v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing 40d:Entity token
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | + | These tokens define entities, or [[civilizations]], in entity_*.txt files. | |
− | These | ||
+ | == Items and Animals Used == | ||
+ | [AMMO:item token] | ||
+ | [ARMOR:item token:rarity] | ||
+ | [ARMOR:item token] | ||
+ | [DIGGER:item token] | ||
+ | [GLOVES:item token:rarity] | ||
+ | [HELM:item token:rarity] | ||
+ | [INSTRUMENT:item token] | ||
+ | [PANTS:item token:rarity] | ||
+ | [SHIELD:item token] | ||
+ | [SHOES:item token:rarity] | ||
+ | [SIEGEAMMO:item token] | ||
+ | [TOY:item token] | ||
+ | [TRAPCOMP:item token] | ||
+ | [WEAPON:item token] | ||
+ | |||
+ | [USE_ANIMAL_PRODUCTS] | ||
+ | [USE_ANY_PET_RACE] | ||
+ | [USE_CAVE_ANIMALS] | ||
+ | [USE_EVIL_ANIMALS] | ||
+ | [USE_EVIL_PLANTS] | ||
+ | [USE_EVIL_WOOD] | ||
+ | [USE_GOOD_ANIMALS] | ||
+ | [USE_GOOD_PLANTS] | ||
+ | [USE_GOOD_WOOD] | ||
+ | [USE_MISC_PROCESSED_WOOD_PRODUCTS] | ||
+ | [COMMON_DOMESTIC_MOUNT] | ||
+ | [COMMON_DOMESTIC_PACK] | ||
+ | [COMMON_DOMESTIC_PET] | ||
+ | [COMMON_DOMESTIC_PULL] | ||
+ | [RIVER_PRODUCTS] allow civ to use river products in the goods it has available for trade. | ||
+ | [OCEAN_PRODUCTS] allow civ to use ocean products in the goods it has available for trade. | ||
+ | [INDOOR_FARMING] determines if inside farms will be generated for civ towns. | ||
+ | [OUTDOOR_FARMING] determines if outside farms will be generated for civ towns. | ||
+ | [CLOTHING] civ members will attempt to wear clothing | ||
+ | [SUBTERRANEAN_CLOTHING] Will wear things made of spider silk and other subterranean materials. | ||
+ | [EQUIPMENT_IMPROVEMENTS] Allows items to be improved (needs verified) | ||
+ | [IMPROVED_BOWS] | ||
+ | [MINOR_METAL] Has a preference for weak metals (copper) | ||
+ | [LOW_SKILL] | ||
== Gameplay == | == Gameplay == | ||
− | + | [ADVENTURE_TIER:number] allows adventure mode, the number determines the order in the list. | |
− | + | [INDIV_CONTROLLABLE] allows Play Now! adventure mode. | |
− | + | [CIV_CONTROLLABLE] allows fortress mode. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Placement == | == Placement == | ||
− | + | [CREATURE:*] entity will pick one of this at random to populate when generated | |
− | + | [START_GROUP_NUMBER:*] number of breeding couples to start with per entity | |
− | + | [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species | |
− | + | [MAX_SITE_POP_NUMBER:number] max population per individual site | |
− | + | [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen | |
− | + | [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN | |
− | + | [LIKES_SITE:*] most residents will try to move to this site type, unless already at one. | |
− | + | [TOLERATES_SITE:*] some residents will try to move to this site type, unless already at one. | |
− | + | [START_BIOME:biome token] birth of civilization can be performed on this biome | |
− | + | [BIOME_SUPPORT:biome token:number] number goes from 0 to 10. Higher numbers make them more likely to settle there. | |
− | * | + | [FOREST_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions. |
− | * | + | [MOUNTAIN_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions. |
− | + | [PLAINS_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions. | |
− | [ | + | [UNDEAD_CANDIDATE] entity can be used to make the undead in ruins |
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | * | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Flavor == | == Flavor == | ||
− | + | [CURRENCY:metal token:value] what kind of metals the civ uses for coin minting | |
− | + | [CURRENCY_BY_YEAR] adds the year to each coin made | |
− | + | [ART_FACET_MODIFIER:*:*] OWN_RACE, FANCIFUL, EVIL, GOOD:scale goes from 0 to 25600 where 256 is the default | |
− | + | [ART_IMAGE_ELEMENT_MODIFIER:*:*] CREATURE, PLANT, TREE, SHAPE, ITEM:0-25600 | |
− | + | [ITEM_IMPROVEMENT_MODIFIER:*:*] ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600 | |
− | + | [TRANSLATION:*] What language raw the entity uses | |
− | + | [CULL_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to not use the words in these SYM sets | |
− | + | [SELECT_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to always use the words in these SYM sets | |
− | + | [FRIENDLY_COLOR:*:*:*] <front>:<back>:<brightness> see [[color]] for values | |
− | + | [METAL_PREF] enables creatures of this entity to have a preference for one or more metals | |
− | + | [STONE_PREF] enables creatures of this entity to have a preference for one or more stones | |
− | + | [WOOD_PREF] enables creatures of this entity to have a preference for one or more types of wood | |
− | + | [GEM_PREF] enables creatures of this entity to have a preference for one or more gems | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | 0-25600 | ||
− | |||
− | [ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
− | |||
− | |||
− | |||
− | |||
− | * | ||
− | * | ||
− | |||
− | Causes the entity to | ||
− | [SELECT_SYMBOL: | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Religion == | == Religion == | ||
− | + | [RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER | |
− | + | [RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres | |
− | + | I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy | |
− | + | [SPHERE_ALIGNMENT:*:*] | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | PANTHEON | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [SPHERE_ALIGNMENT: | ||
− | |||
− | |||
== Leadership == | == Leadership == | ||
− | + | [CAN_HAVE_MILITARY_LEADER] Allows the entity to have a military leader. | |
− | + | [CAN_HAVE_MILITARY_SITE_LEADER] Allow the entity to have military minor leaders. | |
− | + | [LEADER_TYPE:profession token] Makes the leader this profession, uses tileset professions | |
− | + | [SITE_LEADER_TYPE:profession token]Makes the minor leaders this profession, uses tileset professions | |
− | + | [MAYOR] civ settlements have a mayor | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Behavior == | == Behavior == | ||
− | + | [ABUSE_BODIES] heads on pikes, possible others? | |
− | + | [ACTIVE_SEASON:season] which season they'll come talk to you and/or invade | |
− | + | [AMBUSHER] when invading sneaks around and shoots at straggling members of your society | |
− | + | [AT_PEACE_WITH_WILDLIFE] will not attack wildlife. | |
− | + | [BABYSNATCHER] sends thieves to steal babies | |
− | + | [DIPLOMAT] diplomat comes talk to you | |
− | + | [DIPLOMAT_BODYGUARDS] diplomat has guards | |
− | + | [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE | |
− | + | [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals | |
− | + | [ITEM_THIEF] sends thieves to steal items | |
− | + | [MERCHANT_BODYGUARDS] merchant has bodyguards | |
− | + | [MERCHANT_NOBILITY] civ has a merchant prince | |
− | [ | + | [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come to site once population at site has reached that level |
− | + | [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come to site once created wealth has reached that level | |
− | + | [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come to site once exported goods has reached that level | |
− | + | [RESPECT_ANIMALS] will not buy animal based items and is angered at the attempt | |
− | + | [RESPECT_TREES] will not buy wooden items and is angered at the attempt | |
− | + | [SIEGER] allows the entity to invade your fortress if angered. (needs verified) | |
− | + | [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. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |