v0.31:Entity token

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This article is about an older version of DF.

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


Gameplay[edit]

Token Arguments Description
ADVENTURE_TIER order Allows adventure mode. Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers are in descending order. So you should put a new adventure entity above the Dwarves. Not at the end of the file.

[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.
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. Multiple entries will be chosen from at random for each civilization.

[CREATURE:DWARF]

Placement[edit]

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 FORTRESS, though these likely will not work. Defaults to CITY. As of version 0.31.13, dark fortresses, detailed caves, and tree cities can no longer 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[edit]

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 (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]

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[edit]

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.

[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
  • inorganic material
  • value
What kind of metals the civ uses for coin minting as well as the value of the coin.

[CURRENCY:SILVER:5]

ART_FACET_MODIFIER
  • type
  • number
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
  • item
  • number
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
  • item
  • number
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.
  • If an entity lacks this tag, translations appear to be drawn randomly from all translation filesVerify.

[TRANSLATION:DWARF]

SELECT_SYMBOL
  • noun
  • 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
  • noun
  • symbol
Unknown.
CULL_SYMBOL
  • noun
  • 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[edit]

Token Arguments Description
RELIGION type
  • REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Currently hardcoded to only be associated with rivers and nature.
  • PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.

[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
  • type
  • number

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[edit]

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
  • land holder number
  • population
  • wealth exported
  • created wealth
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[edit]

Token Arguments Description
ETHIC
  • behavior
  • reaction
Sets the civ's view of 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.
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 (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.

BUILDS_OUTDOOR_FORTIFICATIONS Makes the civilization build castles.
BANDITRY percentage Sets a percentage of the entity population to be used as bandits.
DIPLOMAT_BODYGUARDS Intended to cause visiting diplomats to be accompanied by a pair of soldiers. Does not work due to a long-standing bug.
INVADERS_IGNORE_NEUTRALS
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.
MERCHANT_BODYGUARDS Causes merchants to be 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. 0 means that no population requirement is needed for interaction, but only appears to apply to diplomacy and trade and is ignored by sieges. 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. 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. 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. 0 corresponds to no population requirement capable of causing interaction; i.e. population changes do not cause sieges to come. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140.

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.
TREE_CAP_DIPLOMACY Makes the entity angry if you cut down too many trees. They will send a warning first.
LAYER_LINKED Defines if a civilization is a hidden subterranean entity, such as batman civilizations.
UNDEAD_CANDIDATE Unknown. Possibly adds this creature to the army of zombies (Corpses) that surrounds a necromancer in adventure mode.

Items and Animals Used[edit]

Token Arguments Description
AMMO item token

[AMMO:ITEM_AMMO_BOLTS]

ARMOR
  • item token
  • rarity
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
  • item token
  • rarity
Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).

[GLOVES:ITEM_GLOVES_GLOVES:COMMON]

HELM
  • item token
  • rarity
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
  • item token
  • rarity
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
  • item token
  • rarity
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
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.
USE_CAVE_ANIMALS If they don't have it, creatures with exclusively subterranean biomes are skipped.
USE_EVIL_ANIMALS Don't have it -> EVIL creatures skipped.
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.
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 wood is available locally, and the relevant professions are permitted, controls availability of lye, charcoal, potash and pearlash.
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.
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.
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.
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.
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.
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 Needs testing.
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.
WOOD_WEAPONS Causes members to be able to use wooden weapons.
WOOD_ARMOR Causes members to be able to use wooden armor.
GEM_PREF Enables creatures of this entity to bring gems in trade.
INDOOR_WOOD Allow civ to trade subterranean wood types, such as tower-cap and fungiwood logs.
OUTDOOR_WOOD Allow civ to use outdoor wood types, such as mangrove and oak.

Tissue Styling Related Tokens[edit]

Token Arguments Description
TISSUE_STYLE
  • tissue???
Presumably selects tissue to set cultural style parameters for. Needs testing.
TS_MAINTAIN_LENGTH
  • length?
  • ???
Presumably sets culturally preferred tissue length for selected tissue. Needs testing.
TS_PREFERRED_SHAPING ??? Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.