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Editing v0.31:Plant token

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{{quality|Exceptional|21:01, 30 March 2011 (UTC)}}{{av}}  
+
{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}  
The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.
+
The default plants are stored in the plant_standard.txt file.
  
 
==Basic Tokens==
 
==Basic Tokens==
These tokens are specified for all plants and define their most basic characteristics.
 
 
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- style='background-color:#ddd'
 
|- style='background-color:#ddd'
Line 10: Line 8:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
|-
 +
| PLANT
 +
|
 +
*name
 +
| The ID of this plant used by the game. <font color="red">Required</font>.
  
 
|-
 
|-
Line 15: Line 18:
 
|  
 
|  
 
*name
 
*name
| The singular form of the plants name as seen in game.
+
| The singular form of the plants name as seen in game. <font color="red">Required</font>.
  
 
|-
 
|-
Line 21: Line 24:
 
|  
 
|  
 
*name
 
*name
| The plural form of the plants name as seen in game.
+
| The plural form of the plants name as seen in game. <font color="red">Required</font>.
  
 
|-
 
|-
Line 30: Line 33:
  
 
|-
 
|-
| ALL_NAMES
+
|PREFSTRING
|
 
*name
 
| Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
 
 
 
|-
 
| PREFSTRING
 
 
|  
 
|  
 
*reason
 
*reason
Line 42: Line 39:
  
 
|-
 
|-
| MATERIAL
+
| VALUE
 
|  
 
|  
*material_name
+
*value
| Starts defining a new local plant material with the given name and '''no''' properties.{{verify}}
+
| Value of harvested plant.
  
 
|-
 
|-
| USE_MATERIAL
+
| PICKED_TILE
 
|  
 
|  
*material_name
+
*tile
*old_material
+
| The tile used when harvested. May either be a number or letter within apostrophes(confirm?).<font color="red">Required</font>. See {{L|Tileset|character table}}.
| Starts defining a new local plant material with the given name and using the properties of another local plant material.
 
  
 
|-
 
|-
| USE_MATERIAL_TEMPLATE
+
| PICKED_COLOR
 
|  
 
|  
*material_name
+
*foreground
*template_name
+
*background
| Starts defining a new local plant material with the given name and using the properties of the specified material template.
+
*bright
 +
| The {{l|color}} of the plant in farms.
  
 
|-
 
|-
| BASIC_MAT
+
| SHRUB_TILE
 
|  
 
|  
* [[Material token|material]]
+
*tile
| 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.
+
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes.
|}
 
 
 
==Environment Tokens==
 
These tokens, also applicable to all plants, specify where the plants grow.
 
 
 
{| {{prettytable}}
 
|- style='background-color:#ddd'
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
  
 
|-
 
|-
| UNDERGROUND_DEPTH
+
| DEAD_SHRUB_TILE
 
|  
 
|  
*minimum
+
*tile
*maximum
+
| What tile is used when the plant has withered. Can be either a number or a character inside apostrophes.
| 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).
 
  
 
|-
 
|-
| GOOD
+
| SHRUB_COLOR
 
| 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
 
 
|  
 
|  
*freq (0-100)
+
*foreground
| How frequently this plant is generated in a particular area. Defaults to 50.
+
*background
 +
*bright
 +
| The [[color]] of shrubs bearing this plant.
  
 
|-
 
|-
| WET
+
| DEAD_SHRUB_COLOR
 
| Allows the plant to grow near water features.
 
 
 
|-
 
| DRY
 
 
| Allows the plant to grow away from water features.
 
 
 
|-
 
| BIOME
 
 
|  
 
|  
*biome
+
*foreground
| What [[biome token|biome]] this plant appears in.
+
*background
 +
*bright
 +
|The [[color]] of dead shrubs that bore this plant.
  
 
|}
 
|}
  
==Tree Tokens==
+
==Plant Materials==
These tokens are used only for trees.
+
Materials defined within a plant can be modified by all valid material tokens and may only be accessed by the local plant.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
|-
 +
| USE_MATERIAL_TEMPLATE
 +
|
 +
*material_name
 +
*template_name
 +
| Starts defining a new local plant material with the given name using the specified template. material_name is used to reference the newly created material from the same plant.
  
 
|-
 
|-
| TREE
+
| BASIC_MAT
 
|  
 
|  
* [[Material token|material]]
+
*material_type
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.
+
*material name
 +
| Sets the basic(structural) material of the plant. material_type is LOCAL_PLANT_MAT for materials defined inside 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.
  
 
|-
 
|-
| AUTUMNCOLOR
+
| TREE
 
|  
 
|  
| Makes the tree turn yellow, orange, and red in Autumn, then lose its leaves in Winter.
+
*material_type
 +
*material_name
 +
| The material to use for trees made of this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
  
 
|-
 
|-
| TREE_TILE
+
| LEAVES
 
|  
 
|  
 +
*name
 +
*name_plural
 +
*foreground
 +
*background
 +
*bright
 +
*wilt_foreground?
 +
*wilt_background?
 +
*wilt_bright?
 
*tile
 
*tile
| The tile used for the tree on the map. May be a number or a character inside apostrophes. Defaults to 24 (↑).
+
*material_type
 +
*material_name
 +
| The material used by the leaves of this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
  
 
|-
 
|-
| DEAD_TREE_TILE
+
|SEED
 
|  
 
|  
*tile
+
*name
| The tile used for (un)dead trees of this type. Defaults to 198 (╞).
+
*name_plural
 +
*foreground
 +
*background
 +
*bright
 +
*material_type
 +
*material_name
 +
| The material used by the seeds of this plant, as well as the singular and plural forms of the name for the seeds and their color. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
  
 
|-
 
|-
| SAPLING_TILE
+
| DRINK
 
|  
 
|  
*tile
+
*material_type
| The tile used for saplings of this tree. Defaults to 231 (τ).
+
*material_name
 +
| The material to be used for drinks made from this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
  
 
|-
 
|-
| DEAD_SAPLING_TILE
+
| MILL
 
|  
 
|  
*tile
+
*material_type
| The tile used for dead saplings of this tree. Defaults to 231 (τ).
+
*material_name
 +
| The material to be used by the ground version of this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
  
 
|-
 
|-
| TREE_COLOR
+
|THREAD
 
|  
 
|  
*foreground
+
*material_type
*background
+
*material_name
*bright
+
| The material of threads made from this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).
 
  
 
|-
 
|-
| DEAD_TREE_COLOR
+
|EXTRACT_BARREL
 
|  
 
|  
*foreground
+
*material_type
*background
+
*material_name
*bright
+
| The material that is used for the extract put into barrels. Should correspond to a material with the [EXTRACT_STORAGE:BARREL] token. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).
 
  
 
|-
 
|-
| SAPLING_COLOR
+
| EXTRACT_VIAL
 
|  
 
|  
*foreground
+
*material_type
*background
+
*material_name
*bright
+
| The material that is used for the extract put into vials. Should correspond to a material with the [EXTRACT_STORAGE:FLASK] token. material_type is LOCAL_PLANT_MAT for materials defined in the plant. These are extracted at a {{L|Farmer's workshop}}, not a {{L|Still}}.
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).
 
  
 
|-
 
|-
| DEAD_SAPLING_COLOR
+
| EXTRACT_STILL_VIAL
 
|  
 
|  
*foreground
+
*material_type
*background
+
*material_name
*bright
+
| The material that is used for the extract put into vials. Should correspond to a material with the [EXTRACT_STORAGE:FLASK] token. material_type is LOCAL_PLANT_MAT for materials defined in the plant. These are extracted at a {{L|Still}}, not a {{L|Farmer's workshop}}.
| The [[color]] of dead saplings of this tree. Defaults to 0:0:1 (dark gray).
 
  
 
|-
 
|-
| SAPLING_DROWN_LEVEL
+
| EXTRACT_STORAGE
 
|  
 
|  
*depth
+
*storage_type (BARREL or FLASK)
| The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4.
+
| Used in material definitions, defines where the new material is stored.
  
 
|-
 
|-
| TREE_DROWN_LEVEL
+
| EDIBLE_VERMIN
|  
+
|
*depth
+
| Used in material definitions, lets vermin eat this part of the plant.
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.
+
 
 +
|-
 +
| EDIBLE_RAW
 +
 +
| Used in material definitions, lets entities eat this part of the plant raw. Not mutually exclusive with EDIBLE_COOKED.
  
 
|-
 
|-
| SAPLING
+
| EDIBLE_COOKED
 
|   
 
|   
| Makes young versions of the tree be called "[tree name] sapling"; otherwise, they are called "young [tree name]".
+
| Used in material definition, allows entities to cook this part of the plant. Not mutually exclusive with EDIBLE_RAW.
  
 
|}
 
|}
  
==Crop Tokens==
+
==Growing Tokens==
These tokens are used only for plantable crops and harvestable shrubs.
 
 
 
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- style='background-color:#ddd'
 
|- style='background-color:#ddd'
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! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
|-
 +
| GROWDUR
 +
|
 +
*time
 +
| How long the plant takes to grow. See {{l|Time}}.
 +
 +
|-
 +
| BIOME
 +
|
 +
*biome
 +
| What {{L|biome token|biome}} this plant appears in.
  
 
|-
 
|-
 
| SPRING
 
| SPRING
 
|   
 
|   
| Allows the plant to grow during spring.
+
| This plant may be planted and will grow in the spring. Not mutually exclusive with other season tokens.
  
 
|-
 
|-
 
| SUMMER
 
| SUMMER
 
|   
 
|   
| Allows the plant to grow during summer.
+
| This plant may be planted and will grow during the summer. Not mutually exclusive with other season tokens.
  
 
|-
 
|-
 
| AUTUMN
 
| AUTUMN
 
|   
 
|   
| Allows the plant to grow during autumn.
+
| This plant may be planted and will grow during the autumn. Not mutually exclusive with other season tokens.
  
 
|-
 
|-
 
| WINTER
 
| WINTER
 
|   
 
|   
| Allows the plant to grow during winter.
+
| This plant may be planted and will grow during the winter. Not mutually exclusive with other season tokens.
  
 
|-
 
|-
| GROWDUR
+
| WET
|  
+
|
*time
+
| This plant appears near water features. Not mutually exclusive with the DRY token.
| How long the plant takes to grow. See [[Time]]. Defaults to 300.  There are 1008 GROWDUR units in a season.
 
  
 
|-
 
|-
| VALUE
+
| DRY
|  
+
|
*value
+
| This plant appears away from water features. Not mutually exclusive with the WET token.
| Value of harvested plant (default 1). Appears to have no effect in version 0.31.
 
  
 
|-
 
|-
| PICKED_TILE
+
| EVIL
|  
+
|
*tile
+
| This plant appears only in evil biomes. Mutually exclusive with GOOD.
| The tile used when harvested. May either be a number or letter within apostrophes(confirm?). See [[Main:character table|character table]]. Defaults to 231 (τ).
 
  
 
|-
 
|-
| DEAD_PICKED_TILE
+
| GOOD
|  
+
|
*tile
+
| This plant appears only in good biomes. Mutually exclusive with EVIL.
| The tile used when a harvested plant has wilted. Defaults to 169 (⌐).
 
  
 
|-
 
|-
| SHRUB_TILE
+
| SAVAGE
|  
+
|
*tile
+
| This plant appears only in savage biomes. Not mutually exclusive with GOOD or EVIL.
| 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
+
| FREQUENCY
 
|  
 
|  
*tile
+
*freq (0-100)
| 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 (").
+
| How frequently shrubs of this plant are generated in a particular area.
  
 
|-
 
|-
Line 287: Line 283:
 
|  
 
|  
 
*size
 
*size
| The maximum stack size collected when gathered via herbalism. Defaults to 5.
+
| The maximum stack size collected when gathered or harvested.
  
 
|-
 
|-
| PICKED_COLOR
+
| UNDERGROUND_DEPTH
 +
|
 +
*minimum
 +
*maximum
 +
| Designates the highest and lowest levels that the plant can appear in if its {{L|biome token|biome}} is subterranean.
 +
 
 +
|}
 +
 
 +
==Tree Tokens==
 +
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.
 +
{| {{prettytable}}
 +
|- style='background-color:#ddd'
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 +
 
 +
|-
 +
| AUTUMNCOLOR
 
|  
 
|  
 
*foreground
 
*foreground
 
*background
 
*background
 
*bright
 
*bright
| The [[color]] of the plant in farms. Defaults to 2:0:0 (dark green).
+
| The [[color]] that this tree turns in Autumn.
  
 
|-
 
|-
| DEAD_PICKED_COLOR
+
|TREE_TILE
 
|  
 
|  
*foreground
+
*tile
*background
+
| The tile used for the tree on the map. May be a number or a character inside apostrophes.
*bright
 
| The [[color]] of the plant when wilted. Defaults to 0:0:1 (dark gray).
 
  
 
|-
 
|-
| SHRUB_COLOR
+
| TREE_COLOR
 
|  
 
|  
 
*foreground
 
*foreground
 
*background
 
*background
 
*bright
 
*bright
| The [[color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).
+
| The [[color]] of the tree on the map.
  
 
|-
 
|-
| DEAD_SHRUB_COLOR
+
| DEAD_TREE_COLOR
 
|  
 
|  
 
*foreground
 
*foreground
 
*background
 
*background
 
*bright
 
*bright
|The [[color]] of dead shrubs that bore this plant. Defaults to 6:0:0 (brown).
+
| The [[color]] of the tree on the map when dead.
  
 
|-
 
|-
| SHRUB_DROWN_LEVEL
+
| SAPLING
|  
+
|
*depth
+
| Marks this tree as having a sapling stage(?).
| The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4.
 
  
 
|-
 
|-
| DRINK
+
| SAPLING_COLOR
|
 
* [[Material token|material]]
 
| Permits brewing the plant into [[alcohol]] made of this material. Said material should have [ALCOHOL_PLANT] to permit proper stockpiling.
 
 
 
|-
 
| MILL
 
|
 
* [[Material token|material]]
 
| 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
 
|
 
* [[Material token|material]]
 
| 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
 
 
|  
 
|  
*name
 
*name_plural
 
 
*foreground
 
*foreground
 
*background
 
*background
 
*bright
 
*bright
*[[Material token|material]]
+
| The [[color]] of the tree when it is a sapling.
| 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
+
| DEAD_SAPLING_COLOR
 
|  
 
|  
*name
 
*name_plural
 
*tile
 
 
*foreground
 
*foreground
 
*background
 
*background
 
*bright
 
*bright
*wilt_foreground
+
| The [[color]] of the tree when it is a dead sapling.
*wilt_background
 
*wilt_bright
 
*[[Material token|material]]
 
| 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
 
|
 
* [[Material token|material]]
 
| 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
 
|
 
*[[Material token|material]]
 
| 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
 
|
 
* [[Material token|material]]
 
| 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 [[grass]]es.
 
 
{| {{prettytable}}
 
|- style='background-color:#ddd'
 
! width="20%" | Token
 
! width="20%" | Arguments
 
! width="60%" | Description
 
 
|-
 
| GRASS
 
|
 
| Makes the plant behave as a type of grass.
 
 
|-
 
| GRASS_TILES
 
|
 
*tile
 
*tile
 
*tile
 
*tile
 
| 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
 
|
 
*period
 
*offset
 
| 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
 
|
 
*tile
 
*tile
 
*tile
 
*tile
 
| 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
 
|
 
*color 1 (fore:back:bright)
 
*color 2 (fore:back:bright)
 
*dry color (fore:back:bright)
 
*dead color (fore:back:bright)
 
| 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).
 
|}
 
 
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

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