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Editing v0.34:Entity token
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Latest revision | Your text | ||
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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 ( | + | | 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 | + | | 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 ( | + | 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}} | ||
| | | | ||
− | | | + | | 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 | + | | Allows creature to use products made from animals, such as leather shirts. |
|- | |- | ||
| {{text anchor|USE_ANY_PET_RACE}} | | {{text anchor|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 (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 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 | + | | 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 | + | | 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 | + | | 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}} | ||
| | | | ||
− | | | + | | 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}} | ||
| | | | ||
− | | | + | | 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}} | ||
| | | | ||
− | | | + | | 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}} | ||
| | | | ||
− | | | + | | 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 | + | | 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}} | ||
| | | | ||
− | | | + | | Needs testing. |
|- | |- | ||
| {{text anchor|STONE_PREF}} | | {{text anchor|STONE_PREF}} | ||
| | | | ||
− | | | + | | 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 | + | | Allow civ to trade subterranean wood types, such as tower-cap and fungiwood logs. |
|- | |- |