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23a:Entity token
Revision as of 17:08, 11 July 2012 by Quietust (talk | contribs) (→Items and Animals Used: EVIL && !CAN_LEARN && (LARGE_CAVERIVER || LARGE_CHASM) == siege minions)
This article is about an older version of DF. |
These tokens define entities, or civilizations, in entity_*.txt files.
Gameplay
Token | Arguments | Description |
---|---|---|
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
Token | Arguments | Description |
---|---|---|
MOUNTAIN_SETTLEMENTS | Causes sites to be placed adjacent to mountains. Also specifies Dwarven-style caravans. | |
FOREST_SETTLEMENTS | Causes sites to be placed in forests. Also specifies Elven-style caravans and diplomats. | |
PLAINS_SETTLEMENTS | Causes sites to be placed in plains. Also specifies Human-style caravans and diplomats. |
Flavor
Token | Arguments | Description |
---|---|---|
CURRENCY_BY_YEAR | Causes the civ's currency to be numbered with the year it was minted. | |
CURRENCY |
|
What kind of metals the civ uses for coin minting as well as the value of the coin.
[CURRENCY:SILVER:5] |
TRANSLATION | language | What language raw the entity uses.
[TRANSLATION:DWARF] |
CULL_SYMBOL |
|
ALL
Causes the entity to not use the words in these SYM sets. [CULL_SYMBOL:ALL:UGLY] |
SELECT_SYMBOL |
|
Causes the entity to more often use these symbols in the particular SYM set.
[SELECT_SYMBOL:ALL:PEACE] |
METAL_PREF | Causes the entity to use only iron for weapons and armor. Without this token, the entity will randomly use copper, bronze, and iron. | |
STONE_PREF | ||
WOOD_PREF | Causes members to use wooden armor, shields, and weapons, as elves do. | |
GEM_PREF |
Behavior
Token | Arguments | Description |
---|---|---|
AMBUSHER | Sends bowmen that sneak around and shoot at straggling members of your society, possibly also accompanied by a Druid. | |
BABYSNATCHER | Sends thieves to steal babies. Also causes sieges as population increases. | |
NUISANCE | Sends thieves to steal items. Also makes the severity of attacks depend on the extent of thievery rather than the passage of time. | |
SIEGER | When attacking, will start campfires and wait around at the edge of your map for up to a year. |
Items and Animals Used
Token | Arguments | Description |
---|---|---|
AMMO | item token | Allows the civilization to produce the specified type of ammo.
[AMMO:ITEM_AMMO_BOLTS] |
ARMOR |
|
Allows the civilization to produce the specified type of armor. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] |
DIGGER | item token | Allows the civilization to produce the specified type of digging implement.
[DIGGER:ITEM_WEAPON_PICK] |
GLOVES |
|
Allows the civilization to produce the specified type of handwear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] |
HELM |
|
Allows the civilization to produce the specified type of headgear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).
[HELM:ITEM_HELM_HELM:COMMON] |
INSTRUMENT | item token | Allows the civilization to produce the specified musical instrument.
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE] |
PANTS |
|
Allows the civilization to produce the specified type of legwear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).
[PANTS:ITEM_PANTS_PANTS:COMMON] |
SHIELD | item token | Allows the civilization to produce the specified type of shield.
[SHIELD:ITEM_SHIELD_SHIELD] |
SHOES |
|
Allows the civilization to produce the specified type of footwear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).
[SHOES:ITEM_SHOES_SHOES:COMMON] |
SIEGEAMMO | item token | Allows the civilization to produce the specified type of siege engine ammunition. In practice, this is always ballista bolts.
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA] |
TOY | item token | Allows the civilization to produce the specified toy.
[TOY:ITEM_TOY_PUZZLEBOX] |
TRAPCOMP | item token | Allows the civilization to produce the specified trap component.
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE] |
WEAPON | item token | Allows the civilization to produce the specified weapon.
[WEAPON:ITEM_WEAPON_AXE_BATTLE] |
USE_ANIMAL_PRODUCTS | Allows the civilization to use and trade animal products - meat, fish, and leather. | |
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. This token also allows evil non-intelligent cave river and chasm creatures (such as trolls) to be used as minions during sieges. | |
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 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 | Civ members will wear things made of spider silk and other subterranean materials. | |
MINOR_METAL | Will always use copper. |
Site Type
Site types are determined in several different ways:
- Entities with [NUISANCE] will live in Caves
- Entities with [BABYSNATCHER will live in Dark Fortresses
- Entities with [CIV_CONTROLLABLE] will live in Mountain Halls
- Entities with [FOREST_SETTLEMENTS] will live in Forest Retreats
- All other entities will live in Towns.