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Editing v0.34:Entity token

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| {{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, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Dark fortresses, detailed caves, tree cities, and monuments cannot be visited in Adventurer mode.
+
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, FORTRESS, and MONUMENT, though these likely will not work. Defaults to CITY. Dark fortresses, detailed caves, and tree cities cannot be visited in Adventurer mode.
 
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
 
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
  
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| {{text anchor|START_GROUP_NUMBER}}
 
| {{text anchor|START_GROUP_NUMBER}}
 
| number
 
| number
| Number of breeding couples to start with per entity. Helps give a boost to weaker civs by giving them more cannon fodder at the beginning of their histories, and better genetic diversity (if that's modeled for that particular creature). Note that single-gender (e.g. [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).
+
| Number of breeding couples to start with per entity. Helps give a boost to weaker civs by giving them more cannon fodder at the beginning of their histories, and better genetic diversity (if that's modeled for that particular creature). 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]
  
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| {{text anchor|PERMITTED_JOB}}
 
| {{text anchor|PERMITTED_JOB}}
 
| [[Unit type token|profession]]
 
| [[Unit type token|profession]]
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.
+
| 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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| 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 worldgen, allowing them to become part of the civ if they do not escape.
 
| 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 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 (i.e. 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.
+
Note: If the 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.
  
 
|-
 
|-
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| {{text anchor|UNDEAD_CANDIDATE}}
 
| {{text anchor|UNDEAD_CANDIDATE}}
 
|
 
|
| Does nothing. [http://www.bay12forums.com/smf//index.php?topic=169696.msg8265542#msg8265542]
+
| Unknown. Possibly makes this creature available as a "Corpse" (e.g. Human Corpse) for necromancers in adventure mode.
  
 
|}
 
|}
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| {{text anchor|USE_ANIMAL_PRODUCTS}}
 
| {{text anchor|USE_ANIMAL_PRODUCTS}}
 
|
 
|
| 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.
+
| Allows creature to use products made from animals, such as leather shirts.
  
 
|-
 
|-
 
| {{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 PET_EXOTIC will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' 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.
+
| 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.
  
 
|-
 
|-
 
| {{text anchor|USE_CAVE_ANIMALS}}
 
| {{text anchor|USE_CAVE_ANIMALS}}
 
|
 
|
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN).
+
| If they don't have it, creatures with exclusively subterranean biomes are skipped.
  
 
|-
 
|-
 
| {{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'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER).
+
| Don't have it -> EVIL creatures skipped.
  
 
|-
 
|-
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| {{text anchor|USE_GOOD_ANIMALS}}
 
| {{text anchor|USE_GOOD_ANIMALS}}
 
|
 
|
| Don't have it -> GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR).
+
| Don't have it -> GOOD creatures skipped.
  
 
|-
 
|-
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| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}
 
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}
 
|
 
|
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).
+
| If wood is available locally, and the relevant professions are permitted, controls availability of lye, charcoal, potash and pearlash.
  
 
|-
 
|-
 
| {{text anchor|COMMON_DOMESTIC_MOUNT}}
 
| {{text anchor|COMMON_DOMESTIC_MOUNT}}
 
|
 
|
| Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.
+
| If a creature has MOUNT and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
  
 
|-
 
|-
 
| {{text anchor|COMMON_DOMESTIC_PACK}}
 
| {{text anchor|COMMON_DOMESTIC_PACK}}
 
|
 
|
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.
+
| If a creature has PACK_ANIMAL 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.
  
 
|-
 
|-
 
| {{text anchor|COMMON_DOMESTIC_PET}}
 
| {{text anchor|COMMON_DOMESTIC_PET}}
 
|
 
|
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.
+
| 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 to have any animals at all, including those used in trading.
  
 
|-
 
|-
 
| {{text anchor|COMMON_DOMESTIC_PULL}}
 
| {{text anchor|COMMON_DOMESTIC_PULL}}
 
|
 
|
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.
+
| If a creature has WAGON_PULLER 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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| {{text anchor|OCEAN_PRODUCTS}}
 
| {{text anchor|OCEAN_PRODUCTS}}
 
|
 
|
| 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).
+
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade.
  
 
|-
 
|-
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| {{text anchor|METAL_PREF}}
 
| {{text anchor|METAL_PREF}}
 
|
 
|
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.
+
| Needs testing.
  
 
|-
 
|-
 
| {{text anchor|STONE_PREF}}
 
| {{text anchor|STONE_PREF}}
 
|
 
|
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.
+
| Enables creatures of this entity to bring stones in trade. Also seems to enable the use of metals smelted from ore, such as iron or copper.
  
 
|-
 
|-
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| {{text anchor|INDOOR_WOOD}}
 
| {{text anchor|INDOOR_WOOD}}
 
|  
 
|  
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.
+
| Allow civ to trade subterranean wood types, such as tower-cap and fungiwood logs.
  
 
|-
 
|-

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