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Difference between revisions of "Entity token"

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(Added links for where you find the actual list of usable 'symbol' for your entity. This is the ONLY link I've found on the wiki that actually talks about it, and it's an outdated page.)
(added missing symbol 'HOSPITAL')
(31 intermediate revisions by 11 users not shown)
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{{migrated article}}
+
{{Quality|Superior}}
{{Quality|Unrated}}
 
 
{{av}}
 
{{av}}
 
{{Modding}}
 
{{Modding}}
 
'''Entity tokens''' define entities, or [[civilization]]s, in entity_*.txt files.
 
'''Entity tokens''' define entities, or [[civilization]]s, in entity_*.txt files.
 +
 +
The <code>[OBJECT:ENTITY]</code> [[token]] begins the definition of an entity [[raw file]]. Each new entity definition that follows begins with the <code>[ENTITY:''entity_ID'']</code> token, where ''entity_ID'' is a unique identifier for that entity, and the entity's properties are then specified by the use of further entity tokens; or, tokens can be added to existing entities using <code>[SELECT_ENTITY:''entity_ID'']</code> instead.
 +
 +
All known entity tokens are listed below.
 +
 
__TOC__
 
__TOC__
 
{{clear}}
 
{{clear}}
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| {{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. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. It should be noted that civilizations are in general weighted by this token: for example, if you have one entity with three [CREATURE:DWARF] entries and another separate entity with a single [CREATURE:ELF] entry, then you can expect to see three times as many of the former placed as the latter.{{Verify}}
+
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. It should be noted that civilizations are in general weighted by this token: for example, if you have one entity with three [CREATURE:DWARF] tokens and another separate entity with a single [CREATURE:ELF] token, then you can expect to see three times as many of the former placed as the latter (assuming enough unclaimed [START_BIOME:X] space remains). Note that spawn rates are also limited by unclaimed biome space - if an entity can only spawn in a rarer set of biomes (only LAKE_TROPICAL_SALTWATER for example) then their spawn rate will end up being limited by the remaining unclaimed space in that biome type rather than the number of [CREATURE:X] tokens present in the entity raw.
 
 
 
|-
 
|-
 
| {{text anchor|SOURCE_HFID}}
 
| {{text anchor|SOURCE_HFID}}
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== Placement ==
 
== Placement ==
 +
 +
Entity spawning during world gen is influenced by several factors:
 +
* The "[[Advanced world generation#Number of Civilizations|Number of Civilizations]]" world gen setting places a hard limit on the total number of entities spawned.
 +
* The "[[Advanced world generation#Playable Civilization Required|Playable Civilization Required]]" world gen setting forces at least one of each [[Entity token#SITE_CONTROLLABLE|SITE_CONTROLLABLE]] entity to spawn (presumably still limited by "Number of Civilizations").
 +
* The number of <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:X] tokens present in an entity modifies its chance of spawning. An entity containing more <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:X] tokens will spawn more often (assuming other requirements are met) and may even block entities with fewer <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:X] tokens from spawning altogether. You can use [SELECT_ENTITY:VANILLA_ENTITY_X] followed by any number of duplicate <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:VANILLA_CREATURE_X] tokens to attempt to balance the spawn rates of the existing vanilla entities with any custom multi-creature entities you may add.
 +
* The number of unclaimed [[Entity token#START_BIOME|START_BIOME]] or [[Entity token#EXCLUSIVE_START_BIOME|EXCLUSIVE_START_BIOME]] tiles remaining in the world limits the spawn rate for an entity and allows entities to block each other's spawns. If there is no "starting" [[Biome token|biome]] space left for an entity then it will not spawn and the game will try to spawn a different entity instead. This means that, on average, an entity that can start in ALL_MAIN [[Biome token|biomes]] will spawn more frequently than one that can start only in LAKE_TROPICAL_SALTWATER [[Biome token|biomes]]. This also means that entities whose starting [[Biome token|biomes]] do not overlap will not block each other's spawns.
 +
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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| {{text anchor|START_BIOME}}
 
| {{text anchor|START_BIOME}}
 
| [[Biome token|biome]]
 
| [[Biome token|biome]]
| Combination of EXCLUSIVE_START_BIOME and SETTLEMENT_BIOME; allows the civ to start in and create settlements in the biome.
+
| Combination of EXCLUSIVE_START_BIOME and SETTLEMENT_BIOME; allows the civ to start in and create settlements in the biome. Note that the civ's spawn rate may be limited if all of its START or EXCLUSIVE_START biome(s) are rare in the world or have already been fully occupied by other civ spawns.
 
[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]]
| The birth of the civilization can occur in this biome, but cannot (necessarily) build in it. If the civ does not have SETTLEMENT_BIOME or START_BIOME for the biome in question, it will only construct a single settlement there.
+
| The birth of the civilization can occur in this biome, but cannot (necessarily) build in it. If the civ does not have SETTLEMENT_BIOME or START_BIOME for the biome in question, it will only construct a single settlement there. Note that the civ's spawn rate may be limited if all of its START or EXCLUSIVE_START biome(s) are rare in the world or have already been fully occupied by other civ spawns.
 
[EXCLUSIVE_START_BIOME:MOUNTAIN]
 
[EXCLUSIVE_START_BIOME:MOUNTAIN]
  
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| {{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  (creates a civ of hillocks only), and MONUMENT (creates a civ without visible sites (except tombs and castles), but may cause worldgen crashes). FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]]. CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions.
+
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS  (creates a civ of hillocks only), and MONUMENT (creates a civ without visible sites (except tombs and castles), but may cause worldgen crashes). FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]]. It also gives the civ a [[demon|special overlord]].
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
+
CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions. [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:500]
+
[MAX_POP_NUMBER:10000]
  
 
|-
 
|-
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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:200]
+
[MAX_SITE_POP_NUMBER:120]
  
 
|-
 
|-
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| number
 
| number
 
| Max number of civ to spawn at world generation. Worldgen picks entities in some sequential order from the raws, and 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 the 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 number of civ to spawn at world generation. Worldgen picks entities in some sequential order from the raws, and 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 the 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:3]
+
[MAX_STARTING_CIV_NUMBER:100]
  
 
|}
 
|}
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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. Migrants will sometimes arrive with no name.
 
* 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.
 +
* If the entity's main creature has {{token|UTTERANCES|c}}, then this token will be ignored (except when using the naming menu) in favor of procedural [[kobold]]-style [[Kobold language|pseudolanguage]].
 
[TRANSLATION:DWARF]
 
[TRANSLATION:DWARF]
  
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| {{text anchor|SELECT_SYMBOL}}
 
| {{text anchor|SELECT_SYMBOL}}
 
|
 
|
* noun
+
* category
* [[40d:Language#language_SYM.txt|symbol]]
+
* [[language#language_SYM.txt|symbol]]
| ALL, REMAINING, BATTLE, BRIDGE, CIV, CRAFT_GUILD, FESTIVAL, LIBRARY, MERCHANT_COMPANY, MILITARY_UNIT, OTHER, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR
+
| ALL, REMAINING, BATTLE, BRIDGE, CIV, CRAFT_GUILD, FESTIVAL, HOSPITAL, LIBRARY, MERCHANT_COMPANY, MILITARY_UNIT, OTHER, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR
Causes the entity to more often use these symbols in the particular SYM set.
+
The entity will always use a word from the selected symbol(s) to generate names from that category.
 +
* OTHER applies the symbol selection to personal names and site names. REMAINING will apply the symbol selection to all categories that have not already been declared above it.
 +
* Specific to SELECT_SYMBOL, symbols selected this way will be used as "The X" in "The X of Y" names, and nouns from selected symbols can be used as first [[name]]s.
 +
 
 
[SELECT_SYMBOL:ALL:PEACE]
 
[SELECT_SYMBOL:ALL:PEACE]
  
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| {{text anchor|SUBSELECT_SYMBOL}}
 
| {{text anchor|SUBSELECT_SYMBOL}}
 
|
 
|
* noun
+
* category
* [[40d:Language#language_SYM.txt|symbol]]
+
* [[language#language_SYM.txt|symbol]]
| Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.
+
| As SELECT_SYMBOL, a word from the subselected symbol(s) will be used in names of that category, in addition to the word from SELECT_SYMBOL (if specified). Used in vanilla to put violent names in sieges and battles.
 +
* Words chosen with SUBSELECT_SYMBOL will appear as either adjectives or "of Y" in "The X of Y" names.
 +
* CULL_SYMBOL does not affect subselected symbols.
 +
 
 
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
 
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
 +
 
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
 
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
  
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| {{text anchor|CULL_SYMBOL}}
 
| {{text anchor|CULL_SYMBOL}}
 
|
 
|
* noun
+
* category
* [[40d:Language#language_SYM.txt|symbol]]
+
* [[Language#language_SYM.txt|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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* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.
 
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.
 
* 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.
 +
 +
Can be specified multiple times, and will pick randomly from the assigned types. Additional instances of each type will weight the random choice, but unlike {{token|CREATURE|e}}, will not make the entity more likely to spawn.
  
 
[RELIGION:PANTHEON]
 
[RELIGION:PANTHEON]
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| {{text anchor|RELIGION_SPHERE}}
 
| {{text anchor|RELIGION_SPHERE}}
 
| [[Sphere#Available_spheres|sphere]]
 
| [[Sphere#Available_spheres|sphere]]
| 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 civs of this entity will never get FIRE as a religious sphere. Note that the DEATH sphere favours the appearance of necromancers (and therefore, towers) "in" the entity.
+
| 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 [[Sphere#WATER|WATER]], for example, means civs of this entity will never get [[Sphere#FIRE|FIRE]] as a religious sphere. Note that the [[Sphere#DEATH|DEATH]] sphere favours the appearance of necromancers (and therefore, towers) "in" the entity.
  
 
[RELIGION_SPHERE:FORTRESSES]
 
[RELIGION_SPHERE:FORTRESSES]
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* 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. Default is 256.
+
This token forces an entity to favor or disfavor particular religious spheres. Default is 256, minimum is 0, maximum is 25600.
 +
* Presently, this doesn't cause them to acquire those spheres more often when generating a pantheon.
 +
* [[Sphere#PLANTS|PLANTS]] and [[Sphere#ANIMALS|ANIMALS]] affect the prevalence of depicting {{token|VEGETATION}} and {{token|NATURAL}} creatures, respectively, in a similar fashion to {{token|ART_FACET_MODIFIER|e}}.
 +
* [[Sphere#WAR|WAR]] modifies the effective [[item value]] of [[weapon]]s and [[armor]] to [[trader]]s of this entity. The multiplier is SPHERE_ALIGNMENT/256, though this only applies to equipment the entity's main creature can properly wield.
  
 
[SPHERE_ALIGNMENT:TREES:512]
 
[SPHERE_ALIGNMENT:TREES:512]
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| {{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). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}
+
| 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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| {{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. Also causes this civ to be hostile to any entity without this token.
  
 
Note: If the playable civ in fortress mode has this tag (e.g. 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.
 
Note: If the playable civ in fortress mode has this tag (e.g. 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.
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| {{text anchor|INDOOR_FARMING}}
 
| {{text anchor|INDOOR_FARMING}}
 
|
 
|
| Allow use of underground plant products in the goods available for trade. Lack of suitable vegetation in the caverns will cause [[World generation#Rejections|worldgen rejection]]s.
+
| Allow use of underground plant products in the goods available for trade. Lack of suitable vegetation in the caverns will cause [[World generation#Rejections|worldgen rejection]]s. According to Droseran: "Gives access to plants (structural material) and seeds. It only checks for [EDIBLE_RAW] or [EDIBLE_COOKED] on the plant's structural material. It doesn't check if the plant can be used in a reaction to produce something edible, only if it can be eaten raw or cooked. If an entity with this token is placed in a biome that doesn't have at least one of these tokens on the structural material, the map is rejected. Due to the randomness of plant selection in biomes, this can happen a lot as only about half of the vanilla plants have edible structural materials. Removing either of these tokens from plants dramatically increases map rejections."
  
 
|-
 
|-
 
| {{text anchor|OUTDOOR_FARMING}}
 
| {{text anchor|OUTDOOR_FARMING}}
 
|
 
|
| Allow use of outdoor plant products in the goods available for trade. Lack of suitable vegetation in this civilization's starting area will cause [[World generation#Rejections|worldgen rejection]]s.
+
| Allow use of outdoor plant products in the goods available for trade. Lack of suitable vegetation in this civilization's starting area will cause [[World generation#Rejections|worldgen rejection]]s. According to Droseran: "Gives access to plants (structural material) and seeds. It only checks for [EDIBLE_RAW] or [EDIBLE_COOKED] on the plant's structural material. It doesn't check if the plant can be used in a reaction to produce something edible, only if it can be eaten raw or cooked. If an entity with this token is placed in a biome that doesn't have at least one of these tokens on the structural material, the map is rejected. Due to the randomness of plant selection in biomes, this can happen a lot as only about half of the vanilla plants have edible structural materials. Removing either of these tokens from plants dramatically increases map rejections."
  
 
|-
 
|-
 
| {{text anchor|INDOOR_GARDENS}}
 
| {{text anchor|INDOOR_GARDENS}}
 
|
 
|
| Allow use of underground plant growths (quarry bush leaves, in unmodded games) in the goods available for trade.
+
| Allow use of underground plant growths (quarry bush leaves, in unmodded games) in the goods available for trade. According to Droseran: "Will never cause map rejections. It allows growths to be used, but doesn't care if none exist. If an entity doesn't have a farming token, they won't have seeds or plants available on embark/trade. But you can still farm in fortress mode with only this token, you just have to get the seeds manually or trading with another civ."
  
 
|-
 
|-
 
| {{text anchor|OUTDOOR_GARDENS}}
 
| {{text anchor|OUTDOOR_GARDENS}}
 
|
 
|
| Allow use of outdoor plant growths in the goods available for trade.
+
| Allow use of outdoor plant growths in the goods available for trade. According to Droseran: "Will never cause map rejections. It allows growths to be used, but doesn't care if none exist. If an entity doesn't have a farming token, they won't have seeds or plants available on embark/trade. But you can still farm in fortress mode with only this token, you just have to get the seeds manually or trading with another civ."
  
 
|-
 
|-
 
| {{text anchor|INDOOR_ORCHARDS}}
 
| {{text anchor|INDOOR_ORCHARDS}}
 
|
 
|
| Allows use of indoor tree growths in the goods available for trade. Not used in vanilla entities, as vanilla underground trees do not grow fruit. Needs INDOOR_WOOD for proper work. Will cause rejections, if growths are unavailable.
+
| Allows use of indoor tree growths in the goods available for trade. Not used in vanilla entities, as vanilla underground trees do not grow fruit. Needs INDOOR_WOOD to function. Will cause rejections, if growths are unavailable. According to Droseran: "Gives access to tree growths. It only checks for growths on trees that are [EDIBLE_RAW] or [EDIBLE_COOKED]. If an entity with this token is placed in a biome that does not have a tree with a growth with at least one of these tokens, the map is rejected."
  
 
|-
 
|-
 
| {{text anchor|OUTDOOR_ORCHARDS}}
 
| {{text anchor|OUTDOOR_ORCHARDS}}
 
|
 
|
| Allows use of outdoor tree growths in the goods available for trade. Needs OUTDOOR_WOOD to proper work{{verify}}.
+
| Allows use of outdoor tree growths in the goods available for trade. Needs OUTDOOR_WOOD to function{{verify}}. According to Droseran: "Gives access to tree growths. It only checks for growths on trees that are [EDIBLE_RAW] or [EDIBLE_COOKED]. If an entity with this token is placed in a biome that does not have a tree with a growth with at least one of these tokens, the map is rejected."
  
 
|-
 
|-
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* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}
 
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}
 
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}
 
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}}
+
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}} (doesn't seem to exist in the string dump. verify)
 
|
 
|
 
| Override creature usage tokens. Respectively:
 
| Override creature usage tokens. Respectively:
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|}
 
|}
 +
 +
== Examples ==
 +
:''Main articles: [[Entity examples]]''
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}
 
[[ru:Entity token]]
 
[[ru:Entity token]]

Revision as of 19:37, 21 August 2024

This article is about the current version of DF.
Note that some content may still need to be updated.


Entity tokens define entities, or civilizations, in entity_*.txt files.

The [OBJECT:ENTITY] token begins the definition of an entity raw file. Each new entity definition that follows begins with the [ENTITY:entity_ID] token, where entity_ID is a unique identifier for that entity, and the entity's properties are then specified by the use of further entity tokens; or, tokens can be added to existing entities using [SELECT_ENTITY:entity_ID] instead.

All known entity tokens are listed below.

Gameplay

Token Arguments Description
ALL_MAIN_POPS_CONTROLLABLE Allows adventure mode for entities with sites.
SITE_CONTROLLABLE Allows fortress mode. If multiple entities have the SITE_CONTROLLABLE token, then at embark the specific civs can be chosen on the civ list screen. At least one civilization must have this token.
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. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. It should be noted that civilizations are in general weighted by this token: for example, if you have one entity with three [CREATURE:DWARF] tokens and another separate entity with a single [CREATURE:ELF] token, then you can expect to see three times as many of the former placed as the latter (assuming enough unclaimed [START_BIOME:X] space remains). Note that spawn rates are also limited by unclaimed biome space - if an entity can only spawn in a rarer set of biomes (only LAKE_TROPICAL_SALTWATER for example) then their spawn rate will end up being limited by the remaining unclaimed space in that biome type rather than the number of [CREATURE:X] tokens present in the entity raw.
SOURCE_HFID integer 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.

Placement

Entity spawning during world gen is influenced by several factors:

  • The "Number of Civilizations" world gen setting places a hard limit on the total number of entities spawned.
  • The "Playable Civilization Required" world gen setting forces at least one of each SITE_CONTROLLABLE entity to spawn (presumably still limited by "Number of Civilizations").
  • The number of [CREATURE:X] tokens present in an entity modifies its chance of spawning. An entity containing more [CREATURE:X] tokens will spawn more often (assuming other requirements are met) and may even block entities with fewer [CREATURE:X] tokens from spawning altogether. You can use [SELECT_ENTITY:VANILLA_ENTITY_X] followed by any number of duplicate [CREATURE:VANILLA_CREATURE_X] tokens to attempt to balance the spawn rates of the existing vanilla entities with any custom multi-creature entities you may add.
  • The number of unclaimed START_BIOME or EXCLUSIVE_START_BIOME tiles remaining in the world limits the spawn rate for an entity and allows entities to block each other's spawns. If there is no "starting" biome space left for an entity then it will not spawn and the game will try to spawn a different entity instead. This means that, on average, an entity that can start in ALL_MAIN biomes will spawn more frequently than one that can start only in LAKE_TROPICAL_SALTWATER biomes. This also means that entities whose starting biomes do not overlap will not block each other's spawns.


Token Arguments Description
BIOME_SUPPORT Controls the expansion of the civilization's territory. The higher the number is relative to other BIOME_SUPPORT tokens in the entity, the faster it can spread through the biome. These numbers are evaluated relative to each other, i.e. if one biome is 1 and the other is 2, the spread will be the same as if one was 100 and the other was 200. Civs can spread out over biomes they cannot actually build in; for example, humans spread quickly over oceans but cannot actually build in them.

[BIOME_SUPPORT:ANY_GRASSLAND:4]

SETTLEMENT_BIOME biome If the civ's territory crosses over this biome, it can build settlements here.

[SETTLEMENT_BIOME:ANY_GRASSLAND]

START_BIOME biome Combination of EXCLUSIVE_START_BIOME and SETTLEMENT_BIOME; allows the civ to start in and create settlements in the biome. Note that the civ's spawn rate may be limited if all of its START or EXCLUSIVE_START biome(s) are rare in the world or have already been fully occupied by other civ spawns.

[START_BIOME:ANY_FOREST]

EXCLUSIVE_START_BIOME biome The birth of the civilization can occur in this biome, but cannot (necessarily) build in it. If the civ does not have SETTLEMENT_BIOME or START_BIOME for the biome in question, it will only construct a single settlement there. Note that the civ's spawn rate may be limited if all of its START or EXCLUSIVE_START biome(s) are rare in the world or have already been fully occupied by other civ spawns.

[EXCLUSIVE_START_BIOME:MOUNTAIN]

DEFAULT_SITE_TYPE site type Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS (creates a civ of hillocks only), and MONUMENT (creates a civ without visible sites (except tombs and castles), but may cause worldgen crashes). FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of certain other structures. It also gives the civ a special overlord.

CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions. [DEFAULT_SITE_TYPE:CAVE_DETAILED]

LIKES_SITE site type Most residents will try to move to this site type, unless already at one.

[LIKES_SITE:CAVE_DETAILED]

TOLERATES_SITE site type Some residents will try to move to this site type, unless already at one.

[TOLERATES_SITE:CITY]

WORLD_CONSTRUCTION construction Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.

[WORLD_CONSTRUCTION:BRIDGE] [WORLD_CONSTRUCTION:ROAD] [WORLD_CONSTRUCTION:TUNNEL] [WORLD_CONSTRUCTION:WALL]

Population

Token Arguments Description
MAX_POP_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_POP_NUMBER:10000]

MAX_SITE_POP_NUMBER number Max historical population per individual site. Defaults to 50.

[MAX_SITE_POP_NUMBER:120]

MAX_STARTING_CIV_NUMBER number Max number of civ to spawn at world generation. Worldgen picks entities in some sequential order from the raws, and 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 the 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:100]

Flavor

Token Arguments Description
PERMITTED_BUILDING building name The named, custom building can be built by a civilization in Fortress Mode.

[PERMITTED_BUILDING:SOAP_MAKER]

PERMITTED_JOB profession Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.

[PERMITTED_JOB:MINER]

PERMITTED_REACTION reaction name Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allows 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]

CURRENCY_BY_YEAR Causes the civ's currency to be numbered with the year it was minted.
CURRENCY
  • inorganic material
  • value
What kind of metals the civ uses for coin minting, as well as the value of the coin. Due to the Dwarven economy having been disabled since version 0.31, the value doesn't actually do anything.

[CURRENCY:SILVER:5]

ART_FACET_MODIFIER
  • type
  • number
OWN_RACE, FANCIFUL, EVIL, GOOD

Number goes from 0 to 25600 where 256 is the default. [ART_FACET_MODIFIER:OWN_RACE:512]

ART_IMAGE_ELEMENT_MODIFIER
  • item
  • number
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.

[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]

ITEM_IMPROVEMENT_MODIFIER
  • item
  • number
ART_IMAGE, COVERED or GLAZED, 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".

[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]

This also seems to change the amount that the entity will pay for items that are improved in these ways in their tokens.

TRANSLATION language 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. Migrants will sometimes arrive with no name.
  • 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 angels.
  • If the entity's main creature has [UTTERANCES], then this token will be ignored (except when using the naming menu) in favor of procedural kobold-style pseudolanguage.

[TRANSLATION:DWARF]

SELECT_SYMBOL ALL, REMAINING, BATTLE, BRIDGE, CIV, CRAFT_GUILD, FESTIVAL, HOSPITAL, LIBRARY, MERCHANT_COMPANY, MILITARY_UNIT, OTHER, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR

The entity will always use a word from the selected symbol(s) to generate names from that category.

  • OTHER applies the symbol selection to personal names and site names. REMAINING will apply the symbol selection to all categories that have not already been declared above it.
  • Specific to SELECT_SYMBOL, symbols selected this way will be used as "The X" in "The X of Y" names, and nouns from selected symbols can be used as first names.

[SELECT_SYMBOL:ALL:PEACE]

SUBSELECT_SYMBOL As SELECT_SYMBOL, a word from the subselected symbol(s) will be used in names of that category, in addition to the word from SELECT_SYMBOL (if specified). Used in vanilla to put violent names in sieges and battles.
  • Words chosen with SUBSELECT_SYMBOL will appear as either adjectives or "of Y" in "The X of Y" names.
  • CULL_SYMBOL does not affect subselected symbols.

[SELECT_SYMBOL:SIEGE:NAME_SIEGE]

[SUBSELECT_SYMBOL:SIEGE:VIOLENT]

CULL_SYMBOL Causes the entity to not use the words in these SYM sets.

[CULL_SYMBOL:ALL:UGLY]

FRIENDLY_COLOR see color

The color of this entity's civilization settlements in the world gen and embark screens, also used when announcing arrival of their caravan. Defaults to 7:0:1.

[FRIENDLY_COLOR:1:0:1]

Religion

Token Arguments Description
RELIGION type
  • REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.
  • PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.

Can be specified multiple times, and will pick randomly from the assigned types. Additional instances of each type will weight the random choice, but unlike [CREATURE], will not make the entity more likely to spawn.

[RELIGION:PANTHEON]

RELIGION_SPHERE sphere 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 civs of this entity will never get FIRE as a religious sphere. Note that the DEATH sphere favours the appearance of necromancers (and therefore, towers) "in" the entity.

[RELIGION_SPHERE:FORTRESSES]

SPHERE_ALIGNMENT

This token forces an entity to favor or disfavor particular religious spheres. Default is 256, minimum is 0, maximum is 25600.

  • Presently, this doesn't cause them to acquire those spheres more often when generating a pantheon.
  • PLANTS and ANIMALS affect the prevalence of depicting [VEGETATION] and [NATURAL] creatures, respectively, in a similar fashion to [ART_FACET_MODIFIER].
  • WAR modifies the effective item value of weapons and armor to traders of this entity. The multiplier is SPHERE_ALIGNMENT/256, though this only applies to equipment the entity's main creature can properly wield.

[SPHERE_ALIGNMENT:TREES:512]

Leadership

Token Arguments Description
POSITION 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 Position token.
LAND_HOLDER_TRIGGER
  • land holder number
  • population
  • wealth exported
  • created wealth
Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress. As of version 0.44.11, however, this is obsolete due to the changes in how sites are elevated in status.
SITE_VARIABLE_POSITIONS Position responsibility or ALL 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]
VARIABLE_POSITIONS Position responsibility or ALL Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.

Behavior

Token Arguments Description
ETHIC
  • behavior
  • reaction
Sets the civ's view of ethics (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]

VALUE
  • value
  • number
Sets the civ's cultural values. Numbers range from -50 (complete anathema) to 0 (neutral) to 50 (highly valued).

[VALUE:CRAFTSMANSHIP:50]

Certain values must be set to 15 or more for civs to create structures and form entities during history gen:

  • 15+ KNOWLEDGE for libraries
  • 15+ COOPERATION and 15+ CRAFTSMANSHIP for craft guilds
VARIABLE_VALUE
  • value or ALL
  • min
  • max
Makes values randomized rather than specified.

This tag overrides the VALUE tag. Using [VARIABLE_VALUE:ALL:x:y] and then overwriting single values with further [VARIABLE_VALUE:value:x:y] tags works.

WILL_ACCEPT_TRIBUTE Makes the civ's traders accept offered goods.
WANDERER, BEAST_HUNTER, SCOUT, MERCENARY The civ will send out these sorts of adventurers in worldgen, which 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 defenders.

Mercenaries and monster hunters from the civ may visit player's fortress and petition for residency there to enlist in the military or hunt monsters in caverns, respectively.

ABUSE_BODIES The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.
ACTIVE_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]

AMBUSHER 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.
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, and your elven ally sits back and does nothing. Additionally, this token determines if the entity can settle in savage biomes.
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. Also causes this civ to be hostile to any entity without this token.

Note: If the playable civ in fortress mode has this tag (e.g. 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.

BUILDS_OUTDOOR_FORTIFICATIONS Makes the civilization build castles from mead halls. Only functions when the type of site built is a hamlet/town. This, combined with the correct type of position associated with a site, is why adventurers can only lay claim to human sites. Bug:8001
BUILDS_OUTDOOR_TOMBS Makes the civilization build tombs.
BANDITRY percentage Sets a percentage of the entity population to be used as bandits.
DIPLOMAT_BODYGUARDS Visiting diplomats are accompanied by a pair of soldiers.
GENERATED Found on generated divine "HF Guardian Entities". Cannot be used in user-defined raws.
INVADERS_IGNORE_NEUTRALS Causes invaders to ignore visiting caravans and other neutral creatures.[Verify]
ITEM_THIEF 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.g. 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.

LOCAL_BANDITRY Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.
MERCHANT_BODYGUARDS Caravan merchants are accompanied by soldiers.
MERCHANT_NOBILITY Merchants will engage in cross-civ trading and form companies.

In previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.

PROGRESS_TRIGGER_POPULATION 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 this be fulfilled as well as at least one other non-siege trigger before visiting for non-siege activities.
PROGRESS_TRIGGER_PRODUCTION level 0 to 5, civ will come to site once created wealth 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 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.
PROGRESS_TRIGGER_TRADE level 0 to 5, civ will come to site once exported goods 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 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.
PROGRESS_TRIGGER_POP_SIEGE level 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.

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.

PROGRESS_TRIGGER_PROD_SIEGE level 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.
PROGRESS_TRIGGER_TRADE_SIEGE level 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.
SIEGER Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for "first contact" are reached.
SITE_GUARDIAN Guards certain special sites, such as a vault belonging to a demon allied with a deity. Used in generated divine entities.
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. Prevents the civ from engaging in diplomacy or ending up at war.
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 spring after your fortress becomes a land holder.
LAYER_LINKED Defines if a civilization is a hidden subterranean entity, such as bat man civilizations. May spawn in any of the three caverns; cavern dweller raids due to agitation will pull from these. If you embark as this civ, you have access to pets and trees from all three layers, not only the first.
GENERATE_KEYBOARD_INSTRUMENTS, GENERATE_PERCUSSION_INSTRUMENTS, GENERATE_STRINGED_INSTRUMENTS, GENERATE_WIND_INSTRUMENTS, GENERATE_DANCE_FORMS, GENERATE_MUSICAL_FORMS, GENERATE_POETIC_FORMS Makes civilizations generate the given instruments/forms.
SCHOLAR scholar type ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER
SET_SCHOLARS_ON_VALUES_AND_JOBS Generates scholars based on the values generated with the VARIABLE_VALUE tag.
NO_ARTIFACT_CLAIMS Used for kobolds.
MINING_UNDERWORLD_DISASTERS The civilization can breach the Underworld during world generation.

Available resources

Token Arguments Description
AMMO item token Used after a ranged weapon type.

[AMMO:ITEM_AMMO_BOLTS]

ARMOR
  • item token
  • rarity
Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). FORCED items will be available 100% of the time, COMMON items 50%, UNCOMMON items 10%, and RARE items 1%. If certain armor types are lacking after performing one pass of randomised checks, the game will repeat random checks until an option is successfully chosen.

[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]

DIGGER 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 - 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]

GLOVES
  • item token
  • rarity
Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.

[GLOVES:ITEM_GLOVES_GLOVES:COMMON]

HELM
  • item token
  • rarity
Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.

[HELM:ITEM_HELM_HELM:COMMON]

INSTRUMENT item token No longer used as of Version 0.42.01 due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.

[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]

PANTS
  • item token
  • rarity
Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.

[PANTS:ITEM_PANTS_PANTS:COMMON]

SHIELD item token

[SHIELD:ITEM_SHIELD_SHIELD]

SHOES
  • item token
  • rarity
Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.

[SHOES:ITEM_SHOES_SHOES:COMMON]

SIEGEAMMO item token

[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]

TOOL item token

[TOOL:ITEM_TOOL_NEST_BOX]

TOY item token

[TOY:ITEM_TOY_PUZZLEBOX]

TRAPCOMP item token

[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]

WEAPON item token While this does not accept a rarity value, something similar can be achieved by having multiple variations of a weapon type with small differences and specifying each of them.[1]

[WEAPON:ITEM_WEAPON_AXE_BATTLE]

USE_ANIMAL_PRODUCTS Allows use of 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.
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 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.
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 MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and without CAN_LEARN).
USE_EVIL_ANIMALS Without this, EVIL creatures are skipped, otherwise, 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), even the normally untameable species.
USE_EVIL_PLANTS Same as USE_EVIL_ANIMALS for all uses of plants.
USE_EVIL_WOOD Same as USE_EVIL_ANIMALS for all uses of wood.
USE_GOOD_ANIMALS Without this GOOD creatures are skipped, otherwise, 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), even the normally untameable species.
USE_GOOD_PLANTS Same as USE_GOOD_ANIMALS for all uses of plants.
USE_GOOD_WOOD Same as USE_GOOD_ANIMALS for all uses of wood.
USE_MISC_PROCESSED_WOOD_PRODUCTS If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).
USE_NON_EXOTIC_PET_RACE Makes the civilization use all locally available non-exotic pets.
COMMON_DOMESTIC_MOUNT 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.
COMMON_DOMESTIC_PACK Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.
COMMON_DOMESTIC_PET Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.
COMMON_DOMESTIC_PULL Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull wagons.
RIVER_PRODUCTS Allow use of river products in the goods available for trade.
OCEAN_PRODUCTS Allow use of ocean products (including amber and coral) in the goods 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. sturgeons and stingrays).
INDOOR_FARMING Allow use of underground plant products in the goods available for trade. Lack of suitable vegetation in the caverns will cause worldgen rejections. According to Droseran: "Gives access to plants (structural material) and seeds. It only checks for [EDIBLE_RAW] or [EDIBLE_COOKED] on the plant's structural material. It doesn't check if the plant can be used in a reaction to produce something edible, only if it can be eaten raw or cooked. If an entity with this token is placed in a biome that doesn't have at least one of these tokens on the structural material, the map is rejected. Due to the randomness of plant selection in biomes, this can happen a lot as only about half of the vanilla plants have edible structural materials. Removing either of these tokens from plants dramatically increases map rejections."
OUTDOOR_FARMING Allow use of outdoor plant products in the goods available for trade. Lack of suitable vegetation in this civilization's starting area will cause worldgen rejections. According to Droseran: "Gives access to plants (structural material) and seeds. It only checks for [EDIBLE_RAW] or [EDIBLE_COOKED] on the plant's structural material. It doesn't check if the plant can be used in a reaction to produce something edible, only if it can be eaten raw or cooked. If an entity with this token is placed in a biome that doesn't have at least one of these tokens on the structural material, the map is rejected. Due to the randomness of plant selection in biomes, this can happen a lot as only about half of the vanilla plants have edible structural materials. Removing either of these tokens from plants dramatically increases map rejections."
INDOOR_GARDENS Allow use of underground plant growths (quarry bush leaves, in unmodded games) in the goods available for trade. According to Droseran: "Will never cause map rejections. It allows growths to be used, but doesn't care if none exist. If an entity doesn't have a farming token, they won't have seeds or plants available on embark/trade. But you can still farm in fortress mode with only this token, you just have to get the seeds manually or trading with another civ."
OUTDOOR_GARDENS Allow use of outdoor plant growths in the goods available for trade. According to Droseran: "Will never cause map rejections. It allows growths to be used, but doesn't care if none exist. If an entity doesn't have a farming token, they won't have seeds or plants available on embark/trade. But you can still farm in fortress mode with only this token, you just have to get the seeds manually or trading with another civ."
INDOOR_ORCHARDS Allows use of indoor tree growths in the goods available for trade. Not used in vanilla entities, as vanilla underground trees do not grow fruit. Needs INDOOR_WOOD to function. Will cause rejections, if growths are unavailable. According to Droseran: "Gives access to tree growths. It only checks for growths on trees that are [EDIBLE_RAW] or [EDIBLE_COOKED]. If an entity with this token is placed in a biome that does not have a tree with a growth with at least one of these tokens, the map is rejected."
OUTDOOR_ORCHARDS Allows use of outdoor tree growths in the goods available for trade. Needs OUTDOOR_WOOD to function[Verify]. According to Droseran: "Gives access to tree growths. It only checks for growths on trees that are [EDIBLE_RAW] or [EDIBLE_COOKED]. If an entity with this token is placed in a biome that does not have a tree with a growth with at least one of these tokens, the map is rejected."
CLOTHING Civilization members will attempt to wear clothing.
SUBTERRANEAN_CLOTHING Will wear things made of spider silk and other subterranean materials.
EQUIPMENT_IMPROVEMENTS Adds decorations to equipment based on the level of the generated unit. Also improves item quality.
IMPROVED_BOWS Adds decorations to weapons generated for bowman and master bowman.
METAL_PREF Allows metal materials to be used to make cages (inexpensive metals only) and crafts.
STONE_PREF Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.
WOOD_WEAPONS The civilization can make traditionally metallic weapons such as swords and spears from wood.
WOOD_ARMOR The civilization can make traditionally metallic armor such as mail shirts and helmets from wood.
GEM_PREF Enables creatures of this entity to bring gems in trade.
INDOOR_WOOD Allow use of subterranean wood types, such as tower-cap and fungiwood logs.
OUTDOOR_WOOD Allow use of outdoor wood types, such as mangrove and oak.
GEM_SHAPE shape Precious gems cut by this civilization's jewelers can be of this shape.
STONE_SHAPE shape Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.
DIVINE_MAT_CLOTHING Allows use of materials with [DIVINE] for clothing. Used for generated divine entities.
DIVINE_MAT_CRAFTS Allows use of materials with [DIVINE] for crafts.[Verify] Used for generated divine entities.
DIVINE_MAT_WEAPONS Allows use of metals with [DIVINE] for weapons. Used for generated divine entities.
DIVINE_MAT_ARMOR Allows use of metals with [DIVINE] for armor. Used for generated divine entities.

Animal definitions

Token Arguments Description
ANIMAL Start an animal definition.
ANIMAL_TOKEN creature token Select specific creature.
ANIMAL_CASTE_TOKEN creature caste token Select specific creature caste (requires ANIMAL_TOKEN). Sites with animal populations will still include all castes, but only the selected ones will be used for specific roles.
ANIMAL_CLASS creature class Select creature castes with this creature class (multiple uses allowed).
ANIMAL_FORBIDDEN_CLASS creature class Forbid creature castes with this creature class (multiple uses allowed).
ANIMAL_ALWAYS_PRESENT Animal will be present even if it does not naturally occur in the entity's terrain. All creatures, including demons, night trolls and other generated ones will be used if no specific creature or class is selected.
Override creature usage tokens. Respectively:

ALWAYS overrides NEVER if a caste is matched by more than one animal definition.

Tissue styling-related tokens

Token Arguments Description
TISSUE_STYLE tissue style unit ID Select a tissue layer which has the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for the selected tissue layer.
TS_MAINTAIN_LENGTH
  • minimum length?
  • maximum length?
Presumably sets culturally preferred tissue length for selected tissue. Needs testing.

Dwarves have their beards set to 100:NONE by default.

TS_PREFERRED_SHAPING styling token Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.

Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.

Examples

Main articles: Entity examples