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v0.31:Plant token
This article is about an older version of DF. |
The default plants are stored in the plant_standard.txt file.
Token | Description |
---|---|
[PLANT:NAME] | The first line tells the game what string is used to refer to this particular plant. Required. |
[NAME:] | The name of the plant, which is what you see in-game. Required. |
[NAME_PLURAL:] | The plural of the plant's in-game name. Required. |
[ADJ:] | What word is used to describe objects 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. |
[MATERIAL_VALUE:2] | |
[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. |
[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." |
[EDIBLE_RAW] | This plant can be eaten raw. |
[EDIBLE_COOKED] | This plant can be eaten cooked but not raw. Doesn't appear to conflict with EDIBLE_RAW, oddly enough. |
[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?). Required. See Template:L. |
[PICKED_COLOR:] | The Template:L of the plant in farms. |
[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: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. |
[STATE_NAME_ADJ:ALL_SOLID (LIQUID, GAS):frozen dwarven wine] | Tags for all three states need to be present. |
[DRINK:LOCAL_PLANT_MAT:DRINK] | |
[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: |
[STATE_NAME_ADJ:ALL_SOLID:name] | Follows the mill template; gives the powdered form a name. |
[STATE_COLOR:ALL_SOLID:name] | The color of the mill product in description. |
[DISPLAY_COLOR:7:0:1] | The color of the mill powder as displayed. |
[POWDER_DYE:COLOR] | Indicates that the milled powder is a dye, and what color it dyes cloth. |
[MILL:LOCAL_PLANT_MAT:MILL] | |
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE] | Set MATERIAL_VALUE again for this too. |
[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: |
[EXTRACT_STORAGE:BARREL] | Can also be FLASK. |
[ENTERS_BLOOD] | Appears under the material definition for gnomeblight. Indicates usage as a poison? |
[SYNDROME] | Illness caused by this extract. |
[SYN_NAME:] | Name of the syndrome caused by this extract. |
[SYN_AFFECTED_CREATURE:CREATURE TYPE:CASTE?] | (eg. SYN_AFFECTED_CREATURE:GNOME_MOUNTAIN:ALL) Creatures susceptible to the syndrome. |
[SYN_CONTACT] | INHALED and INJECTED can be used in place of CONTACT. It is possible to have all three. |
[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. |
[EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT] | If EXTRACT_STORAGE is FLASK, replace with EXTRACT_STILL_VIAL. |
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE] | Followed by MATERIAL_VALUE. |
[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. |
[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. |
[SPRING] | This plant will grow in spring. Not mutually exclusive with other season tags. |
[SUMMER] | This plant will grow during summer. Not mutually exclusive with other season tags. |
[AUTUMN] | This plant will grow during autumn. Not mutually exclusive with other season tags. |
[WINTER] | This plant will grow during winter. Not mutually exclusive with other season tags. |
[FREQUENCY:] | The chance for this plant to be gathered with the herb gathering job. |
[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. |
[THREAD:LOCAL_PLANT_MAT:THREAD] | Followed by MATERIAL_VALUE. |
[PREFSTRING:] | What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.") |
[WET] | This plant appears near water features. Not mutually exclusive with the [DRY] tag. |
[DRY] | This plant appears away from water features. Not mutually exclusive with the [WET] tag. |
[BIOME:] | What 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] | Trees only? Changes colors in the fall. |
Designates a template to use for wood from this tree. Followed by STATE_NAME:ALL_SOLID and STATE_NAME_ADJ:ALL_SOLID. | |
[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) |
[TREE_TILE:#] | What the tree appears as on the map. |
[SAPLING] | Gives it a sapling stage? |
[SOLID_DENSITY:#] | Density of the wood? |