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v0.31:Plant token

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Revision as of 21:01, 30 March 2011 by Quietust (talk | contribs) (→‎Crop Tokens: CLUSTERSIZE doesn't apply to farm plots - despite all having [CLUSTERSIZE:5], harvested stack sizes can reach 6 without fertilizer (and11 with fertilizer))
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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

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.")
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 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. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling.

Environment Tokens

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 Template:L is subterranean. Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.
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.
WET Allows the plant to grow near water features.
DRY Allows the plant to grow away from water features.
BIOME
  • biome
What Template:L this plant appears in.

Tree Tokens

These tokens are used only for trees.

Token Arguments Description
TREE Makes the plant into a Template:L. 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.
DEAD_TREE_TILE
  • tile
The tile used for (un)dead trees of this type.
SAPLING_TILE
  • tile
The tile used for saplings of this tree.
DEAD_SAPLING_TILE
  • tile
The tile used for dead saplings of this tree.
TREE_COLOR
  • foreground
  • background
  • bright
The Template:L of the tree on the map.
DEAD_TREE_COLOR
  • foreground
  • background
  • bright
The Template:L of the tree on the map when (un)dead.
SAPLING_COLOR
  • foreground
  • background
  • bright
The Template:L of saplings of this tree.
DEAD_SAPLING_COLOR
  • foreground
  • background
  • bright
The Template:L of dead saplings of this tree.
SAPLING_DROWN_LEVEL
  • depth
The water depth at which saplings of this tree will drown. Exact behavior is unknown.
TREE_DROWN_LEVEL
  • depth
The water depth at which this tree will drown. Exact behavior is unknown.
SAPLING Makes young versions of the tree be called "[tree name] sapling"; otherwise, they are called "young [tree name]"

Crop Tokens

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 Template:L.
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 character table.
DEAD_PICKED_TILE
  • tile
The tile used when a harvested plant has wilted.
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.
CLUSTERSIZE
  • size
The maximum stack size collected when gathered via herbalism.
PICKED_COLOR
  • foreground
  • background
  • bright
The Template:L of the plant in farms.
DEAD_PICKED_COLOR
  • foreground
  • background
  • bright
The Template:L of the plant when wilted.
SHRUB_COLOR
  • foreground
  • background
  • bright
The Template:L of shrubs bearing this plant.
DEAD_SHRUB_COLOR
  • foreground
  • background
  • bright
The Template:L of dead shrubs that bore this plant.
SHRUB_DROWN_LEVEL
  • depth
The water depth at which shrubs of this plant will drown. Exact behavior is unknown.
DRINK Permits brewing the plant into Template:L made of this material. Said material should have [ALCOHOL_PLANT] to permit proper stockpiling.
MILL Permits milling the plant at a Template:L or Template:L 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 Template:L to yield threads made of this material. Said material should have [THREAD_PLANT] to permit proper stockpiling.
SEED
  • name
  • name_plural
  • foreground
  • background
  • bright
  • Template:L
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
  • Template:L
Permits processing the plant into a Template:L at a Template:L 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 Template:L at a Template:L to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].
EXTRACT_VIAL Permits processing the plant into a Template:L at a Template:L to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].
EXTRACT_BARREL Permits processing the plant into a Template:L at a Template:L to yield extract made of this material. Said material should have [EXTRACT_STORAGE:BARREL].

Grass Tokens

These tokens are used only for Template:Les.

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 enabled in d_init.txt, only the first tile will be used.
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 "offst" 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.
ALT_GRASS_TILES
  • tile
  • tile
  • tile
  • tile
When used with ALT_PERIOD, specifies the 4 alternate tiles used to represent grass of this type.
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. By default, the colors (in order) are bright green, dark green, yellow, and brown.