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Editing v0.31:Plant token

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{{quality|Exceptional|21:01, 30 March 2011 (UTC)}}{{av}}  
+
{{quality|Fine|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 15: Line 13:
 
|  
 
|  
 
*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 19:
 
|  
 
|  
 
*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 28:
  
 
|-
 
|-
| ALL_NAMES
+
|PREFSTRING
|
 
*name
 
| Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
 
 
 
|-
 
| PREFSTRING
 
 
|  
 
|  
 
*reason
 
*reason
Line 42: Line 34:
  
 
|-
 
|-
| 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 [[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}}
Line 131: Line 91:
 
! 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]]
+
* {{L|Material token|material}}
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.
+
| Sets the basic(structural) 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.
  
 
|-
 
|-
| AUTUMNCOLOR
+
| TREE
 
|  
 
|  
| Makes the tree turn yellow, orange, and red in Autumn, then lose its leaves in Winter.
+
* {{L|Material token|material}}
 +
| The material to use for trees made of this plant.
  
 
|-
 
|-
| TREE_TILE
+
| LEAVES
 
|  
 
|  
 +
*name
 +
*name_plural
 
*tile
 
*tile
| The tile used for the tree on the map. May be a number or a character inside apostrophes. Defaults to 24 (↑).
+
*foreground
 +
*background
 +
*bright
 +
*wilt_foreground
 +
*wilt_background
 +
*wilt_bright
 +
*{{L|Material token|material}}
 +
| The material used by the leaves of this 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
 +
*{{L|Material token|material}}
 +
| 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.
  
 
|-
 
|-
| SAPLING_TILE
+
| DRINK
 
|  
 
|  
*tile
+
* {{L|Material token|material}}
| The tile used for saplings of this tree. Defaults to 231 (τ).
+
| The material to be used for drinks made from this plant.
  
 
|-
 
|-
| DEAD_SAPLING_TILE
+
| MILL
 
|  
 
|  
*tile
+
* {{L|Material token|material}}
| The tile used for dead saplings of this tree. Defaults to 231 (τ).
+
| The material to be used by the ground version of this plant.
  
 
|-
 
|-
| TREE_COLOR
+
|THREAD
 
|  
 
|  
*foreground
+
* {{L|Material token|material}}
*background
+
| The material of threads made from this plant.
*bright
 
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).
 
  
 
|-
 
|-
| DEAD_TREE_COLOR
+
|EXTRACT_BARREL
 
|  
 
|  
*foreground
+
* {{L|Material token|material}}
*background
+
| The material that is used for the extract put into barrels. Should correspond to a material with the [EXTRACT_STORAGE:BARREL] token.
*bright
 
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).
 
  
 
|-
 
|-
| SAPLING_COLOR
+
| EXTRACT_VIAL
 
|  
 
|  
*foreground
+
*{{L|Material token|material}}
*background
+
| The material that is used for the extract put into vials. Should correspond to a material with the [EXTRACT_STORAGE:FLASK] token.
*bright
 
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).
 
  
 
|-
 
|-
| DEAD_SAPLING_COLOR
+
| EXTRACT_STILL_VIAL
 
|  
 
|  
*foreground
+
* {{L|Material token|material}}
*background
+
| The material that is used for the extract put into vials. Should correspond to a material with the [EXTRACT_STORAGE:FLASK] token. These are extracted at a {{L|Still}}, not a {{L|Farmer's workshop}}.
*bright
 
| 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, permits the plant material to be eaten by {{L|vermin}}.
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.
+
 
 +
|-
 +
| EDIBLE_RAW
 +
 +
| Used in material definitions, permits the plant material to be eaten raw.
  
 
|-
 
|-
| 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, permits the plant material to be cooked into prepared meals.
  
 
|}
 
|}
  
==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'
Line 226: Line 201:
 
! 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.
  
 
|-
 
|-
Line 248: Line 234:
  
 
|-
 
|-
| GROWDUR
+
| WET
|  
+
|
*time
+
| Allows the plant to grow near water features.
| How long the plant takes to grow. See [[Time]]. Defaults to 300.  There are 1008 GROWDUR units in a season.
 
  
 
|-
 
|-
| VALUE
+
| DRY
|  
+
|
*value
+
| Allows the plant to gruw away from water features.
| Value of harvested plant (default 1). Appears to have no effect in version 0.31.
 
  
 
|-
 
|-
| PICKED_TILE
+
| EVIL
|  
+
|
*tile
+
| Restricts the plant to growing in Evil regions. Cannot be combined 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
+
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].
| The tile used when a harvested plant has wilted. Defaults to 169 (⌐).
 
  
 
|-
 
|-
| SHRUB_TILE
+
| SAVAGE
|  
+
|
*tile
+
| Restricts the plant to growing in Savage regions (regardless of alignment).
| 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 268:
 
|  
 
|  
 
*size
 
*size
| The maximum stack size collected when gathered via herbalism. Defaults to 5.
+
| The maximum stack size collected when gathered or harvested.
 +
 
 +
|-
 +
| UNDERGROUND_DEPTH
 +
|
 +
*minimum
 +
*maximum
 +
| Designates the highest and lowest cavern levels that the plant can appear in if its {{L|biome token|biome}} is subterranean.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.
 +
 
 +
|}
 +
 
 +
==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
  
 
|-
 
|-
| PICKED_COLOR
+
| AUTUMNCOLOR
 
|  
 
|  
*foreground
+
| Makes the tree turn yellow, orange, and red in Autumn.
*background
 
*bright
 
| The [[color]] of the plant in farms. Defaults to 2:0:0 (dark green).
 
  
 
|-
 
|-
| 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 (un)dead.
  
 
|-
 
|-
| SHRUB_DROWN_LEVEL
+
| SAPLING
|  
+
|
*depth
+
| Makes young versions of the tree be called "[tree name] sapling"; otherwise, they are called "young [tree name]"
| 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 saplings of this tree.
| 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 dead saplings of this tree.
*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==
 
==Grass Tokens==
These tokens are used only for [[grass]]es.
 
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 403: Line 349:
 
| GRASS
 
| GRASS
 
|  
 
|  
| Makes the plant behave as a type of grass.
+
| Plant is a type of grass.
 
 
 
|-
 
|-
 
| GRASS_TILES
 
| GRASS_TILES
Line 412: Line 357:
 
*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 (.,`').
+
|Tiles for a surface covered in grass.
 
 
|-
 
| 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
 
| ALT_GRASS_TILES
Line 428: Line 365:
 
*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 tiles will alternate between these and GRASS_TILES.  Currently used for wormy tendrils and eyeballs.
 
 
 
|-
 
|-
 
| GRASS_COLORS
 
| GRASS_COLORS
 
|
 
|
 
*color 1 (fore:back:bright)
 
*color 1 (fore:back:bright)
*color 2 (fore:back:bright)
+
*color 2 (fore:back:bright) color (fore:back:bright)
*dry color (fore:back:bright)
 
 
*dead 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).
+
|Colors of grass tiles.
 +
|-
 +
| ALT_PERIOD
 +
|
 +
*period
 +
*delay
 +
|How often the grass switches between alternate tiles. Each tile has a counter which starts at the "period" value and decrements once per frame - when the counter reaches the "delay" value, the grass switches to the ALT tile, and when it reaches zero, it switches back to the original tile and restarts the counter. If the "delay" value is greater than or equal to the "period" value, the grass will not animate - instead, it will permanently display the ALT tile.{{bug|4151}}
 
|}
 
|}
 +
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

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