v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing v0.31:Entity token

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{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:ROAD]
Line 95: Line 96:
 
| 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 102:
 
| 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]
  
Line 107: Line 108:
 
| 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 114:
 
| 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 134:
 
|-
 
|-
 
| PERMITTED_JOB
 
| PERMITTED_JOB
| [[Unit type token|profession]]
+
| {{L|Unit type token|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]
Line 151: Line 152:
 
| 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 171:
 
* 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]
  
Line 181: Line 181:
 
* 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]
  
Line 197: Line 195:
  
 
|-
 
|-
| 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
+
| SUBSELECT_SYMBOL
 
|
 
|
 
* noun
 
* noun
 
* symbol
 
* symbol
| Causes the entity to not use the words in these SYM sets.
+
| Unknown.
[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]
  
Line 240: Line 237:
 
| 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]
Line 249: Line 245:
 
| 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 255:
 
|
 
|
 
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]
  
Line 275: Line 269:
 
| 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 306: Line 300:
 
*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]
  
 
|-
 
|-
Line 342: Line 336:
 
| 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.
  
 
|-
 
|-
Line 353: Line 347:
 
|-
 
|-
 
| BANDITRY
 
| BANDITRY
| percentage
+
| percentage/level???
| 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.
  
 
|-
 
|-
Line 374: Line 368:
 
| LOCAL_BANDITRY
 
| 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.
  
 
|-
 
|-
Line 406: Line 400:
 
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.
 
| 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.  
+
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 necessary for interaction. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140.  
  
 
|-
 
|-
Line 421: Line 415:
 
| 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.  
  
 
|-
 
|-
Line 441: Line 435:
 
| UNDEAD_CANDIDATE
 
| UNDEAD_CANDIDATE
 
|
 
|
| Unknown. Possibly adds this creature to the army of zombies (Corpses) that surrounds a necromancer in adventure mode.
+
| Unknown.
  
 
|}
 
|}
Line 463: Line 457:
 
* 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]
  
Line 477: Line 471:
 
* 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]
  
Line 485: Line 479:
 
* 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]
  
Line 499: Line 493:
 
* 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]
  
Line 513: Line 507:
 
* 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 599: Line 593:
 
| 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. Also seems to be required currently for trading to occur.
  
 
|-
 
|-
Line 614: Line 608:
 
| 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.
  
 
|-
 
|-
Line 624: Line 618:
 
| 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 653:
 
| 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%.
  
 
|-
 
|-

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)