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 "Plant token"
Jump to navigation
Jump to search
(→Tree Tokens: Incorporating some stuff from discussion page. LIGHT_BRANCHES and BRANCHES appear to be the same thing, likewise for HEAVY_BRANCHES and DIRECTED_BRANCHES.) |
m (→Tree Tokens) |
||
Line 278: | Line 278: | ||
|- | |- | ||
− | | HEAVY_BRANCHES_NAME | + | | HEAVY_BRANCHES_NAME / DIRECTED_BRANCHES_NAME |
| | | | ||
*name | *name | ||
Line 290: | Line 290: | ||
|- | |- | ||
− | | HEAVY_BRANCH_RADIUS | + | | HEAVY_BRANCH_RADIUS / DIRECTED_BRANCH_RADIUS |
| | | | ||
*integer | *integer | ||
Line 388: | Line 388: | ||
| | | | ||
*name | *name | ||
− | | What this mushroom-cap is called. | + | | What this mushroom-cap is called. Only makes sense with TREE_HAS_MUSHROOM_CAP. |
|- | |- |
Revision as of 17:01, 3 August 2014
This article was migrated from DF2014:Plant token and may be inaccurate for the current version of DF (v50.14). See this page for more information. |
v50.14 · v0.47.05 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 |
|
The singular form of the plants name as seen in game. |
NAME_PLURAL |
|
The plural form of the plants name as seen in game. |
ADJ |
|
The word or phrase used to describe items made from this plant. |
ALL_NAMES |
|
Sets the NAME, NAME_PLURAL, and ADJ to the specified string. |
PREFSTRING |
|
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.") |
MATERIAL |
|
Starts defining a new local plant material with the given name and no properties. |
USE_MATERIAL |
|
Starts defining a new local plant material with the given name and using the properties of another local plant material. |
USE_MATERIAL_TEMPLATE |
|
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 |
|
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 |
|
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 |
|
What biome this plant appears in. |
Growth Tokens
These tokens are used for all plants and specify growths growing on a plant.
Token | Arguments | Description |
---|---|---|
GROWTH |
|
Defines a plant growth. Takes the below tokens as arguments. |
GROWTH_NAME |
|
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 |
|
Specifies on which part of the plant or tree the growth appears, usually for multi-tile trees. Valid tokens are:
|
GROWTH_TRUNK_HEIGHT_PERC |
|
|
GROWTH_DENSITY |
|
Specifies growth density. |
GROWTH_TIMING |
|
Specifies at which part of the year the growth appears. Default is all year round. |
GROWTH_PRINT |
|
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. |
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. | |
GROWTH_DROPS_OFF_NO_CLOUD | Growths drop 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 |
|
What the trunk of the tree is named. |
MAX_TRUNK_HEIGHT |
|
Maximum z-level height of the tree's trunk. Appears to never be shorter than 3 z-levels, even when set to 1. |
MAX_TRUNK_DIAMETER |
|
Maximum width of the tree trunk. Trunk diameter and height influence the number of logs yielded when chopped down. |
TRUNK_PERIOD |
|
Influences the rate of growth of the trunk's height. Lower is faster. |
TRUNK_WIDTH_PERIOD |
|
Similar to TRUNK_PERIOD, controls the rate of growth of the trunk's width. |
LIGHT_BRANCHES_NAME |
|
What thin branches of the tree are named. |
BRANCH_DENSITY / LIGHT_BRANCHES_DENSITY |
|
How dense the branches grow on this tree. |
BRANCH_RADIUS / LIGHT_BRANCH_RADIUS |
|
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 |
|
What thick branches of the tree are named. |
HEAVY_BRANCH_DENSITY / DIRECTED_BRANCH_DENSITY |
|
Similar to BRANCH_DENSITY for thick branches. |
HEAVY_BRANCH_RADIUS / DIRECTED_BRANCH_RADIUS |
|
Similar as BRANCH_RADIUS for thick branches. |
TRUNK_BRANCHING |
|
How much the trunk branches out. 0 makes the trunk straight. |
ROOT_NAME / ROOTS_NAME |
|
What the roots of the tree are named. |
ROOT_DENSITY |
|
Density of the root growth. |
ROOT_RADIUS |
|
How wide the roots reach out. |
TWIG_NAME |
|
What the twigs of the tree are named. |
TWIG_SIDE_BRANCHES |
|
Twigs appear on the side of branches. Defaults to 1. |
TWIG_ABOVE_BRANCHES |
|
Twigs appear above branches. Defaults to 1. |
TWIG_BELOW_BRANCHES |
|
Twigs appear below branches. Defaults to 0. |
TWIG_SIDE_HEAVY_BRANCHES |
|
Twigs appear on the side of heavy branches. Defaults to 0. |
TWIG_ABOVE_HEAVY_BRANCHES |
|
Twigs appear above heavy branches. Defaults to 0. |
TWIG_BELOW_HEAVY_BRANCHES |
|
Twigs appear below heavy branches. Defaults to 0. |
TWIG_SIDE_TRUNK |
|
Twigs appear on the side of the trunk. Defaults to 0. |
TWIG_ABOVE_TRUNK |
|
Twigs appear above the trunk. Defaults to 0. |
TWIG_BELOW_TRUNK |
|
Twigs appear below the trunk. Defaults to 0. |
TREE_HAS_MUSHROOM_CAP | The tree has a rounded cap-hood like a giant mushroom. | |
CAP_NAME |
|
What this mushroom-cap is called. Only makes sense with TREE_HAS_MUSHROOM_CAP. |
CAP_PERIOD |
|
Similar to the other PERIOD tags, influences the rate of the mushroom cap growth. Only makes sense with TREE_HAS_MUSHROOM_CAP. |
CAP_RADIUS |
|
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 |
|
The tile used for trees of this type on the world map. Defaults to 24 (↑). |
DEAD_TREE_TILE |
|
The tile used for (un)dead trees of this type. Defaults to 198 (╞). Seemingly not used. |
SAPLING_TILE |
|
The tile used for saplings of this tree. Defaults to 231 (τ). |
DEAD_SAPLING_TILE |
|
The tile used for dead saplings of this tree. Defaults to 231 (τ). |
TREE_COLOR |
|
The color of the tree on the map. Defaults to 2:0:0 (dark green). |
DEAD_TREE_COLOR |
|
The color of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray). |
SAPLING_COLOR |
|
The color of saplings of this tree. Defaults to 2:0:0 (dark green). |
DEAD_SAPLING_COLOR |
|
The color of dead saplings of this tree. Defaults to 0:0:1 (dark gray). |
SAPLING_DROWN_LEVEL |
|
The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4. |
TREE_DROWN_LEVEL |
|
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 |
|
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 |
|
Has no known effect. Previously set the value of the harvested plant. |
PICKED_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 |
|
The tile used when a harvested plant has wilted. Defaults to 169 (⌐). |
SHRUB_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 |
|
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 |
|
The maximum stack size collected when gathered via herbalism. Defaults to 5. |
PICKED_COLOR |
|
The color of the plant in farms. Defaults to 2:0:0 (dark green). |
DEAD_PICKED_COLOR |
|
The color of the plant when wilted. Defaults to 0:0:1 (dark gray). |
SHRUB_COLOR |
|
The color of shrubs bearing this plant. Defaults to 2:0:0 (dark green). |
DEAD_SHRUB_COLOR |
|
The color of dead shrubs that bore this plant. Defaults to 6:0:0 (brown). |
SHRUB_DROWN_LEVEL |
|
The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4. |
DRINK | Obsolete token, previously 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. 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 |
|
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. | |
GRASS_TILES |
|
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 |
|
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 |
|
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 |
|
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). |