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Editing 40d:Entity token

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| START_GROUP_NUMBER
 
| START_GROUP_NUMBER
 
| 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.  (<s>Possible exception is if they have very high [DAMBLOCK] and [MAXAGE] 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).
+
| Number of breeding couples to start with per entity. Note that single-gender (eg. [FEMALE], [MALE], [NO_GENDER]) 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 [DAMBLOCK] and [MAXAGE] values</s>.  Tested in 40d, [NO_GENDER] civs at least are not placed at all.  Presumably if the civ-stating 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 origenal individuals).
 
[START_GROUP_NUMBER:10]
 
[START_GROUP_NUMBER:10]
  
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| METAL_PREF
 
| METAL_PREF
 
|
 
|
| Allows the entity to use '''all''' non-DEEP metals. Without this, only metals whose [[Metal token|DAMAGE_PERC and BLOCK_PERC]] are 100 or lower will be usable. Overrides WOOD_PREF and MINOR_METAL.
+
| Allows the entity to use the metal with the highest values for DAMAGE_PERC or BLOCK_PERC without DEEP. Currently only dwarves have this token. Without this token, the entity will use the best metal below or equal to 100%.
  
 
|-
 
|-
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| WOOD_PREF
 
| WOOD_PREF
 
|
 
|
| Restricts access to all types of metals - entities will instead make weapons, ammo, armor, and cages out of wood.
+
| Causes members to use wooden armor, shields, and weapons, as elves do.
  
 
|-
 
|-
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|
 
|
 
| 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.  
 +
Unknown if the tag does anything as of version 40d.
  
 
|}
 
|}
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| RELIGION
 
| RELIGION
 
| type
 
| 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.
+
| REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Currently hardcoded to only be associated with rivers and nature.
 
 
 
PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.
 
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 [POWER] token. At the moment, the only [POWER] 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.
+
ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the Demon.
 
 
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]
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| RELIGION_SPHERE
 
| RELIGION_SPHERE
 
| 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.
+
| Can by 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]
  
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| DIPLOMAT_BODYGUARDS
 
| DIPLOMAT_BODYGUARDS
 
|
 
|
| Supposed to cause visiting diplomats to be accompanied by a pair of soldiers. Does not work due to a bug.
+
| Causes visiting diplomats to be accompanied by a pair of soldiers. Does not work due to a bug.
  
 
|-
 
|-
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| MERCHANT_BODYGUARDS
 
| 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.
+
| Causes merchants to be accompanied by soldiers.
  
 
|-
 
|-
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| SIEGER
 
| SIEGER
 
|
 
|
| Will set up campfires at the edge of your map and wait for up to a year before finally charging.
+
| Will wait around at the edge of your map for a month or two, before charging.  
  
 
|-
 
|-
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| USE_ANY_PET_RACE
 
| 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.
+
| 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 (next time, it'll let them use mounts/pullers/pack animals of any kind as well, but I'm not sure this matters in the stock raws).  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.
  
 
|-
 
|-
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| OCEAN_PRODUCTS
 
| OCEAN_PRODUCTS
 
|
 
|
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade.
+
| Allow civ to use ocean products in the goods it has available for trade.
  
 
|-
 
|-
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| MINOR_METAL
 
| MINOR_METAL
 
|
 
|
| Grants access to all metals whose [[Metal token|DAMAGE_PERC and BLOCK_PERC]] are 66 or lower. Overrides WOOD_PREF.
+
| Will always use the cheapest metal available to them for weapons and armor; usually copper.
  
 
|}
 
|}

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