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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 are in descending order. 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. This applies to worldgen creatures, in the embark screen, and in play. | | Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. | ||
[PERMITTED_JOB:MINER] | [PERMITTED_JOB:MINER] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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* 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 174: | Line 159: | ||
* 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 | ||
− | Determines the chance of the entity using that particular artwork method, such as | + | Determines the chance of the entity using that particular artwork method, such as "menaces with rings of spikes". |
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] | [ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] | ||
Line 183: | Line 168: | ||
| 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 more often use | + | | Causes the entity to more often use these symbols in the particular SYM set. |
− | + | [SELECT_SYMBOL:ALL:PEACE] | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
|- | |- | ||
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| METAL_PREF | | METAL_PREF | ||
| | | | ||
− | | | + | | Enables creatures of this entity to have a preference for one or more advanced metals. |
+ | This also allows them to use stronger metals, such as steel. Currently only dwarves have this token. | ||
|- | |- | ||
| 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. |
|- | |- | ||
Line 242: | Line 219: | ||
| | | | ||
| In previous versions, this also allowed ruins to be automatically populated by undead versions of that species. | | In previous versions, this also allowed ruins to be automatically populated by undead versions of that species. | ||
+ | Unknown if the tag does anything as of version 40d. | ||
|} | |} | ||
== 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 | + | ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the Demon. |
− | |||
− | |||
[RELIGION:PANTHEON] | [RELIGION:PANTHEON] | ||
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| RELIGION_SPHERE | | RELIGION_SPHERE | ||
| sphere | | sphere | ||
− | | Can | + | | Can by any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere. |
[RELIGION_SPHERE:FORTRESSES] | [RELIGION_SPHERE:FORTRESSES] | ||
Line 283: | Line 257: | ||
== 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 of the civ this profession, uses tileset professions. | | Makes the leader of the civ this profession, uses tileset professions. | ||
[LEADER_TYPE:MASTER_THIEF] | [LEADER_TYPE:MASTER_THIEF] | ||
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|- | |- | ||
| 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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| ABUSE_BODIES | | ABUSE_BODIES | ||
| | | | ||
− | | The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth | + | | The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. |
|- | |- | ||
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| DIPLOMAT | | DIPLOMAT | ||
| | | | ||
− | | Sends diplomats to come and talk to you | + | | Sends diplomats to come and talk to you, also allows trade negotiations for the next year's caravan. |
|- | |- | ||
| DIPLOMAT_BODYGUARDS | | DIPLOMAT_BODYGUARDS | ||
| | | | ||
− | | | + | | Diplomats have bodyguards. |
+ | |||
+ | |- | ||
+ | | ENTITY_GROUPING | ||
+ | | alignment (obsolete) | ||
+ | | FRIENDLY, EVIL, or NUISANCE | ||
+ | [ENTITY_GROUPING:FRIENDLY] | ||
|- | |- | ||
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| 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, causing a [[siege]] event. |
|- | |- | ||
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| TREE_CAP_DIPLOMACY | | TREE_CAP_DIPLOMACY | ||
| | | | ||
− | | | + | | Makes the entity angry if you cut down too many trees. They will send a warning first. |
|} | |} | ||
== 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] | ||
Line 463: | Line 450: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] | [GLOVES:ITEM_GLOVES_GLOVES:COMMON] | ||
Line 471: | Line 458: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[HELM:ITEM_HELM_HELM:COMMON] | [HELM:ITEM_HELM_HELM:COMMON] | ||
Line 485: | Line 472: | ||
* 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] | ||
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| 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. |
+ | |||
|- | |- | ||
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| 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, and determines if the player can build farms underground in fortress mode. |
|- | |- | ||
| OUTDOOR_FARMING | | OUTDOOR_FARMING | ||
| | | | ||
− | | | + | | Determines if outside farms will be generated for civ towns, and determines of the player can build outdoor farms in fortress mode. |
|- | |- | ||
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| | | | ||
| 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]] |