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v0.31:Plant token

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Revision as of 20:34, 30 March 2011 by Quietust (talk | contribs) (add a bunch of missing tokens, reorganize, remove a few material tokens that didn't even belong here)
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This article is about an older version of DF.

The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.

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. Required.
ALL_NAMES
  • name
Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
PREFSTRING
  • reason
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")

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 Makes the plant into a Template:L made of this material.
DRINK Permits brewing the plant into Template:L made of this material.
MILL Permits milling the plant at a Template:L or Template:L into a powder made of this material.
THREAD Permits processing the plant at a Template:L to yield threads made of this material.
SEED
  • name
  • name_plural
  • foreground
  • background
  • bright
  • Template:L
Causes the plant to yield plantable seeds having these properties and made of this material.
LEAVES
  • name
  • name_plural
  • tile
  • foreground
  • background
  • bright
  • wilt_foreground
  • wilt_background
  • wilt_bright
  • Template:L
Permits processing the plant into a Template:L at a Template:L to yield leaves having these properties and made of this material.
EXTRACT_STILL_VIAL 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.
EXTRACT_VIAL 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.
EXTRACT_BARREL 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.

Environment Tokens

Token Arguments Description
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.
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.
GOOD Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].
EVIL Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].
SAVAGE Restricts the plant to growing in Savage regions (regardless of alignment).
FREQUENCY
  • freq (0-100)
How frequently this plant is generated in a particular area.
WET Allows the plant to grow near water features.
DRY Allows the plant to gruw away from water features.
BIOME
  • biome
What Template:L this plant appears in.

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, then lose its leaves in Winter.
TREE_TILE
  • tile
The tile used for the tree on the map. May be a number or a character inside apostrophes.
DEAD_TREE_TILE
  • tile
The tile used for (un)dead trees of this type.
SAPLING_TILE
  • tile
The tile used for saplings of this tree.
DEAD_SAPLING_TILE
  • tile
The tile used for dead saplings of this tree.
TREE_COLOR
  • foreground
  • background
  • bright
The Template:L of the tree on the map.
DEAD_TREE_COLOR
  • foreground
  • background
  • bright
The Template:L of the tree on the map when (un)dead.
SAPLING_COLOR
  • foreground
  • background
  • bright
The Template:L of saplings of this tree.
DEAD_SAPLING_COLOR
  • foreground
  • background
  • bright
The Template:L of dead saplings of this tree.
SAPLING_DROWN_LEVEL
  • depth
The water depth at which saplings of this tree will drown. Exact behavior is unknown.
TREE_DROWN_LEVEL
  • depth
The water depth at which this tree will drown. Exact behavior is unknown.
SAPLING Makes young versions of the tree be called "[tree name] sapling"; otherwise, they are called "young [tree name]"

Crop Tokens

Token Arguments Description
GROWDUR
  • time
How long the plant takes to grow. See Template:L.
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.
DEAD_PICKED_TILE
  • tile
The tile used when a harvested plant has wilted.
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.
CLUSTERSIZE
  • size
The maximum stack size collected when gathered or harvested.
PICKED_COLOR
  • foreground
  • background
  • bright
The Template:L of the plant in farms.
DEAD_PICKED_COLOR
  • foreground
  • background
  • bright
The Template:L of the plant when wilted.
SHRUB_COLOR
  • foreground
  • background
  • bright
The Template:L of shrubs bearing this plant.
DEAD_SHRUB_COLOR
  • foreground
  • background
  • bright
The Template:L of dead shrubs that bore this plant.
SHRUB_DROWN_LEVEL
  • depth
The water depth at which shrubs of this plant will drown. Exact behavior is unknown.

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_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
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)
  • dry color (fore:back:bright)
  • dead color (fore:back:bright)
Colors of grass tiles.