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Difference between revisions of "40d:Entity token"

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  [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen
 
  [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
 
  [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN
  [LIKES_SITE:*] ditto; for colonizing or whatever
+
  [LIKES_SITE:*] most residents will try to move to this site type, unless already at one.
  [TOLERATES_SITE:*] tritto; for migrants
+
  [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
 
  [START_BIOME:biome token] birth of civilization can be performed on this biome
  [BIOME_SUPPORT:biome token:number] number goes from 0 to 10. Higher numbers make them more likely to settle
+
  [BIOME_SUPPORT:biome token:number] number goes from 0 to 10. Higher numbers make them more likely to settle there.
 
  [FOREST_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.
 
  [FOREST_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.
 
  [MOUNTAIN_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.
 
  [MOUNTAIN_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.

Revision as of 18:47, 13 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] Will wear things made of spider silk and other subterranean materials. 
[EQUIPMENT_IMPROVEMENTS] Allows items to be improved (needs verified)
[ITEM_IMPROVEMENT_MODIFIER:*:*]Allows a preference for certain kinds of decorations on items.
[IMPROVED_BOWS]
[MINOR_METAL] Has a preference for weak metals (copper)
[LOW_SKILL]

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

[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:*] 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 token:number] number goes from 0 to 10. Higher numbers make them more likely to settle there.
[FOREST_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.
[MOUNTAIN_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.
[PLAINS_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.
[UNDEAD_CANDIDATE] entity can be used to make the undead in ruins

Flavor

[CURRENCY:metal token:value] what kind of metals the civ uses for coin minting
[CURRENCY_BY_YEAR] adds the year to each coin made 
[ART_FACET_MODIFIER:*:*] OWN_RACE, FANCIFUL, EVIL, GOOD:scale goes from 0 to 25600 where 256 is the default
[ART_IMAGE_ELEMENT_MODIFIER:*:*] CREATURE, PLANT, TREE, SHAPE, ITEM:0-25600
[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 
[FRIENDLY_COLOR:*:*:*] the color of friendly units in... i have no idea where they are this color
[METAL_PREF] creatures of this entity like certain metals
[STONE_PREF] creatures of this entity like certain stones
[WOOD_PREF] creatures of this entity like certain woods
[GEM_PREF] creatures of this entity like certain gems

Religion

[RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER
[RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres 
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
[SPHERE_ALIGNMENT:*:*]

Leadership

[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 token] Makes the leader this profession, uses tileset professions
[SITE_LEADER_TYPE:profession token]Makes the minor leaders this profession, uses tileset professions
[MAYOR]

Behavior

[ABUSE_BODIES] heads on pikes or something i think
[ACTIVE_SEASON:season] which season they'll come talk to you and/or piss you off
[AMBUSHER] if pissed at you sneaks around and shoots at straggling members of your society
[AT_PEACE_WITH_WILDLIFE] won't attack wildlife.
[BABYSNATCHER] steals babies
[DIPLOMAT] diplomat comes talk to you
[DIPLOMAT_BODYGUARDS] diplomat has guards
[ENTITY_GROUPING:*] GOOD EVIL or NUISANCE
[INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals
[ITEM_THIEF] steals items
[MERCHANT_BODYGUARDS] merchant has bodyguards
[MERCHANT_NOBILITY] civ has a merchant prince or whatever
[PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once you've reached that size
[PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once you've reached that size
[PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once you've reached that size
[RESPECT_ANIMALS] wont buy animal stuff
[RESPECT_TREES] wont buy wood stuff
[SIEGER] allows the entity to invade your fortress if angered. (needs verified)
[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.