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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] | ||
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| 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] | ||
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| 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. (<s>Possible exception is if they have very high [DAMBLOCK] and [MAXAGE] values</s>. Tested in 40d, [NO_GENDER] civs at least are not placed at all. Presumably if the civ-stating code can't place breeding couples, it doesn't start the civ. Non-reproducing civs can be created by giving the creatures a high [MAXAGE] and a '''HIGHER''' [CHILD] or [BABY] age. Because the children never grow up, the civ is limited to its origenal individuals). |
[START_GROUP_NUMBER:10] | [START_GROUP_NUMBER:10] | ||
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|- | |- | ||
| 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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− | [ | ||
|- | |- | ||
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| METAL_PREF | | METAL_PREF | ||
| | | | ||
− | | Allows the entity to use | + | | Allows the entity to use the metal with the highest values for DAMAGE_PERC or BLOCK_PERC without DEEP. Currently only dwarves have this token. Without this token, the entity will use the best metal below or equal to 100%. |
|- | |- | ||
Line 231: | Line 215: | ||
| WOOD_PREF | | WOOD_PREF | ||
| | | | ||
− | | | + | | Causes members to use wooden armor, shields, and weapons, as elves do. |
|- | |- | ||
Line 242: | Line 226: | ||
| | | | ||
| 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 240: | ||
| 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. 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. | 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] | ||
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| 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] | ||
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|- | |- | ||
| 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] | ||
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|- | |- | ||
| 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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| DIPLOMAT | | DIPLOMAT | ||
| | | | ||
− | | Sends diplomats to come and talk to you. | + | | Sends diplomats to come and talk to you. Currently{{v|0.28.181.40d}} this only amounts to a noble visiting and complementing your fortress. |
|- | |- | ||
| 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 and wagons. Wagons allow for a lot more variety in their goods. |
|- | |- | ||
| MERCHANT_NOBILITY | | MERCHANT_NOBILITY | ||
| | | | ||
− | | Civ has a | + | | Civ has a merchant prince. This token also appears to cause trade negotiations to take place. |
|- | |- | ||
| 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. |
|- | |- | ||
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| TREE_CAP_DIPLOMACY | | TREE_CAP_DIPLOMACY | ||
| | | | ||
− | | | + | | Makes the entity angry if you cut down too many trees. They will send a warning first. |
|} | |} | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | ||
Line 463: | Line 451: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] | [GLOVES:ITEM_GLOVES_GLOVES:COMMON] | ||
Line 471: | Line 459: | ||
* 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] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Rarity is optional. |
[SHOES:ITEM_SHOES_SHOES:COMMON] | [SHOES:ITEM_SHOES_SHOES:COMMON] | ||
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| 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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| USE_EVIL_ANIMALS | | USE_EVIL_ANIMALS | ||
| | | | ||
− | | Don't have it -> EVIL creatures skipped | + | | Don't have it -> EVIL creatures skipped. |
|- | |- | ||
Line 579: | Line 567: | ||
| 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. |
|- | |- | ||
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| 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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| MINOR_METAL | | MINOR_METAL | ||
| | | | ||
− | | | + | | Will always use the cheapest metal available to them for weapons and armor; usually copper. |
+ | |||
+ | |- | ||
+ | | LOW_SKILL | ||
+ | | | ||
+ | | No longer used. Formerly used to keep kobolds under control. [v0.28.181.39f] | ||
|} | |} | ||
− | + | [[Category:Modding]] | |
− | + | [[Category:Tokens]] |