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Plant token
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v53.08 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
| Modding |
|---|
| Tokens |
| Audio · Biome · Graphics · Tile page · Interaction · Mod info · Plant · Speech · Sphere · Syndrome · World |
| Body tokens |
| Body · Body detail plan · Bodygloss · Tissue |
| Creature tokens |
| Creature · Creature mannerism · Personality facet · Creature variation · Procedural graphics layer |
| Descriptor tokens |
| Descriptor color · Color · Descriptor pattern · Descriptor shape |
| Entity tokens |
| Entity · Ethic · Language · Value · Position |
| Job tokens |
| Building · Labor · Reaction · Skill · Unit type |
| Item tokens |
| Item type · Item definition · Ammo · Armor · Instrument · Tool · Trap component · Weapon |
| Material tokens |
| Material type · Material definition · Inorganic material definition |
|
Lua |
| Scripting · Examples · Functions |
The [OBJECT:PLANT] token begins the definition of a plant raw file. Following this, each new plant definition begins with the [PLANT:plant_ID] 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
These tokens are specified for all plants and define their most basic characteristics.
| Token | Arguments | Description |
|---|---|---|
| NAME |
|
The singular form of the plant's name as seen in-game. |
| NAME_PLURAL |
|
The plural form of the plant's name as seen in-game. |
| ADJ |
|
The word or phrase used to describe items made from this plant. |
| ALL_NAMES |
|
Sets the NAME, NAME_PLURAL, and ADJ to the specified string. |
| PREFSTRING |
|
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.") |
| MATERIAL |
|
Starts defining a new local plant material with the given name. Must be followed with material definition tokens defining the material's properties. |
| USE_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 |
|
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. |
| BASIC_MAT | 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
These tokens, also applicable to all plants, specify where the plants grow.
| Token | Arguments | Description |
|---|---|---|
| UNDERGROUND_DEPTH |
|
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 are 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 |
|
How frequently this plant is generated in a particular area. Defaults to 50. Plants with valid biome tokens and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots. |
| 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 if the tile type is "River", "River Slope", "River Source", "Waterfall" (used back in 40d for underground rivers), "Brook", "Murky Pool", or "Murky Pool Slope". | |
| DRY | Allows the plant to grow away from water features. | |
| BIOME |
|
What biome this plant appears in. |
Growth tokens
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 definitions for proper stockpiling. This also lets them be collected from plant gathering and farming jobs.
| Token | Arguments | Description |
|---|---|---|
| GROWTH |
|
Defines a plant growth. Takes the below tokens as arguments. |