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40d:Entity token

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Revision as of 00:21, 30 May 2009 by Nillions (talk | contribs) (putting links to tokens page (right now just a redirct to the catagory listing) in first paragraph of individual entries)
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These tokens define entities, or civilizations, in entity_*.txt files.


Gameplay

Token Arguments Description
ADVENTURE_TIER order Allows adventure mode. Dwarfs, Elves, and Humans take up tier 3, 2, and 1 respectively. It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers are in descending order. So you should put a new adventure entity above the Dwarves. Not at the end of the file.

[ADVENTURE_TIER:4]

INDIV_CONTROLLABLE Allows the "Play Now!" option adventure mode. The entity must have a ADVENTURE_TIER token for this to work.
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
BIOME_SUPPORT
  • biome
  • frequency
Frequency goes from 0 to 10. Higher numbers make the entity more likely to settle there.

[BIOME_SUPPORT:ANY_GRASSLAND:4]

START_BIOME biome Birth of the civilization can be performed on this biome.

[START_BIOME:MOUNTAIN]

DEFAULT_SITE_TYPE site type Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN

[DEFAULT_SITE_TYPE:CAVE_DETAILED]

LIKES_SITE site type Most residents will try to move to this site type, unless already at one.

[LIKES_SITE:CAVE_DETAILED]

TOLERATES_SITE site type Some residents will try to move to this site type, unless already at one.

[TOLERATES_SITE:CITY]

WORLD_CONSTRUCTION construction Controls which constructions the civ will build on the world map.

[WORLD_CONSTRUCTION:BRIDGE]


Population

Token Arguments Description
START_GROUP_NUMBER number Number of breeding couples to start with per entity.

[START_GROUP_NUMBER:10]

MAX_POP_NUMBER number Max population *per entity*, multiply this by max starting civ to get the total population of the species.

[MAX_POP_NUMBER:500]

MAX_SITE_POP_NUMBER number Max population per individual site.

[MAX_SITE_POP_NUMBER:200]

MAX_STARTING_CIV_NUMBER number Max number of entities to spawn at world generation.

[MAX_STARTING_CIV_NUMBER:3]


Flavor

Token Arguments Description
PERMITTED_JOB profession Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play.

[PERMITTED_JOB:MINER]

CURRENCY
  • metal token
  • value
What kind of metals the civ uses for coin minting.

[CURRENCY:SILVER:5]

ART_FACET_MODIFIER
  • type
  • number
OWN_RACE, FANCIFUL, EVIL, GOOD

Number goes from 0 to 25600 where 256 is the default. [ART_FACET_MODIFIER:OWN_RACE:512]

ART_IMAGE_ELEMENT_MODIFIER
  • item
  • number
CREATURE, PLANT, TREE, SHAPE, ITEM

0-25600 Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork. [ART_IMAGE_ELEMENT_MODIFIER:TREE:512]

ITEM_IMPROVEMENT_MODIFIER
  • item
  • number
ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600

Determines the chance of the entity using that particular artwork method, such as "menaces with rings of spikes". [ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]

This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.

TRANSLATION language What language raw the entity uses.

[TRANSLATION:DWARF]

CULL_SYMBOL
  • noun
  • symbol
ALL, CIV, SITE

Causes the entity to not use the words in these SYM sets. [CULL_SYMBOL:ALL:UGLY]

SELECT_SYMBOL
  • noun
  • symbol
Causes the entity to more often use these symbols in the particular SYM set.

[SELECT_SYMBOL:ALL:PEACE]

FRIENDLY_COLOR see color

The color of creatures currently in your group? [FRIENDLY_COLOR:1:0:1]

METAL_PREF Enables creatures of this entity to have a preference for one or more advanced metals.

This also allows them to use stronger metals, such as steel. Currently only dwarves have this token.

STONE_PREF Enables creatures of this entity to have a preference for one or more stones.
WOOD_PREF Enables creatures of this entity to have a preference for one or more types of wood.
GEM_PREF Enables creatures of this entity to have a preference for one or more gems.
UNDEAD_CANDIDATE In previous versions, this also allowed ruins to be automatically populated by undead versions of that species.

Unknown if the tag does anything as of version 40d.

Religion

Token Arguments Description
RELIGION type REGIONAL_FORCE: The creatures will worship a single force associated with their spheres.

PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.

ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the Demon.

[RELIGION:PANTHEON]

RELIGION_SPHERE sphere Can by any available Sphere. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.

[RELIGION_SPHERE:FORTRESSES]

SPHERE_ALIGNMENT
  • type
  • number

This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon. [SPHERE_ALIGNMENT:TREES:512]

Leadership

Token Arguments Description
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 Makes the leader of the civ this profession, uses tileset professions.

[LEADER_TYPE:MASTER_THIEF]

SITE_LEADER_TYPE profession Makes the minor leaders this profession, uses tileset professions.

[SITE_LEADER_TYPE:MASTER_THIEF]

MAYOR Settlements have a mayor.

Behavior

Token Arguments Description
ETHIC
  • behavior
  • reaction
Sets the civ's view of certain behaviors, from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.

[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]

WILL_ACCEPT_TRIBUTE Makes the civ accept tribute from conquered sites? Or maybe makes the civ's traders accept offered goods?
WANDERER, BEAST_HUNTER, SCOUT The civ will send out these sorts of adventurers in worldgen.
ABUSE_BODIES The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth.
ACTIVE_SEASON season the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you. Civs can have multiple season entries.

[ACTIVE_SEASON:AUTUMN]

AMBUSHER When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots.
AT_PEACE_WITH_WILDLIFE Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.
BABYSNATCHER Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during history gen, allowing them to become part of the civ if they do not escape.
DIPLOMAT Sends diplomats to come and talk to you, also allows trade negotiations for the next year's caravan.
DIPLOMAT_BODYGUARDS Diplomats have bodyguards.
ENTITY_GROUPING alignment (obsolete) FRIENDLY, EVIL, or NUISANCE

[ENTITY_GROUPING:FRIENDLY]

INVADERS_IGNORE_NEUTRALS
ITEM_THIEF Sends thieves to steal items. This will also occur in history generation, and thieves will have the "thief" profession. Items stolen in history gen will be scattered around that creature's home.
MERCHANT_BODYGUARDS Merchants have bodyguards.
MERCHANT_NOBILITY Civ has a merchant prince.
PROGRESS_TRIGGER_POPULATION level 0 to 5, civ will come to site once population at site has reached that level
PROGRESS_TRIGGER_PRODUCTION level 0 to 5, civ will come to site once created wealth has reached that level
PROGRESS_TRIGGER_TRADE level 0 to 5, civ will come to site once exported goods has reached that level
RESPECT_ANIMALS Will not buy animal based items and is angered at the attempt.
RESPECT_TREES Will not buy wooden items and is angered at the attempt.
SIEGER Allows the entity to invade your fortress if angered, causing a siege event.
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. They will send a warning first.

Items and Animals Used

Token Arguments Description
AMMO item token

[AMMO:ITEM_AMMO_BOLTS]

ARMOR
  • item token
  • rarity
Rarity is optional.

[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]

DIGGER item token

[DIGGER:ITEM_WEAPON_PICK]

GLOVES
  • item token
  • rarity
Rarity is optional.

[GLOVES:ITEM_GLOVES_GLOVES:COMMON]

HELM
  • item token
  • rarity
Rarity is optional.

[HELM:ITEM_HELM_HELM:COMMON]

INSTRUMENT item token

[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]

PANTS
  • item token
  • rarity
Rarity is optional.

[PANTS:ITEM_PANTS_PANTS:COMMON]

SHIELD item token

[SHIELD:ITEM_SHIELD_SHIELD]

SHOES
  • item token
  • rarity
Rarity is optional.

[SHOES:ITEM_SHOES_SHOES:COMMON]

SIEGEAMMO item token

[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]

TOY item token

[TOY:ITEM_TOY_PUZZLEBOX]

TRAPCOMP item token

[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]

WEAPON item token

[WEAPON:ITEM_WEAPON_AXE_BATTLE]

USE_ANIMAL_PRODUCTS
USE_ANY_PET_RACE Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet (next time, it'll let them use mounts/pullers/pack animals of any kind as well, but I'm not sure this matters in the stock raws). This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well. All common domestic and equipment creatures are also added to the initial list.
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.
USE_EVIL_PLANTS As EVIL creatures for all uses of plants.
USE_EVIL_WOOD As EVIL creatures for all uses of wood.
USE_GOOD_ANIMALS Don't have it -> GOOD creatures skipped.
USE_GOOD_PLANTS As GOOD creatures for all uses of plants.
USE_GOOD_WOOD As GOOD creatures for all uses of wood.
USE_MISC_PROCESSED_WOOD_PRODUCTS If wood is available locally, and you have permitted the relevant professions in the def, controls availability of lye, charcoal, potash and pearlash.
COMMON_DOMESTIC_MOUNT 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_PACK 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_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 PET 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 Determines if inside farms will be generated for civ towns, and determines if the player can build farms underground in fortress mode.
OUTDOOR_FARMING Determines if outside farms will be generated for civ towns, and determines of the player can build outdoor farms in fortress mode.
CLOTHING Civ members will attempt to wear clothing.
SUBTERRANEAN_CLOTHING Will wear things made of spider silk and other subterranean materials.
EQUIPMENT_IMPROVEMENTS Adds decorations to equipment based on the level of the generated unit. Also improves item quality.
IMPROVED_BOWS Adds decorations to weapons generated for bowman and master bowman. An elf hack.
MINOR_METAL Has a preference for weak metals. (copper)
LOW_SKILL No longer used. Formerly used to keep kobolds under control. [v0.28.181.39f]