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40d Talk:Entity token

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PREF tokens[edit]

Do these do anything? I tried taking them off dwarves and they still like the same sorts of things. I loaded an Elf Fortress and found that elves like the same things too.

I had the brilliant idea that I could get rid of annoying noble demands this way, but alas... Anydwarf 14:43, 17 May 2008 (EDT)

  • I activated [STONE_PREF] and [METAL_PREF], but not [GEM_PREF] nor [WOOD_PREF], and then set up a couple of forts. My starting guys only had preferences for types of stone and metal. Maybe if you take them all off, it assumes they're all activated? --Toastdieb 16:52, 19 June 2008 (EDT)
  • My latest fort on the same settings had 2 guys that prefer certain wood types, and 4 that prefer certain gemstones. All 7 of them have stone and metal preferences though. So maybe the tokens force dwarves to have a type preference for stone/metals/etc. I'll run a few more test forts to see if I can confirm. --Toastdieb 00:19, 20 June 2008 (EDT)
It may sound stupid, but are you certain that you saved the files and then generated a new world? You can't load a world for most modifications to the raws; it generally screws things up. ~ Midna 19:19, 28 October 2008 (EDT)

Farming[edit]

So turning both [INDOOR_FARMING] and [OUTDOOR_FARMING] off seems to disable the option to take any seeds at all at the embark screen. Either that or for some reason neither of my two civs in entirely different worlds had any seeds. I'm assuming this means turning both of them on would allow you to take above-ground and subterranean plant seeds. Can anyone confirm? --Toastdieb 17:03, 19 June 2008 (EDT)

  • I turned them both on, and it allowed me to take above-ground seeds only. This may be a civ issue, as I *thought* I saw subterranean seeds in one of my test worlds. --Toastdieb 23:09, 19 June 2008 (EDT)
  • My newest test world using the same settings gave me access to both above-ground and subterranean seeds and plants. So farming tags allow access to both types of seeds, though it doesn't guarantee that you'll get both. --Toastdieb 01:32, 22 June 2008 (EDT)
  • Try generating a new world. I think you only get access to whatever your parent civilization has so even though you *could* take above ground seeds, the founding dwarves didn't have any as they were generated without them, but I can't confirm this while I'm at work. Scribbler 16:40, 9 October 2008 (EDT)

Great page[edit]

This is a great page. Too bad it seems sort of buried in the wiki... Is there a way we could mark which tokens are absolutely essential (bare minimum) to make a game-viable civilization? Note that "game-viable" just means the compiler would successfully (without crashes/bugs) incorporate the civ into the world during world generation. Whether it is a "successful" civilization after that depends on maybe second-tier token definitions (like, can this civilization speak words?). Thanks.--Jpwrunyan 02:46, 27 March 2009 (UTC)

byte values say hi[edit]

dived into a unmodded rawr folder to check these tokens when noticed every values for sphere_alignments used a multiple/division of 256 =p thanks toady for being a good nerd. but then does that mean 256 is "default" value? Soul4hdwn 14:39, 13 September 2009 (UTC)edit:didn't read a different section about the default states but still nice to know about the nerdiness.

Symbols?[edit]

There are tokens listed called SELECT_SYMBOL, SUBSELECT_SYMBOL, and CULL_SYMBOL. The tables do very little to explaining those, but I think it may have something to do with naming things. I am certain that it uses the symbols in language_SYM. It seems to be used by all of the default entities. VDOgamez 00:33, 26 January 2010 (UTC)