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Difference between revisions of "23a:Entity token"

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|-
 
|-
| 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 37: Line 37:
  
 
|-
 
|-
| MOUNTAIN_SETTLEMENTS
+
| {{text anchor|MOUNTAIN_SETTLEMENTS}}
 
|
 
|
 
| Causes sites to be placed adjacent to mountains. Also specifies Dwarven-style caravans.
 
| Causes sites to be placed adjacent to mountains. Also specifies Dwarven-style caravans.
  
 
|-
 
|-
| FOREST_SETTLEMENTS
+
| {{text anchor|FOREST_SETTLEMENTS}}
 
|  
 
|  
 
| Causes sites to be placed in forests. Also specifies Elven-style caravans and diplomats.
 
| Causes sites to be placed in forests. Also specifies Elven-style caravans and diplomats.
  
 
|-
 
|-
| PLAINS_SETTLEMENTS
+
| {{text anchor|PLAINS_SETTLEMENTS}}
 
|  
 
|  
 
| Causes sites to be placed in plains. Also specifies Human-style caravans and diplomats.
 
| Causes sites to be placed in plains. Also specifies Human-style caravans and diplomats.
Line 60: Line 60:
  
 
|-
 
|-
| 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
Line 73: Line 73:
  
 
|-
 
|-
| TRANSLATION
+
| {{text anchor|TRANSLATION}}
 
| language
 
| language
 
| What language raw the entity uses.
 
| What language raw the entity uses.
Line 80: Line 80:
  
 
|-
 
|-
| SELECT_SYMBOL
+
| {{text anchor|SELECT_SYMBOL}}
 
|
 
|
 
* noun
 
* noun
Line 89: Line 89:
  
 
|-
 
|-
| CULL_SYMBOL
+
| {{text anchor|CULL_SYMBOL}}
 
|
 
|
 
* noun
 
* noun
Line 106: Line 106:
  
 
|-
 
|-
| AMBUSHER
+
| {{text anchor|AMBUSHER}}
 
|  
 
|  
 
| Sends bowmen that sneak around and shoot at straggling members of your society, possibly also accompanied by a [[Druid]].
 
| Sends bowmen that sneak around and shoot at straggling members of your society, possibly also accompanied by a [[Druid]].
  
 
|-
 
|-
| BABYSNATCHER
+
| {{text anchor|BABYSNATCHER}}
 
|
 
|
 
| Sends thieves to steal babies. Also causes sieges as population increases.
 
| Sends thieves to steal babies. Also causes sieges as population increases.
  
 
|-
 
|-
| NUISANCE
+
| {{text anchor|NUISANCE}}
 
|
 
|
 
| Sends thieves to steal items. Also makes the severity of attacks depend on the extent of thievery rather than the passage of time.
 
| Sends thieves to steal items. Also makes the severity of attacks depend on the extent of thievery rather than the passage of time.
  
 
|-
 
|-
| SIEGER
+
| {{text anchor|SIEGER}}
 
|
 
|
 
| When attacking, will start campfires and wait around at the edge of your map for up to a year.
 
| When attacking, will start campfires and wait around at the edge of your map for up to a year.
Line 134: Line 134:
  
 
|-
 
|-
| AMMO
+
| {{text anchor|AMMO}}
 
| item token
 
| item token
 
| Allows the civilization to produce the specified type of ammo.
 
| Allows the civilization to produce the specified type of ammo.
Line 140: Line 140:
  
 
|-
 
|-
| ARMOR
+
| {{text anchor|ARMOR}}
 
|
 
|
 
* item token
 
* item token
Line 148: Line 148:
  
 
|-
 
|-
| DIGGER
+
| {{text anchor|DIGGER}}
 
| item token
 
| item token
 
| Allows the civilization to produce the specified type of digging implement.
 
| Allows the civilization to produce the specified type of digging implement.
Line 154: Line 154:
  
 
|-
 
|-
| GLOVES
+
| {{text anchor|GLOVES}}
 
|
 
|
 
* item token
 
* item token
Line 162: Line 162:
  
 
|-
 
|-
| HELM
+
| {{text anchor|HELM}}
 
|
 
|
 
* item token
 
* item token
Line 170: Line 170:
  
 
|-
 
|-
| INSTRUMENT
+
| {{text anchor|INSTRUMENT}}
 
| item token
 
| item token
 
| Allows the civilization to produce the specified musical instrument.  
 
| Allows the civilization to produce the specified musical instrument.  
Line 176: Line 176:
  
 
|-
 
|-
| PANTS
+
| {{text anchor|PANTS}}
 
|
 
|
 
* item token
 
* item token
Line 184: Line 184:
  
 
|-
 
|-
| SHIELD
+
| {{text anchor|SHIELD}}
 
| item token
 
| item token
 
| Allows the civilization to produce the specified type of shield.
 
| Allows the civilization to produce the specified type of shield.
Line 190: Line 190:
  
 
|-
 
|-
| SHOES
+
| {{text anchor|SHOES}}
 
|
 
|
 
* item token
 
* item token
Line 198: Line 198:
  
 
|-
 
|-
| SIEGEAMMO
+
| {{text anchor|SIEGEAMMO}}
 
| item token
 
| item token
 
| Allows the civilization to produce the specified type of siege engine ammunition. In practice, this is always ballista bolts.
 
| Allows the civilization to produce the specified type of siege engine ammunition. In practice, this is always ballista bolts.
Line 204: Line 204:
  
 
|-
 
|-
| TOY
+
| {{text anchor|TOY}}
 
| item token
 
| item token
 
| Allows the civilization to produce the specified toy.  
 
| Allows the civilization to produce the specified toy.  
Line 210: Line 210:
  
 
|-
 
|-
| TRAPCOMP
+
| {{text anchor|TRAPCOMP}}
 
| item token
 
| item token
 
| Allows the civilization to produce the specified trap component.
 
| Allows the civilization to produce the specified trap component.
Line 216: Line 216:
  
 
|-
 
|-
| WEAPON
+
| {{text anchor|WEAPON}}
 
| item token
 
| item token
 
| Allows the civilization to produce the specified weapon.  
 
| Allows the civilization to produce the specified weapon.  
Line 222: Line 222:
  
 
|-
 
|-
| USE_ANIMAL_PRODUCTS
+
| {{text anchor|USE_ANIMAL_PRODUCTS}}
 
|
 
|
 
| Allows the civilization to use and trade animal products - meat, fish, and leather.
 
| Allows the civilization to use and trade animal products - meat, fish, and leather.
  
 
|-
 
|-
| 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. This token also allows evil non-intelligent [[cave river]] and [[chasm]] creatures (such as [[troll]]s) to be used as minions during sieges.
+
| Don't have it -> {{token|EVIL|c}} creatures skipped. This token also allows evil non-intelligent [[cave river]] and [[chasm]] creatures (such as [[troll]]s) to be used as minions during sieges.
  
 
|-
 
|-
| COMMON_DOMESTIC_MOUNT
+
| {{text anchor|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 {{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 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 {{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 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 {{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 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 {{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 (including [[jade]]) in the goods it has available for trade.
 
| Allow civ to use river products (including [[jade]]) in the goods it has available for trade.
  
 
|-
 
|-
| OCEAN_PRODUCTS
+
| {{text anchor|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 (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}}
 
|
 
|
 
| Civ members will wear things made of spider silk and other subterranean materials.
 
| Civ members will wear things made of spider silk and other subterranean materials.
  
 
|-
 
|-
| METAL_PREF
+
| {{text anchor|METAL_PREF}}
 
|
 
|
 
| Gives the entity access to most types of metals (excluding steel and adamantine) and allows it to use them for cages, crafts, and decorations. Also allows the entity to use [[iron]] for weapons and armor.
 
| Gives the entity access to most types of metals (excluding steel and adamantine) and allows it to use them for cages, crafts, and decorations. Also allows the entity to use [[iron]] for weapons and armor.
  
 
|-
 
|-
| MINOR_METAL
+
| {{text anchor|MINOR_METAL}}
 
|
 
|
 
| Allows the entity to use [[copper]] for weapons and armor.
 
| Allows the entity to use [[copper]] for weapons and armor.
  
 
|-
 
|-
| STONE_PREF
+
| {{text anchor|STONE_PREF}}
 
|
 
|
 
| Gives the entity access to all types of stone and allows it to use them for crafts and decorations.
 
| Gives the entity access to all types of stone and allows it to use them for crafts and decorations.
  
 
|-
 
|-
| WOOD_PREF
+
| {{text anchor|WOOD_PREF}}
 
|
 
|
| Makes the entity use [[wood]] for weapons, armor, and cages. If not specified, the entity randomly gains access to [[iron]], [[bronze]], or [[copper]] for weapons and armor (in addition to anything granted by [METAL_PREF] or [MINOR_METAL]).
+
| Makes the entity use [[wood]] for weapons, armor, and cages. If not specified, the entity randomly gains access to [[iron]], [[bronze]], or [[copper]] for weapons and armor (in addition to anything granted by {{token|METAL_PREF|e}} or {{token|MINOR_METAL|e}}).
  
 
|-
 
|-
| GEM_PREF
+
| {{text anchor|GEM_PREF}}
 
|
 
|
 
| Gives the entity access to all types of gems and allows it to use them for crafts and decorations.
 
| Gives the entity access to all types of gems and allows it to use them for crafts and decorations.
Line 315: Line 315:
 
==Site Type==
 
==Site Type==
 
Site types are determined in several different ways:
 
Site types are determined in several different ways:
* Entities with [NUISANCE] will live in Caves
+
* Entities with {{token|NUISANCE|e}} will live in Caves
* Entities with [BABYSNATCHER] will live in Dark Fortresses
+
* Entities with {{token|BABYSNATCHER|e}} will live in Dark Fortresses
* Entities with [CIV_CONTROLLABLE] will live in Mountain Halls
+
* Entities with {{token|CIV_CONTROLLABLE|e}} will live in Mountain Halls
* Entities with [FOREST_SETTLEMENTS] will live in Forest Retreats
+
* Entities with {{token|FOREST_SETTLEMENTS|e}} will live in Forest Retreats
 
* All other entities will live in Towns.
 
* All other entities will live in Towns.
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}

Latest revision as of 03:09, 19 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
 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
 MOUNTAIN_SETTLEMENTS Causes sites to be placed adjacent to mountains. Also specifies Dwarven-style caravans.
 FOREST_SETTLEMENTS Causes sites to be placed in forests. Also specifies Elven-style caravans and diplomats.
 PLAINS_SETTLEMENTS Causes sites to be placed in plains. Also specifies Human-style caravans and diplomats.

Flavor[edit]

Token Arguments Description
 CURRENCY_BY_YEAR Causes the civ's currency to be numbered with the year it was minted.
 CURRENCY
  • metal token
  • value
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]

 TRANSLATION language What language raw the entity uses.
  • If an entity lacks this tag, translations appear to be drawn randomly from all translation files[Verify].

[TRANSLATION:DWARF]

 SELECT_SYMBOL
  • noun
  • symbol
ALL, CIV, SITE

Causes the entity to more often use these symbols in the particular SYM set. [SELECT_SYMBOL:ALL:PEACE]

 CULL_SYMBOL
  • noun
  • symbol
Causes the entity to not use the words in these SYM sets.

[CULL_SYMBOL:ALL:UGLY]

Behavior[edit]

Token Arguments Description
 AMBUSHER Sends bowmen that sneak around and shoot at straggling members of your society, possibly also accompanied by a Druid.
 BABYSNATCHER Sends thieves to steal babies. Also causes sieges as population increases.
 NUISANCE Sends thieves to steal items. Also makes the severity of attacks depend on the extent of thievery rather than the passage of time.
 SIEGER When attacking, will start campfires and wait around at the edge of your map for up to a year.

Items and Animals Used[edit]

Token Arguments Description
 AMMO item token Allows the civilization to produce the specified type of ammo.

[AMMO:ITEM_AMMO_BOLTS]

 ARMOR
  • item token
  • rarity
Allows the civilization to produce the specified type of armor. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).

[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]

 DIGGER item token Allows the civilization to produce the specified type of digging implement.

[DIGGER:ITEM_WEAPON_PICK]

 GLOVES
  • item token
  • rarity
Allows the civilization to produce the specified type of handwear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).

[GLOVES:ITEM_GLOVES_GLOVES:COMMON]

 HELM
  • item token
  • rarity
Allows the civilization to produce the specified type of headgear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).

[HELM:ITEM_HELM_HELM:COMMON]

 INSTRUMENT item token Allows the civilization to produce the specified musical instrument.

[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]

 PANTS
  • item token
  • rarity
Allows the civilization to produce the specified type of legwear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).

[PANTS:ITEM_PANTS_PANTS:COMMON]

 SHIELD item token Allows the civilization to produce the specified type of shield.

[SHIELD:ITEM_SHIELD_SHIELD]

 SHOES
  • item token
  • rarity
Allows the civilization to produce the specified type of footwear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).

[SHOES:ITEM_SHOES_SHOES:COMMON]

 SIEGEAMMO item token Allows the civilization to produce the specified type of siege engine ammunition. In practice, this is always ballista bolts.

[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]

 TOY item token Allows the civilization to produce the specified toy.

[TOY:ITEM_TOY_PUZZLEBOX]

 TRAPCOMP item token Allows the civilization to produce the specified trap component.

[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]

 WEAPON item token Allows the civilization to produce the specified weapon.

[WEAPON:ITEM_WEAPON_AXE_BATTLE]

 USE_ANIMAL_PRODUCTS Allows the civilization to use and trade animal products - meat, fish, and leather.
 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. This token also allows evil non-intelligent cave river and chasm creatures (such as trolls) to be used as minions during sieges.
 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 (including jade) 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 Civ members will wear things made of spider silk and other subterranean materials.
 METAL_PREF Gives the entity access to most types of metals (excluding steel and adamantine) and allows it to use them for cages, crafts, and decorations. Also allows the entity to use iron for weapons and armor.
 MINOR_METAL Allows the entity to use copper for weapons and armor.
 STONE_PREF Gives the entity access to all types of stone and allows it to use them for crafts and decorations.
 WOOD_PREF Makes the entity use wood for weapons, armor, and cages. If not specified, the entity randomly gains access to iron, bronze, or copper for weapons and armor (in addition to anything granted by [METAL_PREF] or [MINOR_METAL]).
 GEM_PREF Gives the entity access to all types of gems and allows it to use them for crafts and decorations.

Site Type[edit]

Site types are determined in several different ways:

CancelHideAbout

Rating 23a:Entity token