v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing 40d:Entity token
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | + | These tokens define entities, or [[civilizations]], in entity_*.txt files. | |
− | These | ||
== Gameplay == | == Gameplay == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
| ADVENTURE_TIER | | ADVENTURE_TIER | ||
| order | | order | ||
− | | Allows adventure mode. | + | | Allows adventure mode. Dwarfs, Elves, and Humans take up tier 3, 2, and 1 respectfully. It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers go upward. So you should put a new adventure entity above the Dwarves. Not at the end of the file. |
[ADVENTURE_TIER:4] | [ADVENTURE_TIER:4] | ||
Line 19: | Line 17: | ||
| INDIV_CONTROLLABLE | | INDIV_CONTROLLABLE | ||
| | | | ||
− | | Allows the "Play Now!" option adventure mode. | + | | Allows the "Play Now!" option adventure mode. The entity must have a ADVENTURE_TIER token for this too work. |
|- | |- | ||
Line 29: | Line 27: | ||
| CREATURE | | CREATURE | ||
| creature | | creature | ||
− | | | + | | If there is more then one CREATURE token the entity will pick one of them at random to populate when generated.{{verify}} |
[CREATURE:DWARF] | [CREATURE:DWARF] | ||
Line 36: | Line 34: | ||
== Placement == | == Placement == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
Line 59: | Line 56: | ||
| DEFAULT_SITE_TYPE | | DEFAULT_SITE_TYPE | ||
| site type | | site type | ||
− | | | + | | Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
[DEFAULT_SITE_TYPE:CAVE_DETAILED] | [DEFAULT_SITE_TYPE:CAVE_DETAILED] | ||
Line 81: | Line 71: | ||
[TOLERATES_SITE:CITY] | [TOLERATES_SITE:CITY] | ||
− | | | + | |} |
− | |||
− | |||
− | |||
− | |||
− | |||
== Population == | == Population == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
| START_GROUP_NUMBER | | START_GROUP_NUMBER | ||
| number | | number | ||
− | | Number of breeding couples to start with per entity | + | | Number of breeding couples to start with per entity. |
[START_GROUP_NUMBER:10] | [START_GROUP_NUMBER:10] | ||
Line 122: | Line 106: | ||
|} | |} | ||
+ | |||
== Flavor == | == Flavor == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 146: | Line 119: | ||
* metal token | * metal token | ||
* value | * value | ||
− | | What kind of metals the civ uses for coin minting | + | | What kind of metals the civ uses for coin minting. |
[CURRENCY:SILVER:5] | [CURRENCY:SILVER:5] | ||
Line 165: | Line 138: | ||
| CREATURE, PLANT, TREE, SHAPE, ITEM | | CREATURE, PLANT, TREE, SHAPE, ITEM | ||
0-25600 | 0-25600 | ||
− | |||
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512] | [ART_IMAGE_ELEMENT_MODIFIER:TREE:512] | ||
Line 174: | Line 146: | ||
* number | * number | ||
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600 | | ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600 | ||
− | |||
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] | [ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] | ||
− | |||
− | |||
|- | |- | ||
Line 183: | Line 152: | ||
| language | | language | ||
| What language raw the entity uses. | | What language raw the entity uses. | ||
− | |||
[TRANSLATION:DWARF] | [TRANSLATION:DWARF] | ||
|- | |- | ||
− | | | + | | CULL_SYMBOL |
| | | | ||
* noun | * noun | ||
* symbol | * symbol | ||
− | | ALL | + | | ALL, CIV, SITE |
− | Causes the entity to | + | Causes the entity to not use the words in these SYM sets. |
− | [ | + | [CULL_SYMBOL:ALL:UGLY] |
|- | |- | ||
− | | | + | | SELECT_SYMBOL |
| | | | ||
* noun | * noun | ||
* symbol | * symbol | ||
− | | Causes the entity to | + | | Causes the entity to always use the words in these SYM sets. |
− | + | [CULL_SYMBOL:ALL:PEACE] | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [CULL_SYMBOL:ALL: | ||
|- | |- | ||
Line 215: | Line 175: | ||
| see [[color]] | | see [[color]] | ||
| | | | ||
− | |||
[FRIENDLY_COLOR:1:0:1] | [FRIENDLY_COLOR:1:0:1] | ||
Line 221: | Line 180: | ||
| METAL_PREF | | METAL_PREF | ||
| | | | ||
− | | | + | | Enables creatures of this entity to have a preference for one or more metals. |
|- | |- | ||
| STONE_PREF | | STONE_PREF | ||
| | | | ||
− | | Enables creatures of this entity to | + | | Enables creatures of this entity to have a preference for one or more stones. |
|- | |- | ||
| WOOD_PREF | | WOOD_PREF | ||
| | | | ||
− | | | + | | Enables creatures of this entity to have a preference for one or more types of wood. |
|- | |- | ||
| GEM_PREF | | GEM_PREF | ||
| | | | ||
− | | Enables creatures of this entity to | + | | Enables creatures of this entity to have a preference for one or more gems. |
|- | |- | ||
| UNDEAD_CANDIDATE | | UNDEAD_CANDIDATE | ||
| | | | ||
− | | | + | | Entity can be used to make the undead in ruins. |
|} | |} | ||
+ | |||
== Religion == | == Religion == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
| RELIGION | | RELIGION | ||
| type | | type | ||
− | | REGIONAL_FORCE | + | | REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER |
− | |||
− | PANTHEON | ||
− | |||
− | |||
− | |||
− | |||
− | |||
[RELIGION:PANTHEON] | [RELIGION:PANTHEON] | ||
Line 268: | Line 220: | ||
| RELIGION_SPHERE | | RELIGION_SPHERE | ||
| sphere | | sphere | ||
− | | Can | + | | Can by any available [[Sphere]]. Multiple entries are possible. |
[RELIGION_SPHERE:FORTRESSES] | [RELIGION_SPHERE:FORTRESSES] | ||
Line 277: | Line 229: | ||
* number | * number | ||
| | | | ||
− | |||
[SPHERE_ALIGNMENT:TREES:512] | [SPHERE_ALIGNMENT:TREES:512] | ||
|} | |} | ||
+ | |||
== Leadership == | == Leadership == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
Line 301: | Line 252: | ||
|- | |- | ||
| LEADER_TYPE | | LEADER_TYPE | ||
− | | [[ | + | | [[Profession tokens|profession]] |
− | | Makes the leader | + | | Makes the leader this profession, uses tileset professions. |
[LEADER_TYPE:MASTER_THIEF] | [LEADER_TYPE:MASTER_THIEF] | ||
|- | |- | ||
| SITE_LEADER_TYPE | | SITE_LEADER_TYPE | ||
− | | [[ | + | | [[Profession tokens|profession]] |
| Makes the minor leaders this profession, uses tileset professions. | | Makes the minor leaders this profession, uses tileset professions. | ||
[SITE_LEADER_TYPE:MASTER_THIEF] | [SITE_LEADER_TYPE:MASTER_THIEF] | ||
Line 319: | Line 270: | ||
== Behavior == | == Behavior == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| ABUSE_BODIES | | ABUSE_BODIES | ||
| | | | ||
− | | | + | | Heads on pikes, possible others? |
|- | |- | ||
| ACTIVE_SEASON | | ACTIVE_SEASON | ||
| season | | season | ||
− | | the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you | + | | the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you. |
[ACTIVE_SEASON:AUTUMN] | [ACTIVE_SEASON:AUTUMN] | ||
Line 357: | Line 289: | ||
| AMBUSHER | | AMBUSHER | ||
| | | | ||
− | | When invading sneaks around and shoots at straggling members of your society | + | | When invading sneaks around and shoots at straggling members of your society. |
|- | |- | ||
| AT_PEACE_WITH_WILDLIFE | | AT_PEACE_WITH_WILDLIFE | ||
| | | | ||
− | | | + | | will not attack wildlife. |
|- | |- | ||
| BABYSNATCHER | | BABYSNATCHER | ||
− | + | ||
− | | Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! | + | | Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! |
|- | |- | ||
| DIPLOMAT | | DIPLOMAT | ||
| | | | ||
− | | Sends diplomats to come and talk to you | + | | Sends diplomats to come and talk to you. |
|- | |- | ||
| DIPLOMAT_BODYGUARDS | | DIPLOMAT_BODYGUARDS | ||
| | | | ||
− | | | + | | Diplomats have bodyguards. |
+ | |||
+ | |- | ||
+ | | ENTITY_GROUPING | ||
+ | | alignment | ||
+ | | FRIENDLY, EVIL, or NUISANCE | ||
+ | [ENTITY_GROUPING:FRIENDLY] | ||
|- | |- | ||
Line 387: | Line 325: | ||
| ITEM_THIEF | | ITEM_THIEF | ||
| | | | ||
− | | Sends thieves to steal items | + | | Sends thieves to steal items. |
|- | |- | ||
| MERCHANT_BODYGUARDS | | MERCHANT_BODYGUARDS | ||
| | | | ||
− | | | + | | Merchants have bodyguards. |
|- | |- | ||
| MERCHANT_NOBILITY | | MERCHANT_NOBILITY | ||
| | | | ||
− | | Civ has a | + | | Civ has a merchant prince. |
|- | |- | ||
| PROGRESS_TRIGGER_POPULATION | | PROGRESS_TRIGGER_POPULATION | ||
| level | | level | ||
− | | 0 to 5, civ will come to site once population at site has reached that level | + | | 0 to 5, civ will come to site once population at site has reached that level |
|- | |- | ||
| PROGRESS_TRIGGER_PRODUCTION | | PROGRESS_TRIGGER_PRODUCTION | ||
| level | | level | ||
− | | 0 to 5, civ will come to site once created wealth has reached that level | + | | 0 to 5, civ will come to site once created wealth has reached that level |
|- | |- | ||
| PROGRESS_TRIGGER_TRADE | | PROGRESS_TRIGGER_TRADE | ||
| level | | level | ||
− | | 0 to 5, civ will come to site once exported goods has reached that level | + | | 0 to 5, civ will come to site once exported goods has reached that level |
+ | |||
+ | |- | ||
+ | | RESPECT_ANIMALS | ||
+ | | | ||
+ | | Will not buy animal based items and is angered at the attempt. | ||
+ | |||
+ | |- | ||
+ | | RESPECT_TREES | ||
+ | | | ||
+ | | Will not buy wooden items and is angered at the attempt. | ||
|- | |- | ||
| SIEGER | | SIEGER | ||
| | | | ||
− | | | + | | Allows the entity to invade your fortress if angered.{{verify}} |
|- | |- | ||
Line 427: | Line 375: | ||
| TREE_CAP_DIPLOMACY | | TREE_CAP_DIPLOMACY | ||
| | | | ||
− | | | + | | Makes the entity angry if you cut down too many trees. |
|} | |} | ||
== Items and Animals Used == | == Items and Animals Used == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
Line 449: | Line 396: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | ||
Line 463: | Line 410: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] | [GLOVES:ITEM_GLOVES_GLOVES:COMMON] | ||
Line 471: | Line 418: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[HELM:ITEM_HELM_HELM:COMMON] | [HELM:ITEM_HELM_HELM:COMMON] | ||
Line 485: | Line 432: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[PANTS:ITEM_PANTS_PANTS:COMMON] | [PANTS:ITEM_PANTS_PANTS:COMMON] | ||
Line 499: | Line 446: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[SHOES:ITEM_SHOES_SHOES:COMMON] | [SHOES:ITEM_SHOES_SHOES:COMMON] | ||
Line 533: | Line 480: | ||
|- | |- | ||
| USE_ANY_PET_RACE | | USE_ANY_PET_RACE | ||
− | | | + | | |
− | | | + | | |
|- | |- | ||
| USE_CAVE_ANIMALS | | USE_CAVE_ANIMALS | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| USE_EVIL_ANIMALS | | USE_EVIL_ANIMALS | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| USE_EVIL_PLANTS | | USE_EVIL_PLANTS | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| USE_EVIL_WOOD | | USE_EVIL_WOOD | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| USE_GOOD_ANIMALS | | USE_GOOD_ANIMALS | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| USE_GOOD_PLANTS | | USE_GOOD_PLANTS | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| USE_GOOD_WOOD | | USE_GOOD_WOOD | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| USE_MISC_PROCESSED_WOOD_PRODUCTS | | USE_MISC_PROCESSED_WOOD_PRODUCTS | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| COMMON_DOMESTIC_MOUNT | | COMMON_DOMESTIC_MOUNT | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| COMMON_DOMESTIC_PACK | | COMMON_DOMESTIC_PACK | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| COMMON_DOMESTIC_PET | | COMMON_DOMESTIC_PET | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| COMMON_DOMESTIC_PULL | | COMMON_DOMESTIC_PULL | ||
| | | | ||
− | | | + | | |
|- | |- | ||
Line 604: | Line 551: | ||
| OCEAN_PRODUCTS | | OCEAN_PRODUCTS | ||
| | | | ||
− | | Allow civ to use ocean products | + | | Allow civ to use ocean products in the goods it has available for trade. |
|- | |- | ||
| INDOOR_FARMING | | INDOOR_FARMING | ||
| | | | ||
− | | | + | | Determines if inside farms will be generated for civ towns. |
|- | |- | ||
| OUTDOOR_FARMING | | OUTDOOR_FARMING | ||
| | | | ||
− | | | + | | Determines if outside farms will be generated for civ towns. |
|- | |- | ||
Line 629: | Line 576: | ||
| EQUIPMENT_IMPROVEMENTS | | EQUIPMENT_IMPROVEMENTS | ||
| | | | ||
− | | | + | | Allows items to be improved.{{verify}} |
|- | |- | ||
| IMPROVED_BOWS | | IMPROVED_BOWS | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| MINOR_METAL | | MINOR_METAL | ||
| | | | ||
− | | | + | | Has a preference for weak metals. (copper) |
+ | |||
+ | |- | ||
+ | | LOW_SKILL | ||
+ | | | ||
+ | | | ||
|} | |} | ||
− | + | [[Category:Modding]] | |
− |