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40d:Entity token

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Revision as of 18:08, 24 August 2008 by Untelligent (talk | contribs) (Fixed something about POWER religions.)
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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 go upward. 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

[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 by worldgen creatures.

[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 [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

[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]

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 always use the words in these SYM sets.

[SELECT_SYMBOL:ALL:PEACE]

FRIENDLY_COLOR see color

[FRIENDLY_COLOR:1:0:1]

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

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.

[RELIGION_SPHERE:FORTRESSES]

SPHERE_ALIGNMENT
  • type
  • number

[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 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

[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]

WILL_ACCEPT_TRIBUTE makes the civ accept tribute from conquered sites?
WANDERER, BEAST_HUNTER, SCOUT the civ will send out these sorts of adventurers in worldgen
ABUSE_BODIES Heads on pikes, possible others?
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.

[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. 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 Sends diplomats to come and talk to you.
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.
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.[Verify]
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.

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.
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 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]