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.

40d:Entity token

From Dwarf Fortress Wiki
Revision as of 02:46, 26 February 2008 by Hex Decimal (talk | contribs)
Jump to navigation Jump to search

These tokens define entities, or civilizations, in entity_*.txt files.


Gameplay

Token Arguments Description
ADVENTURE_TIER order allows adventure mode, the number determines the order in the list and must be in an order. If there is no tier 4 there can not be a tier 5. Humans, Elves, and Dwarves take up tier 1, 2, and 3 respectfully.

[ADVENTURE_TIER:4]

INDIV_CONTROLLABLE allows the Play Now! option adventure mode.
CIV_CONTROLLABLE allows fortress mode.
CREATURE creature if there is more then one CREATURE token the entity will pick one of them at random to populate when generated

[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 sitetype options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN

[DEFAULT_SITE_TYPE:CAVE_DETAILED]

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

[LIKES_SITE:CAVE_DETAILED]

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

[TOLERATES_SITE:CITY]


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 worldgen

[MAX_STARTING_CIV_NUMBER:3]


Items and Animals Used

[AMMO:item token]
[ARMOR:item token:rarity]
[ARMOR:item token]
[DIGGER:item token]
[GLOVES:item token:rarity]
[HELM:item token:rarity]
[INSTRUMENT:item token]
[PANTS:item token:rarity]
[SHIELD:item token]
[SHOES:item token:rarity]
[SIEGEAMMO:item token]
[TOY:item token]
[TRAPCOMP:item token]
[WEAPON:item token]
[USE_ANIMAL_PRODUCTS]
[USE_ANY_PET_RACE]
[USE_CAVE_ANIMALS]
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]
[USE_GOOD_ANIMALS]
[USE_GOOD_PLANTS]
[USE_GOOD_WOOD]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PET]
[COMMON_DOMESTIC_PULL]
[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.
[OUTDOOR_FARMING] determines if outside farms will be generated for civ towns.
[CLOTHING] civ members will attempt to wear clothing
[SUBTERRANEAN_CLOTHING] Will wear things made of spider silk and other subterranean materials. 
[EQUIPMENT_IMPROVEMENTS] Allows items to be improved (needs verified)
[IMPROVED_BOWS]
[MINOR_METAL] Has a preference for weak metals (copper)
[LOW_SKILL]


Flavor

[CURRENCY:metal token:value] what kind of metals the civ uses for coin minting
[CURRENCY_BY_YEAR] adds the year to each coin made 
[ART_FACET_MODIFIER:*:*] OWN_RACE, FANCIFUL, EVIL, GOOD:scale goes from 0 to 25600 where 256 is the default
[ART_IMAGE_ELEMENT_MODIFIER:*:*] CREATURE, PLANT, TREE, SHAPE, ITEM:0-25600
[ITEM_IMPROVEMENT_MODIFIER:*:*] ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600
[TRANSLATION:*] What language raw the entity uses
[CULL_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to not use the words in these SYM sets
[SELECT_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to always use the words in these SYM sets 
[FRIENDLY_COLOR:*:*:*] <front>:<back>:<brightness> see color for values
[METAL_PREF] enables creatures of this entity to have a preference for one or more metals
[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] entity can be used to make the undead in ruins

Religion

[RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER
[RELIGION_SPHERE:*] Can by any available Sphere. Multiple entries are possible.
 Religions will tend to have the spheres listed, but will also have other spheres.
[SPHERE_ALIGNMENT:*:*]

Leadership

[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 token] Makes the leader this profession, uses tileset professions
[SITE_LEADER_TYPE:profession token]Makes the minor leaders this profession, uses tileset professions
[MAYOR] civ settlements have a mayor

Behavior

Token Arguments Description
ABUSE_BODIES heads on pikes, possible others?
ACTIVE_SEASON season the season an entity is most active and will trade, interact with others, and/or invade

[ACTIVE_SEASON:AUTUMN]

AMBUSHER when invading sneaks around and shoots at straggling members of your society
AT_PEACE_WITH_WILDLIFE will not attack wildlife.
BABYSNATCHER sends thieves to steal babies
DIPLOMAT sends diplomats to come and talk to you
DIPLOMAT_BODYGUARDS diplomats have bodyguards
ENTITY_GROUPING alignment FRIENDLY, EVIL, or NUISANCE

[ENTITY_GROUPING:FRIENDLY]

INVADERS_IGNORE_NEUTRALS
ITEM_THIEF sends thieves to steal items
MERCHANT_BODYGUARDS merchants have bodyguards
MERCHANT_NOBILITY civ has a merchant prince
PROGRESS_TRIGGER_POPULATION 0 to 5, civ will come to site once population at site has reached that level


PROGRESS_TRIGGER_PRODUCTION 0 to 5, civ will come to site once created wealth has reached that level


PROGRESS_TRIGGER_TRADE 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. (needs verified)
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.