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Editing v0.31:Entity token
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Latest revision | Your text | ||
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− | + | {{av}} | |
These tokens define entities, or civilizations, in entity_*.txt files. | These tokens define entities, or civilizations, in entity_*.txt files. | ||
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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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| INDIV_CONTROLLABLE | | INDIV_CONTROLLABLE | ||
| | | | ||
− | | Allows the | + | | Allows the "Play Now!" option adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. |
|- | |- | ||
| CIV_CONTROLLABLE | | CIV_CONTROLLABLE | ||
| | | | ||
− | | Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, than in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab) | + | | Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, than in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab). |
+ | |||
|- | |- | ||
| CREATURE | | CREATURE | ||
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| BIOME_SUPPORT | | BIOME_SUPPORT | ||
| | | | ||
− | * | + | * biome |
* frequency | * frequency | ||
| Frequency goes from 0 to 10. Higher numbers make the entity more likely to settle there. | | Frequency goes from 0 to 10. Higher numbers make the entity more likely to settle there. | ||
Line 51: | Line 52: | ||
|- | |- | ||
| START_BIOME | | START_BIOME | ||
− | + | | biome | |
| Birth of the civilization can be performed on this biome. | | Birth of the civilization can be performed on this biome. | ||
[START_BIOME:MOUNTAIN] | [START_BIOME:MOUNTAIN] | ||
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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: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN |
[DEFAULT_SITE_TYPE:CAVE_DETAILED] | [DEFAULT_SITE_TYPE:CAVE_DETAILED] | ||
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| WORLD_CONSTRUCTION | | WORLD_CONSTRUCTION | ||
| construction | | construction | ||
− | | Controls which constructions the civ will build on the world map | + | | Controls which constructions the civ will build on the world map. |
[WORLD_CONSTRUCTION:BRIDGE] | [WORLD_CONSTRUCTION:BRIDGE] | ||
− | |||
− | |||
− | |||
|} | |} | ||
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| 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. Note that single-gender (eg. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not be very likely to survive. As of 40d, although many had problems getting such civilizations to survive, there are those who have demonstrably and repeatedly done so. Presumably if the civ-stating code can't place breeding couples, it doesn't start the civ. However, because the children never grow up, the civ is limited to its original individuals). |
[START_GROUP_NUMBER:10] | [START_GROUP_NUMBER:10] | ||
Line 101: | Line 99: | ||
| MAX_POP_NUMBER | | MAX_POP_NUMBER | ||
| number | | number | ||
− | | Max population | + | | Max population *per entity*, multiply this by max starting civ to get the total population of the species. |
[MAX_POP_NUMBER:500] | [MAX_POP_NUMBER:500] | ||
Line 107: | Line 105: | ||
| MAX_SITE_POP_NUMBER | | MAX_SITE_POP_NUMBER | ||
| number | | number | ||
− | | Max population per individual site | + | | Max population per individual site. |
[MAX_SITE_POP_NUMBER:200] | [MAX_SITE_POP_NUMBER:200] | ||
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| MAX_STARTING_CIV_NUMBER | | MAX_STARTING_CIV_NUMBER | ||
| number | | number | ||
− | | Max number of entities to spawn at world generation | + | | Max number of entities to spawn at world generation. |
[MAX_STARTING_CIV_NUMBER:3] | [MAX_STARTING_CIV_NUMBER:3] | ||
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|- | |- | ||
| PERMITTED_JOB | | PERMITTED_JOB | ||
− | | [[ | + | | [[40d: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] | ||
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| CURRENCY | | CURRENCY | ||
| | | | ||
− | * | + | * metal token |
* value | * value | ||
| What kind of metals the civ uses for coin minting as well as the value of the coin. | | What kind of metals the civ uses for coin minting as well as the value of the coin. | ||
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* item | * item | ||
* number | * number | ||
− | | CREATURE, PLANT, TREE, SHAPE, ITEM | + | | CREATURE, PLANT, TREE, SHAPE, ITEM |
− | + | 0-25600 | |
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork. | Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork. | ||
− | |||
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512] | [ART_IMAGE_ELEMENT_MODIFIER:TREE:512] | ||
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* item | * item | ||
* number | * number | ||
− | | ART_IMAGE, COVERED | + | | ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600 |
− | |||
Determines the chance of the entity using that particular artwork method, such as "encircled with bands" or "menaces with spikes". | Determines the chance of the entity using that particular artwork method, such as "encircled with bands" or "menaces with spikes". | ||
− | |||
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] | [ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] | ||
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|- | |- | ||
− | | | + | | 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 these symbols in the particular SYM set. | |
− | + | [SELECT_SYMBOL:ALL:PEACE] | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | | Causes the entity to | ||
− | [ | ||
− | |||
|- | |- | ||
| FRIENDLY_COLOR | | FRIENDLY_COLOR | ||
− | | see [[color]] | + | | see [[40d:color|color]] |
| | | | ||
− | The color of | + | The color of creatures currently in your group? |
[FRIENDLY_COLOR:1:0:1] | [FRIENDLY_COLOR:1:0:1] | ||
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| RELIGION | | RELIGION | ||
| type | | type | ||
− | | | + | | 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. | |
− | |||
[RELIGION:PANTHEON] | [RELIGION:PANTHEON] | ||
Line 249: | Line 235: | ||
| 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 260: | Line 245: | ||
| | | | ||
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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| POSITION | | POSITION | ||
| string | | string | ||
− | | Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see | + | | Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see {{l|Position token}}. |
|- | |- | ||
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|- | |- | ||
| VARIABLE_POSITIONS | | VARIABLE_POSITIONS | ||
− | | | + | | |
− | | | + | Noble position or ALL |
+ | | Specifying a specific position will allow that position to be taken by demons; specifying ALL will allow demons and entity members to create and take up positions. | ||
|} | |} | ||
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|- | |- | ||
− | | [[ | + | | [[40d:ETHIC|ETHIC]] |
| | | | ||
*behavior | *behavior | ||
*reaction | *reaction | ||
| Sets the civ's view of 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. | | Sets the civ's view of 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] | |
|- | |- | ||
| WILL_ACCEPT_TRIBUTE | | WILL_ACCEPT_TRIBUTE | ||
| | | | ||
− | | Makes the civ's traders accept offered goods | + | | Makes the civ accept tribute from conquered sites? Or maybe makes the civ's traders accept offered goods? |
|- | |- | ||
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| ACTIVE_SEASON | | ACTIVE_SEASON | ||
| season | | season | ||
− | | the 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. 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:AUTUMN] | [ACTIVE_SEASON:AUTUMN] | ||
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| BABYSNATCHER | | BABYSNATCHER | ||
| | | | ||
− | | Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag | + | | 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! In addition, babysnatcher civs will snatch children during history gen, allowing them to become part of the civ if they do not escape. |
− | Note: If | + | Note: If playable civ in Fortress Mode has this tag (ie. you add BABYSNATCHER to the dwarf entity) than the roles will be reversed and elves and humans will siege and ambush and goblins will trade with you. |
|- | |- | ||
− | | | + | | DIPLOMAT |
− | | | + | | |
− | | | + | | 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. This currently{{v|0.28.181.40d}} has no effect - in previous versions, diplomats would be escorted by several soldiers. |
|- | |- | ||
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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. | | 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. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| 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 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 |
|- | |- | ||
| PROGRESS_TRIGGER_POP_SIEGE | | PROGRESS_TRIGGER_POP_SIEGE | ||
| level | | level | ||
− | | | + | | |
− | |||
− | |||
|- | |- | ||
| PROGRESS_TRIGGER_PROD_SIEGE | | PROGRESS_TRIGGER_PROD_SIEGE | ||
| level | | level | ||
− | | | + | | |
|- | |- | ||
| PROGRESS_TRIGGER_TRADE_SIEGE | | PROGRESS_TRIGGER_TRADE_SIEGE | ||
| level | | level | ||
− | | | + | | |
|- | |- | ||
| SIEGER | | SIEGER | ||
| | | | ||
− | | Will | + | | Will wait around at the edge of your map for a month or two, before charging. |
|- | |- | ||
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| | | | ||
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations. | | Defines if a civilization is a hidden subterranean entity, such as batman civilizations. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | |Rarity is optional. Permitted rarity values | + | |Rarity is optional. Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED. |
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional. Permitted rarity values | + | | Rarity is optional. Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED. |
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] | [GLOVES:ITEM_GLOVES_GLOVES:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional. Permitted rarity values | + | | Rarity is optional. Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED. |
[HELM:ITEM_HELM_HELM:COMMON] | [HELM:ITEM_HELM_HELM:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional. Permitted rarity values | + | | Rarity is optional. Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED. |
[PANTS:ITEM_PANTS_PANTS:COMMON] | [PANTS:ITEM_PANTS_PANTS:COMMON] | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional. Permitted rarity values | + | | Rarity is optional. Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED. |
[SHOES:ITEM_SHOES_SHOES:COMMON] | [SHOES:ITEM_SHOES_SHOES:COMMON] | ||
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| | | | ||
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA] | [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA] | ||
− | |||
− | |||
− | |||
− | |||
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− | |||
|- | |- | ||
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| USE_MISC_PROCESSED_WOOD_PRODUCTS | | USE_MISC_PROCESSED_WOOD_PRODUCTS | ||
| | | | ||
− | | If wood is available locally, and the relevant professions | + | | If wood is available locally, and you have permitted the relevant professions in the def, controls availability of lye, charcoal, potash and pearlash. |
|- | |- | ||
| 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. |
|- | |- | ||
| COMMON_DOMESTIC_PET | | COMMON_DOMESTIC_PET | ||
| | | | ||
− | | 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 | + | | 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_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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| METAL_PREF | | METAL_PREF | ||
| | | | ||
− | | | + | | 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%. |
|- | |- | ||
| STONE_PREF | | STONE_PREF | ||
| | | | ||
− | | Enables creatures of this entity to bring stones in trade. Also seems to enable the use of metals smelted from ore | + | | Enables creatures of this entity to bring stones in trade. Also seems to enable the use of metals smelted from ore such as iron or copper. |
|- | |- | ||
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| WOOD_ARMOR | | WOOD_ARMOR | ||
| | | | ||
− | | Causes members to be able to use wooden | + | | Causes members to be able to use wooden weapons. |
|- | |- | ||
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|} | |} | ||
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{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} |