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v0.31:Plant token
Revision as of 05:12, 8 March 2011 by Quietust (talk | contribs) (→Grass Tokens: figured out how this actually works, and part of it is definitely a bug)
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 |
---|---|---|
NAME |
|
The singular form of the plants name as seen in game. Required. |
NAME_PLURAL |
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The plural form of the plants name as seen in game. Required. |
ADJ |
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The word or phrase used to describe items made from this plant. |
PREFSTRING |
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What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.") |
VALUE |
|
Value of harvested plant. |
PICKED_TILE |
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The tile used when harvested. May either be a number or letter within apostrophes(confirm?).Required. See character table. |
PICKED_COLOR |
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The Template:L of the plant in farms. |
SHRUB_TILE |
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What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes. |
DEAD_SHRUB_TILE |
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What tile is used when the plant has withered. Can be either a number or a character inside apostrophes. |
SHRUB_COLOR |
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The color of shrubs bearing this plant. |
DEAD_SHRUB_COLOR |
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The color of dead shrubs that bore this plant. |
Plant Materials
Materials defined within a plant can be modified by all valid material tokens and may only be accessed by the local plant.
Token | Arguments | Description |
---|---|---|
USE_MATERIAL_TEMPLATE |
|
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 | Sets the basic(structural) 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. | |
TREE | The material to use for trees made of this plant. | |
LEAVES |
|
The material used by the leaves of this plant. |
SEED |
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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. |
DRINK | The material to be used for drinks made from this plant. | |
MILL | The material to be used by the ground version of this plant. | |
THREAD | The material of threads made from this plant. | |
EXTRACT_BARREL | The material that is used for the extract put into barrels. Should correspond to a material with the [EXTRACT_STORAGE:BARREL] token. | |
EXTRACT_VIAL | The material that is used for the extract put into vials. Should correspond to a material with the [EXTRACT_STORAGE:FLASK] token. | |
EXTRACT_STILL_VIAL | The material that is used for the extract put into vials. Should correspond to a material with the [EXTRACT_STORAGE:FLASK] token. These are extracted at a Template:L, not a Template:L. | |
EXTRACT_STORAGE |
|
Used in material definitions, defines where the new material is stored. |
EDIBLE_VERMIN | Used in material definitions, permits the plant material to be eaten by Template:L. | |
EDIBLE_RAW | Used in material definitions, permits the plant material to be eaten raw. | |
EDIBLE_COOKED | Used in material definition, permits the plant material to be cooked into prepared meals. |
Growing Tokens
Token | Arguments | Description |
---|---|---|
GROWDUR |
|
How long the plant takes to grow. See Template:L. |
BIOME |
|
What Template:L this plant appears in. |
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. | |
WET | Allows the plant to grow near water features. | |
DRY | Allows the plant to gruw away from water features. | |
EVIL | Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD]. | |
GOOD | Restricts the plant to growing in Good regions. Cannot be combined with [EVIL]. | |
SAVAGE | Restricts the plant to growing in Savage regions (regardless of alignment). | |
FREQUENCY |
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How frequently shrubs of this plant are generated in a particular area. |
CLUSTERSIZE |
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The maximum stack size collected when gathered or harvested. |
UNDERGROUND_DEPTH |
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Designates the highest and lowest cavern levels that the plant can appear in if its Template:L is subterranean. Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1. |
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 | Makes the tree turn yellow, orange, and red in Autumn. | |
TREE_TILE |
|
The tile used for the tree on the map. May be a number or a character inside apostrophes. |
TREE_COLOR |
|
The color of the tree on the map. |
DEAD_TREE_COLOR |
|
The color of the tree on the map when (un)dead. |
SAPLING | Makes young versions of the tree be called "[tree name] sapling"; otherwise, they are called "young [tree name]" | |
SAPLING_COLOR |
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The color of saplings of this tree. |
DEAD_SAPLING_COLOR |
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The color of dead saplings of this tree. |
Grass Tokens
Token | Arguments | Description |
---|---|---|
GRASS | Plant is a type of grass. | |
GRASS_TILES |
|
Tiles for a surface covered in grass. |
ALT_GRASS_TILES |
|
Grass tiles will alternate between these and GRASS_TILES. Currently used for wormy tendrils and eyeballs. |
GRASS_COLORS |
|
Colors of grass tiles. |
ALT_PERIOD |
|
How often the grass switches between alternate tiles. Each tile has a counter which starts at the first value and decrements once per frame - when the counter reaches the "delay" value, the grass switches to the ALT tile, and when it reaches zero, it switches back to the original tile and restarts the counter. If the 2nd value is greater than or equal to the first value, the grass will not animate - instead, it will permanently display the ALT tile.Bug:4151 |