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40d:Entity token

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Revision as of 02:31, 26 February 2008 by Hex Decimal (talk | contribs)
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These tokens define entities, or civilizations, in entity_*.txt files.


Gameplay

Token Arguments Description
ADVENTURE_TIER order allows adventure mode, the number determines the order in the list and must be in an order. If there is no tier 4 there can not be a tier 5. Humans, Elves, and Dwarves take up tier 1, 2, and 3 respectfully.

[ADVENTURE_TIER:4]

INDIV_CONTROLLABLE allows the Play Now! option adventure mode.
CIV_CONTROLLABLE allows fortress mode.
CREATURE creature if there is more then one CREATURE token the entity will pick one of them at random to populate when generated

[CREATURE:DWARF]


Placement

Token Arguments Description
BIOME_SUPPORT
  • biome
  • frequency
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 sitetype options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN

[DEFAULT_SITE_TYPE:CAVE_DETAILED]

LIKES_SITE sitetype most residents will try to move to this site type, unless already at one.

[LIKES_SITE:CAVE_DETAILED]

TOLERATES_SITE sitetype some residents will try to move to this site type, unless already at one.

[TOLERATES_SITE:CITY]


Population

Token Arguments Description
START_GROUP_NUMBER number number of breeding couples to start with per entity

[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 worldgen

[MAX_STARTING_CIV_NUMBER:3]


Items and Animals Used

[AMMO:item token]
[ARMOR:item token:rarity]
[ARMOR:item token]
[DIGGER:item token]
[GLOVES:item token:rarity]
[HELM:item token:rarity]
[INSTRUMENT:item token]
[PANTS:item token:rarity]
[SHIELD:item token]
[SHOES:item token:rarity]
[SIEGEAMMO:item token]
[TOY:item token]
[TRAPCOMP:item token]
[WEAPON:item token]
[USE_ANIMAL_PRODUCTS]
[USE_ANY_PET_RACE]
[USE_CAVE_ANIMALS]
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]
[USE_GOOD_ANIMALS]
[USE_GOOD_PLANTS]
[USE_GOOD_WOOD]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PET]
[COMMON_DOMESTIC_PULL]
[RIVER_PRODUCTS] allow civ to use river products in the goods it has available for trade.
[OCEAN_PRODUCTS] allow civ to use ocean products in the goods it has available for trade.
[INDOOR_FARMING] determines if inside farms will be generated for civ towns.
[OUTDOOR_FARMING] determines if outside farms will be generated for civ towns.
[CLOTHING] civ members will attempt to wear clothing
[SUBTERRANEAN_CLOTHING] Will wear things made of spider silk and other subterranean materials. 
[EQUIPMENT_IMPROVEMENTS] Allows items to be improved (needs verified)
[IMPROVED_BOWS]
[MINOR_METAL] Has a preference for weak metals (copper)
[LOW_SKILL]


Flavor

[CURRENCY:metal token:value] what kind of metals the civ uses for coin minting
[CURRENCY_BY_YEAR] adds the year to each coin made 
[ART_FACET_MODIFIER:*:*] OWN_RACE, FANCIFUL, EVIL, GOOD:scale goes from 0 to 25600 where 256 is the default
[ART_IMAGE_ELEMENT_MODIFIER:*:*] CREATURE, PLANT, TREE, SHAPE, ITEM:0-25600
[ITEM_IMPROVEMENT_MODIFIER:*:*] ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600
[TRANSLATION:*] What language raw the entity uses
[CULL_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to not use the words in these SYM sets
[SELECT_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to always use the words in these SYM sets 
[FRIENDLY_COLOR:*:*:*] <front>:<back>:<brightness> see color for values
[METAL_PREF] enables creatures of this entity to have a preference for one or more metals
[STONE_PREF] enables creatures of this entity to have a preference for one or more stones
[WOOD_PREF] enables creatures of this entity to have a preference for one or more types of wood
[GEM_PREF] enables creatures of this entity to have a preference for one or more gems
[UNDEAD_CANDIDATE] entity can be used to make the undead in ruins

Religion

[RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER
[RELIGION_SPHERE:*] Can by any available Sphere. Multiple entries are possible.
 Religions will tend to have the spheres listed, but will also have other spheres.
[SPHERE_ALIGNMENT:*:*]

Leadership

[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 token] Makes the leader this profession, uses tileset professions
[SITE_LEADER_TYPE:profession token]Makes the minor leaders this profession, uses tileset professions
[MAYOR] civ settlements have a mayor

Behavior

[ABUSE_BODIES] heads on pikes, possible others?
[ACTIVE_SEASON:season] which season they'll come talk to you and/or invade
[AMBUSHER] when invading sneaks around and shoots at straggling members of your society
[AT_PEACE_WITH_WILDLIFE] will not attack wildlife.
[BABYSNATCHER] sends thieves to steal babies
[DIPLOMAT] diplomat comes talk to you
[DIPLOMAT_BODYGUARDS] diplomat has guards
[ENTITY_GROUPING:*] FRIENDLY, EVIL or NUISANCE
[INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals
[ITEM_THIEF] sends thieves to steal items
[MERCHANT_BODYGUARDS] merchant has bodyguards
[MERCHANT_NOBILITY] civ has a merchant prince
[PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come to site once population at site has reached that level
[PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come to site once created wealth has reached that level
[PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come to site once exported goods has reached that level
[RESPECT_ANIMALS] will not buy animal based items and is angered at the attempt
[RESPECT_TREES] will not buy wooden items and is angered at the attempt
[SIEGER] allows the entity to invade your fortress if angered. (needs verified)
[SKULKING] This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time
[TREE_CAP_DIPLOMACY] Makes the entity angry if you cut down too many trees.