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Difference between revisions of "Token"

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In Dwarf Fortress, a '''token'' is a game code tag that adds information or restrictions to a creature, object, material, terrain feature or other part of the game. Tokens are visible in the [[raw]] .txt files, and can often be [[modding|modified]] to create some interesting results - some useful, some not so much.
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{{Quality|Fine}}
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{{av}}
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{{Modding}}
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In ''Dwarf Fortress'', a '''token''' is a piece of text that defines the properties of an object.  An "object" could be a material, a type of tissue, an organ, a piece of armor, a creature, a biome, a civilisation, or anything else in the game.  A "property" could be how large something is, what it is made from, its melting temperature, its name, its biome preference (for civilisations) or anything else that makes it unique.  All information associated with the properties of an object in the game is defined using tokens. Tokens are used in the [[raws]], which can be easily [[modding|modified]], allowing users to create (and distribute) new content.
  
Examples of tokens include...
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:* [[Ammo token]]s define ammunition, such as arrows and bolts.
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:* [[Armor token]]s define armor.
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:* [[Biome token]]s define environments for creatures, plants and entities (entities being civilisations).
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:* [[Building token]]s define buildings.
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:* [[Body token]]s determine bodily structure and materials.
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:* [[Body detail plan token]]s define some details of a body, similar to body tokens.
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:* [[Bodygloss]] tokens perform a single-word substitution of a creature's body parts.
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:* [[Creature token]]s determine the properties of creatures.
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:* [[Creature variation token]]s are used to create creatures derived from other already-existing creatures, without duplicating every single token.
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:* [[Descriptor color token]]s define colors used in text-based descriptions. Not to be confused with [[color scheme]]s.
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:* [[Descriptor pattern token]]s define color patterns.
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:* [[Descriptor shape token]]s define [[shape]]s.
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:* [[Entity token]]s define entities, or [[civilization]]s.
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:* [[Graphics token]] define tile-based [[graphics]].
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:* [[Item token]]s define the most basic form of items (made specific by material tokens). Item tokens are mainly used in [[reactions]].
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:* [[Item definition token]]s are used for actual definitions of items.
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:* [[Instrument token]]s define instruments.
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:* [[Interaction token]]s define interactions.
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:* [[Labor token]]s define labors.
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:* [[Language token]]s define a language's vocabulary. Since fictional languages in ''Dwarf Fortress'' are currently only used in names, language tokens do not define grammar.
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:* [[Material token]]s are used to refer to materials, similar to item tokens.
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:* [[Material definition token]]s are used to define materials, similar to item definition tokens.
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:* [[Inorganic material definition token]]s are used to define inorganic materials, similar to material definition tokens.
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:* [[Plant token]]s define plants.
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:* [[Position token]]s define roles/occupations/positions in character entities.
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:* [[Skill token]]s reference skills.
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:* [[Syndrome token]]s define syndromes (ie conditions, diseases, bonuses and maluses).
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:* [[Tissue definition token]]s define tissues.
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:* [[Tool token]]s define tools, similar to weapon tokens.
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:* [[Trap component token]]s define traps.
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:* [[Unit type token]]s are referred to by tilesets and entities, for purposes of nobility and the like.
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:* [[Weapon token]]s define weapons.
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:* [[World token]]s are used in custom world generation.
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:* [[Music token]]s These are the triggers for the default music effects.
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:* [[Sound token]]s These are the triggers for the default sound effects.
  
<!-- NO, these links are not what's "broken" - every Ammo Token and Armor tokenS page title has broken naming conventions. This will be a process, but it's under way - feel free to grab a page and move it to the proper title - only the first word capitalized, all singular, thanks.-->
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Also note [[reactions]], which are a little more complicated than simple tokens.
  
:* [[Ammo token]]
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== See also ==
:* [[Armor token]]
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{{catbox|Tokens}}
:* [[Biome token]]
 
:* [[Body token]] determine bodily structure, both ''body templates'' (BODY) and ''body parts''
 
:* [[Creature token]]
 
:* [[Creature token/SPEC HEAT]]
 
:* [[Entity token]] define entities, or [[civilizations]], in entity_*.txt files.
 
:* [[Item token]]
 
:* [[Item definition token]] are used in item definitions in the raws.
 
:* [[Material token]]
 
:* [[Matgloss token]]
 
:* [[Plant token]]
 
:* [[Profession token]]
 
:* [[Skill token]]
 
:* [[Weapon token]]
 
:* [[World token]]
 
  
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* [[Raw file]]
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* [[Modding]]
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* [[Dipscript]]
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* [[Speech file]]
  
See Also:
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[[category:Modding]]
* [[Bodygloss]]
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[[ru:Token]]
* [[Raw file]]
 

Latest revision as of 13:54, 22 February 2024

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


In Dwarf Fortress, a token is a piece of text that defines the properties of an object. An "object" could be a material, a type of tissue, an organ, a piece of armor, a creature, a biome, a civilisation, or anything else in the game. A "property" could be how large something is, what it is made from, its melting temperature, its name, its biome preference (for civilisations) or anything else that makes it unique. All information associated with the properties of an object in the game is defined using tokens. Tokens are used in the raws, which can be easily modified, allowing users to create (and distribute) new content.

Also note reactions, which are a little more complicated than simple tokens.

See also[edit]