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Difference between revisions of "40d:Entity token"

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These tokens define entities, or [[civilizations]], in entity_*.txt files.
+
{{quality|Exceptional|21:17, 30 March 2011 (UTC)}}{{av}}
 +
These [[tokens]] define entities, or [[Civilization|civilization]]s, 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]
+
== Gameplay ==
[USE_ANY_PET_RACE]
+
{| {{prettytable}}
[USE_CAVE_ANIMALS]
+
|- bgcolor="#ddd"
[USE_EVIL_ANIMALS]
+
! Token
[USE_EVIL_PLANTS]
+
! Arguments
[USE_EVIL_WOOD]
+
! Description
[USE_GOOD_ANIMALS]
+
 
[USE_GOOD_PLANTS]
+
|-
[USE_GOOD_WOOD]
+
| ADVENTURE_TIER
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
+
| order
  [COMMON_DOMESTIC_MOUNT]
+
| Allows adventure mode. Dwarves, 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 orderSo you should put a new adventure entity above the DwarvesNot at the end of the file.
  [COMMON_DOMESTIC_PACK]
+
[ADVENTURE_TIER:4]
[COMMON_DOMESTIC_PET]
+
 
[COMMON_DOMESTIC_PULL]
+
|-
[RIVER_PRODUCTS] allow civ to use river products in the goods it has available for trade.
+
| INDIV_CONTROLLABLE
  [OCEAN_PRODUCTS] allow civ to use ocean products in the goods it has available for trade.
+
|
  [INDOOR_FARMING] determines if inside farms will be generated for civ towns.
+
| Allows the "Play Now!" option adventure mode.
[OUTDOOR_FARMING] determines if outside farms will be generated for civ towns.
+
 
[CLOTHING] civ members will attempt to wear clothing
+
|-
[SUBTERRANEAN_CLOTHING] Will wear things made of spider silk and other subterranean materials.  
+
| CIV_CONTROLLABLE
[EQUIPMENT_IMPROVEMENTS] Allows items to be improved (needs verified)
+
|
[IMPROVED_BOWS]
+
| Allows fortress mode.
[MINOR_METAL] Has a preference for weak metals (copper)
+
 
[LOW_SKILL]
+
|-
 +
| CREATURE
 +
| creature
 +
|The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization.
 +
[CREATURE:DWARF]
  
== Gameplay ==
+
|}
[ADVENTURE_TIER:number] allows adventure mode, the number determines the order in the list.
 
[INDIV_CONTROLLABLE] allows Play Now! adventure mode.
 
[CIV_CONTROLLABLE] allows fortress mode.
 
  
 
== Placement ==
 
== 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
+
{| {{prettytable}}
[MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species
+
|- bgcolor="#ddd"
[MAX_SITE_POP_NUMBER:number] max population per individual site
+
! Token
[MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen
+
! Arguments
[DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN
+
! Description
[LIKES_SITE:*] most residents will try to move to this site type, unless already at one.
+
 
[TOLERATES_SITE:*] some residents will try to move to this site type, unless already at one.
+
|-
[START_BIOME:biome token] birth of civilization can be performed on this biome
+
| BIOME_SUPPORT
[BIOME_SUPPORT:biome token:number] number goes from 0 to 10. Higher numbers make them more likely to settle there.
+
|
  [XXX_SETTLEMENTS] with XXX being FOREST, MOUNTAIN or PLANS are old, obsolete tags that should no longer be used.
+
* biome
[UNDEAD_CANDIDATE] entity can be used to make the undead in ruins
+
* frequency
 +
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.
 +
[BIOME_SUPPORT:ANY_GRASSLAND:4]
 +
 
 +
|-
 +
| START_BIOME
 +
| biome
 +
| Birth of the civilization can be performed on this biome.
 +
[START_BIOME:MOUNTAIN]
 +
 
 +
|-
 +
| DEFAULT_SITE_TYPE
 +
| site type
 +
| Also determines symbol used when selecting civilization. CAVE uses no symbol. Options are:
 +
* PLAYER_FORTRESS - Player-created fortresses (shows up as mountain halls and disallows embarking, but site is completely empty)
 +
* DARK_FORTRESS - (Goblin) Dark Fortresses
 +
* CAVE - Small winding caves, usually home to (semi)megabeasts
 +
* CAVE_DETAILED - (Dwarven) Mountain Halls
 +
* TREE_CITY - (Elven) Forest Retreat
 +
* CITY - (Human) City
 +
* RUIN - Previously used for undead ruins, no longer used (site is completely empty)
 +
[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.
 +
[WORLD_CONSTRUCTION:BRIDGE]
 +
 
 +
|}
 +
 
 +
== Population ==
 +
 
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! Token
 +
! Arguments
 +
! Description
 +
 
 +
|-
 +
| START_GROUP_NUMBER
 +
| number
 +
| Number of breeding couples to start with per entity. Note that single-gender (e.g. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not have any population. (<s>Possible exception is if they have very high [DAMBLOCK] and [MAXAGE] values</s>Tested in 40d, [NO_GENDER] civs, at least, are not placed at all.  Presumably if the civ-starting code can't place breeding couples, it doesn't start the civ.  Non-reproducing civs can be created by giving the creatures a high [MAXAGE] and a '''HIGHER''' [CHILD] or [BABY] age.  Because the children never grow up, the civ is limited to its original individuals).
 +
[START_GROUP_NUMBER:10]
 +
 
 +
|-
 +
| MAX_POP_NUMBER
 +
| number
 +
| Max population *per entity*, multiply this by max starting civ to get the total population of the species.
 +
[MAX_POP_NUMBER:500]
 +
 
 +
|-
 +
| MAX_SITE_POP_NUMBER
 +
| number
 +
| Max population per individual site.
 +
[MAX_SITE_POP_NUMBER:200]
 +
 
 +
|-
 +
| MAX_STARTING_CIV_NUMBER
 +
| number
 +
| Max number of entities to spawn at world generation.
 +
[MAX_STARTING_CIV_NUMBER:3]
 +
 
 +
|}
  
 
== Flavor ==
 
== Flavor ==
[CURRENCY:metal token:value] what kind of metals the civ uses for coin minting
+
{| {{prettytable}}
[CURRENCY_BY_YEAR] adds the year to each coin made
+
|- bgcolor="#ddd"
[ART_FACET_MODIFIER:*:*] OWN_RACE, FANCIFUL, EVIL, GOOD:scale goes from 0 to 25600 where 256 is the default
+
! Token
[ART_IMAGE_ELEMENT_MODIFIER:*:*] CREATURE, PLANT, TREE, SHAPE, ITEM:0-25600
+
! Arguments
[ITEM_IMPROVEMENT_MODIFIER:*:*] ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600
+
! Description
[TRANSLATION:*] What language raw the entity uses
+
 
[CULL_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to not use the words in these SYM sets
+
|-
[SELECT_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to always use the words in these SYM sets  
+
| PERMITTED_JOB
[FRIENDLY_COLOR:*:*:*] <front>:<back>:<brightness> see [[color]] for values
+
| [[Unit type token|profession]]
[METAL_PREF] enables creatures of this entity to have a preference for one or more metals
+
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play.
[STONE_PREF] enables creatures of this entity to have a preference for one or more stones
+
[PERMITTED_JOB:MINER]
[WOOD_PREF] enables creatures of this entity to have a preference for one or more types of wood
+
 
[GEM_PREF] enables creatures of this entity to have a preference for one or more gems
+
|-
 +
| CURRENCY_BY_YEAR
 +
|
 +
| Causes the civ's currency to be numbered with the year it was minted.
 +
 
 +
|-
 +
| CURRENCY
 +
|
 +
* metal token
 +
* value
 +
| What kind of metals the civ uses for coin minting as well as the value of the coin. Affects the [[dwarven economy]] as well as shops in Human towns in Adventurer mode.
 +
[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, 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 the ways in their tokens.
 +
 
 +
|-
 +
| TRANSLATION
 +
| language
 +
| What language raw the entity uses.
 +
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.
 +
[TRANSLATION:DWARF]
 +
 
 +
|-
 +
| SELECT_SYMBOL
 +
|
 +
* noun
 +
* symbol
 +
| ALL, REMAINING, CIV, SITE, VESSEL, RELIGION, TEMPLE, WAR, BATTLE, SIEGE, ROAD, BRIDGE, TUNNEL, WALL
 +
Causes the entity to more often use these symbols in the particular SYM set.
 +
[SELECT_SYMBOL:ALL:PEACE]
 +
 
 +
|-
 +
| SUBSELECT_SYMBOL
 +
|
 +
* noun
 +
* symbol
 +
| Causes the entity to more often use a specific symbol when naming certain things.
 +
[SUBSELECT_SYMBOL:WAR:VIOLENT]
 +
 
 +
|-
 +
| CULL_SYMBOL
 +
|
 +
* noun
 +
* symbol
 +
| Causes the entity to not use the words in these SYM sets.
 +
[CULL_SYMBOL:ALL:UGLY]
 +
 
 +
|-
 +
| FRIENDLY_COLOR
 +
| see [[color]]
 +
|
 +
The color of creatures currently in your group?
 +
[FRIENDLY_COLOR:1:0:1]
 +
 
 +
|-
 +
| METAL_PREF
 +
|
 +
| Allows the entity to use '''all''' non-DEEP metals. Without this, only metals whose [[Metal token|DAMAGE_PERC and BLOCK_PERC]] are 100 or lower will be usable. Overrides WOOD_PREF and MINOR_METAL.
 +
 
 +
|-
 +
| STONE_PREF
 +
|
 +
| Enables creatures of this entity to bring stones in trade.
 +
 
 +
|-
 +
| WOOD_PREF
 +
|
 +
| Restricts access to all types of metals - entities will instead make weapons, ammo, armor, and cages out of wood.
 +
 
 +
|-
 +
| GEM_PREF
 +
|
 +
| Enables creatures of this entity to bring gems in trade.
 +
 
 +
|-
 +
| UNDEAD_CANDIDATE
 +
|
 +
| In previous versions, this also allowed ruins to be automatically populated by undead versions of that species.
 +
 
 +
|}
  
 
== Religion ==
 
== Religion ==
[RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER
+
{| {{prettytable}}
[RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres
+
|- bgcolor="#ddd"
I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy
+
! Token
[SPHERE_ALIGNMENT:*:*]
+
! Arguments
 +
! Description
 +
 
 +
|-
 +
| RELIGION
 +
| type
 +
| REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Hardcoded to get spheres from civ start biome, such as each elven force (''is?'') associated with rivers and nature, but a force worshipped by, for example, dwarves will get MOUNTAINS and NATURE spheres, while a civ with ocean starting biome will get a force with OCEAN and ANIMALS.
 +
 
 +
PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.
 +
 
 +
ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the [[Demon]], but if modded, the civ will randomly choose only one of the POWER creatures, also making that creature into the first leader/founder of the civ. If that creature dies in worldgen, it will still be the only one in the civ's worship list.
 +
 
 +
Multiple entries make for a civ that will choose a random religion type, so in one world you could have the same civs with two or three different religion types.
 +
 
 +
[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 the species will never get FIRE as a religious sphere.
 +
[RELIGION_SPHERE:FORTRESSES]
 +
 
 +
|-
 +
| SPHERE_ALIGNMENT
 +
|
 +
* type
 +
* 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.
 +
[SPHERE_ALIGNMENT:TREES:512]
 +
 
 +
|}
  
 
== Leadership ==
 
== Leadership ==
[CAN_HAVE_MILITARY_LEADER] Allows the entity to have a military leader.
+
{| {{prettytable}}
[CAN_HAVE_MILITARY_SITE_LEADER] Allow the entity to have military minor leaders.
+
|- bgcolor="#ddd"
[LEADER_TYPE:profession token] Makes the leader this profession, uses tileset professions
+
! Token
[SITE_LEADER_TYPE:profession token]Makes the minor leaders this profession, uses tileset professions
+
! Arguments
[MAYOR] civ settlements have a mayor
+
! Description
 +
 
 +
|-
 +
| CAN_HAVE_MILITARY_LEADER
 +
|
 +
| Allows the entity to have a military leader.
 +
 
 +
|-
 +
| CAN_HAVE_MILITARY_SITE_LEADER
 +
|
 +
| Allow the entity to have military minor leaders.
 +
 
 +
|-
 +
| LEADER_TYPE
 +
| [[Unit type token|profession]]
 +
| Makes the leader of the civ this profession, uses tileset professions.
 +
[LEADER_TYPE:MASTER_THIEF]
 +
 
 +
|-
 +
| SITE_LEADER_TYPE
 +
| [[Unit type token|profession]]
 +
| Makes the minor leaders this profession, uses tileset professions.
 +
[SITE_LEADER_TYPE:MASTER_THIEF]
 +
 
 +
|-
 +
| MAYOR
 +
|
 +
| Settlements have a mayor.
 +
 
 +
|}
  
 
== Behavior ==
 
== Behavior ==
[ABUSE_BODIES] heads on pikes, possible others?
+
{| {{prettytable}}
[ACTIVE_SEASON:season] which season they'll come talk to you and/or invade
+
|- bgcolor="#ddd"
[AMBUSHER] when invading sneaks around and shoots at straggling members of your society
+
! Token
[AT_PEACE_WITH_WILDLIFE] will not attack wildlife.
+
! Arguments
[BABYSNATCHER] sends thieves to steal babies
+
! Description
[DIPLOMAT] diplomat comes talk to you
+
 
[DIPLOMAT_BODYGUARDS] diplomat has guards
+
|-
[ENTITY_GROUPING:*] GOOD EVIL or NUISANCE
+
| [[ETHIC]]
[INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals
+
|
[ITEM_THIEF] sends thieves to steal items
+
*behavior
[MERCHANT_BODYGUARDS] merchant has bodyguards
+
*reaction
[MERCHANT_NOBILITY] civ has a merchant prince
+
| 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.
[PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come to site once population at site has reached that level
+
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come to site once created wealth has reached that level
+
 
[PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come to site once exported goods has reached that level
+
|-
[RESPECT_ANIMALS] will not buy animal based items and is angered at the attempt
+
| WILL_ACCEPT_TRIBUTE
[RESPECT_TREES] will not buy wooden items and is angered at the attempt
+
|
[SIEGER] allows the entity to invade your fortress if angered. (needs verified)
+
| Makes the civ accept tribute from conquered sites? Or maybe makes the civ's traders accept offered goods?
[SKULKING] This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time
+
 
  [TREE_CAP_DIPLOMACY] Makes the entity angry if you cut down too many trees.
+
|-
 +
| WANDERER, BEAST_HUNTER, SCOUT
 +
|
 +
| The civ will send out these sorts of adventurers in worldgen.
 +
 
 +
|-
 +
| 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 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.
 +
[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.
 +
 
 +
|-
 +
| 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.
 +
 
 +
|-
 +
| BABYSNATCHER
 +
|
 +
| 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.
 +
 
 +
|-
 +
| DIPLOMAT
 +
|
 +
| Sends diplomats to come and talk to you.  This only amounts to a noble visiting and complementing your fortress.
 +
 
 +
|-
 +
| DIPLOMAT_BODYGUARDS
 +
|
 +
| Supposed to cause visiting diplomats to be accompanied by a pair of soldiers. Does not work due to a bug.
 +
 
 +
|-
 +
| INVADERS_IGNORE_NEUTRALS
 +
|
 +
|
 +
 
 +
|-
 +
| 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.
 +
 
 +
|-
 +
| MERCHANT_BODYGUARDS
 +
|
 +
| Causes merchants to be accompanied by soldiers. Is also supposed to work with merchant nobles (see below), but does not due to a bug.
 +
 
 +
|-
 +
| MERCHANT_NOBILITY
 +
|
 +
| Civ has a guild representative, merchant baron, and/or merchant prince.  This token also appears to cause trade negotiations to take place.
 +
 
 +
|-
 +
| 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_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_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☼.
 +
 
 +
|-
 +
| SIEGER
 +
|
 +
| Will set up campfires at the edge of your map and wait for up to a year before finally charging.
 +
 
 +
|-
 +
| SKULKING
 +
|
 +
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time.
 +
 
 +
|-
 +
| 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 the [[Baron]] arrives.
 +
 
 +
|}
 +
 
 +
== Items and Animals Used ==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! Token
 +
! Arguments
 +
! Description
 +
 
 +
|-
 +
| AMMO
 +
| item token
 +
|
 +
[AMMO:ITEM_AMMO_BOLTS]
 +
 
 +
|-
 +
| ARMOR
 +
|
 +
* item token
 +
* rarity
 +
| Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
 +
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
 +
 
 +
|-
 +
| DIGGER
 +
| item token
 +
|
 +
[DIGGER:ITEM_WEAPON_PICK]
 +
 
 +
|-
 +
| GLOVES
 +
|
 +
* item token
 +
* rarity
 +
| Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
 +
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
 +
 
 +
|-
 +
| HELM
 +
|
 +
* item token
 +
* rarity
 +
| Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
 +
[HELM:ITEM_HELM_HELM:COMMON]
 +
 
 +
|-
 +
| INSTRUMENT
 +
| item token
 +
|
 +
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
 +
 
 +
|-
 +
| PANTS
 +
|
 +
* item token
 +
* rarity
 +
| Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
 +
[PANTS:ITEM_PANTS_PANTS:COMMON]
 +
 
 +
|-
 +
| SHIELD
 +
| item token
 +
|
 +
[SHIELD:ITEM_SHIELD_SHIELD]
 +
 
 +
|-
 +
| SHOES
 +
|
 +
* item token
 +
* rarity
 +
| Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
 +
[SHOES:ITEM_SHOES_SHOES:COMMON]
 +
 
 +
|-
 +
| SIEGEAMMO
 +
| item token
 +
|
 +
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
 +
 
 +
|-
 +
| TOY
 +
| item token
 +
|
 +
[TOY:ITEM_TOY_PUZZLEBOX]
 +
 
 +
|-
 +
| TRAPCOMP
 +
| item token
 +
|
 +
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
 +
 
 +
|-
 +
| WEAPON
 +
| item token
 +
|
 +
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
 +
 
 +
|-
 +
| USE_ANIMAL_PRODUCTS
 +
|
 +
|
 +
 
 +
|-
 +
| USE_ANY_PET_RACE
 +
|
 +
| Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or 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.  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.
 +
 
 +
|-
 +
| USE_EVIL_ANIMALS
 +
|
 +
| Don't have it -> EVIL creatures skipped. Also permits evil non-intelligent subterranean creatures (such as [[troll]]s) to be used as siege minions.
 +
 
 +
|-
 +
| USE_EVIL_PLANTS
 +
|
 +
| As EVIL creatures for all uses of plants.
 +
 
 +
|-
 +
| USE_EVIL_WOOD
 +
|
 +
| As EVIL creatures for all uses of wood.
 +
 
 +
|-
 +
| USE_GOOD_ANIMALS
 +
|
 +
| Don't have it -> GOOD creatures skipped.
 +
 
 +
|-
 +
| USE_GOOD_PLANTS
 +
|
 +
| As GOOD creatures for all uses of plants.
 +
 
 +
|-
 +
| USE_GOOD_WOOD
 +
|
 +
| As GOOD creatures for all uses of wood.
 +
 
 +
|-
 +
| USE_MISC_PROCESSED_WOOD_PRODUCTS
 +
|
 +
| 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
 +
|
 +
| If a creature has MOUNT 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
 +
|
 +
| If a creature has PACK_ANIMAL 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
 +
|
 +
| 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
 +
|
 +
| If a creature has WAGON_PULLER and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
 +
 
 +
|-
 +
| RIVER_PRODUCTS
 +
|
 +
| Allow civ to use river products in the goods it has available for trade.
 +
 
 +
|-
 +
| OCEAN_PRODUCTS
 +
|
 +
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade.
 +
 
 +
|-
 +
| INDOOR_FARMING
 +
|
 +
| Allow civ to use underground plant products in the goods it has available for trade.
 +
 
 +
|-
 +
| OUTDOOR_FARMING
 +
|
 +
| Allow civ to use outdoor plant products in the goods it has available for trade.
 +
 
 +
|-
 +
| CLOTHING
 +
|
 +
| Civ 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.  An elf hack.
 +
 
 +
|-
 +
| MINOR_METAL
 +
|
 +
| Grants access to all metals whose [[Metal token|DAMAGE_PERC and BLOCK_PERC]] are 66 or lower. Overrides WOOD_PREF.
 +
 
 +
|}
 +
 
 +
{{Category|Modding}}
 +
{{Category|Tokens}}

Latest revision as of 20:23, 28 September 2024

This article is about an older version of DF.

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


Gameplay[edit]

Token Arguments Description
ADVENTURE_TIER order Allows adventure mode. Dwarves, 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]

INDIV_CONTROLLABLE Allows the "Play Now!" option adventure mode.
CIV_CONTROLLABLE Allows fortress mode.
CREATURE creature The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization.

[CREATURE:DWARF]

Placement[edit]

Token Arguments Description
BIOME_SUPPORT
  • biome
  • frequency
Frequency goes from 0 to 10. Higher numbers make the entity more likely to settle there.

[BIOME_SUPPORT:ANY_GRASSLAND:4]

START_BIOME biome Birth of the civilization can be performed on this biome.

[START_BIOME:MOUNTAIN]

DEFAULT_SITE_TYPE site type Also determines symbol used when selecting civilization. CAVE uses no symbol. Options are:
  • PLAYER_FORTRESS - Player-created fortresses (shows up as mountain halls and disallows embarking, but site is completely empty)
  • DARK_FORTRESS - (Goblin) Dark Fortresses
  • CAVE - Small winding caves, usually home to (semi)megabeasts
  • CAVE_DETAILED - (Dwarven) Mountain Halls
  • TREE_CITY - (Elven) Forest Retreat
  • CITY - (Human) City
  • RUIN - Previously used for undead ruins, no longer used (site is completely empty)

[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.

[WORLD_CONSTRUCTION:BRIDGE]

Population[edit]

Token Arguments Description
START_GROUP_NUMBER number Number of breeding couples to start with per entity. Note that single-gender (e.g. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not have any population. (Possible exception is if they have very high [DAMBLOCK] and [MAXAGE] values. Tested in 40d, [NO_GENDER] civs, at least, are not placed at all. Presumably if the civ-starting code can't place breeding couples, it doesn't start the civ. Non-reproducing civs can be created by giving the creatures a high [MAXAGE] and a HIGHER [CHILD] or [BABY] age. Because the children never grow up, the civ is limited to its original individuals).

[START_GROUP_NUMBER:10]

MAX_POP_NUMBER number Max population *per entity*, multiply this by max starting civ to get the total population of the species.

[MAX_POP_NUMBER:500]

MAX_SITE_POP_NUMBER number Max population per individual site.

[MAX_SITE_POP_NUMBER:200]

MAX_STARTING_CIV_NUMBER number Max number of entities to spawn at world generation.

[MAX_STARTING_CIV_NUMBER:3]

Flavor[edit]

Token Arguments Description
PERMITTED_JOB profession Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play.

[PERMITTED_JOB:MINER]

CURRENCY_BY_YEAR Causes the civ's currency to be numbered with the year it was minted.
CURRENCY
  • metal token
  • value
What kind of metals the civ uses for coin minting as well as the value of the coin. Affects the dwarven economy as well as shops in Human towns in Adventurer mode.

[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, 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 the ways in their tokens.

TRANSLATION language What language raw the entity uses.
  • If an entity lacks this tag, translations appear to be drawn randomly from all translation files[Verify].

[TRANSLATION:DWARF]

SELECT_SYMBOL
  • noun
  • symbol
ALL, REMAINING, CIV, SITE, VESSEL, RELIGION, TEMPLE, WAR, BATTLE, SIEGE, ROAD, BRIDGE, TUNNEL, WALL

Causes the entity to more often use these symbols in the particular SYM set. [SELECT_SYMBOL:ALL:PEACE]

SUBSELECT_SYMBOL
  • noun
  • symbol
Causes the entity to more often use a specific symbol when naming certain things.

[SUBSELECT_SYMBOL:WAR:VIOLENT]

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

[CULL_SYMBOL:ALL:UGLY]

FRIENDLY_COLOR see color

The color of creatures currently in your group? [FRIENDLY_COLOR:1:0:1]

METAL_PREF Allows the entity to use all non-DEEP metals. Without this, only metals whose DAMAGE_PERC and BLOCK_PERC are 100 or lower will be usable. Overrides WOOD_PREF and MINOR_METAL.
STONE_PREF Enables creatures of this entity to bring stones in trade.
WOOD_PREF Restricts access to all types of metals - entities will instead make weapons, ammo, armor, and cages out of wood.
GEM_PREF Enables creatures of this entity to bring gems in trade.
UNDEAD_CANDIDATE In previous versions, this also allowed ruins to be automatically populated by undead versions of that species.

Religion[edit]

Token Arguments Description
RELIGION type REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Hardcoded to get spheres from civ start biome, such as each elven force (is?) associated with rivers and nature, but a force worshipped by, for example, dwarves will get MOUNTAINS and NATURE spheres, while a civ with ocean starting biome will get a force with OCEAN and ANIMALS.

PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.

ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the Demon, but if modded, the civ will randomly choose only one of the POWER creatures, also making that creature into the first leader/founder of the civ. If that creature dies in worldgen, it will still be the only one in the civ's worship list.

Multiple entries make for a civ that will choose a random religion type, so in one world you could have the same civs with two or three different religion types.

[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 the species will never get FIRE as a religious sphere.

[RELIGION_SPHERE:FORTRESSES]

SPHERE_ALIGNMENT
  • type
  • 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. [SPHERE_ALIGNMENT:TREES:512]

Leadership[edit]

Token Arguments Description
CAN_HAVE_MILITARY_LEADER Allows the entity to have a military leader.
CAN_HAVE_MILITARY_SITE_LEADER Allow the entity to have military minor leaders.
LEADER_TYPE profession Makes the leader of the civ this profession, uses tileset professions.

[LEADER_TYPE:MASTER_THIEF]

SITE_LEADER_TYPE profession Makes the minor leaders this profession, uses tileset professions.

[SITE_LEADER_TYPE:MASTER_THIEF]

MAYOR Settlements have a mayor.

Behavior[edit]

Token Arguments Description
ETHIC
  • behavior
  • 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.

[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]

WILL_ACCEPT_TRIBUTE Makes the civ accept tribute from conquered sites? Or maybe makes the civ's traders accept offered goods?
WANDERER, BEAST_HUNTER, SCOUT The civ will send out these sorts of adventurers in worldgen.
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 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.

[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.
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.
BABYSNATCHER 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.
DIPLOMAT Sends diplomats to come and talk to you. This only amounts to a noble visiting and complementing your fortress.
DIPLOMAT_BODYGUARDS Supposed to cause visiting diplomats to be accompanied by a pair of soldiers. Does not work due to a bug.
INVADERS_IGNORE_NEUTRALS
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.
MERCHANT_BODYGUARDS Causes merchants to be accompanied by soldiers. Is also supposed to work with merchant nobles (see below), but does not due to a bug.
MERCHANT_NOBILITY Civ has a guild representative, merchant baron, and/or merchant prince. This token also appears to cause trade negotiations to take place.
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_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_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☼.
SIEGER Will set up campfires at the edge of your map and wait for up to a year before finally charging.
SKULKING This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time.
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 the Baron arrives.

Items and Animals Used[edit]

Token Arguments Description
AMMO item token

[AMMO:ITEM_AMMO_BOLTS]

ARMOR
  • item token
  • rarity
Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).

[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]

DIGGER item token

[DIGGER:ITEM_WEAPON_PICK]

GLOVES
  • item token
  • rarity
Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).

[GLOVES:ITEM_GLOVES_GLOVES:COMMON]

HELM
  • item token
  • rarity
Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).

[HELM:ITEM_HELM_HELM:COMMON]

INSTRUMENT item token

[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]

PANTS
  • item token
  • rarity
Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).

[PANTS:ITEM_PANTS_PANTS:COMMON]

SHIELD item token

[SHIELD:ITEM_SHIELD_SHIELD]

SHOES
  • item token
  • rarity
Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).

[SHOES:ITEM_SHOES_SHOES:COMMON]

SIEGEAMMO item token

[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]

TOY item token

[TOY:ITEM_TOY_PUZZLEBOX]

TRAPCOMP item token

[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]

WEAPON item token

[WEAPON:ITEM_WEAPON_AXE_BATTLE]

USE_ANIMAL_PRODUCTS
USE_ANY_PET_RACE Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or 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. 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.
USE_EVIL_ANIMALS Don't have it -> EVIL creatures skipped. Also permits evil non-intelligent subterranean creatures (such as trolls) to be used as siege minions.
USE_EVIL_PLANTS As EVIL creatures for all uses of plants.
USE_EVIL_WOOD As EVIL creatures for all uses of wood.
USE_GOOD_ANIMALS Don't have it -> GOOD creatures skipped.
USE_GOOD_PLANTS As GOOD creatures for all uses of plants.
USE_GOOD_WOOD As GOOD creatures for all uses of wood.
USE_MISC_PROCESSED_WOOD_PRODUCTS 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 If a creature has MOUNT 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 If a creature has PACK_ANIMAL 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 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 If a creature has WAGON_PULLER and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
RIVER_PRODUCTS Allow civ to use river products in the goods it has available for trade.
OCEAN_PRODUCTS Allow civ to use ocean products (including amber and coral) in the goods it has available for trade.
INDOOR_FARMING Allow civ to use underground plant products in the goods it has available for trade.
OUTDOOR_FARMING Allow civ to use outdoor plant products in the goods it has available for trade.
CLOTHING Civ 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. An elf hack.
MINOR_METAL Grants access to all metals whose DAMAGE_PERC and BLOCK_PERC are 66 or lower. Overrides WOOD_PREF.