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Editing 23a:Entity token

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| MOUNTAIN_SETTLEMENTS
 
| MOUNTAIN_SETTLEMENTS
 
|
 
|
| Causes sites to be placed adjacent to mountains. Also specifies Dwarven-style caravans.
+
| Causes sites to be placed adjacent to mountains.
  
 
|-
 
|-
 
| FOREST_SETTLEMENTS
 
| FOREST_SETTLEMENTS
 
|  
 
|  
| Causes sites to be placed in forests. Also specifies Elven-style caravans and diplomats.
+
| Causes sites to be placed in forests.
  
 
|-
 
|-
 
| PLAINS_SETTLEMENTS
 
| PLAINS_SETTLEMENTS
 
|  
 
|  
| Causes sites to be placed in plains. Also specifies Human-style caravans and diplomats.
+
| Causes sites to be placed in plains.
 +
 
 
|}
 
|}
 +
  
 
== Flavor ==
 
== Flavor ==
Line 78: Line 80:
 
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.
 
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.
 
[TRANSLATION:DWARF]
 
[TRANSLATION:DWARF]
 +
 +
|-
 +
| CULL_SYMBOL
 +
|
 +
* noun
 +
* symbol
 +
| ALL
 +
Causes the entity to not use the words in these SYM sets.
 +
[CULL_SYMBOL:ALL:UGLY]
  
 
|-
 
|-
Line 84: Line 95:
 
* noun
 
* noun
 
* symbol
 
* symbol
| ALL, CIV, SITE
+
| Causes the entity to more often use these symbols in the particular SYM set.
Causes the entity to more often use these symbols in the particular SYM set.
 
 
[SELECT_SYMBOL:ALL:PEACE]
 
[SELECT_SYMBOL:ALL:PEACE]
  
 
|-
 
|-
| CULL_SYMBOL
+
| METAL_PREF
 +
|
 +
| Causes the entity to use only [[iron]] for weapons and armor. Without this token, the entity will randomly use [[copper]], [[bronze]], and [[iron]].
 +
 
 +
|-
 +
| STONE_PREF
 +
|
 +
|
 +
 
 +
|-
 +
| WOOD_PREF
 +
|
 +
| Causes members to use wooden armor, shields, and weapons, as elves do.
 +
 
 +
|-
 +
| GEM_PREF
 
|
 
|
* noun
+
|  
* symbol
 
| Causes the entity to not use the words in these SYM sets.
 
[CULL_SYMBOL:ALL:UGLY]
 
  
 
|}
 
|}
Line 108: Line 130:
 
| AMBUSHER
 
| AMBUSHER
 
|  
 
|  
| Sends bowmen that sneak around and shoot at straggling members of your society, possibly also accompanied by a [[Druid]].
+
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots.
  
 
|-
 
|-
 
| BABYSNATCHER
 
| BABYSNATCHER
 
|
 
|
| Sends thieves to steal babies. Also causes sieges as population increases.
+
| Sends thieves to steal babies. May also cause sieges as population increases.
  
 
|-
 
|-
Line 123: Line 145:
 
| SIEGER
 
| SIEGER
 
|
 
|
| When attacking, will start campfires and wait around at the edge of your map for up to a year.
+
| Will start campfires and wait around at the edge of your map for a month or two, before charging.
 +
 
 
|}
 
|}
  
Line 234: Line 257:
 
| USE_EVIL_ANIMALS
 
| USE_EVIL_ANIMALS
 
|
 
|
| Don't have it -> EVIL creatures skipped. This token also allows evil non-intelligent [[cave river]] and [[chasm]] creatures (such as [[troll]]s) to be used as minions during sieges.
+
| Don't have it -> EVIL creatures skipped.
  
 
|-
 
|-
 
| COMMON_DOMESTIC_MOUNT
 
| COMMON_DOMESTIC_MOUNT
 
|
 
|
| If a creature has MOUNT and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
+
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
  
 
|-
 
|-
 
| COMMON_DOMESTIC_PACK
 
| COMMON_DOMESTIC_PACK
 
|
 
|
| If a creature has PACK_ANIMAL and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
+
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
  
 
|-
 
|-
Line 254: Line 277:
 
| COMMON_DOMESTIC_PULL
 
| COMMON_DOMESTIC_PULL
 
|
 
|
| If a creature has WAGON_PULLER and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
+
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
  
 
|-
 
|-
 
| RIVER_PRODUCTS
 
| RIVER_PRODUCTS
 
|
 
|
| Allow civ to use river products (including [[jade]]) in the goods it has available for trade.
+
| Allow civ to use river products in the goods it has available for trade.
  
 
|-
 
|-
 
| OCEAN_PRODUCTS
 
| OCEAN_PRODUCTS
 
|
 
|
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade.
+
| Allow civ to use ocean products in the goods it has available for trade.
  
 
|-
 
|-
Line 285: Line 308:
 
|
 
|
 
| Civ members will wear things made of spider silk and other subterranean materials.
 
| Civ members will wear things made of spider silk and other subterranean materials.
 
|-
 
| METAL_PREF
 
|
 
| Gives the entity access to most types of metals (excluding steel and adamantine) and allows it to use them for cages, crafts, and decorations. Also allows the entity to use [[iron]] for weapons and armor.
 
  
 
|-
 
|-
 
| MINOR_METAL
 
| MINOR_METAL
 
|
 
|
| Allows the entity to use [[copper]] for weapons and armor.
+
| Will always use [[copper]].
 
 
|-
 
| STONE_PREF
 
|
 
| Gives the entity access to all types of stone and allows it to use them for crafts and decorations.
 
 
 
|-
 
| WOOD_PREF
 
|
 
| Makes the entity use [[wood]] for weapons, armor, and cages. If not specified, the entity randomly gains access to [[iron]], [[bronze]], or [[copper]] for weapons and armor (in addition to anything granted by [METAL_PREF] or [MINOR_METAL]).
 
 
 
|-
 
| GEM_PREF
 
|
 
| Gives the entity access to all types of gems and allows it to use them for crafts and decorations.
 
  
 
|}
 
|}
 
==Site Type==
 
Site types are determined in several different ways:
 
* Entities with [NUISANCE] will live in Caves
 
* Entities with [BABYSNATCHER] will live in Dark Fortresses
 
* Entities with [CIV_CONTROLLABLE] will live in Mountain Halls
 
* Entities with [FOREST_SETTLEMENTS] will live in Forest Retreats
 
* All other entities will live in Towns.
 
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

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