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Editing Plant token
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− | {{Quality| | + | {{Quality|Unrated}} |
{{av}} | {{av}} | ||
{{Modding}} | {{Modding}} | ||
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*material_name | *material_name | ||
*template_name | *template_name | ||
− | | Starts defining a new local plant material with the name | + | | Starts defining a new local plant material with the given name and using the properties of the specified material template. May be followed with material definition tokens to further define its properties or change the properties imported from the template material. |
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* [[Material token|material]] | * [[Material token|material]] | ||
− | | Sets the basic material of the plant | + | | 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. |
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| {{text anchor|WET}} | | {{text anchor|WET}} | ||
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− | | Restricts the plant to grow near natural water features. A plant with [WET] may be very common or very rare in an area, depending on how many water features that area has. Note that they will not grow next to dwarf-filled channels, since it explicitly checks the tile type | + | | Restricts the plant to grow near natural water features. A plant with [WET] may be very common or very rare in an area, depending on how many water features that area has. Note that they will not grow next to dwarf-filled channels, since it explicitly checks if the tile type is "River", "River Slope", "River Source", "Waterfall" (used back in 40d for underground rivers), "Brook", "Murky Pool", or "Murky Pool Slope". |
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| {{text anchor|DRY}} | | {{text anchor|DRY}} | ||
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− | | | + | | Allows the plant to grow away from water features. |
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*name | *name | ||
| Defines a plant growth. Takes the below tokens as arguments. | | Defines a plant growth. Takes the below tokens as arguments. | ||
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| {{text anchor|GROWTH_TRUNK_HEIGHT_PERC}} | | {{text anchor|GROWTH_TRUNK_HEIGHT_PERC}} | ||
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− | * | + | *integer:integer |
− | + | | Controls the height on the trunk above which the growth begins to appear. The first integer is the percent of the trunk height where the growth begins appearing: 0 will cause growths to appear along the entire trunk above the first tile; 100 will cause growths to appear only at the topmost trunk tile. | |
− | | Controls the height on the trunk above which the growth begins to appear. The first | ||
The second integer currently ''must'' be -1, but might be intended to control whether it counts height starting from the bottom or top. | The second integer currently ''must'' be -1, but might be intended to control whether it counts height starting from the bottom or top. | ||
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*integer | *integer | ||
− | | Similar to [[Plant_token#BRANCH_DENSITY|BRANCH_DENSITY]] for thick branches. | + | | Similar to [[Plant_token#BRANCH_DENSITY|BRANCH_DENSITY]] for thick branches. Values outside 0-3 can cause crashes. {{bug|10419}} |
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*integer | *integer | ||
− | | Similar as [[Plant_token#BRANCH_RADIUS|BRANCH_DENSITY]] for thick branches. | + | | Similar as [[Plant_token#BRANCH_RADIUS|BRANCH_DENSITY]] for thick branches. |
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*size | *size | ||
− | | The maximum stack size collected when gathered via herbalism (possibly also from farm plots?). Defaults to 5 | + | | The maximum stack size collected when gathered via herbalism (possibly also from farm plots?). Defaults to 5. |
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* [[Material token|material]] | * [[Material token|material]] | ||
− | | Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material and allows its use in entity resources. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling | + | | Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material and allows its use in entity resources. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling. |
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