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23a:Entity token

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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
  • 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]

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, CIV, SITE

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

CULL_SYMBOL
  • noun
  • 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
  • item token
  • rarity
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
  • item token
  • rarity
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
  • item token
  • rarity
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
  • item token
  • rarity
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
  • item token
  • rarity
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 (including jade) 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.