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40d:Entity token

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These tokens define entities, or civilizations, in entity_*.txt files.

Items and Animals Used

[AMMO:item token]
[ARMOR:item token:rarity]
[ARMOR:item token]
[DIGGER:item token]
[GLOVES:item token:rarity]
[HELM:item token:rarity]
[INSTRUMENT:item token]
[PANTS:item token:rarity]
[SHIELD:item token]
[SHOES:item token:rarity]
[SIEGEAMMO:item token]
[TOY:item token]
[TRAPCOMP:item token]
[WEAPON:item token]
[USE_ANIMAL_PRODUCTS]
[USE_ANY_PET_RACE]
[USE_CAVE_ANIMALS]
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]
[USE_GOOD_ANIMALS]
[USE_GOOD_PLANTS]
[USE_GOOD_WOOD]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PET]
[COMMON_DOMESTIC_PULL]
[RIVER_PRODUCTS]
[OCEAN_PRODUCTS]
[INDOOR_FARMING]
[OUTDOOR_FARMING]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[EQUIPMENT_IMPROVEMENTS]
[ITEM_IMPROVEMENT_MODIFIER:*:*]
[IMPROVED_BOWS]
[MINOR_METAL]
[LOW_SKILL]

Gameplay

[ADVENTURE_TIER:number] defines where this will appear on the list of races to pick on adventure mode no I have no idea why this exists
[INDIV_CONTROLLABLE] adventure mode
[CIV_CONTROLLABLE] dorf fortress mode

Placement

[CREATURE:*] entity will pick one of this at random to populate when generated
[START_GROUP_NUMBER:*] number of breeding couples to start with per entity
[MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species
[MAX_SITE_POP_NUMBER:number] max population per individual site
[MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen
[DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN
[LIKES_SITE:*]
[TOLERATES_SITE:*]
[START_BIOME:biome token]
[BIOME_SUPPORT:biome token:number] number goes from 0 to 10, unlike every other fricking scale in this game
[FOREST_SETTLEMENTS]
[MOUNTAIN_SETTLEMENTS]
[PLAINS_SETTLEMENTS]
[UNDEAD_CANDIDATE]

Flavor

[CURRENCY:metal token:value]
[CURRENCY_BY_YEAR]
[ART_FACET_MODIFIER:*:*]
[ART_IMAGE_ELEMENT_MODIFIER:*:*]
[TRANSLATION:*]
[CULL_SYMBOL:*:*]
[SELECT_SYMBOL:*:*]
[FRIENDLY_COLOR:*:*:*]
[METAL_PREF]
[STONE_PREF]
[WOOD_PREF]
[GEM_PREF]

Religion

[RELIGION:*]
[RELIGION_SPHERE:*]
[SPHERE_ALIGNMENT:*:*]

Leadership

[CAN_HAVE_MILITARY_LEADER] i can has military leader?
[CAN_HAVE_MILITARY_SITE_LEADER] i can has military site leader?
[LEADER_TYPE:profession token] king, bookkeeper, drunk, whateva
[SITE_LEADER_TYPE:profession token]
[MAYOR]

Behavior

[ABUSE_BODIES]
[ACTIVE_SEASON:season]
[AMBUSHER]
[AT_PEACE_WITH_WILDLIFE] what do you think
[BABYSNATCHER]
[DIPLOMAT]
[DIPLOMAT_BODYGUARDS]
[ENTITY_GROUPING:*] GOOD EVIL or NUISANCE
[INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals
[ITEM_THIEF]
[MERCHANT_BODYGUARDS]
[MERCHANT_NOBILITY]
[PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once youve reached that size
[PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once youve reached that size
[PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once youve reached that size
[RESPECT_ANIMALS] wont buy animal stuff
[RESPECT_TREES] wont buy wood stuff
[SIEGER]
[SKULKING]
[TREE_CAP_DIPLOMACY]