This article is about an older version of DF.
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The default plants are stored in the plant_standard.txt file.
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. Required.
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NAME_PLURAL
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The plural form of the plants name as seen in game. Required.
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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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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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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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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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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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SHRUB_COLOR
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- foreground
- background
- bright
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The color of shrubs bearing this plant.
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DEAD_SHRUB_COLOR
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- foreground
- background
- bright
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The color of dead shrubs that bore this plant.
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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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- material_type
- material name
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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.
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TREE
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- material_type
- material_name
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The material to use for trees made of this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
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LEAVES
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- name
- name_plural
- tile
- foreground
- background
- bright
- wilt_foreground
- wilt_background
- wilt_bright
- material_type
- material_name
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The material used by the leaves of this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
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SEED
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- name
- name_plural
- foreground
- background
- bright
- material_type
- material_name
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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. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
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DRINK
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- material_type
- material_name
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The material to be used for drinks made from this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
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MILL
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- material_type
- material_name
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The material to be used by the ground version of this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
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THREAD
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- material_type
- material_name
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The material of threads made from this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
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EXTRACT_BARREL
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- material_type
- material_name
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The material that is used for the extract put into barrels. Should correspond to a material with the [EXTRACT_STORAGE:BARREL] token. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
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EXTRACT_VIAL
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- material_type
- material_name
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The material that is used for the extract put into vials. Should correspond to a material with the [EXTRACT_STORAGE:FLASK] token. material_type is LOCAL_PLANT_MAT for materials defined in the plant. These are extracted at a Template:L, not a Template:L.
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EXTRACT_STILL_VIAL
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- material_type
- material_name
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The material that is used for the extract put into vials. Should correspond to a material with the [EXTRACT_STORAGE:FLASK] token. material_type is LOCAL_PLANT_MAT for materials defined in the plant. These are extracted at a Template:L, not a Template:L.
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EXTRACT_STORAGE
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- storage_type (BARREL or FLASK)
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Used in material definitions, defines where the new material is stored.
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EDIBLE_VERMIN
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Used in material definitions, lets vermin eat this part of the plant.
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EDIBLE_RAW
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Used in material definitions, lets entities eat this part of the plant raw. Not mutually exclusive with EDIBLE_COOKED.
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EDIBLE_COOKED
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Used in material definition, allows entities to cook this part of the plant. Not mutually exclusive with EDIBLE_RAW.
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Growing 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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BIOME
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What Template:L this plant appears in.
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SPRING
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This plant may be planted and will grow in the spring. Not mutually exclusive with other season tokens.
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SUMMER
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This plant may be planted and will grow during the summer. Not mutually exclusive with other season tokens.
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AUTUMN
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This plant may be planted and will grow during the autumn. Not mutually exclusive with other season tokens.
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WINTER
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This plant may be planted and will grow during the winter. Not mutually exclusive with other season tokens.
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WET
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This plant appears near water features. Not mutually exclusive with the DRY token.
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DRY
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This plant appears away from water features. Not mutually exclusive with the WET token.
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EVIL
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This plant appears only in evil biomes. Mutually exclusive with GOOD.
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GOOD
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This plant appears only in good biomes. Mutually exclusive with EVIL.
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SAVAGE
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This plant appears only in savage biomes. Not mutually exclusive with GOOD or EVIL.
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FREQUENCY
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How frequently shrubs of this plant are generated in a particular area.
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CLUSTERSIZE
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The maximum stack size collected when gathered or harvested.
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UNDERGROUND_DEPTH
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Designates the highest and lowest 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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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.
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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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TREE_COLOR
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- foreground
- background
- bright
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The color 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 color of the tree on the map when (un)dead.
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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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SAPLING_COLOR
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- foreground
- background
- bright
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The color of saplings of this tree.
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DEAD_SAPLING_COLOR
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- foreground
- background
- bright
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The color of dead saplings of this tree.
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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_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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ALT_PERIOD
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How often the grass switches between alternate tiles - the first number is how long it waits before switching to the alt tile, and the second number is how long it waits before switching back.
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