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Editing 40d:Entity token
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Latest revision | Your text | ||
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− | + | 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 respectively. 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 to work. |
|- | |- | ||
Line 29: | Line 27: | ||
| CREATURE | | CREATURE | ||
| creature | | creature | ||
− | |The type of creature that will inhabit the civilization | + | |The type of creature that will inhabit the civilization |
[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 88: | Line 78: | ||
|} | |} | ||
+ | |||
== 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 112: | ||
|} | |} | ||
+ | |||
== Flavor == | == Flavor == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
| PERMITTED_JOB | | PERMITTED_JOB | ||
− | | [[ | + | | [[Profession tokens|profession]] |
− | | Allows this job type to be selected | + | | Allows this job type to be selected by worldgen creatures. |
[PERMITTED_JOB:MINER] | [PERMITTED_JOB:MINER] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 146: | Line 131: | ||
* 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 150: | ||
| 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 158: | ||
* 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 166: | ||
| 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. |
− | + | [SELECT_SYMBOL:ALL:PEACE] | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
|- | |- | ||
Line 215: | Line 189: | ||
| see [[color]] | | see [[color]] | ||
| | | | ||
− | |||
[FRIENDLY_COLOR:1:0:1] | [FRIENDLY_COLOR:1:0:1] | ||
Line 221: | Line 194: | ||
| 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: The creatures will worship a single force associated with their spheres. | + | | REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. |
− | |||
PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well. | PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well. | ||
− | + | ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the Demon. | |
− | ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the | ||
− | |||
− | |||
[RELIGION:PANTHEON] | [RELIGION:PANTHEON] | ||
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| 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 245: | ||
* number | * number | ||
| | | | ||
− | |||
[SPHERE_ALIGNMENT:TREES:512] | [SPHERE_ALIGNMENT:TREES:512] | ||
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== Leadership == | == Leadership == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
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|- | |- | ||
| 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] | ||
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== Behavior == | == Behavior == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
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*behavior | *behavior | ||
*reaction | *reaction | ||
− | | | + | | sets the civ's view of certain behaviors, from capital punishment to completely acceptable |
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] | [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] | ||
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| WILL_ACCEPT_TRIBUTE | | WILL_ACCEPT_TRIBUTE | ||
| | | | ||
− | | | + | | makes the civ accept tribute from conquered sites? |
|- | |- | ||
| WANDERER, BEAST_HUNTER, SCOUT | | WANDERER, BEAST_HUNTER, SCOUT | ||
| | | | ||
− | | | + | | the civ will send out these sorts of adventurers in worldgen |
|- | |- | ||
| 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] | ||
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| 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 (obsolete) | ||
+ | | FRIENDLY, EVIL, or NUISANCE | ||
+ | [ENTITY_GROUPING:FRIENDLY] | ||
|- | |- | ||
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| 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}} |
|- | |- | ||
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| 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 | ||
|- | |- | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] | [GLOVES:ITEM_GLOVES_GLOVES:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[HELM:ITEM_HELM_HELM:COMMON] | [HELM:ITEM_HELM_HELM:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[PANTS:ITEM_PANTS_PANTS:COMMON] | [PANTS:ITEM_PANTS_PANTS:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[SHOES:ITEM_SHOES_SHOES:COMMON] | [SHOES:ITEM_SHOES_SHOES:COMMON] | ||
Line 534: | Line 514: | ||
| USE_ANY_PET_RACE | | USE_ANY_PET_RACE | ||
| | | | ||
− | | Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet. This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well. All common domestic and equipment creatures are also added to the initial list. | + | | Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet (next time, it'll let them use mounts/pullers/pack animals of any kind as well, but I'm not sure this matters in the stock raws). This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well. All common domestic and equipment creatures are also added to the initial list. |
+ | |||
|- | |- | ||
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| USE_EVIL_ANIMALS | | USE_EVIL_ANIMALS | ||
| | | | ||
− | | Don't have it -> EVIL creatures skipped | + | | Don't have it -> EVIL creatures skipped. |
|- | |- | ||
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| | | | ||
| As EVIL creatures for all uses of plants. | | As EVIL creatures for all uses of plants. | ||
+ | |||
|- | |- | ||
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| | | | ||
| As EVIL creatures for all uses of wood. | | As EVIL creatures for all uses of wood. | ||
+ | |||
|- | |- | ||
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| COMMON_DOMESTIC_MOUNT | | COMMON_DOMESTIC_MOUNT | ||
| | | | ||
− | | If a creature has | + | | 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 | + | | 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. |
+ | |||
|- | |- | ||
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| | | | ||
| 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. | | 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_PULL | | COMMON_DOMESTIC_PULL | ||
| | | | ||
− | | If a creature has | + | | 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 604: | Line 591: | ||
| 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 635: | Line 622: | ||
| | | | ||
| Adds decorations to weapons generated for bowman and master bowman. An elf hack. | | Adds decorations to weapons generated for bowman and master bowman. An elf hack. | ||
+ | |||
|- | |- | ||
| MINOR_METAL | | MINOR_METAL | ||
| | | | ||
− | | | + | | Has a preference for weak metals. (copper) |
+ | |||
+ | |- | ||
+ | | LOW_SKILL | ||
+ | | | ||
+ | | No longer used. Formerly used to keep kobolds under control. [v0.28.181.39f] | ||
|} | |} | ||
− | + | [[Category:Modding]] | |
− | + | [[Category:Tokens]] |