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v0.31:Plant token

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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
  • name
The singular form of the plants name as seen in game. Required.
NAME_PLURAL
  • name
The plural form of the plants name as seen in game. Required.
ADJ
  • adjective
The word or phrase used to describe items made from this plant.
PREFSTRING
  • reason
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
VALUE
  • value
Value of harvested plant.
PICKED_TILE
  • tile
The tile used when harvested. May either be a number or letter within apostrophes(confirm?).Required. See character table.
PICKED_COLOR
  • foreground
  • background
  • bright
The Template:L of the plant in farms.
SHRUB_TILE
  • tile
What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes.
DEAD_SHRUB_TILE
  • tile
What tile is used when the plant has withered. Can be either a number or a character inside apostrophes.
SHRUB_COLOR
  • foreground
  • background
  • bright
The color of shrubs bearing this plant.
DEAD_SHRUB_COLOR
  • foreground
  • background
  • bright
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
  • material_name
  • template_name
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
  • name
  • name_plural
  • tile
  • foreground
  • background
  • bright
  • wilt_foreground
  • wilt_background
  • wilt_bright
  • Template:L
The material used by the leaves of this plant.
SEED
  • name
  • name_plural
  • foreground
  • background
  • bright
  • Template:L
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
  • storage_type (BARREL or FLASK)
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
  • time
How long the plant takes to grow. See Template:L.
BIOME
  • 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
  • freq (0-100)
How frequently shrubs of this plant are generated in a particular area.
CLUSTERSIZE
  • size
The maximum stack size collected when gathered or harvested.
UNDERGROUND_DEPTH
  • minimum
  • maximum
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
  • tile
The tile used for the tree on the map. May be a number or a character inside apostrophes.
TREE_COLOR
  • foreground
  • background
  • bright
The color of the tree on the map.
DEAD_TREE_COLOR
  • foreground
  • background
  • bright
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
  • foreground
  • background
  • bright
The color of saplings of this tree.
DEAD_SAPLING_COLOR
  • foreground
  • background
  • bright
The color of dead saplings of this tree.

Grass Tokens

Token Arguments Description
GRASS Plant is a type of grass.
GRASS_TILES
  • tile
  • tile
  • tile
  • tile
Tiles for a surface covered in grass.
ALT_GRASS_TILES
  • tile
  • tile
  • tile
  • tile
Grass tiles will alternate between these and GRASS_TILES. Currently used for wormy tendrils and eyeballs.
GRASS_COLORS
  • color 1 (fore:back:bright)
  • color 2 (fore:back:bright) color (fore:back:bright)
  • dead color (fore:back:bright)
Colors of grass tiles.
ALT_PERIOD
  • period
  • delay
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