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 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.
If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.
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: | ||
− | {{Quality| | + | {{Quality|Exceptional|19:21, 13 October 2015 (UTC)}} |
{{av}} | {{av}} | ||
− | + | '''Entity tokens''' define entities, or civilizations, in entity_*.txt files. | |
− | '''Entity tokens''' define entities, or | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Gameplay == | == Gameplay == | ||
Line 19: | Line 12: | ||
|- | |- | ||
− | | {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}} | + | | {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|ADVENTURE_TIER}} |
+ | | order | ||
+ | | Allows adventure mode for entities with sites. Dwarves, elves, and humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity. | ||
+ | |||
+ | [ADVENTURE_TIER:4] | ||
+ | |||
+ | Adventure tiers were removed in [[:Category:Version 0.42.01|Version 0.42.01]], effectively replaced by ALL_MAIN_POPS_CONTROLLABLE. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|INDIV_CONTROLLABLE}} | ||
| | | | ||
− | | Allows adventure mode | + | | Allows the race to be played as an "outsider" in adventure mode. Not having this specified in one of the entities will cause the adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen. |
+ | |||
+ | Removed in [[:Category:Version 0.42.01|Version 0.42.01]], in favor of the [[Creature token]] OUTSIDER_CONTROLLABLE. | ||
|- | |- | ||
− | | {{text anchor|SITE_CONTROLLABLE}} | + | | {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}} |
| | | | ||
− | | Allows fortress mode. If multiple entities have the | + | | Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then at embark, the specific civs can be chosen by + or - on the civ list screen (by pressing TAB), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token. |
|- | |- | ||
| {{text anchor|CREATURE}} | | {{text anchor|CREATURE}} | ||
| creature | | creature | ||
− | |The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. | + | |The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. |
+ | |||
|- | |- | ||
| {{text anchor|SOURCE_HFID}} | | {{text anchor|SOURCE_HFID}} | ||
− | | integer | + | | integer (or generic token?) |
| Found on generated [[angel]] entities. Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]]. | | Found on generated [[angel]] entities. Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]]. | ||
Line 40: | Line 45: | ||
== Placement == | == Placement == | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{| {{prettytable}} | {| {{prettytable}} | ||
Line 59: | Line 57: | ||
* [[Biome token|biome]] | * [[Biome token|biome]] | ||
* frequency | * frequency | ||
− | | | + | | Higher numbers make the entity more likely to settle there. |
[BIOME_SUPPORT:ANY_GRASSLAND:4] | [BIOME_SUPPORT:ANY_GRASSLAND:4] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| {{text anchor|START_BIOME}} | | {{text anchor|START_BIOME}} | ||
| [[Biome token|biome]] | | [[Biome token|biome]] | ||
− | | | + | | Birth of the civilization can be performed in this biome. |
[START_BIOME:ANY_FOREST] | [START_BIOME:ANY_FOREST] | ||
Line 77: | Line 69: | ||
| {{text anchor|EXCLUSIVE_START_BIOME}} | | {{text anchor|EXCLUSIVE_START_BIOME}} | ||
| [[Biome token|biome]] | | [[Biome token|biome]] | ||
− | | | + | | Birth of the civilization only occurs in this biome. |
[EXCLUSIVE_START_BIOME:MOUNTAIN] | [EXCLUSIVE_START_BIOME:MOUNTAIN] | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|SETTLEMENT_BIOME}} | ||
+ | | [[Biome token|biome]] | ||
+ | | This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME. Used for dwarven hillocks. | ||
+ | [SETTLEMENT_BIOME:ANY_GRASSLAND] | ||
|- | |- | ||
| {{text anchor|DEFAULT_SITE_TYPE}} | | {{text anchor|DEFAULT_SITE_TYPE}} | ||
| site type | | site type | ||
− | | Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS | + | | Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]]. |
− | + | [DEFAULT_SITE_TYPE:CAVE_DETAILED] | |
|- | |- | ||
Line 121: | Line 119: | ||
| number | | number | ||
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500. | | Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500. | ||
− | [MAX_POP_NUMBER: | + | [MAX_POP_NUMBER:500] |
|- | |- | ||
Line 127: | Line 125: | ||
| number | | number | ||
| Max historical population per individual site. Defaults to 50. | | Max historical population per individual site. Defaults to 50. | ||
− | [MAX_SITE_POP_NUMBER: | + | [MAX_SITE_POP_NUMBER:200] |
|- | |- | ||
| {{text anchor|MAX_STARTING_CIV_NUMBER}} | | {{text anchor|MAX_STARTING_CIV_NUMBER}} | ||
| number | | number | ||
− | | Max number of | + | | Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws. Once it reaches the end of the list, it will begin again at the top. Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type. Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3. |
− | [MAX_STARTING_CIV_NUMBER: | + | [MAX_STARTING_CIV_NUMBER:3] |
|} | |} | ||
Line 159: | Line 157: | ||
| {{text anchor|PERMITTED_REACTION}} | | {{text anchor|PERMITTED_REACTION}} | ||
| reaction name | | reaction name | ||
− | | Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also | + | | Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode. |
[PERMITTED_REACTION:TAN_A_HIDE] | [PERMITTED_REACTION:TAN_A_HIDE] | ||
Line 172: | Line 170: | ||
* inorganic material | * inorganic material | ||
* value | * value | ||
− | | What kind of metals the civ uses for coin minting | + | | What kind of metals the civ uses for coin minting as well as the value of the coin. |
[CURRENCY:SILVER:5] | [CURRENCY:SILVER:5] | ||
Line 212: | Line 210: | ||
| language | | language | ||
| What language raw the entity uses. | | What language raw the entity uses. | ||
− | * If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used | + | * If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used. |
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s. | * If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s. | ||
[TRANSLATION:DWARF] | [TRANSLATION:DWARF] | ||
Line 220: | Line 218: | ||
| | | | ||
* noun | * noun | ||
− | * | + | * symbol |
− | | ALL, REMAINING, BATTLE, BRIDGE, CIV | + | | ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARY{{version|0.42.01}}, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR |
− | 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] | ||
Line 230: | Line 227: | ||
| | | | ||
* noun | * noun | ||
− | * | + | * symbol |
| Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles. | | Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles. | ||
[SELECT_SYMBOL:SIEGE:NAME_SIEGE] | [SELECT_SYMBOL:SIEGE:NAME_SIEGE] | ||
Line 239: | Line 236: | ||
| | | | ||
* noun | * noun | ||
− | * | + | * symbol |
| Causes the entity to not use the words in these SYM sets. | | Causes the entity to not use the words in these SYM sets. | ||
[CULL_SYMBOL:ALL:UGLY] | [CULL_SYMBOL:ALL:UGLY] | ||
Line 271: | Line 268: | ||
|- | |- | ||
| {{text anchor|RELIGION_SPHERE}} | | {{text anchor|RELIGION_SPHERE}} | ||
− | + | | sphere | |
− | | Can be any available [[ | + | | Can be 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. Note that the DEATH sphere favours the appearance of necromancers (and therefore, towers) in the race. |
[RELIGION_SPHERE:FORTRESSES] | [RELIGION_SPHERE:FORTRESSES] | ||
Line 279: | Line 276: | ||
| {{text anchor|SPHERE_ALIGNMENT}} | | {{text anchor|SPHERE_ALIGNMENT}} | ||
| | | | ||
− | * | + | * type |
* number | * number | ||
| | | | ||
− | This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon | + | This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon. |
[SPHERE_ALIGNMENT:TREES:512] | [SPHERE_ALIGNMENT:TREES:512] | ||
Line 312: | Line 309: | ||
| {{text anchor|SITE_VARIABLE_POSITIONS}} | | {{text anchor|SITE_VARIABLE_POSITIONS}} | ||
| Position responsibility or ALL | | Position responsibility or ALL | ||
− | | Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc | + | | Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}} |
|- | |- | ||
Line 341: | Line 338: | ||
*value | *value | ||
*number | *number | ||
− | | Sets the civ's [[personality trait|cultural values]]. Numbers range from -50 ( | + | | Sets the civ's [[personality trait|cultural values]]. Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued). |
[VALUE:CRAFTSMANSHIP:50] | [VALUE:CRAFTSMANSHIP:50] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | {{text anchor|VARIABLE_VALUE}} | + | | {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}} |
| | | | ||
*value or ALL | *value or ALL | ||
Line 357: | Line 349: | ||
| Makes values randomized rather than specified. | | Makes values randomized rather than specified. | ||
This tag overrides the VALUE tag. Using [VARIABLE_VALUE:ALL:x:y] and then overwriting single values with further [VARIABLE_VALUE:value:x:y] tags works. | This tag overrides the VALUE tag. Using [VARIABLE_VALUE:ALL:x:y] and then overwriting single values with further [VARIABLE_VALUE:value:x:y] tags works. | ||
+ | |||
|- | |- | ||
Line 366: | Line 359: | ||
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}} | | {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}} | ||
| | | | ||
− | | The civ will send out these sorts of adventurers in worldgen | + | | The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders. |
− | + | If the civ sends out mercenaries, they may come to the player's fort to enlist in the military.{{version|0.42.01}} | |
|- | |- | ||
Line 389: | Line 382: | ||
| {{text anchor|AT_PEACE_WITH_WILDLIFE}} | | {{text anchor|AT_PEACE_WITH_WILDLIFE}} | ||
| | | | ||
− | | Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest, and your elven ally sits back and does nothing | + | | Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest, and your elven ally sits back and does nothing. |
|- | |- | ||
| {{text anchor|BABYSNATCHER}} | | {{text anchor|BABYSNATCHER}} | ||
| | | | ||
− | | Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape | + | | Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape. |
Note: If the playable civ in fortress mode has this tag (e.g. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported. | Note: If the playable civ in fortress mode has this tag (e.g. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported. | ||
Line 401: | Line 394: | ||
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}} | | {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}} | ||
| | | | ||
− | | Makes the civilization build castles from [[mead hall]]s | + | | Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}} |
|- | |- | ||
Line 447: | Line 440: | ||
| {{text anchor|MERCHANT_NOBILITY}} | | {{text anchor|MERCHANT_NOBILITY}} | ||
| | | | ||
− | | | + | | Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions. |
− | |||
− | |||
|- | |- | ||
| {{text anchor|PROGRESS_TRIGGER_POPULATION}} | | {{text anchor|PROGRESS_TRIGGER_POPULATION}} | ||
| level | | level | ||
− | | 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that | + | | 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking. |
|- | |- | ||
Line 496: | Line 487: | ||
| {{text anchor|SKULKING}} | | {{text anchor|SKULKING}} | ||
| | | | ||
− | | This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER | + | | This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER. |
|- | |- | ||
| {{text anchor|TREE_CAP_DIPLOMACY}} | | {{text anchor|TREE_CAP_DIPLOMACY}} | ||
| | | | ||
− | | Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first | + | | Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder. |
|- | |- | ||
| {{text anchor|LAYER_LINKED}} | | {{text anchor|LAYER_LINKED}} | ||
| | | | ||
− | | Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of | + | | Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of three caverns, in groups of 5-10 soldiers who will hunt down nearby cavern creatures. |
|- | |- | ||
− | | {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}} | + | | {{text anchor|UNDEAD_CANDIDATE}} |
+ | | | ||
+ | | Unknown. Possibly makes this creature available as a "Corpse" (e.g. Human Corpse) for necromancers in adventure mode. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}} | ||
| | | | ||
| Makes civilizations generate the given instruments/forms. | | Makes civilizations generate the given instruments/forms. | ||
|- | |- | ||
− | | {{text anchor|SCHOLAR}} | + | | {{text anchor|SCHOLAR}}{{version|0.42.01}} |
| scholar type | | scholar type | ||
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER | | ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER | ||
|- | |- | ||
− | | {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}} | + | | {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}} |
| | | | ||
| Generates scholars based on the values generated with the VARIABLE_VALUE tag. | | Generates scholars based on the values generated with the VARIABLE_VALUE tag. | ||
|- | |- | ||
− | | {{text anchor|NO_ARTIFACT_CLAIMS}} | + | | {{text anchor|NO_ARTIFACT_CLAIMS}}{{version|0.44.01}} |
| | | | ||
| Used for kobolds. | | Used for kobolds. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
Line 545: | Line 536: | ||
| {{text anchor|AMMO}} | | {{text anchor|AMMO}} | ||
| item token | | item token | ||
− | | | + | | |
[AMMO:ITEM_AMMO_BOLTS] | [AMMO:ITEM_AMMO_BOLTS] | ||
Line 553: | Line 544: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional | + | |Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON). |
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | ||
Line 559: | Line 550: | ||
| {{text anchor|DIGGER}} | | {{text anchor|DIGGER}} | ||
| item token | | item token | ||
− | | Causes the selected weapon to fall under the "digging tools" section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal | + | | Causes the selected weapon to fall under the "digging tools" section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool -- for that, the item itself needs to be a weapon with [SKILL:MINING]. |
[DIGGER:ITEM_WEAPON_PICK] | [DIGGER:ITEM_WEAPON_PICK] | ||
Line 567: | Line 558: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional | + | | Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON). |
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] | [GLOVES:ITEM_GLOVES_GLOVES:COMMON] | ||
Line 575: | Line 566: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional | + | | Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON). |
[HELM:ITEM_HELM_HELM:COMMON] | [HELM:ITEM_HELM_HELM:COMMON] | ||
Line 589: | Line 580: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional | + | | Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON). |
[PANTS:ITEM_PANTS_PANTS:COMMON] | [PANTS:ITEM_PANTS_PANTS:COMMON] | ||
Line 595: | Line 586: | ||
| {{text anchor|SHIELD}} | | {{text anchor|SHIELD}} | ||
| item token | | item token | ||
− | | | + | | |
[SHIELD:ITEM_SHIELD_SHIELD] | [SHIELD:ITEM_SHIELD_SHIELD] | ||
Line 603: | Line 594: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional | + | | Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON). |
[SHOES:ITEM_SHOES_SHOES:COMMON] | [SHOES:ITEM_SHOES_SHOES:COMMON] | ||
Line 609: | Line 600: | ||
| {{text anchor|SIEGEAMMO}} | | {{text anchor|SIEGEAMMO}} | ||
| item token | | item token | ||
− | | | + | | |
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA] | [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA] | ||
Line 615: | Line 606: | ||
| {{text anchor|TOOL}} | | {{text anchor|TOOL}} | ||
| item token | | item token | ||
− | | | + | | |
[TOOL:ITEM_TOOL_NEST_BOX] | [TOOL:ITEM_TOOL_NEST_BOX] | ||
Line 621: | Line 612: | ||
| {{text anchor|TOY}} | | {{text anchor|TOY}} | ||
| item token | | item token | ||
− | | | + | | |
[TOY:ITEM_TOY_PUZZLEBOX] | [TOY:ITEM_TOY_PUZZLEBOX] | ||
Line 627: | Line 618: | ||
| {{text anchor|TRAPCOMP}} | | {{text anchor|TRAPCOMP}} | ||
| item token | | item token | ||
− | | | + | | |
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE] | [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE] | ||
Line 633: | Line 624: | ||
| {{text anchor|WEAPON}} | | {{text anchor|WEAPON}} | ||
| item token | | item token | ||
− | | | + | | |
[WEAPON:ITEM_WEAPON_AXE_BATTLE] | [WEAPON:ITEM_WEAPON_AXE_BATTLE] | ||
Line 639: | Line 630: | ||
| {{text anchor|USE_ANIMAL_PRODUCTS}} | | {{text anchor|USE_ANIMAL_PRODUCTS}} | ||
| | | | ||
− | | Allows use | + | | Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory. |
|- | |- | ||
| {{text anchor|USE_ANY_PET_RACE}} | | {{text anchor|USE_ANY_PET_RACE}} | ||
− | | | + | | |
− | | Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or [[:Category:DF2014:Exotic pet|PET_EXOTIC]] will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), or siege minion (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]). 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. | + | | Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or [[:Category:DF2014:Exotic pet|PET_EXOTIC]] will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), or siege minion (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]). 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. |
|- | |- | ||
Line 654: | Line 645: | ||
| {{text anchor|USE_EVIL_ANIMALS}} | | {{text anchor|USE_EVIL_ANIMALS}} | ||
| | | | ||
− | | | + | | Don't have it -> EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] or SLOW_LEARNER), even the normally untameable species. |
|- | |- | ||
| {{text anchor|USE_EVIL_PLANTS}} | | {{text anchor|USE_EVIL_PLANTS}} | ||
| | | | ||
− | | | + | | As EVIL creatures for all uses of plants. |
|- | |- | ||
| {{text anchor|USE_EVIL_WOOD}} | | {{text anchor|USE_EVIL_WOOD}} | ||
| | | | ||
− | | | + | | As EVIL creatures for all uses of wood. |
|- | |- | ||
| {{text anchor|USE_GOOD_ANIMALS}} | | {{text anchor|USE_GOOD_ANIMALS}} | ||
| | | | ||
− | | | + | | Don't have it -> GOOD creatures skipped. If they have it, good creatures ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]]), even the normally untameable species. |
|- | |- | ||
| {{text anchor|USE_GOOD_PLANTS}} | | {{text anchor|USE_GOOD_PLANTS}} | ||
| | | | ||
− | | | + | | As GOOD creatures for all uses of plants. |
|- | |- | ||
| {{text anchor|USE_GOOD_WOOD}} | | {{text anchor|USE_GOOD_WOOD}} | ||
| | | | ||
− | | | + | | As GOOD creatures for all uses of wood. |
|- | |- | ||
Line 685: | Line 676: | ||
| | | | ||
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING). | | If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING). | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 714: | Line 700: | ||
| {{text anchor|RIVER_PRODUCTS}} | | {{text anchor|RIVER_PRODUCTS}} | ||
| | | | ||
− | | Allow use | + | | Allow civ to use river products in the goods it has available for trade. |
|- | |- | ||
| {{text anchor|OCEAN_PRODUCTS}} | | {{text anchor|OCEAN_PRODUCTS}} | ||
| | | | ||
− | | Allow use | + | | Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s). |
|- | |- | ||
| {{text anchor|INDOOR_FARMING}} | | {{text anchor|INDOOR_FARMING}} | ||
− | | | + | | |
− | | Allow use | + | | Allow civ to use underground plant products in the goods it has available for trade. Lack of suitable vegetation in the caverns will cause [[World generation#Rejections|worldgen rejection]]s. |
|- | |- | ||
| {{text anchor|OUTDOOR_FARMING}} | | {{text anchor|OUTDOOR_FARMING}} | ||
| | | | ||
− | | Allow use | + | | Allow civ to use outdoor plant products in the goods it has available for trade. Lack of suitable vegetation in the civ's starting area will cause [[World generation#Rejections|worldgen rejection]]s. |
|- | |- | ||
| {{text anchor|INDOOR_GARDENS}} | | {{text anchor|INDOOR_GARDENS}} | ||
− | | | + | | |
− | | Allow use | + | | Allow civ to use underground plant growths (quarry bush leaves, in unmodded games) in the goods it has available for trade. |
|- | |- | ||
| {{text anchor|OUTDOOR_GARDENS}} | | {{text anchor|OUTDOOR_GARDENS}} | ||
| | | | ||
− | | Allow use | + | | Allow civ to use outdoor plant growths in the goods it has available for trade. |
|- | |- | ||
| {{text anchor|INDOOR_ORCHARDS}} | | {{text anchor|INDOOR_ORCHARDS}} | ||
| | | | ||
− | | Allows use | + | | Allows civ to use indoor tree growths in the goods it has available for trade. Not used in vanilla entities, as vanilla underground trees do not grow fruit. |
|- | |- | ||
| {{text anchor|OUTDOOR_ORCHARDS}} | | {{text anchor|OUTDOOR_ORCHARDS}} | ||
| | | | ||
− | | Allows use | + | | Allows civ to use outdoor tree growths in the goods it has available for trade. |
|- | |- | ||
| {{text anchor|CLOTHING}} | | {{text anchor|CLOTHING}} | ||
| | | | ||
− | | | + | | Civ members will attempt to wear clothing. |
|- | |- | ||
| {{text anchor|SUBTERRANEAN_CLOTHING}} | | {{text anchor|SUBTERRANEAN_CLOTHING}} | ||
| | | | ||
− | | Will wear things made of spider silk and other subterranean materials. | + | | Will wear things made of spider silk and other subterranean materials. |
|- | |- | ||
| {{text anchor|EQUIPMENT_IMPROVEMENTS}} | | {{text anchor|EQUIPMENT_IMPROVEMENTS}} | ||
| | | | ||
− | | Adds decorations to equipment based on the level of the generated unit. Also improves item quality. | + | | Adds decorations to equipment based on the level of the generated unit. Also improves item quality. |
|- | |- | ||
| {{text anchor|IMPROVED_BOWS}} | | {{text anchor|IMPROVED_BOWS}} | ||
| | | | ||
− | | Adds decorations to weapons generated for bowman and master bowman. | + | | Adds decorations to weapons generated for bowman and master bowman. An elf hack. |
|- | |- | ||
Line 784: | Line 770: | ||
| {{text anchor|WOOD_WEAPONS}} | | {{text anchor|WOOD_WEAPONS}} | ||
| | | | ||
− | | The civilization can make traditionally metallic weapons such as swords and spears from wood. | + | | The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack. |
|- | |- | ||
| {{text anchor|WOOD_ARMOR}} | | {{text anchor|WOOD_ARMOR}} | ||
| | | | ||
− | | The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. | + | | The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack. |
|- | |- | ||
Line 798: | Line 784: | ||
|- | |- | ||
| {{text anchor|INDOOR_WOOD}} | | {{text anchor|INDOOR_WOOD}} | ||
− | | | + | | |
− | | Allow use | + | | Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs. |
|- | |- | ||
| {{text anchor|OUTDOOR_WOOD}} | | {{text anchor|OUTDOOR_WOOD}} | ||
| | | | ||
− | | Allow use | + | | Allow civ to use outdoor wood types, such as mangrove and oak. |
|- | |- | ||
Line 819: | Line 805: | ||
| {{text anchor|DIVINE_MAT_CLOTHING}} | | {{text anchor|DIVINE_MAT_CLOTHING}} | ||
| | | | ||
− | | Allows use | + | | Allows civ to use materials with [DIVINE] for clothing. Used for generated divine entities. |
|- | |- | ||
| {{text anchor|DIVINE_MAT_CRAFTS}} | | {{text anchor|DIVINE_MAT_CRAFTS}} | ||
| | | | ||
− | | Allows use | + | | Allows civ to use materials with [DIVINE] for crafts.{{verify}} Used for generated divine entities. |
|- | |- | ||
| {{text anchor|DIVINE_MAT_WEAPONS}} | | {{text anchor|DIVINE_MAT_WEAPONS}} | ||
| | | | ||
− | | Allows use | + | | Allows civ to use metals with [DIVINE] for weapons. Used for generated divine entities. |
|- | |- | ||
| {{text anchor|DIVINE_MAT_ARMOR}} | | {{text anchor|DIVINE_MAT_ARMOR}} | ||
| | | | ||
− | | Allows use | + | | Allows civ to use metals with [DIVINE] for armour. Used for generated divine entities. |
+ | |||
|} | |} | ||
== Animal definitions == | == Animal definitions == | ||
+ | |||
+ | {{version|0.44.01}} | ||
{| {{prettytable}} | {| {{prettytable}} | ||
Line 873: | Line 862: | ||
| {{text anchor|ANIMAL_ALWAYS_PRESENT}} | | {{text anchor|ANIMAL_ALWAYS_PRESENT}} | ||
| | | | ||
− | | Animal will be present even if it does not naturally occur in the entity's terrain | + | | Animal will be present even if it does not naturally occur in the entity's terrain. |
|- | |- | ||
Line 881: | Line 870: | ||
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}} | * {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}} | ||
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}} | * {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}} | ||
− | * {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}} | + | * {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}} |
| | | | ||
| Override creature usage tokens. Respectively: | | Override creature usage tokens. Respectively: | ||
Line 903: | Line 892: | ||
| {{text anchor|TISSUE_STYLE}} | | {{text anchor|TISSUE_STYLE}} | ||
| tissue style unit ID | | tissue style unit ID | ||
− | | Select | + | | Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer. |
|- | |- | ||
Line 919: | Line 908: | ||
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing. | Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing. | ||
− | |||
− | |||
− | |||
− | |||
{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} | ||
[[ru:Entity token]] | [[ru:Entity token]] |