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Difference between revisions of "DF2014 Talk:Entity token"

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(→‎UNDEAD_CANDIDATE: new section)
 
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:The creature IDs of demons are DEMON_1, DEMON_2, DEMON_3, and so on. I tried making a civilization out of DEMON_1, but it does not work. The game throws an error about not recognizing DEMON_1 during reading the raw files, long before any demons are generated. -- [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 15:14, 25 April 2019 (UTC)
 
:The creature IDs of demons are DEMON_1, DEMON_2, DEMON_3, and so on. I tried making a civilization out of DEMON_1, but it does not work. The game throws an error about not recognizing DEMON_1 during reading the raw files, long before any demons are generated. -- [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 15:14, 25 April 2019 (UTC)
 
::Entity with demons can be made by ANIMALS_ALWAYS_PRESENT. But how made entity with only demons? Or only demons and race of demon masters? --[[Special:Contributions/93.77.222.197|93.77.222.197]] 16:50, 25 April 2019 (UTC)
 
::Entity with demons can be made by ANIMALS_ALWAYS_PRESENT. But how made entity with only demons? Or only demons and race of demon masters? --[[Special:Contributions/93.77.222.197|93.77.222.197]] 16:50, 25 April 2019 (UTC)
 +
:::As I said above, this does not appear to be possible, as the game gives an error if you try. -- [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 16:59, 25 April 2019 (UTC)
 +
::::So, how forbid all not generated creatures?--[[Special:Contributions/93.77.222.197|93.77.222.197]] 17:10, 25 April 2019 (UTC)
 +
:::::You still have to select a "main" creature for the entity population, such as dwarves in the dwarven civilization, and you apparently can't choose a generated creature for that. -- [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 17:23, 25 April 2019 (UTC)
 +
::::::I know. But how make all other creatures in entity generated? --[[Special:Contributions/93.77.222.197|93.77.222.197]] 18:10, 25 April 2019 (UTC)
 +
:::::::You could add an arbitrary creature class (such as <code>[CREATURE_CLASS:NOT_GENERATED]</code>) to every creature in the raws, and then piece up something like that:
 +
[ANIMAL]
 +
[ANIMAL_FORBIDDEN_CLASS:NOT_GENERATED]
 +
[ANIMAL_ALWAYS_PRESENT]
 +
[ANIMAL_ALWAYS_PET]
 +
:::::::I tested that, it works. -- [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 19:28, 25 April 2019 (UTC)
 +
::::::::How add class to every creature?--[[Special:Contributions/93.77.222.197|93.77.222.197]] 20:15, 25 April 2019 (UTC)
 +
:::::::::You have to do it manually. The Notepad's "find and replace" option helps a lot. Replace a thing like that:
 +
<code>[NAME:</code>
 +
:::::::::with that:
 +
<code>[CREATURE_CLASS:NOT_GENERATED][NAME:</code>
 +
:::::::::This will insert the class token before the <code>NAME</code> token in every creature in the file. Do the same for other files as well. -- [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 20:34, 25 April 2019 (UTC)
 +
::::::::::Game have a lot of files. --[[Special:Contributions/93.77.222.197|93.77.222.197]] 04:33, 26 April 2019 (UTC)
  
 
== Always present ==
 
== Always present ==
  
 
If animals always present without animal classes, you can embark with all creatures, even with demons, werebeasts, angels, night trolls and bogeymans.
 
If animals always present without animal classes, you can embark with all creatures, even with demons, werebeasts, angels, night trolls and bogeymans.
 +
 +
== SPHERE_ALIGNMENT description incorrect? ==
 +
 +
It's admittedly an old post, but according to Toady SPHERE_ALIGNMENT only "changes trade values for items" (similar to ITEM_IMPROVEMENT_MODIFIER?). The post is quoted [http://www.bay12forums.com/smf/index.php?topic=78450.msg2259626#msg2259626 here], but unfortunately I can't find the original post from forum searching. It could possibly be that the usage of the token has changed across versions, and that the wiki's description of ''"This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon"'' is correct, however that description has been used and present even for versions predating that post.
 +
 +
Has there been any testing to investigate which of either of these is correct?
 +
[[Special:Contributions/35.191.2.87|35.191.2.87]] 11:53, 22 February 2020 (UTC)
 +
 +
== UNDEAD_CANDIDATE ==
 +
 +
Saw [https://dwarffortresswiki.org/index.php?title=40d:Entity_token&diff=258859&oldid=258858 this edit] on the 40d version.
 +
 +
Good removal - I'm guessing the info was put on there due google redirecting to older wiki pages - but when going to edit it in in current version, also saw Toady saying in FotF it does nothing between 34.11 and 47.05 at least.
 +
 +
Probably one of these can't be right.
 +
 +
Here's where I'd message the old user, but seems like it was done by [https://dwarffortresswiki.org/index.php?title=40d:Entity_token&diff=222216&oldid=194682 unregistered user] in 2015. Can't find anything corraborating on bay12 with brief search for the tag either.
 +
 +
Anyway, recording it here so it isn't lost and as a potential ‼science‼ project for someone to get a save to dffd/worldgen parameters to see one way or another.
 +
 +
--[[User:Fleeting Frames|Fleeting Frames]] ([[User talk:Fleeting Frames|talk]]) 19:10, 23 August 2021 (UTC)

Latest revision as of 19:10, 23 August 2021

New Set Of Tokens In Entity Definitions[edit]

Kobolds now seem to use a different form of animal specification in their entity_default.txt entry - in the previous version, it was

[USE_CAVE_ANIMALS]

. It's now this set of tokens:

[ANIMAL]
 	[ANIMAL_CLASS:POISONOUS]
 	[ANIMAL_FORBIDDEN_CLASS:MAMMAL]
 	[ANIMAL_NEVER_MOUNT]
 	[ANIMAL_NEVER_WAGON_PULLER]
 	[ANIMAL_NEVER_PACK_ANIMAL]
 	[ANIMAL_ALWAYS_PET]
 	[ANIMAL_ALWAYS_SIEGE]

All of these seem to be fairly self explanatory? Just sorta posting this because I wanted to highlight the change, but don't currently have the time to play with these enough to give accurate descriptions. CalmBit (talk) 11:57, 1 December 2017 (UTC)

Generated creatures entity[edit]

How make civ of demons? --93.77.222.197 07:38, 24 April 2019 (UTC)

The creature IDs of demons are DEMON_1, DEMON_2, DEMON_3, and so on. I tried making a civilization out of DEMON_1, but it does not work. The game throws an error about not recognizing DEMON_1 during reading the raw files, long before any demons are generated. -- DarklingArcher (talk) 15:14, 25 April 2019 (UTC)
Entity with demons can be made by ANIMALS_ALWAYS_PRESENT. But how made entity with only demons? Or only demons and race of demon masters? --93.77.222.197 16:50, 25 April 2019 (UTC)
As I said above, this does not appear to be possible, as the game gives an error if you try. -- DarklingArcher (talk) 16:59, 25 April 2019 (UTC)
So, how forbid all not generated creatures?--93.77.222.197 17:10, 25 April 2019 (UTC)
You still have to select a "main" creature for the entity population, such as dwarves in the dwarven civilization, and you apparently can't choose a generated creature for that. -- DarklingArcher (talk) 17:23, 25 April 2019 (UTC)
I know. But how make all other creatures in entity generated? --93.77.222.197 18:10, 25 April 2019 (UTC)
You could add an arbitrary creature class (such as [CREATURE_CLASS:NOT_GENERATED]) to every creature in the raws, and then piece up something like that:
	[ANIMAL]
		[ANIMAL_FORBIDDEN_CLASS:NOT_GENERATED]
		[ANIMAL_ALWAYS_PRESENT]
		[ANIMAL_ALWAYS_PET]
I tested that, it works. -- DarklingArcher (talk) 19:28, 25 April 2019 (UTC)
How add class to every creature?--93.77.222.197 20:15, 25 April 2019 (UTC)
You have to do it manually. The Notepad's "find and replace" option helps a lot. Replace a thing like that:
[NAME:
with that:
[CREATURE_CLASS:NOT_GENERATED][NAME:
This will insert the class token before the NAME token in every creature in the file. Do the same for other files as well. -- DarklingArcher (talk) 20:34, 25 April 2019 (UTC)
Game have a lot of files. --93.77.222.197 04:33, 26 April 2019 (UTC)

Always present[edit]

If animals always present without animal classes, you can embark with all creatures, even with demons, werebeasts, angels, night trolls and bogeymans.

SPHERE_ALIGNMENT description incorrect?[edit]

It's admittedly an old post, but according to Toady SPHERE_ALIGNMENT only "changes trade values for items" (similar to ITEM_IMPROVEMENT_MODIFIER?). The post is quoted here, but unfortunately I can't find the original post from forum searching. It could possibly be that the usage of the token has changed across versions, and that the wiki's description of "This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon" is correct, however that description has been used and present even for versions predating that post.

Has there been any testing to investigate which of either of these is correct? 35.191.2.87 11:53, 22 February 2020 (UTC)

UNDEAD_CANDIDATE[edit]

Saw this edit on the 40d version.

Good removal - I'm guessing the info was put on there due google redirecting to older wiki pages - but when going to edit it in in current version, also saw Toady saying in FotF it does nothing between 34.11 and 47.05 at least.

Probably one of these can't be right.

Here's where I'd message the old user, but seems like it was done by unregistered user in 2015. Can't find anything corraborating on bay12 with brief search for the tag either.

Anyway, recording it here so it isn't lost and as a potential ‼science‼ project for someone to get a save to dffd/worldgen parameters to see one way or another.

--Fleeting Frames (talk) 19:10, 23 August 2021 (UTC)