v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
23a:Entity token
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] |
SELECT_SYMBOL |
|
ALL, CIV, SITE
Causes the entity to more often use these symbols in the particular SYM set. [SELECT_SYMBOL:ALL:PEACE] |
CULL_SYMBOL |
|
Causes the entity to not use the words in these SYM sets.
[CULL_SYMBOL:ALL:UGLY] |
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 (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 | Civ members will wear things made of spider silk and other subterranean materials. | |
METAL_PREF | Gives the entity access to most types of metals (excluding steel and adamantine) and allows it to use them for cages, crafts, and decorations. Also allows the entity to use iron for weapons and armor. | |
MINOR_METAL | Allows the entity to use copper for weapons and armor. | |
STONE_PREF | Gives the entity access to all types of stone and allows it to use them for crafts and decorations. | |
WOOD_PREF | Makes the entity use wood for weapons, armor, and cages. If not specified, the entity randomly gains access to iron, bronze, or copper for weapons and armor (in addition to anything granted by [METAL_PREF] or [MINOR_METAL]). | |
GEM_PREF | Gives the entity access to all types of gems and allows it to use them for crafts and decorations. |
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.