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Editing 23a:Entity token
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{{quality|Exceptional|21:11, 30 March 2011 (UTC)}}{{av}} | {{quality|Exceptional|21:11, 30 March 2011 (UTC)}}{{av}} | ||
− | These | + | These {{L|tokens}} define entities, or {{L|Civilization|civilization}}s, in entity_*.txt files. |
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| MOUNTAIN_SETTLEMENTS | | MOUNTAIN_SETTLEMENTS | ||
| | | | ||
− | | Causes sites to be placed adjacent to mountains | + | | Causes sites to be placed adjacent to mountains. |
|- | |- | ||
| FOREST_SETTLEMENTS | | FOREST_SETTLEMENTS | ||
| | | | ||
− | | Causes sites to be placed in forests | + | | Causes sites to be placed in forests. |
|- | |- | ||
| PLAINS_SETTLEMENTS | | PLAINS_SETTLEMENTS | ||
| | | | ||
− | | Causes sites to be placed in plains. | + | | Causes sites to be placed in plains. |
+ | |||
|} | |} | ||
+ | |||
== Flavor == | == Flavor == | ||
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* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}. | * If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}. | ||
[TRANSLATION:DWARF] | [TRANSLATION:DWARF] | ||
+ | |||
+ | |- | ||
+ | | CULL_SYMBOL | ||
+ | | | ||
+ | * noun | ||
+ | * symbol | ||
+ | | ALL | ||
+ | Causes the entity to not use the words in these SYM sets. | ||
+ | [CULL_SYMBOL:ALL:UGLY] | ||
|- | |- | ||
Line 84: | Line 95: | ||
* noun | * noun | ||
* symbol | * symbol | ||
− | | | + | | Causes the entity to more often use these symbols in the particular SYM set. |
− | Causes the entity to more often use these symbols in the particular SYM set. | ||
[SELECT_SYMBOL:ALL:PEACE] | [SELECT_SYMBOL:ALL:PEACE] | ||
|- | |- | ||
− | | | + | | METAL_PREF |
+ | | | ||
+ | | Causes the entity to use only {{L|iron}} for weapons and armor. Without this token, the entity will randomly use {{L|copper}}, {{L|bronze}}, and {{L|iron}}. | ||
+ | |||
+ | |- | ||
+ | | STONE_PREF | ||
+ | | | ||
+ | | | ||
+ | |||
+ | |- | ||
+ | | WOOD_PREF | ||
+ | | | ||
+ | | Causes members to use wooden armor, shields, and weapons, as elves do. | ||
+ | |||
+ | |- | ||
+ | | GEM_PREF | ||
| | | | ||
− | + | | | |
− | |||
− | | | ||
− | |||
|} | |} | ||
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| AMBUSHER | | 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. |
|- | |- | ||
| BABYSNATCHER | | BABYSNATCHER | ||
| | | | ||
− | | Sends thieves to steal babies. | + | | Sends thieves to steal babies. May also cause sieges as population increases. |
|- | |- | ||
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| SIEGER | | SIEGER | ||
| | | | ||
− | | | + | | Will start campfires and wait around at the edge of your map for a month or two, before charging. |
+ | |||
|} | |} | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Allows the civilization to produce the specified type of armor. | + | | Allows the civilization to produce the specified type of armor. Rarity is optional. |
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Allows the civilization to produce the specified type of handwear. | + | | Allows the civilization to produce the specified type of handwear. Rarity is optional. |
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] | [GLOVES:ITEM_GLOVES_GLOVES:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Allows the civilization to produce the specified type of headgear. | + | | Allows the civilization to produce the specified type of headgear. Rarity is optional. |
[HELM:ITEM_HELM_HELM:COMMON] | [HELM:ITEM_HELM_HELM:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Allows the civilization to produce the specified type of legwear. | + | | Allows the civilization to produce the specified type of legwear. Rarity is optional. |
[PANTS:ITEM_PANTS_PANTS:COMMON] | [PANTS:ITEM_PANTS_PANTS:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Allows the civilization to produce the specified type of footwear. | + | | Allows the civilization to produce the specified type of footwear. Rarity is optional. |
[SHOES:ITEM_SHOES_SHOES:COMMON] | [SHOES:ITEM_SHOES_SHOES:COMMON] | ||
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| USE_EVIL_ANIMALS | | USE_EVIL_ANIMALS | ||
| | | | ||
− | | Don't have it -> EVIL creatures skipped | + | | Don't have it -> EVIL creatures skipped. |
|- | |- | ||
| COMMON_DOMESTIC_MOUNT | | COMMON_DOMESTIC_MOUNT | ||
| | | | ||
− | | If a creature has | + | | 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. |
|- | |- | ||
| COMMON_DOMESTIC_PACK | | COMMON_DOMESTIC_PACK | ||
| | | | ||
− | | If a creature has | + | | 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. |
|- | |- | ||
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| COMMON_DOMESTIC_PULL | | COMMON_DOMESTIC_PULL | ||
| | | | ||
− | | If a creature has | + | | 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. |
|- | |- | ||
| RIVER_PRODUCTS | | RIVER_PRODUCTS | ||
| | | | ||
− | | Allow civ to use river products | + | | Allow civ to use river products in the goods it has available for trade. |
|- | |- | ||
| OCEAN_PRODUCTS | | OCEAN_PRODUCTS | ||
| | | | ||
− | | Allow civ to use ocean products | + | | Allow civ to use ocean products in the goods it has available for trade. |
|- | |- | ||
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| | | | ||
| Civ members will wear things made of spider silk and other subterranean materials. | | Civ members will wear things made of spider silk and other subterranean materials. | ||
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|- | |- | ||
| MINOR_METAL | | MINOR_METAL | ||
| | | | ||
− | | | + | | Will always use {{L|copper}}. |
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|} | |} | ||
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{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} |