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Difference between revisions of "v0.34:Entity token"
(→Available Resources: clarify some bits) |
(clarify - they grant access to the creatures in general, and they are also required for using general non-domestic PETs) |
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| {{text anchor|COMMON_DOMESTIC_MOUNT}} | | {{text anchor|COMMON_DOMESTIC_MOUNT}} | ||
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− | | | + | | 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. |
|- | |- | ||
| {{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. |
|- | |- | ||
| {{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. |
|- | |- | ||
| {{text anchor|COMMON_DOMESTIC_PULL}} | | {{text anchor|COMMON_DOMESTIC_PULL}} | ||
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− | | | + | | 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. |
|- | |- |
Revision as of 23:34, 4 June 2014
This article is about an older version of DF. |
These tokens define entities, or civilizations, in entity_*.txt files.
Gameplay
Token | Arguments | Description |
---|---|---|
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 creature can have a tier of 3000 and still work even if it's the only custom creature.
[ADVENTURE_TIER:4] |
INDIV_CONTROLLABLE | 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. | |
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), 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. | |
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.
[CREATURE:DWARF] |
Placement
Token | Arguments | Description |
---|---|---|
BIOME_SUPPORT |
|
Frequency goes from 0 to 10. Higher numbers make the entity more likely to settle there.
[BIOME_SUPPORT:ANY_GRASSLAND:4] |
START_BIOME | biome | Birth of the civilization can be performed on this biome.
[START_BIOME:MOUNTAIN] |
DEFAULT_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.
[DEFAULT_SITE_TYPE:CAVE_DETAILED] |
LIKES_SITE | site type | Most residents will try to move to this site type, unless already at one.
[LIKES_SITE:CAVE_DETAILED] |
TOLERATES_SITE | site type | Some residents will try to move to this site type, unless already at one.
[TOLERATES_SITE:CITY] |
WORLD_CONSTRUCTION | construction | Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.
[WORLD_CONSTRUCTION:BRIDGE] [WORLD_CONSTRUCTION:ROAD] [WORLD_CONSTRUCTION:TUNNEL] [WORLD_CONSTRUCTION:WALL] |
Population
Token | Arguments | Description |
---|---|---|
START_GROUP_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).
[START_GROUP_NUMBER:10] |
MAX_POP_NUMBER | number | Max population per entity. Multiply this by max starting civ to get the total population of the species. Defaults to 500.
[MAX_POP_NUMBER:500] |
MAX_SITE_POP_NUMBER | number | Max population per individual site. Generic site types will not hold any more than this number of entities. Must be at least 80 for towns to be generated. In general, lower pop numbers mean more sprawl, and higher numbers mean more needing to crawl when entering town stores, which are not affected by this cap. Defaults to 50.
[MAX_SITE_POP_NUMBER:200] |
MAX_STARTING_CIV_NUMBER | number | 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:3] |
Flavor
Token | Arguments | Description |
---|---|---|
PERMITTED_BUILDING | building name | The named, custom building can be built by a civilization in Fortress Mode.
[PERMITTED_BUILDING:SOAP_MAKER] |
PERMITTED_JOB | 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.
[PERMITTED_JOB:MINER] |
PERMITTED_REACTION | reaction name | Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode. 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] |
CURRENCY_BY_YEAR | Causes the civ's currency to be numbered with the year it was minted. | |
CURRENCY |
|
What kind of metals the civ uses for coin minting as well as the value of the coin.
[CURRENCY:SILVER:5] |
ART_FACET_MODIFIER |
|
OWN_RACE, FANCIFUL, EVIL, GOOD
Number goes from 0 to 25600 where 256 is the default. [ART_FACET_MODIFIER:OWN_RACE:512] |
ART_IMAGE_ELEMENT_MODIFIER |
|
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. [ART_IMAGE_ELEMENT_MODIFIER:TREE:512] |
ITEM_IMPROVEMENT_MODIFIER |
|
ART_IMAGE, COVERED or GLAZED, 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". [ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens. |
TRANSLATION | language | What language raw the entity uses.
[TRANSLATION:DWARF] |
SELECT_SYMBOL |
|
ALL, REMAINING, CIV, SITE, VESSEL, RELIGION, MILITARY_UNIT, TEMPLE, WAR, BATTLE, SIEGE, ROAD, BRIDGE, TUNNEL, WALL
Causes the entity to more often use these symbols in the particular SYM set. [SELECT_SYMBOL:ALL:PEACE] |
SUBSELECT_SYMBOL |
|
Unknown. |
CULL_SYMBOL |
|
Causes the entity to not use the words in these SYM sets.
[CULL_SYMBOL:ALL:UGLY] |
FRIENDLY_COLOR | see color |
The color of this entity's civilization settlements in the world gen and embark screens. Defaults to 7:0:1. [FRIENDLY_COLOR:1:0:1] |
Religion
Token | Arguments | Description |
---|---|---|
RELIGION | type |
[RELIGION:PANTHEON] |
RELIGION_SPHERE | sphere | 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] |
SPHERE_ALIGNMENT |
|
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] |
Leadership
Token | Arguments | Description |
---|---|---|
POSITION | 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 Position token. |
LAND_HOLDER_TRIGGER |
|
Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress. |
VARIABLE_POSITIONS | Position responsibility or ALL | Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). |
Behavior
Token | Arguments | Description |
---|---|---|
ETHIC |
|
Sets the civ's view of ethics (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] |
WILL_ACCEPT_TRIBUTE | Makes the civ's traders accept offered goods. | |
WANDERER, BEAST_HUNTER, SCOUT | The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. | |
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. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople. | |
ACTIVE_SEASON | season | the season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.
[ACTIVE_SEASON:AUTUMN] |
AMBUSHER | When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. | |
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. | |
BABYSNATCHER | 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. | |
BUILDS_OUTDOOR_FORTIFICATIONS | Makes the civilization build castles. | |
BUILDS_OUTDOOR_TOMBS | Makes the civilization build tombs. | |
BANDITRY | percentage | Sets a percentage of the entity population to be used as bandits. |
DIPLOMAT_BODYGUARDS | Visiting diplomats are accompanied by a pair of soldiers. Does not work due to a bug.Bug:5854 | |
INVADERS_IGNORE_NEUTRALS | Causes invaders to ignore visiting caravans and other neutral creatures.[Verify] | |
ITEM_THIEF | Sends thieves to steal items. This will also occur in history generation, and thieves will have the "thief" profession. Items stolen in history gen will be scattered around that creature's home. | |
LOCAL_BANDITRY | Causes the entity to send out patrols that can ambush adventurers. Will cause cities to be hostile to adventurers whenever they enter, regardless of race or nationality. Adding this tag to playable entities will also make adventurers with this token willing to move-attack non-hostile villagers, rather than having to make an aimed attack. | |
MERCHANT_BODYGUARDS | Caravan merchants are accompanied by soldiers. | |
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. | |
PROGRESS_TRIGGER_POPULATION | 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 the population trigger be fulfilled as well as at least one other trigger before attacking. |
PROGRESS_TRIGGER_PRODUCTION | level | 0 to 5, civ will come to site once created wealth 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 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort. |
PROGRESS_TRIGGER_TRADE | level | 0 to 5, civ will come to site once exported goods 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 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort. |
PROGRESS_TRIGGER_POP_SIEGE | level | 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. A value of 0 disables the trigger. |
PROGRESS_TRIGGER_PROD_SIEGE | level | 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile. |
PROGRESS_TRIGGER_TRADE_SIEGE | level | 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile. |
SIEGER | Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. | |
SKULKING | This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Makes trade impossible with the related civilization. | |
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 Spring after your fortress becomes a Barony. | |
LAYER_LINKED | Defines if a civilization is a hidden subterranean entity, such as batman civilizations. | |
UNDEAD_CANDIDATE | Unknown. Possibly makes this creature available as a "Corpse" (e.g. Human Corpse) for necromancers in adventure mode. |
Available Resources
Token | Arguments | Description |
---|---|---|
AMMO | item token |
[AMMO:ITEM_AMMO_BOLTS] |
ARMOR |
|
Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] |
DIGGER | item token |
[DIGGER:ITEM_WEAPON_PICK] |
GLOVES |
|
Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] |
HELM |
|
Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
[HELM:ITEM_HELM_HELM:COMMON] |
INSTRUMENT | item token |
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE] |
PANTS |
|
Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
[PANTS:ITEM_PANTS_PANTS:COMMON] |
SHIELD | item token |
[SHIELD:ITEM_SHIELD_SHIELD] |
SHOES |
|
Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
[SHOES:ITEM_SHOES_SHOES:COMMON] |
SIEGEAMMO | item token |
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA] |
TOOL | item token |
[TOOL:ITEM_TOOL_NEST_BOX] |
TOY | item token |
[TOY:ITEM_TOY_PUZZLEBOX] |
TRAPCOMP | item token |
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE] |
WEAPON | item token |
[WEAPON:ITEM_WEAPON_AXE_BATTLE] |
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. | |
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. | |
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 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). | |
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 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). | |
USE_EVIL_PLANTS | As EVIL creatures for all uses of plants. | |
USE_EVIL_WOOD | As EVIL creatures for all uses of wood. | |
USE_GOOD_ANIMALS | Don't have it -> GOOD creatures skipped. If they have it, good creatures without CAN_LEARN will 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). | |
USE_GOOD_PLANTS | As GOOD creatures for all uses of plants. | |
USE_GOOD_WOOD | As GOOD creatures for all uses of wood. | |
USE_MISC_PROCESSED_WOOD_PRODUCTS | If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING). | |
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. | |
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. | |
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. | |
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 wagons. | |
RIVER_PRODUCTS | Allow civ to use river products in the goods it has available for trade. | |
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. sturgeons and stingrays). | |
INDOOR_FARMING | Allow civ to use underground plant products in the goods it has available for trade. | |
OUTDOOR_FARMING | Allow civ to use outdoor plant products in the goods it has available for trade. | |
CLOTHING | Civ members will attempt to wear clothing. | |
SUBTERRANEAN_CLOTHING | Will wear things made of spider silk and other subterranean materials. | |
EQUIPMENT_IMPROVEMENTS | Adds decorations to equipment based on the level of the generated unit. Also improves item quality. | |
IMPROVED_BOWS | Adds decorations to weapons generated for bowman and master bowman. An elf hack. | |
METAL_PREF | Allows metal materials to be used to make cages (inexpensive metals only) and crafts. | |
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. | |
WOOD_WEAPONS | The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack. | |
WOOD_ARMOR | The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack. | |
GEM_PREF | Enables creatures of this entity to bring gems in trade. | |
INDOOR_WOOD | Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs. | |
OUTDOOR_WOOD | Allow civ to use outdoor wood types, such as mangrove and oak. | |
GEM_SHAPE | shape | Precious gems cut by this civilization's jewelers can be of this shape. |
STONE_SHAPE | shape | Ordinary non-gem stones cut by this civilization's jewelers can be of this shape. |
Tissue Styling Related Tokens
Token | Arguments | Description |
---|---|---|
TISSUE_STYLE | tissue style unit ID | 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. |
TS_MAINTAIN_LENGTH |
|
Presumably sets culturally preferred tissue length for selected tissue. Needs testing.
Dwarves have their beards set to 100:NONE by default. |
TS_PREFERRED_SHAPING | styling token | Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing. |