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 31: | Line 31: | ||
| {{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] | + | |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}} | ||
Line 40: | Line 41: | ||
== Placement == | == Placement == | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{| {{prettytable}} | {| {{prettytable}} | ||
Line 71: | Line 65: | ||
| {{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 | + | | 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] | ||
Line 77: | Line 71: | ||
| {{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 | + | | 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] | ||
Line 83: | Line 77: | ||
| {{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]]. | + | | 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] |
|- | |- | ||
Line 121: | Line 115: | ||
| 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: | + | [MAX_POP_NUMBER:500] |
|- | |- | ||
Line 127: | Line 121: | ||
| number | | number | ||
| Max historical population per individual site. Defaults to 50. | | Max historical population per individual site. Defaults to 50. | ||
− | [MAX_SITE_POP_NUMBER: | + | [MAX_SITE_POP_NUMBER:200] |
|- | |- | ||
Line 133: | Line 127: | ||
| 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: | + | [MAX_STARTING_CIV_NUMBER:3] |
|} | |} | ||
Line 394: | Line 388: | ||
| {{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 | + | | 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. | ||
Line 724: | Line 718: | ||
| {{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. | + | | 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. | + | | 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. | + | | 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. | + | | 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. | + | | 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}}. | + | | Allows use of outdoor tree growths in the goods available for trade. Needs OUTDOOR_WOOD to function{{verify}}. |
|- | |- | ||
Line 881: | Line 875: | ||
* {{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}} | + | * {{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 914: | ||
|} | |} | ||
− | |||
− | |||
− | |||
{{Category|Modding}} | {{Category|Modding}} | ||
{{Category|Tokens}} | {{Category|Tokens}} | ||
[[ru:Entity token]] | [[ru:Entity token]] |