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Difference between revisions of "v0.31:Plant token"

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The default plants are stored in the plant_standard.txt file.
 
The default plants are stored in the plant_standard.txt file.
  

Revision as of 14:12, 22 May 2010

This article is about an older version of DF.

The default plants are stored in the plant_standard.txt file.

Token Description
[PLANT:NAME] The first line tells the game what string is used to refer to this particular plant. Required.
[NAME:] The name of the plant, which is what you see in-game. Required.
[NAME_PLURAL:] The plural of the plant's in-game name. Required.
[ADJ:] What word is used to describe objects made from this plant.
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE] Tells the game what template to use for the structural material. A structural material is required.
[MATERIAL_VALUE:2]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL] Sets the above as the structural material. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants.
[EDIBLE_VERMIN] Vermin can eat this plant. The EDIBLE tags appear to modify the structural material template: "We also modify it a bit to make the plant edible. Any token material can be used here to modify the material that was created from the template."
[EDIBLE_RAW] This plant can be eaten raw.
[EDIBLE_COOKED] This plant can be eaten cooked but not raw. Doesn't appear to conflict with EDIBLE_RAW, oddly enough.
[PICKED_TILE:] What tile is used for this plant in farms. Either a number, such as 6 [♠] or a letter inside apostrophes, such as ':' (confirm latter?). Required. See Template:L.
[PICKED_COLOR:] The Template:L of the plant in farms.
[GROWDUR:] How long the plant takes to grow. (Confirm whether seasons still last as long as before; it looks like it, since plump helmets have the same GROWDUR as in 40d.)
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE] The alcohol material is established in the same way as the structural material, if there is one. MATERIAL_VALUE, DISPLAY_COLOR:#:#:# and EDIBLE appear again to distinguish the alcohol from the template.
[STATE_NAME_ADJ:ALL_SOLID (LIQUID, GAS):frozen dwarven wine] Tags for all three states need to be present.
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE] Applies the template to use for mill products of this plant. Followed by MATERIAL_VALUE, EDIBLE and PREFIX tags, along with:
[STATE_NAME_ADJ:ALL_SOLID:name] Follows the mill template; gives the powdered form a name.
[STATE_COLOR:ALL_SOLID:name] The color of the mill product in description.
[DISPLAY_COLOR:7:0:1] The color of the mill powder as displayed.
[POWDER_DYE:COLOR] Indicates that the milled powder is a dye, and what color it dyes cloth.
[MILL:LOCAL_PLANT_MAT:MILL]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE] Set MATERIAL_VALUE again for this too.
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE] Followed by STATE_NAME_ADJ for solid, liquid and gas forms, MATERIAL_VALUE, DISPLAY_COLOR, EDIBLE, PREFIX and:
[EXTRACT_STORAGE:BARREL] Can also be FLASK.
[ENTERS_BLOOD] Appears under the material definition for gnomeblight. Indicates usage as a poison?
[SYNDROME] Illness caused by this extract.
[SYN_NAME:] Name of the syndrome caused by this extract.
[SYN_AFFECTED_CREATURE:CREATURE TYPE:CASTE?] (eg. SYN_AFFECTED_CREATURE:GNOME_MOUNTAIN:ALL) Creatures susceptible to the syndrome.
[SYN_CONTACT] INHALED and INJECTED can be used in place of CONTACT. It is possible to have all three.
[CE_NECROSIS:SEV:100:PROB:100:BP:BY_CATEGORY:ALL:ALL:START:0:PEAK:30:END:1200] Effects of the syndrome? Someone fill this in when they figure it out.
[EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT] If EXTRACT_STORAGE is FLASK, replace with EXTRACT_STILL_VIAL.
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE] Followed by MATERIAL_VALUE.
[LEAVES:quarry bush leaf:quarry bush leaves:7:0:0:0:0:1:6:LOCAL_PLANT_MAT:LEAF] Designates the plant can be processed to leaves, along with the name, colors, and material.
[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED] Sets the name (singular, plural), colors and material for the seeds.
[SPRING] This plant will grow in spring. Not mutually exclusive with other season tags.
[SUMMER] This plant will grow during summer. Not mutually exclusive with other season tags.
[AUTUMN] This plant will grow during autumn. Not mutually exclusive with other season tags.
[WINTER] This plant will grow during winter. Not mutually exclusive with other season tags.
[FREQUENCY:] The chance for this plant to be gathered with the herb gathering job.
[CLUSTERSIZE:] The maximum stack size collected when gathered via herbalism.
[USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE] Applied for plants that can be processed into thread.
[THREAD:LOCAL_PLANT_MAT:THREAD] Followed by MATERIAL_VALUE.
[PREFSTRING:] What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
[WET] This plant appears near water features. Not mutually exclusive with the [DRY] tag.
[DRY] This plant appears away from water features. Not mutually exclusive with the [WET] tag.
[BIOME:] What biome this plant appears in.
[UNDERGROUND_DEPTH:#:#] Not explained in raws. Appears to designate what level (highest:lowest) of the caverns this plant appears in if its biome is subterranean.
[SHRUB_TILE:] What tile is used for shrubs bearing this plant.
[DEAD_SHRUB_TILE:] What tile is used when the plant has withered.
[SHRUB_COLOR:] The color of shrubs bearing this plant.
[DEAD_SHRUB_COLOR:] The color of dead shrubs that bore this plant.
Tree tags 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.
[AUTUMNCOLOR] Trees only? Changes colors in the fall.
Designates a template to use for wood from this tree. Followed by STATE_NAME:ALL_SOLID and STATE_NAME_ADJ:ALL_SOLID.
[TREE:LOCAL_PLANT_MAT:WOOD] Marks this plant as a tree (can be cut down), and indicates what type and material it's logs are. (so, [TREE:INORGANIC:STEEL] makes a tree drop steel logs that can be used in a carpenter's shop for beds)
[TREE_TILE:#] What the tree appears as on the map.
[SAPLING] Gives it a sapling stage?
[SOLID_DENSITY:#] Density of the wood?