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Editing v0.31:Entity token
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Latest revision | Your text | ||
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− | + | {{av}} | |
These tokens define entities, or civilizations, in entity_*.txt files. | These tokens define entities, or civilizations, in entity_*.txt files. | ||
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| 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] | ||
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| INDIV_CONTROLLABLE | | INDIV_CONTROLLABLE | ||
| | | | ||
− | | Allows the | + | | Allows the "Play Now!" option adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. |
|- | |- | ||
| CIV_CONTROLLABLE | | CIV_CONTROLLABLE | ||
| | | | ||
− | | Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, than in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab) | + | | Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, than in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab). At least one civilization must have this token. |
+ | |||
|- | |- | ||
| CREATURE | | CREATURE | ||
Line 44: | Line 45: | ||
| BIOME_SUPPORT | | BIOME_SUPPORT | ||
| | | | ||
− | * | + | * {{L|Biome token|biome}} |
* frequency | * frequency | ||
| Frequency goes from 0 to 10. Higher numbers make the entity more likely to settle there. | | Frequency goes from 0 to 10. Higher numbers make the entity more likely to settle there. | ||
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|- | |- | ||
| START_BIOME | | START_BIOME | ||
− | | | + | | {{L|Biome token|biome}} |
| Birth of the civilization can be performed on this biome. | | Birth of the civilization can be performed on this biome. | ||
[START_BIOME:MOUNTAIN] | [START_BIOME:MOUNTAIN] | ||
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| DEFAULT_SITE_TYPE | | DEFAULT_SITE_TYPE | ||
| site type | | site type | ||
− | | | + | | Also determines symbol used when selecting civilization. CAVE uses no symbol. Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, (in 40d also RUIN) |
[DEFAULT_SITE_TYPE:CAVE_DETAILED] | [DEFAULT_SITE_TYPE:CAVE_DETAILED] | ||
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| WORLD_CONSTRUCTION | | WORLD_CONSTRUCTION | ||
| construction | | construction | ||
− | | Controls which constructions the civ will build on the world map | + | | Controls which constructions the civ will build on the world map. |
[WORLD_CONSTRUCTION:BRIDGE] | [WORLD_CONSTRUCTION:BRIDGE] | ||
[WORLD_CONSTRUCTION:ROAD] | [WORLD_CONSTRUCTION:ROAD] | ||
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| 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. Note that single-gender (eg. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not be very likely to survive. As of 40d, although many had problems getting such civilizations to survive, there are those who have demonstrably and repeatedly done so. Presumably if the civ-stating code can't place breeding couples, it doesn't start the civ. However, because the children never grow up, the civ is limited to its original individuals). |
[START_GROUP_NUMBER:10] | [START_GROUP_NUMBER:10] | ||
Line 101: | Line 102: | ||
| MAX_POP_NUMBER | | MAX_POP_NUMBER | ||
| number | | number | ||
− | | Max population | + | | Max population *per entity*, multiply this by max starting civ to get the total population of the species. |
[MAX_POP_NUMBER:500] | [MAX_POP_NUMBER:500] | ||
Line 107: | Line 108: | ||
| MAX_SITE_POP_NUMBER | | MAX_SITE_POP_NUMBER | ||
| number | | number | ||
− | | Max population per individual site | + | | Max population per individual site. |
[MAX_SITE_POP_NUMBER:200] | [MAX_SITE_POP_NUMBER:200] | ||
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| MAX_STARTING_CIV_NUMBER | | MAX_STARTING_CIV_NUMBER | ||
| number | | number | ||
− | | Max number of entities to spawn at world generation | + | | Max number of entities to spawn at world generation. |
[MAX_STARTING_CIV_NUMBER:3] | [MAX_STARTING_CIV_NUMBER:3] | ||
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|- | |- | ||
| PERMITTED_JOB | | PERMITTED_JOB | ||
− | | | + | | {{L|Unit type token|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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| CURRENCY | | CURRENCY | ||
| | | | ||
− | * | + | * metal token |
* value | * value | ||
| What kind of metals the civ uses for coin minting as well as the value of the coin. | | What kind of metals the civ uses for coin minting as well as the value of the coin. | ||
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* item | * item | ||
* number | * number | ||
− | | CREATURE, PLANT, TREE, SHAPE, ITEM | + | | CREATURE, PLANT, TREE, SHAPE, ITEM |
− | + | 0-25600 | |
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork. | Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork. | ||
− | |||
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512] | [ART_IMAGE_ELEMENT_MODIFIER:TREE:512] | ||
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* item | * item | ||
* number | * number | ||
− | | ART_IMAGE, COVERED | + | | 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 "encircled with bands" or "menaces with spikes". | Determines the chance of the entity using that particular artwork method, such as "encircled with bands" or "menaces with spikes". | ||
− | |||
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] | [ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] | ||
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|- | |- | ||
− | | | + | | 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 these symbols in the particular SYM set. | |
− | + | [SELECT_SYMBOL:ALL:PEACE] | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | | Causes the entity to | ||
− | [ | ||
− | |||
|- | |- | ||
| FRIENDLY_COLOR | | FRIENDLY_COLOR | ||
− | | see | + | | see {{L|color}} |
| | | | ||
− | The color of this entity's civilization settlements in the world gen and embark screens | + | The color of this entity's civilization settlements in the world gen and embark screens |
[FRIENDLY_COLOR:1:0:1] | [FRIENDLY_COLOR:1:0:1] | ||
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| RELIGION | | RELIGION | ||
| type | | type | ||
− | | | + | | REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Currently hardcoded to only be associated with rivers and nature. |
− | + | PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well. | |
− | |||
[RELIGION:PANTHEON] | [RELIGION:PANTHEON] | ||
Line 249: | Line 238: | ||
| RELIGION_SPHERE | | RELIGION_SPHERE | ||
| sphere | | sphere | ||
− | | Can | + | | Can by any available {{L|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 260: | Line 248: | ||
| | | | ||
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] | ||
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| POSITION | | POSITION | ||
| string | | string | ||
− | | Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see | + | | Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see {{l|Position token}}. |
|- | |- | ||
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*reaction | *reaction | ||
| Sets the civ's view of certain behaviors, from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it. | | Sets the civ's view of certain behaviors, from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it. | ||
− | + | [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] | |
|- | |- | ||
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| BABYSNATCHER | | BABYSNATCHER | ||
| | | | ||
− | | Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag | + | | 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! In addition, babysnatcher civs will snatch children during history gen, allowing them to become part of the civ if they do not escape. |
− | Note: If | + | Note: If playable civ in Fortress Mode has this tag (ie. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will trade with you. |
|- | |- | ||
− | | | + | | BANDITRY |
+ | | percentage/level??? | ||
| | | | ||
− | |||
|- | |- | ||
− | | | + | | DIPLOMAT |
− | | | + | | |
− | | | + | | Presumably causes the civilization to send a diplomat once your fortress reaches a certain state. |
|- | |- | ||
| DIPLOMAT_BODYGUARDS | | DIPLOMAT_BODYGUARDS | ||
| | | | ||
− | | | + | | Effect unknown. |
|- | |- | ||
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| LOCAL_BANDITRY | | LOCAL_BANDITRY | ||
| | | | ||
− | | | + | | ??? |
|- | |- | ||
| MERCHANT_BODYGUARDS | | MERCHANT_BODYGUARDS | ||
| | | | ||
− | | | + | | Merchants have bodyguards and wagons. Wagons allow for a lot more variety in their goods. |
|- | |- | ||
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| PROGRESS_TRIGGER_POPULATION | | 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. 0 | + | | 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. 0 seems to mean that the trigger is nulled. 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. |
|- | |- | ||
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| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile. | | 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile. | ||
− | 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. 0 corresponds to no population requirement | + | 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. 0 corresponds to no population requirement necessary for interaction. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. |
|- | |- | ||
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| SIEGER | | SIEGER | ||
| | | | ||
− | | Will | + | | Will wait around at the edge of your map for a month or two, before charging. |
|- | |- | ||
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| | | | ||
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations. | | Defines if a civilization is a hidden subterranean entity, such as batman civilizations. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | |Rarity is optional. Permitted rarity values | + | |Rarity is optional. Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED. |
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional. Permitted rarity values | + | | Rarity is optional. Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED. |
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] | [GLOVES:ITEM_GLOVES_GLOVES:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional. Permitted rarity values | + | | Rarity is optional. Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED. |
[HELM:ITEM_HELM_HELM:COMMON] | [HELM:ITEM_HELM_HELM:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional. Permitted rarity values | + | | Rarity is optional. Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED. |
[PANTS:ITEM_PANTS_PANTS:COMMON] | [PANTS:ITEM_PANTS_PANTS:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional. Permitted rarity values | + | | Rarity is optional. Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED. |
[SHOES:ITEM_SHOES_SHOES:COMMON] | [SHOES:ITEM_SHOES_SHOES:COMMON] | ||
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| | | | ||
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA] | [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
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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. Also seems to be required currently for trading to occur. |
|- | |- | ||
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| 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. |
|- | |- | ||
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| METAL_PREF | | METAL_PREF | ||
| | | | ||
− | | | + | | Allows the entity to use the metal with the highest values for DAMAGE_PERC or BLOCK_PERC without DEEP. Currently only dwarves have this token. Without this token, the entity will use the best metal below or equal to 100%. |
|- | |- |