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Editing 40d:Entity token
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Latest revision | Your text | ||
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− | + | These [[tokens]] define entities, or [[civilizations]], in entity_*.txt files. | |
− | These [[tokens]] define entities, or [[ | ||
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| ADVENTURE_TIER | | ADVENTURE_TIER | ||
| order | | order | ||
− | | Allows adventure mode. | + | | Allows adventure mode. Dwarfs, 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] | [ADVENTURE_TIER:4] | ||
Line 59: | Line 58: | ||
| DEFAULT_SITE_TYPE | | DEFAULT_SITE_TYPE | ||
| site type | | site type | ||
− | | Also determines symbol used when selecting civilization. CAVE uses no symbol. Options are: | + | | Also determines symbol used when selecting civilization. CAVE uses no symbol. Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN |
− | |||
− | |||
− | |||
− | |||
− | |||
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− | |||
[DEFAULT_SITE_TYPE:CAVE_DETAILED] | [DEFAULT_SITE_TYPE:CAVE_DETAILED] | ||
Line 100: | Line 92: | ||
| START_GROUP_NUMBER | | START_GROUP_NUMBER | ||
| number | | number | ||
− | | Number of breeding couples to start with per entity. Note that single-gender ( | + | | Number of breeding couples to start with per entity. Note that single-gender (eg. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not have any population. (Possible exception is if they have very high [DAMBLOCK] and [MAXAGE] values.) |
[START_GROUP_NUMBER:10] | [START_GROUP_NUMBER:10] | ||
Line 132: | Line 124: | ||
|- | |- | ||
| PERMITTED_JOB | | PERMITTED_JOB | ||
− | | [[ | + | | [[Profession tokens|profession]] |
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. | | Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. | ||
[PERMITTED_JOB:MINER] | [PERMITTED_JOB:MINER] | ||
Line 187: | Line 179: | ||
|- | |- | ||
− | | | + | | CULL_SYMBOL |
| | | | ||
* noun | * noun | ||
* symbol | * symbol | ||
− | | ALL | + | | ALL, CIV, SITE |
− | Causes the entity to | + | Causes the entity to not use the words in these SYM sets. |
− | [ | + | [CULL_SYMBOL:ALL:UGLY] |
|- | |- | ||
− | | | + | | SELECT_SYMBOL |
| | | | ||
* noun | * noun | ||
* symbol | * symbol | ||
− | | Causes the entity to more often use | + | | Causes the entity to more often use these symbols in the particular SYM set. |
− | + | [SELECT_SYMBOL:ALL:PEACE] | |
− | |||
− | |||
− | |||
− | |||
− | |||
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− | [ | ||
|- | |- | ||
Line 221: | Line 205: | ||
| METAL_PREF | | METAL_PREF | ||
| | | | ||
− | | | + | | Enables creatures of this entity to have a preference for one or more advanced metals. |
+ | This also allows them to use stronger metals, such as steel. Currently only dwarves have this token. | ||
|- | |- | ||
| STONE_PREF | | STONE_PREF | ||
| | | | ||
− | | Enables creatures of this entity to | + | | Enables creatures of this entity to have a preference for one or more stones. |
|- | |- | ||
| WOOD_PREF | | WOOD_PREF | ||
| | | | ||
− | | | + | | Enables creatures of this entity to have a preference for one or more types of wood. Also causes members to use wooden armor, shields, and weapons, as elves do. |
|- | |- | ||
| GEM_PREF | | GEM_PREF | ||
| | | | ||
− | | Enables creatures of this entity to | + | | Enables creatures of this entity to have a preference for one or more gems. |
|- | |- | ||
Line 242: | Line 227: | ||
| | | | ||
| In previous versions, this also allowed ruins to be automatically populated by undead versions of that species. | | In previous versions, this also allowed ruins to be automatically populated by undead versions of that species. | ||
+ | Unknown if the tag does anything as of version 40d. | ||
|} | |} | ||
Line 255: | Line 241: | ||
| RELIGION | | RELIGION | ||
| type | | type | ||
− | | REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. | + | | REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. |
− | |||
PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well. | PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well. | ||
− | ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the | + | ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the Demon. |
− | |||
− | |||
[RELIGION:PANTHEON] | [RELIGION:PANTHEON] | ||
Line 268: | Line 251: | ||
| RELIGION_SPHERE | | RELIGION_SPHERE | ||
| sphere | | sphere | ||
− | | Can | + | | 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] | [RELIGION_SPHERE:FORTRESSES] | ||
Line 301: | Line 284: | ||
|- | |- | ||
| LEADER_TYPE | | LEADER_TYPE | ||
− | | [[ | + | | [[Profession tokens|profession]] |
| Makes the leader of the civ this profession, uses tileset professions. | | Makes the leader of the civ this profession, uses tileset professions. | ||
[LEADER_TYPE:MASTER_THIEF] | [LEADER_TYPE:MASTER_THIEF] | ||
Line 307: | Line 290: | ||
|- | |- | ||
| SITE_LEADER_TYPE | | SITE_LEADER_TYPE | ||
− | | [[ | + | | [[Profession tokens|profession]] |
| Makes the minor leaders this profession, uses tileset professions. | | Makes the minor leaders this profession, uses tileset professions. | ||
[SITE_LEADER_TYPE:MASTER_THIEF] | [SITE_LEADER_TYPE:MASTER_THIEF] | ||
Line 346: | Line 329: | ||
| ABUSE_BODIES | | 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 | + | | 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. |
|- | |- | ||
Line 372: | Line 355: | ||
| DIPLOMAT | | DIPLOMAT | ||
| | | | ||
− | | Sends diplomats to come and talk to you | + | | Sends diplomats to come and talk to you, also allows trade negotiations for the next year's caravan. |
|- | |- | ||
| DIPLOMAT_BODYGUARDS | | DIPLOMAT_BODYGUARDS | ||
| | | | ||
− | | | + | | Diplomats have bodyguards. |
+ | |||
+ | |- | ||
+ | | ENTITY_GROUPING | ||
+ | | alignment (obsolete) | ||
+ | | FRIENDLY, EVIL, or NUISANCE | ||
+ | [ENTITY_GROUPING:FRIENDLY] | ||
|- | |- | ||
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| MERCHANT_BODYGUARDS | | MERCHANT_BODYGUARDS | ||
| | | | ||
− | | | + | | Merchants have bodyguards. |
|- | |- | ||
| MERCHANT_NOBILITY | | MERCHANT_NOBILITY | ||
| | | | ||
− | | Civ has a | + | | Civ has a merchant prince. |
|- | |- | ||
| PROGRESS_TRIGGER_POPULATION | | PROGRESS_TRIGGER_POPULATION | ||
| level | | level | ||
− | | 0 to 5, civ will come to site once population at site has reached that level. | + | | 0 to 5, civ will come to site once population at site has reached that level. Evidence suggests this trigger only works for friendly races. |
|- | |- | ||
| PROGRESS_TRIGGER_PRODUCTION | | PROGRESS_TRIGGER_PRODUCTION | ||
| level | | level | ||
− | | 0 to 5, civ will come to site once created wealth has reached that level | + | | 0 to 5, civ will come to site once created wealth has reached that level |
|- | |- | ||
| PROGRESS_TRIGGER_TRADE | | PROGRESS_TRIGGER_TRADE | ||
| level | | level | ||
− | | 0 to 5, civ will come to site once exported goods has reached that level | + | | 0 to 5, civ will come to site once exported goods has reached that level |
|- | |- | ||
| SIEGER | | SIEGER | ||
| | | | ||
− | | Will | + | | Will wait around at the edge of your map for a month or two, before charging. |
|- | |- | ||
Line 427: | Line 416: | ||
| TREE_CAP_DIPLOMACY | | TREE_CAP_DIPLOMACY | ||
| | | | ||
− | | | + | | Makes the entity angry if you cut down too many trees. They will send a warning first. |
|} | |} | ||
Line 449: | Line 438: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | ||
Line 463: | Line 452: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] | [GLOVES:ITEM_GLOVES_GLOVES:COMMON] | ||
Line 471: | Line 460: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[HELM:ITEM_HELM_HELM:COMMON] | [HELM:ITEM_HELM_HELM:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[PANTS:ITEM_PANTS_PANTS:COMMON] | [PANTS:ITEM_PANTS_PANTS:COMMON] | ||
Line 499: | Line 488: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[SHOES:ITEM_SHOES_SHOES:COMMON] | [SHOES:ITEM_SHOES_SHOES:COMMON] | ||
Line 534: | Line 523: | ||
| USE_ANY_PET_RACE | | 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. 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. | + | | 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. |
|- | |- | ||
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| 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. |
|- | |- | ||
Line 594: | Line 583: | ||
| 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. |
|- | |- | ||
Line 604: | Line 593: | ||
| OCEAN_PRODUCTS | | OCEAN_PRODUCTS | ||
| | | | ||
− | | Allow civ to use ocean products | + | | Allow civ to use ocean products in the goods it has available for trade. |
|- | |- | ||
| INDOOR_FARMING | | INDOOR_FARMING | ||
| | | | ||
− | | | + | | Determines if inside farms will be generated for civ towns, and determines if the player can build farms underground in fortress mode. |
|- | |- | ||
| OUTDOOR_FARMING | | OUTDOOR_FARMING | ||
| | | | ||
− | | | + | | Determines if outside farms will be generated for civ towns, and determines of the player can build outdoor farms in fortress mode. |
|- | |- | ||
Line 639: | Line 628: | ||
| MINOR_METAL | | MINOR_METAL | ||
| | | | ||
− | | | + | | Has a preference for weak metals. (copper) |
+ | |||
+ | |- | ||
+ | | LOW_SKILL | ||
+ | | | ||
+ | | No longer used. Formerly used to keep kobolds under control. [v0.28.181.39f] | ||
|} | |} | ||
− | + | [[Category:Modding]] | |
− | + | [[Category:Tokens]] |