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Token
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v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
Modding |
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Tokens |
Audio · Biome · Graphics · Interaction · Mod info · Plant · Speech · Sphere · Syndrome · World |
Body tokens |
Body · Body detail plan · Bodygloss · Tissue |
Creature tokens |
Creature · Creature mannerism · Personality · Creature variation · Procedural graphics layer |
Descriptor tokens |
Descriptor color · Color · Descriptor pattern · Descriptor shape |
Entity tokens |
Entity · Ethic · Language · Value · Position |
Job tokens |
Building · Labor · Reaction · Skill · Unit type |
Item tokens |
Item type · Item definition · Ammo · Armor · Instrument · Tool · Trap component · Weapon |
Material tokens |
Material type · Material definition · Inorganic material definition |
In Dwarf Fortress, a token is a piece of text that defines the properties of an object. An "object" could be a material, a type of tissue, an organ, a piece of armor, a creature, a biome, a civilisation, or anything else in the game. A "property" could be how large something is, what it is made from, its melting temperature, its name, its biome preference (for civilisations) or anything else that makes it unique. All information associated with the properties of an object in the game is defined using tokens. Tokens are used in the raws, which can be easily modified, allowing users to create (and distribute) new content.
- Ammo tokens define ammunition, such as arrows and bolts.
- Armor tokens define armor.
- Biome tokens define environments for creatures, plants and entities (entities being civilisations).
- Building tokens define buildings.
- Body tokens determine bodily structure and materials.
- Body detail plan tokens define some details of a body, similar to body tokens.
- Bodygloss tokens perform a single-word substitution of a creature's body parts.
- Creature tokens determine the properties of creatures.
- Creature variation tokens are used to create creatures derived from other already-existing creatures, without duplicating every single token.
- Descriptor color tokens define colors used in text-based descriptions. Not to be confused with color schemes.
- Descriptor pattern tokens define color patterns.
- Descriptor shape tokens define shapes.
- Entity tokens define entities, or civilizations.
- Graphics token define tile-based graphics.
- Item tokens define the most basic form of items (made specific by material tokens). Item tokens are mainly used in reactions.
- Item definition tokens are used for actual definitions of items.
- Instrument tokens define instruments.
- Interaction tokens define interactions.
- Labor tokens define labors.
- Language tokens define a language's vocabulary. Since fictional languages in Dwarf Fortress are currently only used in names, language tokens do not define grammar.
- Material tokens are used to refer to materials, similar to item tokens.
- Material definition tokens are used to define materials, similar to item definition tokens.
- Inorganic material definition tokens are used to define inorganic materials, similar to material definition tokens.
- Plant tokens define plants.
- Position tokens define roles/occupations/positions in character entities.
- Skill tokens reference skills.
- Syndrome tokens define syndromes (ie conditions, diseases, bonuses and maluses).
- Tissue definition tokens define tissues.
- Tool tokens define tools, similar to weapon tokens.
- Trap component tokens define traps.
- Unit type tokens are referred to by tilesets and entities, for purposes of nobility and the like.
- Weapon tokens define weapons.
- World tokens are used in custom world generation.
- Music tokens These are the triggers for the default music effects.
- Sound tokens These are the triggers for the default sound effects.
Also note reactions, which are a little more complicated than simple tokens.