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v0.34:Plant token
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
These tokens are specified for all plants and define their most basic characteristics.
Token | Arguments | Description |
---|---|---|
NAME |
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The singular form of the plants name as seen in game. |
NAME_PLURAL |
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The plural form of the plants name as seen in game. |
ADJ |
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The word or phrase used to describe items made from this plant. |
ALL_NAMES |
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Sets the NAME, NAME_PLURAL, and ADJ to the specified string. |
PREFSTRING |
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What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.") |
MATERIAL |
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Starts defining a new local plant material with the given name and no properties.[Verify] |
USE_MATERIAL |
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Starts defining a new local plant material with the given name and using the properties of another local plant material. |
USE_MATERIAL_TEMPLATE |
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Starts defining a new local plant material with the given name and using the properties of the specified material template. |
BASIC_MAT | Sets the basic 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. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE. |
Environment Tokens
These tokens, also applicable to all plants, specify where the plants grow.
Token | Arguments | Description |
---|---|---|
UNDERGROUND_DEPTH |
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Designates the highest and lowest cavern levels that the plant can appear in if its biome is subterranean. Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1. Defaults to 0:0 (surface only). |
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 |
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How frequently this plant is generated in a particular area. Defaults to 50. |
WET | Allows the plant to grow near water features. | |
DRY | Allows the plant to grow away from water features. | |
BIOME |
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What biome this plant appears in. |
Tree Tokens
These tokens are used only for trees.
Token | Arguments | Description |
---|---|---|
TREE | Makes the plant into a tree. Cutting down the tree will yield logs made of this material. | |
AUTUMNCOLOR | Makes the tree turn yellow, orange, and red in Autumn, then lose its leaves in Winter. | |
TREE_TILE |
|
The tile used for the tree on the map. May be a number or a character inside apostrophes. Defaults to 24 (↑). |
DEAD_TREE_TILE |
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The tile used for (un)dead trees of this type. Defaults to 198 (╞). |
SAPLING_TILE |
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The tile used for saplings of this tree. Defaults to 231 (τ). |
DEAD_SAPLING_TILE |
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The tile used for dead saplings of this tree. Defaults to 231 (τ). |
TREE_COLOR |
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The color of the tree on the map. Defaults to 2:0:0 (dark green). |
DEAD_TREE_COLOR |
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The color of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray). |
SAPLING_COLOR |
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The color of saplings of this tree. Defaults to 2:0:0 (dark green). |
DEAD_SAPLING_COLOR |
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The color of dead saplings of this tree. Defaults to 0:0:1 (dark gray). |
SAPLING_DROWN_LEVEL |
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The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4. |
TREE_DROWN_LEVEL |
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The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7. |
SAPLING | Makes young versions of the tree be called "[tree name] sapling"; otherwise, they are called "young [tree name]". |
Crop Tokens
These tokens are used only for plantable crops and harvestable shrubs.
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. | |
GROWDUR |
|
How long the plant takes to grow. See Time. Defaults to 300. There are 1008 GROWDUR units in a season. |
VALUE |
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Has no effect as of version 34.11. Previously set the value of the harvested plant. |
PICKED_TILE |
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The tile used when harvested. May either be a number or letter within apostrophes(confirm?). See character table. Defaults to 231 (τ). |
DEAD_PICKED_TILE |
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The tile used when a harvested plant has wilted. Defaults to 169 (⌐). |
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. Defaults to 34 ("). |
DEAD_SHRUB_TILE |
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What tile is used for dead shrubs that once bore this plant. Can be either a number or a character inside apostrophes. Defaults to 34 ("). |
CLUSTERSIZE |
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The maximum stack size collected when gathered via herbalism. Defaults to 5. |
PICKED_COLOR |
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The color of the plant in farms. Defaults to 2:0:0 (dark green). |
DEAD_PICKED_COLOR |
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The color of the plant when wilted. Defaults to 0:0:1 (dark gray). |
SHRUB_COLOR |
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The color of shrubs bearing this plant. Defaults to 2:0:0 (dark green). |
DEAD_SHRUB_COLOR |
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The color of dead shrubs that bore this plant. Defaults to 6:0:0 (brown). |
SHRUB_DROWN_LEVEL |
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The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4. |
DRINK | Permits brewing the plant into alcohol made of this material. Said material should have [ALCOHOL_PLANT] to permit proper stockpiling. | |
MILL | Permits milling the plant at a quern or millstone into a powder made of this material. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling. | |
THREAD | Permits processing the plant at a farmer's workshop to yield threads made of this material. Said material should have [THREAD_PLANT] to permit proper stockpiling. | |
SEED |
|
Causes the plant to yield plantable seeds made of this material and having these properties. Said material should have [SEED_MAT] to permit proper stockpiling. |
LEAVES |
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Permits processing the plant into a bag at a farmer's workshop to yield leaves made of this material and having these properties. Said material should have [LEAF_MAT] to permit proper stockpiling. |
EXTRACT_STILL_VIAL | Permits processing the plant into a vial at a still to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK]. | |
EXTRACT_VIAL | Permits processing the plant into a vial at a farmer's workshop to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK]. | |
EXTRACT_BARREL | Permits processing the plant into a barrel at a farmer's workshop to yield extract made of this material. Said material should have [EXTRACT_STORAGE:BARREL]. |
Grass Tokens
These tokens are used only for grasses.
Token | Arguments | Description |
---|---|---|
GRASS | Makes the plant behave as a type of grass. | |
GRASS_TILES |
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Specifies the 4 tiles used to represent grass of this type. If VARIED_GROUND_TILES is disabled in d_init.txt, these are seemingly ignored. Defaults to 46:44:96:39 (.,`'). |
ALT_PERIOD |
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How often the grass switches between its main tiles and alternate tiles. The "period" value determines how quickly (in frames) the grass animates, and the "offset" value specifies how much of that time is spent displaying the alternate tiles. If the "offset" value is greater than or equal to the "period" value, the grass will only display using the alternate tiles.[Verify] Defaults to 0:0. |
ALT_GRASS_TILES |
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When used with ALT_PERIOD, specifies the 4 alternate tiles used to represent grass of this type. Defaults to 46:44:96:39 (.,`'). Dead grass does not animate. |
GRASS_COLORS |
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Specifies the color of this grass. Defaults to 2:0:1:2:0:0:6:0:1:6:0:0 (light green, dark green, yellow, brown). |