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Difference between revisions of "40d:Entity token"
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− | {{av}} | + | {{quality|Exceptional|21:17, 30 March 2011 (UTC)}}{{av}} |
− | These [[ | + | These [[tokens]] define entities, or [[Civilization|civilization]]s, in entity_*.txt files. |
Line 11: | Line 11: | ||
|- | |- | ||
− | | ADVENTURE_TIER | + | | {{text anchor|ADVENTURE_TIER}} |
| order | | order | ||
− | | Allows adventure mode. | + | | 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. |
[ADVENTURE_TIER:4] | [ADVENTURE_TIER:4] | ||
|- | |- | ||
− | | INDIV_CONTROLLABLE | + | | {{text anchor|INDIV_CONTROLLABLE}} |
| | | | ||
| Allows the "Play Now!" option adventure mode. | | Allows the "Play Now!" option adventure mode. | ||
|- | |- | ||
− | | CIV_CONTROLLABLE | + | | {{text anchor|CIV_CONTROLLABLE}} |
| | | | ||
| Allows fortress mode. | | Allows fortress mode. | ||
|- | |- | ||
− | | CREATURE | + | | {{text anchor|CREATURE}} |
| creature | | creature | ||
|The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization. | |The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization. | ||
Line 43: | Line 43: | ||
|- | |- | ||
− | | BIOME_SUPPORT | + | | {{text anchor|BIOME_SUPPORT}} |
| | | | ||
* biome | * biome | ||
Line 51: | Line 51: | ||
|- | |- | ||
− | | START_BIOME | + | | {{text anchor|START_BIOME}} |
| biome | | biome | ||
| Birth of the civilization can be performed on this biome. | | Birth of the civilization can be performed on this biome. | ||
Line 57: | Line 57: | ||
|- | |- | ||
− | | DEFAULT_SITE_TYPE | + | | {{text anchor|DEFAULT_SITE_TYPE}} |
| site type | | site type | ||
− | | Also determines symbol used when selecting civilization. CAVE uses no symbol. Options are: | + | | Also determines symbol used when selecting civilization. CAVE uses no symbol. Options are: |
+ | * PLAYER_FORTRESS - Player-created fortresses (shows up as mountain halls and disallows embarking, but site is completely empty) | ||
+ | * DARK_FORTRESS - (Goblin) Dark Fortresses | ||
+ | * CAVE - Small winding caves, usually home to (semi)megabeasts | ||
+ | * CAVE_DETAILED - (Dwarven) Mountain Halls | ||
+ | * TREE_CITY - (Elven) Forest Retreat | ||
+ | * CITY - (Human) City | ||
+ | * RUIN - Previously used for undead ruins, no longer used (site is completely empty) | ||
[DEFAULT_SITE_TYPE:CAVE_DETAILED] | [DEFAULT_SITE_TYPE:CAVE_DETAILED] | ||
|- | |- | ||
− | | LIKES_SITE | + | | {{text anchor|LIKES_SITE}} |
| site type | | site type | ||
| Most residents will try to move to this site type, unless already at one. | | Most residents will try to move to this site type, unless already at one. | ||
Line 69: | Line 76: | ||
|- | |- | ||
− | | TOLERATES_SITE | + | | {{text anchor|TOLERATES_SITE}} |
| site type | | site type | ||
| Some residents will try to move to this site type, unless already at one. | | Some residents will try to move to this site type, unless already at one. | ||
Line 75: | Line 82: | ||
|- | |- | ||
− | | WORLD_CONSTRUCTION | + | | {{text anchor|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. | ||
Line 91: | Line 98: | ||
|- | |- | ||
− | | START_GROUP_NUMBER | + | | {{text anchor|START_GROUP_NUMBER}} |
| number | | number | ||
− | | Number of breeding couples to start with per entity. Note that single-gender ( | + | | Number of breeding couples to start with per entity. Note that single-gender (e.g. {{token|FEMALE|c}}, {{token|MALE|c}}, {{token|NO_GENDER|c}}) creatures will not have breeding couples, so a civilization with only these creatures will not have any population. (<s>Possible exception is if they have very high {{token|DAMBLOCK|c}} and {{token|MAXAGE|c}} values</s>. Tested in 40d, [NO_GENDER] civs, at least, are not placed at all. Presumably if the civ-starting code can't place breeding couples, it doesn't start the civ. Non-reproducing civs can be created by giving the creatures a high [MAXAGE] and a '''HIGHER''' [CHILD] or [BABY] age. Because the children never grow up, the civ is limited to its original individuals). |
[START_GROUP_NUMBER:10] | [START_GROUP_NUMBER:10] | ||
|- | |- | ||
− | | MAX_POP_NUMBER | + | | {{text anchor|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. | ||
Line 103: | Line 110: | ||
|- | |- | ||
− | | MAX_SITE_POP_NUMBER | + | | {{text anchor|MAX_SITE_POP_NUMBER}} |
| number | | number | ||
| Max population per individual site. | | Max population per individual site. | ||
Line 109: | Line 116: | ||
|- | |- | ||
− | | MAX_STARTING_CIV_NUMBER | + | | {{text anchor|MAX_STARTING_CIV_NUMBER}} |
| number | | number | ||
| Max number of entities to spawn at world generation. | | Max number of entities to spawn at world generation. | ||
Line 124: | Line 131: | ||
|- | |- | ||
− | | PERMITTED_JOB | + | | {{text anchor|PERMITTED_JOB}} |
− | | [[ | + | | [[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] | ||
|- | |- | ||
− | | CURRENCY_BY_YEAR | + | | {{text anchor|CURRENCY_BY_YEAR}} |
| | | | ||
| Causes the civ's currency to be numbered with the year it was minted. | | Causes the civ's currency to be numbered with the year it was minted. | ||
|- | |- | ||
− | | CURRENCY | + | | {{text anchor|CURRENCY}} |
| | | | ||
* metal token | * 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. Affects the [[dwarven economy]] as well as shops in Human towns in Adventurer mode. |
[CURRENCY:SILVER:5] | [CURRENCY:SILVER:5] | ||
|- | |- | ||
− | | ART_FACET_MODIFIER | + | | {{text anchor|ART_FACET_MODIFIER}} |
| | | | ||
* type | * type | ||
* number | * number | ||
| OWN_RACE, FANCIFUL, EVIL, GOOD | | OWN_RACE, FANCIFUL, EVIL, GOOD | ||
+ | Influences the trade value of art images depicting relevant types of creatures. Does not work due to a bug.{{bug|6440}} | ||
Number goes from 0 to 25600 where 256 is the default. | Number goes from 0 to 25600 where 256 is the default. | ||
[ART_FACET_MODIFIER:OWN_RACE:512] | [ART_FACET_MODIFIER:OWN_RACE:512] | ||
|- | |- | ||
− | | ART_IMAGE_ELEMENT_MODIFIER | + | | {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}} |
| | | | ||
* item | * item | ||
Line 158: | Line 166: | ||
| CREATURE, PLANT, TREE, SHAPE, ITEM | | CREATURE, PLANT, TREE, SHAPE, ITEM | ||
0-25600 | 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. Also influences the trade value of items decorated with such images. |
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512] | [ART_IMAGE_ELEMENT_MODIFIER:TREE:512] | ||
|- | |- | ||
− | | ITEM_IMPROVEMENT_MODIFIER | + | | {{text anchor|ITEM_IMPROVEMENT_MODIFIER}} |
| | | | ||
* item | * item | ||
* number | * number | ||
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE: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". Also influences the trade value of items with such decorations. |
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] | [ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] | ||
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|- | |- | ||
− | | TRANSLATION | + | | {{text anchor|TRANSLATION}} |
| language | | language | ||
| What language raw the entity uses. | | What language raw the entity uses. | ||
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|- | |- | ||
− | | | + | | {{text anchor|SELECT_SYMBOL}} |
| | | | ||
* noun | * noun | ||
* symbol | * symbol | ||
− | | ALL, CIV, SITE | + | | ALL, REMAINING, CIV, SITE, VESSEL, RELIGION, TEMPLE, WAR, BATTLE, SIEGE, ROAD, BRIDGE, TUNNEL, WALL |
− | Causes the entity to | + | Causes the entity to more often use these symbols in the particular SYM set. |
− | [ | + | [SELECT_SYMBOL:ALL:PEACE] |
+ | |||
+ | |- | ||
+ | | {{text anchor|SUBSELECT_SYMBOL}} | ||
+ | | | ||
+ | * noun | ||
+ | * symbol | ||
+ | | Causes the entity to more often use a specific symbol when naming certain things. | ||
+ | [SUBSELECT_SYMBOL:WAR:VIOLENT] | ||
|- | |- | ||
− | | | + | | {{text anchor|CULL_SYMBOL}} |
| | | | ||
* noun | * noun | ||
* symbol | * symbol | ||
− | | Causes the entity to | + | | Causes the entity to not use the words in these SYM sets. |
− | [ | + | [CULL_SYMBOL:ALL:UGLY] |
|- | |- | ||
− | | FRIENDLY_COLOR | + | | {{text anchor|FRIENDLY_COLOR}} |
− | | see [[ | + | | see [[color]] |
| | | | ||
The color of creatures currently in your group? | The color of creatures currently in your group? | ||
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|- | |- | ||
− | | METAL_PREF | + | | {{text anchor|METAL_PREF}} |
| | | | ||
− | | Allows the entity to use | + | | Allows the entity to use '''all''' non-{{token|DEEP|mt}} metals. Without this, only metals whose {{token|DAMAGE_PERC|mt}} and {{token|BLOCK_PERC|mt}} are 100 or lower will be usable. Overrides {{token|WOOD_PREF|e}} and {{token|MINOR_METAL|e}}. |
|- | |- | ||
− | | STONE_PREF | + | | {{text anchor|STONE_PREF}} |
| | | | ||
| Enables creatures of this entity to bring stones in trade. | | Enables creatures of this entity to bring stones in trade. | ||
|- | |- | ||
− | | WOOD_PREF | + | | {{text anchor|WOOD_PREF}} |
| | | | ||
− | | | + | | Restricts access to all types of metals - entities will instead make weapons, ammo, armor, and cages out of wood. |
|- | |- | ||
− | | GEM_PREF | + | | {{text anchor|GEM_PREF}} |
| | | | ||
| Enables creatures of this entity to bring gems in trade. | | Enables creatures of this entity to bring gems in trade. | ||
|- | |- | ||
− | | UNDEAD_CANDIDATE | + | | {{text anchor|UNDEAD_CANDIDATE}} |
| | | | ||
| In previous versions, this also allowed ruins to be automatically populated by undead versions of that species. | | In previous versions, this also allowed ruins to be automatically populated by undead versions of that species. | ||
− | |||
|} | |} | ||
Line 239: | Line 254: | ||
|- | |- | ||
− | | RELIGION | + | | {{text anchor|RELIGION}} |
| type | | type | ||
− | | REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. | + | | REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Hardcoded to get spheres from civ start biome, such as each elven force (''is?'') associated with rivers and nature, but a force worshipped by, for example, dwarves will get MOUNTAINS and NATURE spheres, while a civ with ocean starting biome will get a force with OCEAN and ANIMALS. |
+ | |||
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. | ||
− | ANY_APPROPRIATE_POWER: The creatures will worship creatures with the | + | ANY_APPROPRIATE_POWER: The creatures will worship creatures with the {{token|POWER|c}} token. At the moment, the only such creature is the [[Demon]], but if modded, the civ will randomly choose only one of the POWER creatures, also making that creature into the first leader/founder of the civ. If that creature dies in worldgen, it will still be the only one in the civ's worship list. |
+ | |||
+ | Multiple entries make for a civ that will choose a random religion type, so in one world you could have the same civs with two or three different religion types. | ||
[RELIGION:PANTHEON] | [RELIGION:PANTHEON] | ||
|- | |- | ||
− | | RELIGION_SPHERE | + | | {{text anchor|RELIGION_SPHERE}} |
| sphere | | sphere | ||
− | | Can | + | | 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. |
[RELIGION_SPHERE:FORTRESSES] | [RELIGION_SPHERE:FORTRESSES] | ||
|- | |- | ||
− | | SPHERE_ALIGNMENT | + | | {{text anchor|SPHERE_ALIGNMENT}} |
| | | | ||
* type | * type | ||
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|- | |- | ||
− | | CAN_HAVE_MILITARY_LEADER | + | | {{text anchor|CAN_HAVE_MILITARY_LEADER}} |
| | | | ||
| Allows the entity to have a military leader. | | Allows the entity to have a military leader. | ||
|- | |- | ||
− | | CAN_HAVE_MILITARY_SITE_LEADER | + | | {{text anchor|CAN_HAVE_MILITARY_SITE_LEADER}} |
| | | | ||
| Allow the entity to have military minor leaders. | | Allow the entity to have military minor leaders. | ||
|- | |- | ||
− | | LEADER_TYPE | + | | {{text anchor|LEADER_TYPE}} |
− | | [[ | + | | [[Unit type token|profession]] |
| Makes the leader of the civ this profession, uses tileset professions. | | Makes the leader of the civ this profession, uses tileset professions. | ||
[LEADER_TYPE:MASTER_THIEF] | [LEADER_TYPE:MASTER_THIEF] | ||
|- | |- | ||
− | | SITE_LEADER_TYPE | + | | {{text anchor|SITE_LEADER_TYPE}} |
− | | [[ | + | | [[Unit type token|profession]] |
| Makes the minor leaders this profession, uses tileset professions. | | Makes the minor leaders this profession, uses tileset professions. | ||
[SITE_LEADER_TYPE:MASTER_THIEF] | [SITE_LEADER_TYPE:MASTER_THIEF] | ||
|- | |- | ||
− | | MAYOR | + | | {{text anchor|MAYOR}} |
| | | | ||
| Settlements have a mayor. | | Settlements have a mayor. | ||
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|- | |- | ||
− | | | + | | {{text anchor|ETHIC}} |
| | | | ||
− | *behavior | + | *[[Ethic|behavior]] |
*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. | ||
Line 317: | Line 335: | ||
|- | |- | ||
− | | WILL_ACCEPT_TRIBUTE | + | | {{text anchor|WILL_ACCEPT_TRIBUTE}} |
| | | | ||
| Makes the civ accept tribute from conquered sites? Or maybe makes the civ's traders accept offered goods? | | Makes the civ accept tribute from conquered sites? Or maybe makes the civ's traders accept offered goods? | ||
|- | |- | ||
− | | WANDERER, BEAST_HUNTER, SCOUT | + | | {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}} |
| | | | ||
| The civ will send out these sorts of adventurers in worldgen. | | The civ will send out these sorts of adventurers in worldgen. | ||
|- | |- | ||
− | | ABUSE_BODIES | + | | {{text anchor|ABUSE_BODIES}} |
| | | | ||
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople. | | The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople. | ||
|- | |- | ||
− | | ACTIVE_SEASON | + | | {{text anchor|ACTIVE_SEASON}} |
| season | | season | ||
− | | the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you. Civs can have multiple season entries. | + | | the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you. Civs can have multiple season entries. |
[ACTIVE_SEASON:AUTUMN] | [ACTIVE_SEASON:AUTUMN] | ||
|- | |- | ||
− | | AMBUSHER | + | | {{text anchor|AMBUSHER}} |
| | | | ||
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. | | When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. | ||
|- | |- | ||
− | | 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. | | 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. | ||
|- | |- | ||
− | | BABYSNATCHER | + | | {{text anchor|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 history gen, 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. | ||
|- | |- | ||
− | | DIPLOMAT | + | | {{text anchor|DIPLOMAT}} |
| | | | ||
− | | Sends diplomats to come and talk to you. | + | | Sends diplomats to come and talk to you. This only amounts to a noble visiting and complementing your fortress. |
|- | |- | ||
− | | DIPLOMAT_BODYGUARDS | + | | {{text anchor|DIPLOMAT_BODYGUARDS}} |
| | | | ||
− | | | + | | Supposed to cause visiting diplomats to be accompanied by a pair of soldiers. Does not work due to a bug.{{bug|5854}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | INVADERS_IGNORE_NEUTRALS | + | | {{text anchor|INVADERS_IGNORE_NEUTRALS}} |
| | | | ||
| | | | ||
|- | |- | ||
− | | ITEM_THIEF | + | | {{text anchor|ITEM_THIEF}} |
| | | | ||
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the "thief" profession. Items stolen in history gen will be scattered around that creature's home. | | Sends thieves to steal items. This will also occur in history generation, and thieves will have the "thief" profession. Items stolen in history gen will be scattered around that creature's home. | ||
|- | |- | ||
− | | MERCHANT_BODYGUARDS | + | | {{text anchor|MERCHANT_BODYGUARDS}} |
| | | | ||
− | | | + | | Causes merchants to be accompanied by soldiers. Is also supposed to work with merchant nobles (see below), but does not due to a bug.{{bug|5854}} |
|- | |- | ||
− | | MERCHANT_NOBILITY | + | | {{text anchor|MERCHANT_NOBILITY}} |
| | | | ||
− | | Civ has a merchant prince. This token also appears to cause trade negotiations to take place. | + | | Civ has a guild representative, merchant baron, and/or merchant prince. This token also appears to cause trade negotiations to take place. Due to a bug, the Merchant Baron and Prince never show up. |
|- | |- | ||
− | | PROGRESS_TRIGGER_POPULATION | + | | {{text anchor|PROGRESS_TRIGGER_POPULATION}} |
| level | | level | ||
− | | 0 to 5, civ will come to site once population at site has reached that level. | + | | 0 to 5, civ will come to site once population at site has reached that level. 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. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. |
|- | |- | ||
− | | PROGRESS_TRIGGER_PRODUCTION | + | | {{text anchor|PROGRESS_TRIGGER_PRODUCTION}} |
| level | | level | ||
− | | 0 to 5, civ will come to site once created wealth has reached that level | + | | 0 to 5, civ will come to site once created wealth has reached that level. 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. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. |
|- | |- | ||
− | | PROGRESS_TRIGGER_TRADE | + | | {{text anchor|PROGRESS_TRIGGER_TRADE}} |
| level | | level | ||
− | | 0 to 5, civ will come to site once exported goods has reached that level | + | | 0 to 5, civ will come to site once exported goods has reached that level. 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. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. |
|- | |- | ||
− | | SIEGER | + | | {{text anchor|SIEGER}} |
| | | | ||
− | | Will | + | | Will set up campfires at the edge of your map and wait for up to a year before finally charging. |
|- | |- | ||
− | | SKULKING | + | | {{text anchor|SKULKING}} |
| | | | ||
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. | | This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. | ||
|- | |- | ||
− | | TREE_CAP_DIPLOMACY | + | | {{text anchor|TREE_CAP_DIPLOMACY}} |
| | | | ||
− | | | + | | Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after the [[Baron]] arrives. |
|} | |} | ||
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|- | |- | ||
− | | AMMO | + | | {{text anchor|AMMO}} |
| item token | | item token | ||
| | | | ||
Line 434: | Line 446: | ||
|- | |- | ||
− | | ARMOR | + | | {{text anchor|ARMOR}} |
| | | | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON). |
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] | ||
|- | |- | ||
− | | DIGGER | + | | {{text anchor|DIGGER}} |
| item token | | item token | ||
| | | | ||
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|- | |- | ||
− | | GLOVES | + | | {{text anchor|GLOVES}} |
| | | | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON). |
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] | [GLOVES:ITEM_GLOVES_GLOVES:COMMON] | ||
|- | |- | ||
− | | HELM | + | | {{text anchor|HELM}} |
| | | | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON). |
[HELM:ITEM_HELM_HELM:COMMON] | [HELM:ITEM_HELM_HELM:COMMON] | ||
|- | |- | ||
− | | INSTRUMENT | + | | {{text anchor|INSTRUMENT}} |
| item token | | item token | ||
| | | | ||
Line 470: | Line 482: | ||
|- | |- | ||
− | | PANTS | + | | {{text anchor|PANTS}} |
| | | | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON). |
[PANTS:ITEM_PANTS_PANTS:COMMON] | [PANTS:ITEM_PANTS_PANTS:COMMON] | ||
|- | |- | ||
− | | SHIELD | + | | {{text anchor|SHIELD}} |
| item token | | item token | ||
| | | | ||
Line 484: | Line 496: | ||
|- | |- | ||
− | | SHOES | + | | {{text anchor|SHOES}} |
| | | | ||
* item token | * item token | ||
* rarity | * rarity | ||
− | | | + | | Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON). |
[SHOES:ITEM_SHOES_SHOES:COMMON] | [SHOES:ITEM_SHOES_SHOES:COMMON] | ||
|- | |- | ||
− | | SIEGEAMMO | + | | {{text anchor|SIEGEAMMO}} |
| item token | | item token | ||
| | | | ||
Line 498: | Line 510: | ||
|- | |- | ||
− | | TOY | + | | {{text anchor|TOY}} |
| item token | | item token | ||
| | | | ||
Line 504: | Line 516: | ||
|- | |- | ||
− | | TRAPCOMP | + | | {{text anchor|TRAPCOMP}} |
| item token | | item token | ||
| | | | ||
Line 510: | Line 522: | ||
|- | |- | ||
− | | WEAPON | + | | {{text anchor|WEAPON}} |
| item token | | item token | ||
| | | | ||
Line 516: | Line 528: | ||
|- | |- | ||
− | | USE_ANIMAL_PRODUCTS | + | | {{text anchor|USE_ANIMAL_PRODUCTS}} |
| | | | ||
| | | | ||
|- | |- | ||
− | | USE_ANY_PET_RACE | + | | {{text anchor|USE_ANY_PET_RACE}} |
| | | | ||
− | | Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet | + | | Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or from the surrounding 7x7 or so of squares and map features in those squares) which has {{token|PET|c}} or {{token|PET_EXOTIC|c}} will be available as a pet. This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well. All common domestic and equipment creatures are also added to the initial list. |
|- | |- | ||
− | | USE_CAVE_ANIMALS | + | | {{text anchor|USE_CAVE_ANIMALS}} |
| | | | ||
| If they don't have it, creatures with exclusively subterranean biomes are skipped. | | If they don't have it, creatures with exclusively subterranean biomes are skipped. | ||
|- | |- | ||
− | | USE_EVIL_ANIMALS | + | | {{text anchor|USE_EVIL_ANIMALS}} |
| | | | ||
− | | Don't have it -> EVIL creatures skipped. | + | | Don't have it -> {{token|EVIL|c}} creatures skipped. Also permits evil non-intelligent subterranean creatures (such as [[troll]]s) to be used as siege minions. |
|- | |- | ||
− | | USE_EVIL_PLANTS | + | | {{text anchor|USE_EVIL_PLANTS}} |
| | | | ||
− | | | + | | Don't have it -> {{token|EVIL|p}} plants skipped. |
|- | |- | ||
− | | USE_EVIL_WOOD | + | | {{text anchor|USE_EVIL_WOOD}} |
| | | | ||
− | | | + | | Don't have it -> {{token|EVIL|wd}} trees skipped. |
|- | |- | ||
− | | USE_GOOD_ANIMALS | + | | {{text anchor|USE_GOOD_ANIMALS}} |
| | | | ||
− | | Don't have it -> GOOD creatures skipped. | + | | Don't have it -> {{token|GOOD|c}} creatures skipped. |
|- | |- | ||
− | | USE_GOOD_PLANTS | + | | {{text anchor|USE_GOOD_PLANTS}} |
| | | | ||
− | | | + | | Don't have it -> {{token|GOOD|p}} plants skipped. |
|- | |- | ||
− | | USE_GOOD_WOOD | + | | {{text anchor|USE_GOOD_WOOD}} |
| | | | ||
− | | | + | | Don't have it -> {{token|GOOD|wd}} trees skipped. |
|- | |- | ||
− | | USE_MISC_PROCESSED_WOOD_PRODUCTS | + | | {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}} |
| | | | ||
| If wood is available locally, and you have permitted the relevant professions in the def, controls availability of lye, charcoal, potash and pearlash. | | If wood is available locally, and you have permitted the relevant professions in the def, controls availability of lye, charcoal, potash and pearlash. | ||
|- | |- | ||
− | | COMMON_DOMESTIC_MOUNT | + | | {{text anchor|COMMON_DOMESTIC_MOUNT}} |
| | | | ||
− | | If a creature has | + | | If a creature has {{token|MOUNT|c}} and {{token|COMMON_DOMESTIC|c}}, it will be allowed if it passes the other checks. |
|- | |- | ||
− | | COMMON_DOMESTIC_PACK | + | | {{text anchor|COMMON_DOMESTIC_PACK}} |
| | | | ||
− | | If a creature has | + | | If a creature has {{token|PACK_ANIMAL|c}} and {{token|COMMON_DOMESTIC|c}}, it will be allowed if it passes the other checks. |
|- | |- | ||
− | | COMMON_DOMESTIC_PET | + | | {{text anchor|COMMON_DOMESTIC_PET}} |
| | | | ||
− | | If a creature has PET and | + | | If a creature has {{token|PET|c}} and {{token|COMMON_DOMESTIC|c}}, it will be allowed if it passes the other checks. |
|- | |- | ||
− | | COMMON_DOMESTIC_PULL | + | | {{text anchor|COMMON_DOMESTIC_PULL}} |
| | | | ||
− | | If a creature has | + | | If a creature has {{token|WAGON_PULLER|c}} and {{token|COMMON_DOMESTIC|c}}, it will be allowed if it passes the other checks. |
|- | |- | ||
− | | RIVER_PRODUCTS | + | | {{text anchor|RIVER_PRODUCTS}} |
| | | | ||
| Allow civ to use river products in the goods it has available for trade. | | Allow civ to use river products in the goods it has available for trade. | ||
|- | |- | ||
− | | OCEAN_PRODUCTS | + | | {{text anchor|OCEAN_PRODUCTS}} |
| | | | ||
− | | Allow civ to use ocean products in the goods it has available for trade. | + | | Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. |
|- | |- | ||
− | | INDOOR_FARMING | + | | {{text anchor|INDOOR_FARMING}} |
| | | | ||
| Allow civ to use underground plant products in the goods it has available for trade. | | Allow civ to use underground plant products in the goods it has available for trade. | ||
|- | |- | ||
− | | OUTDOOR_FARMING | + | | {{text anchor|OUTDOOR_FARMING}} |
| | | | ||
| Allow civ to use outdoor plant products in the goods it has available for trade. | | Allow civ to use outdoor plant products in the goods it has available for trade. | ||
|- | |- | ||
− | | CLOTHING | + | | {{text anchor|CLOTHING}} |
| | | | ||
| Civ members will attempt to wear clothing. | | Civ members will attempt to wear clothing. | ||
|- | |- | ||
− | | SUBTERRANEAN_CLOTHING | + | | {{text anchor|SUBTERRANEAN_CLOTHING}} |
| | | | ||
| Will wear things made of spider silk and other subterranean materials. | | Will wear things made of spider silk and other subterranean materials. | ||
|- | |- | ||
− | | EQUIPMENT_IMPROVEMENTS | + | | {{text anchor|EQUIPMENT_IMPROVEMENTS}} |
| | | | ||
| Adds decorations to equipment based on the level of the generated unit. Also improves item quality. | | Adds decorations to equipment based on the level of the generated unit. Also improves item quality. | ||
|- | |- | ||
− | | IMPROVED_BOWS | + | | {{text anchor|IMPROVED_BOWS}} |
| | | | ||
| Adds decorations to weapons generated for bowman and master bowman. An elf hack. | | Adds decorations to weapons generated for bowman and master bowman. An elf hack. | ||
|- | |- | ||
− | | MINOR_METAL | + | | {{text anchor|MINOR_METAL}} |
− | |||
− | |||
− | |||
− | |||
− | |||
| | | | ||
− | | | + | | Grants access to all metals whose {{token|DAMAGE_PERC|mt}} and {{token|BLOCK_PERC|mt}} are 66 or lower. Overrides {{token|WOOD_PREF|e}}. |
|} | |} | ||
− | + | {{Category|Modding}} | |
− | + | {{Category|Tokens}} |
Latest revision as of 22:49, 23 June 2025
This article is about an older version of DF. |
These tokens define entities, or civilizations, in entity_*.txt files.
Gameplay[edit]
Token | Arguments | Description |
---|---|---|
ADVENTURE_TIER | 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.
[ADVENTURE_TIER:4] |
INDIV_CONTROLLABLE | Allows the "Play Now!" option adventure mode. | |
CIV_CONTROLLABLE | Allows fortress mode. | |
CREATURE | creature | The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization.
[CREATURE:DWARF] |
Placement[edit]
Token | Arguments | Description |
---|---|---|
BIOME_SUPPORT |
|
Frequency goes from 0 to 10. Higher numbers make the entity more likely to settle there.
[BIOME_SUPPORT:ANY_GRASSLAND:4] |
START_BIOME | biome | Birth of the civilization can be performed on this biome.
[START_BIOME:MOUNTAIN] |
DEFAULT_SITE_TYPE | site type | Also determines symbol used when selecting civilization. CAVE uses no symbol. Options are:
[DEFAULT_SITE_TYPE:CAVE_DETAILED] |
LIKES_SITE | site type | Most residents will try to move to this site type, unless already at one.
[LIKES_SITE:CAVE_DETAILED] |
TOLERATES_SITE | site type | Some residents will try to move to this site type, unless already at one.
[TOLERATES_SITE:CITY] |
WORLD_CONSTRUCTION | construction | Controls which constructions the civ will build on the world map.
[WORLD_CONSTRUCTION:BRIDGE] |
Population[edit]
Token | Arguments | Description |
---|---|---|
START_GROUP_NUMBER | number | Number of breeding couples to start with per entity. Note that single-gender (e.g. [FEMALE] , [MALE] , [NO_GENDER] ) creatures will not have breeding couples, so a civilization with only these creatures will not have any population. ([DAMBLOCK] and [MAXAGE] values[START_GROUP_NUMBER:10] |
MAX_POP_NUMBER | number | Max population *per entity*, multiply this by max starting civ to get the total population of the species.
[MAX_POP_NUMBER:500] |
MAX_SITE_POP_NUMBER | number | Max population per individual site.
[MAX_SITE_POP_NUMBER:200] |
MAX_STARTING_CIV_NUMBER | number | Max number of entities to spawn at world generation.
[MAX_STARTING_CIV_NUMBER:3] |
Flavor[edit]
Token | Arguments | Description |
---|---|---|
PERMITTED_JOB | profession | Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play.
[PERMITTED_JOB:MINER] |
CURRENCY_BY_YEAR | Causes the civ's currency to be numbered with the year it was minted. | |
CURRENCY |
|
What kind of metals the civ uses for coin minting as well as the value of the coin. Affects the dwarven economy as well as shops in Human towns in Adventurer mode.
[CURRENCY:SILVER:5] |
ART_FACET_MODIFIER |
|
OWN_RACE, FANCIFUL, EVIL, GOOD
Influences the trade value of art images depicting relevant types of creatures. Does not work due to a bug.Bug:6440 Number goes from 0 to 25600 where 256 is the default. [ART_FACET_MODIFIER:OWN_RACE:512] |
ART_IMAGE_ELEMENT_MODIFIER |
|
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. Also influences the trade value of items decorated with such images. [ART_IMAGE_ELEMENT_MODIFIER:TREE:512] |
ITEM_IMPROVEMENT_MODIFIER |
|
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". Also influences the trade value of items with such decorations. [ITEM_IMPROVEMENT_MODIFIER:SPIKES:0] This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens. |
TRANSLATION | language | What language raw the entity uses.
[TRANSLATION:DWARF] |
SELECT_SYMBOL |
|
ALL, REMAINING, CIV, SITE, VESSEL, RELIGION, TEMPLE, WAR, BATTLE, SIEGE, ROAD, BRIDGE, TUNNEL, WALL
Causes the entity to more often use these symbols in the particular SYM set. [SELECT_SYMBOL:ALL:PEACE] |
SUBSELECT_SYMBOL |
|
Causes the entity to more often use a specific symbol when naming certain things.
[SUBSELECT_SYMBOL:WAR:VIOLENT] |
CULL_SYMBOL |
|
Causes the entity to not use the words in these SYM sets.
[CULL_SYMBOL:ALL:UGLY] |
FRIENDLY_COLOR | see color |
The color of creatures currently in your group? [FRIENDLY_COLOR:1:0:1] |
METAL_PREF | Allows the entity to use all non-[DEEP] metals. Without this, only metals whose [DAMAGE_PERC] and [BLOCK_PERC] are 100 or lower will be usable. Overrides [WOOD_PREF] and [MINOR_METAL] .
| |
STONE_PREF | Enables creatures of this entity to bring stones in trade. | |
WOOD_PREF | Restricts access to all types of metals - entities will instead make weapons, ammo, armor, and cages out of wood. | |
GEM_PREF | Enables creatures of this entity to bring gems in trade. | |
UNDEAD_CANDIDATE | In previous versions, this also allowed ruins to be automatically populated by undead versions of that species. |
Religion[edit]
Token | Arguments | Description |
---|---|---|
RELIGION | type | REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Hardcoded to get spheres from civ start biome, such as each elven force (is?) associated with rivers and nature, but a force worshipped by, for example, dwarves will get MOUNTAINS and NATURE spheres, while a civ with ocean starting biome will get a force with OCEAN and ANIMALS.
PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well. ANY_APPROPRIATE_POWER: The creatures will worship creatures with the Multiple entries make for a civ that will choose a random religion type, so in one world you could have the same civs with two or three different religion types. [RELIGION:PANTHEON] |
RELIGION_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.
[RELIGION_SPHERE:FORTRESSES] |
SPHERE_ALIGNMENT |
|
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] |
Leadership[edit]
Token | Arguments | Description |
---|---|---|
CAN_HAVE_MILITARY_LEADER | Allows the entity to have a military leader. | |
CAN_HAVE_MILITARY_SITE_LEADER | Allow the entity to have military minor leaders. | |
LEADER_TYPE | profession | Makes the leader of the civ this profession, uses tileset professions.
[LEADER_TYPE:MASTER_THIEF] |
SITE_LEADER_TYPE | profession | Makes the minor leaders this profession, uses tileset professions.
[SITE_LEADER_TYPE:MASTER_THIEF] |
MAYOR | Settlements have a mayor. |
Behavior[edit]
Token | Arguments | Description |
---|---|---|
ETHIC |
|
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] |
WILL_ACCEPT_TRIBUTE | Makes the civ accept tribute from conquered sites? Or maybe makes the civ's traders accept offered goods? | |
WANDERER, BEAST_HUNTER, SCOUT | The civ will send out these sorts of adventurers in worldgen. | |
ABUSE_BODIES | The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople. | |
ACTIVE_SEASON | season | the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you. Civs can have multiple season entries.
[ACTIVE_SEASON:AUTUMN] |
AMBUSHER | When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. | |
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. | |
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 history gen, allowing them to become part of the civ if they do not escape. | |
DIPLOMAT | Sends diplomats to come and talk to you. This only amounts to a noble visiting and complementing your fortress. | |
DIPLOMAT_BODYGUARDS | Supposed to cause visiting diplomats to be accompanied by a pair of soldiers. Does not work due to a bug.Bug:5854 | |
INVADERS_IGNORE_NEUTRALS | ||
ITEM_THIEF | Sends thieves to steal items. This will also occur in history generation, and thieves will have the "thief" profession. Items stolen in history gen will be scattered around that creature's home. | |
MERCHANT_BODYGUARDS | Causes merchants to be accompanied by soldiers. Is also supposed to work with merchant nobles (see below), but does not due to a bug.Bug:5854 | |
MERCHANT_NOBILITY | Civ has a guild representative, merchant baron, and/or merchant prince. This token also appears to cause trade negotiations to take place. Due to a bug, the Merchant Baron and Prince never show up. | |
PROGRESS_TRIGGER_POPULATION | level | 0 to 5, civ will come to site once population at site has reached that level. 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. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. |
PROGRESS_TRIGGER_PRODUCTION | level | 0 to 5, civ will come to site once created wealth has reached that level. 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. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. |
PROGRESS_TRIGGER_TRADE | level | 0 to 5, civ will come to site once exported goods has reached that level. 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. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. |
SIEGER | Will set up campfires at the edge of your map and wait for up to a year before finally charging. | |
SKULKING | This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. | |
TREE_CAP_DIPLOMACY | Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after the Baron arrives. |
Items and Animals Used[edit]
Token | Arguments | Description |
---|---|---|
AMMO | item token |
[AMMO:ITEM_AMMO_BOLTS] |
ARMOR |
|
Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON] |
DIGGER | item token |
[DIGGER:ITEM_WEAPON_PICK] |
GLOVES |
|
Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
[GLOVES:ITEM_GLOVES_GLOVES:COMMON] |
HELM |
|
Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
[HELM:ITEM_HELM_HELM:COMMON] |
INSTRUMENT | item token |
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE] |
PANTS |
|
Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
[PANTS:ITEM_PANTS_PANTS:COMMON] |
SHIELD | item token |
[SHIELD:ITEM_SHIELD_SHIELD] |
SHOES |
|
Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
[SHOES:ITEM_SHOES_SHOES:COMMON] |
SIEGEAMMO | item token |
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA] |
TOY | item token |
[TOY:ITEM_TOY_PUZZLEBOX] |
TRAPCOMP | item token |
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE] |
WEAPON | item token |
[WEAPON:ITEM_WEAPON_AXE_BATTLE] |
USE_ANIMAL_PRODUCTS | ||
USE_ANY_PET_RACE | Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or from the surrounding 7x7 or so of squares and map features in those squares) which has [PET] or [PET_EXOTIC] will be available as a pet. This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well. All common domestic and equipment creatures are also added to the initial list.
| |
USE_CAVE_ANIMALS | If they don't have it, creatures with exclusively subterranean biomes are skipped. | |
USE_EVIL_ANIMALS | Don't have it -> [EVIL] creatures skipped. Also permits evil non-intelligent subterranean creatures (such as trolls) to be used as siege minions.
| |
USE_EVIL_PLANTS | Don't have it -> [EVIL] plants skipped.
| |
USE_EVIL_WOOD | Don't have it -> [EVIL] trees skipped.
| |
USE_GOOD_ANIMALS | Don't have it -> [GOOD] creatures skipped.
| |
USE_GOOD_PLANTS | Don't have it -> [GOOD] plants skipped.
| |
USE_GOOD_WOOD | Don't have it -> [GOOD] trees skipped.
| |
USE_MISC_PROCESSED_WOOD_PRODUCTS | If wood is available locally, and you have permitted the relevant professions in the def, controls availability of lye, charcoal, potash and pearlash. | |
COMMON_DOMESTIC_MOUNT | If a creature has [MOUNT] and [COMMON_DOMESTIC] , it will be allowed if it passes the other checks.
| |
COMMON_DOMESTIC_PACK | If a creature has [PACK_ANIMAL] and [COMMON_DOMESTIC] , it will be allowed if it passes the other checks.
| |
COMMON_DOMESTIC_PET | If a creature has [PET] and [COMMON_DOMESTIC] , it will be allowed if it passes the other checks.
| |
COMMON_DOMESTIC_PULL | If a creature has [WAGON_PULLER] and [COMMON_DOMESTIC] , it will be allowed if it passes the other checks.
| |
RIVER_PRODUCTS | Allow civ to use river products in the goods it has available for trade. | |
OCEAN_PRODUCTS | Allow civ to use ocean products (including amber and coral) in the goods it has available for trade. | |
INDOOR_FARMING | Allow civ to use underground plant products in the goods it has available for trade. | |
OUTDOOR_FARMING | Allow civ to use outdoor plant products in the goods it has available for trade. | |
CLOTHING | Civ members will attempt to wear clothing. | |
SUBTERRANEAN_CLOTHING | Will wear things made of spider silk and other subterranean materials. | |
EQUIPMENT_IMPROVEMENTS | Adds decorations to equipment based on the level of the generated unit. Also improves item quality. | |
IMPROVED_BOWS | Adds decorations to weapons generated for bowman and master bowman. An elf hack. | |
MINOR_METAL | Grants access to all metals whose [DAMAGE_PERC] and [BLOCK_PERC] are 66 or lower. Overrides [WOOD_PREF] .
|