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v0.31:Plant token

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Revision as of 19:47, 20 November 2010 by Khym Chanur (talk | contribs) (→‎Growing Tokens: UNDERGROUND_DEPTH: dwarf civs only export level one stuff)
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This article is about an older version of DF.

The default plants are stored in the plant_standard.txt file.

Basic Tokens

Token Arguments Description
PLANT
  • name
The ID of this plant used by the game. Required.
NAME
  • name
The singular form of the plants name as seen in game. Required.
NAME_PLURAL
  • name
The plural form of the plants name as seen in game. Required.
ADJ
  • adjective
The word or phrase used to describe items made from this plant.
PREFSTRING
  • reason
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
VALUE
  • value
Value of harvested plant.
PICKED_TILE
  • tile
The tile used when harvested. May either be a number or letter within apostrophes(confirm?).Required. See Template:L.
PICKED_COLOR
  • foreground
  • background
  • bright
The Template:L of the plant in farms.
SHRUB_TILE
  • tile
What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes.
DEAD_SHRUB_TILE
  • tile
What tile is used when the plant has withered. Can be either a number or a character inside apostrophes.
SHRUB_COLOR
  • foreground
  • background
  • bright
The color of shrubs bearing this plant.
DEAD_SHRUB_COLOR
  • foreground
  • background
  • bright
The color of dead shrubs that bore this plant.

Plant Materials

Materials defined within a plant can be modified by all valid material tokens and may only be accessed by the local plant.

Token Arguments 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.
BASIC_MAT
  • material_type
  • 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
  • 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.
LEAVES
  • name
  • name_plural
  • tile
  • foreground
  • 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
  • name
  • 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.
DRINK
  • material_type
  • 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.
MILL
  • material_type
  • 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.
THREAD
  • material_type
  • material_name
The material of threads made from this plant. material_type is LOCAL_PLANT_MAT for materials defined in the plant.
EXTRACT_BARREL
  • material_type
  • material_name
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.
EXTRACT_VIAL
  • material_type
  • material_name
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 Template:L, not a Template:L.
EXTRACT_STILL_VIAL
  • material_type
  • material_name
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 Template:L, not a Template:L.
EXTRACT_STORAGE
  • storage_type (BARREL or FLASK)
Used in material definitions, defines where the new material is stored.
EDIBLE_VERMIN Used in material definitions, lets vermin eat this part of the plant.
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.

Growing Tokens

Token Arguments Description
GROWDUR
  • time
How long the plant takes to grow. See Template:L.
BIOME
  • biome
What Template:L this plant appears in.
SPRING This plant may be planted and will grow in the spring. Not mutually exclusive with other season tokens.
SUMMER This plant may be planted and will grow during the summer. Not mutually exclusive with other season tokens.
AUTUMN This plant may be planted and will grow during the autumn. Not mutually exclusive with other season tokens.
WINTER This plant may be planted and will grow during the winter. Not mutually exclusive with other season tokens.
WET This plant appears near water features. Not mutually exclusive with the DRY token.
DRY This plant appears away from water features. Not mutually exclusive with the WET token.
EVIL This plant appears only in evil biomes. Mutually exclusive with GOOD.
GOOD This plant appears only in good biomes. Mutually exclusive with EVIL.
SAVAGE This plant appears only in savage biomes. Not mutually exclusive with GOOD or EVIL.
FREQUENCY
  • freq (0-100)
How frequently shrubs of this plant are generated in a particular area.
CLUSTERSIZE
  • size
The maximum stack size collected when gathered or harvested.
UNDERGROUND_DEPTH
  • minimum
  • maximum
Designates the highest and lowest levels that the plant can appear in if its Template:L 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.

Token Arguments Description
AUTUMNCOLOR
  • foreground
  • background
  • bright
The color that this tree turns in Autumn.
TREE_TILE
  • tile
The tile used for the tree on the map. May be a number or a character inside apostrophes.
TREE_COLOR
  • foreground
  • background
  • bright
The color of the tree on the map.
DEAD_TREE_COLOR
  • foreground
  • background
  • bright
The color of the tree on the map when dead.
SAPLING Marks this tree as having a sapling stage(?).
SAPLING_COLOR
  • foreground
  • background
  • bright
The color of the tree when it is a sapling.
DEAD_SAPLING_COLOR
  • foreground
  • background
  • bright
The color of the tree when it is a dead sapling.