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 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.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

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 724: Line 724:
 
| {{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 to function. 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 function{{verify}}.
  
 
|-
 
|-

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)

Templates used on this page:

This page is a member of 2 hidden categories: