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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]
[OCEAN_PRODUCTS]
[INDOOR_FARMING]
[OUTDOOR_FARMING]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[EQUIPMENT_IMPROVEMENTS]
[ITEM_IMPROVEMENT_MODIFIER:*:*]
[IMPROVED_BOWS]
[MINOR_METAL]
[LOW_SKILL]

Gameplay

[ADVENTURE_TIER:number] defines where this will appear on the list of races to pick on adventure mode no I have no idea why this exists
[INDIV_CONTROLLABLE] adventure mode
[CIV_CONTROLLABLE] dorf 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:*] ditto; for colonizing or whatever
[TOLERATES_SITE:*] tritto; for migrants
[START_BIOME:biome token] birth of civilization can be performed on this biome
[BIOME_SUPPORT:biome token:number] number goes from 0 to 10, unlike every other fricking scale in this game
[FOREST_SETTLEMENTS] these tokens are kinda lonely now that all of their work was subletted to other tokens
[MOUNTAIN_SETTLEMENTS] they are sad and cold
[PLAINS_SETTLEMENTS] wont you give them a home
[UNDEAD_CANDIDATE] entity can be used to make the skellingtons

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 because the name of the item is not larger than the game window yet
[ART_FACET_MODIFIER:*:*] scale goes from 0 to 25600 where 256 is the default see I told you 
[ART_IMAGE_ELEMENT_MODIFIER:*:*] they just can't decide on a standardised scale for stuff
[TRANSLATION:*] I mean jesus fahrenheit plus 10000 for temperatures you don't even write stuff down
[CULL_SYMBOL:*:*] in fahrenheit in the comments you use celsius throughout why would you use 
[SELECT_SYMBOL:*:*] fahrenheit it is a bad scale that only keeps being used because americans are
[FRIENDLY_COLOR:*:*:*] the color of friendly units in... i have no idea where they are this color
[METAL_PREF] creatures of this entity like certain metals
[STONE_PREF] creatures of this entity like certain stones
[WOOD_PREF] creatures of this entity like certain woods
[GEM_PREF] creatures of this entity like certain 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] i can has military leader?
[CAN_HAVE_MILITARY_SITE_LEADER] i can has military site leader?
[LEADER_TYPE:profession token] king, bookkeeper, drunk, whateva
[SITE_LEADER_TYPE:profession token]
[MAYOR]

Behavior

[ABUSE_BODIES] heads on pikes or something i think
[ACTIVE_SEASON:season] which season they'll come talk to you and/or piss you off
[AMBUSHER] if pissed at you sneaks around and shoots at straggling members of your society
[AT_PEACE_WITH_WILDLIFE] what do you think
[BABYSNATCHER] steals babies no i don't know why this doesn't have an underscore chalk it up to lack of a design document
[DIPLOMAT] diplomat comes talk to you
[DIPLOMAT_BODYGUARDS] diplomat has those guardies
[ENTITY_GROUPING:*] GOOD EVIL or NUISANCE
[INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals
[ITEM_THIEF] steals items
[MERCHANT_BODYGUARDS] merchant has bodyguards
[MERCHANT_NOBILITY] civ has a merchant prince or whatever
[PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once youve reached that size
[PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once youve reached that size
[PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once youve reached that size
[RESPECT_ANIMALS] wont buy animal stuff
[RESPECT_TREES] wont buy wood stuff
[SIEGER] obviously we must invade
[SKULKING] This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time
[TREE_CAP_DIPLOMACY] katamari diplomacy