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embark_profiles.txt
This article was migrated from DF2014:Embark profiles.txt and may be inaccurate for the current version of DF (v50.14). See this page for more information. |
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
The embark_profiles.txt file contains any embark profiles (or starting builds) you have created. It is found at data/init/embark_profiles.txt. Most of these can be transferred between minor versions (e.g. v0.34.10 to v0.34.11), but you need to remember to do so.
Format
Each profile begins with a [PROFILE] tag, followed by a [TITLE:name] tag.
Skills
Skills are identified by their skill token. The syntax for skills is:
[SKILL:#:skill name:level]
where # is the dwarf (1-7), "skill name" is the skill, and "level" is the number representing how skilled the dwarf is.
Note that skills are capped at Proficient (5), and this is checked by the game on embark, so it's not possible to start with legendary dwarves. There are other ways to do this (see Cheating or User:Vjek for more information).
Items
Items are identified by their material and item tokens, the same format as reactions:
[ITEM:quantity:(material token):(item token)]
For examples, see reaction, item token, material token, or DFHack createitem.
Pets
[PET:quantity:creature name:caste:age]
- "Creature" is the creature ID found in the raws (e.g. CAT for cats).
- "Caste" is the caste ID, which can also be found in the raws. Most creatures have MALE and FEMALE castes.
- "Age" can be either STANDARD (for adults) or CHILD (for children).
Obtaining new profiles
- See Embark profile repository for a collection of embark profiles.
- The Masterwork mod includes a set of embark profiles as well.
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