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Editing 40d:Entity token

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{{quality|Exceptional|21:17, 30 March 2011 (UTC)}}{{av}}
+
These tokens define entities, or [[civilizations]], in entity_*.txt files.
These [[tokens]] define entities, or [[Civilization|civilization]]s, in entity_*.txt files.
 
  
  
 
== Gameplay ==
 
== Gameplay ==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
+
! width="20%" | Token
! Token
+
! width="20%" | Arguments
! Arguments
+
! width="60%" | Description
! Description
 
  
 
|-
 
|-
 
| ADVENTURE_TIER
 
| ADVENTURE_TIER
 
| order
 
| order
| Allows adventure mode.  Dwarves, 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.
+
| 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 go upward.  So you should put a new adventure entity above the Dwarves.  Not at the end of the file.
 
[ADVENTURE_TIER:4]
 
[ADVENTURE_TIER:4]
  
Line 19: Line 17:
 
| INDIV_CONTROLLABLE
 
| INDIV_CONTROLLABLE
 
|  
 
|  
| Allows the "Play Now!" option adventure mode.
+
| Allows the "Play Now!" option adventure mode.  The entity must have a ADVENTURE_TIER token for this too work.
  
 
|-
 
|-
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| CREATURE
 
| CREATURE
 
| creature
 
| creature
|The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization.
+
| If there is more then one CREATURE token the entity will pick one of them at random to populate when generated.{{verify}}
 
[CREATURE:DWARF]
 
[CREATURE:DWARF]
  
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== Placement ==
 
== Placement ==
  
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
+
! width="20%" | Token
! Token
+
! width="20%" | Arguments
! Arguments
+
! width="60%" | Description
! Description
 
  
 
|-
 
|-
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| DEFAULT_SITE_TYPE
 
| DEFAULT_SITE_TYPE
 
| site type
 
| site type
| Also determines symbol used when selecting civilization. CAVE uses no symbol. Options are:
+
| Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN
* PLAYER_FORTRESS - Player-created fortresses (shows up as mountain halls and disallows embarking, but site is completely empty)
 
* DARK_FORTRESS - (Goblin) Dark Fortresses
 
* CAVE - Small winding caves, usually home to (semi)megabeasts
 
* CAVE_DETAILED - (Dwarven) Mountain Halls
 
* TREE_CITY - (Elven) Forest Retreat
 
* CITY - (Human) City
 
* RUIN - Previously used for undead ruins, no longer used (site is completely empty)
 
 
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
 
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
  
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|}
 
|}
 +
  
 
== Population ==
 
== Population ==
  
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
+
! width="20%" | Token
! Token
+
! width="20%" | Arguments
! Arguments
+
! width="60%" | Description
! Description
 
  
 
|-
 
|-
 
| START_GROUP_NUMBER
 
| START_GROUP_NUMBER
 
| number
 
| number
| Number of breeding couples to start with per entity. Note that single-gender (e.g. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not have any population.  (<s>Possible exception is if they have very high [DAMBLOCK] and [MAXAGE] values</s>.  Tested in 40d, [NO_GENDER] civs, at least, are not placed at all.  Presumably if the civ-starting code can't place breeding couples, it doesn't start the civ.  Non-reproducing civs can be created by giving the creatures a high [MAXAGE] and a '''HIGHER''' [CHILD] or [BABY] age.  Because the children never grow up, the civ is limited to its original individuals).
+
| Number of breeding couples to start with per entity.
 
[START_GROUP_NUMBER:10]
 
[START_GROUP_NUMBER:10]
  
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|}
 
|}
 +
  
 
== Flavor ==
 
== Flavor ==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
+
! width="20%" | Token
! Token
+
! width="20%" | Arguments
! Arguments
+
! width="60%" | Description
! Description
 
  
 
|-
 
|-
 
| PERMITTED_JOB
 
| PERMITTED_JOB
| [[Unit type token|profession]]
+
| [[Profession tokens|profession]]
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play.
+
| Allows this job type to be selected by worldgen creatures.
 
[PERMITTED_JOB:MINER]
 
[PERMITTED_JOB:MINER]
 
|-
 
| CURRENCY_BY_YEAR
 
|
 
| Causes the civ's currency to be numbered with the year it was minted.
 
  
 
|-
 
|-
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* metal token
 
* metal token
 
* value
 
* value
| What kind of metals the civ uses for coin minting as well as the value of the coin.
+
| What kind of metals the civ uses for coin minting.
 
[CURRENCY:SILVER:5]
 
[CURRENCY:SILVER:5]
  
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| CREATURE, PLANT, TREE, SHAPE, ITEM
 
| CREATURE, PLANT, TREE, SHAPE, ITEM
 
0-25600
 
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]
 
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]
  
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* number
 
* number
 
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600
 
| 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 "encircled with bands" or "menaces with spikes".
 
 
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]
 
[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.
 
  
 
|-
 
|-
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| language
 
| language
 
| What language raw the entity uses.
 
| 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]
 
[TRANSLATION:DWARF]
  
 
|-
 
|-
| SELECT_SYMBOL
+
| CULL_SYMBOL
 
|
 
|
 
* noun
 
* noun
 
* symbol
 
* symbol
| ALL, REMAINING, CIV, SITE, VESSEL, RELIGION, TEMPLE, WAR, BATTLE, SIEGE, ROAD, BRIDGE, TUNNEL, WALL
+
| ALL, CIV, SITE
Causes the entity to more often use these symbols in the particular SYM set.
+
Causes the entity to not use the words in these SYM sets.
[SELECT_SYMBOL:ALL:PEACE]
+
[CULL_SYMBOL:ALL:UGLY]
  
 
|-
 
|-
| SUBSELECT_SYMBOL
+
| SELECT_SYMBOL
 
|
 
|
 
* noun
 
* noun
 
* symbol
 
* symbol
| Causes the entity to more often use a specific symbol when naming certain things.
+
| Causes the entity to always use the words in these SYM sets.
[SUBSELECT_SYMBOL:WAR:VIOLENT]
+
[SELECT_SYMBOL:ALL:PEACE]
 
 
|-
 
| CULL_SYMBOL
 
|
 
* noun
 
* symbol
 
| Causes the entity to not use the words in these SYM sets.
 
[CULL_SYMBOL:ALL:UGLY]
 
  
 
|-
 
|-
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| see [[color]]
 
| see [[color]]
 
|
 
|
The color of creatures currently in your group?
 
 
[FRIENDLY_COLOR:1:0:1]
 
[FRIENDLY_COLOR:1:0:1]
  
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| METAL_PREF
 
| METAL_PREF
 
|
 
|
| Allows the entity to use '''all''' non-DEEP metals. Without this, only metals whose [[Metal token|DAMAGE_PERC and BLOCK_PERC]] are 100 or lower will be usable. Overrides WOOD_PREF and MINOR_METAL.
+
| Enables creatures of this entity to have a preference for one or more metals.
  
 
|-
 
|-
 
| STONE_PREF
 
| STONE_PREF
 
|
 
|
| Enables creatures of this entity to bring stones in trade.
+
| Enables creatures of this entity to have a preference for one or more stones.
  
 
|-
 
|-
 
| WOOD_PREF
 
| WOOD_PREF
 
|
 
|
| Restricts access to all types of metals - entities will instead make weapons, ammo, armor, and cages out of wood.
+
| Enables creatures of this entity to have a preference for one or more types of wood.
  
 
|-
 
|-
 
| GEM_PREF
 
| GEM_PREF
 
|
 
|
| Enables creatures of this entity to bring gems in trade.
+
| Enables creatures of this entity to have a preference for one or more gems.
  
 
|-
 
|-
 
| UNDEAD_CANDIDATE
 
| UNDEAD_CANDIDATE
 
|
 
|
| In previous versions, this also allowed ruins to be automatically populated by undead versions of that species.  
+
| Entity can be used to make the undead in ruins.
  
 
|}
 
|}
  
 
== Religion ==
 
== Religion ==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
+
! width="20%" | Token
! Token
+
! width="20%" | Arguments
! Arguments
+
! width="60%" | Description
! Description
 
  
 
|-
 
|-
 
| RELIGION
 
| RELIGION
 
| type
 
| type
| REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Hardcoded to get spheres from civ start biome, such as each elven force (''is?'') associated with rivers and nature, but a force worshipped by, for example, dwarves will get MOUNTAINS and NATURE spheres, while a civ with ocean starting biome will get a force with OCEAN and ANIMALS.
+
| REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER
 
 
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]], but if modded, the civ will randomly choose only one of the POWER creatures, also making that creature into the first leader/founder of the civ. If that creature dies in worldgen, it will still be the only one in the civ's worship list.
 
 
 
Multiple entries make for a civ that will choose a random religion type, so in one world you could have the same civs with two or three different religion types.
 
 
 
 
[RELIGION:PANTHEON]
 
[RELIGION:PANTHEON]
  
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| RELIGION_SPHERE
 
| RELIGION_SPHERE
 
| sphere
 
| sphere
| Can be 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.
+
| Can by any available [[Sphere]]. Multiple entries are possible.
 
[RELIGION_SPHERE:FORTRESSES]
 
[RELIGION_SPHERE:FORTRESSES]
  
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* number
 
* 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]
 
[SPHERE_ALIGNMENT:TREES:512]
  
 
|}
 
|}
 +
  
 
== Leadership ==
 
== Leadership ==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
+
! width="20%" | Token
! Token
+
! width="20%" | Arguments
! Arguments
+
! width="60%" | Description
! Description
 
  
 
|-
 
|-
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|-
 
|-
 
| LEADER_TYPE
 
| LEADER_TYPE
| [[Unit type token|profession]]
+
| [[Profession tokens|profession]]
| Makes the leader of the civ this profession, uses tileset professions.  
+
| Makes the leader this profession, uses tileset professions.
 
[LEADER_TYPE:MASTER_THIEF]
 
[LEADER_TYPE:MASTER_THIEF]
  
 
|-
 
|-
 
| SITE_LEADER_TYPE
 
| SITE_LEADER_TYPE
| [[Unit type token|profession]]
+
| [[Profession tokens|profession]]
 
| Makes the minor leaders this profession, uses tileset professions.
 
| Makes the minor leaders this profession, uses tileset professions.
 
[SITE_LEADER_TYPE:MASTER_THIEF]
 
[SITE_LEADER_TYPE:MASTER_THIEF]
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== Behavior ==
 
== Behavior ==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
+
! width="20%" | Token
! Token
+
! width="20%" | Arguments
! Arguments
+
! width="60%" | Description
! Description
 
  
 
|-
 
|-
| [[ETHIC]]
+
| ETHIC
 
|  
 
|  
 
*behavior
 
*behavior
 
*reaction
 
*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.
+
| sets the civ's view of certain behaviors, from capital punishment to completely acceptable
 
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
 
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
  
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| WILL_ACCEPT_TRIBUTE
 
| WILL_ACCEPT_TRIBUTE
 
|  
 
|  
| Makes the civ accept tribute from conquered sites? Or maybe makes the civ's traders accept offered goods?
+
| makes the civ accept tribute from conquered sites?
  
 
|-
 
|-
 
| WANDERER, BEAST_HUNTER, SCOUT
 
| WANDERER, BEAST_HUNTER, SCOUT
 
|  
 
|  
| The civ will send out these sorts of adventurers in worldgen.
+
| the civ will send out these sorts of adventurers in worldgen
  
 
|-
 
|-
 
| ABUSE_BODIES
 
| 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. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.
+
| Heads on pikes, possible others?
  
 
|-
 
|-
 
| ACTIVE_SEASON
 
| ACTIVE_SEASON
 
| 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.  
+
| 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.
 
[ACTIVE_SEASON:AUTUMN]
 
[ACTIVE_SEASON:AUTUMN]
  
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| AMBUSHER
 
| 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.
+
| When invading sneaks around and shoots at straggling members of your society.
  
 
|-
 
|-
 
| AT_PEACE_WITH_WILDLIFE
 
| 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.
+
| will not attack wildlife.
  
 
|-
 
|-
 
| BABYSNATCHER
 
| 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.
+
| 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!
  
 
|-
 
|-
 
| DIPLOMAT
 
| DIPLOMAT
 
|
 
|
| Sends diplomats to come and talk to you.  This only amounts to a noble visiting and complementing your fortress.
+
| Sends diplomats to come and talk to you.
  
 
|-
 
|-
 
| DIPLOMAT_BODYGUARDS
 
| DIPLOMAT_BODYGUARDS
 
|
 
|
| Supposed to cause visiting diplomats to be accompanied by a pair of soldiers. Does not work due to a bug.
+
| Diplomats have bodyguards.
 +
 
 +
|-
 +
| ENTITY_GROUPING
 +
| alignment (obsolete)
 +
| FRIENDLY, EVIL, or NUISANCE
 +
[ENTITY_GROUPING:FRIENDLY]
  
 
|-
 
|-
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| ITEM_THIEF
 
| 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.
+
| Sends thieves to steal items.
  
 
|-
 
|-
 
| MERCHANT_BODYGUARDS
 
| MERCHANT_BODYGUARDS
 
|
 
|
| Causes merchants to be accompanied by soldiers. Is also supposed to work with merchant nobles (see below), but does not due to a bug.
+
| Merchants have bodyguards.
  
 
|-
 
|-
 
| MERCHANT_NOBILITY
 
| MERCHANT_NOBILITY
 
|
 
|
| Civ has a guild representative, merchant baron, and/or merchant prince.  This token also appears to cause trade negotiations to take place.
+
| Civ has a merchant prince.
  
 
|-
 
|-
 
| PROGRESS_TRIGGER_POPULATION
 
| PROGRESS_TRIGGER_POPULATION
 
| level
 
| level
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140.
+
| 0 to 5, civ will come to site once population at site has reached that level
  
 
|-
 
|-
 
| PROGRESS_TRIGGER_PRODUCTION
 
| PROGRESS_TRIGGER_PRODUCTION
 
| level
 
| level
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼.
+
| 0 to 5, civ will come to site once created wealth has reached that level
  
 
|-
 
|-
 
| PROGRESS_TRIGGER_TRADE
 
| PROGRESS_TRIGGER_TRADE
 
| level
 
| level
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼.
+
| 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
 
| SIEGER
 
|
 
|
| Will set up campfires at the edge of your map and wait for up to a year before finally charging.
+
| Allows the entity to invade your fortress if angered.{{verify}}
  
 
|-
 
|-
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| TREE_CAP_DIPLOMACY
 
| TREE_CAP_DIPLOMACY
 
|
 
|
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after the [[Baron]] arrives.
+
| Makes the entity angry if you cut down too many trees.
  
 
|}
 
|}
  
 
== Items and Animals Used ==
 
== Items and Animals Used ==
{| {{prettytable}}
+
{| border="1" cellpadding="2" width="100%"
|- bgcolor="#ddd"
+
! width="20%" | Token
! Token
+
! width="20%" | Arguments
! Arguments
+
! width="60%" | Description
! Description
 
  
 
|-
 
|-
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* item token
 
* item token
 
* rarity
 
* rarity
| Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
+
| Rarity is optional.
 
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
 
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
  
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* item token
 
* item token
 
* rarity
 
* rarity
| Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
+
| Rarity is optional.
 
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
 
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
  
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* item token
 
* item token
 
* rarity
 
* rarity
| Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
+
| Rarity is optional.
 
[HELM:ITEM_HELM_HELM:COMMON]
 
[HELM:ITEM_HELM_HELM:COMMON]
  
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* item token
 
* item token
 
* rarity
 
* rarity
| Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
+
| Rarity is optional.
 
[PANTS:ITEM_PANTS_PANTS:COMMON]
 
[PANTS:ITEM_PANTS_PANTS:COMMON]
  
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* item token
 
* item token
 
* rarity
 
* rarity
| Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
+
| Rarity is optional.
 
[SHOES:ITEM_SHOES_SHOES:COMMON]
 
[SHOES:ITEM_SHOES_SHOES:COMMON]
  
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|-
 
|-
 
| USE_ANY_PET_RACE
 
| 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.  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
 
| USE_CAVE_ANIMALS
 
|
 
|
| If they don't have it, creatures with exclusively subterranean biomes are skipped.
+
|
  
 
|-
 
|-
 
| USE_EVIL_ANIMALS
 
| USE_EVIL_ANIMALS
 
|
 
|
| Don't have it -> EVIL creatures skipped.
+
|
  
 
|-
 
|-
 
| USE_EVIL_PLANTS
 
| USE_EVIL_PLANTS
 
|
 
|
| As EVIL creatures for all uses of plants.
+
|
  
 
|-
 
|-
 
| USE_EVIL_WOOD
 
| USE_EVIL_WOOD
 
|
 
|
| As EVIL creatures for all uses of wood.
+
|
  
 
|-
 
|-
 
| USE_GOOD_ANIMALS
 
| USE_GOOD_ANIMALS
 
|
 
|
| Don't have it -> GOOD creatures skipped.
+
|
  
 
|-
 
|-
 
| USE_GOOD_PLANTS
 
| USE_GOOD_PLANTS
 
|
 
|
| As GOOD creatures for all uses of plants.
+
|
  
 
|-
 
|-
 
| USE_GOOD_WOOD
 
| USE_GOOD_WOOD
 
|
 
|
| As GOOD creatures for all uses of wood.
+
|
  
 
|-
 
|-
 
| USE_MISC_PROCESSED_WOOD_PRODUCTS
 
| 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
 
| 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
 
| 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
 
| 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
 
| 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.
+
|
  
 
|-
 
|-
Line 604: Line 580:
 
| OCEAN_PRODUCTS
 
| OCEAN_PRODUCTS
 
|
 
|
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade.
+
| Allow civ to use ocean products in the goods it has available for trade.
  
 
|-
 
|-
 
| INDOOR_FARMING
 
| INDOOR_FARMING
 
|  
 
|  
| Allow civ to use underground plant products in the goods it has available for trade.
+
| Determines if inside farms will be generated for civ towns.
  
 
|-
 
|-
 
| OUTDOOR_FARMING
 
| OUTDOOR_FARMING
 
|
 
|
| Allow civ to use outdoor plant products in the goods it has available for trade.
+
| Determines if outside farms will be generated for civ towns.
  
 
|-
 
|-
Line 629: Line 605:
 
| EQUIPMENT_IMPROVEMENTS
 
| EQUIPMENT_IMPROVEMENTS
 
|
 
|
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.
+
| Allows items to be improved.{{verify}}
  
 
|-
 
|-
 
| IMPROVED_BOWS
 
| IMPROVED_BOWS
 
|
 
|
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.
+
|
  
 
|-
 
|-
 
| MINOR_METAL
 
| MINOR_METAL
 
|
 
|
| Grants access to all metals whose [[Metal token|DAMAGE_PERC and BLOCK_PERC]] are 66 or lower. Overrides WOOD_PREF.
+
| Has a preference for weak metals. (copper)
 +
 
 +
|-
 +
| LOW_SKILL
 +
|
 +
|
  
 
|}
 
|}
  
{{Category|Modding}}
+
[[Category:Modding]]
{{Category|Tokens}}
+
[[Category:Tokens]]

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