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Difference between revisions of "v0.31:Plant token"

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{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}  
+
{{quality|Exceptional|21:01, 30 March 2011 (UTC)}}{{av}}  
The default plants are stored in the plant_standard.txt file.
+
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'
Line 13: Line 15:
 
|  
 
|  
 
*name
 
*name
| The singular form of the plants name as seen in game. <font color="red">Required</font>.
+
| The singular form of the plants name as seen in game.
  
 
|-
 
|-
Line 19: Line 21:
 
|  
 
|  
 
*name
 
*name
| The plural form of the plants name as seen in game. <font color="red">Required</font>.
+
| The plural form of the plants name as seen in game.
  
 
|-
 
|-
Line 28: Line 30:
  
 
|-
 
|-
|PREFSTRING
+
| ALL_NAMES
 +
|
 +
*name
 +
| Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
 +
 
 +
|-
 +
| PREFSTRING
 
|  
 
|  
 
*reason
 
*reason
Line 34: Line 42:
  
 
|-
 
|-
| VALUE
+
| MATERIAL
 
|  
 
|  
*value
+
*material_name
| Value of harvested plant.
+
| Starts defining a new local plant material with the given name and '''no''' properties.{{verify}}
  
 
|-
 
|-
| PICKED_TILE
+
| USE_MATERIAL
 
|  
 
|  
*tile
+
*material_name
| The tile used when harvested. May either be a number or letter within apostrophes(confirm?).<font color="red">Required</font>. See [[character table]].
+
*old_material
 +
| Starts defining a new local plant material with the given name and using the properties of another local plant material.
  
 
|-
 
|-
| PICKED_COLOR
+
| USE_MATERIAL_TEMPLATE
 
|  
 
|  
*foreground
+
*material_name
*background
+
*template_name
*bright
+
| Starts defining a new local plant material with the given name and using the properties of the specified material template.
| The {{l|color}} of the plant in farms.
 
  
 
|-
 
|-
| SHRUB_TILE
+
| BASIC_MAT
 
|  
 
|  
*tile
+
* [[Material token|material]]
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes.
+
| 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.
 +
|}
 +
 
 +
==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
  
 
|-
 
|-
| DEAD_SHRUB_TILE
+
| UNDERGROUND_DEPTH
 
|  
 
|  
*tile
+
*minimum
| What tile is used when the plant has withered. Can be either a number or a character inside apostrophes.
+
*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).
 +
 
 +
|-
 +
| 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).
  
 
|-
 
|-
| SHRUB_COLOR
+
| FREQUENCY
 
|  
 
|  
*foreground
+
*freq (0-100)
*background
+
| How frequently this plant is generated in a particular area. Defaults to 50.
*bright
+
 
| The [[color]] of shrubs bearing this plant.
+
|-
 +
| WET
 +
 +
| Allows the plant to grow near water features.
 +
 
 +
|-
 +
| DRY
 +
|
 +
| Allows the plant to grow away from water features.
  
 
|-
 
|-
| DEAD_SHRUB_COLOR
+
| BIOME
 
|  
 
|  
*foreground
+
*biome
*background
+
| What [[biome token|biome]] this plant appears in.
*bright
 
|The [[color]] of dead shrubs that bore this plant.
 
  
 
|}
 
|}
  
==Plant Materials==
+
==Tree Tokens==
Materials defined within a plant can be modified by all valid material tokens and may only be accessed by the local plant.
+
These tokens are used only for trees.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 91: Line 131:
 
! width="20%" | Arguments
 
! width="20%" | Arguments
 
! width="60%" | Description
 
! width="60%" | Description
 +
 
|-
 
|-
| USE_MATERIAL_TEMPLATE
+
| TREE
 
|  
 
|  
*material_name
+
* [[Material token|material]]
*template_name
+
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.
| 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
+
| AUTUMNCOLOR
 
|  
 
|  
*material_type
+
| Makes the tree turn yellow, orange, and red in Autumn, then lose its leaves in Winter.
*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.
 
  
 
|-
 
|-
| TREE
+
| TREE_TILE
 
|  
 
|  
*material_type
+
*tile
*material_name
+
| The tile used for the tree on the map. May be a number or a character inside apostrophes. Defaults to 24 (↑).
| The material to use for trees made of this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
 
  
 
|-
 
|-
| LEAVES
+
| DEAD_TREE_TILE
 
|  
 
|  
*name
 
*name_plural
 
 
*tile
 
*tile
*foreground
+
| The tile used for (un)dead trees of this type. Defaults to 198 (╞).
*background
 
*bright
 
*wilt_foreground
 
*wilt_background
 
*wilt_bright
 
*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.
 
  
 
|-
 
|-
|SEED
+
| SAPLING_TILE
 
|  
 
|  
*name
+
*tile
*name_plural
+
| The tile used for saplings of this tree. Defaults to 231 (τ).
*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.
 
  
 
|-
 
|-
| DRINK
+
| DEAD_SAPLING_TILE
 
|  
 
|  
*material_type
+
*tile
*material_name
+
| The tile used for dead saplings of this tree. Defaults to 231 (τ).
| The material to be used for drinks made from this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
 
  
 
|-
 
|-
| MILL
+
| TREE_COLOR
 
|  
 
|  
*material_type
+
*foreground
*material_name
+
*background
| The material to be used by the ground version of this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
+
*bright
 +
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).
  
 
|-
 
|-
|THREAD
+
| DEAD_TREE_COLOR
 
|  
 
|  
*material_type
+
*foreground
*material_name
+
*background
| The material of threads made from this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
+
*bright
 +
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).
  
 
|-
 
|-
|EXTRACT_BARREL
+
| SAPLING_COLOR
 
|  
 
|  
*material_type
+
*foreground
*material_name
+
*background
| 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.
+
*bright
 +
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).
  
 
|-
 
|-
| EXTRACT_VIAL
+
| DEAD_SAPLING_COLOR
 
|  
 
|  
*material_type
+
*foreground
*material_name
+
*background
| 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}}.
+
*bright
 +
| The [[color]] of dead saplings of this tree. Defaults to 0:0:1 (dark gray).
  
 
|-
 
|-
| EXTRACT_STILL_VIAL
+
| SAPLING_DROWN_LEVEL
 
|  
 
|  
*material_type
+
*depth
*material_name
+
| The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4.
| 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}}.
 
  
 
|-
 
|-
| EXTRACT_STORAGE
+
| TREE_DROWN_LEVEL
 
|  
 
|  
*storage_type (BARREL or FLASK)
+
*depth
| Used in material definitions, defines where the new material is stored.
+
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.
  
 
|-
 
|-
| EDIBLE_VERMIN
+
| SAPLING
 
|   
 
|   
| Used in material definitions, lets vermin eat this part of the plant.
+
| Makes young versions of the tree be called "[tree name] sapling"; otherwise, they are called "young [tree name]".
  
|-
+
|}
| EDIBLE_RAW
 
 
| Used in material definitions, lets entities eat this part of the plant raw. Not mutually exclusive with EDIBLE_COOKED.
 
 
 
|-
 
| EDIBLE_COOKED
 
 
| Used in material definition, allows entities to cook this part of the plant. Not mutually exclusive with EDIBLE_RAW.
 
  
|}
+
==Crop Tokens==
 +
These tokens are used only for plantable crops and harvestable shrubs.
  
==Growing Tokens==
 
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- style='background-color:#ddd'
 
|- style='background-color:#ddd'
Line 211: Line 226:
 
! 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 244: Line 248:
  
 
|-
 
|-
| WET
+
| GROWDUR
|
+
|  
| Allows the plant to grow near water features.
+
*time
 +
| How long the plant takes to grow. See [[Time]]. Defaults to 300.  There are 1008 GROWDUR units in a season.
  
 
|-
 
|-
| DRY
+
| VALUE
|
+
|  
| Allows the plant to gruw away from water features.
+
*value
 +
| Value of harvested plant (default 1). Appears to have no effect in version 0.31.
  
 
|-
 
|-
| EVIL
+
| PICKED_TILE
|
+
|  
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].
+
*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).
  
 
|-
 
|-
| GOOD
+
| DEAD_PICKED_TILE
|
+
|  
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].
+
*tile
 +
| The tile used when a harvested plant has wilted. Defaults to 169 (⌐).
  
 
|-
 
|-
| SAVAGE
+
| SHRUB_TILE
|
+
|  
| Restricts the plant to growing in Savage regions (regardless of alignment).
+
*tile
 +
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (").
  
 
|-
 
|-
| FREQUENCY
+
| DEAD_SHRUB_TILE
 
|  
 
|  
*freq (0-100)
+
*tile
| How frequently shrubs of this plant are generated in a particular area.
+
| 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 (").
  
 
|-
 
|-
Line 278: Line 287:
 
|  
 
|  
 
*size
 
*size
| The maximum stack size collected when gathered or harvested.
+
| The maximum stack size collected when gathered via herbalism. Defaults to 5.
  
 
|-
 
|-
| UNDERGROUND_DEPTH
+
| PICKED_COLOR
 
|  
 
|  
*minimum
+
*foreground
*maximum
+
*background
| 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.
+
*bright
 
+
| The [[color]] of the plant in farms. Defaults to 2:0:0 (dark green).
|}
 
 
 
==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
+
| DEAD_PICKED_COLOR
 
|  
 
|  
| Makes the tree turn yellow, orange, and red in Autumn.
+
*foreground
 +
*background
 +
*bright
 +
| The [[color]] of the plant when wilted. Defaults to 0:0:1 (dark gray).
  
 
|-
 
|-
|TREE_TILE
+
| SHRUB_COLOR
 
|  
 
|  
*tile
+
*foreground
| The tile used for the tree on the map. May be a number or a character inside apostrophes.
+
*background
 +
*bright
 +
| The [[color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).
  
 
|-
 
|-
| TREE_COLOR
+
| DEAD_SHRUB_COLOR
 
|  
 
|  
 
*foreground
 
*foreground
 
*background
 
*background
 
*bright
 
*bright
| The [[color]] of the tree on the map.
+
|The [[color]] of dead shrubs that bore this plant. Defaults to 6:0:0 (brown).
  
 
|-
 
|-
| DEAD_TREE_COLOR
+
| SHRUB_DROWN_LEVEL
 +
|
 +
*depth
 +
| The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4.
 +
 
 +
|-
 +
| 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
 
|  
 
|  
*foreground
+
* [[Material token|material]]
*background
+
| 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.
*bright
 
| The [[color]] of the tree on the map when (un)dead.
 
  
 
|-
 
|-
| SAPLING
+
| THREAD
|
+
|  
| Makes young versions of the tree be called "[tree name] sapling"; otherwise, they are called "young [tree name]"
+
* [[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.
  
 
|-
 
|-
| SAPLING_COLOR
+
| SEED
 
|  
 
|  
 +
*name
 +
*name_plural
 
*foreground
 
*foreground
 
*background
 
*background
 
*bright
 
*bright
| The [[color]] of saplings of this tree.
+
*[[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.
  
 
|-
 
|-
| DEAD_SAPLING_COLOR
+
| LEAVES
 
|  
 
|  
 +
*name
 +
*name_plural
 +
*tile
 
*foreground
 
*foreground
 
*background
 
*background
 
*bright
 
*bright
| The [[color]] of dead saplings of this tree.
+
*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}}
Line 359: Line 403:
 
| GRASS
 
| GRASS
 
|  
 
|  
| Plant is a type of grass.
+
| Makes the plant behave as a type of grass.
 +
 
 
|-
 
|-
 
| GRASS_TILES
 
| GRASS_TILES
Line 367: Line 412:
 
*tile
 
*tile
 
*tile
 
*tile
|Tiles for a surface covered in grass.
+
| 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
 
| ALT_GRASS_TILES
Line 375: Line 428:
 
*tile
 
*tile
 
*tile
 
*tile
|Grass tiles will alternate between these and GRASS_TILES. Currently used for wormy tendrils and eyeballs.
+
| 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
 
| GRASS_COLORS
Line 383: Line 437:
 
*dry color (fore:back:bright)
 
*dry color (fore:back:bright)
 
*dead color (fore:back:bright)
 
*dead color (fore:back:bright)
|Colors of grass tiles.
+
| 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).
|-
 
| ALT_PERIOD
 
|
 
*delay 1
 
*delay 2
 
|How often the grass switches between alternate tiles - the first number is how long it waits before switching to the alt tile, and the second number is how long it waits before switching back.
 
 
|}
 
|}
 
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

Latest revision as of 03:12, 30 December 2011

This article is about an older version of DF.

The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.

Basic Tokens[edit]

These tokens are specified for all plants and define their most basic characteristics.

Token Arguments Description
NAME
  • name
The singular form of the plants name as seen in game.
NAME_PLURAL
  • name
The plural form of the plants name as seen in game.
ADJ
  • adjective
The word or phrase used to describe items made from this plant.
ALL_NAMES
  • name
Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
PREFSTRING
  • reason
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
MATERIAL
  • material_name
Starts defining a new local plant material with the given name and no properties.[Verify]
USE_MATERIAL
  • material_name
  • old_material
Starts defining a new local plant material with the given name and using the properties of another local plant material.
USE_MATERIAL_TEMPLATE
  • material_name
  • template_name
Starts defining a new local plant material with the given name and using the properties of the specified material template.
BASIC_MAT 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.

Environment Tokens[edit]

These tokens, also applicable to all plants, specify where the plants grow.

Token Arguments Description
UNDERGROUND_DEPTH
  • minimum
  • maximum
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 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
  • freq (0-100)
How frequently this plant is generated in a particular area. Defaults to 50.
WET Allows the plant to grow near water features.
DRY Allows the plant to grow away from water features.
BIOME
  • biome
What biome this plant appears in.

Tree Tokens[edit]

These tokens are used only for trees.

Token Arguments Description
TREE Makes the plant into a tree. Cutting down the tree will yield logs made of this material.
AUTUMNCOLOR Makes the tree turn yellow, orange, and red in Autumn, then lose its leaves in Winter.
TREE_TILE
  • tile
The tile used for the tree on the map. May be a number or a character inside apostrophes. Defaults to 24 (↑).
DEAD_TREE_TILE
  • tile
The tile used for (un)dead trees of this type. Defaults to 198 (╞).
SAPLING_TILE
  • tile
The tile used for saplings of this tree. Defaults to 231 (τ).
DEAD_SAPLING_TILE
  • tile
The tile used for dead saplings of this tree. Defaults to 231 (τ).
TREE_COLOR
  • foreground
  • background
  • bright
The color of the tree on the map. Defaults to 2:0:0 (dark green).
DEAD_TREE_COLOR
  • foreground
  • background
  • bright
The color of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).
SAPLING_COLOR
  • foreground
  • background
  • bright
The color of saplings of this tree. Defaults to 2:0:0 (dark green).
DEAD_SAPLING_COLOR
  • foreground
  • background
  • bright
The color of dead saplings of this tree. Defaults to 0:0:1 (dark gray).
SAPLING_DROWN_LEVEL
  • depth
The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4.
TREE_DROWN_LEVEL
  • depth
The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.
SAPLING Makes young versions of the tree be called "[tree name] sapling"; otherwise, they are called "young [tree name]".

Crop Tokens[edit]

These tokens are used only for plantable crops and harvestable shrubs.

Token Arguments 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.
GROWDUR
  • time
How long the plant takes to grow. See Time. Defaults to 300. There are 1008 GROWDUR units in a season.
VALUE
  • value
Value of harvested plant (default 1). Appears to have no effect in version 0.31.
PICKED_TILE
  • tile
The tile used when harvested. May either be a number or letter within apostrophes(confirm?). See character table. Defaults to 231 (τ).
DEAD_PICKED_TILE
  • tile
The tile used when a harvested plant has wilted. Defaults to 169 (⌐).
SHRUB_TILE
  • tile
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
  • 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 (").
CLUSTERSIZE
  • size
The maximum stack size collected when gathered via herbalism. Defaults to 5.
PICKED_COLOR
  • foreground
  • background
  • bright
The color of the plant in farms. Defaults to 2:0:0 (dark green).
DEAD_PICKED_COLOR
  • foreground
  • background
  • bright
The color of the plant when wilted. Defaults to 0:0:1 (dark gray).
SHRUB_COLOR
  • foreground
  • background
  • bright
The color of shrubs bearing this plant. Defaults to 2:0:0 (dark green).
DEAD_SHRUB_COLOR
  • foreground
  • background
  • bright
The color of dead shrubs that bore this plant. Defaults to 6:0:0 (brown).
SHRUB_DROWN_LEVEL
  • depth
The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4.
DRINK Permits brewing the plant into alcohol made of this material. Said material should have [ALCOHOL_PLANT] to permit proper stockpiling.
MILL 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 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
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
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 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 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 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[edit]

These tokens are used only for grasses.

Token Arguments 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).