.. _structures.entities: ######## entities ######## .. _structures.entities.entity_occasion_info: entities.entity_occasion_info ============================= .. code-block:: xml v0.42.01 .. _structures.entities.entity_occasion: entities.entity_occasion ======================== .. code-block:: xml .. _structures.entities.occasion_schedule_type: entities.occasion_schedule_type =============================== .. code-block:: xml .. _structures.entities.entity_occasion_schedule: entities.entity_occasion_schedule ================================= .. code-block:: xml art form / event / item_type item_subtype .. _structures.entities.occasion_schedule_feature: entities.occasion_schedule_feature ================================== .. code-block:: xml .. _structures.entities.entity_occasion_schedule_feature: entities.entity_occasion_schedule_feature ========================================= .. code-block:: xml .. _structures.entities.entity_activity_statistics: entities.entity_activity_statistics =================================== .. code-block:: xml unhidden, subterranean, and excluding map features allows planting of seeds unused since 40d back in 40d, this counted HFS when >= 2, no migrants Added after 'you have struck' announcement .. _structures.entities.caravan_state: entities.caravan_state ====================== .. code-block:: xml has it warned you that you need a depot set each time a merchant leaves the map or dies send data to mountainhomes display merchantintro and merchantexit excluding foreign-produced items .. _structures.entities.entity_buy_prices: entities.entity_buy_prices ========================== .. code-block:: xml .. _structures.entities.entity_buy_requests: entities.entity_buy_requests ============================ .. code-block:: xml guess guess .. _structures.entities.entity_sell_category: entities.entity_sell_category ============================= .. code-block:: xml .. _structures.entities.entity_sell_prices: entities.entity_sell_prices =========================== .. code-block:: xml .. _structures.entities.entity_sell_requests: entities.entity_sell_requests ============================= .. code-block:: xml .. _structures.entities.entity_recipe: entities.entity_recipe ====================== .. code-block:: xml .. _structures.entities.historical_entity_type: entities.historical_entity_type =============================== .. code-block:: xml .. _structures.entities.historical_entity: entities.historical_entity ========================== .. code-block:: xml index in the array changes once has 100 entries ? ? ? 1st entry copies to unit.population_id for Adventurer? v0.42.01 maybe intended for siege ammo also instruments, toys, and tools v0.42.01 bars boulders and blocks small and large cut amber and coral used for vial extracts on embark also buckets, splints, and crutches v0.34.01 v0.34.01 lye, charcoal, potash, pearlash, and coke v0.42.01 v0.42.01 0 = civilization symbol one of these 4 vectors was removed, not sure which one is worship sorted by group_id empty empty v0.40.01 v0.40.01 v0.40.01 v0.40.01 v0.40.01 empty v0.34.01 v0.34.01 v0.34.06 v0.40.01 v0.40.01 v0.40.01 v0.40.01 v0.40.01 v0.42.01 v0.42.01 v0.42.01 v0.42.01 v0.42.01 v0.42.01 v0.40.01 v0.40.01 v0.40.01 in world_data.entity_claims1 includes self best IMPACT_FRACTURE/10000 + MAX_EDGE/1000 for weapon mats plus best IMPACT_FRACTURE/10000 for armor mats v0.42.01 v0.42.01 v0.42.01 v0.42.01 uninitialized 0 0 uninitialized uninitialized 0 empty empty 0 0 0 0 empty empty Uninitialized empty v0.34.01 .. _structures.entities.entity_tissue_style: entities.entity_tissue_style ============================ .. code-block:: xml maybe probability? .. _structures.entities.training_knowledge_level: entities.training_knowledge_level ================================= .. code-block:: xml .. _structures.entities.entity_position_flags: entities.entity_position_flags ============================== .. code-block:: xml .. _structures.entities.entity_position: entities.entity_position ======================== .. code-block:: xml v0.34.01 .. _structures.entities.entity_position_assignment: entities.entity_position_assignment =================================== .. code-block:: xml v0.40.01 position within relevant entity v0.40.01 v0.40.01 v0.40.01, not saved .. _structures.entities.entity_material_category: entities.entity_material_category ================================= .. code-block:: xml cloth or leather organic.leather any cloth organic.wood, used for training weapons misc_mat.crafts stones misc_mat.crafts misc_mat.glass_unused, used for extract vials misc_mat.barrels, also used for buckets cloth/leather misc_mat.cages metal.weapon metal.ranged metal.ammo metal.ammo2 metal.pick metal.armor, also used for shields, tools, instruments, and toys gems refuse.bone refuse.shell refuse.pearl refuse.ivory refuse.horn misc_mat.others metal.anvil misc_mat.booze metals with ITEMS_HARD, used for chains organic.fiber organic.silk organic.wool misc_mat.rock_metal misc_mat.wood2 .. _structures.entities.entity_uniform_item: entities.entity_uniform_item ============================ .. code-block:: xml .. _structures.entities.entity_uniform: entities.entity_uniform ======================= .. code-block:: xml .. _structures.entities.entity_event_type: entities.entity_event_type ========================== .. code-block:: xml .. _structures.entities.entity_event: entities.entity_event ===================== .. code-block:: xml 0=overthrow, 1=fail, 2=crushed .. _structures.entities.agreement: entities.agreement ================== .. code-block:: xml v0.42.01