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Difference between revisions of "Plant token"

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(→‎Crop Tokens: leaves have been replaced by defined plant growths)
(→‎Grass tokens: replaced d_init link with settings)
 
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{{Migrated_article}}
+
{{Quality|Fine}}
{{quality|unrated}}{{av}}  
+
{{av}}
The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.
+
{{Modding}}
 +
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.
  
==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.
  
Line 13: Line 18:
  
 
|-
 
|-
| NAME
+
| {{text anchor|NAME}}
 
|  
 
|  
 
*name
 
*name
| The singular form of the plants name as seen in game.
+
| The singular form of the plant's name as seen in-game.
  
 
|-
 
|-
| NAME_PLURAL
+
| {{text anchor|NAME_PLURAL}}
 
|  
 
|  
 
*name
 
*name
| The plural form of the plants name as seen in game.
+
| The plural form of the plant's name as seen in-game.
  
 
|-
 
|-
| ADJ
+
| {{text anchor|ADJ}}
 
|  
 
|  
 
*adjective
 
*adjective
Line 31: Line 36:
  
 
|-
 
|-
| ALL_NAMES
+
| {{text anchor|ALL_NAMES}}
 
|  
 
|  
 
*name
 
*name
Line 37: Line 42:
  
 
|-
 
|-
| PREFSTRING
+
| {{text anchor|PREFSTRING}}
 
|  
 
|  
 
*reason
 
*reason
Line 43: Line 48:
  
 
|-
 
|-
| MATERIAL
+
| {{text anchor|MATERIAL}}
 
|  
 
|  
 
*material_name
 
*material_name
| Starts defining a new local plant material with the given name and '''no''' properties.
+
| Starts defining a new local plant material with the given name. Must be followed with [[material definition token]]s defining the material's properties.
  
 
|-
 
|-
| USE_MATERIAL
+
| {{text anchor|USE_MATERIAL}}
 
|  
 
|  
 
*material_name
 
*material_name
*old_material
+
*local_material
| Starts defining a new local plant material with the given name and using the properties of another local plant 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.
  
 
|-
 
|-
| USE_MATERIAL_TEMPLATE
+
| {{text anchor|USE_MATERIAL_TEMPLATE}}
 
|  
 
|  
 
*material_name
 
*material_name
 
*template_name
 
*template_name
| Starts defining a new local plant material with the given name and using the properties of the specified material template.
+
| 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.
 +
 
 +
|-
 +
 
 +
| {{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.
  
 
|-
 
|-
| BASIC_MAT
+
| {{text anchor|BASIC_MAT}}
 
|  
 
|  
 
* [[Material token|material]]
 
* [[Material token|material]]
| 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.
+
| 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.
 
|}
 
|}
  
==Environment Tokens==
+
==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.
  
Line 79: Line 91:
  
 
|-
 
|-
| UNDERGROUND_DEPTH
+
| {{text anchor|UNDERGROUND_DEPTH}}
 
|  
 
|  
 
*minimum
 
*minimum
 
*maximum
 
*maximum
| Designates the highest and lowest cavern levels that the plant can appear in if its [[biome token|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).
+
| Designates the highest and lowest cavern levels that the plant can appear in if its [[biome token|biome]] is subterranean.  Dwarven civilizations will only export (via the embark screen or caravans) things that are available at depth 1. Defaults to 0:0 (surface only).
  
 
|-
 
|-
| GOOD
+
| {{text anchor|GOOD}}
 
|   
 
|   
 
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].
 
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].
  
 
|-
 
|-
| EVIL
+
| {{text anchor|EVIL}}
 
|   
 
|   
 
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].
 
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].
  
 
|-
 
|-
| SAVAGE
+
| {{text anchor|SAVAGE}}
 
|   
 
|   
 
| Restricts the plant to growing in Savage regions (regardless of alignment).
 
| Restricts the plant to growing in Savage regions (regardless of alignment).
  
 
|-
 
|-
| FREQUENCY
+
| {{text anchor|FREQUENCY}}
 
|  
 
|  
 
*freq (0-100)
 
*freq (0-100)
| How frequently this plant is generated in a particular area. Defaults to 50.  Plants with valid [[biome token]]s and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots.
+
| How frequently this plant is generated in a particular area. Defaults to 50.  Plants with valid [[biome token]]s and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots.
  
 
|-
 
|-
| WET
+
| {{text anchor|WET}}
 
|   
 
|   
| Allows the plant to grow near water features.
+
| Restricts the plant to growing 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 ignored.
  
 
|-
 
|-
| DRY
+
| {{text anchor|DRY}}
|
+
|  
| Allows the plant to grow away from water features.
+
| Restricts the plant to growing away from natural water features. Combining this with [WET] causes it to be ignored.
  
 
|-
 
|-
| BIOME
+
| {{text anchor|BIOME}}
 
|  
 
|  
 
*biome
 
*biome
Line 124: Line 136:
 
|}
 
|}
  
==Growth Tokens==
+
==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.  Edible or otherwise usable growths should have [STOCKPILE_PLANT_GROWTH] in their [[material definition token|material definitions]] for proper stockpiling.  This also lets them be collected from plant gathering and farming jobs.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 134: Line 146:
  
 
|-
 
|-
| GROWTH
+
| {{text anchor|GROWTH}}
 
|  
 
|  
*token
+
*name
| Defines a plant growth.  Takes the below tokens as arguments.
+
| Defines a plant growth, taking the below tokens as arguments.
  
 
|-
 
|-
| GROWTH_NAME
+
| {{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.
 +
 
 +
|-
 +
| {{text anchor|GROWTH_NAME}}
 
|   
 
|   
 
*singular
 
*singular
Line 147: Line 165:
  
 
|-
 
|-
| GROWTH_ITEM
+
| {{text anchor|GROWTH_ITEM}}
 
|   
 
|   
 
* [[item token]]
 
* [[item token]]
 
* [[material token]]
 
* [[material token]]
| Specifies what item this growth is and what it is made of.  Item is usually PLANT_GROWTH:NONE.
+
| Specifies what item this growth is and what it is made of.  Generally, the item type should be PLANT_GROWTH:NONE.
 +
 
 +
If multiple growths point to the same material with [STOCKPILE_PLANT_GROWTH] then only the first will appear correctly in the stockpile menu, with latter growths appearing as "Plant Growth (?)"
  
 
|-
 
|-
| GROWTH_HOST_TILE
+
| {{text anchor|GROWTH_HOST_TILE}}
 
|  
 
|  
 
*plant part
 
*plant part
 
| Specifies on which part of the plant or tree the growth appears, usually for multi-tile [[tree]]s.  Valid tokens are:
 
| Specifies on which part of the plant or tree the growth appears, usually for multi-tile [[tree]]s.  Valid tokens are:
*BRANCHES
+
*TWIGS
*LIGHT_BRANCHES
+
*BRANCHES_AND_TWIGS / LIGHT_BRANCHES_AND_TWIGS
*HEAVY_BRANCHES
+
*BRANCHES / LIGHT_BRANCHES
*DIRECTED_BRANCHES
+
*ALL_BRANCHES_AND_TWIGS
 +
*HEAVY_BRANCHES / DIRECTED_BRANCHES
 +
*HEAVY_BRANCHES_AND_TRUNK / DIRECTED_BRANCHES_AND_TRUNK
 +
*TRUNK
 +
*ROOTS
 
*CAP
 
*CAP
*ROOTS
 
*TRUNK
 
*TWIGS
 
 
*SAPLING
 
*SAPLING
*BRANCHES_AND_TWIGS
 
*ALL_BRANCHES_AND_TWIGS
 
*LIGHT_BRANCHES_AND_TWIGS
 
*HEAVY_BRANCHES_AND_TRUNK
 
*DIRECTED_BRANCHES_AND_TRUNK
 
  
 
|-
 
|-
| GROWTH_DENSITY
+
| {{text anchor|GROWTH_TRUNK_HEIGHT_PERC}}
 +
 +
*start percent (0-100+)
 +
*end percent (0-100+)
 +
| Controls the height on the trunk between 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 starting 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.
 +
 
 +
A value of -1 for the second number appears to make the growths extend all the way to the top of the trunk.
 +
 
 +
|-
 +
| {{text anchor|GROWTH_DENSITY}}
 
|   
 
|   
 
*integer
 
*integer
| Specifies growth density.
+
| Currently has no effect.
  
 
|-
 
|-
| GROWTH_TIMING
+
| {{text anchor|GROWTH_TIMING}}
 
|   
 
|   
*[[time]] ticks (0-403200?)
+
*[[time]] start:end (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.
 +
 +
A single growth can only have one GROWTH_TIMING tag. If multiple are declared, the last one will be used. To make a growth appear multiple times during the year, you need to create a different growth for every GROWTH_TIMING interval. By using the same material for all of the duplicate growths, all of them will be stockpiled together and be eligible for the same reactions. Edible/brewable growths will have separate entries in the kitchen menu, though.
 +
 +
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.
  
 
|-
 
|-
| GROWTH_PRINT
+
| {{text anchor|GROWTH_PRINT}}
 
|   
 
|   
 
*overworld tile
 
*overworld tile
 
*item tile
 
*item tile
*colour
+
*color
*timing (0-403200?), ALL or NONE
+
*time (0-403200) start:end, ALL, or NONE
 
*priority
 
*priority
| Specifies the appearance of the growth.  Can be specified more than once, for example for autumn leaves.
+
| 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 in ASCII mode. A higher number takes priority over a lower number. Example: if a LEAVES growth has a priority of 1 and a FRUIT growth has a priority of 3, the fruit growth will be the symbol shown when it is present.
 +
 
 +
The GROWTH_PRINT tile will only be displayed when the growth in question is actually present, even if its timing parameter is ALL.
 +
 
 +
In graphics mode, any growth being displayed will cause the SHRUB graphic to be used, and no growths available will display the SHRUB_PICKED graphic.
  
 
|-
 
|-
| GROWTH_HAS_SEED
+
| {{text anchor|GROWTH_HAS_SEED}}
 
|   
 
|   
| The growth carries a seed, which is left when the growth is used or eaten.
+
| The growth drops a seed if eaten raw.
  
 
|-
 
|-
| GROWTH_DROPS_OFF
+
| {{text anchor|GROWTH_DROPS_OFF}}
 
|   
 
|   
| Growths drops from the shrub or tree, leaving a pile of items on the ground.
+
| Growths drop from the plant, producing a cloud of items which fall on the ground, which [[herbalist]]s can collect.
 +
|-
 +
| {{text anchor|GROWTH_DROPS_OFF_NO_CLOUD}}
 +
 +
| Growths drop collectable items from the plant without producing item clouds.
  
 
|}
 
|}
  
==Tree Tokens==
+
==Tree tokens==
 
These tokens are used only for trees.
 
These tokens are used only for trees.
  
Line 217: Line 258:
  
 
|-
 
|-
| TREE
+
| {{text anchor|TREE}}
 +
|
 +
* [[Material token|material]] or NONE
 +
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.  Setting the material to NONE will give no wood from this tree.
 +
 
 +
|-
 +
| {{text anchor|TRUNK_NAME}}
 +
|
 +
*name
 +
| What the trunk of the tree is named.
 +
 
 +
|-
 +
| {{text anchor|MAX_TRUNK_HEIGHT}}
 +
|
 +
*1-8
 +
| The maximum z-level height of a mature tree's trunk, starting from about two z-levels above ground and going up.
 +
 
 +
|-
 +
| {{text anchor|MAX_TRUNK_DIAMETER}}
 +
|
 +
*1-3
 +
| Upper limit of trunk thickness, in tiles. Counted separately for all branching trunks. Has a geometric effect on log yield.
 +
 
 +
|-
 +
| {{text anchor|TRUNK_PERIOD}}
 +
|
 +
*integer
 +
| The number of years the trunk takes to grow one Z-level upward.{{verify}}
 +
 
 +
|-
 +
| {{text anchor|TRUNK_WIDTH_PERIOD}}
 +
|
 +
*integer
 +
| The number of years the trunk takes to grow another tile wider.
 +
 
 +
|-
 +
| {{text anchor|LIGHT_BRANCHES_NAME}}
 +
|
 +
*name
 +
| What thin branches of the tree are named.
 +
 
 +
|-
 +
| {{text anchor|BRANCH_DENSITY}} / {{text anchor|LIGHT_BRANCHES_DENSITY}}
 +
|
 +
*integer
 +
| How dense the branches grow on this tree.
 +
 
 +
|-
 +
| {{text anchor|BRANCH_RADIUS}} / {{text anchor|LIGHT_BRANCH_RADIUS}}
 +
|
 +
*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}}
 +
 
 +
|-
 +
| {{text anchor|HEAVY_BRANCHES_NAME}} / {{text anchor|DIRECTED_BRANCHES_NAME}}
 +
|
 +
*name
 +
| What thick branches of the tree are named.
 +
 
 +
|-
 +
| {{text anchor|HEAVY_BRANCH_DENSITY}} / {{text anchor|DIRECTED_BRANCH_DENSITY}}
 +
|
 +
*integer
 +
| Similar to [[Plant_token#BRANCH_DENSITY|BRANCH_DENSITY]] for thick branches.
 +
 
 +
|-
 +
| {{text anchor|HEAVY_BRANCH_RADIUS}} / {{text anchor|DIRECTED_BRANCH_RADIUS}}
 +
|
 +
*integer
 +
| Similar as [[Plant_token#BRANCH_RADIUS|BRANCH_DENSITY]] for thick branches. Values outside 0-3 can cause crashes. {{bug|10419}}
 +
 
 +
|-
 +
| {{text anchor|TRUNK_BRANCHING}}
 +
|
 +
*integer
 +
| How much the trunk branches out.  0 makes the trunk straight.
 +
 
 +
|-
 +
| {{text anchor|ROOT_NAME}} / {{text anchor|ROOTS_NAME}}
 +
|
 +
*name
 +
| What the roots of the tree are named.
 +
 
 +
|-
 +
| {{text anchor|ROOT_DENSITY}}
 +
|
 +
*integer
 +
| Density of the root growth.
 +
 
 +
|-
 +
| {{text anchor|ROOT_RADIUS}}
 +
|
 +
*integer
 +
| How wide the roots reach out.
 +
 
 +
|-
 +
| {{text anchor|TWIGS_NAME}}
 +
|
 +
*name
 +
| What the twigs of the tree are named.
 +
 
 +
|-
 +
| {{text anchor|TWIGS_SIDE_BRANCHES}}
 +
|
 +
*boolean (0 or 1)
 +
| Twigs appear on the side of branches.  Defaults to 1.
 +
 
 +
|-
 +
| {{text anchor|TWIGS_ABOVE_BRANCHES}}
 +
|
 +
*boolean (0 or 1)
 +
| Twigs appear above branches.  Defaults to 1.
 +
 
 +
|-
 +
| {{text anchor|TWIGS_BELOW_BRANCHES}}
 +
|
 +
*boolean (0 or 1)
 +
| Twigs appear below branches.  Defaults to 0.
 +
 
 +
|-
 +
| {{text anchor|TWIGS_SIDE_HEAVY_BRANCHES}}
 +
|
 +
*boolean (0 or 1)
 +
| Twigs appear on the side of heavy branches.  Defaults to 0.
 +
 
 +
|-
 +
| {{text anchor|TWIGS_ABOVE_HEAVY_BRANCHES}}
 +
|
 +
*boolean (0 or 1)
 +
| Twigs appear above heavy branches.  Defaults to 0.
 +
 
 +
|-
 +
| {{text anchor|TWIGS_BELOW_HEAVY_BRANCHES}}
 +
|
 +
*boolean (0 or 1)
 +
| Twigs appear below heavy branches.  Defaults to 0.
 +
 
 +
|-
 +
| {{text anchor|TWIGS_SIDE_TRUNK}}
 
|  
 
|  
* [[Material token|material]]
+
*boolean (0 or 1)
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.
+
| Twigs appear on the side of the trunk.  Defaults to 0.
 +
 
 +
|-
 +
| {{text anchor|TWIGS_ABOVE_TRUNK}}
 +
|
 +
*boolean (0 or 1)
 +
| Twigs appear above the trunk.  Defaults to 0.
 +
 
 +
|-
 +
| {{text anchor|TWIGS_BELOW_TRUNK}}
 +
|  
 +
*boolean (0 or 1)
 +
| Twigs appear below the trunk.  Defaults to 0.
 +
 
 +
|-
 +
| {{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. {{bug|7313}}
 +
 
 +
|-
 +
| {{text anchor|CAP_NAME}}
 +
|
 +
*name
 +
| What this mushroom-cap is called.  Only makes sense with TREE_HAS_MUSHROOM_CAP.
 +
 
 +
|-
 +
| {{text anchor|CAP_PERIOD}}
 +
|
 +
*integer
 +
| Similar to the other PERIOD tags, influences the rate of the mushroom cap growth.  Only makes sense with TREE_HAS_MUSHROOM_CAP.
 +
 
 +
|-
 +
| {{text anchor|CAP_RADIUS}}
 +
|
 +
*integer
 +
| The radius of a mushroom cap.  Only makes sense with TREE_HAS_MUSHROOM_CAP.
  
 
|-
 
|-
| AUTUMNCOLOR
+
| {{text anchor|STANDARD_TILE_NAMES}}
 
|  
 
|  
| Makes the tree turn yellow, orange, and red in Autumn, then lose its leaves in Winter.
+
| Uses the standard names for the tree components (roots, trunk, branches, etc.)
  
 
|-
 
|-
| TREE_TILE
+
| {{text anchor|TREE_TILE}}
 
|  
 
|  
 
*tile
 
*tile
| The tile used for the tree on the map. May be a number or a character inside apostrophes. Defaults to 24 (↑).
+
| The tile used for trees of this type on the world map. Defaults to 24 (↑).
  
 
|-
 
|-
| DEAD_TREE_TILE
+
| {{text anchor|DEAD_TREE_TILE}}
 
|  
 
|  
 
*tile
 
*tile
| The tile used for (un)dead trees of this type. Defaults to 198 (╞).
+
| The tile used for (un)dead trees and deciduous trees (generally in winter) of this type. Defaults to 198 (╞).
  
 
|-
 
|-
| SAPLING_TILE
+
| {{text anchor|SAPLING_TILE}}
 
|  
 
|  
 
*tile
 
*tile
Line 246: Line 460:
  
 
|-
 
|-
| DEAD_SAPLING_TILE
+
| {{text anchor|DEAD_SAPLING_TILE}}
 
|  
 
|  
 
*tile
 
*tile
Line 252: Line 466:
  
 
|-
 
|-
| TREE_COLOR
+
| {{text anchor|TREE_COLOR}}
 
|  
 
|  
 
*foreground
 
*foreground
Line 260: Line 474:
  
 
|-
 
|-
| DEAD_TREE_COLOR
+
| {{text anchor|DEAD_TREE_COLOR}}
 
|  
 
|  
 
*foreground
 
*foreground
Line 268: Line 482:
  
 
|-
 
|-
| SAPLING_COLOR
+
| {{text anchor|SAPLING_COLOR}}
 
|  
 
|  
 
*foreground
 
*foreground
Line 276: Line 490:
  
 
|-
 
|-
| DEAD_SAPLING_COLOR
+
| {{text anchor|DEAD_SAPLING_COLOR}}
 
|  
 
|  
 
*foreground
 
*foreground
Line 284: Line 498:
  
 
|-
 
|-
| SAPLING_DROWN_LEVEL
+
| {{text anchor|SAPLING_DROWN_LEVEL}}
 
|  
 
|  
 
*depth
 
*depth
| The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4.
+
| The sapling of this tree will drown once the water on its tile reaches this level. Defaults to 4.
  
 
|-
 
|-
| TREE_DROWN_LEVEL
+
| {{text anchor|TREE_DROWN_LEVEL}}
 
|  
 
|  
 
*depth
 
*depth
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|-
 
|-
| SAPLING
+
| {{text anchor|SAPLING}}
 
|   
 
|   
 
| Makes young versions of the tree be called "[tree name] sapling"; otherwise, they are called "young [tree name]".
 
| Makes young versions of the tree be called "[tree name] sapling"; otherwise, they are called "young [tree name]".
Line 302: Line 516:
 
|}
 
|}
  
==Crop Tokens==
+
==Shrub tokens==
These tokens are used only for plantable crops and harvestable shrubs.
+
These tokens are used for non-grass, non-tree plants.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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|-
 
|-
| SPRING
+
| {{text anchor|SPRING}}, {{text anchor|SUMMER}}, {{text anchor|AUTUMN}}, {{text anchor|WINTER}}
 
|   
 
|   
| Allows the plant to grow during spring.
+
| Allows the plant to grow in farm plots during the given season.
  
|-</