This article is about an older version of DF.
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The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.
Basic Tokens
Token
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Arguments
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Description
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NAME
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The singular form of the plants name as seen in game.
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NAME_PLURAL
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The plural form of the plants name as seen in game.
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ADJ
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The word or phrase used to describe items made from this plant.
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ALL_NAMES
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Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
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PREFSTRING
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What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
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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
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Arguments
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Description
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USE_MATERIAL_TEMPLATE
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- material_name
- template_name
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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.
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BASIC_MAT
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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.
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TREE
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Makes the plant into a Template:L made of this material.
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DRINK
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Permits brewing the plant into Template:L made of this material.
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MILL
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Permits milling the plant at a Template:L or Template:L into a powder made of this material.
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THREAD
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Permits processing the plant at a Template:L to yield threads made of this material.
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SEED
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- name
- name_plural
- foreground
- background
- bright
- Template:L
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Causes the plant to yield plantable seeds having these properties and made of this material.
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LEAVES
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- name
- name_plural
- tile
- foreground
- background
- bright
- wilt_foreground
- wilt_background
- wilt_bright
- Template:L
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Permits processing the plant into a Template:L at a Template:L to yield leaves having these properties and made of this material.
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EXTRACT_STILL_VIAL
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Permits processing the plant into a Template:L at a Template:L to yield extract made of this material. Said material should have the [EXTRACT_STORAGE:FLASK] token.
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EXTRACT_VIAL
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Permits processing the plant into a Template:L at a Template:L to yield extract made of this material. Said material should have the [EXTRACT_STORAGE:FLASK] token.
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EXTRACT_BARREL
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Permits processing the plant into a Template:L at a Template:L to yield extract made of this material. Said material should have the [EXTRACT_STORAGE:BARREL] token.
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Environment Tokens
Token
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Arguments
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Description
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SPRING
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Allows the plant to grow during spring.
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SUMMER
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Allows the plant to grow during summer.
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AUTUMN
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Allows the plant to grow during autumn.
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WINTER
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Allows the plant to grow during winter.
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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.
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GOOD
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Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].
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EVIL
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Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].
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SAVAGE
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Restricts the plant to growing in Savage regions (regardless of alignment).
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FREQUENCY
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How frequently this plant is generated in a particular area.
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WET
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Allows the plant to grow near water features.
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DRY
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Allows the plant to gruw away from water features.
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BIOME
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What Template:L this plant appears in.
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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
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Arguments
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Description
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AUTUMNCOLOR
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Makes the tree turn yellow, orange, and red in Autumn, then lose its leaves in Winter.
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TREE_TILE
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The tile used for the tree on the map. May be a number or a character inside apostrophes.
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DEAD_TREE_TILE
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The tile used for (un)dead trees of this type.
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SAPLING_TILE
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The tile used for saplings of this tree.
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DEAD_SAPLING_TILE
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The tile used for dead saplings of this tree.
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TREE_COLOR
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- foreground
- background
- bright
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The Template:L of the tree on the map.
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DEAD_TREE_COLOR
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- foreground
- background
- bright
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The Template:L of the tree on the map when (un)dead.
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SAPLING_COLOR
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- foreground
- background
- bright
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The Template:L of saplings of this tree.
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DEAD_SAPLING_COLOR
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- foreground
- background
- bright
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The Template:L of dead saplings of this tree.
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SAPLING_DROWN_LEVEL
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The water depth at which saplings of this tree will drown. Exact behavior is unknown.
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TREE_DROWN_LEVEL
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The water depth at which this tree will drown. Exact behavior is unknown.
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SAPLING
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Makes young versions of the tree be called "[tree name] sapling"; otherwise, they are called "young [tree name]"
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Crop Tokens
Token
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Arguments
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Description
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GROWDUR
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How long the plant takes to grow. See Template:L.
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VALUE
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Value of harvested plant.
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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.
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DEAD_PICKED_TILE
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The tile used when a harvested plant has wilted.
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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.
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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.
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CLUSTERSIZE
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The maximum stack size collected when gathered or harvested.
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PICKED_COLOR
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- foreground
- background
- bright
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The Template:L of the plant in farms.
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DEAD_PICKED_COLOR
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- foreground
- background
- bright
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The Template:L of the plant when wilted.
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SHRUB_COLOR
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- foreground
- background
- bright
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The Template:L of shrubs bearing this plant.
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DEAD_SHRUB_COLOR
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- foreground
- background
- bright
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The Template:L of dead shrubs that bore this plant.
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SHRUB_DROWN_LEVEL
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The water depth at which shrubs of this plant will drown. Exact behavior is unknown.
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Grass Tokens
Token
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Arguments
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Description
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GRASS
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Plant is a type of grass.
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GRASS_TILES
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Tiles for a surface covered in grass.
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ALT_PERIOD
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How often the grass switches between alternate tiles. Each tile has a counter which starts at the "period" 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 "delay" value is greater than or equal to the "period" value, the grass will not animate - instead, it will permanently display the ALT tile.Bug:4151
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ALT_GRASS_TILES
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Grass tiles will alternate between these and GRASS_TILES. Currently used for wormy tendrils and eyeballs.
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GRASS_COLORS
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- color 1 (fore:back:bright)
- color 2 (fore:back:bright)
- dry color (fore:back:bright)
- dead color (fore:back:bright)
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Colors of grass tiles.
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