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Difference between revisions of "40d:Entity token"
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== Placement == | == Placement == | ||
− | [CREATURE:*] | + | [CREATURE:*] entity will pick one of this at random to populate when generated |
− | [START_GROUP_NUMBER:*] | + | [START_GROUP_NUMBER:*] number of breeding couples to start with per entity |
− | [MAX_POP_NUMBER:number] | + | [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species |
− | [MAX_SITE_POP_NUMBER:number] | + | [MAX_SITE_POP_NUMBER:number] max population per individual site |
− | [MAX_STARTING_CIV_NUMBER:number] | + | [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen |
− | [DEFAULT_SITE_TYPE:*] | + | [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN |
[LIKES_SITE:*] | [LIKES_SITE:*] | ||
[TOLERATES_SITE:*] | [TOLERATES_SITE:*] | ||
− | [START_BIOME: | + | [START_BIOME:biome token] |
− | [BIOME_SUPPORT: | + | [BIOME_SUPPORT:biome token:number] number goes from 0 to 10, unlike every other fricking scale in this game |
[FOREST_SETTLEMENTS] | [FOREST_SETTLEMENTS] | ||
[MOUNTAIN_SETTLEMENTS] | [MOUNTAIN_SETTLEMENTS] |
Revision as of 22:37, 9 February 2008
These tokens define entities, or civilizations, in entity_*.txt files.
Items and Animals Used
[AMMO:item token] [ARMOR:item token:rarity] [ARMOR:item token] [DIGGER:item token] [GLOVES:item token:rarity] [HELM:item token:rarity] [INSTRUMENT:item token] [PANTS:item token:rarity] [SHIELD:item token] [SHOES:item token:rarity] [SIEGEAMMO:item token] [TOY:item token] [TRAPCOMP:item token] [WEAPON:item token]
[USE_ANIMAL_PRODUCTS] [USE_ANY_PET_RACE] [USE_CAVE_ANIMALS] [USE_EVIL_ANIMALS] [USE_EVIL_PLANTS] [USE_EVIL_WOOD] [USE_GOOD_ANIMALS] [USE_GOOD_PLANTS] [USE_GOOD_WOOD] [USE_MISC_PROCESSED_WOOD_PRODUCTS] [COMMON_DOMESTIC_MOUNT] [COMMON_DOMESTIC_PACK] [COMMON_DOMESTIC_PET] [COMMON_DOMESTIC_PULL] [RIVER_PRODUCTS] [OCEAN_PRODUCTS] [INDOOR_FARMING] [OUTDOOR_FARMING] [CLOTHING] [SUBTERRANEAN_CLOTHING] [EQUIPMENT_IMPROVEMENTS] [ITEM_IMPROVEMENT_MODIFIER:*:*] [IMPROVED_BOWS] [MINOR_METAL] [LOW_SKILL]
Gameplay
[ADVENTURE_TIER:number] [INDIV_CONTROLLABLE] [CIV_CONTROLLABLE]
Placement
[CREATURE:*] entity will pick one of this at random to populate when generated [START_GROUP_NUMBER:*] number of breeding couples to start with per entity [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species [MAX_SITE_POP_NUMBER:number] max population per individual site [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN [LIKES_SITE:*] [TOLERATES_SITE:*] [START_BIOME:biome token] [BIOME_SUPPORT:biome token:number] number goes from 0 to 10, unlike every other fricking scale in this game [FOREST_SETTLEMENTS] [MOUNTAIN_SETTLEMENTS] [PLAINS_SETTLEMENTS] [UNDEAD_CANDIDATE]
Flavor
[CURRENCY:metal token:value] [CURRENCY_BY_YEAR] [ART_FACET_MODIFIER:*:*] [ART_IMAGE_ELEMENT_MODIFIER:*:*] [TRANSLATION:*] [CULL_SYMBOL:*:*] [SELECT_SYMBOL:*:*] [FRIENDLY_COLOR:*:*:*] [METAL_PREF] [STONE_PREF] [WOOD_PREF] [GEM_PREF]
Religion
[RELIGION:*] [RELIGION_SPHERE:*] [SPHERE_ALIGNMENT:*:*]
Leadership
[CAN_HAVE_MILITARY_LEADER] [CAN_HAVE_MILITARY_SITE_LEADER] [LEADER_TYPE:*] [SITE_LEADER_TYPE:*] [MAYOR]
Behavior
[ABUSE_BODIES] [ACTIVE_SEASON:season] [AMBUSHER] [AT_PEACE_WITH_WILDLIFE] [BABYSNATCHER] [DIPLOMAT] [DIPLOMAT_BODYGUARDS] [ENTITY_GROUPING:*] [INVADERS_IGNORE_NEUTRALS] [ITEM_THIEF] [MERCHANT_BODYGUARDS] [MERCHANT_NOBILITY] [PROGRESS_TRIGGER_POPULATION:number] [PROGRESS_TRIGGER_PRODUCTION:number] [PROGRESS_TRIGGER_TRADE:number] [RESPECT_ANIMALS] [RESPECT_TREES] [SIEGER] [SKULKING] [TREE_CAP_DIPLOMACY]