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Editing v0.31:Entity token

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{{quality|Exceptional|18:03, 28 April 2011 (UTC)}}{{av}}
+
{{av}}
 
These tokens define entities, or civilizations, in entity_*.txt files.
 
These tokens define entities, or civilizations, in entity_*.txt files.
  
Line 13: Line 13:
 
| 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 are in descending order.  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 19:
 
| INDIV_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.
+
| Allows the "Play Now!" option adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear.
  
 
|-
 
|-
 
| CIV_CONTROLLABLE
 
| CIV_CONTROLLABLE
 
|  
 
|  
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, than in embark mode 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.
+
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, than in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab). At least one civilization must have this token.
 +
 
 
|-
 
|-
 
| CREATURE
 
| CREATURE
Line 44: Line 45:
 
| BIOME_SUPPORT
 
| BIOME_SUPPORT
 
|
 
|
* [[Biome token|biome]]
+
* {{L|Biome token|biome}}
 
* frequency
 
* frequency
 
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.
 
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.
Line 51: Line 52:
 
|-
 
|-
 
| START_BIOME
 
| START_BIOME
| [[Biome token|biome]]
+
| {{L|Biome token|biome}}
 
| Birth of the civilization can be performed on this biome.
 
| Birth of the civilization can be performed on this biome.
 
[START_BIOME:MOUNTAIN]
 
[START_BIOME:MOUNTAIN]
Line 58: Line 59:
 
| DEFAULT_SITE_TYPE
 
| DEFAULT_SITE_TYPE
 
| site type
 
| site type
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS and FORTRESS, though these likely will not work. Defaults to CITY. As of version 0.31.13, dark fortresses, detailed caves, and tree cities can no longer be visited in Adventurer mode.
+
| Also determines symbol used when selecting civilization. CAVE uses no symbol. Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, (in 40d also RUIN)
 
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
 
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
  
Line 76: Line 77:
 
| WORLD_CONSTRUCTION
 
| WORLD_CONSTRUCTION
 
| construction
 
| construction
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.
+
| Controls which constructions the civ will build on the world map.
 
[WORLD_CONSTRUCTION:BRIDGE]
 
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
 
[WORLD_CONSTRUCTION:TUNNEL]
 
[WORLD_CONSTRUCTION:WALL]
 
  
 
|}
 
|}
Line 95: Line 93:
 
| START_GROUP_NUMBER
 
| START_GROUP_NUMBER
 
| number
 
| number
| Number of breeding couples to start with per entity. Helps give a boost to weaker civs by giving them more cannon fodder at the beginning of their histories, and better genetic diversity (if that's modeled for that particular creature). Note that single-gender (eg. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not be very likely to survive. As of 40d, although many had problems getting such civilizations to survive, there are those who have demonstrably and repeatedly done so. Presumably if the civ-starting code can't place breeding couples, it doesn't start the civ. However, because the children never grow up, the civ is limited to its original individuals).
+
| Number of breeding couples to start with per entity. Note that single-gender (eg. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not be very likely to survive. As of 40d, although many had problems getting such civilizations to survive, there are those who have demonstrably and repeatedly done so. Presumably if the civ-stating code can't place breeding couples, it doesn't start the civ. However, because the children never grow up, the civ is limited to its original individuals).
 
[START_GROUP_NUMBER:10]
 
[START_GROUP_NUMBER:10]
  
Line 101: Line 99:
 
| MAX_POP_NUMBER
 
| MAX_POP_NUMBER
 
| number
 
| number
| Max population '''per entity'''. Multiply this by max starting civ to get the total population of the species. Defaults to 500.
+
| Max population *per entity*, multiply this by max starting civ to get the total population of the species.
 
[MAX_POP_NUMBER:500]
 
[MAX_POP_NUMBER:500]
  
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| MAX_SITE_POP_NUMBER
 
| MAX_SITE_POP_NUMBER
 
| number  
 
| number  
| Max population per individual site. Generic site types will not hold any more than this number of entities - must be at least 80 for towns to be generated.  In general, lower pop numbers mean more sprawl, and higher numbers mean more needing to crawl when entering town stores, which are not affected by this cap. Defaults to 50.
+
| Max population per individual site.
 
[MAX_SITE_POP_NUMBER:200]
 
[MAX_SITE_POP_NUMBER:200]
  
Line 113: Line 111:
 
| MAX_STARTING_CIV_NUMBER
 
| MAX_STARTING_CIV_NUMBER
 
| number
 
| number
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  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 this 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 entities to spawn at world generation.
 
[MAX_STARTING_CIV_NUMBER:3]
 
[MAX_STARTING_CIV_NUMBER:3]
  
Line 133: Line 131:
 
|-
 
|-
 
| PERMITTED_JOB
 
| PERMITTED_JOB
| [[Unit type token|profession]]
+
| {{L|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. This applies to worldgen creatures, in the embark screen, and in play.
 
[PERMITTED_JOB:MINER]
 
[PERMITTED_JOB:MINER]
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| CURRENCY
 
| CURRENCY
 
|
 
|
* inorganic material
+
* 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 as well as the value of the coin.
Line 170: Line 168:
 
* item
 
* item
 
* number
 
* number
| CREATURE, PLANT, TREE, SHAPE, ITEM<br />0-25600
+
| 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.
 
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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* item
 
* item
 
* number
 
* number
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE<br />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".
 
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]
  
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|-
 
|-
| SELECT_SYMBOL
+
| CULL_SYMBOL
 
|
 
|
 
* noun
 
* noun
 
* symbol
 
* symbol
| ALL, REMAINING, CIV, SITE, VESSEL, RELIGION, MILITARY_UNIT, 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
| Unknown.
+
| Causes the entity to more often use these symbols in the particular SYM set.
 
+
[SELECT_SYMBOL:ALL:PEACE]
|-
 
| CULL_SYMBOL
 
|
 
* noun
 
* symbol
 
| Causes the entity to not use the words in these SYM sets.
 
[CULL_SYMBOL:ALL:UGLY]
 
 
 
  
 
|-
 
|-
 
| FRIENDLY_COLOR
 
| FRIENDLY_COLOR
| see [[color]]
+
| see {{L|color}}
 
|
 
|
The color of this entity's civilization settlements in the world gen and embark screens. Defaults to 7:0:1.
+
The color of this entity's civilization settlements in the world gen and embark screens
 
[FRIENDLY_COLOR:1:0:1]
 
[FRIENDLY_COLOR:1:0:1]
  
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| RELIGION
 
| RELIGION
 
| type
 
| type
|
+
| REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Currently hardcoded to only be associated with rivers and nature.
* REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Currently hardcoded to only be associated with rivers and nature.
+
PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.
 
  
 
[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 {{L|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.
 
 
 
[RELIGION_SPHERE:FORTRESSES]
 
[RELIGION_SPHERE:FORTRESSES]
  
Line 260: Line 245:
 
|
 
|
 
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.
 
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]
  
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| POSITION
 
| POSITION
 
| string
 
| 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]].
+
| 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 {{l|Position token}}.
  
 
|-
 
|-
Line 301: Line 285:
  
 
|-
 
|-
| [[Ethics|ETHIC]]
+
| {{L|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. 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.
Ex: [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
+
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
  
 
|-
 
|-
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| ACTIVE_SEASON
 
| ACTIVE_SEASON
 
| 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.
+
| the season 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:AUTUMN]
 
[ACTIVE_SEASON:AUTUMN]
  
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| 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 worldgen, 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! In addition, babysnatcher civs will snatch children during history gen, allowing them to become part of the civ if they do not escape.
  
Note: If the playable civ in Fortress Mode has this tag (ie. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will trade with you.
+
Note: If playable civ in Fortress Mode has this tag (ie. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will trade with you.
  
 
|-
 
|-
| BUILDS_OUTDOOR_FORTIFICATIONS
+
| DIPLOMAT
|  
+
|
| Makes the civilization build castles.
+
| Presumably causes the civilization to send a diplomat once your fortress reaches a certain state.
 
 
|-
 
| BANDITRY
 
| percentage
 
| Sets a percentage of the entity population to be used as bandits.
 
  
 
|-
 
|-
 
| DIPLOMAT_BODYGUARDS
 
| DIPLOMAT_BODYGUARDS
 
|
 
|
| Intended to cause visiting diplomats to be accompanied by a pair of soldiers. Does not work due to a long-standing bug.
+
| Effect unknown.
  
 
|-
 
|-
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|
 
|
 
| 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. 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.
 
|-
 
| LOCAL_BANDITRY
 
|
 
| Causes the entity to send out patrols that can ambush adventurers.
 
  
 
|-
 
|-
 
| MERCHANT_BODYGUARDS
 
| MERCHANT_BODYGUARDS
 
|
 
|
| Causes merchants to be accompanied by soldiers.
+
| Merchants have bodyguards and wagons.  Wagons allow for a lot more variety in their goods.
  
 
|-
 
|-
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| 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. 0 means that no population requirement is needed for interaction, but only appears to apply to diplomacy and trade and is ignored by sieges. 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.
+
| 0 to 5, civ will come to site once population at site has reached that level. Evidence suggests this trigger only works for friendly races.
  
 
|-
 
|-
 
| 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. Progress triggers may be changed, added, or deleted for a currently active fort.
+
| 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. Progress triggers may be changed, added, or deleted for a currently active fort.
+
| 0 to 5, civ will come to site once exported goods has reached that level
  
 
|-
 
|-
 
| PROGRESS_TRIGGER_POP_SIEGE
 
| PROGRESS_TRIGGER_POP_SIEGE
 
| level
 
| 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. 0 corresponds to no population requirement capable of causing interaction; i.e. population changes do not cause sieges to come. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140.
 
  
 
|-
 
|-
 
| PROGRESS_TRIGGER_PROD_SIEGE
 
| PROGRESS_TRIGGER_PROD_SIEGE
 
| level
 
| 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
 
| PROGRESS_TRIGGER_TRADE_SIEGE
 
| level
 
| level
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.
+
|  
  
 
|-
 
|-
 
| SIEGER
 
| SIEGER
 
|
 
|
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack.
+
| Will wait around at the edge of your map for a month or two, before charging.  
  
 
|-
 
|-
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|  
 
|  
 
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations.
 
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations.
 
|-
 
| UNDEAD_CANDIDATE
 
|
 
| Unknown. Possibly adds this creature to the army of zombies (Corpses) that surrounds a necromancer in adventure mode.
 
  
 
|}
 
|}
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* item token
 
* item token
 
* rarity
 
* rarity
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
+
|Rarity is optional.  Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED.
 
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
 
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
  
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* item token
 
* item token
 
* rarity
 
* rarity
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
+
| Rarity is optional.  Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED.
 
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
 
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
  
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* item token
 
* item token
 
* rarity
 
* rarity
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
+
| Rarity is optional.  Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED.
 
[HELM:ITEM_HELM_HELM:COMMON]
 
[HELM:ITEM_HELM_HELM:COMMON]
  
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* item token
 
* item token
 
* rarity
 
* rarity
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
+
| Rarity is optional.  Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED.
 
[PANTS:ITEM_PANTS_PANTS:COMMON]
 
[PANTS:ITEM_PANTS_PANTS:COMMON]
  
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* item token
 
* item token
 
* rarity
 
* rarity
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
+
| Rarity is optional.  Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED.
 
[SHOES:ITEM_SHOES_SHOES:COMMON]
 
[SHOES:ITEM_SHOES_SHOES:COMMON]
  
Line 521: Line 488:
 
|  
 
|  
 
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
 
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
 
|-
 
| TOOL
 
| item token
 
|
 
[TOOL:ITEM_TOOL_NEST_BOX]
 
  
 
|-
 
|-
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| 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.
+
| 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
 
| 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. Also seems to be required currently for trading to occur.
+
| 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
 
| 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. Also seems to be required to have any animals at all, including those used in trading.
+
| 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.
+
| 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.
  
 
|-
 
|-
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| 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.
  
 
|-
 
|-
Line 659: Line 620:
 
| METAL_PREF
 
| METAL_PREF
 
|
 
|
| Needs testing.
+
| Allows the entity to use the metal with the highest values for DAMAGE_PERC or BLOCK_PERC without DEEP. Currently only dwarves have this token. Without this token, the entity will use the best metal below or equal to 100%.
  
 
|-
 
|-
Line 692: Line 653:
  
 
|}
 
|}
 
== Tissue Styling Related Tokens ==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! Token
 
! Arguments
 
! Description
 
 
|-
 
| TISSUE_STYLE
 
|
 
*tissue???
 
|  Presumably selects tissue to set cultural style parameters for. Needs testing.
 
 
|-
 
| TS_MAINTAIN_LENGTH
 
|
 
*length?
 
*???
 
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.
 
 
|-
 
| TS_PREFERRED_SHAPING
 
| ???
 
| Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.
 
 
 
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

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