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40d:Entity token
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These tokens define entities, or civilizations, in entity_*.txt files.
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]
Gameplay
[ADVENTURE_TIER:number] allows adventure mode, the number determines the order in the list. [INDIV_CONTROLLABLE] allows Play Now! adventure mode. [CIV_CONTROLLABLE] allows fortress mode.
Placement
[CREATURE:*] entity will pick one of this at random to populate when generated [START_GROUP_NUMBER:*] number of breeding couples to start with per entity [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species [MAX_SITE_POP_NUMBER:number] max population per individual site [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN [LIKES_SITE:*] most residents will try to move to this site type, unless already at one. [TOLERATES_SITE:*] some residents will try to move to this site type, unless already at one. [START_BIOME:biome token] birth of civilization can be performed on this biome [BIOME_SUPPORT:biome token:number] number goes from 0 to 10. Higher numbers make them more likely to settle there. [XXX_SETTLEMENTS] with XXX FOREST, MOUNTAIN or PLANS are old, obsolete tags that should no longer be used. [UNDEAD_CANDIDATE] entity can be used to make the undead in ruins
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
Religion
[RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER [RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy [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
[ABUSE_BODIES] heads on pikes, possible others? [ACTIVE_SEASON:season] which season they'll come talk to you and/or invade [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] diplomat comes talk to you [DIPLOMAT_BODYGUARDS] diplomat has guards [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals [ITEM_THIEF] sends thieves to steal items [MERCHANT_BODYGUARDS] merchant has bodyguards [MERCHANT_NOBILITY] civ has a merchant prince [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come to site once population at site has reached that level [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come to site once created wealth has reached that level [PROGRESS_TRIGGER_TRADE:number] 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.