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Editing Plant token

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{{Quality|Fine}}
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{{Quality|Fine|11:40, 18 May 2015 (UTC)}}
{{av}}
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{{av}}  
{{Modding}}
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The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.
The <code>[OBJECT:PLANT]</code> [[token]] begins the definition of a [[plant]] [[raw file]].  Following this, each new plant definition begins with the <code>[PLANT:plant_ID]</code> token, where plant_ID is a unique identifier for the plant, and that plant's properties are then defined using the tokens listed below.
 
  
 
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==Basic Tokens==
__TOC__
 
{{clear}}
 
 
 
==Basic tokens==
 
 
These tokens are specified for all plants and define their most basic characteristics.
 
These tokens are specified for all plants and define their most basic characteristics.
  
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|  
 
|  
 
*name
 
*name
| The singular form of the plant's name as seen in-game.
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| The singular form of the plants name as seen in game.
  
 
|-
 
|-
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|  
 
|  
 
*name
 
*name
| The plural form of the plant's name as seen in-game.
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| The plural form of the plants name as seen in game.
  
 
|-
 
|-
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|  
 
|  
 
*material_name
 
*material_name
| Starts defining a new local plant material with the given name. Must be followed with [[material definition token]]s defining the material's properties.
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| Starts defining a new local plant material with the given name and '''no''' properties.
  
 
|-
 
|-
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|  
 
|  
 
*material_name
 
*material_name
*local_material
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*old_material
| Starts defining a new local plant material with the given name and using the properties of another local plant material. May be followed with material definition tokens to further define its properties or change the properties imported from the local plant 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.
  
 
|-
 
|-
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*material_name
 
*material_name
 
*template_name
 
*template_name
| Starts defining a new local plant material with the name ''material_name'' and using the properties of the specified MATERIAL_TEMPLATE with the name ''template_name''. May be followed with material definition tokens to further define its properties or change the properties imported from the template material.
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| Starts defining a new local plant material with the given name and using the properties of the specified material template.
 
 
|-
 
 
 
| {{text anchor|SELECT_MATERIAL}}{{version|50.13}}
 
|
 
*material_name
 
| Selects a previously defined local plant material for subsequent modification. Unlike with [[creature token]]s, "ALL" ''cannot'' be specified here.
 
  
 
|-
 
|-
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|  
 
|  
 
* [[Material token|material]]
 
* [[Material token|material]]
| Sets the basic material of the plant. This defines what is harvested when the plant itself, rather than a growth, is picked. 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. The only way to remove the plant's basic material entry (e.g. "soybean plant") from every stockpile category is to remove this token, but this will cause problems with farming the plant in a farm plot and harvesting the whole wild plant if that's possible.
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| 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==
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==Environment Tokens==
 
These tokens, also applicable to all plants, specify where the plants grow.
 
These tokens, also applicable to all plants, specify where the plants grow.
  
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| {{text anchor|WET}}
 
| {{text anchor|WET}}
 
|   
 
|   
| Restricts the plant to grow near natural water features. A plant with [WET] may be very common or very rare in an area, depending on how many water features that area has. Note that they will not grow next to dwarf-filled channels, since it explicitly checks the tile type (e.g. "River", "River Source", "Brook", "Murky Pool", and variants thereof). Combining this with [DRY] causes it to be ignord.
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| Allows the plant to grow near water features.
  
 
|-
 
|-
 
| {{text anchor|DRY}}
 
| {{text anchor|DRY}}
|  
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|
| Restricts the plant to grow away from natural water features. Combining this with [WET] causes it to be ignored.
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| Allows the plant to grow away from water features.
  
 
|-
 
|-
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|}
 
|}
  
==Growth tokens==
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==Growth Tokens==
 
These tokens are used for all plants and specify growths growing on a plant.   
 
These tokens are used for all plants and specify growths growing on a plant.   
  
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*name
 
*name
 
| Defines a plant growth.  Takes the below tokens as arguments.   
 
| Defines a plant growth.  Takes the below tokens as arguments.   
 
|-
 
| {{text anchor|SELECT_GROWTH}}{{version|50.13}}
 
|
 
*name
 
| Selects a previously-defined plant growth. Any tokens which follow this will further modify the selected growth.
 
  
 
|-
 
|-
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| {{text anchor|GROWTH_TRUNK_HEIGHT_PERC}}
 
| {{text anchor|GROWTH_TRUNK_HEIGHT_PERC}}
 
|   
 
|   
*percent (0-100+)
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*integer:integer
*integer
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|  
| Controls the height on the trunk above which the growth begins to appear. The first value is the percent of the trunk height where the growth begins appearing: 0 will cause growths to appear along the entire trunk above the first tile; 100 will cause growths to appear only at the topmost trunk tile. Can be larger than 100 for trees that have growths on branches extending higher than the trunk.
 
 
 
The second integer currently ''must'' be -1, but might be intended to control whether it counts height starting from the bottom or top.
 
  
 
|-
 
|-
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| {{text anchor|GROWTH_TIMING}}
 
| {{text anchor|GROWTH_TIMING}}
 
|   
 
|   
*[[time]] start:end (0-403200)
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*[[time]] ticks (0-403200)
 
| Specifies at which part of the year the growth appears.  Default is all year round.
 
| Specifies at which part of the year the growth appears.  Default is all year round.
  
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There is no known way to declare a growth timing that lasts from winter into spring. Including numbers below 0 or above 403200 in the range will make the growth available at all times, as though you hadn't defined a growth timing at all. So will including a range for which the start time is later than the end time.
 
There is no known way to declare a growth timing that lasts from winter into spring. Including numbers below 0 or above 403200 in the range will make the growth available at all times, as though you hadn't defined a growth timing at all. So will including a range for which the start time is later than the end time.
 
This has no effect on farmed growths; all eligible growths that have [STOCKPILE_PLANT_GROWTH] in their materials will be harvested, regardless of if they are currently within their growth timing or not.
 
  
 
|-
 
|-
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*overworld tile
 
*overworld tile
 
*item tile
 
*item tile
*color
+
*colour
*time (0-403200) start:end, ALL, or NONE
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*timing (0-403200), ALL or NONE
 
*priority
 
*priority
| Specifies the appearance of the growth.  Can be specified more than once, for example for autumn leaves. Transitions between different timing periods will happen gradually over the course of 2000 ticks. Priority seems to control what to display when there would be multiple symbols on a tile.{{verify}}
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| Specifies the appearance of the growth.  Can be specified more than once, for example for autumn leaves. Transitions between different timing periods will happen gradually over the course of 2000 ticks.
  
 
The GROWTH_PRINT tile will only be displayed when the growth in question is actually present, even if its timing parameter is ALL.
 
The GROWTH_PRINT tile will only be displayed when the growth in question is actually present, even if its timing parameter is ALL.
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|}
 
|}
  
==Tree tokens==
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==Tree Tokens==
 
These tokens are used only for trees.
 
These tokens are used only for trees.
  
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|  
 
|  
 
*integer
 
*integer
| The radius to which branches can reach.  Appears to never reach further than seven tiles from the centre.  Does not depend on the trunk branching amount or where trunks are. The values used in the game go from 0-3. Higher values than that can cause crashes. {{bug|10419}}
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| The radius to which branches can reach.  Appears to never reach further than seven tiles from the centre.  Does not depend on the trunk branching amount or where trunks are.
  
 
|-
 
|-
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|  
 
|  
 
*integer
 
*integer
| Similar to [[Plant_token#BRANCH_DENSITY|BRANCH_DENSITY]] for thick branches.  
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| Similar to BRANCH_DENSITY for thick branches.
  
 
|-
 
|-
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|  
 
|  
 
*integer
 
*integer
| Similar as [[Plant_token#BRANCH_RADIUS|BRANCH_DENSITY]] for thick branches. Values outside 0-3 can cause crashes. {{bug|10419}}
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| Similar as BRANCH_RADIUS for thick branches.
  
 
|-
 
|-
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| {{text anchor|TREE_HAS_MUSHROOM_CAP}}
 
| {{text anchor|TREE_HAS_MUSHROOM_CAP}}
 
|  
 
|  
| The tree has a rounded cap-hood like a giant mushroom. This severely stunts a tree's maximum height - see the [https://dwarffortress.mantishub.io/view.php?id=7313#c26413 bug report.]  
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| The tree has a rounded cap-hood like a giant mushroom. This severely stunts a tree's maximum height - see the [http://www.bay12games.com/dwarves/mantisbt/view.php?id=7313#c26413 bug report.]  
  
 
|-
 
|-
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|}
 
|}
  
==Shrub tokens==
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==Shrub Tokens==
 
These tokens are used for non-grass, non-tree plants.
 
These tokens are used for non-grass, non-tree plants.
  
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|  
 
|  
 
*size
 
*size
| The maximum stack size collected when gathered via herbalism (possibly also from farm plots?). Defaults to 5. CLUSTERSIZE must be greater than or equal to 1+ the number of instances of [STOCKPILE_PLANT_GROWTH] in the plant's raws. For plants like vanilla cabbage, clustersize of 1, which is less than 1+[one instance]=2, will prevent citizens from gathering the plant. Best to set all cluster sizes to 2 or higher for safety.
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| The maximum stack size collected when gathered via herbalism (possibly also from farm plots?). Defaults to 5.
  
 
|-
 
|-
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|  
 
|  
 
* [[Material token|material]]
 
* [[Material token|material]]
| Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material and allows its use in entity resources. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling. This token makes the whole plant harvestable regardless of which material is designated for milling. For plants with millable ''growths'', use only MATERIAL_REACTION_PRODUCT or ITEM_REACTION_PRODUCT tokens to define the milling products.
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| Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material and allows its use in entity resources. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling.
  
 
|-
 
|-
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|}
 
|}
  
==Grass tokens==
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==Grass Tokens==
 
These tokens are used only for [[grass]]es.
 
These tokens are used only for [[grass]]es.
  
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{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}
[[ru:Plant token]]
 

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