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Editing v0.31:Entity token
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Line 13: | Line 13: | ||
| ADVENTURE_TIER | | ADVENTURE_TIER | ||
| order | | order | ||
− | | Allows adventure mode. | + | | 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] | ||
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| 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. | + | | 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. (Check it in Legends mode first!) At least one civilization must have this token. |
|- | |- | ||
| CREATURE | | CREATURE | ||
Line 44: | Line 44: | ||
| BIOME_SUPPORT | | BIOME_SUPPORT | ||
| | | | ||
− | * | + | * {{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 51: | ||
|- | |- | ||
| START_BIOME | | START_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 58: | ||
| DEFAULT_SITE_TYPE | | DEFAULT_SITE_TYPE | ||
| site type | | site type | ||
− | | | + | | 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 76: | ||
| WORLD_CONSTRUCTION | | WORLD_CONSTRUCTION | ||
| construction | | construction | ||
− | | Controls which constructions the civ will build on the world map | + | | 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 95: | ||
| 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- | + | | 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-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 101: | ||
| 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 | + | | 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 | + | | 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. |
[MAX_SITE_POP_NUMBER:200] | [MAX_SITE_POP_NUMBER:200] | ||
Line 113: | Line 113: | ||
| 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 | + | | 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. |
[MAX_STARTING_CIV_NUMBER:3] | [MAX_STARTING_CIV_NUMBER:3] | ||
Line 133: | Line 133: | ||
|- | |- | ||
| PERMITTED_JOB | | PERMITTED_JOB | ||
− | | | + | | {{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 151: | ||
| CURRENCY | | CURRENCY | ||
| | | | ||
− | * | + | * 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 170: | ||
* item | * item | ||
* number | * number | ||
− | | CREATURE, PLANT, TREE, SHAPE, ITEM | + | | 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 180: | ||
* item | * item | ||
* number | * number | ||
− | | ART_IMAGE, COVERED | + | | 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 194: | ||
|- | |- | ||
− | | | + | | CULL_SYMBOL |
| | | | ||
* noun | * noun | ||
* symbol | * symbol | ||
− | | ALL | + | | ALL, CIV, SITE |
− | Causes the entity to | + | Causes the entity to not use the words in these SYM sets. |
− | [ | + | [CULL_SYMBOL:ALL:UGLY] |
|- | |- | ||
− | | | + | | SELECT_SYMBOL |
| | | | ||
* noun | * noun | ||
* symbol | * symbol | ||
− | | | + | | Causes the entity to more often use these symbols in the particular SYM set. |
+ | [SELECT_SYMBOL:ALL:PEACE] | ||
|- | |- | ||
− | | | + | | SUBSELECT_SYMBOL |
| | | | ||
* noun | * noun | ||
* symbol | * symbol | ||
− | | | + | | Unknown. |
− | |||
− | |||
|- | |- | ||
| FRIENDLY_COLOR | | FRIENDLY_COLOR | ||
− | | see | + | | see {{L|color}} |
| | | | ||
− | The color of this entity's civilization settlements in the world gen and embark screens | + | 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 236: | ||
| 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. |
− | + | 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 244: | ||
| RELIGION_SPHERE | | RELIGION_SPHERE | ||
| sphere | | sphere | ||
− | | Can | + | | 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 254: | ||
| | | | ||
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 268: | ||
| 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 | + | | 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 299: | ||
*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. | ||
− | + | [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] | |
|- | |- | ||
Line 342: | Line 335: | ||
| BABYSNATCHER | | BABYSNATCHER | ||
| | | | ||
− | | Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag | + | | 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 | + | 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 346: | ||
|- | |- | ||
| BANDITRY | | BANDITRY | ||
− | | percentage | + | | percentage/level??? |
− | | | + | | |
|- | |- | ||
| DIPLOMAT_BODYGUARDS | | DIPLOMAT_BODYGUARDS | ||
| | | | ||
− | | | + | | Effect unknown. |
|- | |- | ||
Line 374: | Line 367: | ||
| LOCAL_BANDITRY | | LOCAL_BANDITRY | ||
| | | | ||
− | | | + | | ??? |
|- | |- | ||
| MERCHANT_BODYGUARDS | | MERCHANT_BODYGUARDS | ||
| | | | ||
− | | | + | | Merchants have bodyguards and wagons. Wagons allow for a lot more variety in their goods. |
|- | |- | ||
Line 406: | Line 399: | ||
| 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 | + | 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 414: | ||
| SIEGER | | SIEGER | ||
| | | | ||
− | | Will | + | | Will wait around at the edge of your map for a month or two, before charging. |
|- | |- | ||
Line 441: | Line 434: | ||
| UNDEAD_CANDIDATE | | UNDEAD_CANDIDATE | ||
| | | | ||
− | | Unknown | + | | Unknown. |
|} | |} | ||
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* item token | * item token | ||
* rarity | * rarity | ||
− | |Rarity is optional. Permitted rarity values | + | |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 470: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional. Permitted rarity values | + | | 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 | + | | 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 492: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional. Permitted rarity values | + | | 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 506: | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | Rarity is optional. Permitted rarity values | + | | Rarity is optional. Permitted rarity values include RARE, UNCOMMON, COMMON, and FORCED. |
[SHOES:ITEM_SHOES_SHOES:COMMON] | [SHOES:ITEM_SHOES_SHOES:COMMON] | ||
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| COMMON_DOMESTIC_MOUNT | | COMMON_DOMESTIC_MOUNT | ||
| | | | ||
− | | If a creature has | + | | 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 | + | | 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 607: | ||
| COMMON_DOMESTIC_PULL | | COMMON_DOMESTIC_PULL | ||
| | | | ||
− | | If a creature has | + | | 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 617: | ||
| OCEAN_PRODUCTS | | OCEAN_PRODUCTS | ||
| | | | ||
− | | Allow civ to use ocean products | + | | Allow civ to use ocean products in the goods it has available for trade. |
|- | |- | ||
Line 659: | Line 652: | ||
| METAL_PREF | | METAL_PREF | ||
| | | | ||
− | | | + | | 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%. |
|- | |- |