
 +
*foreground
 +
*background
 +
*bright
 +
| The [[color]] that this tree turns in Autumn.
 +
 
 
|-
 
|-
|[AUTUMNCOLOR]||Trees only? Changes colors in the fall.
+
|TREE_TILE
 +
|  
 +
*tile
 +
| The tile used for the tree on the map. May be a number or a character inside apostrophes.
 +
 
 
|-
 
|-
|[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]|Designates a template to use for wood from this tree. Followed by STATE_NAME:ALL_SOLID and STATE_NAME_ADJ:ALL_SOLID.
+
| TREE_COLOR
 +
|
 +
*foreground
 +
*background
 +
*bright
 +
| The [[color]] of the tree on the map.
 +
 
 
|-
 
|-
|[TREE:LOCAL_PLANT_MAT:WOOD]||Marks this plant as a tree (can be cut down), and indicates what type and material it's logs are. (so, [TREE:INORGANIC:STEEL] makes a tree drop steel logs that can be used in a carpenter's shop for beds)
+
| DEAD_TREE_COLOR
 +
|  
 +
*foreground
 +
*background
 +
*bright
 +
| The [[color]] of the tree on the map when dead.
 +
 
 
|-
 
|-
|[TREE_TILE:#]||What the tree appears as on the map.
+
| SAPLING
 +
|
 +
| Marks this tree as having a sapling stage(?).
 +
 
 
|-
 
|-
|[SAPLING]||Gives it a sapling stage?
+
| SAPLING_COLOR
 +
|
 +
*foreground
 +
*background
 +
*bright
 +
| The [[color]] of the tree when it is a sapling.
 +
 
 
|-
 
|-
|[SOLID_DENSITY:#]||Density of the wood?
+
| DEAD_SAPLING_COLOR
 +
|
 +
*foreground
 +
*background
 +
*bright
 +
| The [[color]] of the tree when it is a dead sapling.
 +
 
 
|}
 
|}
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

Revision as of 05:09, 11 June 2010

This article is about an older version of DF.

The default plants are stored in the plant_standard.txt file.

Basic Tokens

Token Arguments Description
PLANT
  • name
The ID of this plant. Required.
NAME
  • name
The singular form of the plants name as seen in game. Required.
NAME_PLURAL
  • name
The plural form of the plants name as seen in game. Required.
ADJ
  • adjective
The word or phrase used to describe items made from this plant.
PREFSTRING
  • reason
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
VALUE
  • value
Value of harvested plant.
PICKED_TILE
  • tile
The tile used when harvested. May either be a number or letter within apostrophes(confirm?).Required. See Template:L.
PICKED_COLOR
  • foreground
  • background
  • bright
The Template:L of the plant in farms.
SHRUB_TILE
  • tile
What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes.
DEAD_SHRUB_TILE
  • tile
What tile is used when the plant has withered. Can be either a number or a character inside apostrophes.
SHRUB_COLOR
  • foreground
  • background
  • bright
The color of shrubs bearing this plant.
DEAD_SHRUB_COLOR
  • foreground
  • background
  • bright
The color of dead shrubs that bore this plant.

Plant Materials

Token Arguments Description
USE_MATERIAL_TEMPLATE
  • material_name
  • template_name
Starts defining a new local plant material with the given name using the specified template.
BASIC_MAT
  • material_type
  • 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
  • material_type
  • material_name
The material to use for trees made of this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
LEAVES
  • name
  • name_plural
  • num1(?)
  • num2(?)
  • num3(?)
  • num4(?)
  • num5(?)
  • num6(?)
  • num7(?)
  • material_type
  • material_name
The material used by the leaves of this plant. Numbers are speculated to be colors, though there are 7 instead of 6. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
SEED
  • name
  • name_plural
  • 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
  • material_type
  • material_name
The material to be used for drinks made from this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
MILL
  • material_type
  • material_name
The material to be used by the ground version of this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
THREAD
  • material_type
  • material_name
The material used by threads made from this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
EXTRACT_BARREL
  • material_type
  • material_name
The material that is used for the extract put into barrels. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
EXTRACT_STILL_VIAL
  • material_type
  • material_name
The material that is used for the extract put into vials. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
EXTRACT_STORAGE
  • storage_type
Used in material definitions, possible values are BARREL and FLASK.
EDIBLE_VERMIN Used in material definitions, lets vermin eat this part of the plant.
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.

Growing Tokens

Token Arguments Description
GROWDUR
  • time
How long the plant takes to grow. See Template:L.
BIOME
  • biome
What biome this plant appears in.
SPRING This plant may be planted and will grow in the spring. Not mutually exclusive with other season tokens.
SUMMER This plant may be planted and will grow during the summer. Not mutually exclusive with other season tokens.
AUTUMN This plant may be planted and will grow during the autumn. Not mutually exclusive with other season tokens.
WINTER This plant may be planted and will grow during the winter. Not mutually exclusive with other season tokens.
WET This plant appears near water features. Not mutually exclusive with the DRY token.
DRY This plant appears away from water features. Not mutually exclusive with the WET token.
EVIL This plant appears only in evil biomes. Mutually exclusive with GOOD.
GOOD This plant appears only in good biomes. Mutually exclusive with EVIL.
FREQUENCY
  • freq (0-100)
The chance for this plant to be gathered with the herb gathering job.
CLUSTERSIZE
  • size
The maximum stack size collected when gathered or harvested.
UNDERGROUND_DEPTH
  • minimum
  • maximum
Designates the highest and lowest levels that the plant can appear in if its biome is subterranean.

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.

Token Arguments Description
AUTUMNCOLOR
  • foreground
  • background
  • bright
The color that this tree turns in Autumn.
TREE_TILE
  • tile
The tile used for the tree on the map. May be a number or a character inside apostrophes.
TREE_COLOR
  • foreground
  • background
  • bright
The color of the tree on the map.
DEAD_TREE_COLOR
  • foreground
  • background
  • bright
The color of the tree on the map when dead.
SAPLING Marks this tree as having a sapling stage(?).
SAPLING_COLOR
  • foreground
  • background
  • bright
The color of the tree when it is a sapling.
DEAD_SAPLING_COLOR
  • foreground
  • background
  • bright
The color of the tree when it is a dead sapling.