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{{Quality|Superior}}
+
{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}
 
{{av}}
 
{{av}}
 
{{Modding}}
 
{{Modding}}
 
'''Entity tokens''' define entities, or [[civilization]]s, in entity_*.txt files.
 
'''Entity tokens''' define entities, or [[civilization]]s, in entity_*.txt files.
 
The <code>[OBJECT:ENTITY]</code> [[token]] begins the definition of an entity [[raw file]]. Each new entity definition that follows begins with the <code>[ENTITY:''entity_ID'']</code> token, where ''entity_ID'' is a unique identifier for that entity, and the entity's properties are then specified by the use of further entity tokens; or, tokens can be added to existing entities using <code>[SELECT_ENTITY:''entity_ID'']</code> instead.
 
 
All known entity tokens are listed below.
 
 
 
__TOC__
 
__TOC__
 
{{clear}}
 
{{clear}}
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|-
 
|-
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}
+
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|ADVENTURE_TIER}}
 +
| order
 +
| Allows adventure mode for entities with sites.  [[Dwarf|Dwarves]], [[elf|elves]], and [[human]]s 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 [[:Category:Version 0.42.01|Version 0.42.01]], effectively replaced by ALL_MAIN_POPS_CONTROLLABLE.
 +
 
 +
|-
 +
| {{text anchor|INDIV_CONTROLLABLE}}
 
|  
 
|  
| Allows adventure mode for entities with sites.
+
| 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 [[:Category:Version 0.42.01|Version 0.42.01]], in favor of the [[creature token]] (not entity token) [[creature token#OUTSIDER_CONTROLLABLE|OUTSIDER_CONTROLLABLE]].
  
 
|-
 
|-
| {{text anchor|SITE_CONTROLLABLE}}
+
| {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}}
 
|  
 
|  
| Allows fortress mode. If multiple entities have the SITE_CONTROLLABLE token, then at embark the specific civs can be chosen on the civ list screen. At least one civilization must have this token.
+
| 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 [[:Category:Version 0.42.01|0.42.01]] by SITE_CONTROLLABLE.)
  
 
|-
 
|-
 
| {{text anchor|CREATURE}}
 
| {{text anchor|CREATURE}}
 
| 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. It should be noted that civilizations are in general weighted by this token: for example, if you have one entity with three [CREATURE:DWARF] tokens and another separate entity with a single [CREATURE:ELF] token, then you can expect to see three times as many of the former placed as the latter (assuming enough unclaimed [START_BIOME:X] space remains). Note that spawn rates are also limited by unclaimed biome space - if an entity can only spawn in a rarer set of biomes (only LAKE_TROPICAL_SALTWATER for example) then their spawn rate will end up being limited by the remaining unclaimed space in that biome type rather than the number of [CREATURE:X] tokens present in the entity raw.
+
|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. It should be noted that civilizations are in general weighted by this token: for example, if you have one entity with three [CREATURE:DWARF] entries and another separate entity with a single [CREATURE:ELF] entry, then you can expect to see three times as many of the former placed as the latter.{{Verify}}
 +
 
 
|-
 
|-
 
| {{text anchor|SOURCE_HFID}}
 
| {{text anchor|SOURCE_HFID}}
| integer
+
| 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]].
 
| 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]].
  
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== Placement ==
 
== Placement ==
 
Entity spawning during world gen is influenced by several factors:
 
* The "[[Advanced world generation#Number of Civilizations|Number of Civilizations]]" world gen setting places a hard limit on the total number of entities spawned.
 
* The "[[Advanced world generation#Playable Civilization Required|Playable Civilization Required]]" world gen setting forces at least one of each [[Entity token#SITE_CONTROLLABLE|SITE_CONTROLLABLE]] entity to spawn (presumably still limited by "Number of Civilizations").
 
* The number of <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:X] tokens present in an entity modifies its chance of spawning. An entity containing more <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:X] tokens will spawn more often (assuming other requirements are met) and may even block entities with fewer <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:X] tokens from spawning altogether. You can use [SELECT_ENTITY:VANILLA_ENTITY_X] followed by any number of duplicate <nowiki>[</nowiki>[[Entity token#CREATURE|CREATURE]]:VANILLA_CREATURE_X] tokens to attempt to balance the spawn rates of the existing vanilla entities with any custom multi-creature entities you may add.
 
* The number of unclaimed [[Entity token#START_BIOME|START_BIOME]] or [[Entity token#EXCLUSIVE_START_BIOME|EXCLUSIVE_START_BIOME]] tiles remaining in the world limits the spawn rate for an entity and allows entities to block each other's spawns. If there is no "starting" [[Biome token|biome]] space left for an entity then it will not spawn and the game will try to spawn a different entity instead. This means that, on average, an entity that can start in ALL_MAIN [[Biome token|biomes]] will spawn more frequently than one that can start only in LAKE_TROPICAL_SALTWATER [[Biome token|biomes]]. This also means that entities whose starting [[Biome token|biomes]] do not overlap will not block each other's spawns.
 
 
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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| {{text anchor|START_BIOME}}
 
| {{text anchor|START_BIOME}}
 
| [[Biome token|biome]]
 
| [[Biome token|biome]]
| Combination of EXCLUSIVE_START_BIOME and SETTLEMENT_BIOME; allows the civ to start in and create settlements in the biome. Note that the civ's spawn rate may be limited if all of its START or EXCLUSIVE_START biome(s) are rare in the world or have already been fully occupied by other civ spawns.
+
| Combination of EXCLUSIVE_START_BIOME and SETTLEMENT_BIOME; allows the civ to start in and create settlements in the biome.
 
[START_BIOME:ANY_FOREST]
 
[START_BIOME:ANY_FOREST]
  
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| {{text anchor|EXCLUSIVE_START_BIOME}}
 
| {{text anchor|EXCLUSIVE_START_BIOME}}
 
| [[Biome token|biome]]
 
| [[Biome token|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. Note that the civ's spawn rate may be limited if all of its START or EXCLUSIVE_START biome(s) are rare in the world or have already been fully occupied by other civ spawns.
+
| 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.
 
[EXCLUSIVE_START_BIOME:MOUNTAIN]
 
[EXCLUSIVE_START_BIOME:MOUNTAIN]
  
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| {{text anchor|DEFAULT_SITE_TYPE}}
 
| {{text anchor|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  (creates a civ of hillocks only), and MONUMENT (creates a 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 [[underworld spire|certain other structures]]. It also gives the civ a [[demon|special overlord]].
+
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS  (creates a civ of hillocks only), and MONUMENT (creates a 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 [[underworld spire|certain other structures]]. CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions.
CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions. [DEFAULT_SITE_TYPE:CAVE_DETAILED]
+
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
  
 
|-
 
|-
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| 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 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:10000]
+
[MAX_POP_NUMBER:500]
  
 
|-
 
|-
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| number  
 
| number  
 
| Max historical population per individual site. Defaults to 50.
 
| Max historical population per individual site. Defaults to 50.
[MAX_SITE_POP_NUMBER:120]
+
[MAX_SITE_POP_NUMBER:200]
  
 
|-
 
|-
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| 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 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:100]
+
[MAX_STARTING_CIV_NUMBER:3]
  
 
|}
 
|}
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| language
 
| language
 
| What language raw the entity uses.
 
| 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. Migrants will sometimes arrive with no name.
+
* 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 [[angel]]s.
 
* 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 [[angel]]s.
 
[TRANSLATION:DWARF]
 
[TRANSLATION:DWARF]
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|
 
|
 
* noun
 
* noun
* [[language#language_SYM.txt|symbol]]
+
* symbol
| ALL, REMAINING, BATTLE, BRIDGE, CIV, CRAFT_GUILD, FESTIVAL, LIBRARY, MERCHANT_COMPANY, MILITARY_UNIT, OTHER, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR
+
| ALL, REMAINING, BATTLE, BRIDGE, CIV, CRAFT_GUILD, LIBRARY{{version|0.42.01}}, MERCHANT_COMPANY, 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. REMAINING will select all symbols that have not already been declared above it.
+
Causes the entity to more often use these symbols in the particular SYM set.
 
 
 
[SELECT_SYMBOL:ALL:PEACE]
 
[SELECT_SYMBOL:ALL:PEACE]
  
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|
 
|
 
* noun
 
* noun
* [[language#language_SYM.txt|symbol]]
+
* symbol
 
| Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.
 
| 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]
 
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
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|
 
|
 
* noun
 
* noun
* [[Language#language_SYM.txt|symbol]]
+
* symbol
 
| Causes the entity to not use the words in these SYM sets.
 
| Causes the entity to not use the words in these SYM sets.
 
[CULL_SYMBOL:ALL:UGLY]
 
[CULL_SYMBOL:ALL:UGLY]
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* number
 
* number
 
|
 
|
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon. Default is 256, minimum is 0, maximum is 25600.
+
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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| {{text anchor|SITE_VARIABLE_POSITIONS}}
 
| {{text anchor|SITE_VARIABLE_POSITIONS}}
 
| Position responsibility or ALL
 
| 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}}
+
| 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}}
  
 
|-
 
|-
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|-
 
|-
| {{text anchor|VARIABLE_VALUE}}
+
| {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}}
 
|
 
|
 
*value or ALL
 
*value or ALL
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| The civ will send out these sorts of adventurers in worldgen, which 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.
 
| The civ will send out these sorts of adventurers in worldgen, which 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.
  
Mercenaries and monster hunters from the civ may visit player's fortress and petition for residency there to enlist in the military or hunt monsters in caverns, respectively.
+
Mercenaries and monster hunters from the civ may visit player's fortress and petition for residency there to enlist in the military or hunt monsters in caverns, respectively.{{version|0.42.01}}
  
 
|-
 
|-
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| {{text anchor|AT_PEACE_WITH_WILDLIFE}}
 
| {{text anchor|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. Additionally, this token determines if the entity can settle in savage biomes.
+
| 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.
  
 
|-
 
|-
 
| {{text anchor|BABYSNATCHER}}
 
| {{text anchor|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. Also causes this civ to be hostile to any entity without this token.
+
| 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.
 
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.
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| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}
 
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}
 
|  
 
|  
| Makes the civilization build castles from [[mead hall]]s. Only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}
+
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}
  
 
|-
 
|-
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| {{text anchor|LAYER_LINKED}}
 
| {{text anchor|LAYER_LINKED}}
 
|  
 
|  
| Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of the three caverns; cavern dweller raids due to [[agitation]] will pull from these. If you embark as this civ, you have access to pets and trees from all three layers, not only the first.  
+
| 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.  
 +
 
 +
|-
 +
| {{text anchor|UNDEAD_CANDIDATE}}
 +
|
 +
| Does nothing in the current version. [http://www.bay12forums.com/smf//index.php?topic=169696.msg8265542#msg8265542]
  
 
|-
 
|-
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}
+
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}}
 
|
 
|
 
| Makes civilizations generate the given instruments/forms.
 
| Makes civilizations generate the given instruments/forms.
  
 
|-
 
|-
| {{text anchor|SCHOLAR}}
+
| {{text anchor|SCHOLAR}}{{version|0.42.01}}
 
| scholar type
 
| scholar type
 
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER
 
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER
  
 
|-
 
|-
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}
+
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}}
 
|
 
|
 
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.
 
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.
  
 
|-
 
|-
| {{text anchor|NO_ARTIFACT_CLAIMS}}
+
| {{text anchor|NO_ARTIFACT_CLAIMS}}{{version|0.44.01}}
 
|
 
|
 
| Used for kobolds.
 
| Used for kobolds.
  
 
|-
 
|-
| {{text anchor|MINING_UNDERWORLD_DISASTERS}}
+
| {{text anchor|MINING_UNDERWORLD_DISASTERS}}{{version|0.47.02}}
 
|
 
|
 
| The civilization can breach the [[Underworld]] during world generation.
 
| The civilization can breach the [[Underworld]] during world generation.
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* item token
 
* item token
 
* rarity
 
* rarity
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.
+
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values as methods as outlined in ARMOR.
 
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
 
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
  
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* item token
 
* item token
 
* rarity
 
* rarity
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.
+
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values as methods as outlined in ARMOR.
 
[HELM:ITEM_HELM_HELM:COMMON]
 
[HELM:ITEM_HELM_HELM:COMMON]
  
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* item token
 
* item token
 
* rarity
 
* rarity
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.
+
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values as methods as outlined in ARMOR.
 
[PANTS:ITEM_PANTS_PANTS:COMMON]
 
[PANTS:ITEM_PANTS_PANTS:COMMON]
  
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* item token
 
* item token
 
* rarity
 
* rarity
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.
+
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values as methods as outlined in ARMOR.
 
[SHOES:ITEM_SHOES_SHOES:COMMON]
 
[SHOES:ITEM_SHOES_SHOES:COMMON]
  
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|-
 
|-
| {{text anchor|USE_NON_EXOTIC_PET_RACE}}
+
| {{text anchor|USE_NON_EXOTIC_PET_RACE}}{{version|0.47.01}}
 
|
 
|
 
| Makes the civilization use all locally available non-exotic pets.
 
| Makes the civilization use all locally available non-exotic pets.
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| {{text anchor|INDOOR_FARMING}}
 
| {{text anchor|INDOOR_FARMING}}
 
|
 
|
| Allow use of underground plant products in the goods available for trade. Lack of suitable vegetation in the caverns will cause [[World generation#Rejections|worldgen rejection]]s. According to Droseran: "Gives access to plants (structural material) and seeds. It only checks for [EDIBLE_RAW] or [EDIBLE_COOKED] on the plant's structural material. It doesn't check if the plant can be used in a reaction to produce something edible, only if it can be eaten raw or cooked. If an entity with this token is placed in a biome that doesn't have at least one of these tokens on the structural material, the map is rejected. Due to the randomness of plant selection in biomes, this can happen a lot as only about half of the vanilla plants have edible structural materials. Removing either of these tokens from plants dramatically increases map rejections."
+
| Allow use of underground plant products in the goods available for trade. Lack of suitable vegetation in the caverns will cause [[World generation#Rejections|worldgen rejection]]s.
  
 
|-
 
|-
 
| {{text anchor|OUTDOOR_FARMING}}
 
| {{text anchor|OUTDOOR_FARMING}}
 
|
 
|
| Allow use of outdoor plant products in the goods available for trade. Lack of suitable vegetation in this civilization's starting area will cause [[World generation#Rejections|worldgen rejection]]s. According to Droseran: "Gives access to plants (structural material) and seeds. It only checks for [EDIBLE_RAW] or [EDIBLE_COOKED] on the plant's structural material. It doesn't check if the plant can be used in a reaction to produce something edible, only if it can be eaten raw or cooked. If an entity with this token is placed in a biome that doesn't have at least one of these tokens on the structural material, the map is rejected. Due to the randomness of plant selection in biomes, this can happen a lot as only about half of the vanilla plants have edible structural materials. Removing either of these tokens from plants dramatically increases map rejections."
+
| Allow use of outdoor plant products in the goods available for trade. Lack of suitable vegetation in this civilization's starting area will cause [[World generation#Rejections|worldgen rejection]]s.
  
 
|-
 
|-
 
| {{text anchor|INDOOR_GARDENS}}
 
| {{text anchor|INDOOR_GARDENS}}
 
|
 
|
| Allow use of underground plant growths (quarry bush leaves, in unmodded games) in the goods available for trade. According to Droseran: "Will never cause map rejections. It allows growths to be used, but doesn't care if none exist. If an entity doesn't have a farming token, they won't have seeds or plants available on embark/trade. But you can still farm in fortress mode with only this token, you just have to get the seeds manually or trading with another civ."
+
| Allow use of underground plant growths (quarry bush leaves, in unmodded games) in the goods available for trade.
  
 
|-
 
|-
 
| {{text anchor|OUTDOOR_GARDENS}}
 
| {{text anchor|OUTDOOR_GARDENS}}
 
|
 
|
| Allow use of outdoor plant growths in the goods available for trade. According to Droseran: "Will never cause map rejections. It allows growths to be used, but doesn't care if none exist. If an entity doesn't have a farming token, they won't have seeds or plants available on embark/trade. But you can still farm in fortress mode with only this token, you just have to get the seeds manually or trading with another civ."
+
| Allow use of outdoor plant growths in the goods available for trade.
  
 
|-
 
|-
 
| {{text anchor|INDOOR_ORCHARDS}}
 
| {{text anchor|INDOOR_ORCHARDS}}
 
|
 
|
| Allows use of indoor tree growths in the goods available for trade. Not used in vanilla entities, as vanilla underground trees do not grow fruit. Needs INDOOR_WOOD to function. Will cause rejections, if growths are unavailable. According to Droseran: "Gives access to tree growths. It only checks for growths on trees that are [EDIBLE_RAW] or [EDIBLE_COOKED]. If an entity with this token is placed in a biome that does not have a tree with a growth with at least one of these tokens, the map is rejected."
+
| Allows use of indoor tree growths in the goods available for trade. Not used in vanilla entities, as vanilla underground trees do not grow fruit. Needs INDOOR_WOOD for proper work. Will cause rejections, if growths are unavailable.
  
 
|-
 
|-
 
| {{text anchor|OUTDOOR_ORCHARDS}}
 
| {{text anchor|OUTDOOR_ORCHARDS}}
 
|
 
|
| Allows use of outdoor tree growths in the goods available for trade. Needs OUTDOOR_WOOD to function{{verify}}. According to Droseran: "Gives access to tree growths. It only checks for growths on trees that are [EDIBLE_RAW] or [EDIBLE_COOKED]. If an entity with this token is placed in a biome that does not have a tree with a growth with at least one of these tokens, the map is rejected."
+
| Allows use of outdoor tree growths in the goods available for trade. Needs OUTDOOR_WOOD to proper work{{verify}}.
  
 
|-
 
|-
Line 838: Line 842:
  
 
== Animal definitions ==
 
== Animal definitions ==
 +
 +
{{version|0.44.01}}
  
 
{| {{prettytable}}
 
{| {{prettytable}}
Line 881: Line 887:
 
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}
 
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}
 
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}
 
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}} (doesn't seem to exist in the string dump. verify)
+
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}}
 
|
 
|
 
| Override creature usage tokens. Respectively:
 
| Override creature usage tokens. Respectively:
Line 920: Line 926:
  
 
|}
 
|}
 
== Examples ==
 
:''Main articles: [[Entity examples]]''
 
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}
 
[[ru:Entity token]]
 
[[ru:Entity token]]

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