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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 | ||
== Gameplay == | == Gameplay == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
| 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 go upward. 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 19: | Line 17: | ||
| INDIV_CONTROLLABLE | | INDIV_CONTROLLABLE | ||
| | | | ||
− | | Allows the "Play Now!" option adventure mode. | + | | Allows the "Play Now!" option adventure mode. The entity must have a ADVENTURE_TIER token for this too work. |
|- | |- | ||
Line 29: | Line 27: | ||
| CREATURE | | CREATURE | ||
| creature | | creature | ||
− | | | + | | If there is more then one CREATURE token the entity will pick one of them at random to populate when generated.{{verify}} |
[CREATURE:DWARF] | [CREATURE:DWARF] | ||
Line 36: | Line 34: | ||
== Placement == | == Placement == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
Line 59: | Line 56: | ||
| DEFAULT_SITE_TYPE | | DEFAULT_SITE_TYPE | ||
| site type | | site type | ||
− | | | + | | Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
[DEFAULT_SITE_TYPE:CAVE_DETAILED] | [DEFAULT_SITE_TYPE:CAVE_DETAILED] | ||
Line 88: | Line 78: | ||
|} | |} | ||
+ | |||
== Population == | == Population == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
| START_GROUP_NUMBER | | START_GROUP_NUMBER | ||
| number | | number | ||
− | | Number of breeding couples to start with per entity | + | | Number of breeding couples to start with per entity. |
[START_GROUP_NUMBER:10] | [START_GROUP_NUMBER:10] | ||
Line 122: | Line 112: | ||
|} | |} | ||
+ | |||
== Flavor == | == Flavor == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
| PERMITTED_JOB | | PERMITTED_JOB | ||
− | | [[ | + | | [[Profession tokens|profession]] |
− | | Allows this job type to be selected | + | | Allows this job type to be selected by worldgen creatures. |
[PERMITTED_JOB:MINER] | [PERMITTED_JOB:MINER] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
Line 146: | Line 131: | ||
* metal token | * metal token | ||
* value | * value | ||
− | | What kind of metals the civ uses for coin minting | + | | What kind of metals the civ uses for coin minting. |
[CURRENCY:SILVER:5] | [CURRENCY:SILVER:5] | ||
Line 165: | Line 150: | ||
| CREATURE, PLANT, TREE, SHAPE, ITEM | | CREATURE, PLANT, TREE, SHAPE, ITEM | ||
0-25600 | 0-25600 | ||
− | |||
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512] | [ART_IMAGE_ELEMENT_MODIFIER:TREE:512] | ||
Line 174: | Line 158: | ||
* number | * number | ||
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600 | | ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600 | ||
− | |||
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] | [ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] | ||
− | |||
− | |||
|- | |- | ||
Line 183: | Line 164: | ||
| language | | language | ||
| What language raw the entity uses. | | What language raw the entity uses. | ||
− | |||
[TRANSLATION:DWARF] | [TRANSLATION:DWARF] | ||
|- | |- | ||
− | | | + | | 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 | + | | Causes the entity to always use the words in these SYM sets. |
− | + | [SELECT_SYMBOL:ALL:PEACE] | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | [ | ||
|- | |- | ||
Line 215: | Line 187: | ||
| see [[color]] | | see [[color]] | ||
| | | | ||
− | |||
[FRIENDLY_COLOR:1:0:1] | [FRIENDLY_COLOR:1:0:1] | ||
Line 221: | Line 192: | ||
| METAL_PREF | | METAL_PREF | ||
| | | | ||
− | | | + | | Enables creatures of this entity to have a preference for one or more metals. |
|- | |- | ||
| 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. |
|- | |- | ||
| GEM_PREF | | GEM_PREF | ||
| | | | ||
− | | Enables creatures of this entity to | + | | Enables creatures of this entity to have a preference for one or more gems. |
|- | |- | ||
| UNDEAD_CANDIDATE | | UNDEAD_CANDIDATE | ||
| | | | ||
− | | | + | | Entity can be used to make the undead in ruins. |
|} | |} | ||
== Religion == | == Religion == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
| RELIGION | | RELIGION | ||
| type | | type | ||
− | | REGIONAL_FORCE | + | | REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER |
− | |||
− | PANTHEON | ||
− | |||
− | |||
− | |||
− | |||
− | |||
[RELIGION:PANTHEON] | [RELIGION:PANTHEON] | ||
Line 268: | Line 231: | ||
| RELIGION_SPHERE | | RELIGION_SPHERE | ||
| sphere | | sphere | ||
− | | Can | + | | Can by any available [[Sphere]]. Multiple entries are possible. |
[RELIGION_SPHERE:FORTRESSES] | [RELIGION_SPHERE:FORTRESSES] | ||
Line 277: | Line 240: | ||
* number | * number | ||
| | | | ||
− | |||
[SPHERE_ALIGNMENT:TREES:512] | [SPHERE_ALIGNMENT:TREES:512] | ||
|} | |} | ||
+ | |||
== Leadership == | == Leadership == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
Line 301: | Line 263: | ||
|- | |- | ||
| LEADER_TYPE | | LEADER_TYPE | ||
− | | [[ | + | | [[Profession tokens|profession]] |
− | | Makes the leader | + | | Makes the leader this profession, uses tileset professions. |
[LEADER_TYPE:MASTER_THIEF] | [LEADER_TYPE:MASTER_THIEF] | ||
|- | |- | ||
| 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] | ||
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== Behavior == | == Behavior == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
− | | | + | | ETHIC |
| | | | ||
*behavior | *behavior | ||
*reaction | *reaction | ||
− | | | + | | sets the civ's view of certain behaviors, from capital punishment to completely acceptable |
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] | [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] | ||
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| WILL_ACCEPT_TRIBUTE | | WILL_ACCEPT_TRIBUTE | ||
| | | | ||
− | | | + | | makes the civ accept tribute from conquered sites? |
|- | |- | ||
| WANDERER, BEAST_HUNTER, SCOUT | | WANDERER, BEAST_HUNTER, SCOUT | ||
| | | | ||
− | | | + | | the civ will send out these sorts of adventurers in worldgen |
|- | |- | ||
| ABUSE_BODIES | | ABUSE_BODIES | ||
| | | | ||
− | | | + | | Heads on pikes, possible others? |
|- | |- | ||
| ACTIVE_SEASON | | ACTIVE_SEASON | ||
| season | | season | ||
− | | the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you | + | | the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you. |
[ACTIVE_SEASON:AUTUMN] | [ACTIVE_SEASON:AUTUMN] | ||
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| AMBUSHER | | AMBUSHER | ||
| | | | ||
− | | When invading sneaks around and shoots at straggling members of your society | + | | When invading sneaks around and shoots at straggling members of your society. |
|- | |- | ||
| AT_PEACE_WITH_WILDLIFE | | AT_PEACE_WITH_WILDLIFE | ||
| | | | ||
− | | | + | | will not attack wildlife. |
|- | |- | ||
| BABYSNATCHER | | 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! | + | | 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! |
|- | |- | ||
| DIPLOMAT | | DIPLOMAT | ||
| | | | ||
− | | Sends diplomats to come and talk to you | + | | Sends diplomats to come and talk to you. |
|- | |- | ||
| DIPLOMAT_BODYGUARDS | | DIPLOMAT_BODYGUARDS | ||
| | | | ||
− | | | + | | Diplomats have bodyguards. |
+ | |||
+ | |- | ||
+ | | ENTITY_GROUPING | ||
+ | | alignment | ||
+ | | FRIENDLY, EVIL, or NUISANCE | ||
+ | [ENTITY_GROUPING:FRIENDLY] | ||
|- | |- | ||
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| ITEM_THIEF | | ITEM_THIEF | ||
| | | | ||
− | | Sends thieves to steal items | + | | Sends thieves to steal items. |
|- | |- | ||
| 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 |
|- | |- | ||
| 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 |
+ | |||
+ | |- | ||
+ | | 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 | | SIEGER | ||
| | | | ||
− | | | + | | Allows the entity to invade your fortress if angered.{{verify}} |
|- | |- | ||
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| TREE_CAP_DIPLOMACY | | TREE_CAP_DIPLOMACY | ||
| | | | ||
− | | | + | | Makes the entity angry if you cut down too many trees. |
|} | |} | ||
== Items and Animals Used == | == Items and Animals Used == | ||
− | {| | + | {| border="1" cellpadding="2" width="100%" |
− | + | ! width="20%" | Token | |
− | ! Token | + | ! width="20%" | Arguments |
− | ! Arguments | + | ! width="60%" | Description |
− | ! Description | ||
|- | |- | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] | [GLOVES:ITEM_GLOVES_GLOVES:COMMON] | ||
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* 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 475: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[SHOES:ITEM_SHOES_SHOES:COMMON] | [SHOES:ITEM_SHOES_SHOES:COMMON] | ||
Line 533: | Line 509: | ||
|- | |- | ||
| USE_ANY_PET_RACE | | USE_ANY_PET_RACE | ||
− | | | + | | |
− | | | + | | |
|- | |- | ||
| USE_CAVE_ANIMALS | | USE_CAVE_ANIMALS | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| USE_EVIL_ANIMALS | | USE_EVIL_ANIMALS | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| USE_EVIL_PLANTS | | USE_EVIL_PLANTS | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| USE_EVIL_WOOD | | USE_EVIL_WOOD | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| USE_GOOD_ANIMALS | | USE_GOOD_ANIMALS | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| USE_GOOD_PLANTS | | USE_GOOD_PLANTS | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| USE_GOOD_WOOD | | USE_GOOD_WOOD | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| USE_MISC_PROCESSED_WOOD_PRODUCTS | | USE_MISC_PROCESSED_WOOD_PRODUCTS | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| COMMON_DOMESTIC_MOUNT | | COMMON_DOMESTIC_MOUNT | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| COMMON_DOMESTIC_PACK | | COMMON_DOMESTIC_PACK | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| COMMON_DOMESTIC_PET | | COMMON_DOMESTIC_PET | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| COMMON_DOMESTIC_PULL | | COMMON_DOMESTIC_PULL | ||
| | | | ||
− | | | + | | |
|- | |- | ||
Line 604: | Line 580: | ||
| 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. |
|- | |- | ||
| OUTDOOR_FARMING | | OUTDOOR_FARMING | ||
| | | | ||
− | | | + | | Determines if outside farms will be generated for civ towns. |
|- | |- | ||
Line 629: | Line 605: | ||
| EQUIPMENT_IMPROVEMENTS | | EQUIPMENT_IMPROVEMENTS | ||
| | | | ||
− | | | + | | Allows items to be improved.{{verify}} |
|- | |- | ||
| IMPROVED_BOWS | | IMPROVED_BOWS | ||
| | | | ||
− | | | + | | |
|- | |- | ||
| MINOR_METAL | | MINOR_METAL | ||
| | | | ||
− | | | + | | Has a preference for weak metals. (copper) |
+ | |||
+ | |- | ||
+ | | LOW_SKILL | ||
+ | | | ||
+ | | | ||
|} | |} | ||
− | + | [[Category:Modding]] | |
− |