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 40d: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.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

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 1: Line 1:
{{quality|Exceptional|21:17, 30 March 2011 (UTC)}}{{av}}
+
These [[tokens]] define entities, or [[civilizations]], in entity_*.txt files.
These [[tokens]] define entities, or [[Civilization|civilization]]s, in entity_*.txt files.
 
  
  
Line 13: Line 12:
 
| ADVENTURE_TIER
 
| ADVENTURE_TIER
 
| order
 
| 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.
+
| Allows adventure mode.  Dwarfs, 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]
  
Line 59: Line 58:
 
| DEFAULT_SITE_TYPE
 
| 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: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN
* 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]
  
Line 100: Line 92:
 
| 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]
  
Line 132: Line 124:
 
|-
 
|-
 
| PERMITTED_JOB
 
| PERMITTED_JOB
| [[Unit type token|profession]]
+
| [[Profession tokens|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]
Line 187: Line 179:
  
 
|-
 
|-
| SELECT_SYMBOL
+
| CULL_SYMBOL
 
|
 
|
 
* noun
 
* noun
 
* symbol
 
* symbol
| ALL, REMAINING, CIV, SITE, VESSEL, RELIGION, TEMPLE, WAR, BATTLE, SIEGE, ROAD, BRIDGE, TUNNEL, WALL
+
| ALL, CIV, SITE
Causes the entity to more often use these symbols in the particular SYM set.
+
Causes the entity to not use the words in these SYM sets.
[SELECT_SYMBOL:ALL:PEACE]
+
[CULL_SYMBOL:ALL:UGLY]
  
 
|-
 
|-
| SUBSELECT_SYMBOL
+
| SELECT_SYMBOL
 
|
 
|
 
* noun
 
* noun
 
* symbol
 
* symbol
| Causes the entity to more often use a specific symbol when naming certain things.
+
| Causes the entity to more often use these symbols in the particular SYM set.
[SUBSELECT_SYMBOL:WAR:VIOLENT]
+
[SELECT_SYMBOL:ALL:PEACE]
 
 
|-
 
| CULL_SYMBOL
 
|
 
* noun
 
* symbol
 
| Causes the entity to not use the words in these SYM sets.
 
[CULL_SYMBOL:ALL:UGLY]
 
  
 
|-
 
|-
Line 221: Line 205:
 
| 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%.
  
 
|-
 
|-
Line 231: Line 215:
 
| 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.
  
 
|-
 
|-
Line 242: Line 226:
 
|
 
|
 
| 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.
  
 
|}
 
|}
Line 255: Line 240:
 
| 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]
Line 268: Line 250:
 
| 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]
  
Line 301: Line 283:
 
|-
 
|-
 
| LEADER_TYPE
 
| LEADER_TYPE
| [[Unit type token|profession]]
+
| [[Profession tokens|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]
Line 307: Line 289:
 
|-
 
|-
 
| SITE_LEADER_TYPE
 
| SITE_LEADER_TYPE
| [[Unit type token|profession]]
+
| [[Profession tokens|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]
Line 346: Line 328:
 
| ABUSE_BODIES
 
| 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. Invaders killed in Adventurer mode will also be impaled on spikes wherever they died.
  
 
|-
 
|-
Line 372: Line 354:
 
| DIPLOMAT
 
| DIPLOMAT
 
|
 
|
| Sends diplomats to come and talk to you.  This only amounts to a noble visiting and complementing your fortress.
+
| Sends diplomats to come and talk to you, also allows trade negotiations for the next year's caravan.
  
 
|-
 
|-
 
| DIPLOMAT_BODYGUARDS
 
| DIPLOMAT_BODYGUARDS
 
|
 
|
| Supposed to cause visiting diplomats to be accompanied by a pair of soldiers. Does not work due to a bug.
+
| Diplomats have bodyguards.
 +
 
 +
|-
 +
| ENTITY_GROUPING
 +
| alignment (obsolete)
 +
| FRIENDLY, EVIL, or NUISANCE
 +
[ENTITY_GROUPING:FRIENDLY]
  
 
|-
 
|-
Line 392: Line 380:
 
| 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.
+
| Merchants have bodyguards and wagons. Wagons allow for a lot more variety in their goods.
  
 
|-
 
|-
 
| MERCHANT_NOBILITY
 
| MERCHANT_NOBILITY
 
|
 
|
| Civ has a guild representative, merchant baron, and/or merchant prince.  This token also appears to cause trade negotiations to take place.
+
| Civ has a merchant prince.
  
 
|-
 
|-
 
| PROGRESS_TRIGGER_POPULATION
 
| PROGRESS_TRIGGER_POPULATION
 
| level
 
| 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.
+
| 0 to 5, civ will come to site once population at site has reached that level. Evidence suggests this trigger only works for friendly races.
  
 
|-
 
|-
 
| PROGRESS_TRIGGER_PRODUCTION
 
| PROGRESS_TRIGGER_PRODUCTION
 
| level
 
| 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☼.
+
| 0 to 5, civ will come to site once created wealth has reached that level
  
 
|-
 
|-
 
| PROGRESS_TRIGGER_TRADE
 
| PROGRESS_TRIGGER_TRADE
 
| level
 
| 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☼.
+
| 0 to 5, civ will come to site once exported goods has reached that level
  
 
|-
 
|-
 
| 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.  
  
 
|-
 
|-
Line 427: Line 415:
 
| TREE_CAP_DIPLOMACY
 
| 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.
+
| Makes the entity angry if you cut down too many trees. They will send a warning first.
  
 
|}
 
|}
Line 449: Line 437:
 
* item token
 
* item token
 
* rarity
 
* rarity
| Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
+
| Rarity is optional.
 
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
 
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
  
Line 463: Line 451:
 
* item token
 
* item token
 
* rarity
 
* rarity
| Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
+
| Rarity is optional.
 
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
 
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
  
Line 471: Line 459:
 
* item token
 
* item token
 
* rarity
 
* rarity
| Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
+
| Rarity is optional.
 
[HELM:ITEM_HELM_HELM:COMMON]
 
[HELM:ITEM_HELM_HELM:COMMON]
  
Line 485: Line 473:
 
* item token
 
* item token
 
* rarity
 
* rarity
| Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
+
| Rarity is optional.
 
[PANTS:ITEM_PANTS_PANTS:COMMON]
 
[PANTS:ITEM_PANTS_PANTS:COMMON]
  
Line 499: Line 487:
 
* item token
 
* item token
 
* rarity
 
* rarity
| Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).
+
| Rarity is optional.
 
[SHOES:ITEM_SHOES_SHOES:COMMON]
 
[SHOES:ITEM_SHOES_SHOES:COMMON]
  
Line 534: Line 522:
 
| 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.
  
 
|-
 
|-
Line 579: Line 567:
 
| COMMON_DOMESTIC_MOUNT
 
| COMMON_DOMESTIC_MOUNT
 
|
 
|
| If a creature has MOUNT and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
+
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
  
 
|-
 
|-
 
| COMMON_DOMESTIC_PACK
 
| COMMON_DOMESTIC_PACK
 
|
 
|
| If a creature has PACK_ANIMAL and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
+
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
  
 
|-
 
|-
Line 594: Line 582:
 
| COMMON_DOMESTIC_PULL
 
| COMMON_DOMESTIC_PULL
 
|
 
|
| If a creature has WAGON_PULLER and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
+
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
  
 
|-
 
|-
Line 604: Line 592:
 
| 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.
  
 
|-
 
|-
 
| INDOOR_FARMING
 
| INDOOR_FARMING
 
|  
 
|  
| Allow civ to use underground plant products in the goods it has available for trade.
+
| Determines if inside farms will be generated for civ towns, and determines if the player can build farms underground in fortress mode.
  
 
|-
 
|-
 
| OUTDOOR_FARMING
 
| OUTDOOR_FARMING
 
|
 
|
| Allow civ to use outdoor plant products in the goods it has available for trade.
+
| Determines if outside farms will be generated for civ towns, and determines of the player can build outdoor farms in fortress mode.
  
 
|-
 
|-
Line 639: Line 627:
 
| 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.
 +
 
 +
|-
 +
| LOW_SKILL
 +
|
 +
| No longer used.  Formerly used to keep kobolds under control. [v0.28.181.39f]
  
 
|}
 
|}
  
{{Category|Modding}}
+
[[Category:Modding]]
{{Category|Tokens}}
+
[[Category:Tokens]]

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)