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− | {{Quality| | + | {{Quality|Exceptional|19:21, 13 October 2015 (UTC)}} |
{{av}} | {{av}} | ||
− | + | '''Entity tokens''' define entities, or civilizations, in entity_*.txt files. | |
− | '''Entity tokens''' define entities, or | ||
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== Gameplay == | == Gameplay == | ||
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|- | |- | ||
− | | {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}} | + | | {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|ADVENTURE_TIER}} |
+ | | order | ||
+ | | Allows adventure mode for entities with sites. Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity. | ||
+ | |||
+ | [ADVENTURE_TIER:4] | ||
+ | |||
+ | Adventure tiers were removed in [[:Category:Version 0.42.01|Version 0.42.01]], effectively replaced by ALL_MAIN_POPS_CONTROLLABLE. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|INDIV_CONTROLLABLE}} | ||
| | | | ||
− | | Allows adventure mode | + | | Allows the race to be played as an "outsider" in adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen. |
+ | |||
+ | Removed in [[:Category:Version 0.42.01|Version 0.42.01]], in favor of the [[Creature token]] OUTSIDER_CONTROLLABLE. | ||
|- | |- | ||
− | | {{text anchor|SITE_CONTROLLABLE}} | + | | {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}} |
| | | | ||
− | | Allows fortress mode. If multiple entities have the | + | | Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token. |
|- | |- | ||
| {{text anchor|CREATURE}} | | {{text anchor|CREATURE}} | ||
| creature | | creature | ||
− | |The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. | + | |The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. |
+ | [CREATURE:DWARF] | ||
+ | |||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|CREATURE_HFID}} |
− | | integer | + | | integer (or generic token?) |
| Found on generated [[angel]] entities. Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]]. | | Found on generated [[angel]] entities. Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]]. | ||
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== Placement == | == Placement == | ||
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{| {{prettytable}} | {| {{prettytable}} | ||
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* [[Biome token|biome]] | * [[Biome token|biome]] | ||
* frequency | * frequency | ||
− | | | + | | Higher numbers make the entity more likely to settle there. |
[BIOME_SUPPORT:ANY_GRASSLAND:4] | [BIOME_SUPPORT:ANY_GRASSLAND:4] | ||
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|- | |- | ||
| {{text anchor|START_BIOME}} | | {{text anchor|START_BIOME}} | ||
| [[Biome token|biome]] | | [[Biome token|biome]] | ||
− | | | + | | Birth of the civilization can be performed on this biome. |
[START_BIOME:ANY_FOREST] | [START_BIOME:ANY_FOREST] | ||
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| {{text anchor|EXCLUSIVE_START_BIOME}} | | {{text anchor|EXCLUSIVE_START_BIOME}} | ||
| [[Biome token|biome]] | | [[Biome token|biome]] | ||
− | | | + | | Birth of the civilization only occurs in this biome. |
[EXCLUSIVE_START_BIOME:MOUNTAIN] | [EXCLUSIVE_START_BIOME:MOUNTAIN] | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|SETTLEMENT_BIOME}} | ||
+ | | [[Biome token|biome]] | ||
+ | | This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME. Used for dwarven hillocks. | ||
+ | [SETTLEMENT_BIOME:ANY_GRASSLAND] | ||
|- | |- | ||
| {{text anchor|DEFAULT_SITE_TYPE}} | | {{text anchor|DEFAULT_SITE_TYPE}} | ||
| site type | | site type | ||
− | | Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS | + | | Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing of on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]]. |
− | + | [DEFAULT_SITE_TYPE:CAVE_DETAILED] | |
|- | |- | ||
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| number | | number | ||
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500. | | Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500. | ||
− | [MAX_POP_NUMBER: | + | [MAX_POP_NUMBER:500] |
|- | |- | ||
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| number | | number | ||
| Max historical population per individual site. Defaults to 50. | | Max historical population per individual site. Defaults to 50. | ||
− | [MAX_SITE_POP_NUMBER: | + | [MAX_SITE_POP_NUMBER:200] |
|- | |- | ||
| {{text anchor|MAX_STARTING_CIV_NUMBER}} | | {{text anchor|MAX_STARTING_CIV_NUMBER}} | ||
| number | | number | ||
− | | Max number of | + | | Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws. Once it reaches the end of the list, it will begin again at the top. Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type. Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3. |
− | [MAX_STARTING_CIV_NUMBER: | + | [MAX_STARTING_CIV_NUMBER:3] |
|} | |} | ||
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| {{text anchor|PERMITTED_REACTION}} | | {{text anchor|PERMITTED_REACTION}} | ||
| reaction name | | reaction name | ||
− | | Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also | + | | Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode. |
[PERMITTED_REACTION:TAN_A_HIDE] | [PERMITTED_REACTION:TAN_A_HIDE] | ||
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* inorganic material | * inorganic material | ||
* value | * value | ||
− | | What kind of metals the civ uses for coin minting | + | | What kind of metals the civ uses for coin minting as well as the value of the coin. |
[CURRENCY:SILVER:5] | [CURRENCY:SILVER:5] | ||
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[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] | [ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] | ||
− | This also seems to change the amount that the entity will pay for items that are improved in | + | This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens. |
|- | |- | ||
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| language | | language | ||
| What language raw the entity uses. | | What language raw the entity uses. | ||
− | * If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used | + | * If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used. |
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s. | * If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s. | ||
[TRANSLATION:DWARF] | [TRANSLATION:DWARF] | ||
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| | | | ||
* noun | * noun | ||
− | * | + | * symbol |
− | | ALL, REMAINING, BATTLE, BRIDGE, CIV | + | | ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARY{{version|0.42.01}}, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR |
− | 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] | ||
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| | | | ||
* noun | * noun | ||
− | * | + | * symbol |
| Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles. | | Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles. | ||
[SELECT_SYMBOL:SIEGE:NAME_SIEGE] | [SELECT_SYMBOL:SIEGE:NAME_SIEGE] | ||
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| | | | ||
* noun | * noun | ||
− | * | + | * symbol |
| Causes the entity to not use the words in these SYM sets. | | Causes the entity to not use the words in these SYM sets. | ||
[CULL_SYMBOL:ALL:UGLY] | [CULL_SYMBOL:ALL:UGLY] | ||
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|- | |- | ||
| {{text anchor|RELIGION_SPHERE}} | | {{text anchor|RELIGION_SPHERE}} | ||
− | + | | sphere | |
− | | Can be any available [[ | + | | Can be 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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| {{text anchor|SPHERE_ALIGNMENT}} | | {{text anchor|SPHERE_ALIGNMENT}} | ||
| | | | ||
− | * | + | * type |
* number | * number | ||
| | | | ||
− | This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon | + | This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon. |
[SPHERE_ALIGNMENT:TREES:512] | [SPHERE_ALIGNMENT:TREES:512] | ||
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* wealth exported | * wealth exported | ||
* created wealth | * created wealth | ||
− | | Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress | + | | Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress. |
|- | |- | ||
| {{text anchor|SITE_VARIABLE_POSITIONS}} | | {{text anchor|SITE_VARIABLE_POSITIONS}} | ||
| Position responsibility or ALL | | Position responsibility or ALL | ||
− | | Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc | + | | Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}} |
|- | |- | ||
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*behavior | *behavior | ||
*reaction | *reaction | ||
− | | Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE | + | | Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it. |
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] | [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] | ||
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*value | *value | ||
*number | *number | ||
− | | Sets the civ's [[personality trait|cultural values]]. Numbers range from -50 ( | + | | Sets the civ's [[personality trait|cultural values]]. Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued). |
[VALUE:CRAFTSMANSHIP:50] | [VALUE:CRAFTSMANSHIP:50] | ||
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|- | |- | ||
− | | {{text anchor|VARIABLE_VALUE}} | + | | {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}} |
| | | | ||
*value or ALL | *value or ALL | ||
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*max | *max | ||
| Makes values randomized rather than specified. | | Makes values randomized rather than specified. | ||
− | |||
|- | |- | ||
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| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}} | | {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}} | ||
| | | | ||
− | | The civ will send out these sorts of adventurers in worldgen | + | | The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the the defenders. |
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|- | |- | ||
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| {{text anchor|ACTIVE_SEASON}} | | {{text anchor|ACTIVE_SEASON}} | ||
| season | | season | ||
− | | | + | | the season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort. |
[ACTIVE_SEASON:AUTUMN] | [ACTIVE_SEASON:AUTUMN] | ||
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| {{text anchor|AMBUSHER}} | | {{text anchor|AMBUSHER}} | ||
| | | | ||
− | | When invading | + | | 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. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare. |
|- | |- | ||
| {{text anchor|AT_PEACE_WITH_WILDLIFE}} | | {{text anchor|AT_PEACE_WITH_WILDLIFE}} | ||
| | | | ||
− | | Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest | + | | Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing. |
|- | |- | ||
| {{text anchor|BABYSNATCHER}} | | {{text anchor|BABYSNATCHER}} | ||
| | | | ||
− | | Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape | + | | Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape. |
− | Note: If the playable civ in | + | Note: If the playable civ in Fortress Mode has this tag (i.e. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported. |
|- | |- | ||
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}} | | {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}} | ||
| | | | ||
− | | Makes the civilization build castles from [[mead hall]]s | + | | Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}} |
|- | |- | ||
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| Sends thieves to steal items. This will also occur in history generation, and thieves will have the "thief" profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal. | | Sends thieves to steal items. This will also occur in history generation, and thieves will have the "thief" profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal. | ||
− | Note: If the playable civ in Fortress Mode has this tag (e | + | Note: If the playable civ in Fortress Mode has this tag (i.e. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported. |
|- | |- | ||
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| {{text anchor|MERCHANT_NOBILITY}} | | {{text anchor|MERCHANT_NOBILITY}} | ||
| | | | ||
− | | | + | | Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions. |
− | |||
− | |||
|- | |- | ||
| {{text anchor|PROGRESS_TRIGGER_POPULATION}} | | {{text anchor|PROGRESS_TRIGGER_POPULATION}} | ||
| level | | level | ||
− | | 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that | + | | 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking. |
|- | |- | ||
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| {{text anchor|SKULKING}} | | {{text anchor|SKULKING}} | ||
| | | | ||
− | | This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER | + | | This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER. |
|- | |- | ||
| {{text anchor|TREE_CAP_DIPLOMACY}} | | {{text anchor|TREE_CAP_DIPLOMACY}} | ||
| | | | ||
− | | Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first | + | | Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder. |
|- | |- | ||
| {{text anchor|LAYER_LINKED}} | | {{text anchor|LAYER_LINKED}} | ||
| | | | ||
− | | Defines if a civilization is a hidden subterranean entity, such as | + | | Defines if a civilization is a hidden subterranean entity, such as batman civilizations. |
|- | |- | ||
− | | {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}} | + | | {{text anchor|UNDEAD_CANDIDATE}} |
+ | | | ||
+ | | Unknown. Possibly makes this creature available as a "Corpse" (e.g. Human Corpse) for necromancers in adventure mode. | ||
+ | |||
+ | |- | ||
+ | | {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}} | ||
| | | | ||
| Makes civilizations generate the given instruments/forms. | | Makes civilizations generate the given instruments/forms. | ||
|- | |- | ||
− | | {{text anchor|SCHOLAR}} | + | | {{text anchor|SCHOLAR}}{{version|0.42.01}} |
| scholar type | | scholar type | ||
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER | | ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER | ||
|- | |- | ||
− | | {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}} | + | | {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}} |
| | | | ||
| Generates scholars based on the values generated with the VARIABLE_VALUE tag. | | Generates scholars based on the values generated with the VARIABLE_VALUE tag. | ||
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|} | |} | ||
− | == Available | + | == Available Resources == |
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
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| {{text anchor|AMMO}} | | {{text anchor|AMMO}} | ||
| item token | | item token | ||
− | | | + | | |
[AMMO:ITEM_AMMO_BOLTS] | [AMMO:ITEM_AMMO_BOLTS] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional | + | |Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON). |
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | ||
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| {{text anchor|DIGGER}} | | {{text anchor|DIGGER}} | ||
| item token | | item token | ||
− | | Causes the selected weapon to fall under the "digging tools" section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal | + | | Causes the selected weapon to fall under the "digging tools" section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool -- for that, the item itself needs to be a weapon with [SKILL:MINING]. |
[DIGGER:ITEM_WEAPON_PICK] | [DIGGER:ITEM_WEAPON_PICK] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional | + | | Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON). |
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] | [GLOVES:ITEM_GLOVES_GLOVES:COMMON] | ||
Line 575: | Line 558: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional | + | | Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON). |
[HELM:ITEM_HELM_HELM:COMMON] | [HELM:ITEM_HELM_HELM:COMMON] | ||
Line 589: | Line 572: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional | + | | Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON). |
[PANTS:ITEM_PANTS_PANTS:COMMON] | [PANTS:ITEM_PANTS_PANTS:COMMON] | ||
Line 595: | Line 578: | ||
| {{text anchor|SHIELD}} | | {{text anchor|SHIELD}} | ||
| item token | | item token | ||
− | | | + | | |
[SHIELD:ITEM_SHIELD_SHIELD] | [SHIELD:ITEM_SHIELD_SHIELD] | ||
Line 603: | Line 586: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional | + | | Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON). |
[SHOES:ITEM_SHOES_SHOES:COMMON] | [SHOES:ITEM_SHOES_SHOES:COMMON] | ||
Line 609: | Line 592: | ||
| {{text anchor|SIEGEAMMO}} | | {{text anchor|SIEGEAMMO}} | ||
| item token | | item token | ||
− | | | + | | |
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA] | [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA] | ||
Line 615: | Line 598: | ||
| {{text anchor|TOOL}} | | {{text anchor|TOOL}} | ||
| item token | | item token | ||
− | | | + | | |
[TOOL:ITEM_TOOL_NEST_BOX] | [TOOL:ITEM_TOOL_NEST_BOX] | ||
Line 621: | Line 604: | ||
| {{text anchor|TOY}} | | {{text anchor|TOY}} | ||
| item token | | item token | ||
− | | | + | | |
[TOY:ITEM_TOY_PUZZLEBOX] | [TOY:ITEM_TOY_PUZZLEBOX] | ||
Line 627: | Line 610: | ||
| {{text anchor|TRAPCOMP}} | | {{text anchor|TRAPCOMP}} | ||
| item token | | item token | ||
− | | | + | | |
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE] | [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE] | ||
Line 633: | Line 616: | ||
| {{text anchor|WEAPON}} | | {{text anchor|WEAPON}} | ||
| item token | | item token | ||
− | | | + | | |
[WEAPON:ITEM_WEAPON_AXE_BATTLE] | [WEAPON:ITEM_WEAPON_AXE_BATTLE] | ||
Line 639: | Line 622: | ||
| {{text anchor|USE_ANIMAL_PRODUCTS}} | | {{text anchor|USE_ANIMAL_PRODUCTS}} | ||
| | | | ||
− | | Allows use | + | | Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory. |
|- | |- | ||
| {{text anchor|USE_ANY_PET_RACE}} | | {{text anchor|USE_ANY_PET_RACE}} | ||
− | | | + | | |
− | | Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or | + | | Any creature in the civilization's list of usables (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, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' CAN_LEARN). 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. |
|- | |- | ||
| {{text anchor|USE_CAVE_ANIMALS}} | | {{text anchor|USE_CAVE_ANIMALS}} | ||
| | | | ||
− | | If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with | + | | If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN). |
|- | |- | ||
| {{text anchor|USE_EVIL_ANIMALS}} | | {{text anchor|USE_EVIL_ANIMALS}} | ||
| | | | ||
− | | | + | | Don't have it -> EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER). |
|- | |- | ||
| {{text anchor|USE_EVIL_PLANTS}} | | {{text anchor|USE_EVIL_PLANTS}} | ||
| | | | ||
− | | | + | | As EVIL creatures for all uses of plants. |
|- | |- | ||
| {{text anchor|USE_EVIL_WOOD}} | | {{text anchor|USE_EVIL_WOOD}} | ||
| | | | ||
− | | | + | | As EVIL creatures for all uses of wood. |
|- | |- | ||
| {{text anchor|USE_GOOD_ANIMALS}} | | {{text anchor|USE_GOOD_ANIMALS}} | ||
| | | | ||
− | | | + | | Don't have it -> GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR). |
|- | |- | ||
| {{text anchor|USE_GOOD_PLANTS}} | | {{text anchor|USE_GOOD_PLANTS}} | ||
| | | | ||
− | | | + | | As GOOD creatures for all uses of plants. |
|- | |- | ||
| {{text anchor|USE_GOOD_WOOD}} | | {{text anchor|USE_GOOD_WOOD}} | ||
| | | | ||
− | | | + | | As GOOD creatures for all uses of wood. |
|- | |- | ||
Line 685: | Line 668: | ||
| | | | ||
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING). | | If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING). | ||
− | |||
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− | |||
− | |||
− | |||
|- | |- | ||
| {{text anchor|COMMON_DOMESTIC_MOUNT}} | | {{text anchor|COMMON_DOMESTIC_MOUNT}} | ||
| | | | ||
− | | Gives the civilization access to creatures with COMMON_DOMESTIC and | + | | Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat. |
|- | |- | ||
Line 714: | Line 692: | ||
| {{text anchor|RIVER_PRODUCTS}} | | {{text anchor|RIVER_PRODUCTS}} | ||
| | | | ||
− | | Allow use | + | | Allow civ to use river products in the goods it has available for trade. |
|- | |- | ||
| {{text anchor|OCEAN_PRODUCTS}} | | {{text anchor|OCEAN_PRODUCTS}} | ||
| | | | ||
− | | Allow use | + | | Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s). |
|- | |- | ||
| {{text anchor|INDOOR_FARMING}} | | {{text anchor|INDOOR_FARMING}} | ||
− | | | + | | |
− | | Allow use | + | | Allow civ to use underground plant products in the goods it has available for trade. If the civ is a fortress mode entity (has the [SITE_CONTROLLABLE] token), it will allow the civ to plant them in farm plots in fortress mode. |
|- | |- | ||
| {{text anchor|OUTDOOR_FARMING}} | | {{text anchor|OUTDOOR_FARMING}} | ||
| | | | ||
− | | Allow use | + | | Allow civ to use outdoor plant products in the goods it has available for trade. If the civ is a fortress mode entity (has the [SITE_CONTROLLABLE] token), it will allow the civ to plant them in farm plots in fortress mode. |
|- | |- | ||
| {{text anchor|INDOOR_GARDENS}} | | {{text anchor|INDOOR_GARDENS}} | ||
− | | | + | | |
− | | Allow use | + | | Allow civ to use underground plant growths (quarry bush leaves in unmodded games) in the goods it has available for trade. If the civ is a fortress mode entity (has the [SITE_CONTROLLABLE] token), it will allow the civ to plant them in farm plots in fortress mode. |
|- | |- | ||
| {{text anchor|OUTDOOR_GARDENS}} | | {{text anchor|OUTDOOR_GARDENS}} | ||
| | | | ||
− | | Allow use | + | | Allow civ to use outdoor plant growths in the goods it has available for trade. If the civ is a fortress mode entity (has the [SITE_CONTROLLABLE] token), it will allow the civ to plant them in farm plots in fortress mode. |
|- | |- | ||
| {{text anchor|INDOOR_ORCHARDS}} | | {{text anchor|INDOOR_ORCHARDS}} | ||
| | | | ||
− | | Allows use | + | | Allows civ to use indoor tree growths in the goods it has available for trade. Not used in vanilla entities, as vanilla underground trees do not grow fruit. |
|- | |- | ||
| {{text anchor|OUTDOOR_ORCHARDS}} | | {{text anchor|OUTDOOR_ORCHARDS}} | ||
| | | | ||
− | | Allows use | + | | Allows civ to use outdoor tree growths in the goods it has available for trade. |
|- | |- | ||
| {{text anchor|CLOTHING}} | | {{text anchor|CLOTHING}} | ||
| | | | ||
− | | | + | | Civ members will attempt to wear clothing. |
|- | |- | ||
| {{text anchor|SUBTERRANEAN_CLOTHING}} | | {{text anchor|SUBTERRANEAN_CLOTHING}} | ||
| | | | ||
− | | Will wear things made of spider silk and other subterranean materials. | + | | Will wear things made of spider silk and other subterranean materials. |
|- | |- | ||
| {{text anchor|EQUIPMENT_IMPROVEMENTS}} | | {{text anchor|EQUIPMENT_IMPROVEMENTS}} | ||
| | | | ||
− | | Adds decorations to equipment based on the level of the generated unit. Also improves item quality. | + | | Adds decorations to equipment based on the level of the generated unit. Also improves item quality. |
|- | |- | ||
| {{text anchor|IMPROVED_BOWS}} | | {{text anchor|IMPROVED_BOWS}} | ||
| | | | ||
− | | Adds decorations to weapons generated for bowman and master bowman. | + | | Adds decorations to weapons generated for bowman and master bowman. An elf hack. |
|- | |- | ||
Line 784: | Line 762: | ||
| {{text anchor|WOOD_WEAPONS}} | | {{text anchor|WOOD_WEAPONS}} | ||
| | | | ||
− | | The civilization can make traditionally metallic weapons such as swords and spears from wood. | + | | The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack. |
|- | |- | ||
| {{text anchor|WOOD_ARMOR}} | | {{text anchor|WOOD_ARMOR}} | ||
| | | | ||
− | | The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. | + | | The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack. |
|- | |- | ||
Line 798: | Line 776: | ||
|- | |- | ||
| {{text anchor|INDOOR_WOOD}} | | {{text anchor|INDOOR_WOOD}} | ||
− | | | + | | |
− | | Allow use | + | | Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs. |
|- | |- | ||
| {{text anchor|OUTDOOR_WOOD}} | | {{text anchor|OUTDOOR_WOOD}} | ||
| | | | ||
− | | Allow use | + | | Allow civ to use outdoor wood types, such as mangrove and oak. |
|- | |- | ||
Line 817: | Line 795: | ||
|- | |- | ||
− | | {{text anchor| | + | | {{text anchor|DIVINE_MAT_CLOTH}} |
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− | |||
− | |||
| | | | ||
− | | Allows use | + | | Allows civ to use materials with [DIVINE] for clothing. Used for generated divine entities. |
|- | |- | ||
| {{text anchor|DIVINE_MAT_WEAPONS}} | | {{text anchor|DIVINE_MAT_WEAPONS}} | ||
| | | | ||
− | | Allows use | + | | Allows civ to use metals with [DIVINE] for weapons. Used for generated divine entities. |
|- | |- | ||
| {{text anchor|DIVINE_MAT_ARMOR}} | | {{text anchor|DIVINE_MAT_ARMOR}} | ||
| | | | ||
− | | Allows use | + | | Allows civ to use metals with [DIVINE] for armour. Used for generated divine entities. |
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|} | |} | ||
− | == Tissue | + | == Tissue Styling Related Tokens == |
{| {{prettytable}} | {| {{prettytable}} | ||
|- bgcolor="#ddd" | |- bgcolor="#ddd" | ||
Line 903: | Line 821: | ||
| {{text anchor|TISSUE_STYLE}} | | {{text anchor|TISSUE_STYLE}} | ||
| tissue style unit ID | | tissue style unit ID | ||
− | | Select | + | | Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer. |
|- | |- | ||
Line 919: | Line 837: | ||
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing. | Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing. | ||
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{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} | ||
− |