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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, while grasses are stored in plant_grasses.txt.
  
 
==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'
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| What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
 
| What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
  
 +
|}
 +
 +
==Plant Materials==
 +
Materials defined within a plant can be modified by all valid material tokens and may only be accessed by the local plant.
 +
 +
{| {{prettytable}}
 +
|- style='background-color:#ddd'
 +
! width="20%" | Token
 +
! width="20%" | Arguments
 +
! width="60%" | Description
 
|-
 
|-
| MATERIAL
+
| USE_MATERIAL_TEMPLATE
 
|  
 
|  
 
*material_name
 
*material_name
| Starts defining a new local plant material with the given name and '''no''' properties.{{verify}}
+
*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.
 +
 
 +
|-
 +
| BASIC_MAT
 +
|
 +
* {{L|Material token|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.
 +
 
 +
|-
 +
| TREE
 +
|
 +
* {{L|Material token|material}}
 +
| Makes the plant into a {{L|tree}} made of this material.
 +
 
 +
|-
 +
| DRINK
 +
|
 +
* {{L|Material token|material}}
 +
| Permits brewing the plant into {{L|alcohol}} made of this material.
 +
 
 +
|-
 +
| MILL
 +
|
 +
* {{L|Material token|material}}
 +
| Permits milling the plant at a {{L|quern}} or {{L|millstone}} into a powder made of this material.
 +
 
 +
|-
 +
| THREAD
 +
|
 +
* {{L|Material token|material}}
 +
| Permits processing the plant at a {{L|farmer's workshop}} to yield threads made of this material.
 +
 
 +
|-
 +
| SEED
 +
|
 +
*name
 +
*name_plural
 +
*foreground
 +
*background
 +
*bright
 +
*{{L|Material token|material}}
 +
| Causes the plant to yield plantable seeds having these properties and made of this material.
  
 
|-
 
|-
| USE_MATERIAL
+
| LEAVES
 
|  
 
|  
*material_name
+
*name
*old_material
+
*name_plural
| Starts defining a new local plant material with the given name and using the properties of another local plant material.
+
*tile
 +
*foreground
 +
*background
 +
*bright
 +
*wilt_foreground
 +
*wilt_background
 +
*wilt_bright
 +
*{{L|Material token|material}}
 +
| Permits processing the plant into a {{L|bag}} at a {{L|farmer's workshop}} to yield leaves having these properties and made of this material.
 +
 
 +
|-
 +
| EXTRACT_STILL_VIAL
 +
|
 +
* {{L|Material token|material}}
 +
| Permits processing the plant into a {{L|vial}} at a {{L|still}} to yield extract made of this material. Said material should have the [EXTRACT_STORAGE:FLASK] token.
  
 
|-
 
|-
| USE_MATERIAL_TEMPLATE
+
| EXTRACT_VIAL
 
|  
 
|  
*material_name
+
*{{L|Material token|material}}
*template_name
+
| Permits processing the plant into a {{L|vial}} at a {{L|farmer's workshop}} to yield extract made of this material. Said material should have the [EXTRACT_STORAGE:FLASK] token.
| Starts defining a new local plant material with the given name and using the properties of the specified material template.
 
  
 
|-
 
|-
| BASIC_MAT
+
|EXTRACT_BARREL
 
|  
 
|  
* [[Material token|material]]
+
* {{L|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.
+
| Permits processing the plant into a {{L|barrel}} at a {{L|farmer's workshop}} to yield extract made of this material. Said material should have the [EXTRACT_STORAGE:BARREL] token.
 
|}
 
|}
  
 
==Environment Tokens==
 
==Environment Tokens==
These tokens, also applicable to all plants, specify where the plants grow.
 
 
 
{| {{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
 +
 +
|-
 +
| SPRING
 +
 +
| Allows the plant to grow during spring.
 +
 +
|-
 +
| SUMMER
 +
 +
| Allows the plant to grow during summer.
 +
 +
|-
 +
| AUTUMN
 +
 +
| Allows the plant to grow during autumn.
 +
 +
|-
 +
| WINTER
 +
 +
| Allows the plant to grow during winter.
  
 
|-
 
|-
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*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 {{L|biome token|biome}} is subterranean.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.
  
 
|-
 
|-
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|  
 
|  
 
*freq (0-100)
 
*freq (0-100)
| How frequently this plant is generated in a particular area. Defaults to 50.
+
| How frequently this plant is generated in a particular area.
  
 
|-
 
|-
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| DRY
 
| DRY
 
|   
 
|   
| Allows the plant to grow away from water features.
+
| Allows the plant to gruw away from water features.
  
 
|-
 
|-
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|  
 
|  
 
*biome
 
*biome
| What [[biome token|biome]] this plant appears in.
+
| What {{L|biome token|biome}} this plant appears in.
  
 
|}
 
|}
  
 
==Tree Tokens==
 
==Tree Tokens==
These tokens are used only for trees.
+
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}}
 
{| {{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
 
|-
 
| TREE
 
|
 
* [[Material token|material]]
 
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.
 
  
 
|-
 
|-
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|  
 
|  
 
*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 the tree on the map. May be a number or a character inside apostrophes.
  
 
|-
 
|-
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|  
 
|  
 
*tile
 
*tile
| The tile used for (un)dead trees of this type. Defaults to 198 (╞).
+
| The tile used for (un)dead trees of this type.
  
 
|-
 
|-
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|  
 
|  
 
*tile
 
*tile
| The tile used for saplings of this tree. Defaults to 231 (τ).
+
| The tile used for saplings of this tree.
  
 
|-
 
|-
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|  
 
|  
 
*tile
 
*tile
| The tile used for dead saplings of this tree. Defaults to 231 (τ).
+
| The tile used for dead saplings of this tree.
  
 
|-
 
|-
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*background
 
*background
 
*bright
 
*bright
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).
+
| The {{L|color}} of the tree on the map.
  
 
|-
 
|-
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*background
 
*background
 
*bright
 
*bright
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).
+
| The {{L|color}} of the tree on the map when (un)dead.
  
 
|-
 
|-
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*background
 
*background
 
*bright
 
*bright
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).
+
| The {{L|color}} of saplings of this tree.
  
 
|-
 
|-
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*background
 
*background
 
*bright
 
*bright
| The [[color]] of dead saplings of this tree. Defaults to 0:0:1 (dark gray).
+
| The {{L|color}} of dead saplings of this tree.
  
 
|-
 
|-
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|  
 
|  
 
*depth
 
*depth
| The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4.
+
| The water depth at which saplings of this tree will drown. Exact behavior is unknown.
  
 
|-
 
|-
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|  
 
|  
 
*depth
 
*depth
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.
+
| The water depth at which this tree will drown. Exact behavior is unknown.
  
 
|-
 
|-
 
| SAPLING
 
| 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]"
  
 
|}
 
|}
  
 
==Crop Tokens==
 
==Crop Tokens==
These tokens are used only for plantable crops and harvestable shrubs.
 
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 
|-
 
| SPRING
 
 
| Allows the plant to grow during spring.
 
 
|-
 
| SUMMER
 
 
| Allows the plant to grow during summer.
 
 
|-
 
| AUTUMN
 
 
| Allows the plant to grow during autumn.
 
 
|-
 
| WINTER
 
 
| Allows the plant to grow during winter.
 
  
 
|-
 
|-
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|  
 
|  
 
*time
 
*time
| How long the plant takes to grow. See [[Time]]. Defaults to 300.  There are 1008 GROWDUR units in a season.
+
| How long the plant takes to grow. See {{l|Time}}.
  
 
|-
 
|-
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|  
 
|  
 
*value
 
*value
| Value of harvested plant (default 1). Appears to have no effect in version 0.31.
+
| Value of harvested plant.
  
 
|-
 
|-
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|  
 
|  
 
*tile
 
*tile
| 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).
+
| The tile used when harvested. May either be a number or letter within apostrophes(confirm?).<font color="red">Required</font>. See [[character table]].
  
 
|-
 
|-
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|  
 
|  
 
*tile
 
*tile
| The tile used when a harvested plant has wilted. Defaults to 169 (⌐).
+
| The tile used when a harvested plant has wilted.
  
 
|-
 
|-
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|  
 
|  
 
*tile
 
*tile
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (").
+
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes.
  
 
|-
 
|-
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|  
 
|  
 
*tile
 
*tile
| 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 (").
+
| What tile is used when the plant has withered. Can be either a number or a character inside apostrophes.
  
 
|-
 
|-
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|  
 
|  
 
*size
 
*size
| The maximum stack size collected when gathered via herbalism. Defaults to 5.
+
| The maximum stack size collected when gathered or harvested.
  
 
|-
 
|-
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*background
 
*background
 
*bright
 
*bright
| The [[color]] of the plant in farms. Defaults to 2:0:0 (dark green).
+
| The {{l|color}} of the plant in farms.
  
 
|-
 
|-
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*background
 
*background
 
*bright
 
*bright
| The [[color]] of the plant when wilted. Defaults to 0:0:1 (dark gray).
+
| The {{l|color}} of the plant when wilted.
  
 
|-
 
|-
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*background
 
*background
 
*bright
 
*bright
| The [[color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).
+
| The {{l|color}} of shrubs bearing this plant.
  
 
|-
 
|-
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*background
 
*background
 
*bright
 
*bright
|The [[color]] of dead shrubs that bore this plant. Defaults to 6:0:0 (brown).
+
|The {{l|color}} of dead shrubs that bore this plant.
  
 
|-
 
|-
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|  
 
|  
 
*depth
 
*depth
| The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4.
+
| The water depth at which shrubs of this plant will drown. Exact behavior is unknown.
 
 
|-
 
| DRINK
 
|
 
* [[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
 
*background
 
*bright
 
*[[Material token|material]]
 
| 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
 
|
 
*name
 
*name_plural
 
*tile
 
*foreground
 
*background
 
*bright
 
*wilt_foreground
 
*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}}
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| GRASS
 
| GRASS
 
|  
 
|  
| Makes the plant behave as a type of grass.
+
| Plant is a type of grass.
  
 
|-
 
|-
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*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.
  
 
|-
 
|-
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|
 
|
 
*period
 
*period
*offset
+
*delay
| 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.
+
| 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}}
  
 
|-
 
|-
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*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.
  
 
|-
 
|-
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*dry 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.
 
|}
 
|}
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

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