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Difference between revisions of "Entity token"

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(Good lord please don't make that distinction any more confusing)
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| {{text anchor|MAX_STARTING_CIV_NUMBER}}
 
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| number
 
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| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws, and once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over the civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.
+
| Max number of civ to spawn at world generation. Worldgen picks entities in some sequential order from the raws, and once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over the civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.
 
[MAX_STARTING_CIV_NUMBER:3]
 
[MAX_STARTING_CIV_NUMBER:3]
  

Revision as of 14:05, 1 December 2020

This article is about the current version of DF.
Note that some content may still need to be updated.

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


Gameplay

Token Arguments Description
ALL_MAIN_POPS_CONTROLLABLEv0.42.01 / ADVENTURE_TIER order Allows adventure mode for entities with sites. Dwarves, elves, and humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.

[ADVENTURE_TIER:4]

Removed in Version 0.42.01, effectively replaced by ALL_MAIN_POPS_CONTROLLABLE.

INDIV_CONTROLLABLE Allows the race to be played as an "outsider" in adventure mode. Not having this specified in one of the entities will cause the adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.

Removed in Version 0.42.01, in favor of the creature token (not entity token) OUTSIDER_CONTROLLABLE.

SITE_CONTROLLABLEv0.42.01 / CIV_CONTROLLABLE Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then at embark the specific civs can be chosen by + or - on the civ list screen (by pressing TAB), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token. (Replaced in 0.42.01 by SITE_CONTROLLABLE.)
CREATURE creature The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven.
SOURCE_HFID integer (or generic token?) Found on generated angel entities. Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a deity.

Placement

Token Arguments Description
BIOME_SUPPORT Controls the expansion of the civilization's territory. The higher the number is relative to other BIOME_SUPPORT tokens in the entity, the faster it can spread through the biome. These numbers are evaluated relative to each other, i.e. if one biome is 1 and the other is 2, the spread will be the same as if one was 100 and the other was 200. Civs can spread out over biomes they cannot actually build in; for example, humans spread quickly over oceans but cannot actually build in them.

[BIOME_SUPPORT:ANY_GRASSLAND:4]

SETTLEMENT_BIOME biome If the civ's territory crosses over this biome, it can build settlements here.

[SETTLEMENT_BIOME:ANY_GRASSLAND]

START_BIOME biome Combination of EXCLUSIVE_START_BIOME and SETTLEMENT_BIOME; allows the civ to start in and create settlements in the biome.

[EXCLUSIVE_START_BIOME:MOUNTAIN]

EXCLUSIVE_START_BIOME biome The birth of the civilization can occur in this biome, but cannot (necessarily) build in it. If the civ does not have SETTLEMENT_BIOME or START_BIOME for the biome in question, it will only construct a single settlement there.

[START_BIOME:ANY_FOREST]

DEFAULT_SITE_TYPE site type Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS what create civ of hillocks only, and MONUMENT what create civ without visible sites (except tombs and castles), but may cause worldgen crashes. FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the "neighbors" section of the site selection screen. Selecting DARK_FORTRESS also allows generation of certain other structures. CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions.

[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. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.

[WORLD_CONSTRUCTION:BRIDGE] [WORLD_CONSTRUCTION:ROAD] [WORLD_CONSTRUCTION:TUNNEL] [WORLD_CONSTRUCTION:WALL]

Population

Token Arguments Description
MAX_POP_NUMBER number Max historical population per entity. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.

[MAX_POP_NUMBER:500]

MAX_SITE_POP_NUMBER number Max historical population per individual site. Defaults to 50.

[MAX_SITE_POP_NUMBER:200]

MAX_STARTING_CIV_NUMBER number Max number of civ to spawn at world generation. Worldgen picks entities in some sequential order from the raws, and once it reaches the end of the list, it will begin again at the top. Setting this number lower than 100, like say, 7, will cause worldgen to skip over the civ for placement if there are already 7 civs of this type. Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.

[MAX_STARTING_CIV_NUMBER:3]

Flavor

Token Arguments Description
PERMITTED_BUILDING building name The named, custom building can be built by a civilization in Fortress Mode.

[PERMITTED_BUILDING:SOAP_MAKER]

PERMITTED_JOB profession Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.

[PERMITTED_JOB:MINER]

PERMITTED_REACTION reaction name Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as steel, to be available to a race. When creating custom reactions, this token must be present or the player will not be able to use the reaction in Fortress Mode.

[PERMITTED_REACTION:TAN_A_HIDE]

CURRENCY_BY_YEAR Causes the civ's currency to be numbered with the year it was minted.
CURRENCY
  • inorganic material
  • value
What kind of metals the civ uses for coin minting as well as the value of the coin.

[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

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]

ITEM_IMPROVEMENT_MODIFIER
  • item
  • number
ART_IMAGE, COVERED or GLAZED, 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]

This also seems to change the amount that the entity will pay for items that are improved in these ways in their tokens.

TRANSLATION language What language raw the entity uses.
  • If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used.
  • If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of angels.

[TRANSLATION:DWARF]

SELECT_SYMBOL
  • noun
  • symbol
ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARYv0.42.01, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR

Causes the entity to more often use these symbols in the particular SYM set. [SELECT_SYMBOL:ALL:PEACE]

SUBSELECT_SYMBOL
  • noun
  • symbol
Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.

[SELECT_SYMBOL:SIEGE:NAME_SIEGE] [SUBSELECT_SYMBOL:SIEGE:VIOLENT]

CULL_SYMBOL
  • noun
  • symbol
Causes the entity to not use the words in these SYM sets.

[CULL_SYMBOL:ALL:UGLY]

FRIENDLY_COLOR see color

The color of this entity's civilization settlements in the world gen and embark screens, also used when announcing arrival of their caravan. Defaults to 7:0:1.

[FRIENDLY_COLOR:1:0:1]

Religion

Token Arguments Description
RELIGION type
  • REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.
  • PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.

[RELIGION:PANTHEON]

RELIGION_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. Note that the DEATH sphere favours the appearance of necromancers (and therefore, towers) in the race.

[RELIGION_SPHERE:FORTRESSES]

SPHERE_ALIGNMENT

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]

Leadership

Token Arguments Description
POSITION string Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see Position token.
LAND_HOLDER_TRIGGER
  • land holder number
  • population
  • wealth exported
  • created wealth
Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress. As of version 0.44.11, however, this is obsolete due to the changes in how sites are elevated in status.
SITE_VARIABLE_POSITIONS Position responsibility or ALL Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.[Verify]
VARIABLE_POSITIONS Position responsibility or ALL Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.

Behavior

Token Arguments Description
ETHIC
  • behavior
  • reaction
Sets the civ's view of ethics (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.

[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]

VALUE
  • value
  • number
Sets the civ's cultural values. Numbers range from -50 (complete anathema) to 0 (neutral) to 50 (highly valued).

[VALUE:CRAFTSMANSHIP:50]

Certain values must be set to 15 or more for civs to create structures and form entities during history gen:

  • 15+ KNOWLEDGE for libraries
  • 15+ COOPERATION and 15+ CRAFTSMANSHIP for craft guilds
VARIABLE_VALUEv0.42.01
  • value or ALL
  • min
  • max
Makes values randomized rather than specified.

This tag overrides the VALUE tag. Using [VARIABLE_VALUE:ALL:x:y] and then overwriting single values with further [VARIABLE_VALUE:value:x:y] tags works.

WILL_ACCEPT_TRIBUTE Makes the civ's traders accept offered goods.
WANDERER, BEAST_HUNTER, SCOUT, MERCENARY The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.

If the civ sends out mercenaries, they may come to the player's fort to enlist in the military.v0.42.01

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.
ACTIVE_SEASON season The season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.

[ACTIVE_SEASON:AUTUMN]

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. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.
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.
BABYSNATCHER Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), 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 worldgen, allowing them to become part of the civ if they do not escape.

Note: If the playable civ in fortress mode has this tag (e.g. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.

BUILDS_OUTDOOR_FORTIFICATIONS Makes the civilization build castles from mead halls, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of position associated with a site, is why adventurers can only lay claim to human sites. Bug:8001
BUILDS_OUTDOOR_TOMBS Makes the civilization build tombs.
BANDITRY percentage Sets a percentage of the entity population to be used as bandits.
DIPLOMAT_BODYGUARDS Visiting diplomats are accompanied by a pair of soldiers.
GENERATED Found on generated divine "HF Guardian Entities". Cannot be used in user-defined raws.
INVADERS_IGNORE_NEUTRALS Causes invaders to ignore visiting caravans and other neutral creatures.[Verify]
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. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.

Note: If the playable civ in Fortress Mode has this tag (e.g. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported.

LOCAL_BANDITRY Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.
MERCHANT_BODYGUARDS Caravan merchants are accompanied by soldiers.
MERCHANT_NOBILITY Merchants will engage in cross-civ trading and form companies.

In previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.

PROGRESS_TRIGGER_POPULATION 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. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.
PROGRESS_TRIGGER_PRODUCTION 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☼. Progress triggers may be changed, added, or deleted for a currently active fort.
PROGRESS_TRIGGER_TRADE 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☼. Progress triggers may be changed, added, or deleted for a currently active fort.
PROGRESS_TRIGGER_POP_SIEGE level 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.

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.

PROGRESS_TRIGGER_PROD_SIEGE level 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.
PROGRESS_TRIGGER_TRADE_SIEGE level 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.
SIEGER Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for "first contact" are reached.
SITE_GUARDIAN Guards certain special sites, such as a vault belonging to a demon allied with a deity. Used in generated divine entities.
SKULKING This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER. Prevents the civ from engaging in diplomacy or ending up at war.
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 your fortress becomes a land holder.
LAYER_LINKED Defines if a civilization is a hidden subterranean entity, such as bat man civilizations. May spawn in any of the three caverns, in groups of 5-10 soldiers who will hunt down nearby cavern creatures. If you embark as this civ, you have access to pets and trees from all three layers, not only the first.
UNDEAD_CANDIDATE Unknown. Possibly makes this creature available as a "Corpse" (e.g. Human Corpse) for necromancers in adventure mode.
GENERATE_KEYBOARD_INSTRUMENTS, GENERATE_PERCUSSION_INSTRUMENTS, GENERATE_STRINGED_INSTRUMENTS, GENERATE_WIND_INSTRUMENTS, GENERATE_DANCE_FORMS, GENERATE_MUSICAL_FORMS, GENERATE_POETIC_FORMSv0.42.01 Makes civilizations generate the given instruments/forms.
SCHOLARv0.42.01 scholar type ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER
SET_SCHOLARS_ON_VALUES_AND_JOBSv0.42.01 Generates scholars based on the values generated with the VARIABLE_VALUE tag.
NO_ARTIFACT_CLAIMSv0.44.01 Used for kobolds.
MINING_UNDERWORLD_DISASTERSv0.47.02 The civilization can breach the Underworld during world generation.

Available resources

Token Arguments Description
AMMO item token

[AMMO:ITEM_AMMO_BOLTS]

ARMOR
  • item token
  • rarity
Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).

[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]

DIGGER item token Causes the selected weapon to fall under the "digging tools" section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal - for those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool -- for that, the item itself needs to be a weapon with [SKILL:MINING].

[DIGGER:ITEM_WEAPON_PICK]

GLOVES
  • item token
  • rarity
Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).

[GLOVES:ITEM_GLOVES_GLOVES:COMMON]

HELM
  • item token
  • rarity
Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).

[HELM:ITEM_HELM_HELM:COMMON]

INSTRUMENT item token No longer used as of Version 0.42.01 due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.

[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]

PANTS
  • item token
  • rarity
Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).

[PANTS:ITEM_PANTS_PANTS:COMMON]

SHIELD item token

[SHIELD:ITEM_SHIELD_SHIELD]

SHOES
  • item token
  • rarity
Rarity is optional. Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).

[SHOES:ITEM_SHOES_SHOES:COMMON]

SIEGEAMMO item token

[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]

TOOL item token

[TOOL:ITEM_TOOL_NEST_BOX]

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 Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.
USE_ANY_PET_RACE Any creature in the civilization's list of usables (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, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and without CAN_LEARN). 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. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and without CAN_LEARN).
USE_EVIL_ANIMALS Don't have it -> EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or without CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER), even the normally untameable species.
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. If they have it, good creatures without CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR), even the normally untameable species.
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 the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).
USE_NON_EXOTIC_PET_RACEv0.47.01 Makes the civilization use all locally available non-exotic pets.
COMMON_DOMESTIC_MOUNT Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.
COMMON_DOMESTIC_PACK Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.
COMMON_DOMESTIC_PET Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.
COMMON_DOMESTIC_PULL Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull wagons.
RIVER_PRODUCTS Allow civ to use river products in the goods it has available for trade.
OCEAN_PRODUCTS Allow civ to use ocean products (including amber and coral) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are also available from other sources (e.g. sturgeons and stingrays).
INDOOR_FARMING Allow civ to use underground plant products in the goods it has available for trade. Lack of suitable vegetation in the caverns will cause worldgen rejections.
OUTDOOR_FARMING Allow civ to use outdoor plant products in the goods it has available for trade. Lack of suitable vegetation in the civ's starting area will cause worldgen rejections.
INDOOR_GARDENS Allow civ to use underground plant growths (quarry bush leaves, in unmodded games) in the goods it has available for trade.
OUTDOOR_GARDENS Allow civ to use outdoor plant growths in the goods it has available for trade.
INDOOR_ORCHARDS Allows civ to use indoor tree growths in the goods it has available for trade. Not used in vanilla entities, as vanilla underground trees do not grow fruit.
OUTDOOR_ORCHARDS Allows civ to use outdoor tree growths in the goods it has available for trade.
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.
METAL_PREF Allows metal materials to be used to make cages (inexpensive metals only) and crafts.
STONE_PREF Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.
WOOD_WEAPONS The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.
WOOD_ARMOR The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.
GEM_PREF Enables creatures of this entity to bring gems in trade.
INDOOR_WOOD Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.
OUTDOOR_WOOD Allow civ to use outdoor wood types, such as mangrove and oak.
GEM_SHAPE shape Precious gems cut by this civilization's jewelers can be of this shape.
STONE_SHAPE shape Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.
DIVINE_MAT_CLOTHING Allows civ to use materials with [DIVINE] for clothing. Used for generated divine entities.
DIVINE_MAT_CRAFTS Allows civ to use materials with [DIVINE] for crafts.[Verify] Used for generated divine entities.
DIVINE_MAT_WEAPONS Allows civ to use metals with [DIVINE] for weapons. Used for generated divine entities.
DIVINE_MAT_ARMOR Allows civ to use metals with [DIVINE] for armour. Used for generated divine entities.

Animal definitions

v0.44.01

Token Arguments Description
ANIMAL Start an animal definition.
ANIMAL_TOKEN creature token Select specific creature.
ANIMAL_CASTE_TOKEN creature caste token Select specific creature caste (requires ANIMAL_TOKEN). Sites with animal populations will still include all castes, but only the selected ones will be used for specific roles.
ANIMAL_CLASS creature class Select creature castes with this creature class (multiple uses allowed).
ANIMAL_FORBIDDEN_CLASS creature class Forbid creature castes with this creature class (multiple uses allowed).
ANIMAL_ALWAYS_PRESENT Animal will be present even if it does not naturally occur in the entity's terrain. All creatures, including demons, night trolls and other generated ones will be used if no specific creature or class is selected.
Override creature usage tokens. Respectively:

ALWAYS overrides NEVER if a caste is matched by more than one animal definition.

Tissue styling-related tokens

Token Arguments Description
TISSUE_STYLE tissue style unit ID Select a tissue layer which has the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for the selected tissue layer.
TS_MAINTAIN_LENGTH
  • minimum length?
  • maximum length?
Presumably sets culturally preferred tissue length for selected tissue. Needs testing.

Dwarves have their beards set to 100:NONE by default.

TS_PREFERRED_SHAPING styling token Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.

Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.