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		<title>Main Page/Quote/list</title>
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		<updated>2016-01-02T07:01:59Z</updated>

		<summary type="html">&lt;p&gt;JT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ADD QUOTES AT THE BOTTOM OF THIS LIST, NOT HERE --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
To add a quote to this list, place it on its own line above the last line.&lt;br /&gt;
#{{#rreplace:&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
Toady withdraws from society. Toady has begun a [[Strange mood|mysterious]] [[Dwarf Fortress|construction]]!&lt;br /&gt;
Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
The critical question is this: do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
I can just imagine a [[wagon]] throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere'' &lt;br /&gt;
&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
&amp;quot;[B]oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
Endok Cerolneth has begun a mysterious construction!&amp;lt;br&amp;gt;Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://www.bay12forums.com/smf/index.php?topic=21449.msg239558#msg239558 Soup_alex]&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
Bug 000780 [adventure mode][crime] - town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body&lt;br /&gt;
&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
There are 5 articles in category Lore: [[Armok]], [[Cave Adaptation]], [[Elephant]], [[Philosopher]], and [[Vomit]].&lt;br /&gt;
There is nothing to catch in the magma pipe.&lt;br /&gt;
Bug 000563 [dwarf mode][justice] - mayor ordered himself beaten for failing to make crystal glass objects&lt;br /&gt;
If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
Bug 000597 [creatures] - flying creatures give birth in midair, leading to tragedy.&lt;br /&gt;
'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
Dwarf Fortress: Because burning elves are funny.&lt;br /&gt;
The carp has drowned.&lt;br /&gt;
There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
&amp;quot;I swear to god once I saw a dwarf who was labeled as being Strong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
Urist McRandy has been ecstatic lately. He brought somebody to bed lately.&lt;br /&gt;
&amp;quot;Dwarven children kidnapped and incorporated into goblin society might sh... shave.&amp;quot;&amp;lt;br&amp;gt; --Toady One&lt;br /&gt;
Bug 000871 [projectiles] - babies fall to death when born on stairs&lt;br /&gt;
Bug 001031 [adventure mode][inventory] - a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes&lt;br /&gt;
&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; -sonerohi&lt;br /&gt;
You can't yet strangle people with the exposed guts, though I suppose that's now within reach. --[[Toady One]]&lt;br /&gt;
Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. --PTTG??&lt;br /&gt;
...and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. --PTTG??&lt;br /&gt;
Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume purring maggot, Dwarven ale and Dwarven syrup.  He absolutely detests purring maggots.&amp;quot;&lt;br /&gt;
&amp;quot;I had to leave just before I tested the dwarf with the boiling gold blood.&amp;quot; -- Toady the Great One&lt;br /&gt;
Urdim Zatinod has been quite content lately. She has lost an annoying friend to tragedy lately.&lt;br /&gt;
I added two levers.  One opens the magma.  The other sets free all the cats.  --Someone in Headshoots&lt;br /&gt;
&amp;quot;As Manbaspecut, Human Merchant is stricken by melancholy!&amp;quot; &amp;quot;Muskox has gone stark raving mad!&amp;quot; I think something is wrong with the human caravan...&lt;br /&gt;
&amp;quot;Somebody needs to build an active volcano inside a fortress inside an active volcano.&amp;quot; --Boksi&lt;br /&gt;
It has stats. It can be killed.&lt;br /&gt;
Bug 000432 [dwarf mode][items] - Bones pop out of coffins.&lt;br /&gt;
Thanks. I wish I had known that about three forts ago.&lt;br /&gt;
If I ''remembered'' what the damn lever did, I'd ''pull'' it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
Sarvesh Ralrubal likes olivine, olivine and olivine. &lt;br /&gt;
&amp;quot;So let me get this straight. We managed to destroy a dwarven civilization while only managing a single town??&amp;quot;&lt;br /&gt;
Kara Mase, the Glory of Amusing: Engraved on the wall is an image of a dwarf and an elf. The dwarf is committing a depraved act on the elf. &lt;br /&gt;
Once saw a water skin with red beryl spikes.  I still wonder how you would drink from that. &lt;br /&gt;
Watching a kobold thief be chased by batman is very satisfying.&lt;br /&gt;
Kol Tölunimush has been ecstatic lately.  He killed somebody by accident while sparring recently.  He took joy in slaughter lately.  He has lost a lover to tragedy lately.  He has witnessed death.  He had a satisfying sparring session recently.&lt;br /&gt;
There was kind of a violent explosion of boiling human blood when I was testing a human vs a magma man in the arena... it was a little weird, but I guess that's okay.  --[[Toady One]]&lt;br /&gt;
Mew? &amp;lt;br /&amp;gt;Chop!&lt;br /&gt;
&amp;quot;If Dwarf Fortress geology is to be believed, then the Earth's core is made of microcline and demons.&amp;quot;&lt;br /&gt;
'They're firing arrows at us! Quickly! Raise the babies!!' -Urdim McSquadLeader, mother of 8&lt;br /&gt;
It started raining, then all my dwarves outside started bleeding to death. On inspection their upper bodies were missing.&lt;br /&gt;
It seems that a fresh recruit given a crossbow and a quiver with ammo in it will opt to run up to the enemy and bash them with the crossbow.&lt;br /&gt;
Bug introduced in the latest version: Firemen can have their flames severed. These flames then just lie around the place.&lt;br /&gt;
You stab Iron Man in the right leg from behind with your adamantine short sword, breaking away a piece of the gas and shattering the iron!&amp;lt;br&amp;gt;The Beak Dog is caught in a burst of Iron Man gas!&amp;lt;br&amp;gt;Beak Dog vomits into the Iron Man gas.&lt;br /&gt;
Urist McDairy, Milker cancels store item in stockpile: handling dangerous creature&lt;br /&gt;
Ildomushat, Fish Cleaner, cancels Clean Self: Could not find path.&lt;br /&gt;
Losing is [[Fun]]!!!&amp;lt;br&amp;gt;--The Motto of Dwarf Fortress&lt;br /&gt;
I hate walking under dwarven archways. You never know how many mechanized crossbows they have hidden underneath those damn things.&lt;br /&gt;
&amp;quot;Bibo ergo sum. I drink, therefore I am.&amp;quot;&amp;lt;br /&amp;gt;-- Dwarven Philosopher&lt;br /&gt;
This is a menacing iron spike. This object menaces with spikes of iron.&lt;br /&gt;
Kogsak is a deity of The Helpful Diamond. Kogsak most often takes the form of a dwarf and is associated with fortresses.&lt;br /&gt;
The Forgotten Beast pushes The Wrestler in the head, bruising the muscle, driving the skull through the brain, and tearing apart the brain! The Wrestler has been struck down!&lt;br /&gt;
Goblin Chops at the Diagnostician in the right leg, damaging the muscle! Urist McHouse is Unconscious!&lt;br /&gt;
Limul Itebdesis, trader has been Possessed. Limul Itebdesis, trader has created Stodir Isethlolor, a Mortgage-Backed Security!&lt;br /&gt;
The heart wound ended up being a guy getting shot in the arm, dropping his crossbow, running over to the opposing line, and jabbing his stack of bolts into somebody's chest. &lt;br /&gt;
Giant mole has stolen a preserved prepared giant mole lung!&amp;lt;br&amp;gt;''&amp;quot;Hey, I want my grandfather back!&amp;quot;''&lt;br /&gt;
&amp;quot;You must construct additional barrels!&amp;quot; - [[User:Speed112]]&lt;br /&gt;
All I want is a major river next to a volcano with flux, sand and bituminous coal.&lt;br /&gt;
Do not taunt magma.&lt;br /&gt;
I bury my pets in gold coffins and my nobles in wood coffins. Pets before people, I say.--[[KingAuggie]]&lt;br /&gt;
[the cavern] is basically like the surface, except underground&lt;br /&gt;
The fortress' randomly generated name was &amp;quot;Greatestfailure&amp;quot;. &lt;br /&gt;
&amp;quot;You stab the Human Thresher in the mouth with your large copper dagger, tearing the left cheek!&amp;quot; &amp;quot;The large copper dagger has lodged firmly in the wound!&amp;quot;&lt;br /&gt;
&amp;quot;The best way to determine how dangerous a fortress is, is to make only one dwarf with the burial job, and nothing else: the lower his social skills, the more dangerous the fortress is - [[User:Rhenaya|Rhenaya]]&amp;quot;&lt;br /&gt;
&amp;quot;Before retiring in the evening, heed my words and give yourself to volcanos&amp;quot; - Ted Usmokatra, law-giver&lt;br /&gt;
Upon coming of age, about 8, Urist McYoung Made an artifact, became mayor and promptly mandated the construction of slade goods.&lt;br /&gt;
Dwarf Fortress: You've already lost.&lt;br /&gt;
A sober fortress makes even a mental hospital seem like a pleasant place to live.&lt;br /&gt;
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.&lt;br /&gt;
There are two ways of dealing with goblins in a tree. One is by marksdwarves. The other is by flooding the world with magma.&lt;br /&gt;
Portal and Dwarf Fortress share a mystical trend. It is !!Science!!.&lt;br /&gt;
The were-capybara is only one of the myriad lunatic monsters that terrorize the living. -- Threetoe&lt;br /&gt;
The only time I ever saw the stupid thing fly, was to cross the aqueduct, to the beer hall. -- Fredd&lt;br /&gt;
(On artifacts) I got a flint door, called The Noiseless Odors. -- Nyxalinth&lt;br /&gt;
So apparently she became queen before becoming a twilight freak wife. Fascinating. -- Samuel&lt;br /&gt;
The zombies in a necromancer's tower became suspicious after the necromancer failed to age -- Toady One&lt;br /&gt;
Got a few barrels of beetle ichor and duck blood, gave some pig cheese in exchange. Made a present of three coffins to the queen.&lt;br /&gt;
I'd have to look back to see if it wants the physical or metaphysical id on the corpse. -- Toady One&lt;br /&gt;
The Sasquatch corpse has lodged firmly in the wound! The goblin has been struck down!&lt;br /&gt;
[22:57:46] &amp;lt;Dik_&amp;gt; How do I wash myself up from blood?&amp;lt;br&amp;gt;[23:06:20] &amp;lt;Dik_&amp;gt; How the fuck do I get out of the river?&lt;br /&gt;
No, you're not getting that leg back. In fact, that creature over there is going to pick your leg up and beat you to death with it. You won't respawn.&lt;br /&gt;
My refuse pile just woke up and ate my dwarves, who in turn got up themselves and started eating the other dwarves.&lt;br /&gt;
{{bugl|2264|cat=nocat}} - Adv. Mode travel (near oceans) teleports player underground and turns them into an underground creature&lt;br /&gt;
{{bugl|5921|cat=nocat}} - Biting dwarves in minecarts infinitely increases combat range&lt;br /&gt;
Fort flooded. So that's what an aquifer is. -- Exelixi&lt;br /&gt;
Axedwarf looks surprised by the ferocity of Spearmasters onslaught. Spearmaster charges at Axedwarf. Spearmaster stabs axedwarf in the left eye with his +Adamantine spear+, lightly tapping the target.&lt;br /&gt;
In 4, the Castle of Fortune of the Tombs of Gold constructed the Hell of Taxing in Entrancedcrafts.&lt;br /&gt;
I also got started on jumping. My first jump was off by a factor of 100, so I flew against a cliff and blew apart. I'm still working on it. -- Toady One&lt;br /&gt;
Mukca: Seek this place and kill Cenäth Certaindrives the giant.&amp;lt;br&amp;gt;Knowing no mercy, Cenäth stole Fisher berry wine!&lt;br /&gt;
We shall build a tower so tall, we will mine the very stars themselves!&lt;br /&gt;
Ingish Såkzulbomrek, Miner cancels Report Crime: Dangerous terrain.&lt;br /&gt;
You have struck limonite! Oddom Nishdanman, Furnace Operator cancels Smelt Limonite Ore: needs limonite.&lt;br /&gt;
{{bugl|4753|cat=nocat}} [Creatures]: Rodent men have no skin&lt;br /&gt;
{{bugl|0040|cat=nocat}} [Dwarf Mode -- Jobs, Items]: &amp;quot;Dwarf cancels Make Cloth Item: Needs 10000 plant cloth&amp;quot;&lt;br /&gt;
{{bugl|5531|cat=nocat}} [Creatures]: Legless animal men can kick&lt;br /&gt;
{{bugl|1588|cat=nocat}} [Creatures]: Creature with 1 eye and 2 eyelids&lt;br /&gt;
&amp;quot;This is my reward for not letting us all die. I have to deal with the Nobility.&amp;quot;&amp;lt;br /&amp;gt;-- Captain Ironblood, the mayor of Nist Akath&lt;br /&gt;
The king of my dwarves appointed a visiting merchant's yak as the general of the army while I was trading. -- [[Toady One]]&lt;br /&gt;
I'd like to think they bonded over their sinister ancestors (or the strange childhood coincidence of having younger siblings gobbled up by different werebuffalo in the same year).&lt;br /&gt;
They just walk around without a head until they realize that they should suffocate. -- Urist Da Vinci&lt;br /&gt;
Most of yesterday I spent trying to be robbed by bandits, but they kept looking away from me and forgetting I was there. -- [[Toady One]]&lt;br /&gt;
Today's success was to have a crying mother spit on me and call me a murderer. -- [[Toady One]]&lt;br /&gt;
You monster! Killing too many children at once will make everyone sad. You need to kill them slowly so nobody notices.&lt;br /&gt;
Dwarven... &amp;quot;Child Care&amp;quot;: It's like regular childcare, except with more dogs, and less care.&lt;br /&gt;
You: How have things been? Tulon Tunlikot, Mayor: Well, let's see... we've got the army on the march, beasts, bandits and bone-chilling horror.&lt;br /&gt;
{{bugl|6722|cat=nocat}}: Manager climbs a tree instead of going to office when management jobs are assigned&lt;br /&gt;
{{bugl|5971|cat=nocat}}: Fat dwarves eating causes lag&lt;br /&gt;
{{bugl|6817|cat=nocat}}: &amp;quot;Behold, mortal. I am a diving being.&amp;quot;&lt;br /&gt;
It was inevitable.&lt;br /&gt;
Weresquirrel Ceru Uzushimdo has come! A large Squirrel twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow orange. Its sandy taupe hair is very curly. Now you will know why you fear the night. &lt;br /&gt;
I don't think the Elves in my DF game are too happy... I've modded them so that their body temperature causes nearby trees to burst into flames. --Evil One&lt;br /&gt;
Dwarf Fortress: Teaching methods of genocide against merpeople because their bones are worth 6000{{db}}.&lt;br /&gt;
No one has gone missing or died. The year is still young.&lt;br /&gt;
From release notes 0.40.11: Stopped overuse of plant structure tag causing people to say they preferred to eat trees&lt;br /&gt;
Stopped dwarves from trying to clean their own missing or internal body parts. --[[Toady One]]&lt;br /&gt;
The game actually has a first-person message about being scuttled, just in case you should happen to be playing as a wagon. --Halfling&lt;br /&gt;
Engraved on the wall is a well-designed image of a dwarf and hamsters. The dwarf is surrounded by the hamsters. The dwarf looks terrified.&lt;br /&gt;
Spring is coming, oh no, prepare the coffins! --Garath&lt;br /&gt;
Welcome to Dwarf Fortress. Where peaceful death of old age is something nobody sees coming. --Sirbug&lt;br /&gt;
Stopped zombies from interrupting your sleep to ask if they can help you with something. -- [[Toady One]]&lt;br /&gt;
&amp;quot;I died.&amp;quot; &amp;quot;The Weather looks to be fine today.&amp;quot; &amp;quot;I heard that I died.&amp;quot;&lt;br /&gt;
I had a dwarven hero try to kill a bronze colossus seven times, and each time he lost.... After the third duel, he began worshipping his enemy. -- [[Toady One]]&lt;br /&gt;
I also grabbed somebody's exposed guts and did the only thing you can do with them currently, which is pinch them. -- [[Toady One]]&lt;br /&gt;
The dabbling surgeon moved between repairing the compound fracture and trying to stop bleeding from malpractice. -- [[Toady One]]&lt;br /&gt;
Large mobs of groundhogs can still kill things they wouldn't normally kill.&lt;br /&gt;
The poor thing died with the message &amp;quot;&amp;lt;name&amp;gt; has condensed.&amp;quot; -- [[Toady One]]&lt;br /&gt;
In addition, Atheli devoured three cows, four horses, five mules, a donkey, six dogs, two cats, and a rhesus macaque and fox while tormenting the elves. -- [[Toady One]]&lt;br /&gt;
The titan was given a position in their pantheon, though it would still show up every few years to kick down somebody's house. -- [[Toady One]]&lt;br /&gt;
Large animals can put an unskilled [[gelder]] in the hospital. --[[Toady One]]&lt;br /&gt;
I have my little invisible help-wanted ads for [the dwarves] to look through now, followed by a little invisible pick-best-applicants procedure. --[[Toady One]]&lt;br /&gt;
You punch Human 2 in the right eye from behind with your left hand and the injured part explodes into gore! &amp;lt;br&amp;gt;Human 2: Greetings. My name is Human 2.&lt;br /&gt;
It seems I've just delivered you into the arms of crashing and despair. --[[Toady One]]&lt;br /&gt;
Chopping down the tree [is] effective, insofar as you do not care whether the dwarves live or die.&lt;br /&gt;
Knowing no mercy, [http://imgur.com/hoGQZoX Nikot] stole a cherry! This vile fiend even murdered Mafi Fanggorge!&lt;br /&gt;
[[Scamps]] added two lines of code today. They didn't compile. --[[Toady One]]&lt;br /&gt;
The crash happened when the night creature tried to come up with things to say to potential shoppers. --[[Toady One]]&lt;br /&gt;
Obok Kelzokum is interested near his own fine [[Bed]]. &amp;quot;I was near to my own Bed. How incredibly interesting!&amp;quot;&lt;br /&gt;
Wait, wait, wait. Why the hell do you have a raven stockpile? --[http://www.bay12forums.com/smf/index.php?topic=108371.msg3235825#msg3235825 peskyninja]&lt;br /&gt;
You can modify chickens so that, instead of laying eggs, they lay ''live bees''. Dwarf Fortress: crimes against nature simulator. --[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DwarfFortress TVTropes]&lt;br /&gt;
Ah well. Who knew the first Dwarf to go to space was a useless [[fisherdwarf]].&lt;br /&gt;
I launched 4 dwarves into the air with a bridge and only 3 came down.&lt;br /&gt;
If you are working with [[magma|central heating]], make sure the &amp;quot;hot&amp;quot; pipe and the &amp;quot;cold&amp;quot; pipe don't mix, or your heating system will likely not work as intended.&lt;br /&gt;
It's no longer called magma when it reaches the surface... and melts a hundred goblins.&lt;br /&gt;
Dwarves are like squirrels, but instead of acorns it's booze.&lt;br /&gt;
Carp are to be feared, worshipped, and roasted.&lt;br /&gt;
It's easier to buy out a caravan than it is to take the time to shop.&lt;br /&gt;
I had a fortress where roughly 90% of the engravings were of buckets, buckets surrounded by dwarves, and buckets surrounded by screaming dwarves. --[http://dfstories.com/buckets/ taran]&lt;br /&gt;
Led Zanzustash dove into the rapids, and climbed out a day later. He had several injuries, some broken bones, and a missing finger, but he had done it: he saved a barrel of booze that was nearly destroyed (the baby died).&lt;br /&gt;
&amp;quot;In a time before time, I killed me.&amp;quot; -Human with nothing else to [[Adventurer_mode#Talking|gossip]] about&lt;br /&gt;
There is currently a minor problem in that the veteran demons fighting in the corpse factory have failed to die in the 2 year battle and have become legendary unkillable gods of war. I may have misjudged this possible outcome. -- Loud Whispers&lt;br /&gt;
Added the Giant Adder to dwarven menu.  --TheCrazyHamsteR&lt;br /&gt;
&amp;quot;What's the purpose of adding [[feather tree]]s to the game? To make good pillows&amp;quot;, I think.  --TheCrazyHamsteR&lt;br /&gt;
In a time before time, somebody attacked somebody.&lt;br /&gt;
Dwarf Fortress: [[Undead|Respawning after death]] is even more [[fun]].&lt;br /&gt;
&amp;quot;I tried to carve 'god hates this place' into the mountain.  Unfortunately, Athlete's footnote got stuck in the 'a' of 'place' and starved to death&amp;quot; &lt;br /&gt;
The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.&lt;br /&gt;
If your dwarves start melting or slugmen explode whenever it rains, then it's a good indication it's too hot. --UberNube&lt;br /&gt;
What you see as an increase in population, the surrounding beasts simply see as a more stable food supply. --Taupe, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]&lt;br /&gt;
That's right, the undead ravens killed the entirety of the hidden fun stuff.  --Loud Whispers&lt;br /&gt;
&amp;quot;Astesh Savotsazir, Stray Kitten (Tame) has adopted Ingish Rimtaruzol, Siege Engineer.&amp;quot;&lt;br /&gt;
Dwarf Fortress, flinging dwarves into space using a drawbridge since 2006.&lt;br /&gt;
Sometimes the best trophy is your own head.&lt;br /&gt;
I like to think that the other pole [of the world] was destroyed by a dwarven experiment gone right. --GMDev&lt;br /&gt;
Unfortunately for Urist McDeadman, the budget no longer allowed for personal mausoleums for every dwarf, as had previously been standard.&lt;br /&gt;
Nil Aliscatten cancels make Charcoal: dangerous terrain.&lt;br /&gt;
A Kobold Thief has made off with +Kobold Cage+!&lt;br /&gt;
OH GOD I'M BEING EATEN BY A SNAIL, WHAT AN UNEXPECTED AND SORT OF IRONIC TWIST! --Max, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]&lt;br /&gt;
&amp;quot;In the early spring of 500, the rain monster was struck down by the banshee of drought Scrapedrent in The Hellish Marshes.&amp;quot;&lt;br /&gt;
Deler Kulinkeskal, Weaver is exhilarated after being attacked. &amp;quot;I was attacked. How exhilarating!&amp;quot;&lt;br /&gt;
I wonder how the elves can eat these... *licks a leaf*&lt;br /&gt;
Greetings. My name is TRANS_NAME].&lt;br /&gt;
Well, someone already managed to drink their sword.&lt;br /&gt;
How is my dining room possibly this full of badgers? -Skid&lt;br /&gt;
I just drafted a Llama into my army and it already killed a [[roc]] by itself. -Ashameron&lt;br /&gt;
Stopped cats from dying of alcohol poisoning after walking over damp tavern floors and cleaning themselves.  --[[Toady One]]&lt;br /&gt;
{{bugl|8977|cat=nocat}} [Diplomacy] -- Merchant caravans get stuck in tree.&lt;br /&gt;
Each time a pile of wool becomes alive and attacks my dwarves I think it doesn't want to end as worn clothes. --TheCrazyHamsteR&lt;br /&gt;
Erith also gets kudos for killing a demon by eating it to death. --Loud Whispers&lt;br /&gt;
I (somehow) wield a marble coffin that I fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin. -- Wwolin&lt;br /&gt;
Jump into a deep pit and let your body experience overwhelming kinetic energy. --TheCrazyHamsteR&lt;br /&gt;
The Herbalist has become enraged!&amp;lt;br&amp;gt;Kadol Imushothil, Herbalist: &amp;quot;I got into an argumnent with Kol Kissrazors. I am so angry!&amp;quot;&lt;br /&gt;
Stozu Ägusnodub, Goblin Woodcutter (to Dang Kutsmobnozam, Goblin Diagnoser): &amp;quot;Not a half hour ago I attacked me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;!-- ADD QUOTES DIRECTLY ABOVE THIS LINE. Each quote goes on a separate line by itself with nothing else (do not copy this line or remove the blank line above) --&amp;gt;|(\n)|$1#}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File_talk:Palace_of_Seducing.PNG&amp;diff=220851</id>
		<title>File talk:Palace of Seducing.PNG</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File_talk:Palace_of_Seducing.PNG&amp;diff=220851"/>
		<updated>2015-10-29T19:13:15Z</updated>

		<summary type="html">&lt;p&gt;JT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is so much wrong with this. --[[User:Iban|Iban]] 21:48, 18 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Where can I get some of those Ruthlesspants? They sound pretty cool. [[User:Garanis|Garanis]] 21:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can't believe I never saw this one before, but I'm laughing my butt off at the &amp;quot;you look like a mighty warrior&amp;quot; &amp;quot;i'm four!&amp;quot; exchange. --[[User:JT|JT]] ([[User talk:JT|talk]]) 19:13, 29 October 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File_talk:Oceanside-202-05.jpg&amp;diff=219552</id>
		<title>File talk:Oceanside-202-05.jpg</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File_talk:Oceanside-202-05.jpg&amp;diff=219552"/>
		<updated>2015-06-25T03:19:50Z</updated>

		<summary type="html">&lt;p&gt;JT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OH GOD JPEG. --[[User:GreyMario|GreyMaria]] 05:16, 20 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Somebody let someone play a bloodline game with graphics?  Dear god, that image is horrid. --[[User:Squirrelloid|Squirrelloid]] 05:36, 20 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
This image doesn't seem particularly enlightening or impressive. Why is it on the main page? [[User:Gigacannon|Gigacannon]] 22:10, 28 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm just trying to figure out... is that infinitely-spread vomit (it happens...), or just a tunnel through a large lode?  If the former, it should be made more obvious; if the latter, then I agree that this is completely pointless. --[[User:JT|JT]] ([[User talk:JT|talk]]) 03:19, 25 June 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Stepladder&amp;diff=211877</id>
		<title>DF2014 Talk:Stepladder</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Stepladder&amp;diff=211877"/>
		<updated>2014-10-27T18:52:02Z</updated>

		<summary type="html">&lt;p&gt;JT: Created page with &amp;quot;==&amp;quot;Any passing dwarf&amp;quot;==  (Haven't played the new version yet, due to DFHack incompatibility.) &amp;quot;Any passing dwarf&amp;quot; seems to be inaccurate, especially since Toady did so much wo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;quot;Any passing dwarf&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
(Haven't played the new version yet, due to DFHack incompatibility.) &amp;quot;Any passing dwarf&amp;quot; seems to be inaccurate, especially since Toady did so much work on fixing hauling labours in recent versions.  Would it actually be Food Hauling, or some other hauling labour? --[[User:JT|JT]] ([[User talk:JT|talk]]) 18:52, 27 October 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:173.34.52.58&amp;diff=211163</id>
		<title>User talk:173.34.52.58</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:173.34.52.58&amp;diff=211163"/>
		<updated>2014-09-18T05:42:22Z</updated>

		<summary type="html">&lt;p&gt;JT: Created page with &amp;quot;All rodents are mammals. =)  http://en.wiktionary.org/wiki/mammal  --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All rodents are mammals. =)&lt;br /&gt;
&lt;br /&gt;
http://en.wiktionary.org/wiki/mammal&lt;br /&gt;
&lt;br /&gt;
--[[User:JT|JT]] ([[User talk:JT|talk]]) 05:42, 18 September 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT/Toadmod&amp;diff=209762</id>
		<title>User:JT/Toadmod</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT/Toadmod&amp;diff=209762"/>
		<updated>2014-08-21T04:58:04Z</updated>

		<summary type="html">&lt;p&gt;JT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yes, importing this into your game will require you to generate a new world.&lt;br /&gt;
&lt;br /&gt;
Warning: This file is good only for versions prior to 0.34.  It's on my list of things to update.&lt;br /&gt;
&lt;br /&gt;
==creature_toadmod.txt==&lt;br /&gt;
&amp;lt;pre&amp;gt;creature_toadmod&lt;br /&gt;
&lt;br /&gt;
[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
whitebelly stream toad&lt;br /&gt;
[CREATURE:WHITEBELLY_STREAM_TOAD]&lt;br /&gt;
	[NAME:whitebelly stream toad:whitebelly stream toads:whitebelly stream toad]&lt;br /&gt;
	[TILE:249][COLOR:7:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:150:300]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:6]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:pale undersides]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:POOL_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
long-fingered stream toad&lt;br /&gt;
[CREATURE:LONGFINGER_STREAM_TOAD]&lt;br /&gt;
	[NAME:long-fingered stream toad:long-fingered stream toads:long-fingered stream toad]&lt;br /&gt;
	[TILE:249][COLOR:6:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:100:200]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:5]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:brown toes]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:POOL_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
pygmy false toad&lt;br /&gt;
[CREATURE:PYGMY_FALSE_TOAD]&lt;br /&gt;
	[NAME:pygmy false toad:pygmy false toads:pygmy false toad]&lt;br /&gt;
	[TILE:249][COLOR:6:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:50:100]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:7]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:tiny yellow spots]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:MOUNTAIN]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[BIOME:POOL_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
tiny stream toad&lt;br /&gt;
[CREATURE:TINY_STREAM_TOAD]&lt;br /&gt;
	[NAME:tiny stream toad:tiny stream toads:tiny stream toad]&lt;br /&gt;
	[TILE:249][COLOR:1:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:150:300]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:6]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:teensy weensy croaks]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:POOL_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
ornate stream toad&lt;br /&gt;
[CREATURE:ORNATE_STREAM_TOAD]&lt;br /&gt;
	[NAME:ornate stream toad:ornate stream toads:ornate stream toad]&lt;br /&gt;
	[TILE:249][COLOR:6:0:1]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:50:100]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:9]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:yellow tummy spots]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:MOUNTAIN]&lt;br /&gt;
	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
coastal plain toad&lt;br /&gt;
[CREATURE:COASTAL_PLAIN_TOAD]&lt;br /&gt;
	[NAME:coastal plain toad:coastal plain toads:coastal plain toad]&lt;br /&gt;
	[TILE:249][COLOR:2:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:150:300]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:5]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:cute hops]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:OCEAN_TROPICAL]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_SALTWATER]&lt;br /&gt;
	[BIOME:MARSH_TROPICAL_SALTWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
red spotted toad&lt;br /&gt;
[CREATURE:RED_SPOTTED_TOAD]&lt;br /&gt;
	[NAME:red spotted toad:red spotted toads:red spotted toad]&lt;br /&gt;
	[TILE:249][COLOR:4:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:100:200]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:7]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:cricket noises]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:DESERT_ROCK]&lt;br /&gt;
	[BIOME:GRASSLAND_TROPICAL]&lt;br /&gt;
	[BIOME:POOL_TROPICAL_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
desert toad&lt;br /&gt;
[CREATURE:DESERT_TOAD]&lt;br /&gt;
	[NAME:desert toad:desert toads:desert toad]&lt;br /&gt;
	[TILE:249][COLOR:2:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:75:150]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:8]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:tenacity]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:DESERT_ROCK]&lt;br /&gt;
	[BIOME:DESERT_SAND]&lt;br /&gt;
	[BIOME:DESERT_BADLAND]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
spadefoot toad&lt;br /&gt;
[CREATURE:SPADEFOOT_TOAD]&lt;br /&gt;
	[NAME:spadefoot toad:spadefoot toads:spadefoot toad]&lt;br /&gt;
	[TILE:249][COLOR:6:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:150:300]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:8]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:round bodies]&lt;br /&gt;
	[PREFSTRING:digging claws]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:FOREST_TEMPERATE_BROADLEAF]&lt;br /&gt;
	[BIOME:FOREST_TEMPERATE_CONIFER]&lt;br /&gt;
	[BIOME:SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:POOL_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:GRASSLAND_TEMPERATE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
narrowmouth toad&lt;br /&gt;
[CREATURE:NARROWMOUTH_TOAD]&lt;br /&gt;
	[NAME:narrowmouth toad:narrowmouth toads:narrowmouth toad]&lt;br /&gt;
	[TILE:249][COLOR:0:0:1]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:3]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:nasal calls]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:FOREST_TEMPERATE_BROADLEAF]&lt;br /&gt;
	[BIOME:SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:SAVANNA_TEMPERATE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
bullfrog&lt;br /&gt;
[CREATURE:BULLFROG]&lt;br /&gt;
	[NAME:bullfrog:bullfrogs:bullfrog]&lt;br /&gt;
	[TILE:249][COLOR:2:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:350:700]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:10]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:fecundity]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:LAKE_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:POOL_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
bronze frog&lt;br /&gt;
[CREATURE:BRONZE_FROG]&lt;br /&gt;
	[NAME:bronze frog:bronze frogs:bronze frog]&lt;br /&gt;
	[TILE:249][COLOR:6:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:9]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:brown skin]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:LAKE_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:POOL_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:LAKE_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:POOL_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
green frog&lt;br /&gt;
[CREATURE:GREEN_FROG]&lt;br /&gt;
	[NAME:green frog:green frogs:green frog]&lt;br /&gt;
	[TILE:249][COLOR:2:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:8]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:green skin]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:LAKE_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:POOL_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:LAKE_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:POOL_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
leopard frog&lt;br /&gt;
[CREATURE:LEOPARD_FROG]&lt;br /&gt;
	[NAME:leopard frog:leopard frogs:leopard frog]&lt;br /&gt;
	[TILE:249][COLOR:6:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:150:300]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:8]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:leopard spots]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:SAVANNA_TEMPERATE]&lt;br /&gt;
	[BIOME:GRASSLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:POOL_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
pickerel frog&lt;br /&gt;
[CREATURE:PICKEREL_FROG]&lt;br /&gt;
	[NAME:pickerel frog:pickerel frogs:pickerel frog]&lt;br /&gt;
	[TILE:249][COLOR:6:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:125:250]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:9]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:deadliness]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:SAVANNA_TEMPERATE]&lt;br /&gt;
	[BIOME:GRASSLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:POOL_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[EXTRACT:pickerel poison:15:0:1]&lt;br /&gt;
	[EXTRACT_ANTIDOTE:pickerel antidote:25:0:0:50]&lt;br /&gt;
	[EXTRACT_PARALYSIS_INTERMITTENT]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
wood frog&lt;br /&gt;
[CREATURE:WOOD_FROG]&lt;br /&gt;
	[NAME:wood frog:wood frogs:wood frog]&lt;br /&gt;
	[TILE:249][COLOR:2:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:6]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:resistance to freezing]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:GRASSLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:FOREST_TEMPERATE_CONIFER]&lt;br /&gt;
	[BIOME:FOREST_TEMPERATE_BROADLEAF]&lt;br /&gt;
	[BIOME:FOREST_TAIGA]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
cricket frog&lt;br /&gt;
[CREATURE:CRICKET_FROG]&lt;br /&gt;
	[NAME:cricket frog:cricket frogs:cricket frog]&lt;br /&gt;
	[TILE:249][COLOR:6:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:150:300]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:3]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:pebble size]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:POOL_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
greenhouse frog&lt;br /&gt;
[CREATURE:GREENHOUSE_FROG]&lt;br /&gt;
	[NAME:greenhouse frog:greenhouse frogs:greenhouse frog]&lt;br /&gt;
	[TILE:249][COLOR:6:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:4]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:tiny size]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
canyon treefrog&lt;br /&gt;
[CREATURE:CANYON_TREEFROG]&lt;br /&gt;
	[NAME:canyon treefrog:canyon treefrogs:canyon treefrog]&lt;br /&gt;
	[TILE:249][COLOR:7:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:75:150]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:6]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:camouflage]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:MOUNTAIN]&lt;br /&gt;
	[BIOME:FOREST_TEMPERATE_BROADLEAF]&lt;br /&gt;
	[BIOME:DESERT_ROCK]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
squirrel treefrog&lt;br /&gt;
[CREATURE:SQUIRREL_TREEFROG]&lt;br /&gt;
	[NAME:squirrel treefrog:squirrel treefrogs:squirrel treefrog]&lt;br /&gt;
	[TILE:249][COLOR:2:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:4]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:bright green skin]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:GRASSLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:FOREST_TEMPERATE_BROADLEAF]&lt;br /&gt;
	[BIOME:POOL_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
green treefrog&lt;br /&gt;
[CREATURE:GREEN_TREEFROG]&lt;br /&gt;
	[NAME:green treefrog:green treefrogs:green treefrog]&lt;br /&gt;
	[TILE:249][COLOR:2:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:10]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:domesticability]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:LAKE_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:POOL_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:FOREST_TEMPERATE_BROADLEAF]&lt;br /&gt;
	[BIOME:MARSH_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
birdvoiced treefrog&lt;br /&gt;
[CREATURE:BIRDVOICED_TREEFROG]&lt;br /&gt;
	[NAME:birdvoiced treefrog:birdvoiced treefrogs:birdvoiced treefrog]&lt;br /&gt;
	[TILE:249][COLOR:2:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:150:300]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:7]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:chirping]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:MARSH_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
gray treefrog&lt;br /&gt;
[CREATURE:GRAY_TREEFROG]&lt;br /&gt;
	[NAME:gray treefrog:gray treefrogs:gray treefrog]&lt;br /&gt;
	[TILE:249][COLOR:7:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:8]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:ability to change colors]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:LAKE_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:POOL_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:FOREST_TEMPERATE_BROADLEAF]&lt;br /&gt;
	[BIOME:MARSH_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
pinewoods treefrog&lt;br /&gt;
[CREATURE:PINEWOODS_TREEFROG]&lt;br /&gt;
	[NAME:pinewoods treefrog:pinewoods treefrogs:pinewoods treefrog]&lt;br /&gt;
	[TILE:249][COLOR:2:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:5]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:long and short calls]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:POOL_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:FOREST_TEMPERATE_CONIFEROUS]&lt;br /&gt;
	[BIOME:SWAMP_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
upland chorus frog&lt;br /&gt;
[CREATURE:UPLAND_CHORUS_FROG]&lt;br /&gt;
	[NAME:upland chorus frog:upland chorus frogs:upland chorus frog]&lt;br /&gt;
	[TILE:249][COLOR:2:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:150:300]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:5]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:secretive ways]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:SAVANNA_TEMPERATE]&lt;br /&gt;
	[BIOME:SAVANNA_TROPICAL]&lt;br /&gt;
	[BIOME:GRASSLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:GRASSLAND_TROPICAL]&lt;br /&gt;
	[BIOME:POOL_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:POOL_TROPICAL_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
ornate chorus frog&lt;br /&gt;
[CREATURE:ORNATE_CHORUS_FROG]&lt;br /&gt;
	[NAME:toad:toads:toad]&lt;br /&gt;
	[TILE:249][COLOR:7:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:6]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:metalworking noises]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:POOL_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:POOL_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:MARSH_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:MARSH_TROPICAL_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
&lt;br /&gt;
little grass frog&lt;br /&gt;
[CREATURE:LITTLE_GRASS_FROG]&lt;br /&gt;
	[NAME:little grass frog:little grass frogs:little grass frog]&lt;br /&gt;
	[TILE:249][COLOR:2:0:0]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[AMPHIBIOUS][SMALL_REMAINS][NO_WINTER][UNDERSWIM]&lt;br /&gt;
	[POPULATION_NUMBER:50:100]&lt;br /&gt;
	[SPEED:2900][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:5]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:record tininess]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME:POOL_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature_Token&amp;diff=209510</id>
		<title>Creature Token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature_Token&amp;diff=209510"/>
		<updated>2014-08-14T21:41:17Z</updated>

		<summary type="html">&lt;p&gt;JT: was double-redirecting to &amp;quot;creature tokens&amp;quot; which was in 0.34 namespace, therefore auto-redirecting to proper page but in wrong namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Creature token]]&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=209416</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=209416"/>
		<updated>2014-08-13T05:44:27Z</updated>

		<summary type="html">&lt;p&gt;JT: see talk page for reasoning behind clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE and has the same worldgen problem.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Currently bugged in worldgen -- exclusively carnivore civilizations always starve out. Goblins and kobolds live off raw exceptions. Civilizations with [NO_EAT] token will still starve to death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures. Requires NATURAL tag?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood). A former bug was fixed which prevented their escape{{bug|6117}} from non-artifact traps, but currently all gnawers brought onto the map by the elven caravans will automatically escape almost instantaneously from their wooden animal traps{{bug|6343}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Presumably has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. Compare with [[Creature_token#LITTERSIZE|LITTERSIZE]]. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.  Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations that encounter it in worldgen will tame and domesticate it for their own use.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature can will only graze or eat the designated plant or creature parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Creature_token&amp;diff=209415</id>
		<title>DF2014 Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Creature_token&amp;diff=209415"/>
		<updated>2014-08-13T05:43:56Z</updated>

		<summary type="html">&lt;p&gt;JT: /* APPLY_CREATURE_VARIATION versus APPLY_CURRENT_CREATURE_VARIATION */ missing space for preformatted text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- DELETE THIS LINE --&amp;gt;{{newpage|type=cp|178.167.254.128}}&lt;br /&gt;
&lt;br /&gt;
== APPLY_CREATURE_VARIATION versus APPLY_CURRENT_CREATURE_VARIATION ==&lt;br /&gt;
&lt;br /&gt;
Based on testing, APPLY_CREATURE_VARIATION has instant effect (in reverse order, as noted elsewhere), whereas APPLY_CURRENT_CREATURE_VARIATION is used to manually apply any creature variation tags, such as CV_ADD_TAG or CV_REMOVE_TAG, that have been manually added to the ''creature'' definition instead of being defined in a ''creature variation''.  In other words, APPLY_CURRENT_CREATURE_VARIATION has no effect if you are simply using APPLY_CREATURE_VARIATION to load creature variations.  Think of a [[creature variation token|creature variation]] defined in an OBJECT:CREATURE_VARIATION file as a &amp;quot;template&amp;quot;, which is applied with APPLY_CREATURE_VARIATION.  Think of a &amp;quot;current creature variation&amp;quot; as any manually-defined creature variations that have been added to the creature definition itself, which must be applied to the creature with APPLY_CURRENT_CREATURE_VARIATION after you have made all of the necessary modifications.&lt;br /&gt;
&lt;br /&gt;
For example, the following is a use of APPLY_CREATURE_VARIATION, which takes instantaneous effect without any need for APPLY_CURRENT_CREATURE_VARIATION.:&lt;br /&gt;
 	&amp;lt;span style=&amp;quot;color:#f00&amp;quot;&amp;gt;[APPLY_CREATURE_VARIATION:REMOVE_STUB_ARMS]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is an example of the use of APPLY_CURRENT_CREATURE_VARIATION:&lt;br /&gt;
 	[COPY_TAGS_FROM:MY_CREATURE]&lt;br /&gt;
 	&amp;lt;span style=&amp;quot;color:#f0f&amp;quot;&amp;gt;[CV_REMOVE_TAG:TISSUE_LAYER_UNDER]&amp;lt;/span&amp;gt;&lt;br /&gt;
 	[TISSUE_LAYER_UNDER:BY_CATEGORY:BODY:GAS]&lt;br /&gt;
 	[TISSUE_LAYER_UNDER:BY_CATEGORY:WING:GAS]&lt;br /&gt;
 	&amp;lt;span style=&amp;quot;color:#f0f&amp;quot;&amp;gt;[APPLY_CURRENT_CREATURE_VARIATION]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:JT|JT]] ([[User talk:JT|talk]]) 05:43, 13 August 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Creature_token&amp;diff=209414</id>
		<title>DF2014 Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Creature_token&amp;diff=209414"/>
		<updated>2014-08-13T05:43:29Z</updated>

		<summary type="html">&lt;p&gt;JT: /* APPLY_CREATURE_VARIATION versus APPLY_CURRENT_CREATURE_VARIATION */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- DELETE THIS LINE --&amp;gt;{{newpage|type=cp|178.167.254.128}}&lt;br /&gt;
&lt;br /&gt;
== APPLY_CREATURE_VARIATION versus APPLY_CURRENT_CREATURE_VARIATION ==&lt;br /&gt;
&lt;br /&gt;
Based on testing, APPLY_CREATURE_VARIATION has instant effect (in reverse order, as noted elsewhere), whereas APPLY_CURRENT_CREATURE_VARIATION is used to manually apply any creature variation tags, such as CV_ADD_TAG or CV_REMOVE_TAG, that have been manually added to the ''creature'' definition instead of being defined in a ''creature variation''.  In other words, APPLY_CURRENT_CREATURE_VARIATION has no effect if you are simply using APPLY_CREATURE_VARIATION to load creature variations.  Think of a [[creature variation token|creature variation]] defined in an OBJECT:CREATURE_VARIATION file as a &amp;quot;template&amp;quot;, which is applied with APPLY_CREATURE_VARIATION.  Think of a &amp;quot;current creature variation&amp;quot; as any manually-defined creature variations that have been added to the creature definition itself, which must be applied to the creature with APPLY_CURRENT_CREATURE_VARIATION after you have made all of the necessary modifications.&lt;br /&gt;
&lt;br /&gt;
For example, the following is a use of APPLY_CREATURE_VARIATION, which takes instantaneous effect without any need for APPLY_CURRENT_CREATURE_VARIATION.:&lt;br /&gt;
 	&amp;lt;span style=&amp;quot;color:#f00&amp;quot;&amp;gt;[APPLY_CREATURE_VARIATION:REMOVE_STUB_ARMS]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is an example of the use of APPLY_CURRENT_CREATURE_VARIATION:&lt;br /&gt;
	[COPY_TAGS_FROM:MY_CREATURE]&lt;br /&gt;
 	&amp;lt;span style=&amp;quot;color:#f0f&amp;quot;&amp;gt;[CV_REMOVE_TAG:TISSUE_LAYER_UNDER]&amp;lt;/span&amp;gt;&lt;br /&gt;
 	[TISSUE_LAYER_UNDER:BY_CATEGORY:BODY:GAS]&lt;br /&gt;
 	[TISSUE_LAYER_UNDER:BY_CATEGORY:WING:GAS]&lt;br /&gt;
 	&amp;lt;span style=&amp;quot;color:#f0f&amp;quot;&amp;gt;[APPLY_CURRENT_CREATURE_VARIATION]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:JT|JT]] ([[User talk:JT|talk]]) 05:43, 13 August 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=209411</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=209411"/>
		<updated>2014-08-13T00:45:10Z</updated>

		<summary type="html">&lt;p&gt;JT: MULTIPLE_LITTER_RARE: new description that doesn't seem like it's simply repeating what the token's name is ;-); also incidentally fixed hardlink to DF2012 namespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the Creature Variation Template specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded Creature Variation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE and has the same worldgen problem.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Currently bugged in worldgen -- exclusively carnivore civilizations always starve out. Goblins and kobolds live off raw exceptions. Civilizations with [NO_EAT] token will still starve to death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures. Requires NATURAL tag?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood). A former bug was fixed which prevented their escape{{bug|6117}} from non-artifact traps, but currently all gnawers brought onto the map by the elven caravans will automatically escape almost instantaneously from their wooden animal traps{{bug|6343}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Presumably has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. Compare with [[Creature_token#LITTERSIZE|LITTERSIZE]]. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.  Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations that encounter it in worldgen will tame and domesticate it for their own use.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature can will only graze or eat the designated plant or creature parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Level_of_conflict&amp;diff=209359</id>
		<title>Level of conflict</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Level_of_conflict&amp;diff=209359"/>
		<updated>2014-08-12T03:25:20Z</updated>

		<summary type="html">&lt;p&gt;JT: horseplay + sparring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|16:06, 31 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Not all combat is Dwarf Fortress is lethal, to-the-death fighting. Several different '''levels of confict''' exist and are used in different circumstances.&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], you can view the level of combat with any particular enemy with the {{k|l}}ook command.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
The levels revealed in the [[object testing arena]] are as follows:&lt;br /&gt;
* No quarter&lt;br /&gt;
* Lethal&lt;br /&gt;
* Non-lethal&lt;br /&gt;
* Brawl&lt;br /&gt;
* Training&lt;br /&gt;
* Horseplay&lt;br /&gt;
* Encounter&lt;br /&gt;
&lt;br /&gt;
One other is commonly found in adventurer mode, despite that strictly speaking, it is not a level of conflict:&lt;br /&gt;
* Ally&lt;br /&gt;
&lt;br /&gt;
=== No Quarter ===&lt;br /&gt;
An attacker who gives [[wikipedia:no quarter|no quarter]] will refuse to accept [[surrender]] or otherwise spare the life of an opponent, meaning the conflict will not end until either the opponent is dead or the attacker retreats. No-quarter mode is caused by either required kill [[ethic]]s (where surrendering would allow cheating the justice system), fighting with a non-sapient animal (which does not understand the concept of surrender), or the opponent faking surrender (so the attacker will not fall for such tricks again).&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
Lethal combat is a fight to the death.  Drawing weapons will escalate combat into lethality.  Although death is likely in this mode of conflict, surrender may be accepted to end the fight.&lt;br /&gt;
&lt;br /&gt;
Combat also escalates to lethal if you attempt to wrestle the opponent's throat (that is, any body part with the THROAT token).  There is no way to place a chokehold on someone in Dwarf Fortress without it being considered a lethal fight, even if you intend to release them as soon as they lose consciousness.  Although real-world police officers employ chokeholds with non-lethal intent, this is still probably correct behaviour: a real-life police officer will respond with deadly force if you attempt to choke them in return.  (Please do not try this at home.)&lt;br /&gt;
&lt;br /&gt;
=== Non-lethal ===&lt;br /&gt;
Non-lethal combat is a fight without weapons drawn.  Non-lethal fights may end without killing a creature. &lt;br /&gt;
&lt;br /&gt;
=== Brawl ===&lt;br /&gt;
A brawl occurs when one person attacks another with fists only, with no wrestling taking place.  A common situation in which a brawl can be initiated is by punching someone who has spat at you.&lt;br /&gt;
&lt;br /&gt;
=== Horseplay ===&lt;br /&gt;
In horseplay, participants will strike one another but will pull all of their blows, &amp;quot;lightly tapping the target&amp;quot;.  It has no clear difference from training and no presently known circumstance in which it can be initiated in either adventurer mode or dwarf fortress mode.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Training is the mode used in sparring.  In sparring, participants will use training weapons if they are available, and will &amp;quot;pull&amp;quot; their blows to inflict as little injury as possibly by &amp;quot;lightly tapping the target&amp;quot;.  A bug{{bug|7519}} related to participants not using their weapons when sparring was fixed in version 0.40.07.&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Level_of_conflict&amp;diff=209350</id>
		<title>Level of conflict</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Level_of_conflict&amp;diff=209350"/>
		<updated>2014-08-12T02:00:43Z</updated>

		<summary type="html">&lt;p&gt;JT: added brawl and clarified lethal; will still have to test horseplay in the arena to verify what it does (not available in adventure mode, AFAICT), and will have to verify sparring bug has been fixed as of 40.07&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|16:06, 31 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Not all combat is Dwarf Fortress is lethal, to-the-death fighting. Several different '''levels of confict''' exist and are used in different circumstances.&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], you can view the level of combat with any particular enemy with the {{k|l}}ook command.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
The levels revealed in the [[object testing arena]] are as follows:&lt;br /&gt;
* No quarter&lt;br /&gt;
* Lethal&lt;br /&gt;
* Non-lethal&lt;br /&gt;
* Brawl&lt;br /&gt;
* Training&lt;br /&gt;
* Horseplay&lt;br /&gt;
* Encounter&lt;br /&gt;
&lt;br /&gt;
One other is commonly found in adventurer mode, despite that strictly speaking, it is not a level of conflict:&lt;br /&gt;
* Ally&lt;br /&gt;
&lt;br /&gt;
=== No Quarter ===&lt;br /&gt;
An attacker who gives [[wikipedia:no quarter|no quarter]] will refuse to accept [[surrender]] or otherwise spare the life of an opponent, meaning the conflict will not end until either the opponent is dead or the attacker retreats. No-quarter mode is caused by either required kill [[ethic]]s (where surrendering would allow cheating the justice system), fighting with a non-sapient animal (which does not understand the concept of surrender), or the opponent faking surrender (so the attacker will not fall for such tricks again).&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
Lethal combat is a fight to the death.  Drawing weapons will escalate combat into lethality.  Although death is likely in this mode of conflict, surrender may be accepted to end the fight.&lt;br /&gt;
&lt;br /&gt;
Combat also escalates to lethal if you attempt to [[wrestle]] any body part with the THROAT token.  There is no way to place a chokehold on someone in Dwarf Fortress without it being considered a lethal fight, even if you intend to release them as soon as they lose consciousness.  Although real-world police officers employ chokeholds with non-lethal intent, this is still probably correct behaviour: a real-life police officer will respond with deadly force if you attempt to choke them in return.  (Please do not try this at home.)&lt;br /&gt;
&lt;br /&gt;
=== Non-lethal ===&lt;br /&gt;
Non-lethal combat is a fight without weapons drawn.  Non-lethal fights may end without killing a creature. &lt;br /&gt;
&lt;br /&gt;
=== Brawl ===&lt;br /&gt;
A brawl occurs when one person attacks another with fists only, with no wrestling taking place.  A common situation in which a brawl can be initiated is by punching someone who has spat at you.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Training is the mode used in sparring.  Sparring is currently buggy as weapons are never drawn, as in non-lethal combats and brawls{{bug|7519}}, resulting in weapon-related skills never rising during sparring sessions.&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=209211</id>
		<title>User:JT/Token Wishlist</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=209211"/>
		<updated>2014-08-09T11:18:22Z</updated>

		<summary type="html">&lt;p&gt;JT: /* [SLEEP_INVERTED] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creature Tokens==&lt;br /&gt;
&lt;br /&gt;
===Reproductive Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[OFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''mateid'': The creature ID of the species with which this being can reproduce.&lt;br /&gt;
:* ''offspringid'': The creature ID of the species which is produced by a successful mating with the above creature ID, or NOTHING to denote that there is a possibility/potential desire to be mated with by the given creature type but no chance of conception.&lt;br /&gt;
:* ''min'': The minimum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''max'': The maximum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''gestation'': The number of days of gestation.  Gestation period is calculated from this number &amp;amp;plusmn;5%.&lt;br /&gt;
:* ''weighting'': In the event of more than one OFFSPRING tag for a given mate type, the weighting determines the odds that a particular offspring is produced.&lt;br /&gt;
&lt;br /&gt;
: Allows a ''female'' member of the species to be impregnated by a ''male'' member of the given mate type.  This tag allows for complex intraspecies and interspecies reproductive capability, vastly expanding the existing functionality for creature breeding in the game.&lt;br /&gt;
&lt;br /&gt;
: In all cases, the OFFSPRING tag applies to the ''female'' of the species, for object-orientedness.  That is, a female of a species specifies which creature types can impregnate it.  If the species has no gender, it is assumed that the entire species is &amp;quot;female&amp;quot; for purposes of this token.&lt;br /&gt;
&lt;br /&gt;
: If no OFFSPRING tag is found for a species it is assumed to have the &amp;quot;implicit tag&amp;quot; [OFFSPRING:owntype:owntype:1:1:270:1], meaning that the species can reproduce with other members of its own species.  The various existing tags (LITTERSIZE, MULTIPLE_LITTER_RARE, etc.) all serve to modify the implicit tag, but have no effect if the creature defines any explicit OFFSPRING tags.  The implicit tag does not appear for any species with the NOGENDER or NOREPRODUCTION tags; if you wish for a non-gendered species to reproduce you must specifically provide OFFSPRING tags to that effect.  ''N.b.'', a creature with explicit tags which do not include its own creature ID will be incapable of reproduction with its own species; this allows folklore versions of nymphs which can reproduce successfully only with human males, for instance.&lt;br /&gt;
&lt;br /&gt;
: If an OFFSPRING tag exists, but the creature is also IMPOTENT towards that creature type, then the creature has no interest and any reproduction would have to be forced.  See IMPOTENT tag for further detail.&lt;br /&gt;
&lt;br /&gt;
: ''Examples:''&lt;br /&gt;
: (Mermaid)&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAID:1:1:270:5]&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAN:1:1:270:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:MERMAID, give the MERMAID the ability to reproduce with a CREATURE:MERMAN.  The mermaid will have a 1 in 6 chance of producing a merman, and a 5 in 6 chance of producing a mermaid.&lt;br /&gt;
&lt;br /&gt;
: (Horse)&lt;br /&gt;
:: [OFFSPRING:HORSE:HORSE:1:1:340:5]&lt;br /&gt;
:: [OFFSPRING:DONKEY:MULE:1:1:340:1]&lt;br /&gt;
:: [OFFSPRING:MULE:NOTHING:0:0:0:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:HORSE, allow the female horse to reproduce with a male horse to produce a foal of either gender (the CREATURE:HORSE has no [MALE] or [FEMALE] tag and thus has gender randomly assigned when it is birthed).  The horse can also be impregnated by a male CREATURE:DONKEY and will produce mules.  Finally, the mare is willing to engage in reproductive behaviour with a CREATURE:MULE, but conception is impossible (the rare instances of fertile mules are ignored for purposes of gameplay).  The mare will prefer to mate with stallions; if there is one stallion and one male donkey available, the mare will mate with the stallion 83% of the time if it can&amp;amp;mdash;if an animal caretaker wishes to produce mules, the animal caretaker would have to husband the mare and the donkey specifically in some fashion.&lt;br /&gt;
&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:1:1:270:98]&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:2:2:270:2]&lt;br /&gt;
:: [OFFSPRING:ORC:HALFORC:1:1:270:1]&lt;br /&gt;
:: Humans will give birth to a single child most of the time.  Approximately 2% of the time, a human mother will give birth to twins.  Human females can also be impregnated by male orcs, who will cause the human female to produce half-orc offspring of random gender.  See also IMPOTENT tag for unwillingness to mate, however.&lt;br /&gt;
&lt;br /&gt;
=====''[MALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The MALEOFFSPRING tag is a variant of the OFFSPRING tag which allows a ''male'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  If there is a reciprocal case of OFFSPRING and MALEOFFSPRING tags, denoting that either of the partners can be impregnated by the other, then the impregnated partner is chosen randomly.&lt;br /&gt;
&lt;br /&gt;
: This tag is used extremely rarely and is intended for cases where a male host can be impregnated in some fashion by another lifeform.  It is chiefly useful for hermaphroditic species (species with male and female genitals) which are still somewhat identifiable as either male or female.&lt;br /&gt;
&lt;br /&gt;
=====''[FEMALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The FEMALEOFFSPRING tag is another variant which allows a ''female'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  This allows for females to be impregnated by &amp;quot;females&amp;quot; of the other creature type, which is not otherwise possible with the MALEOFFSPRING or OFFSPRING tags.&lt;br /&gt;
&lt;br /&gt;
=====''[GESTATION:gestation]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''gestation'': The number of days of gestation, as per the OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Affects the &amp;quot;default&amp;quot; gestation of the creature for the purposes of its implicit OFFSPRING tag if the creature does not explicitly define one.&lt;br /&gt;
&lt;br /&gt;
=====''[IMPOTENT_ALL]'' / ''[IMPOTENT:creaturetype]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''creaturetype'': The type of creature with which this creature has no urge to mate.&lt;br /&gt;
&lt;br /&gt;
: The creature has no urge to mate.  It is still fertile, given an OFFSPRING tag (or the implicit OFFSPRING tag), and can thus be impregnated; however, males are impotent and females are unwilling, meaning that the creature does not represent a successful species.&lt;br /&gt;
&lt;br /&gt;
: If it is possible to be fertilised by another species which ''does'' have the urge to mate, via an OFFSPRING tag, then it can still reproduce if a member of the other species presents itself.  In other words, if one creature type has IMPOTENT towards a second creature type, but the second creature type does not circularly have IMPOTENT towards the first, then the second creature type is still interested in mating with the first creature type.&lt;br /&gt;
&lt;br /&gt;
: To Toady: The latter possibility would represent forced reproduction, which may be contrary to your moral integrity and may thus (at your option) remain unimplemented (rendering the existence of this tag moot); in such a case, an IMPOTENT tag in either direction would represent impossibility of reproduction or copulation (as opposed to OFFSPRING:PARTNER:NOTHING which represents willingness to mate, including the happy thoughts acquired from engaging in the reproductive act, but no successful offspring).&lt;br /&gt;
&lt;br /&gt;
: ''Example:''&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [IMPOTENT:ORC]&lt;br /&gt;
:: Human males are not interested in impregnating orc females, regardless of the possibility to do so, nor are human females interested in being impregnated by orc males.&lt;br /&gt;
&lt;br /&gt;
=====''[NOREPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: Implies IMPOTENT_ALL and eliminates the implicit OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Effectively, this means that the creature will be completely unwilling to mate and completely unable to produce offspring if it does.  If the creature includes any user-defined OFFSPRING or MALEOFFSPRING tags, the creature may still be impregnated by those means; however, it will not wittingly do so.&lt;br /&gt;
&lt;br /&gt;
=====''[NOGENDER]''=====&lt;br /&gt;
&lt;br /&gt;
: (Existing tag NO_GENDER revised to NOGENDER to be consistent, with clarifications as follows) The species has a &amp;quot;neuter&amp;quot; gender.  This eliminates the implicit OFFSPRING tag, to allow for the existence of magical constructs and sterile breeds.  The user may still add an OFFSPRING tag manually to allow the creature to reproduce (or desire to reproduce) in a sexual fashion.&lt;br /&gt;
&lt;br /&gt;
=====''[BOTH_IMPREGNATED]''=====&lt;br /&gt;
&lt;br /&gt;
: If there exists a circular OFFSPRING/MALEOFFSPRING/FEMALEOFFSPRING link between the two partners engaged in a reproductive act&amp;amp;mdash;for instance if the male can be impregnated by the female and the female can be impregnated by the male&amp;amp;mdash;then both partners will become impregnated after the act given this tag.&lt;br /&gt;
&lt;br /&gt;
: With this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* If only one partner may become impregnated, only that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
:Without this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, the female will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, the impregnated partner is selected randomly.&lt;br /&gt;
:* If only one partner may become impregnated, that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
=====''[EXTERNAL_FERTILIZE]''=====&lt;br /&gt;
&lt;br /&gt;
: A modifier tag for LAYS_EGGS, this indicates that the creature lays eggs without having sexual intercourse; the male of the species fertilises the eggs externally (such as in the case of a spawning salmon).  The eggs can shrivel or rot (depending on whether they are soft eggs or hard eggs).  If they are fertilised, the gestation time is reset and they will then grow on their own.&lt;br /&gt;
&lt;br /&gt;
=====''[WARMS_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If at least one caste includes this token, the eggs must be warmed in order to hatch.  The castes which possess this token will share in the effort of warming the eggs.&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
: The species injects its eggs into the eggs' nest (whether that &amp;quot;nest&amp;quot; is a womb, its partner, or an unwilling host), effectively meaning that the female impregnates the male instead of vice-versa.  This applies only to seahorses in the case of non-PARASITE_EGG and non-SAPOTROPH_EGG reproduction and is thus not a very critical feature.&lt;br /&gt;
&lt;br /&gt;
=====''[PARASITE_EGG]''=====&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the living body of another creature, which carries the eggs to term.  The eggs then hatch and the baby attacks the other creature from the inside in order to get out.  Contrary to what you might expect, this isn't meant to imply the ''Alien'' style of breeding, but rather the form of breeding exhibited by some forms of wasps.  Imagine the horror of being stung by a giant wasp with a paralytic stinger, who then injects her eggs into your body until they hatch and eat their way out!  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: An attack within the creature record must have an ATTACK_FLAG_OVIPOSITOR in order to allow implantation.&lt;br /&gt;
&lt;br /&gt;
=====''[SAPOTROPH_EGG:target]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''target'': The creature ID or creature class of the species where eggs are injected, or ANY for any dead body.&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the corpse of another creature, which carries the eggs to term.  The eggs then hatch and the litter emerges from the corpse.  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: The target can be a specific species, to reflect certain predatory flies which have specific creatures they target.&lt;br /&gt;
&lt;br /&gt;
=====''[KILLS_FOR_SAPOTROPH_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature after being impregnated will actively and aggressively manufacture corpses to lay eggs inside, if no corpses are already available.&lt;br /&gt;
&lt;br /&gt;
=====''[PREGNANT_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: Once impregnated by a given other creature, the creature is thereafter permanently impregnated by that creature and will continuously produce offspring from that genetic material after each successive delivery.  If another partner impregnates it, it will then continously produce offspring from its new partner (the new partner having effectively replaced the genetic material from the first partner with its own).  Unless genetic traits from specific parents are introduced, the new partner must be of a different creature type for this replacement to have any effect.&lt;br /&gt;
&lt;br /&gt;
: This method of reproduction is most often seen in queen ants and queen bees of the insect order of hymenoptera.  The queen maintains as much of her mate's DNA as required to fertilize her own offspring once the male has impregnated her during her mating flight.&lt;br /&gt;
&lt;br /&gt;
: You could assign this variable to rats, since rats are born pregnant.  (Yes, that's a joke.)&lt;br /&gt;
&lt;br /&gt;
=====''[VOLUNTARY_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If a LAYS_EGGS creature has this tag, it is allowed to choose whether or not to lay eggs; it does not lay eggs at every reproductive cycle unless they are fertilized.&lt;br /&gt;
&lt;br /&gt;
: If the creature lays an egg uselessly, it will receive a bad thought (if it lays an egg usefully, it will receive a good thought).  Good living conditions can make up for the bad thoughts from failing to reproduce.&lt;br /&gt;
&lt;br /&gt;
: An unfertilised egg will remain intact once laid, but can rot naturally just like any other food item left to its own devices.&lt;br /&gt;
&lt;br /&gt;
=====''[ASEXUAL:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature reproduces asexually and does not need another creature to fertilise it or otherwise provide genetic material.&lt;br /&gt;
&lt;br /&gt;
=====''[INFANT_MORTALITY:number:ratio]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The number out of the ratio that will die&lt;br /&gt;
:* ''ratio'': The total ratio of surviving and extinct offspring by reaching childhood (or maturity, if no BABY tag)&lt;br /&gt;
&lt;br /&gt;
: This causes infants of the creature to die during world gen, or spontaneously during fortress mode when outdoors (based on implied predation), based on the given ratio of dead offspring to the total ratio.  For instance, if INFANT_MORTALITY:3:1000, then there is a 3 in 1000 chance that any given member of the species will die within its infancy.&lt;br /&gt;
&lt;br /&gt;
: This is intended to balance creatures which lay massive egg clutches, as they do so in reality in order to counterbalance their extremely low infant survival rates: for instance, infant crocodiles are frequently eaten by birds and even fish.  Turtles also employ similar mass-clutch laying based on the same principle.&lt;br /&gt;
&lt;br /&gt;
=====''[PARENTAL_ADOPTION:minimum:maximum]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The minimum number of offspring per litter that parents will raise.&lt;br /&gt;
:* ''number'': The maximum number of offspring per litter that parents will raise, allowing the others to die.&lt;br /&gt;
&lt;br /&gt;
: This is intended to represent the behaviour of pandas, where they may occasionally have multiple births but will adopt only the strongest of their infants.  Creatures with this tag will choose the offspring in the litter that has the highest average attributes.  Theoretically this helps ensure the survival of the species, however barbaric it may seem to we humans who care so deeply about our own offspring (but then again, it hasn't exactly worked out well for pandas so far -- and actually, as carnivores that live in mountainous areas and prefer to eat bamboo that grows on flatter ground, they really are a species that just doesn't want to survive...).&lt;br /&gt;
&lt;br /&gt;
=====''[ALPHA_REPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag forces only one mated pair per population cluster (i.e., CLUSTER_NUMBER) to reproduce.  Only the female with the highest attributes will bear offspring, with all other females in the group simply being suppressed from mating.  This inborn social control reduces overpopulation among animals that bear large numbers of offspring.&lt;br /&gt;
&lt;br /&gt;
=====''[SOULMATE]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag causes a species to have only one mate at a time.  Once it has found a mate, it will remain with that mate, and it will not reproduce unless its mate is accessible.  If its mate is killed or passes away naturally, it will receive an unhappy thought even if it is not an [INTELLIGENT] species, but it will then be capable of finding another mate.  Most humanoids demonstrate this behaviour.&lt;br /&gt;
&lt;br /&gt;
=====''[SOULMATE_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag causes a species to seek only one mate during its lifetime.  It will receive an indefinite unhappy thought when its soulmate dies, and will never again seek another mate.  Seahorses fit this behaviour.&lt;br /&gt;
&lt;br /&gt;
=====''[SEASONAL_REPRODUCTION:season...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY, or one or more of SPRING, SUMMER, AUTUMN, and/or WINTER separated by colons.&lt;br /&gt;
&lt;br /&gt;
: This tag means that the species is only seasonally fertile, in that it will reproduce only in certain seasons; e.g., [SEASONAL_REPRODUCTION:SPRING].  When a fertile season begins, the animal resumes normal computation of its fertility cycles.  When the season ends (and the next season is no longer fertile), the being is suppressed from mating; the fertility cycle counter halts, to resume from where it left off in the next fertile season.&lt;br /&gt;
&lt;br /&gt;
: This allows limiting certain species' reproductive intervals to reduce overpopulation due to year-round reproduction.&lt;br /&gt;
&lt;br /&gt;
: Default is [SEASONAL_REPRODUCTION:ANY].&lt;br /&gt;
&lt;br /&gt;
=====''[TEMPERATE_REPRODUCTION:weather...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY; one or more of SCORCHING, HOT, WARM, TEMPERATE, COOL, COLD, or FREEZING, separated by colons; or a specific temperature range ''min'':''max'' in degrees Urist.&lt;br /&gt;
&lt;br /&gt;
: e.g., [TEMPERATE_REPRODUCTION:ANY], [TEMPERATE_REPRODUCTION:SCORCHING:HOT:WARM], [TEMPERATE_REPRODUCTION:10000:10060]&lt;br /&gt;
&lt;br /&gt;
: In addition to a blacklist based on SEASONAL_REPRODUCTION, a species may also have its fertility blacklist set to certain weather, to prevent it from reproducing in environmental conditions that are hostile to it or its offspring.  It is intended more for fortress mode (and ostensibly adventure mode in the far future), to prevent species that have been imported from breeding successfully in hostile environments, as BIOME already serves as an adequate limiter on worldgen populations.&lt;br /&gt;
&lt;br /&gt;
: Default is [TEMPERATE_REPRODUCTION:ANY].&lt;br /&gt;
&lt;br /&gt;
=====''[CONDITIONAL_FERTILITY:population]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''population'': The population limit of the species within the region.&lt;br /&gt;
&lt;br /&gt;
: This tag allows a population to be conditionally fertile, based on its population number per unit area; if the population exceeds the specified number, all fertility cycles halt until the population falls.  Aside from its metagame usefulness for controlling populations for better frame rates, it represents those species in reality which are genuinely capable of conditional fertility.  As with other caps, it is a soft cap -- multiple births in a litter or pre-existing pregnancies can bring the population over the cap.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTION_FREQUENCY:days:duration]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''days'': The number of days between subsequent fertility cycles.&lt;br /&gt;
:* ''duration'': The length of days (overlapping with the ''days'' parameter) during which the animal is fertile.&lt;br /&gt;
&lt;br /&gt;
: This controls the frequency of a species' reproductive cycles, blacklisting animals from becoming pregnant outside of their fertility periods.&lt;br /&gt;
&lt;br /&gt;
: For code simplicity, since the oestrus event itself wouldn't simulated (although simulating it would be of particular realism interest for keen-sensed animals, especially bloodthirsty animals like sharks or ''Pitch Black''-style blind predators), it would be easier just to make the &amp;quot;fertile&amp;quot; period begin immediately when the cycle begins, rather than halfway through.&lt;br /&gt;
&lt;br /&gt;
: The default is the standard human 28-day cycle, [REPRODUCTION_FREQUENCY:28:5] -- the female is fertile for 5 days out of every 28-day period.  If a fertility check falls on this interval... congratulations!&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTION_SUCCESS:permille]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''permille'': Chance of becoming pregnant on a pregnancy check.&lt;br /&gt;
&lt;br /&gt;
: This allows finer control over successful reproduction even when blacklisting based on season, temperature/climate, fertility cycle, and population are taken into account, to allow species that tend to reproduce too quickly to be fine-tuned for greater realism.&lt;br /&gt;
&lt;br /&gt;
: Default is whatever the current pregnancy chance is set to, which is probably buried deeply in the code somewhere...&lt;br /&gt;
&lt;br /&gt;
===General Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[BRACHIATOR:frequency]]''=====&lt;br /&gt;
&lt;br /&gt;
: Arguments:&lt;br /&gt;
:* ''frequency'': Percentage of time preferably spent in trees&lt;br /&gt;
&lt;br /&gt;
: A brachiating creature will prefer to climb and jump versus travelling over open ground, although it will occasionally climb down to ground level during random wandering or foraging, or if there are no more trees available in a given direction.  It will also automatically succeed in grasping any tree branch in its own tile, regardless of climbing skill.  Intended for chimpanzees and tree squirrels.&lt;br /&gt;
&lt;br /&gt;
=====''[ARBOREAL]]''=====&lt;br /&gt;
&lt;br /&gt;
: An arboreal creature will climb trees during random movement, and will prefer to flee into trees to avoid danger, climbing back down when safe.  Intended for cats.&lt;br /&gt;
&lt;br /&gt;
=====''[CLIMBER]''=====&lt;br /&gt;
&lt;br /&gt;
: A climber is similar to an arboreal, but will randomly climb ''any'' surface -- e.g., cliff faces -- rather than trees only.&lt;br /&gt;
&lt;br /&gt;
=====''[GAIT:GLIDE:...]''=====&lt;br /&gt;
&lt;br /&gt;
: A gliding gait (taking the same arguments as a typical gait) gives a creature the ability to glide.  It cannot fly up (optionally: unless it builds up momentum?), but can fly laterally or choose to descend faster, decreasing in altitude every 100(?) ticks.  A gliding lifeform will also never hurt itself when gliding onto ground level unless it is stunned in mid-air.  Intended for flying squirrels.&lt;br /&gt;
&lt;br /&gt;
=====''[FLYING_HEIGHT:height]''=====&lt;br /&gt;
&lt;br /&gt;
: Arguments:&lt;br /&gt;
:* ''height'': The desired height for the flying creature to maintain, as a matter of preference.&lt;br /&gt;
&lt;br /&gt;
: This controls the altitude that the creature (caste?) will prefer to maintain.  Smaller birds will tend to remain closer to ground level except when a predator threatens them, whereas raptors will prefer to remain higher for better sight lines.&lt;br /&gt;
&lt;br /&gt;
=====''[MIN_AIRSPEED:velocity]''=====&lt;br /&gt;
&lt;br /&gt;
: Arguments:&lt;br /&gt;
:* ''velocity'': Minimum airspeed velocity in millimetres per second.&lt;br /&gt;
&lt;br /&gt;
: The creature must maintain the specified airspeed (1000 = Adventure Mode 1.0).  If the creature becomes tired due to flight, it will attempt to find somewhere to land.&lt;br /&gt;
&lt;br /&gt;
=====''[STANCE_GRIP:angle]''=====&lt;br /&gt;
&lt;br /&gt;
: Arguments:&lt;br /&gt;
:* ''angle'': STANDARD, LATERAL, or INVERTED.&lt;br /&gt;
&lt;br /&gt;
: The creature has the ability to ''grip'' onto any surface with its STANCE parts, but is unable to ''climb''.  In other words, it can fly into any tile, then choose to &amp;quot;hold on&amp;quot;, and can then choose to &amp;quot;release hold&amp;quot; and fly away, but it cannot move to another tile while holding on.&lt;br /&gt;
&lt;br /&gt;
: If the creature has STANCE_GRIP:STANDARD, it can hold onto its own tile.  If the creature has STANCE_GRIP:LATERAL, it can hold onto its own tile or onto any adjacent tile in the eight cardinal directions.  If the creature has STANCE_GRIP:INVERTED, it can hold onto its own tile, any adjacent tile, or the tile directly above.&lt;br /&gt;
&lt;br /&gt;
=====''[SLEEP_ROOST]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature will prefer to find tree branches to roost in, preferring higher branches over lower ones.  It is able to sleep in tree branches without falling out.  Implies STANCE_GRIP:STANDARD (does not imply STANCE_CLIMBER).  Intended for most avians.&lt;br /&gt;
&lt;br /&gt;
=====''[SLEEP_STANDING]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature has locking joints that allow it to sleep while standing up, instead of having to lie down.  Intended for most equines.&lt;br /&gt;
&lt;br /&gt;
=====''[SLEEP_INVERTED]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature prefers to sleep on ceilings and against wall surfaces in open spaces that are at least 2 Z levels above any floor.  It has locking claws that allow it to sleep without falling off the surface it is hanging on.  Implies STANCE_GRIP:INVERTED.  Intended for bats.&lt;br /&gt;
&lt;br /&gt;
=====''[TUMBLE:altitude]''=====&lt;br /&gt;
&lt;br /&gt;
: Arguments:&lt;br /&gt;
:* ''altitude'': The number of Z levels that can be fallen.&lt;br /&gt;
&lt;br /&gt;
: A creature that can tumble can fall the specified number of Z levels without coming to harm.  Intended for cats.&lt;br /&gt;
&lt;br /&gt;
=====''[HIBERNATION:season...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY, or one or more of SPRING, SUMMER, AUTUMN, and/or WINTER separated by colons.&lt;br /&gt;
&lt;br /&gt;
: A species which hibernates will not spawn on the map outside of the valid seasons -- it will remain comfortably within the site populations instead.  Species which hibernate will automatically go to sleep during fortress mode and remain asleep, requiring no food or water, until the end of the season.  At the end of the season, however, they will be set automatically to Hungry and Thirsty and will seek food to eat.  (Though many species which hibernate remain awake, and do eat and drink while hibernating, this implementation is far simpler to simulate.)&lt;br /&gt;
&lt;br /&gt;
=====''[CORPSE_SPECHEAT]'' / ''[CORPSE_LAYERING]'' / ''[CORPSE_CORPSE_BOILING_POINT]'' / etc.=====&lt;br /&gt;
&lt;br /&gt;
: These tokens would allow a being's corpse to have temperatures that are different than their living temperatures.  The primary usefulness would be in making creatures which spontaneously combust when killed (vampires in Blade series!) or creatures which burn while alive but turn into useless lumps when dead.  The current closest token, itemcorpse, only accomplishes the latter.&lt;br /&gt;
&lt;br /&gt;
: Cool beans!&lt;br /&gt;
&lt;br /&gt;
=====''[CHILD_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''species'': The species to assimilate, or NONE for all species&lt;br /&gt;
:* ''product'': The species produced, or NONE for this species&lt;br /&gt;
:* ''time'': The number of assimilation points it takes to totally assimilate that creature&lt;br /&gt;
&lt;br /&gt;
: The motivation behind this token is to allow goblins to transform captured children into their own kind.  Unlike the Trekkie assimilation, this is done in campaign time; each assimilation attempt takes one day, causing one assimilation point.  The transformation occurs when the number of assimilation points stored up for a given creature exceeds the specified time, in days.  Only one attempt could be made per creature per day.  Once the creature is assimilated and transformed into the new creature type, it treats the CHILD_CONVERTER as its parent.&lt;br /&gt;
&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Put that baby spell on me''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Put that magic jump on me''&lt;br /&gt;
: ''Slap that baby, make him free!''&lt;br /&gt;
&lt;br /&gt;
The closest current tag is SPOUSE_CONVERTER, which applies to compatible sexes and which lacks parameters.&lt;br /&gt;
&lt;br /&gt;
=====''[ASSIMILATE_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: As per CHILD_CONVERTER, but for any member of the targetted species.  The converted creature will become a faction member instead of a dynastic member.&lt;br /&gt;
&lt;br /&gt;
=====''[APPLY_CASTE_VARIATION:variation]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''variation'': The creature variation to apply to this specific caste (i.e., not affecting any other caste).&lt;br /&gt;
&lt;br /&gt;
: APPLY_CREATURE_VARIATION currently affects all castes, which doesn't suit gender dimorphism too well.  It would be great if there were a way to apply a creature variation to the currently selected caste instead of implicitly affecting the &amp;quot;all&amp;quot; caste.&lt;br /&gt;
&lt;br /&gt;
=== Thought Tokens ===&lt;br /&gt;
&lt;br /&gt;
=====''[MELANCHOLY:weight]'' / ''[BERSERKNESS:weight]'' / ''[MADNESS:weight]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''weight'': The odds that when the being suffers this form of insanity when pushed to depression.&lt;br /&gt;
&lt;br /&gt;
: This is designed to influence how exactly a given species behaves when it hits insanity.  The possible insanity forms are rolled against with weighted throws to determine which form of insanity takes hold.&lt;br /&gt;
&lt;br /&gt;
: Additional insanity types, as they are added, would also have corresponding weighting tokens added.  Gaining disturbing fetishes, becoming sociopathic (i.e., covert murder instead of overt murder when found alone with a potential victim), and acquiring debilitating phobias are all potential insanity forms that could be added to DF.&lt;br /&gt;
&lt;br /&gt;
: If a token for a corresponding insanity type does not appear, it takes on the default weighting of 100.&lt;br /&gt;
&lt;br /&gt;
=====''[LIMIT_HAPPINESS:min:max]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''min'': The minimum, default -100.&lt;br /&gt;
:* ''max'': The maximum, default 100.&lt;br /&gt;
&lt;br /&gt;
: This is designed to impose caps to the creature's possible happiness.  This also allows the creation of generally emotionless races, if you were to set both values to zero.&lt;br /&gt;
&lt;br /&gt;
: If the minimum is set above the unhappiness threshold, the being can never become insane due to unhappiness, so ideally there would be other penalties to unhappiness like having their work rate directly proportional to their current percentage of happiness or some such.&lt;br /&gt;
&lt;br /&gt;
: Mostly this token would be used to impose a maximum cap while leaving the minimum as -100, so certain beings are simply more prone to insanity.&lt;br /&gt;
&lt;br /&gt;
=====''[HAPPYMULT:percent]'' / ''[SADMULT:percent]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''percent'': The percentage by which thought modify the current happiness level.&lt;br /&gt;
&lt;br /&gt;
: This token makes some beings naturally more prone to becoming happy or to becoming sad as a result of unhappy thoughts.  If a being has HAPPYMULT 50 and SADMULT 100, for instance, then happy thoughts are one half as effective at making the being happy and sad thoughts are of normal effectiveness.&lt;br /&gt;
&lt;br /&gt;
: With high values for each, this makes beings have greater mood swings.  With low values for each, this makes beings more steady.  With low values for HAPPYMULT and high values for SADMULT, this makes the creatures tend towards depression.  The converse is true for high HAPPYMULT and low SADMULT.&lt;br /&gt;
&lt;br /&gt;
=====''[BAD_EMOTION:emotion]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''emotion'': The type of emotion that upsets the being when it is experienced.&lt;br /&gt;
&lt;br /&gt;
: '''Emotion Parameters:'''&lt;br /&gt;
:* FEAR: Causes the being to receive an unhappy thought every time it is forced to flee from an enemy.&lt;br /&gt;
:* ATTACK : Causes the being to receive an unhappy thought every time it is forced to fight.&lt;br /&gt;
:* KILL : Causes the being to receive an unhappy thought every time it is credited with a kill.&lt;br /&gt;
&lt;br /&gt;
: This token causes the being to receive a small unhappy thought each and every time it performs the indicated activity.  This can rapidly lead to insanity.&lt;br /&gt;
&lt;br /&gt;
: This is hard to quantify in human terms and would mostly be used to give certain behaviour to animals when they are otherwise experiencing unusual circumstances.  For instance, a normal being (who flees from conflict instead of stays and fights) with BERSERKNESS:500, SADMULT:500 and BAD_EMOTION:FEAR is being chased by a hunter.  The being will attempt to flee, and if the aggressor continually chases after it the being will be rapidly driven to go berserk and lash out at its attacker.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
* To allow females to be impregnated only by males, use OFFSPRING.&lt;br /&gt;
* To allow males to be impregnated by males or females or neuters, use MALEOFFSPRING.&lt;br /&gt;
* To allow males to be impregnated only by females, use OFFSPRING, and use OVIPOSITOR on both the male and female -- the male fertilizes the female's eggs, then the female inserts those eggs into the male's womb (implied via OVIPOSITOR).&lt;br /&gt;
* To allow females to be impregnated by males or females or neuters, use FEMALEOFFSPRING.&lt;br /&gt;
* To allow neuter-gendered beings to reproduce, use OFFSPRING.&lt;br /&gt;
* There is, at this time, no syntax for allowing a male to be impregnated only by a male.&lt;br /&gt;
* To make a hen which lays eggs regardless of whether it has been impregnated by a rooster, use [OVIPAROUS][INVOLUNTARY_EGGS].  If it lays eggs which have not been fertilized, the eggs are worthless (from a reproductive standpoint) and will rot.  They can be eaten as food.&lt;br /&gt;
* To make a [http://insects.tamu.edu/fieldguide/cimg329.html parasitic wasp]-like creature which lays eggs inside other creatures at will, use [OVIPAROUS][PARASITE_EGG].&lt;br /&gt;
* If you want the above-mentioned parasitic wasp to squirt out its egg if it cannot do so inside another creature (due to lack of supply of other creatures), also include [INVOLUNTARY_EGGS] and the wasp will occasionally lay an egg (to die) in the open.  This will piss it off, and you don't want to piss off a wasp.&lt;br /&gt;
&lt;br /&gt;
== Creature Variation Tokens ==&lt;br /&gt;
&lt;br /&gt;
=====''[CVCT_APPEND:...]'' =====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''...'': Colon-separated list of additional parameters to append to end of CVCT_MASTER token's parameters&lt;br /&gt;
&lt;br /&gt;
: As a fundamental improvement on my former ADD_BODY_TAG request, this would make use of existing CVCT functionality to allow appending parameters to existing tokens, with particular intention for use with a CVCT_MASTER:BODY (but fundamentally it should work with any tag, except perhaps for reciprocal creature variation tags).  There is presently no way of using creature variations to add new body parts to the BODY tag, only to replace existing parts within the tag (e.g., I can convert the fingers to talons, but I can't add three adamantium spikes to the existing hands and fingers ''unless I replace one of those existing body parts with itself while doing so''); this currently means that your creature variation tag must cover all possible usage scenarios instead of being properly generic -- i.e., instead of simply adding tags to the BODY, it has to target BASIC_1PARTBODY, BASIC_2PARTBODY, HUMANOID, HUMANOID_NECK, HUMANOID_HOOF, HUMANOID_NECK_HOOF, etc., etc....  The proposed new tag would neatly avoid that by allowing you to add any body part scot free, without worrying about what body parts are already there, proviso that you don't create an invalid body (which would simply appear in errorlog.txt as normal).&lt;br /&gt;
&lt;br /&gt;
: Note in particular that this would vastly simplify such things as sheep:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_VARIATION:BASIC_2HORNS]&lt;br /&gt;
 	[CV_CONVERT_TAG]&lt;br /&gt;
 		[CVCT_MASTER:BODY]&lt;br /&gt;
 		[CVCT_APPEND:2HEAD_HORN]&lt;br /&gt;
&lt;br /&gt;
: Instead of having two define the body token twice, once under CASTE:FEMALE and once under CASTE:MALE, the body tag could be defined once under the root (&amp;quot;all&amp;quot;) caste, and then a CREATURE_VARIATION could be applied to the male caste, [APPLY_CREATURE_VARIATION:BASIC_2HORNS].  The fact that such a tag would be generically useful for such things as demon variations of humanoids, etc. is also of note.&lt;br /&gt;
&lt;br /&gt;
== Body Tokens ==&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is used for injecting eggs into a victim.&lt;br /&gt;
&lt;br /&gt;
=====''[MILK]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is responsible for production of milk, and if destroyed the creature can no longer produce it or feed its offspring.  Multiple MILK organs correspond to a proportional reduction in ability to nurse their young.  Viable for udders for cows, goats, donkeys, etc.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTIVE_CONTRIBUTE]'' / ''[REPRODUCTIVE]'' =====&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE, this portion of the body is responsible for laying of eggs or (non-simulated) copulation, and if destroyed the creature can no longer reproduce.  Intended to allow entity-based punishments of castration (in world-gen, presumably).&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE_CONTRIBUTE, this allows some redundancy -- as long as there is at least one REPRODUCTIVE_CONTRIBUTE organ remaining, the animal can reproduce.  If all REPRODUCTIVE_CONTRIBUTE organs are missing, however, the creature can no longer reproduce.  Intended to allow gelding stallions and bulls or otherwise neutering male pets (removal of testes) or spaying female pets (removal of ovaries).&lt;br /&gt;
&lt;br /&gt;
The less squicky version of this feature would simply implement the ability to spay/neuter animals or castrate historical figures by flagging the hist fig, without actually requiring all of the naughty bits to be simulated...&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=209210</id>
		<title>User:JT/Token Wishlist</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=209210"/>
		<updated>2014-08-09T11:16:43Z</updated>

		<summary type="html">&lt;p&gt;JT: /* [REPRODUCTIVE_CONTRIBUTE] / [REPRODUCTIVE] */ not sure why I didn't think of this first&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creature Tokens==&lt;br /&gt;
&lt;br /&gt;
===Reproductive Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[OFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''mateid'': The creature ID of the species with which this being can reproduce.&lt;br /&gt;
:* ''offspringid'': The creature ID of the species which is produced by a successful mating with the above creature ID, or NOTHING to denote that there is a possibility/potential desire to be mated with by the given creature type but no chance of conception.&lt;br /&gt;
:* ''min'': The minimum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''max'': The maximum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''gestation'': The number of days of gestation.  Gestation period is calculated from this number &amp;amp;plusmn;5%.&lt;br /&gt;
:* ''weighting'': In the event of more than one OFFSPRING tag for a given mate type, the weighting determines the odds that a particular offspring is produced.&lt;br /&gt;
&lt;br /&gt;
: Allows a ''female'' member of the species to be impregnated by a ''male'' member of the given mate type.  This tag allows for complex intraspecies and interspecies reproductive capability, vastly expanding the existing functionality for creature breeding in the game.&lt;br /&gt;
&lt;br /&gt;
: In all cases, the OFFSPRING tag applies to the ''female'' of the species, for object-orientedness.  That is, a female of a species specifies which creature types can impregnate it.  If the species has no gender, it is assumed that the entire species is &amp;quot;female&amp;quot; for purposes of this token.&lt;br /&gt;
&lt;br /&gt;
: If no OFFSPRING tag is found for a species it is assumed to have the &amp;quot;implicit tag&amp;quot; [OFFSPRING:owntype:owntype:1:1:270:1], meaning that the species can reproduce with other members of its own species.  The various existing tags (LITTERSIZE, MULTIPLE_LITTER_RARE, etc.) all serve to modify the implicit tag, but have no effect if the creature defines any explicit OFFSPRING tags.  The implicit tag does not appear for any species with the NOGENDER or NOREPRODUCTION tags; if you wish for a non-gendered species to reproduce you must specifically provide OFFSPRING tags to that effect.  ''N.b.'', a creature with explicit tags which do not include its own creature ID will be incapable of reproduction with its own species; this allows folklore versions of nymphs which can reproduce successfully only with human males, for instance.&lt;br /&gt;
&lt;br /&gt;
: If an OFFSPRING tag exists, but the creature is also IMPOTENT towards that creature type, then the creature has no interest and any reproduction would have to be forced.  See IMPOTENT tag for further detail.&lt;br /&gt;
&lt;br /&gt;
: ''Examples:''&lt;br /&gt;
: (Mermaid)&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAID:1:1:270:5]&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAN:1:1:270:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:MERMAID, give the MERMAID the ability to reproduce with a CREATURE:MERMAN.  The mermaid will have a 1 in 6 chance of producing a merman, and a 5 in 6 chance of producing a mermaid.&lt;br /&gt;
&lt;br /&gt;
: (Horse)&lt;br /&gt;
:: [OFFSPRING:HORSE:HORSE:1:1:340:5]&lt;br /&gt;
:: [OFFSPRING:DONKEY:MULE:1:1:340:1]&lt;br /&gt;
:: [OFFSPRING:MULE:NOTHING:0:0:0:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:HORSE, allow the female horse to reproduce with a male horse to produce a foal of either gender (the CREATURE:HORSE has no [MALE] or [FEMALE] tag and thus has gender randomly assigned when it is birthed).  The horse can also be impregnated by a male CREATURE:DONKEY and will produce mules.  Finally, the mare is willing to engage in reproductive behaviour with a CREATURE:MULE, but conception is impossible (the rare instances of fertile mules are ignored for purposes of gameplay).  The mare will prefer to mate with stallions; if there is one stallion and one male donkey available, the mare will mate with the stallion 83% of the time if it can&amp;amp;mdash;if an animal caretaker wishes to produce mules, the animal caretaker would have to husband the mare and the donkey specifically in some fashion.&lt;br /&gt;
&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:1:1:270:98]&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:2:2:270:2]&lt;br /&gt;
:: [OFFSPRING:ORC:HALFORC:1:1:270:1]&lt;br /&gt;
:: Humans will give birth to a single child most of the time.  Approximately 2% of the time, a human mother will give birth to twins.  Human females can also be impregnated by male orcs, who will cause the human female to produce half-orc offspring of random gender.  See also IMPOTENT tag for unwillingness to mate, however.&lt;br /&gt;
&lt;br /&gt;
=====''[MALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The MALEOFFSPRING tag is a variant of the OFFSPRING tag which allows a ''male'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  If there is a reciprocal case of OFFSPRING and MALEOFFSPRING tags, denoting that either of the partners can be impregnated by the other, then the impregnated partner is chosen randomly.&lt;br /&gt;
&lt;br /&gt;
: This tag is used extremely rarely and is intended for cases where a male host can be impregnated in some fashion by another lifeform.  It is chiefly useful for hermaphroditic species (species with male and female genitals) which are still somewhat identifiable as either male or female.&lt;br /&gt;
&lt;br /&gt;
=====''[FEMALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The FEMALEOFFSPRING tag is another variant which allows a ''female'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  This allows for females to be impregnated by &amp;quot;females&amp;quot; of the other creature type, which is not otherwise possible with the MALEOFFSPRING or OFFSPRING tags.&lt;br /&gt;
&lt;br /&gt;
=====''[GESTATION:gestation]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''gestation'': The number of days of gestation, as per the OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Affects the &amp;quot;default&amp;quot; gestation of the creature for the purposes of its implicit OFFSPRING tag if the creature does not explicitly define one.&lt;br /&gt;
&lt;br /&gt;
=====''[IMPOTENT_ALL]'' / ''[IMPOTENT:creaturetype]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''creaturetype'': The type of creature with which this creature has no urge to mate.&lt;br /&gt;
&lt;br /&gt;
: The creature has no urge to mate.  It is still fertile, given an OFFSPRING tag (or the implicit OFFSPRING tag), and can thus be impregnated; however, males are impotent and females are unwilling, meaning that the creature does not represent a successful species.&lt;br /&gt;
&lt;br /&gt;
: If it is possible to be fertilised by another species which ''does'' have the urge to mate, via an OFFSPRING tag, then it can still reproduce if a member of the other species presents itself.  In other words, if one creature type has IMPOTENT towards a second creature type, but the second creature type does not circularly have IMPOTENT towards the first, then the second creature type is still interested in mating with the first creature type.&lt;br /&gt;
&lt;br /&gt;
: To Toady: The latter possibility would represent forced reproduction, which may be contrary to your moral integrity and may thus (at your option) remain unimplemented (rendering the existence of this tag moot); in such a case, an IMPOTENT tag in either direction would represent impossibility of reproduction or copulation (as opposed to OFFSPRING:PARTNER:NOTHING which represents willingness to mate, including the happy thoughts acquired from engaging in the reproductive act, but no successful offspring).&lt;br /&gt;
&lt;br /&gt;
: ''Example:''&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [IMPOTENT:ORC]&lt;br /&gt;
:: Human males are not interested in impregnating orc females, regardless of the possibility to do so, nor are human females interested in being impregnated by orc males.&lt;br /&gt;
&lt;br /&gt;
=====''[NOREPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: Implies IMPOTENT_ALL and eliminates the implicit OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Effectively, this means that the creature will be completely unwilling to mate and completely unable to produce offspring if it does.  If the creature includes any user-defined OFFSPRING or MALEOFFSPRING tags, the creature may still be impregnated by those means; however, it will not wittingly do so.&lt;br /&gt;
&lt;br /&gt;
=====''[NOGENDER]''=====&lt;br /&gt;
&lt;br /&gt;
: (Existing tag NO_GENDER revised to NOGENDER to be consistent, with clarifications as follows) The species has a &amp;quot;neuter&amp;quot; gender.  This eliminates the implicit OFFSPRING tag, to allow for the existence of magical constructs and sterile breeds.  The user may still add an OFFSPRING tag manually to allow the creature to reproduce (or desire to reproduce) in a sexual fashion.&lt;br /&gt;
&lt;br /&gt;
=====''[BOTH_IMPREGNATED]''=====&lt;br /&gt;
&lt;br /&gt;
: If there exists a circular OFFSPRING/MALEOFFSPRING/FEMALEOFFSPRING link between the two partners engaged in a reproductive act&amp;amp;mdash;for instance if the male can be impregnated by the female and the female can be impregnated by the male&amp;amp;mdash;then both partners will become impregnated after the act given this tag.&lt;br /&gt;
&lt;br /&gt;
: With this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* If only one partner may become impregnated, only that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
:Without this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, the female will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, the impregnated partner is selected randomly.&lt;br /&gt;
:* If only one partner may become impregnated, that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
=====''[EXTERNAL_FERTILIZE]''=====&lt;br /&gt;
&lt;br /&gt;
: A modifier tag for LAYS_EGGS, this indicates that the creature lays eggs without having sexual intercourse; the male of the species fertilises the eggs externally (such as in the case of a spawning salmon).  The eggs can shrivel or rot (depending on whether they are soft eggs or hard eggs).  If they are fertilised, the gestation time is reset and they will then grow on their own.&lt;br /&gt;
&lt;br /&gt;
=====''[WARMS_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If at least one caste includes this token, the eggs must be warmed in order to hatch.  The castes which possess this token will share in the effort of warming the eggs.&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
: The species injects its eggs into the eggs' nest (whether that &amp;quot;nest&amp;quot; is a womb, its partner, or an unwilling host), effectively meaning that the female impregnates the male instead of vice-versa.  This applies only to seahorses in the case of non-PARASITE_EGG and non-SAPOTROPH_EGG reproduction and is thus not a very critical feature.&lt;br /&gt;
&lt;br /&gt;
=====''[PARASITE_EGG]''=====&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the living body of another creature, which carries the eggs to term.  The eggs then hatch and the baby attacks the other creature from the inside in order to get out.  Contrary to what you might expect, this isn't meant to imply the ''Alien'' style of breeding, but rather the form of breeding exhibited by some forms of wasps.  Imagine the horror of being stung by a giant wasp with a paralytic stinger, who then injects her eggs into your body until they hatch and eat their way out!  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: An attack within the creature record must have an ATTACK_FLAG_OVIPOSITOR in order to allow implantation.&lt;br /&gt;
&lt;br /&gt;
=====''[SAPOTROPH_EGG:target]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''target'': The creature ID or creature class of the species where eggs are injected, or ANY for any dead body.&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the corpse of another creature, which carries the eggs to term.  The eggs then hatch and the litter emerges from the corpse.  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: The target can be a specific species, to reflect certain predatory flies which have specific creatures they target.&lt;br /&gt;
&lt;br /&gt;
=====''[KILLS_FOR_SAPOTROPH_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature after being impregnated will actively and aggressively manufacture corpses to lay eggs inside, if no corpses are already available.&lt;br /&gt;
&lt;br /&gt;
=====''[PREGNANT_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: Once impregnated by a given other creature, the creature is thereafter permanently impregnated by that creature and will continuously produce offspring from that genetic material after each successive delivery.  If another partner impregnates it, it will then continously produce offspring from its new partner (the new partner having effectively replaced the genetic material from the first partner with its own).  Unless genetic traits from specific parents are introduced, the new partner must be of a different creature type for this replacement to have any effect.&lt;br /&gt;
&lt;br /&gt;
: This method of reproduction is most often seen in queen ants and queen bees of the insect order of hymenoptera.  The queen maintains as much of her mate's DNA as required to fertilize her own offspring once the male has impregnated her during her mating flight.&lt;br /&gt;
&lt;br /&gt;
: You could assign this variable to rats, since rats are born pregnant.  (Yes, that's a joke.)&lt;br /&gt;
&lt;br /&gt;
=====''[VOLUNTARY_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If a LAYS_EGGS creature has this tag, it is allowed to choose whether or not to lay eggs; it does not lay eggs at every reproductive cycle unless they are fertilized.&lt;br /&gt;
&lt;br /&gt;
: If the creature lays an egg uselessly, it will receive a bad thought (if it lays an egg usefully, it will receive a good thought).  Good living conditions can make up for the bad thoughts from failing to reproduce.&lt;br /&gt;
&lt;br /&gt;
: An unfertilised egg will remain intact once laid, but can rot naturally just like any other food item left to its own devices.&lt;br /&gt;
&lt;br /&gt;
=====''[ASEXUAL:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature reproduces asexually and does not need another creature to fertilise it or otherwise provide genetic material.&lt;br /&gt;
&lt;br /&gt;
=====''[INFANT_MORTALITY:number:ratio]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The number out of the ratio that will die&lt;br /&gt;
:* ''ratio'': The total ratio of surviving and extinct offspring by reaching childhood (or maturity, if no BABY tag)&lt;br /&gt;
&lt;br /&gt;
: This causes infants of the creature to die during world gen, or spontaneously during fortress mode when outdoors (based on implied predation), based on the given ratio of dead offspring to the total ratio.  For instance, if INFANT_MORTALITY:3:1000, then there is a 3 in 1000 chance that any given member of the species will die within its infancy.&lt;br /&gt;
&lt;br /&gt;
: This is intended to balance creatures which lay massive egg clutches, as they do so in reality in order to counterbalance their extremely low infant survival rates: for instance, infant crocodiles are frequently eaten by birds and even fish.  Turtles also employ similar mass-clutch laying based on the same principle.&lt;br /&gt;
&lt;br /&gt;
=====''[PARENTAL_ADOPTION:minimum:maximum]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The minimum number of offspring per litter that parents will raise.&lt;br /&gt;
:* ''number'': The maximum number of offspring per litter that parents will raise, allowing the others to die.&lt;br /&gt;
&lt;br /&gt;
: This is intended to represent the behaviour of pandas, where they may occasionally have multiple births but will adopt only the strongest of their infants.  Creatures with this tag will choose the offspring in the litter that has the highest average attributes.  Theoretically this helps ensure the survival of the species, however barbaric it may seem to we humans who care so deeply about our own offspring (but then again, it hasn't exactly worked out well for pandas so far -- and actually, as carnivores that live in mountainous areas and prefer to eat bamboo that grows on flatter ground, they really are a species that just doesn't want to survive...).&lt;br /&gt;
&lt;br /&gt;
=====''[ALPHA_REPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag forces only one mated pair per population cluster (i.e., CLUSTER_NUMBER) to reproduce.  Only the female with the highest attributes will bear offspring, with all other females in the group simply being suppressed from mating.  This inborn social control reduces overpopulation among animals that bear large numbers of offspring.&lt;br /&gt;
&lt;br /&gt;
=====''[SOULMATE]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag causes a species to have only one mate at a time.  Once it has found a mate, it will remain with that mate, and it will not reproduce unless its mate is accessible.  If its mate is killed or passes away naturally, it will receive an unhappy thought even if it is not an [INTELLIGENT] species, but it will then be capable of finding another mate.  Most humanoids demonstrate this behaviour.&lt;br /&gt;
&lt;br /&gt;
=====''[SOULMATE_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag causes a species to seek only one mate during its lifetime.  It will receive an indefinite unhappy thought when its soulmate dies, and will never again seek another mate.  Seahorses fit this behaviour.&lt;br /&gt;
&lt;br /&gt;
=====''[SEASONAL_REPRODUCTION:season...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY, or one or more of SPRING, SUMMER, AUTUMN, and/or WINTER separated by colons.&lt;br /&gt;
&lt;br /&gt;
: This tag means that the species is only seasonally fertile, in that it will reproduce only in certain seasons; e.g., [SEASONAL_REPRODUCTION:SPRING].  When a fertile season begins, the animal resumes normal computation of its fertility cycles.  When the season ends (and the next season is no longer fertile), the being is suppressed from mating; the fertility cycle counter halts, to resume from where it left off in the next fertile season.&lt;br /&gt;
&lt;br /&gt;
: This allows limiting certain species' reproductive intervals to reduce overpopulation due to year-round reproduction.&lt;br /&gt;
&lt;br /&gt;
: Default is [SEASONAL_REPRODUCTION:ANY].&lt;br /&gt;
&lt;br /&gt;
=====''[TEMPERATE_REPRODUCTION:weather...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY; one or more of SCORCHING, HOT, WARM, TEMPERATE, COOL, COLD, or FREEZING, separated by colons; or a specific temperature range ''min'':''max'' in degrees Urist.&lt;br /&gt;
&lt;br /&gt;
: e.g., [TEMPERATE_REPRODUCTION:ANY], [TEMPERATE_REPRODUCTION:SCORCHING:HOT:WARM], [TEMPERATE_REPRODUCTION:10000:10060]&lt;br /&gt;
&lt;br /&gt;
: In addition to a blacklist based on SEASONAL_REPRODUCTION, a species may also have its fertility blacklist set to certain weather, to prevent it from reproducing in environmental conditions that are hostile to it or its offspring.  It is intended more for fortress mode (and ostensibly adventure mode in the far future), to prevent species that have been imported from breeding successfully in hostile environments, as BIOME already serves as an adequate limiter on worldgen populations.&lt;br /&gt;
&lt;br /&gt;
: Default is [TEMPERATE_REPRODUCTION:ANY].&lt;br /&gt;
&lt;br /&gt;
=====''[CONDITIONAL_FERTILITY:population]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''population'': The population limit of the species within the region.&lt;br /&gt;
&lt;br /&gt;
: This tag allows a population to be conditionally fertile, based on its population number per unit area; if the population exceeds the specified number, all fertility cycles halt until the population falls.  Aside from its metagame usefulness for controlling populations for better frame rates, it represents those species in reality which are genuinely capable of conditional fertility.  As with other caps, it is a soft cap -- multiple births in a litter or pre-existing pregnancies can bring the population over the cap.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTION_FREQUENCY:days:duration]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''days'': The number of days between subsequent fertility cycles.&lt;br /&gt;
:* ''duration'': The length of days (overlapping with the ''days'' parameter) during which the animal is fertile.&lt;br /&gt;
&lt;br /&gt;
: This controls the frequency of a species' reproductive cycles, blacklisting animals from becoming pregnant outside of their fertility periods.&lt;br /&gt;
&lt;br /&gt;
: For code simplicity, since the oestrus event itself wouldn't simulated (although simulating it would be of particular realism interest for keen-sensed animals, especially bloodthirsty animals like sharks or ''Pitch Black''-style blind predators), it would be easier just to make the &amp;quot;fertile&amp;quot; period begin immediately when the cycle begins, rather than halfway through.&lt;br /&gt;
&lt;br /&gt;
: The default is the standard human 28-day cycle, [REPRODUCTION_FREQUENCY:28:5] -- the female is fertile for 5 days out of every 28-day period.  If a fertility check falls on this interval... congratulations!&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTION_SUCCESS:permille]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''permille'': Chance of becoming pregnant on a pregnancy check.&lt;br /&gt;
&lt;br /&gt;
: This allows finer control over successful reproduction even when blacklisting based on season, temperature/climate, fertility cycle, and population are taken into account, to allow species that tend to reproduce too quickly to be fine-tuned for greater realism.&lt;br /&gt;
&lt;br /&gt;
: Default is whatever the current pregnancy chance is set to, which is probably buried deeply in the code somewhere...&lt;br /&gt;
&lt;br /&gt;
===General Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[BRACHIATOR:frequency]]''=====&lt;br /&gt;
&lt;br /&gt;
: Arguments:&lt;br /&gt;
:* ''frequency'': Percentage of time preferably spent in trees&lt;br /&gt;
&lt;br /&gt;
: A brachiating creature will prefer to climb and jump versus travelling over open ground, although it will occasionally climb down to ground level during random wandering or foraging, or if there are no more trees available in a given direction.  It will also automatically succeed in grasping any tree branch in its own tile, regardless of climbing skill.  Intended for chimpanzees and tree squirrels.&lt;br /&gt;
&lt;br /&gt;
=====''[ARBOREAL]]''=====&lt;br /&gt;
&lt;br /&gt;
: An arboreal creature will climb trees during random movement, and will prefer to flee into trees to avoid danger, climbing back down when safe.  Intended for cats.&lt;br /&gt;
&lt;br /&gt;
=====''[CLIMBER]''=====&lt;br /&gt;
&lt;br /&gt;
: A climber is similar to an arboreal, but will randomly climb ''any'' surface -- e.g., cliff faces -- rather than trees only.&lt;br /&gt;
&lt;br /&gt;
=====''[GAIT:GLIDE:...]''=====&lt;br /&gt;
&lt;br /&gt;
: A gliding gait (taking the same arguments as a typical gait) gives a creature the ability to glide.  It cannot fly up (optionally: unless it builds up momentum?), but can fly laterally or choose to descend faster, decreasing in altitude every 100(?) ticks.  A gliding lifeform will also never hurt itself when gliding onto ground level unless it is stunned in mid-air.  Intended for flying squirrels.&lt;br /&gt;
&lt;br /&gt;
=====''[FLYING_HEIGHT:height]''=====&lt;br /&gt;
&lt;br /&gt;
: Arguments:&lt;br /&gt;
:* ''height'': The desired height for the flying creature to maintain, as a matter of preference.&lt;br /&gt;
&lt;br /&gt;
: This controls the altitude that the creature (caste?) will prefer to maintain.  Smaller birds will tend to remain closer to ground level except when a predator threatens them, whereas raptors will prefer to remain higher for better sight lines.&lt;br /&gt;
&lt;br /&gt;
=====''[MIN_AIRSPEED:velocity]''=====&lt;br /&gt;
&lt;br /&gt;
: Arguments:&lt;br /&gt;
:* ''velocity'': Minimum airspeed velocity in millimetres per second.&lt;br /&gt;
&lt;br /&gt;
: The creature must maintain the specified airspeed (1000 = Adventure Mode 1.0).  If the creature becomes tired due to flight, it will attempt to find somewhere to land.&lt;br /&gt;
&lt;br /&gt;
=====''[STANCE_GRIP:angle]''=====&lt;br /&gt;
&lt;br /&gt;
: Arguments:&lt;br /&gt;
:* ''angle'': STANDARD, LATERAL, or INVERTED.&lt;br /&gt;
&lt;br /&gt;
: The creature has the ability to ''grip'' onto any surface with its STANCE parts, but is unable to ''climb''.  In other words, it can fly into any tile, then choose to &amp;quot;hold on&amp;quot;, and can then choose to &amp;quot;release hold&amp;quot; and fly away, but it cannot move to another tile while holding on.&lt;br /&gt;
&lt;br /&gt;
: If the creature has STANCE_GRIP:STANDARD, it can hold onto its own tile.  If the creature has STANCE_GRIP:LATERAL, it can hold onto its own tile or onto any adjacent tile in the eight cardinal directions.  If the creature has STANCE_GRIP:INVERTED, it can hold onto its own tile, any adjacent tile, or the tile directly above.&lt;br /&gt;
&lt;br /&gt;
=====''[SLEEP_ROOST]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature will prefer to find tree branches to roost in, preferring higher branches over lower ones.  It is able to sleep in tree branches without falling out.  Implies STANCE_GRIP:STANDARD (does not imply STANCE_CLIMBER).  Intended for most avians.&lt;br /&gt;
&lt;br /&gt;
=====''[SLEEP_STANDING]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature has locking joints that allow it to sleep while standing up, instead of having to lie down.  Intended for most equines.&lt;br /&gt;
&lt;br /&gt;
=====''[SLEEP_INVERTED]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature prefers to sleep on ceilings and against wall surfaces in open spaces that are at 2 Z levels above any floor.  It has locking claws that allow it to sleep without falling off the surface it is hanging on.  Implies STANCE_GRIP:INVERTED.  Intended for bats.&lt;br /&gt;
&lt;br /&gt;
=====''[TUMBLE:altitude]''=====&lt;br /&gt;
&lt;br /&gt;
: Arguments:&lt;br /&gt;
:* ''altitude'': The number of Z levels that can be fallen.&lt;br /&gt;
&lt;br /&gt;
: A creature that can tumble can fall the specified number of Z levels without coming to harm.  Intended for cats.&lt;br /&gt;
&lt;br /&gt;
=====''[HIBERNATION:season...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY, or one or more of SPRING, SUMMER, AUTUMN, and/or WINTER separated by colons.&lt;br /&gt;
&lt;br /&gt;
: A species which hibernates will not spawn on the map outside of the valid seasons -- it will remain comfortably within the site populations instead.  Species which hibernate will automatically go to sleep during fortress mode and remain asleep, requiring no food or water, until the end of the season.  At the end of the season, however, they will be set automatically to Hungry and Thirsty and will seek food to eat.  (Though many species which hibernate remain awake, and do eat and drink while hibernating, this implementation is far simpler to simulate.)&lt;br /&gt;
&lt;br /&gt;
=====''[CORPSE_SPECHEAT]'' / ''[CORPSE_LAYERING]'' / ''[CORPSE_CORPSE_BOILING_POINT]'' / etc.=====&lt;br /&gt;
&lt;br /&gt;
: These tokens would allow a being's corpse to have temperatures that are different than their living temperatures.  The primary usefulness would be in making creatures which spontaneously combust when killed (vampires in Blade series!) or creatures which burn while alive but turn into useless lumps when dead.  The current closest token, itemcorpse, only accomplishes the latter.&lt;br /&gt;
&lt;br /&gt;
: Cool beans!&lt;br /&gt;
&lt;br /&gt;
=====''[CHILD_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''species'': The species to assimilate, or NONE for all species&lt;br /&gt;
:* ''product'': The species produced, or NONE for this species&lt;br /&gt;
:* ''time'': The number of assimilation points it takes to totally assimilate that creature&lt;br /&gt;
&lt;br /&gt;
: The motivation behind this token is to allow goblins to transform captured children into their own kind.  Unlike the Trekkie assimilation, this is done in campaign time; each assimilation attempt takes one day, causing one assimilation point.  The transformation occurs when the number of assimilation points stored up for a given creature exceeds the specified time, in days.  Only one attempt could be made per creature per day.  Once the creature is assimilated and transformed into the new creature type, it treats the CHILD_CONVERTER as its parent.&lt;br /&gt;
&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Put that baby spell on me''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Put that magic jump on me''&lt;br /&gt;
: ''Slap that baby, make him free!''&lt;br /&gt;
&lt;br /&gt;
The closest current tag is SPOUSE_CONVERTER, which applies to compatible sexes and which lacks parameters.&lt;br /&gt;
&lt;br /&gt;
=====''[ASSIMILATE_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: As per CHILD_CONVERTER, but for any member of the targetted species.  The converted creature will become a faction member instead of a dynastic member.&lt;br /&gt;
&lt;br /&gt;
=====''[APPLY_CASTE_VARIATION:variation]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''variation'': The creature variation to apply to this specific caste (i.e., not affecting any other caste).&lt;br /&gt;
&lt;br /&gt;
: APPLY_CREATURE_VARIATION currently affects all castes, which doesn't suit gender dimorphism too well.  It would be great if there were a way to apply a creature variation to the currently selected caste instead of implicitly affecting the &amp;quot;all&amp;quot; caste.&lt;br /&gt;
&lt;br /&gt;
=== Thought Tokens ===&lt;br /&gt;
&lt;br /&gt;
=====''[MELANCHOLY:weight]'' / ''[BERSERKNESS:weight]'' / ''[MADNESS:weight]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''weight'': The odds that when the being suffers this form of insanity when pushed to depression.&lt;br /&gt;
&lt;br /&gt;
: This is designed to influence how exactly a given species behaves when it hits insanity.  The possible insanity forms are rolled against with weighted throws to determine which form of insanity takes hold.&lt;br /&gt;
&lt;br /&gt;
: Additional insanity types, as they are added, would also have corresponding weighting tokens added.  Gaining disturbing fetishes, becoming sociopathic (i.e., covert murder instead of overt murder when found alone with a potential victim), and acquiring debilitating phobias are all potential insanity forms that could be added to DF.&lt;br /&gt;
&lt;br /&gt;
: If a token for a corresponding insanity type does not appear, it takes on the default weighting of 100.&lt;br /&gt;
&lt;br /&gt;
=====''[LIMIT_HAPPINESS:min:max]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''min'': The minimum, default -100.&lt;br /&gt;
:* ''max'': The maximum, default 100.&lt;br /&gt;
&lt;br /&gt;
: This is designed to impose caps to the creature's possible happiness.  This also allows the creation of generally emotionless races, if you were to set both values to zero.&lt;br /&gt;
&lt;br /&gt;
: If the minimum is set above the unhappiness threshold, the being can never become insane due to unhappiness, so ideally there would be other penalties to unhappiness like having their work rate directly proportional to their current percentage of happiness or some such.&lt;br /&gt;
&lt;br /&gt;
: Mostly this token would be used to impose a maximum cap while leaving the minimum as -100, so certain beings are simply more prone to insanity.&lt;br /&gt;
&lt;br /&gt;
=====''[HAPPYMULT:percent]'' / ''[SADMULT:percent]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''percent'': The percentage by which thought modify the current happiness level.&lt;br /&gt;
&lt;br /&gt;
: This token makes some beings naturally more prone to becoming happy or to becoming sad as a result of unhappy thoughts.  If a being has HAPPYMULT 50 and SADMULT 100, for instance, then happy thoughts are one half as effective at making the being happy and sad thoughts are of normal effectiveness.&lt;br /&gt;
&lt;br /&gt;
: With high values for each, this makes beings have greater mood swings.  With low values for each, this makes beings more steady.  With low values for HAPPYMULT and high values for SADMULT, this makes the creatures tend towards depression.  The converse is true for high HAPPYMULT and low SADMULT.&lt;br /&gt;
&lt;br /&gt;
=====''[BAD_EMOTION:emotion]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''emotion'': The type of emotion that upsets the being when it is experienced.&lt;br /&gt;
&lt;br /&gt;
: '''Emotion Parameters:'''&lt;br /&gt;
:* FEAR: Causes the being to receive an unhappy thought every time it is forced to flee from an enemy.&lt;br /&gt;
:* ATTACK : Causes the being to receive an unhappy thought every time it is forced to fight.&lt;br /&gt;
:* KILL : Causes the being to receive an unhappy thought every time it is credited with a kill.&lt;br /&gt;
&lt;br /&gt;
: This token causes the being to receive a small unhappy thought each and every time it performs the indicated activity.  This can rapidly lead to insanity.&lt;br /&gt;
&lt;br /&gt;
: This is hard to quantify in human terms and would mostly be used to give certain behaviour to animals when they are otherwise experiencing unusual circumstances.  For instance, a normal being (who flees from conflict instead of stays and fights) with BERSERKNESS:500, SADMULT:500 and BAD_EMOTION:FEAR is being chased by a hunter.  The being will attempt to flee, and if the aggressor continually chases after it the being will be rapidly driven to go berserk and lash out at its attacker.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
* To allow females to be impregnated only by males, use OFFSPRING.&lt;br /&gt;
* To allow males to be impregnated by males or females or neuters, use MALEOFFSPRING.&lt;br /&gt;
* To allow males to be impregnated only by females, use OFFSPRING, and use OVIPOSITOR on both the male and female -- the male fertilizes the female's eggs, then the female inserts those eggs into the male's womb (implied via OVIPOSITOR).&lt;br /&gt;
* To allow females to be impregnated by males or females or neuters, use FEMALEOFFSPRING.&lt;br /&gt;
* To allow neuter-gendered beings to reproduce, use OFFSPRING.&lt;br /&gt;
* There is, at this time, no syntax for allowing a male to be impregnated only by a male.&lt;br /&gt;
* To make a hen which lays eggs regardless of whether it has been impregnated by a rooster, use [OVIPAROUS][INVOLUNTARY_EGGS].  If it lays eggs which have not been fertilized, the eggs are worthless (from a reproductive standpoint) and will rot.  They can be eaten as food.&lt;br /&gt;
* To make a [http://insects.tamu.edu/fieldguide/cimg329.html parasitic wasp]-like creature which lays eggs inside other creatures at will, use [OVIPAROUS][PARASITE_EGG].&lt;br /&gt;
* If you want the above-mentioned parasitic wasp to squirt out its egg if it cannot do so inside another creature (due to lack of supply of other creatures), also include [INVOLUNTARY_EGGS] and the wasp will occasionally lay an egg (to die) in the open.  This will piss it off, and you don't want to piss off a wasp.&lt;br /&gt;
&lt;br /&gt;
== Creature Variation Tokens ==&lt;br /&gt;
&lt;br /&gt;
=====''[CVCT_APPEND:...]'' =====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''...'': Colon-separated list of additional parameters to append to end of CVCT_MASTER token's parameters&lt;br /&gt;
&lt;br /&gt;
: As a fundamental improvement on my former ADD_BODY_TAG request, this would make use of existing CVCT functionality to allow appending parameters to existing tokens, with particular intention for use with a CVCT_MASTER:BODY (but fundamentally it should work with any tag, except perhaps for reciprocal creature variation tags).  There is presently no way of using creature variations to add new body parts to the BODY tag, only to replace existing parts within the tag (e.g., I can convert the fingers to talons, but I can't add three adamantium spikes to the existing hands and fingers ''unless I replace one of those existing body parts with itself while doing so''); this currently means that your creature variation tag must cover all possible usage scenarios instead of being properly generic -- i.e., instead of simply adding tags to the BODY, it has to target BASIC_1PARTBODY, BASIC_2PARTBODY, HUMANOID, HUMANOID_NECK, HUMANOID_HOOF, HUMANOID_NECK_HOOF, etc., etc....  The proposed new tag would neatly avoid that by allowing you to add any body part scot free, without worrying about what body parts are already there, proviso that you don't create an invalid body (which would simply appear in errorlog.txt as normal).&lt;br /&gt;
&lt;br /&gt;
: Note in particular that this would vastly simplify such things as sheep:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_VARIATION:BASIC_2HORNS]&lt;br /&gt;
 	[CV_CONVERT_TAG]&lt;br /&gt;
 		[CVCT_MASTER:BODY]&lt;br /&gt;
 		[CVCT_APPEND:2HEAD_HORN]&lt;br /&gt;
&lt;br /&gt;
: Instead of having two define the body token twice, once under CASTE:FEMALE and once under CASTE:MALE, the body tag could be defined once under the root (&amp;quot;all&amp;quot;) caste, and then a CREATURE_VARIATION could be applied to the male caste, [APPLY_CREATURE_VARIATION:BASIC_2HORNS].  The fact that such a tag would be generically useful for such things as demon variations of humanoids, etc. is also of note.&lt;br /&gt;
&lt;br /&gt;
== Body Tokens ==&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is used for injecting eggs into a victim.&lt;br /&gt;
&lt;br /&gt;
=====''[MILK]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is responsible for production of milk, and if destroyed the creature can no longer produce it or feed its offspring.  Multiple MILK organs correspond to a proportional reduction in ability to nurse their young.  Viable for udders for cows, goats, donkeys, etc.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTIVE_CONTRIBUTE]'' / ''[REPRODUCTIVE]'' =====&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE, this portion of the body is responsible for laying of eggs or (non-simulated) copulation, and if destroyed the creature can no longer reproduce.  Intended to allow entity-based punishments of castration (in world-gen, presumably).&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE_CONTRIBUTE, this allows some redundancy -- as long as there is at least one REPRODUCTIVE_CONTRIBUTE organ remaining, the animal can reproduce.  If all REPRODUCTIVE_CONTRIBUTE organs are missing, however, the creature can no longer reproduce.  Intended to allow gelding stallions and bulls or otherwise neutering male pets (removal of testes) or spaying female pets (removal of ovaries).&lt;br /&gt;
&lt;br /&gt;
The less squicky version of this feature would simply implement the ability to spay/neuter animals or castrate historical figures by flagging the hist fig, without actually requiring all of the naughty bits to be simulated...&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=209209</id>
		<title>User:JT/Token Wishlist</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=209209"/>
		<updated>2014-08-09T11:15:04Z</updated>

		<summary type="html">&lt;p&gt;JT: BRACHIATOR, ARBOREAL, CLIMBER, GAIT:GLIDE, FLYING_HEIGHT, MIN_AIRSPEED, STANCE_GRIP, SLEEP_ROOST, SLEEP_STANDING, SLEEP_INVERTED, TUMBLE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creature Tokens==&lt;br /&gt;
&lt;br /&gt;
===Reproductive Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[OFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''mateid'': The creature ID of the species with which this being can reproduce.&lt;br /&gt;
:* ''offspringid'': The creature ID of the species which is produced by a successful mating with the above creature ID, or NOTHING to denote that there is a possibility/potential desire to be mated with by the given creature type but no chance of conception.&lt;br /&gt;
:* ''min'': The minimum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''max'': The maximum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''gestation'': The number of days of gestation.  Gestation period is calculated from this number &amp;amp;plusmn;5%.&lt;br /&gt;
:* ''weighting'': In the event of more than one OFFSPRING tag for a given mate type, the weighting determines the odds that a particular offspring is produced.&lt;br /&gt;
&lt;br /&gt;
: Allows a ''female'' member of the species to be impregnated by a ''male'' member of the given mate type.  This tag allows for complex intraspecies and interspecies reproductive capability, vastly expanding the existing functionality for creature breeding in the game.&lt;br /&gt;
&lt;br /&gt;
: In all cases, the OFFSPRING tag applies to the ''female'' of the species, for object-orientedness.  That is, a female of a species specifies which creature types can impregnate it.  If the species has no gender, it is assumed that the entire species is &amp;quot;female&amp;quot; for purposes of this token.&lt;br /&gt;
&lt;br /&gt;
: If no OFFSPRING tag is found for a species it is assumed to have the &amp;quot;implicit tag&amp;quot; [OFFSPRING:owntype:owntype:1:1:270:1], meaning that the species can reproduce with other members of its own species.  The various existing tags (LITTERSIZE, MULTIPLE_LITTER_RARE, etc.) all serve to modify the implicit tag, but have no effect if the creature defines any explicit OFFSPRING tags.  The implicit tag does not appear for any species with the NOGENDER or NOREPRODUCTION tags; if you wish for a non-gendered species to reproduce you must specifically provide OFFSPRING tags to that effect.  ''N.b.'', a creature with explicit tags which do not include its own creature ID will be incapable of reproduction with its own species; this allows folklore versions of nymphs which can reproduce successfully only with human males, for instance.&lt;br /&gt;
&lt;br /&gt;
: If an OFFSPRING tag exists, but the creature is also IMPOTENT towards that creature type, then the creature has no interest and any reproduction would have to be forced.  See IMPOTENT tag for further detail.&lt;br /&gt;
&lt;br /&gt;
: ''Examples:''&lt;br /&gt;
: (Mermaid)&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAID:1:1:270:5]&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAN:1:1:270:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:MERMAID, give the MERMAID the ability to reproduce with a CREATURE:MERMAN.  The mermaid will have a 1 in 6 chance of producing a merman, and a 5 in 6 chance of producing a mermaid.&lt;br /&gt;
&lt;br /&gt;
: (Horse)&lt;br /&gt;
:: [OFFSPRING:HORSE:HORSE:1:1:340:5]&lt;br /&gt;
:: [OFFSPRING:DONKEY:MULE:1:1:340:1]&lt;br /&gt;
:: [OFFSPRING:MULE:NOTHING:0:0:0:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:HORSE, allow the female horse to reproduce with a male horse to produce a foal of either gender (the CREATURE:HORSE has no [MALE] or [FEMALE] tag and thus has gender randomly assigned when it is birthed).  The horse can also be impregnated by a male CREATURE:DONKEY and will produce mules.  Finally, the mare is willing to engage in reproductive behaviour with a CREATURE:MULE, but conception is impossible (the rare instances of fertile mules are ignored for purposes of gameplay).  The mare will prefer to mate with stallions; if there is one stallion and one male donkey available, the mare will mate with the stallion 83% of the time if it can&amp;amp;mdash;if an animal caretaker wishes to produce mules, the animal caretaker would have to husband the mare and the donkey specifically in some fashion.&lt;br /&gt;
&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:1:1:270:98]&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:2:2:270:2]&lt;br /&gt;
:: [OFFSPRING:ORC:HALFORC:1:1:270:1]&lt;br /&gt;
:: Humans will give birth to a single child most of the time.  Approximately 2% of the time, a human mother will give birth to twins.  Human females can also be impregnated by male orcs, who will cause the human female to produce half-orc offspring of random gender.  See also IMPOTENT tag for unwillingness to mate, however.&lt;br /&gt;
&lt;br /&gt;
=====''[MALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The MALEOFFSPRING tag is a variant of the OFFSPRING tag which allows a ''male'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  If there is a reciprocal case of OFFSPRING and MALEOFFSPRING tags, denoting that either of the partners can be impregnated by the other, then the impregnated partner is chosen randomly.&lt;br /&gt;
&lt;br /&gt;
: This tag is used extremely rarely and is intended for cases where a male host can be impregnated in some fashion by another lifeform.  It is chiefly useful for hermaphroditic species (species with male and female genitals) which are still somewhat identifiable as either male or female.&lt;br /&gt;
&lt;br /&gt;
=====''[FEMALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The FEMALEOFFSPRING tag is another variant which allows a ''female'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  This allows for females to be impregnated by &amp;quot;females&amp;quot; of the other creature type, which is not otherwise possible with the MALEOFFSPRING or OFFSPRING tags.&lt;br /&gt;
&lt;br /&gt;
=====''[GESTATION:gestation]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''gestation'': The number of days of gestation, as per the OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Affects the &amp;quot;default&amp;quot; gestation of the creature for the purposes of its implicit OFFSPRING tag if the creature does not explicitly define one.&lt;br /&gt;
&lt;br /&gt;
=====''[IMPOTENT_ALL]'' / ''[IMPOTENT:creaturetype]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''creaturetype'': The type of creature with which this creature has no urge to mate.&lt;br /&gt;
&lt;br /&gt;
: The creature has no urge to mate.  It is still fertile, given an OFFSPRING tag (or the implicit OFFSPRING tag), and can thus be impregnated; however, males are impotent and females are unwilling, meaning that the creature does not represent a successful species.&lt;br /&gt;
&lt;br /&gt;
: If it is possible to be fertilised by another species which ''does'' have the urge to mate, via an OFFSPRING tag, then it can still reproduce if a member of the other species presents itself.  In other words, if one creature type has IMPOTENT towards a second creature type, but the second creature type does not circularly have IMPOTENT towards the first, then the second creature type is still interested in mating with the first creature type.&lt;br /&gt;
&lt;br /&gt;
: To Toady: The latter possibility would represent forced reproduction, which may be contrary to your moral integrity and may thus (at your option) remain unimplemented (rendering the existence of this tag moot); in such a case, an IMPOTENT tag in either direction would represent impossibility of reproduction or copulation (as opposed to OFFSPRING:PARTNER:NOTHING which represents willingness to mate, including the happy thoughts acquired from engaging in the reproductive act, but no successful offspring).&lt;br /&gt;
&lt;br /&gt;
: ''Example:''&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [IMPOTENT:ORC]&lt;br /&gt;
:: Human males are not interested in impregnating orc females, regardless of the possibility to do so, nor are human females interested in being impregnated by orc males.&lt;br /&gt;
&lt;br /&gt;
=====''[NOREPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: Implies IMPOTENT_ALL and eliminates the implicit OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Effectively, this means that the creature will be completely unwilling to mate and completely unable to produce offspring if it does.  If the creature includes any user-defined OFFSPRING or MALEOFFSPRING tags, the creature may still be impregnated by those means; however, it will not wittingly do so.&lt;br /&gt;
&lt;br /&gt;
=====''[NOGENDER]''=====&lt;br /&gt;
&lt;br /&gt;
: (Existing tag NO_GENDER revised to NOGENDER to be consistent, with clarifications as follows) The species has a &amp;quot;neuter&amp;quot; gender.  This eliminates the implicit OFFSPRING tag, to allow for the existence of magical constructs and sterile breeds.  The user may still add an OFFSPRING tag manually to allow the creature to reproduce (or desire to reproduce) in a sexual fashion.&lt;br /&gt;
&lt;br /&gt;
=====''[BOTH_IMPREGNATED]''=====&lt;br /&gt;
&lt;br /&gt;
: If there exists a circular OFFSPRING/MALEOFFSPRING/FEMALEOFFSPRING link between the two partners engaged in a reproductive act&amp;amp;mdash;for instance if the male can be impregnated by the female and the female can be impregnated by the male&amp;amp;mdash;then both partners will become impregnated after the act given this tag.&lt;br /&gt;
&lt;br /&gt;
: With this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* If only one partner may become impregnated, only that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
:Without this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, the female will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, the impregnated partner is selected randomly.&lt;br /&gt;
:* If only one partner may become impregnated, that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
=====''[EXTERNAL_FERTILIZE]''=====&lt;br /&gt;
&lt;br /&gt;
: A modifier tag for LAYS_EGGS, this indicates that the creature lays eggs without having sexual intercourse; the male of the species fertilises the eggs externally (such as in the case of a spawning salmon).  The eggs can shrivel or rot (depending on whether they are soft eggs or hard eggs).  If they are fertilised, the gestation time is reset and they will then grow on their own.&lt;br /&gt;
&lt;br /&gt;
=====''[WARMS_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If at least one caste includes this token, the eggs must be warmed in order to hatch.  The castes which possess this token will share in the effort of warming the eggs.&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
: The species injects its eggs into the eggs' nest (whether that &amp;quot;nest&amp;quot; is a womb, its partner, or an unwilling host), effectively meaning that the female impregnates the male instead of vice-versa.  This applies only to seahorses in the case of non-PARASITE_EGG and non-SAPOTROPH_EGG reproduction and is thus not a very critical feature.&lt;br /&gt;
&lt;br /&gt;
=====''[PARASITE_EGG]''=====&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the living body of another creature, which carries the eggs to term.  The eggs then hatch and the baby attacks the other creature from the inside in order to get out.  Contrary to what you might expect, this isn't meant to imply the ''Alien'' style of breeding, but rather the form of breeding exhibited by some forms of wasps.  Imagine the horror of being stung by a giant wasp with a paralytic stinger, who then injects her eggs into your body until they hatch and eat their way out!  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: An attack within the creature record must have an ATTACK_FLAG_OVIPOSITOR in order to allow implantation.&lt;br /&gt;
&lt;br /&gt;
=====''[SAPOTROPH_EGG:target]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''target'': The creature ID or creature class of the species where eggs are injected, or ANY for any dead body.&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the corpse of another creature, which carries the eggs to term.  The eggs then hatch and the litter emerges from the corpse.  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: The target can be a specific species, to reflect certain predatory flies which have specific creatures they target.&lt;br /&gt;
&lt;br /&gt;
=====''[KILLS_FOR_SAPOTROPH_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature after being impregnated will actively and aggressively manufacture corpses to lay eggs inside, if no corpses are already available.&lt;br /&gt;
&lt;br /&gt;
=====''[PREGNANT_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: Once impregnated by a given other creature, the creature is thereafter permanently impregnated by that creature and will continuously produce offspring from that genetic material after each successive delivery.  If another partner impregnates it, it will then continously produce offspring from its new partner (the new partner having effectively replaced the genetic material from the first partner with its own).  Unless genetic traits from specific parents are introduced, the new partner must be of a different creature type for this replacement to have any effect.&lt;br /&gt;
&lt;br /&gt;
: This method of reproduction is most often seen in queen ants and queen bees of the insect order of hymenoptera.  The queen maintains as much of her mate's DNA as required to fertilize her own offspring once the male has impregnated her during her mating flight.&lt;br /&gt;
&lt;br /&gt;
: You could assign this variable to rats, since rats are born pregnant.  (Yes, that's a joke.)&lt;br /&gt;
&lt;br /&gt;
=====''[VOLUNTARY_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If a LAYS_EGGS creature has this tag, it is allowed to choose whether or not to lay eggs; it does not lay eggs at every reproductive cycle unless they are fertilized.&lt;br /&gt;
&lt;br /&gt;
: If the creature lays an egg uselessly, it will receive a bad thought (if it lays an egg usefully, it will receive a good thought).  Good living conditions can make up for the bad thoughts from failing to reproduce.&lt;br /&gt;
&lt;br /&gt;
: An unfertilised egg will remain intact once laid, but can rot naturally just like any other food item left to its own devices.&lt;br /&gt;
&lt;br /&gt;
=====''[ASEXUAL:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature reproduces asexually and does not need another creature to fertilise it or otherwise provide genetic material.&lt;br /&gt;
&lt;br /&gt;
=====''[INFANT_MORTALITY:number:ratio]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The number out of the ratio that will die&lt;br /&gt;
:* ''ratio'': The total ratio of surviving and extinct offspring by reaching childhood (or maturity, if no BABY tag)&lt;br /&gt;
&lt;br /&gt;
: This causes infants of the creature to die during world gen, or spontaneously during fortress mode when outdoors (based on implied predation), based on the given ratio of dead offspring to the total ratio.  For instance, if INFANT_MORTALITY:3:1000, then there is a 3 in 1000 chance that any given member of the species will die within its infancy.&lt;br /&gt;
&lt;br /&gt;
: This is intended to balance creatures which lay massive egg clutches, as they do so in reality in order to counterbalance their extremely low infant survival rates: for instance, infant crocodiles are frequently eaten by birds and even fish.  Turtles also employ similar mass-clutch laying based on the same principle.&lt;br /&gt;
&lt;br /&gt;
=====''[PARENTAL_ADOPTION:minimum:maximum]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The minimum number of offspring per litter that parents will raise.&lt;br /&gt;
:* ''number'': The maximum number of offspring per litter that parents will raise, allowing the others to die.&lt;br /&gt;
&lt;br /&gt;
: This is intended to represent the behaviour of pandas, where they may occasionally have multiple births but will adopt only the strongest of their infants.  Creatures with this tag will choose the offspring in the litter that has the highest average attributes.  Theoretically this helps ensure the survival of the species, however barbaric it may seem to we humans who care so deeply about our own offspring (but then again, it hasn't exactly worked out well for pandas so far -- and actually, as carnivores that live in mountainous areas and prefer to eat bamboo that grows on flatter ground, they really are a species that just doesn't want to survive...).&lt;br /&gt;
&lt;br /&gt;
=====''[ALPHA_REPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag forces only one mated pair per population cluster (i.e., CLUSTER_NUMBER) to reproduce.  Only the female with the highest attributes will bear offspring, with all other females in the group simply being suppressed from mating.  This inborn social control reduces overpopulation among animals that bear large numbers of offspring.&lt;br /&gt;
&lt;br /&gt;
=====''[SOULMATE]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag causes a species to have only one mate at a time.  Once it has found a mate, it will remain with that mate, and it will not reproduce unless its mate is accessible.  If its mate is killed or passes away naturally, it will receive an unhappy thought even if it is not an [INTELLIGENT] species, but it will then be capable of finding another mate.  Most humanoids demonstrate this behaviour.&lt;br /&gt;
&lt;br /&gt;
=====''[SOULMATE_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag causes a species to seek only one mate during its lifetime.  It will receive an indefinite unhappy thought when its soulmate dies, and will never again seek another mate.  Seahorses fit this behaviour.&lt;br /&gt;
&lt;br /&gt;
=====''[SEASONAL_REPRODUCTION:season...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY, or one or more of SPRING, SUMMER, AUTUMN, and/or WINTER separated by colons.&lt;br /&gt;
&lt;br /&gt;
: This tag means that the species is only seasonally fertile, in that it will reproduce only in certain seasons; e.g., [SEASONAL_REPRODUCTION:SPRING].  When a fertile season begins, the animal resumes normal computation of its fertility cycles.  When the season ends (and the next season is no longer fertile), the being is suppressed from mating; the fertility cycle counter halts, to resume from where it left off in the next fertile season.&lt;br /&gt;
&lt;br /&gt;
: This allows limiting certain species' reproductive intervals to reduce overpopulation due to year-round reproduction.&lt;br /&gt;
&lt;br /&gt;
: Default is [SEASONAL_REPRODUCTION:ANY].&lt;br /&gt;
&lt;br /&gt;
=====''[TEMPERATE_REPRODUCTION:weather...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY; one or more of SCORCHING, HOT, WARM, TEMPERATE, COOL, COLD, or FREEZING, separated by colons; or a specific temperature range ''min'':''max'' in degrees Urist.&lt;br /&gt;
&lt;br /&gt;
: e.g., [TEMPERATE_REPRODUCTION:ANY], [TEMPERATE_REPRODUCTION:SCORCHING:HOT:WARM], [TEMPERATE_REPRODUCTION:10000:10060]&lt;br /&gt;
&lt;br /&gt;
: In addition to a blacklist based on SEASONAL_REPRODUCTION, a species may also have its fertility blacklist set to certain weather, to prevent it from reproducing in environmental conditions that are hostile to it or its offspring.  It is intended more for fortress mode (and ostensibly adventure mode in the far future), to prevent species that have been imported from breeding successfully in hostile environments, as BIOME already serves as an adequate limiter on worldgen populations.&lt;br /&gt;
&lt;br /&gt;
: Default is [TEMPERATE_REPRODUCTION:ANY].&lt;br /&gt;
&lt;br /&gt;
=====''[CONDITIONAL_FERTILITY:population]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''population'': The population limit of the species within the region.&lt;br /&gt;
&lt;br /&gt;
: This tag allows a population to be conditionally fertile, based on its population number per unit area; if the population exceeds the specified number, all fertility cycles halt until the population falls.  Aside from its metagame usefulness for controlling populations for better frame rates, it represents those species in reality which are genuinely capable of conditional fertility.  As with other caps, it is a soft cap -- multiple births in a litter or pre-existing pregnancies can bring the population over the cap.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTION_FREQUENCY:days:duration]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''days'': The number of days between subsequent fertility cycles.&lt;br /&gt;
:* ''duration'': The length of days (overlapping with the ''days'' parameter) during which the animal is fertile.&lt;br /&gt;
&lt;br /&gt;
: This controls the frequency of a species' reproductive cycles, blacklisting animals from becoming pregnant outside of their fertility periods.&lt;br /&gt;
&lt;br /&gt;
: For code simplicity, since the oestrus event itself wouldn't simulated (although simulating it would be of particular realism interest for keen-sensed animals, especially bloodthirsty animals like sharks or ''Pitch Black''-style blind predators), it would be easier just to make the &amp;quot;fertile&amp;quot; period begin immediately when the cycle begins, rather than halfway through.&lt;br /&gt;
&lt;br /&gt;
: The default is the standard human 28-day cycle, [REPRODUCTION_FREQUENCY:28:5] -- the female is fertile for 5 days out of every 28-day period.  If a fertility check falls on this interval... congratulations!&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTION_SUCCESS:permille]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''permille'': Chance of becoming pregnant on a pregnancy check.&lt;br /&gt;
&lt;br /&gt;
: This allows finer control over successful reproduction even when blacklisting based on season, temperature/climate, fertility cycle, and population are taken into account, to allow species that tend to reproduce too quickly to be fine-tuned for greater realism.&lt;br /&gt;
&lt;br /&gt;
: Default is whatever the current pregnancy chance is set to, which is probably buried deeply in the code somewhere...&lt;br /&gt;
&lt;br /&gt;
===General Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[BRACHIATOR:frequency]]''=====&lt;br /&gt;
&lt;br /&gt;
: Arguments:&lt;br /&gt;
:* ''frequency'': Percentage of time preferably spent in trees&lt;br /&gt;
&lt;br /&gt;
: A brachiating creature will prefer to climb and jump versus travelling over open ground, although it will occasionally climb down to ground level during random wandering or foraging, or if there are no more trees available in a given direction.  It will also automatically succeed in grasping any tree branch in its own tile, regardless of climbing skill.  Intended for chimpanzees and tree squirrels.&lt;br /&gt;
&lt;br /&gt;
=====''[ARBOREAL]]''=====&lt;br /&gt;
&lt;br /&gt;
: An arboreal creature will climb trees during random movement, and will prefer to flee into trees to avoid danger, climbing back down when safe.  Intended for cats.&lt;br /&gt;
&lt;br /&gt;
=====''[CLIMBER]''=====&lt;br /&gt;
&lt;br /&gt;
: A climber is similar to an arboreal, but will randomly climb ''any'' surface -- e.g., cliff faces -- rather than trees only.&lt;br /&gt;
&lt;br /&gt;
=====''[GAIT:GLIDE:...]''=====&lt;br /&gt;
&lt;br /&gt;
: A gliding gait (taking the same arguments as a typical gait) gives a creature the ability to glide.  It cannot fly up (optionally: unless it builds up momentum?), but can fly laterally or choose to descend faster, decreasing in altitude every 100(?) ticks.  A gliding lifeform will also never hurt itself when gliding onto ground level unless it is stunned in mid-air.  Intended for flying squirrels.&lt;br /&gt;
&lt;br /&gt;
=====''[FLYING_HEIGHT:height]''=====&lt;br /&gt;
&lt;br /&gt;
: Arguments:&lt;br /&gt;
:* ''height'': The desired height for the flying creature to maintain, as a matter of preference.&lt;br /&gt;
&lt;br /&gt;
: This controls the altitude that the creature (caste?) will prefer to maintain.  Smaller birds will tend to remain closer to ground level except when a predator threatens them, whereas raptors will prefer to remain higher for better sight lines.&lt;br /&gt;
&lt;br /&gt;
=====''[MIN_AIRSPEED:velocity]''=====&lt;br /&gt;
&lt;br /&gt;
: Arguments:&lt;br /&gt;
:* ''velocity'': Minimum airspeed velocity in millimetres per second.&lt;br /&gt;
&lt;br /&gt;
: The creature must maintain the specified airspeed (1000 = Adventure Mode 1.0).  If the creature becomes tired due to flight, it will attempt to find somewhere to land.&lt;br /&gt;
&lt;br /&gt;
=====''[STANCE_GRIP:angle]''=====&lt;br /&gt;
&lt;br /&gt;
: Arguments:&lt;br /&gt;
:* ''angle'': STANDARD, LATERAL, or INVERTED.&lt;br /&gt;
&lt;br /&gt;
: The creature has the ability to ''grip'' onto any surface with its STANCE parts, but is unable to ''climb''.  In other words, it can fly into any tile, then choose to &amp;quot;hold on&amp;quot;, and can then choose to &amp;quot;release hold&amp;quot; and fly away, but it cannot move to another tile while holding on.&lt;br /&gt;
&lt;br /&gt;
: If the creature has STANCE_GRIP:STANDARD, it can hold onto its own tile.  If the creature has STANCE_GRIP:LATERAL, it can hold onto its own tile or onto any adjacent tile in the eight cardinal directions.  If the creature has STANCE_GRIP:INVERTED, it can hold onto its own tile, any adjacent tile, or the tile directly above.&lt;br /&gt;
&lt;br /&gt;
=====''[SLEEP_ROOST]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature will prefer to find tree branches to roost in, preferring higher branches over lower ones.  It is able to sleep in tree branches without falling out.  Implies STANCE_GRIP:STANDARD (does not imply STANCE_CLIMBER).  Intended for most avians.&lt;br /&gt;
&lt;br /&gt;
=====''[SLEEP_STANDING]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature has locking joints that allow it to sleep while standing up, instead of having to lie down.  Intended for most equines.&lt;br /&gt;
&lt;br /&gt;
=====''[SLEEP_INVERTED]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature prefers to sleep on ceilings and against wall surfaces in open spaces that are at 2 Z levels above any floor.  It has locking claws that allow it to sleep without falling off the surface it is hanging on.  Implies STANCE_GRIP:INVERTED.  Intended for bats.&lt;br /&gt;
&lt;br /&gt;
=====''[TUMBLE:altitude]''=====&lt;br /&gt;
&lt;br /&gt;
: Arguments:&lt;br /&gt;
:* ''altitude'': The number of Z levels that can be fallen.&lt;br /&gt;
&lt;br /&gt;
: A creature that can tumble can fall the specified number of Z levels without coming to harm.  Intended for cats.&lt;br /&gt;
&lt;br /&gt;
=====''[HIBERNATION:season...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY, or one or more of SPRING, SUMMER, AUTUMN, and/or WINTER separated by colons.&lt;br /&gt;
&lt;br /&gt;
: A species which hibernates will not spawn on the map outside of the valid seasons -- it will remain comfortably within the site populations instead.  Species which hibernate will automatically go to sleep during fortress mode and remain asleep, requiring no food or water, until the end of the season.  At the end of the season, however, they will be set automatically to Hungry and Thirsty and will seek food to eat.  (Though many species which hibernate remain awake, and do eat and drink while hibernating, this implementation is far simpler to simulate.)&lt;br /&gt;
&lt;br /&gt;
=====''[CORPSE_SPECHEAT]'' / ''[CORPSE_LAYERING]'' / ''[CORPSE_CORPSE_BOILING_POINT]'' / etc.=====&lt;br /&gt;
&lt;br /&gt;
: These tokens would allow a being's corpse to have temperatures that are different than their living temperatures.  The primary usefulness would be in making creatures which spontaneously combust when killed (vampires in Blade series!) or creatures which burn while alive but turn into useless lumps when dead.  The current closest token, itemcorpse, only accomplishes the latter.&lt;br /&gt;
&lt;br /&gt;
: Cool beans!&lt;br /&gt;
&lt;br /&gt;
=====''[CHILD_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''species'': The species to assimilate, or NONE for all species&lt;br /&gt;
:* ''product'': The species produced, or NONE for this species&lt;br /&gt;
:* ''time'': The number of assimilation points it takes to totally assimilate that creature&lt;br /&gt;
&lt;br /&gt;
: The motivation behind this token is to allow goblins to transform captured children into their own kind.  Unlike the Trekkie assimilation, this is done in campaign time; each assimilation attempt takes one day, causing one assimilation point.  The transformation occurs when the number of assimilation points stored up for a given creature exceeds the specified time, in days.  Only one attempt could be made per creature per day.  Once the creature is assimilated and transformed into the new creature type, it treats the CHILD_CONVERTER as its parent.&lt;br /&gt;
&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Put that baby spell on me''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Put that magic jump on me''&lt;br /&gt;
: ''Slap that baby, make him free!''&lt;br /&gt;
&lt;br /&gt;
The closest current tag is SPOUSE_CONVERTER, which applies to compatible sexes and which lacks parameters.&lt;br /&gt;
&lt;br /&gt;
=====''[ASSIMILATE_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: As per CHILD_CONVERTER, but for any member of the targetted species.  The converted creature will become a faction member instead of a dynastic member.&lt;br /&gt;
&lt;br /&gt;
=====''[APPLY_CASTE_VARIATION:variation]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''variation'': The creature variation to apply to this specific caste (i.e., not affecting any other caste).&lt;br /&gt;
&lt;br /&gt;
: APPLY_CREATURE_VARIATION currently affects all castes, which doesn't suit gender dimorphism too well.  It would be great if there were a way to apply a creature variation to the currently selected caste instead of implicitly affecting the &amp;quot;all&amp;quot; caste.&lt;br /&gt;
&lt;br /&gt;
=== Thought Tokens ===&lt;br /&gt;
&lt;br /&gt;
=====''[MELANCHOLY:weight]'' / ''[BERSERKNESS:weight]'' / ''[MADNESS:weight]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''weight'': The odds that when the being suffers this form of insanity when pushed to depression.&lt;br /&gt;
&lt;br /&gt;
: This is designed to influence how exactly a given species behaves when it hits insanity.  The possible insanity forms are rolled against with weighted throws to determine which form of insanity takes hold.&lt;br /&gt;
&lt;br /&gt;
: Additional insanity types, as they are added, would also have corresponding weighting tokens added.  Gaining disturbing fetishes, becoming sociopathic (i.e., covert murder instead of overt murder when found alone with a potential victim), and acquiring debilitating phobias are all potential insanity forms that could be added to DF.&lt;br /&gt;
&lt;br /&gt;
: If a token for a corresponding insanity type does not appear, it takes on the default weighting of 100.&lt;br /&gt;
&lt;br /&gt;
=====''[LIMIT_HAPPINESS:min:max]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''min'': The minimum, default -100.&lt;br /&gt;
:* ''max'': The maximum, default 100.&lt;br /&gt;
&lt;br /&gt;
: This is designed to impose caps to the creature's possible happiness.  This also allows the creation of generally emotionless races, if you were to set both values to zero.&lt;br /&gt;
&lt;br /&gt;
: If the minimum is set above the unhappiness threshold, the being can never become insane due to unhappiness, so ideally there would be other penalties to unhappiness like having their work rate directly proportional to their current percentage of happiness or some such.&lt;br /&gt;
&lt;br /&gt;
: Mostly this token would be used to impose a maximum cap while leaving the minimum as -100, so certain beings are simply more prone to insanity.&lt;br /&gt;
&lt;br /&gt;
=====''[HAPPYMULT:percent]'' / ''[SADMULT:percent]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''percent'': The percentage by which thought modify the current happiness level.&lt;br /&gt;
&lt;br /&gt;
: This token makes some beings naturally more prone to becoming happy or to becoming sad as a result of unhappy thoughts.  If a being has HAPPYMULT 50 and SADMULT 100, for instance, then happy thoughts are one half as effective at making the being happy and sad thoughts are of normal effectiveness.&lt;br /&gt;
&lt;br /&gt;
: With high values for each, this makes beings have greater mood swings.  With low values for each, this makes beings more steady.  With low values for HAPPYMULT and high values for SADMULT, this makes the creatures tend towards depression.  The converse is true for high HAPPYMULT and low SADMULT.&lt;br /&gt;
&lt;br /&gt;
=====''[BAD_EMOTION:emotion]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''emotion'': The type of emotion that upsets the being when it is experienced.&lt;br /&gt;
&lt;br /&gt;
: '''Emotion Parameters:'''&lt;br /&gt;
:* FEAR: Causes the being to receive an unhappy thought every time it is forced to flee from an enemy.&lt;br /&gt;
:* ATTACK : Causes the being to receive an unhappy thought every time it is forced to fight.&lt;br /&gt;
:* KILL : Causes the being to receive an unhappy thought every time it is credited with a kill.&lt;br /&gt;
&lt;br /&gt;
: This token causes the being to receive a small unhappy thought each and every time it performs the indicated activity.  This can rapidly lead to insanity.&lt;br /&gt;
&lt;br /&gt;
: This is hard to quantify in human terms and would mostly be used to give certain behaviour to animals when they are otherwise experiencing unusual circumstances.  For instance, a normal being (who flees from conflict instead of stays and fights) with BERSERKNESS:500, SADMULT:500 and BAD_EMOTION:FEAR is being chased by a hunter.  The being will attempt to flee, and if the aggressor continually chases after it the being will be rapidly driven to go berserk and lash out at its attacker.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
* To allow females to be impregnated only by males, use OFFSPRING.&lt;br /&gt;
* To allow males to be impregnated by males or females or neuters, use MALEOFFSPRING.&lt;br /&gt;
* To allow males to be impregnated only by females, use OFFSPRING, and use OVIPOSITOR on both the male and female -- the male fertilizes the female's eggs, then the female inserts those eggs into the male's womb (implied via OVIPOSITOR).&lt;br /&gt;
* To allow females to be impregnated by males or females or neuters, use FEMALEOFFSPRING.&lt;br /&gt;
* To allow neuter-gendered beings to reproduce, use OFFSPRING.&lt;br /&gt;
* There is, at this time, no syntax for allowing a male to be impregnated only by a male.&lt;br /&gt;
* To make a hen which lays eggs regardless of whether it has been impregnated by a rooster, use [OVIPAROUS][INVOLUNTARY_EGGS].  If it lays eggs which have not been fertilized, the eggs are worthless (from a reproductive standpoint) and will rot.  They can be eaten as food.&lt;br /&gt;
* To make a [http://insects.tamu.edu/fieldguide/cimg329.html parasitic wasp]-like creature which lays eggs inside other creatures at will, use [OVIPAROUS][PARASITE_EGG].&lt;br /&gt;
* If you want the above-mentioned parasitic wasp to squirt out its egg if it cannot do so inside another creature (due to lack of supply of other creatures), also include [INVOLUNTARY_EGGS] and the wasp will occasionally lay an egg (to die) in the open.  This will piss it off, and you don't want to piss off a wasp.&lt;br /&gt;
&lt;br /&gt;
== Creature Variation Tokens ==&lt;br /&gt;
&lt;br /&gt;
=====''[CVCT_APPEND:...]'' =====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''...'': Colon-separated list of additional parameters to append to end of CVCT_MASTER token's parameters&lt;br /&gt;
&lt;br /&gt;
: As a fundamental improvement on my former ADD_BODY_TAG request, this would make use of existing CVCT functionality to allow appending parameters to existing tokens, with particular intention for use with a CVCT_MASTER:BODY (but fundamentally it should work with any tag, except perhaps for reciprocal creature variation tags).  There is presently no way of using creature variations to add new body parts to the BODY tag, only to replace existing parts within the tag (e.g., I can convert the fingers to talons, but I can't add three adamantium spikes to the existing hands and fingers ''unless I replace one of those existing body parts with itself while doing so''); this currently means that your creature variation tag must cover all possible usage scenarios instead of being properly generic -- i.e., instead of simply adding tags to the BODY, it has to target BASIC_1PARTBODY, BASIC_2PARTBODY, HUMANOID, HUMANOID_NECK, HUMANOID_HOOF, HUMANOID_NECK_HOOF, etc., etc....  The proposed new tag would neatly avoid that by allowing you to add any body part scot free, without worrying about what body parts are already there, proviso that you don't create an invalid body (which would simply appear in errorlog.txt as normal).&lt;br /&gt;
&lt;br /&gt;
: Note in particular that this would vastly simplify such things as sheep:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_VARIATION:BASIC_2HORNS]&lt;br /&gt;
 	[CV_CONVERT_TAG]&lt;br /&gt;
 		[CVCT_MASTER:BODY]&lt;br /&gt;
 		[CVCT_APPEND:2HEAD_HORN]&lt;br /&gt;
&lt;br /&gt;
: Instead of having two define the body token twice, once under CASTE:FEMALE and once under CASTE:MALE, the body tag could be defined once under the root (&amp;quot;all&amp;quot;) caste, and then a CREATURE_VARIATION could be applied to the male caste, [APPLY_CREATURE_VARIATION:BASIC_2HORNS].  The fact that such a tag would be generically useful for such things as demon variations of humanoids, etc. is also of note.&lt;br /&gt;
&lt;br /&gt;
== Body Tokens ==&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is used for injecting eggs into a victim.&lt;br /&gt;
&lt;br /&gt;
=====''[MILK]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is responsible for production of milk, and if destroyed the creature can no longer produce it or feed its offspring.  Multiple MILK organs correspond to a proportional reduction in ability to nurse their young.  Viable for udders for cows, goats, donkeys, etc.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTIVE_CONTRIBUTE]'' / ''[REPRODUCTIVE]'' =====&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE, this portion of the body is responsible for laying of eggs or (non-simulated) copulation, and if destroyed the creature can no longer reproduce.  Intended to allow entity-based punishments of castration (in world-gen, presumably).&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE_CONTRIBUTE, this allows some redundancy -- as long as there is at least one REPRODUCTIVE_CONTRIBUTE organ remaining, the animal can reproduce.  If all REPRODUCTIVE_CONTRIBUTE organs are missing, however, the creature can no longer reproduce.  Intended to allow gelding stallions and bulls or otherwise neutering male pets (removal of testes) or spaying female pets (removal of ovaries).&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Kennel&amp;diff=208432</id>
		<title>Kennel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Kennel&amp;diff=208432"/>
		<updated>2014-07-29T23:40:39Z</updated>

		<summary type="html">&lt;p&gt;JT: and another... should be enough for superior again, and de-migrated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:40, 29 July 2014 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{Building|name=Kennel|key=k&lt;br /&gt;
|job= &lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Capture [[Vermin]]&lt;br /&gt;
* [[Tame]] [[Vermin]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Kennel''' is a large 5x5 [[workshop]] for an [[animal trainer]]. To build a kennel you need one building material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[trapping]] [[skill]]s enabled. &lt;br /&gt;
&lt;br /&gt;
''(Note that the '''[[labor]]''' associated with the [[skill]] &amp;quot;[[small animal dissection]]&amp;quot;  is used solely at a [[butcher's shop]](namely &amp;quot;Extract from a dead animal&amp;quot;).  But that '''skill''' is one of the three that can build a kennel, and is listed as such.  Just accept it.)''&lt;br /&gt;
&lt;br /&gt;
Kennels allow the capturing of small animals ([[vermin]]) with an animal trap, like a [[butcher's shop]]. The kennels also allow animal trainers to tame these small animals. In a previous version the taming and training of large animals such as [[dog]]s was also done at a kennel, but these tasks are now performed at an animal training [[activity zone]].&lt;br /&gt;
&lt;br /&gt;
==Kennel Tasks==&lt;br /&gt;
&lt;br /&gt;
===Capture a Live Land Animal===&lt;br /&gt;
Requires: An [[animal trap]] and a [[trapper]].&lt;br /&gt;
&lt;br /&gt;
This task directs the trapper to attempt to capture [[vermin]] with the animal trap. The trapper will carry the animal trap around the fortress, chasing actual [[vermin]] creatures that exist in the fortress but are not rendered on the screen, and will catch one once it reaches it.  Once the vermin creature is successfully caught, the trap will be dropped, and then hauled to an animal [[stockpile]] by anyone with the [[hauling#Animal_hauling|animal hauling]] labour.  Any animal caught in a trap will be identified as &amp;quot;live&amp;quot;: for example, a &amp;quot;live rat&amp;quot;, a &amp;quot;live rhino lizard&amp;quot;, or a &amp;quot;live caphopper&amp;quot;.  These animals can be eaten by any dwarves as a delicacy, or can be tamed for adoption using the task below.&lt;br /&gt;
&lt;br /&gt;
Note that [[gnawer|gnawing]] vermin will quickly escape from non-artifact wooden animal traps after being caught, and also note that there is no way to enforce using only non-wooden traps to catch gnawers, other than ensuring that they are the only traps available.   Wooden animal traps do work fine for non-gnawing vermin.&lt;br /&gt;
&lt;br /&gt;
===Tame a Small Animal===&lt;br /&gt;
Requires: An [[animal trainer]] and trapped &amp;quot;live&amp;quot; vermin.&lt;br /&gt;
&lt;br /&gt;
This task is used to tame caged vermin for adoption as pets; if a live vermin is not tamed as a pet, it may eventually be eaten by a dwarf as a form of exotic cuisine (even things that would make most people cringe, such as hamsters, lizards, and worms).  Vermin can only be tamed if they are in an animal trap and not a [[cage]].  If a vermin you want to train is in a cage, it can be unassigned from the cage, and a recapture task to put it back into an animal trap will be generated automatically.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Animals that are fed with food that leaves seeds will need to have the seeds {{K|d}}umped to allow the [[cage]] to be re-used in a cage trap. First loo{{K|k}} at the cage in your Animal [[stockpile]], then highlight the seed and press {{K|Enter}} to look at the seed, then press {{K|d}} to dump the seed. Cages are only re-used for cage traps when truly empty. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Above paragraph doesn't really belong in this article -- should merge to [[cage trap]], [[vermin]], or [[animal caretaker]]? which labour is used for feeding animals? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Kennel&amp;diff=208431</id>
		<title>Kennel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Kennel&amp;diff=208431"/>
		<updated>2014-07-29T23:37:57Z</updated>

		<summary type="html">&lt;p&gt;JT: fixed redlink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|22:44, 29 July 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Building|name=Kennel|key=k&lt;br /&gt;
|job= &lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Capture [[Vermin]]&lt;br /&gt;
* [[Tame]] [[Vermin]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Kennel''' is a large 5x5 [[workshop]] for an [[animal trainer]]. To build a kennel you need one building material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[trapping]] [[skills]] enabled. &lt;br /&gt;
&lt;br /&gt;
''(Note that the '''[[labor]]''' associated with the [[skill]] &amp;quot;[[small animal dissection]]&amp;quot;  is used solely at a [[butcher's shop]](namely &amp;quot;Extract from a dead animal&amp;quot;).  But that '''skill''' is one of the three that can build a kennel, and is listed as such.  Just accept it.)''&lt;br /&gt;
&lt;br /&gt;
Kennels allow the capturing of small animals ([[vermin]]) with an animal trap, like a [[butcher's shop]]. The kennels also allow animal trainers to tame these small animals. In a previous version the taming and training of large animals such as [[dog]]s was also done at a kennel, but these tasks are now performed at an animal training [[activity zone]].&lt;br /&gt;
&lt;br /&gt;
==Kennel Tasks==&lt;br /&gt;
&lt;br /&gt;
===Capture a Live Land Animal===&lt;br /&gt;
Requires: An [[animal trap]] and a [[trapper]].&lt;br /&gt;
&lt;br /&gt;
This task directs the trapper to attempt to capture [[vermin]] with the animal trap. The trapper will carry the animal trap around the fortress, chasing actual [[vermin]] creatures that exist in the fortress but are not rendered on the screen, and will catch one once it reaches it.  Once the vermin creature is successfully caught, the trap will be dropped, and then hauled to an animal [[stockpile]] by anyone with the [[hauling#Animal_hauling|animal hauling]] labour.  Any animal caught in a trap will be identified as &amp;quot;live&amp;quot;: for example, a &amp;quot;live rat&amp;quot;, a &amp;quot;live rhino lizard&amp;quot;, or a &amp;quot;live caphopper&amp;quot;.  These animals can be eaten by any dwarves as a delicacy, or can be tamed for adoption using the task below.&lt;br /&gt;
&lt;br /&gt;
Note that [[gnawer|gnawing]] vermin will quickly escape from non-artifact wooden animal traps after being caught, and also note that there is no way to enforce using only non-wooden traps to catch gnawers, other than ensuring that they are the only traps available.   Wooden animal traps do work fine for non-gnawing vermin.&lt;br /&gt;
&lt;br /&gt;
===Tame a Small Animal===&lt;br /&gt;
Requires: An [[animal trainer]] and trapped &amp;quot;live&amp;quot; vermin.&lt;br /&gt;
&lt;br /&gt;
This task is used to tame caged vermin for adoption as pets; if a live vermin is not tamed as a pet, it may eventually be eaten by a dwarf as a form of exotic cuisine (even things that would make most people cringe, such as hamsters, lizards, and worms).  Vermin can only be tamed if they are in an animal trap and not a [[cage]].  If a vermin you want to train is in a cage, it can be unassigned from the cage, and a recapture task to put it back into an animal trap will be generated automatically.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Animals that are fed with food that leaves seeds will need to have the seeds {{K|d}}umped to allow the [[cage]] to be re-used in a cage trap. First loo{{K|k}} at the cage in your Animal [[stockpile]], then highlight the seed and press {{K|Enter}} to look at the seed, then press {{K|d}} to dump the seed. Cages are only re-used for cage traps when truly empty. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Above paragraph doesn't really belong in this article -- should merge to [[cage trap]], [[vermin]], or [[animal caretaker]]? which labour is used for feeding animals? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Kennel&amp;diff=208426</id>
		<title>Kennel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Kennel&amp;diff=208426"/>
		<updated>2014-07-29T23:10:54Z</updated>

		<summary type="html">&lt;p&gt;JT: my attempts at improvement, also trying to get rid of some of the tutorial/too-offhandedly-casual nature of the article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|22:44, 29 July 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Building|name=Kennel|key=k&lt;br /&gt;
|job= &lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Capture [[Vermin]]&lt;br /&gt;
* [[Tame]] [[Vermin]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Kennel''' is a large 5x5 [[workshop]] for an [[animal trainer]]. To build a kennel you need one building material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[trapping]] [[skills]] enabled. &lt;br /&gt;
&lt;br /&gt;
''(Note that the '''[[labor]]''' associated with the [[skill]] &amp;quot;[[small animal dissection]]&amp;quot;  is used solely at a [[butcher's shop]](namely &amp;quot;Extract from a dead animal&amp;quot;).  But that '''skill''' is one of the three that can build a kennel, and is listed as such.  Just accept it.)''&lt;br /&gt;
&lt;br /&gt;
Kennels allow the capturing of small animals ([[vermin]]) with an animal trap, like a [[butcher's shop]]. The kennels also allow animal trainers to tame these small animals. In a previous version the taming and training of large animals such as [[dogs]] was also done at a kennel, but these tasks are now performed at an animal training [[activity zone]].&lt;br /&gt;
&lt;br /&gt;
==Kennel Tasks==&lt;br /&gt;
&lt;br /&gt;
===Capture a Live Land Animal===&lt;br /&gt;
Requires: An [[animal trap]] and a [[trapper]].&lt;br /&gt;
&lt;br /&gt;
This task directs the trapper to attempt to capture [[vermin]] with the animal trap. The trapper will carry the animal trap around the fortress, chasing actual [[vermin]] creatures that exist in the fortress but are not rendered on the screen, and will catch one once it reaches it.  Once the vermin creature is successfully caught, the trap will be dropped, and then hauled to an animal [[stockpile]] by anyone with the [[hauling#Animal_hauling|animal hauling]] labour.  Any animal caught in a trap will be identified as &amp;quot;live&amp;quot;: for example, a &amp;quot;live rat&amp;quot;, a &amp;quot;live rhino lizard&amp;quot;, or a &amp;quot;live caphopper&amp;quot;.  These animals can be eaten by any dwarves as a delicacy, or can be tamed for adoption using the task below.&lt;br /&gt;
&lt;br /&gt;
Note that [[gnawer|gnawing]] vermin will quickly escape from non-artifact wooden animal traps after being caught, and also note that there is no way to enforce using only non-wooden traps to catch gnawers, other than ensuring that they are the only traps available.   Wooden animal traps do work fine for non-gnawing vermin.&lt;br /&gt;
&lt;br /&gt;
===Tame a Small Animal===&lt;br /&gt;
Requires: An [[animal trainer]] and trapped &amp;quot;live&amp;quot; vermin.&lt;br /&gt;
&lt;br /&gt;
This task is used to tame caged vermin for adoption as pets; if a live vermin is not tamed as a pet, it may eventually be eaten by a dwarf as a form of exotic cuisine (even things that would make most people cringe, such as hamsters, lizards, and worms).  Vermin can only be tamed if they are in an animal trap and not a [[cage]].  If a vermin you want to train is in a cage, it can be unassigned from the cage, and a recapture task to put it back into an animal trap will be generated automatically.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Animals that are fed with food that leaves seeds will need to have the seeds {{K|d}}umped to allow the [[cage]] to be re-used in a cage trap. First loo{{K|k}} at the cage in your Animal [[stockpile]], then highlight the seed and press {{K|Enter}} to look at the seed, then press {{K|d}} to dump the seed. Cages are only re-used for cage traps when truly empty. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Above paragraph doesn't really belong in this article -- should merge to [[cage trap]], [[vermin]], or [[animal caretaker]]? which labour is used for feeding animals? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Kennel&amp;diff=208425</id>
		<title>Kennel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Kennel&amp;diff=208425"/>
		<updated>2014-07-29T22:44:30Z</updated>

		<summary type="html">&lt;p&gt;JT: Changed quality rating from &amp;quot;Exceptional&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|22:44, 29 July 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Building|name=Kennel|key=k&lt;br /&gt;
|job= &lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Capture [[Vermin]]&lt;br /&gt;
* [[Tame]] [[Vermin]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Kennel''' is a large 5x5 [[workshop]] for an [[animal trainer]]. To build a kennel you need one building material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[trapping]] [[skills]] enabled. &lt;br /&gt;
&lt;br /&gt;
''(Note that the '''[[labor]]''' associated with the [[skill]] &amp;quot;[[small animal dissection]]&amp;quot;  is used solely at a [[butcher's shop]](namely &amp;quot;Extract from a dead animal&amp;quot;).  But that '''skill''' is one of the three that can build a kennel, and is listed as such.  Just accept it.)''&lt;br /&gt;
&lt;br /&gt;
Kennels allow the capturing of small animals ([[vermin]]) with an animal trap, like a [[butcher's shop]]. The kennels also allow animal trainers to tame these small animals. Before 0.34.06, the taming and training of large animals, such as [[dogs]], was also done at a kennel, but now these tasks are performed at an animal training [[zone]].&lt;br /&gt;
&lt;br /&gt;
==Kennel Tasks==&lt;br /&gt;
&lt;br /&gt;
===Capture a Live Land Animal===&lt;br /&gt;
Requires: An [[animal trap]] and a [[trapper]].&lt;br /&gt;
&lt;br /&gt;
Direct animal trappers to attempt to capture [[vermin]] in an animal trap. The trapper will carry an animal trap around the fortress and look for vermin to pounce on; then the trap will be hauled to an animal [[stockpile]]. Vermin caught through this job can be eaten or transferred to cages; they can be tamed now.&lt;br /&gt;
&lt;br /&gt;
===Tame a Small Animal===&lt;br /&gt;
Requires: An [[animal trainer]] and trapped vermin.&lt;br /&gt;
&lt;br /&gt;
This is used to tame vermin for adoption as pets or eaten if left alone.  Vermin can only be tamed if they are in an animal trap and not a cage.  If you unassign vermin from a cage they will be transferred back to an available empty animal trap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animals that are fed with food that leaves seeds will need to have the seeds {{K|d}}umped to allow the [[cage]] to be re-used in a cage trap. First loo{{K|k}} at the cage in your Animal [[stockpile]], then highlight the seed and press {{K|Enter}} to look at the seed, then press {{K|d}} to dump the seed. Cages are only re-used for cage traps when truly empty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=208424</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=208424"/>
		<updated>2014-07-29T22:23:46Z</updated>

		<summary type="html">&lt;p&gt;JT: /* G */ gnawer changes in latest version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the Creature Variation Template specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded Creature Variation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten wildlife.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE and has the same worldgen problem.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Currently bugged in worldgen -- exclusively carnivore civilizations always starve out. Goblins and kobolds live off raw exceptions. Civilizations with [NO_EAT] token will still starve to death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures. Requires NATURAL tag?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood). A former bug was fixed which prevented their escape{{bug|6117}} from non-artifact traps, but currently all gnawers brought onto the map by the elven caravans will automatically escape almost instantaneously from their wooden animal traps{{bug|6343}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Presumably has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. To ensure larger littlers, use [[DF2012:Creature_token#LITTERSIZE|LITTERSIZE]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. Seems to be the default option and opposite to FANCIFUL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations that encounter it in worldgen will tame and domesticate it for their own use.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature can will only graze or eat the designated plant or creature parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Storage&amp;diff=208384</id>
		<title>Storage</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Storage&amp;diff=208384"/>
		<updated>2014-07-29T02:06:08Z</updated>

		<summary type="html">&lt;p&gt;JT: pouches&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}} {{buggy}}&lt;br /&gt;
{{Quality|Exceptional|06:09, 29 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Container&lt;br /&gt;
|tile=Æ&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Types of containers the game knows are '''chests''', '''coffers''', '''boxes''', '''cabinets''', '''bags''', '''[[barrel]]s''', '''[[large pot]]s''' and '''[[bin]]s'''.  All containers are used to hold items, from personal possessions to [[gem]]s, [[alcohol]], [[quarry bush]] leaves, and even living [[creature]]s, but their use is context-sensitive, so you cannot use your barrels for storing [[coin]]s, but you ''can'' {{key|b}}uild a bag as a dwarf's personal container, analogous to a chest.&lt;br /&gt;
&lt;br /&gt;
Chests, coffers, boxes and bags are subsumed under ''boxes and bags'' in the [[status]] stocks screen, and these can be built as &amp;quot;containers&amp;quot; from the {{key|b}}uilding menu to satisfy the &amp;quot;Needs: X Chests&amp;quot; requirement for nobles. Each other container type has its own entry.&lt;br /&gt;
&lt;br /&gt;
To examine a container's contents when the container is in a stockpile, select the object location with the {{key|k}} key.  Then, use {{key|+}} and {{key|-}} until the container is highlighted, then press {{key|enter}}.  Press {{key|enter}} again to select the contents, if any. The i{{key|t}}ems command can be used to see items that are stored in a built container.  See also, [[stocks]].&lt;br /&gt;
&lt;br /&gt;
== Barrels, bins, bags, pots ==&lt;br /&gt;
&lt;br /&gt;
[[Barrel]]s are [[wood]]en or [[metal]] containers that are useful for storing items in a [[Stockpile#food|food stockpile]] and are used to store [[alcohol]], [[plant]]s, [[seed]] bags, [[meat]], [[fish]], [[dwarven syrup]], [[quarry bush]] leaf bags, [[flour]] bags and [[dye]] bags, cooked food, [[fat]] and [[tallow]], and all [[prepared organs]].  They are made at a [[Carpenter's workshop]] with 1 log or at a [[Forge]] with 3 bars of metal. Barrels can be disabled in a stockpile to prevent haulers from running off with everything else inside to pick up a stray seed.&lt;br /&gt;
&lt;br /&gt;
[[Pot]]s, the larger equivalent of barrels, can be made of wood, stone, clay, glass, or metal.  Pots can also be used to store alcohol and other related liquids, though clay pots (earthenware) must be [[glaze]]d to hold liquids.  Pots hold twice as much as barrels (60 total units of food) and weigh one fourth as much as a barrel of equivalent material. Except for a few barrel-specific requirements, pots are generally a superior replacement.&lt;br /&gt;
&lt;br /&gt;
[[Bin]]s are containers, again made from wood or metal, used for most non-food items. They are sent to all the other stockpiles (with the exclusion of the [[refuse]], [[stone]] and [[graveyard]] piles) and will hold much larger stacks of items, making organizing those endless piles of +giant cave spider silk socks+ and trade goods much easier to manage.  They are made at a [[Carpenter's workshop]] with  1 log or at a [[Forge]] with 3 bars of metal. Bars and blocks will stack into a bin, but not into any other container, so a stockpile with bar/block enabled will default to requesting bins.&lt;br /&gt;
&lt;br /&gt;
Bags are used to store [[seed]]s, [[quarry bush]] leaves, [[mill]] products ([[flour]], [[sugar]], [[dye]]) and [[sand]] (&amp;quot;[[powder]]s&amp;quot;). They are made from [[plant fiber]] (or [[silk]]) [[cloth]], [[leather]], or [[adamantine]]. Bags are used to gather and transport powders the same way [[bucket]]s are used to carry [[water]]. Bags can be placed inside other containers, such as barrels. Bags can be placed as [[furniture]] and then function as [[coffer]]s (see below).  They are made at a [[Clothier's shop]] with 1 cloth or at a [[Leather works]] with 1 leather.&lt;br /&gt;
&lt;br /&gt;
Empty barrels, bins and bags can all be stored in a [[furniture]] [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
== Cabinets and &amp;quot;chests&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
These two containers are both furniture items only.  They must be built in rooms assigned to dwarves in order to fulfill the dwarves' room requirements.  Cabinets are used to store clothing, and chests are used to store everything else.&lt;br /&gt;
&lt;br /&gt;
Also, the [[hospital]] needs containers for its supply-storage.&lt;br /&gt;
&lt;br /&gt;
A [[stone]] chest is called a '''coffer''', and a [[glass]] chest is called a '''box''', but they are used for the same purpose.  Bags can also be built as chests.&lt;br /&gt;
&lt;br /&gt;
Once built as furniture, their contents can be viewed with the {{k|t}} menu.&lt;br /&gt;
&lt;br /&gt;
== Quick Reference ==&lt;br /&gt;
{|  border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Container || Stockpile || Furniture || Solid Capacity (in [[size|cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;]]) || Liquid Capacity || Stores&lt;br /&gt;
            || Stone || Wood || Glass || Metal || Cloth || Leather || Ceramic&lt;br /&gt;
|-&lt;br /&gt;
|[[Barrel]] || Furniture &amp;gt; Type &amp;gt; Barrels        ||  No ||  3000 || 3000 || Food, Alcohol&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;, Extracts&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;, Milk, Lye, Bags  &lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bin]]    || Furniture &amp;gt; Type &amp;gt; Bins           ||  No ||  3000 ||        || Items, Jugs, Flasks&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bucket]] || Furniture &amp;gt; Type &amp;gt; Buckets        ||  No ||       || 600 || Milk, Lye, Water&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Flask]]&amp;lt;br /&amp;gt;Vial&amp;lt;br /&amp;gt;Waterskin&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Flasks    ||  No ||       || 180 || Alcohol, Water&amp;lt;br /&amp;gt;Vials: Extracts&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
            || No || No || Vial || Flask || No || Waterskin || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Equipment#Backpacks|Backpack]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Backpacks ||  No ||  3000 ||        || Food&lt;br /&gt;
            || No || No || No || No || Adamantine&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Equipment#Quiver|Quiver]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Quivers   ||  No || 1200 ||        || Ammunition&lt;br /&gt;
            || No || No || No || No || Adamantine&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || Yes || No&lt;br /&gt;
|-   &lt;br /&gt;
|  Bag&amp;lt;br /&amp;gt;Chest&amp;lt;br /&amp;gt;Coffer&amp;lt;br /&amp;gt;Box&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Boxes and Bags || Special || 3000 ||        || Bags: Seeds, Leaves, Powders&amp;lt;br /&amp;gt;Other: Owned items&lt;br /&gt;
            || Coffer || Chest || Box || Chest || Bag || Bag || No&lt;br /&gt;
|-   &lt;br /&gt;
|Pouch&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Tools{{verify}}     || No  ||   100 ||       || Coins (in [[adventurer mode]])&lt;br /&gt;
            || No || No || No || No || Yes || Yes || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cabinet]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Cabinets       || Yes ||  3000 ||      || Owned clothing&lt;br /&gt;
            || Yes || Yes || Yes || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Jug]]    || Finished Goods &amp;gt; Type &amp;gt; Tools     ||  No ||       || 1000 || Royal Jelly, Honey, Rock Nut Oil&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Large pot]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Tools     || No ||  6000 ||  6000 || Food, Alcohol, Bags&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Nest box]]&lt;br /&gt;
            || Finished Goods &amp;gt; Type &amp;gt; Tools     || Yes ||   200 ||       || Eggs&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive]]   || Finished Goods &amp;gt; Type &amp;gt; Tools     || Yes ||   500 ||  500 || Honey Bees, Royal Jelly, Honeycomb{{verify}}&lt;br /&gt;
            || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; || Yes || Yes || No || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Wheelbarrow]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Wheelbarrows   ||  No || 10000 ||       || hauled items&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Minecart]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Minecarts      ||  No&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; || 50000 || 50000 || hauled items;&amp;lt;br /&amp;gt;[[Minecart#Loading_liquids|scooped]], but not loaded: Water, Magma&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cage]]&amp;lt;br /&amp;gt;Terrarium&amp;lt;br /&amp;gt;Aquarium&lt;br /&gt;
            || Animals                           || Yes &amp;amp; No || 6000 || 6000 || Creatures, Vermin&amp;lt;br /&amp;gt;Aquarium: Water&lt;br /&gt;
            || No || Cage || Terrarium&amp;lt;br /&amp;gt;Aquarium || Cage || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal trap]]&lt;br /&gt;
            || Animals                           || Yes &amp;amp; No || 3000 || || Vermin, Bait&lt;br /&gt;
            || No || Yes || No || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Coffin]]&amp;lt;br /&amp;gt;Casket&amp;lt;br /&amp;gt;Sarcophagus&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Coffins        || Yes || 6000 || || Creature/Vermin Corpses/Remains&lt;br /&gt;
            || Coffin || Casket || Coffin || Sarcophagus || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon rack]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Weapon Racks   || Yes || 6000 || || Weapons&lt;br /&gt;
            || Yes || Yes || Yes || Yes || No || No || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor stand]]&lt;br /&gt;
            || Furniture &amp;gt; Type &amp;gt; Armor Stands   || Yes || 6000 || || Armor&lt;br /&gt;
            || Yes || Yes || Yes || Yes || No || No || No&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Large Pots can be made from any hard material, including wood and metal&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Used to carry water, can store Milk and Lye but will be emptied into Barrels&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; - Backpacks and quivers can only be made from Adamantine cloth, though ones made from other cloth can be purchased from caravans&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; - Brewing and extracting can store any amount of liquid within a barrel or flask&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; - Rock and Wood versions of these items are made in [[Craftsdwarf's workshop]] rather than [[Carpenter's workshop]] or [[Mason's workshop]] as usual.&lt;br /&gt;
:&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; - A [[minecart]] can be placed where you need it and used for storage, but technically it's not built furniture&lt;br /&gt;
&lt;br /&gt;
*[[Tools]] have capacity set in units 10 times smaller; liquids take container capacity 60 per 1 unit, i.e. capacity 180 = 3 units of water, 50000 = 833 units, etc.&lt;br /&gt;
*Large Pots are like Barrels but with different capacities.&lt;br /&gt;
*Bins are like Barrels but store different stuff.&lt;br /&gt;
*Buckets are used for temporary storage of Milk, Lye, and Water.&lt;br /&gt;
*Jugs are mini containers for honey and royal jelly and can be stored inside Bins, in this sense they are like Bags.&lt;br /&gt;
*Bags are mini containers for powders and can be stored inside Barrels/Large Pots if holding food items.&lt;br /&gt;
*Bags are like Chests/Coffers/Boxes made of cloth or leather, can be placed as furniture in the same fashion.&lt;br /&gt;
*Flasks/Waterskins/Vials are different names for the same containers depending on the material it's made from.&lt;br /&gt;
*Chests/Coffers/Boxes are different names for the same piece of furniture depending on the material it's made from.&lt;br /&gt;
*A terrarium can be designated as an Aquarium. A dwarf will use a bucket to fill it with water. If deconstructed it'll stay filled with Water[10] and can even be sold with the water inside. The water costs 1☼ each, so you get 10☼ for the water.&lt;br /&gt;
*A hive won't be destroyed if you don't have a stockpile for its products. You could use {{key|t}} on the hive and dump the item to use it.&lt;br /&gt;
&lt;br /&gt;
== Spilling ==&lt;br /&gt;
A container item that moves fast and collides with an obstacle spills its contents. If the obstacle permits (i.e. [[fortification]]), these continue to move in the same direction with some scattering, otherwise displaced 1 tile above and retain velocity. This was introduced for [[minecart]]s, but applies at least to [http://www.bay12forums.com/smf/index.php?topic=109460.msg3315406#msg3315406 other tools] and [http://www.bay12forums.com/smf/index.php?topic=109460.msg3340230#msg3340230 cages]. If the tile above also contains an obstacle and the spilled item is a container, the process repeats on the next tick, until it runs out of either nested containers or wall height (see the first link above).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Hauling containers ties up all the items in the containers until the hauling is complete. This often results in cancellation spam and work delays.{{bug|5992}} With heavy containers, hauling them around is also inefficient.{{bug|5964}} One workaround is creating a &amp;quot;feeder stockpile&amp;quot; with containers disabled.&lt;br /&gt;
* Stockpiles with containers enabled and wheelbarrows assigned perform poorly.{{bug|5964}}&lt;br /&gt;
* Container size works in mysterious ways. Items only have &amp;quot;SIZE&amp;quot; determining the volume of their material and thus [[weight]], but ''no separate external volume''. For containers, CAPACITY is ''not'' added to it, i.e. they all are treated like soft bags: you can put 30 other bags inside a bag, and you can load a minecart with minecarts. At the same time, containers are assumed to ''not'' be soft bags - while weight of contents adds to the container's, the ambiguous SIZE is constant. Together, these facts make containers nest-able ''indefinitely'', as long as CAPACITY&amp;gt;SIZE (which normally is the case) and potentially act like bags of holding - have the same stated volume whether empty or holding an arbitrary total amount of items via nested containers. The only nesting that normally happens in Fortress mode is minecart &amp;gt; barrel &amp;gt; bag, but this still makes a minor [[exploit]].&lt;br /&gt;
* Stacks made by a single job tend to ignore capacity. For one, dwarves picking up items may stuff a [[Exploit#Quantum_stockpiles|quantum stockpile]] worth of items into one container.{{bug|6063}} Same goes for brewing and extracting. Some of related bugs{{bug|3986}} are fixed, so the details may need re-checking{{verify}}.&lt;br /&gt;
* Conversely, a freshly produced stack, no matter how small, will be put into a new container and not added into the old ones. Which may be justified with ''brewing'', but also happens to production of items/substances without quality modifiers.&lt;br /&gt;
* Metal chests cannot be [[melt]]ed; attempting to do so will leave the chest intact but cause the furnace operator to gain experience (and waste [[fuel]] at non-magma smelters). {{bug|2493}}&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=208366</id>
		<title>User:JT/Token Wishlist</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=208366"/>
		<updated>2014-07-29T01:17:36Z</updated>

		<summary type="html">&lt;p&gt;JT: /* General Tokens */ APPLY_CASTE_VARIATION&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creature Tokens==&lt;br /&gt;
&lt;br /&gt;
===Reproductive Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[OFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''mateid'': The creature ID of the species with which this being can reproduce.&lt;br /&gt;
:* ''offspringid'': The creature ID of the species which is produced by a successful mating with the above creature ID, or NOTHING to denote that there is a possibility/potential desire to be mated with by the given creature type but no chance of conception.&lt;br /&gt;
:* ''min'': The minimum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''max'': The maximum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''gestation'': The number of days of gestation.  Gestation period is calculated from this number &amp;amp;plusmn;5%.&lt;br /&gt;
:* ''weighting'': In the event of more than one OFFSPRING tag for a given mate type, the weighting determines the odds that a particular offspring is produced.&lt;br /&gt;
&lt;br /&gt;
: Allows a ''female'' member of the species to be impregnated by a ''male'' member of the given mate type.  This tag allows for complex intraspecies and interspecies reproductive capability, vastly expanding the existing functionality for creature breeding in the game.&lt;br /&gt;
&lt;br /&gt;
: In all cases, the OFFSPRING tag applies to the ''female'' of the species, for object-orientedness.  That is, a female of a species specifies which creature types can impregnate it.  If the species has no gender, it is assumed that the entire species is &amp;quot;female&amp;quot; for purposes of this token.&lt;br /&gt;
&lt;br /&gt;
: If no OFFSPRING tag is found for a species it is assumed to have the &amp;quot;implicit tag&amp;quot; [OFFSPRING:owntype:owntype:1:1:270:1], meaning that the species can reproduce with other members of its own species.  The various existing tags (LITTERSIZE, MULTIPLE_LITTER_RARE, etc.) all serve to modify the implicit tag, but have no effect if the creature defines any explicit OFFSPRING tags.  The implicit tag does not appear for any species with the NOGENDER or NOREPRODUCTION tags; if you wish for a non-gendered species to reproduce you must specifically provide OFFSPRING tags to that effect.  ''N.b.'', a creature with explicit tags which do not include its own creature ID will be incapable of reproduction with its own species; this allows folklore versions of nymphs which can reproduce successfully only with human males, for instance.&lt;br /&gt;
&lt;br /&gt;
: If an OFFSPRING tag exists, but the creature is also IMPOTENT towards that creature type, then the creature has no interest and any reproduction would have to be forced.  See IMPOTENT tag for further detail.&lt;br /&gt;
&lt;br /&gt;
: ''Examples:''&lt;br /&gt;
: (Mermaid)&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAID:1:1:270:5]&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAN:1:1:270:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:MERMAID, give the MERMAID the ability to reproduce with a CREATURE:MERMAN.  The mermaid will have a 1 in 6 chance of producing a merman, and a 5 in 6 chance of producing a mermaid.&lt;br /&gt;
&lt;br /&gt;
: (Horse)&lt;br /&gt;
:: [OFFSPRING:HORSE:HORSE:1:1:340:5]&lt;br /&gt;
:: [OFFSPRING:DONKEY:MULE:1:1:340:1]&lt;br /&gt;
:: [OFFSPRING:MULE:NOTHING:0:0:0:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:HORSE, allow the female horse to reproduce with a male horse to produce a foal of either gender (the CREATURE:HORSE has no [MALE] or [FEMALE] tag and thus has gender randomly assigned when it is birthed).  The horse can also be impregnated by a male CREATURE:DONKEY and will produce mules.  Finally, the mare is willing to engage in reproductive behaviour with a CREATURE:MULE, but conception is impossible (the rare instances of fertile mules are ignored for purposes of gameplay).  The mare will prefer to mate with stallions; if there is one stallion and one male donkey available, the mare will mate with the stallion 83% of the time if it can&amp;amp;mdash;if an animal caretaker wishes to produce mules, the animal caretaker would have to husband the mare and the donkey specifically in some fashion.&lt;br /&gt;
&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:1:1:270:98]&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:2:2:270:2]&lt;br /&gt;
:: [OFFSPRING:ORC:HALFORC:1:1:270:1]&lt;br /&gt;
:: Humans will give birth to a single child most of the time.  Approximately 2% of the time, a human mother will give birth to twins.  Human females can also be impregnated by male orcs, who will cause the human female to produce half-orc offspring of random gender.  See also IMPOTENT tag for unwillingness to mate, however.&lt;br /&gt;
&lt;br /&gt;
=====''[MALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The MALEOFFSPRING tag is a variant of the OFFSPRING tag which allows a ''male'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  If there is a reciprocal case of OFFSPRING and MALEOFFSPRING tags, denoting that either of the partners can be impregnated by the other, then the impregnated partner is chosen randomly.&lt;br /&gt;
&lt;br /&gt;
: This tag is used extremely rarely and is intended for cases where a male host can be impregnated in some fashion by another lifeform.  It is chiefly useful for hermaphroditic species (species with male and female genitals) which are still somewhat identifiable as either male or female.&lt;br /&gt;
&lt;br /&gt;
=====''[FEMALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The FEMALEOFFSPRING tag is another variant which allows a ''female'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  This allows for females to be impregnated by &amp;quot;females&amp;quot; of the other creature type, which is not otherwise possible with the MALEOFFSPRING or OFFSPRING tags.&lt;br /&gt;
&lt;br /&gt;
=====''[GESTATION:gestation]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''gestation'': The number of days of gestation, as per the OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Affects the &amp;quot;default&amp;quot; gestation of the creature for the purposes of its implicit OFFSPRING tag if the creature does not explicitly define one.&lt;br /&gt;
&lt;br /&gt;
=====''[IMPOTENT_ALL]'' / ''[IMPOTENT:creaturetype]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''creaturetype'': The type of creature with which this creature has no urge to mate.&lt;br /&gt;
&lt;br /&gt;
: The creature has no urge to mate.  It is still fertile, given an OFFSPRING tag (or the implicit OFFSPRING tag), and can thus be impregnated; however, males are impotent and females are unwilling, meaning that the creature does not represent a successful species.&lt;br /&gt;
&lt;br /&gt;
: If it is possible to be fertilised by another species which ''does'' have the urge to mate, via an OFFSPRING tag, then it can still reproduce if a member of the other species presents itself.  In other words, if one creature type has IMPOTENT towards a second creature type, but the second creature type does not circularly have IMPOTENT towards the first, then the second creature type is still interested in mating with the first creature type.&lt;br /&gt;
&lt;br /&gt;
: To Toady: The latter possibility would represent forced reproduction, which may be contrary to your moral integrity and may thus (at your option) remain unimplemented (rendering the existence of this tag moot); in such a case, an IMPOTENT tag in either direction would represent impossibility of reproduction or copulation (as opposed to OFFSPRING:PARTNER:NOTHING which represents willingness to mate, including the happy thoughts acquired from engaging in the reproductive act, but no successful offspring).&lt;br /&gt;
&lt;br /&gt;
: ''Example:''&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [IMPOTENT:ORC]&lt;br /&gt;
:: Human males are not interested in impregnating orc females, regardless of the possibility to do so, nor are human females interested in being impregnated by orc males.&lt;br /&gt;
&lt;br /&gt;
=====''[NOREPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: Implies IMPOTENT_ALL and eliminates the implicit OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Effectively, this means that the creature will be completely unwilling to mate and completely unable to produce offspring if it does.  If the creature includes any user-defined OFFSPRING or MALEOFFSPRING tags, the creature may still be impregnated by those means; however, it will not wittingly do so.&lt;br /&gt;
&lt;br /&gt;
=====''[NOGENDER]''=====&lt;br /&gt;
&lt;br /&gt;
: (Existing tag NO_GENDER revised to NOGENDER to be consistent, with clarifications as follows) The species has a &amp;quot;neuter&amp;quot; gender.  This eliminates the implicit OFFSPRING tag, to allow for the existence of magical constructs and sterile breeds.  The user may still add an OFFSPRING tag manually to allow the creature to reproduce (or desire to reproduce) in a sexual fashion.&lt;br /&gt;
&lt;br /&gt;
=====''[BOTH_IMPREGNATED]''=====&lt;br /&gt;
&lt;br /&gt;
: If there exists a circular OFFSPRING/MALEOFFSPRING/FEMALEOFFSPRING link between the two partners engaged in a reproductive act&amp;amp;mdash;for instance if the male can be impregnated by the female and the female can be impregnated by the male&amp;amp;mdash;then both partners will become impregnated after the act given this tag.&lt;br /&gt;
&lt;br /&gt;
: With this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* If only one partner may become impregnated, only that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
:Without this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, the female will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, the impregnated partner is selected randomly.&lt;br /&gt;
:* If only one partner may become impregnated, that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
=====''[EXTERNAL_FERTILIZE]''=====&lt;br /&gt;
&lt;br /&gt;
: A modifier tag for LAYS_EGGS, this indicates that the creature lays eggs without having sexual intercourse; the male of the species fertilises the eggs externally (such as in the case of a spawning salmon).  The eggs can shrivel or rot (depending on whether they are soft eggs or hard eggs).  If they are fertilised, the gestation time is reset and they will then grow on their own.&lt;br /&gt;
&lt;br /&gt;
=====''[WARMS_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If at least one caste includes this token, the eggs must be warmed in order to hatch.  The castes which possess this token will share in the effort of warming the eggs.&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
: The species injects its eggs into the eggs' nest (whether that &amp;quot;nest&amp;quot; is a womb, its partner, or an unwilling host), effectively meaning that the female impregnates the male instead of vice-versa.  This applies only to seahorses in the case of non-PARASITE_EGG and non-SAPOTROPH_EGG reproduction and is thus not a very critical feature.&lt;br /&gt;
&lt;br /&gt;
=====''[PARASITE_EGG]''=====&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the living body of another creature, which carries the eggs to term.  The eggs then hatch and the baby attacks the other creature from the inside in order to get out.  Contrary to what you might expect, this isn't meant to imply the ''Alien'' style of breeding, but rather the form of breeding exhibited by some forms of wasps.  Imagine the horror of being stung by a giant wasp with a paralytic stinger, who then injects her eggs into your body until they hatch and eat their way out!  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: An attack within the creature record must have an ATTACK_FLAG_OVIPOSITOR in order to allow implantation.&lt;br /&gt;
&lt;br /&gt;
=====''[SAPOTROPH_EGG:target]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''target'': The creature ID or creature class of the species where eggs are injected, or ANY for any dead body.&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the corpse of another creature, which carries the eggs to term.  The eggs then hatch and the litter emerges from the corpse.  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: The target can be a specific species, to reflect certain predatory flies which have specific creatures they target.&lt;br /&gt;
&lt;br /&gt;
=====''[KILLS_FOR_SAPOTROPH_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature after being impregnated will actively and aggressively manufacture corpses to lay eggs inside, if no corpses are already available.&lt;br /&gt;
&lt;br /&gt;
=====''[PREGNANT_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: Once impregnated by a given other creature, the creature is thereafter permanently impregnated by that creature and will continuously produce offspring from that genetic material after each successive delivery.  If another partner impregnates it, it will then continously produce offspring from its new partner (the new partner having effectively replaced the genetic material from the first partner with its own).  Unless genetic traits from specific parents are introduced, the new partner must be of a different creature type for this replacement to have any effect.&lt;br /&gt;
&lt;br /&gt;
: This method of reproduction is most often seen in queen ants and queen bees of the insect order of hymenoptera.  The queen maintains as much of her mate's DNA as required to fertilize her own offspring once the male has impregnated her during her mating flight.&lt;br /&gt;
&lt;br /&gt;
: You could assign this variable to rats, since rats are born pregnant.  (Yes, that's a joke.)&lt;br /&gt;
&lt;br /&gt;
=====''[VOLUNTARY_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If a LAYS_EGGS creature has this tag, it is allowed to choose whether or not to lay eggs; it does not lay eggs at every reproductive cycle unless they are fertilized.&lt;br /&gt;
&lt;br /&gt;
: If the creature lays an egg uselessly, it will receive a bad thought (if it lays an egg usefully, it will receive a good thought).  Good living conditions can make up for the bad thoughts from failing to reproduce.&lt;br /&gt;
&lt;br /&gt;
: An unfertilised egg will remain intact once laid, but can rot naturally just like any other food item left to its own devices.&lt;br /&gt;
&lt;br /&gt;
=====''[ASEXUAL:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature reproduces asexually and does not need another creature to fertilise it or otherwise provide genetic material.&lt;br /&gt;
&lt;br /&gt;
=====''[INFANT_MORTALITY:number:ratio]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The number out of the ratio that will die&lt;br /&gt;
:* ''ratio'': The total ratio of surviving and extinct offspring by reaching childhood (or maturity, if no BABY tag)&lt;br /&gt;
&lt;br /&gt;
: This causes infants of the creature to die during world gen, or spontaneously during fortress mode when outdoors (based on implied predation), based on the given ratio of dead offspring to the total ratio.  For instance, if INFANT_MORTALITY:3:1000, then there is a 3 in 1000 chance that any given member of the species will die within its infancy.&lt;br /&gt;
&lt;br /&gt;
: This is intended to balance creatures which lay massive egg clutches, as they do so in reality in order to counterbalance their extremely low infant survival rates: for instance, infant crocodiles are frequently eaten by birds and even fish.  Turtles also employ similar mass-clutch laying based on the same principle.&lt;br /&gt;
&lt;br /&gt;
=====''[PARENTAL_ADOPTION:minimum:maximum]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The minimum number of offspring per litter that parents will raise.&lt;br /&gt;
:* ''number'': The maximum number of offspring per litter that parents will raise, allowing the others to die.&lt;br /&gt;
&lt;br /&gt;
: This is intended to represent the behaviour of pandas, where they may occasionally have multiple births but will adopt only the strongest of their infants.  Creatures with this tag will choose the offspring in the litter that has the highest average attributes.  Theoretically this helps ensure the survival of the species, however barbaric it may seem to we humans who care so deeply about our own offspring (but then again, it hasn't exactly worked out well for pandas so far -- and actually, as carnivores that live in mountainous areas and prefer to eat bamboo that grows on flatter ground, they really are a species that just doesn't want to survive...).&lt;br /&gt;
&lt;br /&gt;
=====''[ALPHA_REPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag forces only one mated pair per population cluster (i.e., CLUSTER_NUMBER) to reproduce.  Only the female with the highest attributes will bear offspring, with all other females in the group simply being suppressed from mating.  This inborn social control reduces overpopulation among animals that bear large numbers of offspring.&lt;br /&gt;
&lt;br /&gt;
=====''[SOULMATE]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag causes a species to have only one mate at a time.  Once it has found a mate, it will remain with that mate, and it will not reproduce unless its mate is accessible.  If its mate is killed or passes away naturally, it will receive an unhappy thought even if it is not an [INTELLIGENT] species, but it will then be capable of finding another mate.  Most humanoids demonstrate this behaviour.&lt;br /&gt;
&lt;br /&gt;
=====''[SOULMATE_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag causes a species to seek only one mate during its lifetime.  It will receive an indefinite unhappy thought when its soulmate dies, and will never again seek another mate.  Seahorses fit this behaviour.&lt;br /&gt;
&lt;br /&gt;
=====''[SEASONAL_REPRODUCTION:season...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY, or one or more of SPRING, SUMMER, AUTUMN, and/or WINTER separated by colons.&lt;br /&gt;
&lt;br /&gt;
: This tag means that the species is only seasonally fertile, in that it will reproduce only in certain seasons; e.g., [SEASONAL_REPRODUCTION:SPRING].  When a fertile season begins, the animal resumes normal computation of its fertility cycles.  When the season ends (and the next season is no longer fertile), the being is suppressed from mating; the fertility cycle counter halts, to resume from where it left off in the next fertile season.&lt;br /&gt;
&lt;br /&gt;
: This allows limiting certain species' reproductive intervals to reduce overpopulation due to year-round reproduction.&lt;br /&gt;
&lt;br /&gt;
: Default is [SEASONAL_REPRODUCTION:ANY].&lt;br /&gt;
&lt;br /&gt;
=====''[TEMPERATE_REPRODUCTION:weather...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY; one or more of SCORCHING, HOT, WARM, TEMPERATE, COOL, COLD, or FREEZING, separated by colons; or a specific temperature range ''min'':''max'' in degrees Urist.&lt;br /&gt;
&lt;br /&gt;
: e.g., [TEMPERATE_REPRODUCTION:ANY], [TEMPERATE_REPRODUCTION:SCORCHING:HOT:WARM], [TEMPERATE_REPRODUCTION:10000:10060]&lt;br /&gt;
&lt;br /&gt;
: In addition to a blacklist based on SEASONAL_REPRODUCTION, a species may also have its fertility blacklist set to certain weather, to prevent it from reproducing in environmental conditions that are hostile to it or its offspring.  It is intended more for fortress mode (and ostensibly adventure mode in the far future), to prevent species that have been imported from breeding successfully in hostile environments, as BIOME already serves as an adequate limiter on worldgen populations.&lt;br /&gt;
&lt;br /&gt;
: Default is [TEMPERATE_REPRODUCTION:ANY].&lt;br /&gt;
&lt;br /&gt;
=====''[CONDITIONAL_FERTILITY:population]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''population'': The population limit of the species within the region.&lt;br /&gt;
&lt;br /&gt;
: This tag allows a population to be conditionally fertile, based on its population number per unit area; if the population exceeds the specified number, all fertility cycles halt until the population falls.  Aside from its metagame usefulness for controlling populations for better frame rates, it represents those species in reality which are genuinely capable of conditional fertility.  As with other caps, it is a soft cap -- multiple births in a litter or pre-existing pregnancies can bring the population over the cap.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTION_FREQUENCY:days:duration]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''days'': The number of days between subsequent fertility cycles.&lt;br /&gt;
:* ''duration'': The length of days (overlapping with the ''days'' parameter) during which the animal is fertile.&lt;br /&gt;
&lt;br /&gt;
: This controls the frequency of a species' reproductive cycles, blacklisting animals from becoming pregnant outside of their fertility periods.&lt;br /&gt;
&lt;br /&gt;
: For code simplicity, since the oestrus event itself wouldn't simulated (although simulating it would be of particular realism interest for keen-sensed animals, especially bloodthirsty animals like sharks or ''Pitch Black''-style blind predators), it would be easier just to make the &amp;quot;fertile&amp;quot; period begin immediately when the cycle begins, rather than halfway through.&lt;br /&gt;
&lt;br /&gt;
: The default is the standard human 28-day cycle, [REPRODUCTION_FREQUENCY:28:5] -- the female is fertile for 5 days out of every 28-day period.  If a fertility check falls on this interval... congratulations!&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTION_SUCCESS:permille]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''permille'': Chance of becoming pregnant on a pregnancy check.&lt;br /&gt;
&lt;br /&gt;
: This allows finer control over successful reproduction even when blacklisting based on season, temperature/climate, fertility cycle, and population are taken into account, to allow species that tend to reproduce too quickly to be fine-tuned for greater realism.&lt;br /&gt;
&lt;br /&gt;
: Default is whatever the current pregnancy chance is set to, which is probably buried deeply in the code somewhere...&lt;br /&gt;
&lt;br /&gt;
===General Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[HIBERNATION:season...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY, or one or more of SPRING, SUMMER, AUTUMN, and/or WINTER separated by colons.&lt;br /&gt;
&lt;br /&gt;
: A species which hibernates will not spawn on the map outside of the valid seasons -- it will remain comfortably within the site populations instead.  Species which hibernate will automatically go to sleep during fortress mode and remain asleep, requiring no food or water, until the end of the season.  At the end of the season, however, they will be set automatically to Hungry and Thirsty and will seek food to eat.  (Though many species which hibernate remain awake, and do eat and drink while hibernating, this implementation is far simpler to simulate.)&lt;br /&gt;
&lt;br /&gt;
=====''[CORPSE_SPECHEAT]'' / ''[CORPSE_LAYERING]'' / ''[CORPSE_CORPSE_BOILING_POINT]'' / etc.=====&lt;br /&gt;
&lt;br /&gt;
: These tokens would allow a being's corpse to have temperatures that are different than their living temperatures.  The primary usefulness would be in making creatures which spontaneously combust when killed (vampires in Blade series!) or creatures which burn while alive but turn into useless lumps when dead.  The current closest token, itemcorpse, only accomplishes the latter.&lt;br /&gt;
&lt;br /&gt;
: Cool beans!&lt;br /&gt;
&lt;br /&gt;
=====''[CHILD_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''species'': The species to assimilate, or NONE for all species&lt;br /&gt;
:* ''product'': The species produced, or NONE for this species&lt;br /&gt;
:* ''time'': The number of assimilation points it takes to totally assimilate that creature&lt;br /&gt;
&lt;br /&gt;
: The motivation behind this token is to allow goblins to transform captured children into their own kind.  Unlike the Trekkie assimilation, this is done in campaign time; each assimilation attempt takes one day, causing one assimilation point.  The transformation occurs when the number of assimilation points stored up for a given creature exceeds the specified time, in days.  Only one attempt could be made per creature per day.  Once the creature is assimilated and transformed into the new creature type, it treats the CHILD_CONVERTER as its parent.&lt;br /&gt;
&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Put that baby spell on me''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Put that magic jump on me''&lt;br /&gt;
: ''Slap that baby, make him free!''&lt;br /&gt;
&lt;br /&gt;
The closest current tag is SPOUSE_CONVERTER, which applies to compatible sexes and which lacks parameters.&lt;br /&gt;
&lt;br /&gt;
=====''[ASSIMILATE_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: As per CHILD_CONVERTER, but for any member of the targetted species.  The converted creature will become a faction member instead of a dynastic member.&lt;br /&gt;
&lt;br /&gt;
=====''[APPLY_CASTE_VARIATION:variation]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''variation'': The creature variation to apply to this specific caste (i.e., not affecting any other caste).&lt;br /&gt;
&lt;br /&gt;
: APPLY_CREATURE_VARIATION currently affects all castes, which doesn't suit gender dimorphism too well.  It would be great if there were a way to apply a creature variation to the currently selected caste instead of implicitly affecting the &amp;quot;all&amp;quot; caste.&lt;br /&gt;
&lt;br /&gt;
=== Thought Tokens ===&lt;br /&gt;
&lt;br /&gt;
=====''[MELANCHOLY:weight]'' / ''[BERSERKNESS:weight]'' / ''[MADNESS:weight]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''weight'': The odds that when the being suffers this form of insanity when pushed to depression.&lt;br /&gt;
&lt;br /&gt;
: This is designed to influence how exactly a given species behaves when it hits insanity.  The possible insanity forms are rolled against with weighted throws to determine which form of insanity takes hold.&lt;br /&gt;
&lt;br /&gt;
: Additional insanity types, as they are added, would also have corresponding weighting tokens added.  Gaining disturbing fetishes, becoming sociopathic (i.e., covert murder instead of overt murder when found alone with a potential victim), and acquiring debilitating phobias are all potential insanity forms that could be added to DF.&lt;br /&gt;
&lt;br /&gt;
: If a token for a corresponding insanity type does not appear, it takes on the default weighting of 100.&lt;br /&gt;
&lt;br /&gt;
=====''[LIMIT_HAPPINESS:min:max]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''min'': The minimum, default -100.&lt;br /&gt;
:* ''max'': The maximum, default 100.&lt;br /&gt;
&lt;br /&gt;
: This is designed to impose caps to the creature's possible happiness.  This also allows the creation of generally emotionless races, if you were to set both values to zero.&lt;br /&gt;
&lt;br /&gt;
: If the minimum is set above the unhappiness threshold, the being can never become insane due to unhappiness, so ideally there would be other penalties to unhappiness like having their work rate directly proportional to their current percentage of happiness or some such.&lt;br /&gt;
&lt;br /&gt;
: Mostly this token would be used to impose a maximum cap while leaving the minimum as -100, so certain beings are simply more prone to insanity.&lt;br /&gt;
&lt;br /&gt;
=====''[HAPPYMULT:percent]'' / ''[SADMULT:percent]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''percent'': The percentage by which thought modify the current happiness level.&lt;br /&gt;
&lt;br /&gt;
: This token makes some beings naturally more prone to becoming happy or to becoming sad as a result of unhappy thoughts.  If a being has HAPPYMULT 50 and SADMULT 100, for instance, then happy thoughts are one half as effective at making the being happy and sad thoughts are of normal effectiveness.&lt;br /&gt;
&lt;br /&gt;
: With high values for each, this makes beings have greater mood swings.  With low values for each, this makes beings more steady.  With low values for HAPPYMULT and high values for SADMULT, this makes the creatures tend towards depression.  The converse is true for high HAPPYMULT and low SADMULT.&lt;br /&gt;
&lt;br /&gt;
=====''[BAD_EMOTION:emotion]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''emotion'': The type of emotion that upsets the being when it is experienced.&lt;br /&gt;
&lt;br /&gt;
: '''Emotion Parameters:'''&lt;br /&gt;
:* FEAR: Causes the being to receive an unhappy thought every time it is forced to flee from an enemy.&lt;br /&gt;
:* ATTACK : Causes the being to receive an unhappy thought every time it is forced to fight.&lt;br /&gt;
:* KILL : Causes the being to receive an unhappy thought every time it is credited with a kill.&lt;br /&gt;
&lt;br /&gt;
: This token causes the being to receive a small unhappy thought each and every time it performs the indicated activity.  This can rapidly lead to insanity.&lt;br /&gt;
&lt;br /&gt;
: This is hard to quantify in human terms and would mostly be used to give certain behaviour to animals when they are otherwise experiencing unusual circumstances.  For instance, a normal being (who flees from conflict instead of stays and fights) with BERSERKNESS:500, SADMULT:500 and BAD_EMOTION:FEAR is being chased by a hunter.  The being will attempt to flee, and if the aggressor continually chases after it the being will be rapidly driven to go berserk and lash out at its attacker.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
* To allow females to be impregnated only by males, use OFFSPRING.&lt;br /&gt;
* To allow males to be impregnated by males or females or neuters, use MALEOFFSPRING.&lt;br /&gt;
* To allow males to be impregnated only by females, use OFFSPRING, and use OVIPOSITOR on both the male and female -- the male fertilizes the female's eggs, then the female inserts those eggs into the male's womb (implied via OVIPOSITOR).&lt;br /&gt;
* To allow females to be impregnated by males or females or neuters, use FEMALEOFFSPRING.&lt;br /&gt;
* To allow neuter-gendered beings to reproduce, use OFFSPRING.&lt;br /&gt;
* There is, at this time, no syntax for allowing a male to be impregnated only by a male.&lt;br /&gt;
* To make a hen which lays eggs regardless of whether it has been impregnated by a rooster, use [OVIPAROUS][INVOLUNTARY_EGGS].  If it lays eggs which have not been fertilized, the eggs are worthless (from a reproductive standpoint) and will rot.  They can be eaten as food.&lt;br /&gt;
* To make a [http://insects.tamu.edu/fieldguide/cimg329.html parasitic wasp]-like creature which lays eggs inside other creatures at will, use [OVIPAROUS][PARASITE_EGG].&lt;br /&gt;
* If you want the above-mentioned parasitic wasp to squirt out its egg if it cannot do so inside another creature (due to lack of supply of other creatures), also include [INVOLUNTARY_EGGS] and the wasp will occasionally lay an egg (to die) in the open.  This will piss it off, and you don't want to piss off a wasp.&lt;br /&gt;
&lt;br /&gt;
== Creature Variation Tokens ==&lt;br /&gt;
&lt;br /&gt;
=====''[CVCT_APPEND:...]'' =====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''...'': Colon-separated list of additional parameters to append to end of CVCT_MASTER token's parameters&lt;br /&gt;
&lt;br /&gt;
: As a fundamental improvement on my former ADD_BODY_TAG request, this would make use of existing CVCT functionality to allow appending parameters to existing tokens, with particular intention for use with a CVCT_MASTER:BODY (but fundamentally it should work with any tag, except perhaps for reciprocal creature variation tags).  There is presently no way of using creature variations to add new body parts to the BODY tag, only to replace existing parts within the tag (e.g., I can convert the fingers to talons, but I can't add three adamantium spikes to the existing hands and fingers ''unless I replace one of those existing body parts with itself while doing so''); this currently means that your creature variation tag must cover all possible usage scenarios instead of being properly generic -- i.e., instead of simply adding tags to the BODY, it has to target BASIC_1PARTBODY, BASIC_2PARTBODY, HUMANOID, HUMANOID_NECK, HUMANOID_HOOF, HUMANOID_NECK_HOOF, etc., etc....  The proposed new tag would neatly avoid that by allowing you to add any body part scot free, without worrying about what body parts are already there, proviso that you don't create an invalid body (which would simply appear in errorlog.txt as normal).&lt;br /&gt;
&lt;br /&gt;
: Note in particular that this would vastly simplify such things as sheep:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_VARIATION:BASIC_2HORNS]&lt;br /&gt;
 	[CV_CONVERT_TAG]&lt;br /&gt;
 		[CVCT_MASTER:BODY]&lt;br /&gt;
 		[CVCT_APPEND:2HEAD_HORN]&lt;br /&gt;
&lt;br /&gt;
: Instead of having two define the body token twice, once under CASTE:FEMALE and once under CASTE:MALE, the body tag could be defined once under the root (&amp;quot;all&amp;quot;) caste, and then a CREATURE_VARIATION could be applied to the male caste, [APPLY_CREATURE_VARIATION:BASIC_2HORNS].  The fact that such a tag would be generically useful for such things as demon variations of humanoids, etc. is also of note.&lt;br /&gt;
&lt;br /&gt;
== Body Tokens ==&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is used for injecting eggs into a victim.&lt;br /&gt;
&lt;br /&gt;
=====''[MILK]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is responsible for production of milk, and if destroyed the creature can no longer produce it or feed its offspring.  Multiple MILK organs correspond to a proportional reduction in ability to nurse their young.  Viable for udders for cows, goats, donkeys, etc.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTIVE_CONTRIBUTE]'' / ''[REPRODUCTIVE]'' =====&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE, this portion of the body is responsible for laying of eggs or (non-simulated) copulation, and if destroyed the creature can no longer reproduce.  Intended to allow entity-based punishments of castration (in world-gen, presumably).&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE_CONTRIBUTE, this allows some redundancy -- as long as there is at least one REPRODUCTIVE_CONTRIBUTE organ remaining, the animal can reproduce.  If all REPRODUCTIVE_CONTRIBUTE organs are missing, however, the creature can no longer reproduce.  Intended to allow gelding stallions and bulls or otherwise neutering male pets (removal of testes) or spaying female pets (removal of ovaries).&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=208340</id>
		<title>User:JT/Token Wishlist</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=208340"/>
		<updated>2014-07-28T19:09:48Z</updated>

		<summary type="html">&lt;p&gt;JT: /* [CVCT_APPEND:...] */ grammars off my internets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creature Tokens==&lt;br /&gt;
&lt;br /&gt;
===Reproductive Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[OFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''mateid'': The creature ID of the species with which this being can reproduce.&lt;br /&gt;
:* ''offspringid'': The creature ID of the species which is produced by a successful mating with the above creature ID, or NOTHING to denote that there is a possibility/potential desire to be mated with by the given creature type but no chance of conception.&lt;br /&gt;
:* ''min'': The minimum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''max'': The maximum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''gestation'': The number of days of gestation.  Gestation period is calculated from this number &amp;amp;plusmn;5%.&lt;br /&gt;
:* ''weighting'': In the event of more than one OFFSPRING tag for a given mate type, the weighting determines the odds that a particular offspring is produced.&lt;br /&gt;
&lt;br /&gt;
: Allows a ''female'' member of the species to be impregnated by a ''male'' member of the given mate type.  This tag allows for complex intraspecies and interspecies reproductive capability, vastly expanding the existing functionality for creature breeding in the game.&lt;br /&gt;
&lt;br /&gt;
: In all cases, the OFFSPRING tag applies to the ''female'' of the species, for object-orientedness.  That is, a female of a species specifies which creature types can impregnate it.  If the species has no gender, it is assumed that the entire species is &amp;quot;female&amp;quot; for purposes of this token.&lt;br /&gt;
&lt;br /&gt;
: If no OFFSPRING tag is found for a species it is assumed to have the &amp;quot;implicit tag&amp;quot; [OFFSPRING:owntype:owntype:1:1:270:1], meaning that the species can reproduce with other members of its own species.  The various existing tags (LITTERSIZE, MULTIPLE_LITTER_RARE, etc.) all serve to modify the implicit tag, but have no effect if the creature defines any explicit OFFSPRING tags.  The implicit tag does not appear for any species with the NOGENDER or NOREPRODUCTION tags; if you wish for a non-gendered species to reproduce you must specifically provide OFFSPRING tags to that effect.  ''N.b.'', a creature with explicit tags which do not include its own creature ID will be incapable of reproduction with its own species; this allows folklore versions of nymphs which can reproduce successfully only with human males, for instance.&lt;br /&gt;
&lt;br /&gt;
: If an OFFSPRING tag exists, but the creature is also IMPOTENT towards that creature type, then the creature has no interest and any reproduction would have to be forced.  See IMPOTENT tag for further detail.&lt;br /&gt;
&lt;br /&gt;
: ''Examples:''&lt;br /&gt;
: (Mermaid)&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAID:1:1:270:5]&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAN:1:1:270:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:MERMAID, give the MERMAID the ability to reproduce with a CREATURE:MERMAN.  The mermaid will have a 1 in 6 chance of producing a merman, and a 5 in 6 chance of producing a mermaid.&lt;br /&gt;
&lt;br /&gt;
: (Horse)&lt;br /&gt;
:: [OFFSPRING:HORSE:HORSE:1:1:340:5]&lt;br /&gt;
:: [OFFSPRING:DONKEY:MULE:1:1:340:1]&lt;br /&gt;
:: [OFFSPRING:MULE:NOTHING:0:0:0:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:HORSE, allow the female horse to reproduce with a male horse to produce a foal of either gender (the CREATURE:HORSE has no [MALE] or [FEMALE] tag and thus has gender randomly assigned when it is birthed).  The horse can also be impregnated by a male CREATURE:DONKEY and will produce mules.  Finally, the mare is willing to engage in reproductive behaviour with a CREATURE:MULE, but conception is impossible (the rare instances of fertile mules are ignored for purposes of gameplay).  The mare will prefer to mate with stallions; if there is one stallion and one male donkey available, the mare will mate with the stallion 83% of the time if it can&amp;amp;mdash;if an animal caretaker wishes to produce mules, the animal caretaker would have to husband the mare and the donkey specifically in some fashion.&lt;br /&gt;
&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:1:1:270:98]&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:2:2:270:2]&lt;br /&gt;
:: [OFFSPRING:ORC:HALFORC:1:1:270:1]&lt;br /&gt;
:: Humans will give birth to a single child most of the time.  Approximately 2% of the time, a human mother will give birth to twins.  Human females can also be impregnated by male orcs, who will cause the human female to produce half-orc offspring of random gender.  See also IMPOTENT tag for unwillingness to mate, however.&lt;br /&gt;
&lt;br /&gt;
=====''[MALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The MALEOFFSPRING tag is a variant of the OFFSPRING tag which allows a ''male'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  If there is a reciprocal case of OFFSPRING and MALEOFFSPRING tags, denoting that either of the partners can be impregnated by the other, then the impregnated partner is chosen randomly.&lt;br /&gt;
&lt;br /&gt;
: This tag is used extremely rarely and is intended for cases where a male host can be impregnated in some fashion by another lifeform.  It is chiefly useful for hermaphroditic species (species with male and female genitals) which are still somewhat identifiable as either male or female.&lt;br /&gt;
&lt;br /&gt;
=====''[FEMALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The FEMALEOFFSPRING tag is another variant which allows a ''female'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  This allows for females to be impregnated by &amp;quot;females&amp;quot; of the other creature type, which is not otherwise possible with the MALEOFFSPRING or OFFSPRING tags.&lt;br /&gt;
&lt;br /&gt;
=====''[GESTATION:gestation]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''gestation'': The number of days of gestation, as per the OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Affects the &amp;quot;default&amp;quot; gestation of the creature for the purposes of its implicit OFFSPRING tag if the creature does not explicitly define one.&lt;br /&gt;
&lt;br /&gt;
=====''[IMPOTENT_ALL]'' / ''[IMPOTENT:creaturetype]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''creaturetype'': The type of creature with which this creature has no urge to mate.&lt;br /&gt;
&lt;br /&gt;
: The creature has no urge to mate.  It is still fertile, given an OFFSPRING tag (or the implicit OFFSPRING tag), and can thus be impregnated; however, males are impotent and females are unwilling, meaning that the creature does not represent a successful species.&lt;br /&gt;
&lt;br /&gt;
: If it is possible to be fertilised by another species which ''does'' have the urge to mate, via an OFFSPRING tag, then it can still reproduce if a member of the other species presents itself.  In other words, if one creature type has IMPOTENT towards a second creature type, but the second creature type does not circularly have IMPOTENT towards the first, then the second creature type is still interested in mating with the first creature type.&lt;br /&gt;
&lt;br /&gt;
: To Toady: The latter possibility would represent forced reproduction, which may be contrary to your moral integrity and may thus (at your option) remain unimplemented (rendering the existence of this tag moot); in such a case, an IMPOTENT tag in either direction would represent impossibility of reproduction or copulation (as opposed to OFFSPRING:PARTNER:NOTHING which represents willingness to mate, including the happy thoughts acquired from engaging in the reproductive act, but no successful offspring).&lt;br /&gt;
&lt;br /&gt;
: ''Example:''&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [IMPOTENT:ORC]&lt;br /&gt;
:: Human males are not interested in impregnating orc females, regardless of the possibility to do so, nor are human females interested in being impregnated by orc males.&lt;br /&gt;
&lt;br /&gt;
=====''[NOREPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: Implies IMPOTENT_ALL and eliminates the implicit OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Effectively, this means that the creature will be completely unwilling to mate and completely unable to produce offspring if it does.  If the creature includes any user-defined OFFSPRING or MALEOFFSPRING tags, the creature may still be impregnated by those means; however, it will not wittingly do so.&lt;br /&gt;
&lt;br /&gt;
=====''[NOGENDER]''=====&lt;br /&gt;
&lt;br /&gt;
: (Existing tag NO_GENDER revised to NOGENDER to be consistent, with clarifications as follows) The species has a &amp;quot;neuter&amp;quot; gender.  This eliminates the implicit OFFSPRING tag, to allow for the existence of magical constructs and sterile breeds.  The user may still add an OFFSPRING tag manually to allow the creature to reproduce (or desire to reproduce) in a sexual fashion.&lt;br /&gt;
&lt;br /&gt;
=====''[BOTH_IMPREGNATED]''=====&lt;br /&gt;
&lt;br /&gt;
: If there exists a circular OFFSPRING/MALEOFFSPRING/FEMALEOFFSPRING link between the two partners engaged in a reproductive act&amp;amp;mdash;for instance if the male can be impregnated by the female and the female can be impregnated by the male&amp;amp;mdash;then both partners will become impregnated after the act given this tag.&lt;br /&gt;
&lt;br /&gt;
: With this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* If only one partner may become impregnated, only that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
:Without this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, the female will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, the impregnated partner is selected randomly.&lt;br /&gt;
:* If only one partner may become impregnated, that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
=====''[EXTERNAL_FERTILIZE]''=====&lt;br /&gt;
&lt;br /&gt;
: A modifier tag for LAYS_EGGS, this indicates that the creature lays eggs without having sexual intercourse; the male of the species fertilises the eggs externally (such as in the case of a spawning salmon).  The eggs can shrivel or rot (depending on whether they are soft eggs or hard eggs).  If they are fertilised, the gestation time is reset and they will then grow on their own.&lt;br /&gt;
&lt;br /&gt;
=====''[WARMS_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If at least one caste includes this token, the eggs must be warmed in order to hatch.  The castes which possess this token will share in the effort of warming the eggs.&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
: The species injects its eggs into the eggs' nest (whether that &amp;quot;nest&amp;quot; is a womb, its partner, or an unwilling host), effectively meaning that the female impregnates the male instead of vice-versa.  This applies only to seahorses in the case of non-PARASITE_EGG and non-SAPOTROPH_EGG reproduction and is thus not a very critical feature.&lt;br /&gt;
&lt;br /&gt;
=====''[PARASITE_EGG]''=====&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the living body of another creature, which carries the eggs to term.  The eggs then hatch and the baby attacks the other creature from the inside in order to get out.  Contrary to what you might expect, this isn't meant to imply the ''Alien'' style of breeding, but rather the form of breeding exhibited by some forms of wasps.  Imagine the horror of being stung by a giant wasp with a paralytic stinger, who then injects her eggs into your body until they hatch and eat their way out!  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: An attack within the creature record must have an ATTACK_FLAG_OVIPOSITOR in order to allow implantation.&lt;br /&gt;
&lt;br /&gt;
=====''[SAPOTROPH_EGG:target]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''target'': The creature ID or creature class of the species where eggs are injected, or ANY for any dead body.&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the corpse of another creature, which carries the eggs to term.  The eggs then hatch and the litter emerges from the corpse.  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: The target can be a specific species, to reflect certain predatory flies which have specific creatures they target.&lt;br /&gt;
&lt;br /&gt;
=====''[KILLS_FOR_SAPOTROPH_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature after being impregnated will actively and aggressively manufacture corpses to lay eggs inside, if no corpses are already available.&lt;br /&gt;
&lt;br /&gt;
=====''[PREGNANT_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: Once impregnated by a given other creature, the creature is thereafter permanently impregnated by that creature and will continuously produce offspring from that genetic material after each successive delivery.  If another partner impregnates it, it will then continously produce offspring from its new partner (the new partner having effectively replaced the genetic material from the first partner with its own).  Unless genetic traits from specific parents are introduced, the new partner must be of a different creature type for this replacement to have any effect.&lt;br /&gt;
&lt;br /&gt;
: This method of reproduction is most often seen in queen ants and queen bees of the insect order of hymenoptera.  The queen maintains as much of her mate's DNA as required to fertilize her own offspring once the male has impregnated her during her mating flight.&lt;br /&gt;
&lt;br /&gt;
: You could assign this variable to rats, since rats are born pregnant.  (Yes, that's a joke.)&lt;br /&gt;
&lt;br /&gt;
=====''[VOLUNTARY_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If a LAYS_EGGS creature has this tag, it is allowed to choose whether or not to lay eggs; it does not lay eggs at every reproductive cycle unless they are fertilized.&lt;br /&gt;
&lt;br /&gt;
: If the creature lays an egg uselessly, it will receive a bad thought (if it lays an egg usefully, it will receive a good thought).  Good living conditions can make up for the bad thoughts from failing to reproduce.&lt;br /&gt;
&lt;br /&gt;
: An unfertilised egg will remain intact once laid, but can rot naturally just like any other food item left to its own devices.&lt;br /&gt;
&lt;br /&gt;
=====''[ASEXUAL:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature reproduces asexually and does not need another creature to fertilise it or otherwise provide genetic material.&lt;br /&gt;
&lt;br /&gt;
=====''[INFANT_MORTALITY:number:ratio]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The number out of the ratio that will die&lt;br /&gt;
:* ''ratio'': The total ratio of surviving and extinct offspring by reaching childhood (or maturity, if no BABY tag)&lt;br /&gt;
&lt;br /&gt;
: This causes infants of the creature to die during world gen, or spontaneously during fortress mode when outdoors (based on implied predation), based on the given ratio of dead offspring to the total ratio.  For instance, if INFANT_MORTALITY:3:1000, then there is a 3 in 1000 chance that any given member of the species will die within its infancy.&lt;br /&gt;
&lt;br /&gt;
: This is intended to balance creatures which lay massive egg clutches, as they do so in reality in order to counterbalance their extremely low infant survival rates: for instance, infant crocodiles are frequently eaten by birds and even fish.  Turtles also employ similar mass-clutch laying based on the same principle.&lt;br /&gt;
&lt;br /&gt;
=====''[PARENTAL_ADOPTION:minimum:maximum]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The minimum number of offspring per litter that parents will raise.&lt;br /&gt;
:* ''number'': The maximum number of offspring per litter that parents will raise, allowing the others to die.&lt;br /&gt;
&lt;br /&gt;
: This is intended to represent the behaviour of pandas, where they may occasionally have multiple births but will adopt only the strongest of their infants.  Creatures with this tag will choose the offspring in the litter that has the highest average attributes.  Theoretically this helps ensure the survival of the species, however barbaric it may seem to we humans who care so deeply about our own offspring (but then again, it hasn't exactly worked out well for pandas so far -- and actually, as carnivores that live in mountainous areas and prefer to eat bamboo that grows on flatter ground, they really are a species that just doesn't want to survive...).&lt;br /&gt;
&lt;br /&gt;
=====''[ALPHA_REPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag forces only one mated pair per population cluster (i.e., CLUSTER_NUMBER) to reproduce.  Only the female with the highest attributes will bear offspring, with all other females in the group simply being suppressed from mating.  This inborn social control reduces overpopulation among animals that bear large numbers of offspring.&lt;br /&gt;
&lt;br /&gt;
=====''[SOULMATE]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag causes a species to have only one mate at a time.  Once it has found a mate, it will remain with that mate, and it will not reproduce unless its mate is accessible.  If its mate is killed or passes away naturally, it will receive an unhappy thought even if it is not an [INTELLIGENT] species, but it will then be capable of finding another mate.  Most humanoids demonstrate this behaviour.&lt;br /&gt;
&lt;br /&gt;
=====''[SOULMATE_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag causes a species to seek only one mate during its lifetime.  It will receive an indefinite unhappy thought when its soulmate dies, and will never again seek another mate.  Seahorses fit this behaviour.&lt;br /&gt;
&lt;br /&gt;
=====''[SEASONAL_REPRODUCTION:season...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY, or one or more of SPRING, SUMMER, AUTUMN, and/or WINTER separated by colons.&lt;br /&gt;
&lt;br /&gt;
: This tag means that the species is only seasonally fertile, in that it will reproduce only in certain seasons; e.g., [SEASONAL_REPRODUCTION:SPRING].  When a fertile season begins, the animal resumes normal computation of its fertility cycles.  When the season ends (and the next season is no longer fertile), the being is suppressed from mating; the fertility cycle counter halts, to resume from where it left off in the next fertile season.&lt;br /&gt;
&lt;br /&gt;
: This allows limiting certain species' reproductive intervals to reduce overpopulation due to year-round reproduction.&lt;br /&gt;
&lt;br /&gt;
: Default is [SEASONAL_REPRODUCTION:ANY].&lt;br /&gt;
&lt;br /&gt;
=====''[TEMPERATE_REPRODUCTION:weather...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY; one or more of SCORCHING, HOT, WARM, TEMPERATE, COOL, COLD, or FREEZING, separated by colons; or a specific temperature range ''min'':''max'' in degrees Urist.&lt;br /&gt;
&lt;br /&gt;
: e.g., [TEMPERATE_REPRODUCTION:ANY], [TEMPERATE_REPRODUCTION:SCORCHING:HOT:WARM], [TEMPERATE_REPRODUCTION:10000:10060]&lt;br /&gt;
&lt;br /&gt;
: In addition to a blacklist based on SEASONAL_REPRODUCTION, a species may also have its fertility blacklist set to certain weather, to prevent it from reproducing in environmental conditions that are hostile to it or its offspring.  It is intended more for fortress mode (and ostensibly adventure mode in the far future), to prevent species that have been imported from breeding successfully in hostile environments, as BIOME already serves as an adequate limiter on worldgen populations.&lt;br /&gt;
&lt;br /&gt;
: Default is [TEMPERATE_REPRODUCTION:ANY].&lt;br /&gt;
&lt;br /&gt;
=====''[CONDITIONAL_FERTILITY:population]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''population'': The population limit of the species within the region.&lt;br /&gt;
&lt;br /&gt;
: This tag allows a population to be conditionally fertile, based on its population number per unit area; if the population exceeds the specified number, all fertility cycles halt until the population falls.  Aside from its metagame usefulness for controlling populations for better frame rates, it represents those species in reality which are genuinely capable of conditional fertility.  As with other caps, it is a soft cap -- multiple births in a litter or pre-existing pregnancies can bring the population over the cap.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTION_FREQUENCY:days:duration]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''days'': The number of days between subsequent fertility cycles.&lt;br /&gt;
:* ''duration'': The length of days (overlapping with the ''days'' parameter) during which the animal is fertile.&lt;br /&gt;
&lt;br /&gt;
: This controls the frequency of a species' reproductive cycles, blacklisting animals from becoming pregnant outside of their fertility periods.&lt;br /&gt;
&lt;br /&gt;
: For code simplicity, since the oestrus event itself wouldn't simulated (although simulating it would be of particular realism interest for keen-sensed animals, especially bloodthirsty animals like sharks or ''Pitch Black''-style blind predators), it would be easier just to make the &amp;quot;fertile&amp;quot; period begin immediately when the cycle begins, rather than halfway through.&lt;br /&gt;
&lt;br /&gt;
: The default is the standard human 28-day cycle, [REPRODUCTION_FREQUENCY:28:5] -- the female is fertile for 5 days out of every 28-day period.  If a fertility check falls on this interval... congratulations!&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTION_SUCCESS:permille]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''permille'': Chance of becoming pregnant on a pregnancy check.&lt;br /&gt;
&lt;br /&gt;
: This allows finer control over successful reproduction even when blacklisting based on season, temperature/climate, fertility cycle, and population are taken into account, to allow species that tend to reproduce too quickly to be fine-tuned for greater realism.&lt;br /&gt;
&lt;br /&gt;
: Default is whatever the current pregnancy chance is set to, which is probably buried deeply in the code somewhere...&lt;br /&gt;
&lt;br /&gt;
===General Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[HIBERNATION:season...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY, or one or more of SPRING, SUMMER, AUTUMN, and/or WINTER separated by colons.&lt;br /&gt;
&lt;br /&gt;
: A species which hibernates will not spawn on the map outside of the valid seasons -- it will remain comfortably within the site populations instead.  Species which hibernate will automatically go to sleep during fortress mode and remain asleep, requiring no food or water, until the end of the season.  At the end of the season, however, they will be set automatically to Hungry and Thirsty and will seek food to eat.  (Though many species which hibernate remain awake, and do eat and drink while hibernating, this implementation is far simpler to simulate.)&lt;br /&gt;
&lt;br /&gt;
=====''[CORPSE_SPECHEAT]'' / ''[CORPSE_LAYERING]'' / ''[CORPSE_CORPSE_BOILING_POINT]'' / etc.=====&lt;br /&gt;
&lt;br /&gt;
: These tokens would allow a being's corpse to have temperatures that are different than their living temperatures.  The primary usefulness would be in making creatures which spontaneously combust when killed (vampires in Blade series!) or creatures which burn while alive but turn into useless lumps when dead.  The current closest token, itemcorpse, only accomplishes the latter.&lt;br /&gt;
&lt;br /&gt;
: Cool beans!&lt;br /&gt;
&lt;br /&gt;
=====''[CHILD_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''species'': The species to assimilate, or NONE for all species&lt;br /&gt;
:* ''product'': The species produced, or NONE for this species&lt;br /&gt;
:* ''time'': The number of assimilation points it takes to totally assimilate that creature&lt;br /&gt;
&lt;br /&gt;
: The motivation behind this token is to allow goblins to transform captured children into their own kind.  Unlike the Trekkie assimilation, this is done in campaign time; each assimilation attempt takes one day, causing one assimilation point.  The transformation occurs when the number of assimilation points stored up for a given creature exceeds the specified time, in days.  Only one attempt could be made per creature per day.  Once the creature is assimilated and transformed into the new creature type, it treats the CHILD_CONVERTER as its parent.&lt;br /&gt;
&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Put that baby spell on me''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Put that magic jump on me''&lt;br /&gt;
: ''Slap that baby, make him free!''&lt;br /&gt;
&lt;br /&gt;
The closest current tag is SPOUSE_CONVERTER, which applies to compatible sexes and which lacks parameters.&lt;br /&gt;
&lt;br /&gt;
=====''[ASSIMILATE_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: As per CHILD_CONVERTER, but for any member of the targetted species.  The converted creature will become a faction member instead of a dynastic member.&lt;br /&gt;
&lt;br /&gt;
=== Thought Tokens ===&lt;br /&gt;
&lt;br /&gt;
=====''[MELANCHOLY:weight]'' / ''[BERSERKNESS:weight]'' / ''[MADNESS:weight]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''weight'': The odds that when the being suffers this form of insanity when pushed to depression.&lt;br /&gt;
&lt;br /&gt;
: This is designed to influence how exactly a given species behaves when it hits insanity.  The possible insanity forms are rolled against with weighted throws to determine which form of insanity takes hold.&lt;br /&gt;
&lt;br /&gt;
: Additional insanity types, as they are added, would also have corresponding weighting tokens added.  Gaining disturbing fetishes, becoming sociopathic (i.e., covert murder instead of overt murder when found alone with a potential victim), and acquiring debilitating phobias are all potential insanity forms that could be added to DF.&lt;br /&gt;
&lt;br /&gt;
: If a token for a corresponding insanity type does not appear, it takes on the default weighting of 100.&lt;br /&gt;
&lt;br /&gt;
=====''[LIMIT_HAPPINESS:min:max]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''min'': The minimum, default -100.&lt;br /&gt;
:* ''max'': The maximum, default 100.&lt;br /&gt;
&lt;br /&gt;
: This is designed to impose caps to the creature's possible happiness.  This also allows the creation of generally emotionless races, if you were to set both values to zero.&lt;br /&gt;
&lt;br /&gt;
: If the minimum is set above the unhappiness threshold, the being can never become insane due to unhappiness, so ideally there would be other penalties to unhappiness like having their work rate directly proportional to their current percentage of happiness or some such.&lt;br /&gt;
&lt;br /&gt;
: Mostly this token would be used to impose a maximum cap while leaving the minimum as -100, so certain beings are simply more prone to insanity.&lt;br /&gt;
&lt;br /&gt;
=====''[HAPPYMULT:percent]'' / ''[SADMULT:percent]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''percent'': The percentage by which thought modify the current happiness level.&lt;br /&gt;
&lt;br /&gt;
: This token makes some beings naturally more prone to becoming happy or to becoming sad as a result of unhappy thoughts.  If a being has HAPPYMULT 50 and SADMULT 100, for instance, then happy thoughts are one half as effective at making the being happy and sad thoughts are of normal effectiveness.&lt;br /&gt;
&lt;br /&gt;
: With high values for each, this makes beings have greater mood swings.  With low values for each, this makes beings more steady.  With low values for HAPPYMULT and high values for SADMULT, this makes the creatures tend towards depression.  The converse is true for high HAPPYMULT and low SADMULT.&lt;br /&gt;
&lt;br /&gt;
=====''[BAD_EMOTION:emotion]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''emotion'': The type of emotion that upsets the being when it is experienced.&lt;br /&gt;
&lt;br /&gt;
: '''Emotion Parameters:'''&lt;br /&gt;
:* FEAR: Causes the being to receive an unhappy thought every time it is forced to flee from an enemy.&lt;br /&gt;
:* ATTACK : Causes the being to receive an unhappy thought every time it is forced to fight.&lt;br /&gt;
:* KILL : Causes the being to receive an unhappy thought every time it is credited with a kill.&lt;br /&gt;
&lt;br /&gt;
: This token causes the being to receive a small unhappy thought each and every time it performs the indicated activity.  This can rapidly lead to insanity.&lt;br /&gt;
&lt;br /&gt;
: This is hard to quantify in human terms and would mostly be used to give certain behaviour to animals when they are otherwise experiencing unusual circumstances.  For instance, a normal being (who flees from conflict instead of stays and fights) with BERSERKNESS:500, SADMULT:500 and BAD_EMOTION:FEAR is being chased by a hunter.  The being will attempt to flee, and if the aggressor continually chases after it the being will be rapidly driven to go berserk and lash out at its attacker.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
* To allow females to be impregnated only by males, use OFFSPRING.&lt;br /&gt;
* To allow males to be impregnated by males or females or neuters, use MALEOFFSPRING.&lt;br /&gt;
* To allow males to be impregnated only by females, use OFFSPRING, and use OVIPOSITOR on both the male and female -- the male fertilizes the female's eggs, then the female inserts those eggs into the male's womb (implied via OVIPOSITOR).&lt;br /&gt;
* To allow females to be impregnated by males or females or neuters, use FEMALEOFFSPRING.&lt;br /&gt;
* To allow neuter-gendered beings to reproduce, use OFFSPRING.&lt;br /&gt;
* There is, at this time, no syntax for allowing a male to be impregnated only by a male.&lt;br /&gt;
* To make a hen which lays eggs regardless of whether it has been impregnated by a rooster, use [OVIPAROUS][INVOLUNTARY_EGGS].  If it lays eggs which have not been fertilized, the eggs are worthless (from a reproductive standpoint) and will rot.  They can be eaten as food.&lt;br /&gt;
* To make a [http://insects.tamu.edu/fieldguide/cimg329.html parasitic wasp]-like creature which lays eggs inside other creatures at will, use [OVIPAROUS][PARASITE_EGG].&lt;br /&gt;
* If you want the above-mentioned parasitic wasp to squirt out its egg if it cannot do so inside another creature (due to lack of supply of other creatures), also include [INVOLUNTARY_EGGS] and the wasp will occasionally lay an egg (to die) in the open.  This will piss it off, and you don't want to piss off a wasp.&lt;br /&gt;
&lt;br /&gt;
== Creature Variation Tokens ==&lt;br /&gt;
&lt;br /&gt;
=====''[CVCT_APPEND:...]'' =====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''...'': Colon-separated list of additional parameters to append to end of CVCT_MASTER token's parameters&lt;br /&gt;
&lt;br /&gt;
: As a fundamental improvement on my former ADD_BODY_TAG request, this would make use of existing CVCT functionality to allow appending parameters to existing tokens, with particular intention for use with a CVCT_MASTER:BODY (but fundamentally it should work with any tag, except perhaps for reciprocal creature variation tags).  There is presently no way of using creature variations to add new body parts to the BODY tag, only to replace existing parts within the tag (e.g., I can convert the fingers to talons, but I can't add three adamantium spikes to the existing hands and fingers ''unless I replace one of those existing body parts with itself while doing so''); this currently means that your creature variation tag must cover all possible usage scenarios instead of being properly generic -- i.e., instead of simply adding tags to the BODY, it has to target BASIC_1PARTBODY, BASIC_2PARTBODY, HUMANOID, HUMANOID_NECK, HUMANOID_HOOF, HUMANOID_NECK_HOOF, etc., etc....  The proposed new tag would neatly avoid that by allowing you to add any body part scot free, without worrying about what body parts are already there, proviso that you don't create an invalid body (which would simply appear in errorlog.txt as normal).&lt;br /&gt;
&lt;br /&gt;
: Note in particular that this would vastly simplify such things as sheep:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_VARIATION:BASIC_2HORNS]&lt;br /&gt;
 	[CV_CONVERT_TAG]&lt;br /&gt;
 		[CVCT_MASTER:BODY]&lt;br /&gt;
 		[CVCT_APPEND:2HEAD_HORN]&lt;br /&gt;
&lt;br /&gt;
: Instead of having two define the body token twice, once under CASTE:FEMALE and once under CASTE:MALE, the body tag could be defined once under the root (&amp;quot;all&amp;quot;) caste, and then a CREATURE_VARIATION could be applied to the male caste, [APPLY_CREATURE_VARIATION:BASIC_2HORNS].  The fact that such a tag would be generically useful for such things as demon variations of humanoids, etc. is also of note.&lt;br /&gt;
&lt;br /&gt;
== Body Tokens ==&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is used for injecting eggs into a victim.&lt;br /&gt;
&lt;br /&gt;
=====''[MILK]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is responsible for production of milk, and if destroyed the creature can no longer produce it or feed its offspring.  Multiple MILK organs correspond to a proportional reduction in ability to nurse their young.  Viable for udders for cows, goats, donkeys, etc.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTIVE_CONTRIBUTE]'' / ''[REPRODUCTIVE]'' =====&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE, this portion of the body is responsible for laying of eggs or (non-simulated) copulation, and if destroyed the creature can no longer reproduce.  Intended to allow entity-based punishments of castration (in world-gen, presumably).&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE_CONTRIBUTE, this allows some redundancy -- as long as there is at least one REPRODUCTIVE_CONTRIBUTE organ remaining, the animal can reproduce.  If all REPRODUCTIVE_CONTRIBUTE organs are missing, however, the creature can no longer reproduce.  Intended to allow gelding stallions and bulls or otherwise neutering male pets (removal of testes) or spaying female pets (removal of ovaries).&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=208339</id>
		<title>User:JT/Token Wishlist</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=208339"/>
		<updated>2014-07-28T19:06:48Z</updated>

		<summary type="html">&lt;p&gt;JT: modified ADD_BODY_TAG request into CVCT_APPEND&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creature Tokens==&lt;br /&gt;
&lt;br /&gt;
===Reproductive Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[OFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''mateid'': The creature ID of the species with which this being can reproduce.&lt;br /&gt;
:* ''offspringid'': The creature ID of the species which is produced by a successful mating with the above creature ID, or NOTHING to denote that there is a possibility/potential desire to be mated with by the given creature type but no chance of conception.&lt;br /&gt;
:* ''min'': The minimum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''max'': The maximum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''gestation'': The number of days of gestation.  Gestation period is calculated from this number &amp;amp;plusmn;5%.&lt;br /&gt;
:* ''weighting'': In the event of more than one OFFSPRING tag for a given mate type, the weighting determines the odds that a particular offspring is produced.&lt;br /&gt;
&lt;br /&gt;
: Allows a ''female'' member of the species to be impregnated by a ''male'' member of the given mate type.  This tag allows for complex intraspecies and interspecies reproductive capability, vastly expanding the existing functionality for creature breeding in the game.&lt;br /&gt;
&lt;br /&gt;
: In all cases, the OFFSPRING tag applies to the ''female'' of the species, for object-orientedness.  That is, a female of a species specifies which creature types can impregnate it.  If the species has no gender, it is assumed that the entire species is &amp;quot;female&amp;quot; for purposes of this token.&lt;br /&gt;
&lt;br /&gt;
: If no OFFSPRING tag is found for a species it is assumed to have the &amp;quot;implicit tag&amp;quot; [OFFSPRING:owntype:owntype:1:1:270:1], meaning that the species can reproduce with other members of its own species.  The various existing tags (LITTERSIZE, MULTIPLE_LITTER_RARE, etc.) all serve to modify the implicit tag, but have no effect if the creature defines any explicit OFFSPRING tags.  The implicit tag does not appear for any species with the NOGENDER or NOREPRODUCTION tags; if you wish for a non-gendered species to reproduce you must specifically provide OFFSPRING tags to that effect.  ''N.b.'', a creature with explicit tags which do not include its own creature ID will be incapable of reproduction with its own species; this allows folklore versions of nymphs which can reproduce successfully only with human males, for instance.&lt;br /&gt;
&lt;br /&gt;
: If an OFFSPRING tag exists, but the creature is also IMPOTENT towards that creature type, then the creature has no interest and any reproduction would have to be forced.  See IMPOTENT tag for further detail.&lt;br /&gt;
&lt;br /&gt;
: ''Examples:''&lt;br /&gt;
: (Mermaid)&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAID:1:1:270:5]&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAN:1:1:270:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:MERMAID, give the MERMAID the ability to reproduce with a CREATURE:MERMAN.  The mermaid will have a 1 in 6 chance of producing a merman, and a 5 in 6 chance of producing a mermaid.&lt;br /&gt;
&lt;br /&gt;
: (Horse)&lt;br /&gt;
:: [OFFSPRING:HORSE:HORSE:1:1:340:5]&lt;br /&gt;
:: [OFFSPRING:DONKEY:MULE:1:1:340:1]&lt;br /&gt;
:: [OFFSPRING:MULE:NOTHING:0:0:0:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:HORSE, allow the female horse to reproduce with a male horse to produce a foal of either gender (the CREATURE:HORSE has no [MALE] or [FEMALE] tag and thus has gender randomly assigned when it is birthed).  The horse can also be impregnated by a male CREATURE:DONKEY and will produce mules.  Finally, the mare is willing to engage in reproductive behaviour with a CREATURE:MULE, but conception is impossible (the rare instances of fertile mules are ignored for purposes of gameplay).  The mare will prefer to mate with stallions; if there is one stallion and one male donkey available, the mare will mate with the stallion 83% of the time if it can&amp;amp;mdash;if an animal caretaker wishes to produce mules, the animal caretaker would have to husband the mare and the donkey specifically in some fashion.&lt;br /&gt;
&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:1:1:270:98]&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:2:2:270:2]&lt;br /&gt;
:: [OFFSPRING:ORC:HALFORC:1:1:270:1]&lt;br /&gt;
:: Humans will give birth to a single child most of the time.  Approximately 2% of the time, a human mother will give birth to twins.  Human females can also be impregnated by male orcs, who will cause the human female to produce half-orc offspring of random gender.  See also IMPOTENT tag for unwillingness to mate, however.&lt;br /&gt;
&lt;br /&gt;
=====''[MALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The MALEOFFSPRING tag is a variant of the OFFSPRING tag which allows a ''male'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  If there is a reciprocal case of OFFSPRING and MALEOFFSPRING tags, denoting that either of the partners can be impregnated by the other, then the impregnated partner is chosen randomly.&lt;br /&gt;
&lt;br /&gt;
: This tag is used extremely rarely and is intended for cases where a male host can be impregnated in some fashion by another lifeform.  It is chiefly useful for hermaphroditic species (species with male and female genitals) which are still somewhat identifiable as either male or female.&lt;br /&gt;
&lt;br /&gt;
=====''[FEMALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The FEMALEOFFSPRING tag is another variant which allows a ''female'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  This allows for females to be impregnated by &amp;quot;females&amp;quot; of the other creature type, which is not otherwise possible with the MALEOFFSPRING or OFFSPRING tags.&lt;br /&gt;
&lt;br /&gt;
=====''[GESTATION:gestation]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''gestation'': The number of days of gestation, as per the OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Affects the &amp;quot;default&amp;quot; gestation of the creature for the purposes of its implicit OFFSPRING tag if the creature does not explicitly define one.&lt;br /&gt;
&lt;br /&gt;
=====''[IMPOTENT_ALL]'' / ''[IMPOTENT:creaturetype]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''creaturetype'': The type of creature with which this creature has no urge to mate.&lt;br /&gt;
&lt;br /&gt;
: The creature has no urge to mate.  It is still fertile, given an OFFSPRING tag (or the implicit OFFSPRING tag), and can thus be impregnated; however, males are impotent and females are unwilling, meaning that the creature does not represent a successful species.&lt;br /&gt;
&lt;br /&gt;
: If it is possible to be fertilised by another species which ''does'' have the urge to mate, via an OFFSPRING tag, then it can still reproduce if a member of the other species presents itself.  In other words, if one creature type has IMPOTENT towards a second creature type, but the second creature type does not circularly have IMPOTENT towards the first, then the second creature type is still interested in mating with the first creature type.&lt;br /&gt;
&lt;br /&gt;
: To Toady: The latter possibility would represent forced reproduction, which may be contrary to your moral integrity and may thus (at your option) remain unimplemented (rendering the existence of this tag moot); in such a case, an IMPOTENT tag in either direction would represent impossibility of reproduction or copulation (as opposed to OFFSPRING:PARTNER:NOTHING which represents willingness to mate, including the happy thoughts acquired from engaging in the reproductive act, but no successful offspring).&lt;br /&gt;
&lt;br /&gt;
: ''Example:''&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [IMPOTENT:ORC]&lt;br /&gt;
:: Human males are not interested in impregnating orc females, regardless of the possibility to do so, nor are human females interested in being impregnated by orc males.&lt;br /&gt;
&lt;br /&gt;
=====''[NOREPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: Implies IMPOTENT_ALL and eliminates the implicit OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Effectively, this means that the creature will be completely unwilling to mate and completely unable to produce offspring if it does.  If the creature includes any user-defined OFFSPRING or MALEOFFSPRING tags, the creature may still be impregnated by those means; however, it will not wittingly do so.&lt;br /&gt;
&lt;br /&gt;
=====''[NOGENDER]''=====&lt;br /&gt;
&lt;br /&gt;
: (Existing tag NO_GENDER revised to NOGENDER to be consistent, with clarifications as follows) The species has a &amp;quot;neuter&amp;quot; gender.  This eliminates the implicit OFFSPRING tag, to allow for the existence of magical constructs and sterile breeds.  The user may still add an OFFSPRING tag manually to allow the creature to reproduce (or desire to reproduce) in a sexual fashion.&lt;br /&gt;
&lt;br /&gt;
=====''[BOTH_IMPREGNATED]''=====&lt;br /&gt;
&lt;br /&gt;
: If there exists a circular OFFSPRING/MALEOFFSPRING/FEMALEOFFSPRING link between the two partners engaged in a reproductive act&amp;amp;mdash;for instance if the male can be impregnated by the female and the female can be impregnated by the male&amp;amp;mdash;then both partners will become impregnated after the act given this tag.&lt;br /&gt;
&lt;br /&gt;
: With this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* If only one partner may become impregnated, only that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
:Without this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, the female will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, the impregnated partner is selected randomly.&lt;br /&gt;
:* If only one partner may become impregnated, that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
=====''[EXTERNAL_FERTILIZE]''=====&lt;br /&gt;
&lt;br /&gt;
: A modifier tag for LAYS_EGGS, this indicates that the creature lays eggs without having sexual intercourse; the male of the species fertilises the eggs externally (such as in the case of a spawning salmon).  The eggs can shrivel or rot (depending on whether they are soft eggs or hard eggs).  If they are fertilised, the gestation time is reset and they will then grow on their own.&lt;br /&gt;
&lt;br /&gt;
=====''[WARMS_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If at least one caste includes this token, the eggs must be warmed in order to hatch.  The castes which possess this token will share in the effort of warming the eggs.&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
: The species injects its eggs into the eggs' nest (whether that &amp;quot;nest&amp;quot; is a womb, its partner, or an unwilling host), effectively meaning that the female impregnates the male instead of vice-versa.  This applies only to seahorses in the case of non-PARASITE_EGG and non-SAPOTROPH_EGG reproduction and is thus not a very critical feature.&lt;br /&gt;
&lt;br /&gt;
=====''[PARASITE_EGG]''=====&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the living body of another creature, which carries the eggs to term.  The eggs then hatch and the baby attacks the other creature from the inside in order to get out.  Contrary to what you might expect, this isn't meant to imply the ''Alien'' style of breeding, but rather the form of breeding exhibited by some forms of wasps.  Imagine the horror of being stung by a giant wasp with a paralytic stinger, who then injects her eggs into your body until they hatch and eat their way out!  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: An attack within the creature record must have an ATTACK_FLAG_OVIPOSITOR in order to allow implantation.&lt;br /&gt;
&lt;br /&gt;
=====''[SAPOTROPH_EGG:target]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''target'': The creature ID or creature class of the species where eggs are injected, or ANY for any dead body.&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the corpse of another creature, which carries the eggs to term.  The eggs then hatch and the litter emerges from the corpse.  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: The target can be a specific species, to reflect certain predatory flies which have specific creatures they target.&lt;br /&gt;
&lt;br /&gt;
=====''[KILLS_FOR_SAPOTROPH_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature after being impregnated will actively and aggressively manufacture corpses to lay eggs inside, if no corpses are already available.&lt;br /&gt;
&lt;br /&gt;
=====''[PREGNANT_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: Once impregnated by a given other creature, the creature is thereafter permanently impregnated by that creature and will continuously produce offspring from that genetic material after each successive delivery.  If another partner impregnates it, it will then continously produce offspring from its new partner (the new partner having effectively replaced the genetic material from the first partner with its own).  Unless genetic traits from specific parents are introduced, the new partner must be of a different creature type for this replacement to have any effect.&lt;br /&gt;
&lt;br /&gt;
: This method of reproduction is most often seen in queen ants and queen bees of the insect order of hymenoptera.  The queen maintains as much of her mate's DNA as required to fertilize her own offspring once the male has impregnated her during her mating flight.&lt;br /&gt;
&lt;br /&gt;
: You could assign this variable to rats, since rats are born pregnant.  (Yes, that's a joke.)&lt;br /&gt;
&lt;br /&gt;
=====''[VOLUNTARY_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If a LAYS_EGGS creature has this tag, it is allowed to choose whether or not to lay eggs; it does not lay eggs at every reproductive cycle unless they are fertilized.&lt;br /&gt;
&lt;br /&gt;
: If the creature lays an egg uselessly, it will receive a bad thought (if it lays an egg usefully, it will receive a good thought).  Good living conditions can make up for the bad thoughts from failing to reproduce.&lt;br /&gt;
&lt;br /&gt;
: An unfertilised egg will remain intact once laid, but can rot naturally just like any other food item left to its own devices.&lt;br /&gt;
&lt;br /&gt;
=====''[ASEXUAL:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature reproduces asexually and does not need another creature to fertilise it or otherwise provide genetic material.&lt;br /&gt;
&lt;br /&gt;
=====''[INFANT_MORTALITY:number:ratio]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The number out of the ratio that will die&lt;br /&gt;
:* ''ratio'': The total ratio of surviving and extinct offspring by reaching childhood (or maturity, if no BABY tag)&lt;br /&gt;
&lt;br /&gt;
: This causes infants of the creature to die during world gen, or spontaneously during fortress mode when outdoors (based on implied predation), based on the given ratio of dead offspring to the total ratio.  For instance, if INFANT_MORTALITY:3:1000, then there is a 3 in 1000 chance that any given member of the species will die within its infancy.&lt;br /&gt;
&lt;br /&gt;
: This is intended to balance creatures which lay massive egg clutches, as they do so in reality in order to counterbalance their extremely low infant survival rates: for instance, infant crocodiles are frequently eaten by birds and even fish.  Turtles also employ similar mass-clutch laying based on the same principle.&lt;br /&gt;
&lt;br /&gt;
=====''[PARENTAL_ADOPTION:minimum:maximum]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The minimum number of offspring per litter that parents will raise.&lt;br /&gt;
:* ''number'': The maximum number of offspring per litter that parents will raise, allowing the others to die.&lt;br /&gt;
&lt;br /&gt;
: This is intended to represent the behaviour of pandas, where they may occasionally have multiple births but will adopt only the strongest of their infants.  Creatures with this tag will choose the offspring in the litter that has the highest average attributes.  Theoretically this helps ensure the survival of the species, however barbaric it may seem to we humans who care so deeply about our own offspring (but then again, it hasn't exactly worked out well for pandas so far -- and actually, as carnivores that live in mountainous areas and prefer to eat bamboo that grows on flatter ground, they really are a species that just doesn't want to survive...).&lt;br /&gt;
&lt;br /&gt;
=====''[ALPHA_REPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag forces only one mated pair per population cluster (i.e., CLUSTER_NUMBER) to reproduce.  Only the female with the highest attributes will bear offspring, with all other females in the group simply being suppressed from mating.  This inborn social control reduces overpopulation among animals that bear large numbers of offspring.&lt;br /&gt;
&lt;br /&gt;
=====''[SOULMATE]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag causes a species to have only one mate at a time.  Once it has found a mate, it will remain with that mate, and it will not reproduce unless its mate is accessible.  If its mate is killed or passes away naturally, it will receive an unhappy thought even if it is not an [INTELLIGENT] species, but it will then be capable of finding another mate.  Most humanoids demonstrate this behaviour.&lt;br /&gt;
&lt;br /&gt;
=====''[SOULMATE_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag causes a species to seek only one mate during its lifetime.  It will receive an indefinite unhappy thought when its soulmate dies, and will never again seek another mate.  Seahorses fit this behaviour.&lt;br /&gt;
&lt;br /&gt;
=====''[SEASONAL_REPRODUCTION:season...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY, or one or more of SPRING, SUMMER, AUTUMN, and/or WINTER separated by colons.&lt;br /&gt;
&lt;br /&gt;
: This tag means that the species is only seasonally fertile, in that it will reproduce only in certain seasons; e.g., [SEASONAL_REPRODUCTION:SPRING].  When a fertile season begins, the animal resumes normal computation of its fertility cycles.  When the season ends (and the next season is no longer fertile), the being is suppressed from mating; the fertility cycle counter halts, to resume from where it left off in the next fertile season.&lt;br /&gt;
&lt;br /&gt;
: This allows limiting certain species' reproductive intervals to reduce overpopulation due to year-round reproduction.&lt;br /&gt;
&lt;br /&gt;
: Default is [SEASONAL_REPRODUCTION:ANY].&lt;br /&gt;
&lt;br /&gt;
=====''[TEMPERATE_REPRODUCTION:weather...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY; one or more of SCORCHING, HOT, WARM, TEMPERATE, COOL, COLD, or FREEZING, separated by colons; or a specific temperature range ''min'':''max'' in degrees Urist.&lt;br /&gt;
&lt;br /&gt;
: e.g., [TEMPERATE_REPRODUCTION:ANY], [TEMPERATE_REPRODUCTION:SCORCHING:HOT:WARM], [TEMPERATE_REPRODUCTION:10000:10060]&lt;br /&gt;
&lt;br /&gt;
: In addition to a blacklist based on SEASONAL_REPRODUCTION, a species may also have its fertility blacklist set to certain weather, to prevent it from reproducing in environmental conditions that are hostile to it or its offspring.  It is intended more for fortress mode (and ostensibly adventure mode in the far future), to prevent species that have been imported from breeding successfully in hostile environments, as BIOME already serves as an adequate limiter on worldgen populations.&lt;br /&gt;
&lt;br /&gt;
: Default is [TEMPERATE_REPRODUCTION:ANY].&lt;br /&gt;
&lt;br /&gt;
=====''[CONDITIONAL_FERTILITY:population]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''population'': The population limit of the species within the region.&lt;br /&gt;
&lt;br /&gt;
: This tag allows a population to be conditionally fertile, based on its population number per unit area; if the population exceeds the specified number, all fertility cycles halt until the population falls.  Aside from its metagame usefulness for controlling populations for better frame rates, it represents those species in reality which are genuinely capable of conditional fertility.  As with other caps, it is a soft cap -- multiple births in a litter or pre-existing pregnancies can bring the population over the cap.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTION_FREQUENCY:days:duration]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''days'': The number of days between subsequent fertility cycles.&lt;br /&gt;
:* ''duration'': The length of days (overlapping with the ''days'' parameter) during which the animal is fertile.&lt;br /&gt;
&lt;br /&gt;
: This controls the frequency of a species' reproductive cycles, blacklisting animals from becoming pregnant outside of their fertility periods.&lt;br /&gt;
&lt;br /&gt;
: For code simplicity, since the oestrus event itself wouldn't simulated (although simulating it would be of particular realism interest for keen-sensed animals, especially bloodthirsty animals like sharks or ''Pitch Black''-style blind predators), it would be easier just to make the &amp;quot;fertile&amp;quot; period begin immediately when the cycle begins, rather than halfway through.&lt;br /&gt;
&lt;br /&gt;
: The default is the standard human 28-day cycle, [REPRODUCTION_FREQUENCY:28:5] -- the female is fertile for 5 days out of every 28-day period.  If a fertility check falls on this interval... congratulations!&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTION_SUCCESS:permille]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''permille'': Chance of becoming pregnant on a pregnancy check.&lt;br /&gt;
&lt;br /&gt;
: This allows finer control over successful reproduction even when blacklisting based on season, temperature/climate, fertility cycle, and population are taken into account, to allow species that tend to reproduce too quickly to be fine-tuned for greater realism.&lt;br /&gt;
&lt;br /&gt;
: Default is whatever the current pregnancy chance is set to, which is probably buried deeply in the code somewhere...&lt;br /&gt;
&lt;br /&gt;
===General Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[HIBERNATION:season...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY, or one or more of SPRING, SUMMER, AUTUMN, and/or WINTER separated by colons.&lt;br /&gt;
&lt;br /&gt;
: A species which hibernates will not spawn on the map outside of the valid seasons -- it will remain comfortably within the site populations instead.  Species which hibernate will automatically go to sleep during fortress mode and remain asleep, requiring no food or water, until the end of the season.  At the end of the season, however, they will be set automatically to Hungry and Thirsty and will seek food to eat.  (Though many species which hibernate remain awake, and do eat and drink while hibernating, this implementation is far simpler to simulate.)&lt;br /&gt;
&lt;br /&gt;
=====''[CORPSE_SPECHEAT]'' / ''[CORPSE_LAYERING]'' / ''[CORPSE_CORPSE_BOILING_POINT]'' / etc.=====&lt;br /&gt;
&lt;br /&gt;
: These tokens would allow a being's corpse to have temperatures that are different than their living temperatures.  The primary usefulness would be in making creatures which spontaneously combust when killed (vampires in Blade series!) or creatures which burn while alive but turn into useless lumps when dead.  The current closest token, itemcorpse, only accomplishes the latter.&lt;br /&gt;
&lt;br /&gt;
: Cool beans!&lt;br /&gt;
&lt;br /&gt;
=====''[CHILD_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''species'': The species to assimilate, or NONE for all species&lt;br /&gt;
:* ''product'': The species produced, or NONE for this species&lt;br /&gt;
:* ''time'': The number of assimilation points it takes to totally assimilate that creature&lt;br /&gt;
&lt;br /&gt;
: The motivation behind this token is to allow goblins to transform captured children into their own kind.  Unlike the Trekkie assimilation, this is done in campaign time; each assimilation attempt takes one day, causing one assimilation point.  The transformation occurs when the number of assimilation points stored up for a given creature exceeds the specified time, in days.  Only one attempt could be made per creature per day.  Once the creature is assimilated and transformed into the new creature type, it treats the CHILD_CONVERTER as its parent.&lt;br /&gt;
&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Put that baby spell on me''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Put that magic jump on me''&lt;br /&gt;
: ''Slap that baby, make him free!''&lt;br /&gt;
&lt;br /&gt;
The closest current tag is SPOUSE_CONVERTER, which applies to compatible sexes and which lacks parameters.&lt;br /&gt;
&lt;br /&gt;
=====''[ASSIMILATE_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: As per CHILD_CONVERTER, but for any member of the targetted species.  The converted creature will become a faction member instead of a dynastic member.&lt;br /&gt;
&lt;br /&gt;
=== Thought Tokens ===&lt;br /&gt;
&lt;br /&gt;
=====''[MELANCHOLY:weight]'' / ''[BERSERKNESS:weight]'' / ''[MADNESS:weight]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''weight'': The odds that when the being suffers this form of insanity when pushed to depression.&lt;br /&gt;
&lt;br /&gt;
: This is designed to influence how exactly a given species behaves when it hits insanity.  The possible insanity forms are rolled against with weighted throws to determine which form of insanity takes hold.&lt;br /&gt;
&lt;br /&gt;
: Additional insanity types, as they are added, would also have corresponding weighting tokens added.  Gaining disturbing fetishes, becoming sociopathic (i.e., covert murder instead of overt murder when found alone with a potential victim), and acquiring debilitating phobias are all potential insanity forms that could be added to DF.&lt;br /&gt;
&lt;br /&gt;
: If a token for a corresponding insanity type does not appear, it takes on the default weighting of 100.&lt;br /&gt;
&lt;br /&gt;
=====''[LIMIT_HAPPINESS:min:max]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''min'': The minimum, default -100.&lt;br /&gt;
:* ''max'': The maximum, default 100.&lt;br /&gt;
&lt;br /&gt;
: This is designed to impose caps to the creature's possible happiness.  This also allows the creation of generally emotionless races, if you were to set both values to zero.&lt;br /&gt;
&lt;br /&gt;
: If the minimum is set above the unhappiness threshold, the being can never become insane due to unhappiness, so ideally there would be other penalties to unhappiness like having their work rate directly proportional to their current percentage of happiness or some such.&lt;br /&gt;
&lt;br /&gt;
: Mostly this token would be used to impose a maximum cap while leaving the minimum as -100, so certain beings are simply more prone to insanity.&lt;br /&gt;
&lt;br /&gt;
=====''[HAPPYMULT:percent]'' / ''[SADMULT:percent]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''percent'': The percentage by which thought modify the current happiness level.&lt;br /&gt;
&lt;br /&gt;
: This token makes some beings naturally more prone to becoming happy or to becoming sad as a result of unhappy thoughts.  If a being has HAPPYMULT 50 and SADMULT 100, for instance, then happy thoughts are one half as effective at making the being happy and sad thoughts are of normal effectiveness.&lt;br /&gt;
&lt;br /&gt;
: With high values for each, this makes beings have greater mood swings.  With low values for each, this makes beings more steady.  With low values for HAPPYMULT and high values for SADMULT, this makes the creatures tend towards depression.  The converse is true for high HAPPYMULT and low SADMULT.&lt;br /&gt;
&lt;br /&gt;
=====''[BAD_EMOTION:emotion]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''emotion'': The type of emotion that upsets the being when it is experienced.&lt;br /&gt;
&lt;br /&gt;
: '''Emotion Parameters:'''&lt;br /&gt;
:* FEAR: Causes the being to receive an unhappy thought every time it is forced to flee from an enemy.&lt;br /&gt;
:* ATTACK : Causes the being to receive an unhappy thought every time it is forced to fight.&lt;br /&gt;
:* KILL : Causes the being to receive an unhappy thought every time it is credited with a kill.&lt;br /&gt;
&lt;br /&gt;
: This token causes the being to receive a small unhappy thought each and every time it performs the indicated activity.  This can rapidly lead to insanity.&lt;br /&gt;
&lt;br /&gt;
: This is hard to quantify in human terms and would mostly be used to give certain behaviour to animals when they are otherwise experiencing unusual circumstances.  For instance, a normal being (who flees from conflict instead of stays and fights) with BERSERKNESS:500, SADMULT:500 and BAD_EMOTION:FEAR is being chased by a hunter.  The being will attempt to flee, and if the aggressor continually chases after it the being will be rapidly driven to go berserk and lash out at its attacker.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
* To allow females to be impregnated only by males, use OFFSPRING.&lt;br /&gt;
* To allow males to be impregnated by males or females or neuters, use MALEOFFSPRING.&lt;br /&gt;
* To allow males to be impregnated only by females, use OFFSPRING, and use OVIPOSITOR on both the male and female -- the male fertilizes the female's eggs, then the female inserts those eggs into the male's womb (implied via OVIPOSITOR).&lt;br /&gt;
* To allow females to be impregnated by males or females or neuters, use FEMALEOFFSPRING.&lt;br /&gt;
* To allow neuter-gendered beings to reproduce, use OFFSPRING.&lt;br /&gt;
* There is, at this time, no syntax for allowing a male to be impregnated only by a male.&lt;br /&gt;
* To make a hen which lays eggs regardless of whether it has been impregnated by a rooster, use [OVIPAROUS][INVOLUNTARY_EGGS].  If it lays eggs which have not been fertilized, the eggs are worthless (from a reproductive standpoint) and will rot.  They can be eaten as food.&lt;br /&gt;
* To make a [http://insects.tamu.edu/fieldguide/cimg329.html parasitic wasp]-like creature which lays eggs inside other creatures at will, use [OVIPAROUS][PARASITE_EGG].&lt;br /&gt;
* If you want the above-mentioned parasitic wasp to squirt out its egg if it cannot do so inside another creature (due to lack of supply of other creatures), also include [INVOLUNTARY_EGGS] and the wasp will occasionally lay an egg (to die) in the open.  This will piss it off, and you don't want to piss off a wasp.&lt;br /&gt;
&lt;br /&gt;
== Creature Variation Tokens ==&lt;br /&gt;
&lt;br /&gt;
=====''[CVCT_APPEND:...]'' =====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''...'': Colon-separated list of additional parameters to append to end of CVCT_MASTER token's parameters&lt;br /&gt;
&lt;br /&gt;
: As a fundamental improvement on my former ADD_BODY_TAG request, this would make use of existing CVCT functionality to allow appending parameters to existing tokens, with particular intention for use with a CVCT_MASTER:BODY (but fundamentally it should work with any tag, except perhaps than reciprocal creature variation tags).  There is presently no way of using creature variations to add new body parts to the BODY tag, only to replace existing parts within the tag (e.g., I can convert the fingers to talons, but I can't add three adamantium spikes to the existing hands and fingers ''unless I replace one of those existing body parts with itself while doing so'').  This means that your creature variation tag must cover all possible usage scenarios instead of being properly generic -- i.e., instead of simply adding tags to the BODY, it has to target BASIC_1PARTBODY, BASIC_2PARTBODY, HUMANOID, HUMANOID_NECK, HUMANOID_HOOF, HUMANOID_NECK_HOOF, etc., etc....&lt;br /&gt;
&lt;br /&gt;
: Note in particular that this would vastly simplify such things as sheep:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_VARIATION:BASIC_2HORNS]&lt;br /&gt;
 	[CV_CONVERT_TAG]&lt;br /&gt;
 		[CVCT_MASTER:BODY]&lt;br /&gt;
 		[CVCT_APPEND:2HEAD_HORN]&lt;br /&gt;
&lt;br /&gt;
: Instead of having two define the body token twice, once under CASTE:FEMALE and once under CASTE:MALE, the body tag could be defined once under the root (&amp;quot;all&amp;quot;) caste, and then a CREATURE_VARIATION could be applied to the male caste, [APPLY_CREATURE_VARIATION:BASIC_2HORNS].  The fact that such a tag would be generically useful for such things as demon variations of humanoids, etc. is also of note.&lt;br /&gt;
&lt;br /&gt;
== Body Tokens ==&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is used for injecting eggs into a victim.&lt;br /&gt;
&lt;br /&gt;
=====''[MILK]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is responsible for production of milk, and if destroyed the creature can no longer produce it or feed its offspring.  Multiple MILK organs correspond to a proportional reduction in ability to nurse their young.  Viable for udders for cows, goats, donkeys, etc.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTIVE_CONTRIBUTE]'' / ''[REPRODUCTIVE]'' =====&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE, this portion of the body is responsible for laying of eggs or (non-simulated) copulation, and if destroyed the creature can no longer reproduce.  Intended to allow entity-based punishments of castration (in world-gen, presumably).&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE_CONTRIBUTE, this allows some redundancy -- as long as there is at least one REPRODUCTIVE_CONTRIBUTE organ remaining, the animal can reproduce.  If all REPRODUCTIVE_CONTRIBUTE organs are missing, however, the creature can no longer reproduce.  Intended to allow gelding stallions and bulls or otherwise neutering male pets (removal of testes) or spaying female pets (removal of ovaries).&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=207136</id>
		<title>User:JT/Token Wishlist</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=207136"/>
		<updated>2014-07-23T01:20:47Z</updated>

		<summary type="html">&lt;p&gt;JT: note to self: when looking up the correct tag to use, don't rely on a badly-written object definition as your source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creature Tokens==&lt;br /&gt;
&lt;br /&gt;
===Reproductive Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[OFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''mateid'': The creature ID of the species with which this being can reproduce.&lt;br /&gt;
:* ''offspringid'': The creature ID of the species which is produced by a successful mating with the above creature ID, or NOTHING to denote that there is a possibility/potential desire to be mated with by the given creature type but no chance of conception.&lt;br /&gt;
:* ''min'': The minimum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''max'': The maximum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''gestation'': The number of days of gestation.  Gestation period is calculated from this number &amp;amp;plusmn;5%.&lt;br /&gt;
:* ''weighting'': In the event of more than one OFFSPRING tag for a given mate type, the weighting determines the odds that a particular offspring is produced.&lt;br /&gt;
&lt;br /&gt;
: Allows a ''female'' member of the species to be impregnated by a ''male'' member of the given mate type.  This tag allows for complex intraspecies and interspecies reproductive capability, vastly expanding the existing functionality for creature breeding in the game.&lt;br /&gt;
&lt;br /&gt;
: In all cases, the OFFSPRING tag applies to the ''female'' of the species, for object-orientedness.  That is, a female of a species specifies which creature types can impregnate it.  If the species has no gender, it is assumed that the entire species is &amp;quot;female&amp;quot; for purposes of this token.&lt;br /&gt;
&lt;br /&gt;
: If no OFFSPRING tag is found for a species it is assumed to have the &amp;quot;implicit tag&amp;quot; [OFFSPRING:owntype:owntype:1:1:270:1], meaning that the species can reproduce with other members of its own species.  The various existing tags (LITTERSIZE, MULTIPLE_LITTER_RARE, etc.) all serve to modify the implicit tag, but have no effect if the creature defines any explicit OFFSPRING tags.  The implicit tag does not appear for any species with the NOGENDER or NOREPRODUCTION tags; if you wish for a non-gendered species to reproduce you must specifically provide OFFSPRING tags to that effect.  ''N.b.'', a creature with explicit tags which do not include its own creature ID will be incapable of reproduction with its own species; this allows folklore versions of nymphs which can reproduce successfully only with human males, for instance.&lt;br /&gt;
&lt;br /&gt;
: If an OFFSPRING tag exists, but the creature is also IMPOTENT towards that creature type, then the creature has no interest and any reproduction would have to be forced.  See IMPOTENT tag for further detail.&lt;br /&gt;
&lt;br /&gt;
: ''Examples:''&lt;br /&gt;
: (Mermaid)&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAID:1:1:270:5]&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAN:1:1:270:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:MERMAID, give the MERMAID the ability to reproduce with a CREATURE:MERMAN.  The mermaid will have a 1 in 6 chance of producing a merman, and a 5 in 6 chance of producing a mermaid.&lt;br /&gt;
&lt;br /&gt;
: (Horse)&lt;br /&gt;
:: [OFFSPRING:HORSE:HORSE:1:1:340:5]&lt;br /&gt;
:: [OFFSPRING:DONKEY:MULE:1:1:340:1]&lt;br /&gt;
:: [OFFSPRING:MULE:NOTHING:0:0:0:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:HORSE, allow the female horse to reproduce with a male horse to produce a foal of either gender (the CREATURE:HORSE has no [MALE] or [FEMALE] tag and thus has gender randomly assigned when it is birthed).  The horse can also be impregnated by a male CREATURE:DONKEY and will produce mules.  Finally, the mare is willing to engage in reproductive behaviour with a CREATURE:MULE, but conception is impossible (the rare instances of fertile mules are ignored for purposes of gameplay).  The mare will prefer to mate with stallions; if there is one stallion and one male donkey available, the mare will mate with the stallion 83% of the time if it can&amp;amp;mdash;if an animal caretaker wishes to produce mules, the animal caretaker would have to husband the mare and the donkey specifically in some fashion.&lt;br /&gt;
&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:1:1:270:98]&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:2:2:270:2]&lt;br /&gt;
:: [OFFSPRING:ORC:HALFORC:1:1:270:1]&lt;br /&gt;
:: Humans will give birth to a single child most of the time.  Approximately 2% of the time, a human mother will give birth to twins.  Human females can also be impregnated by male orcs, who will cause the human female to produce half-orc offspring of random gender.  See also IMPOTENT tag for unwillingness to mate, however.&lt;br /&gt;
&lt;br /&gt;
=====''[MALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The MALEOFFSPRING tag is a variant of the OFFSPRING tag which allows a ''male'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  If there is a reciprocal case of OFFSPRING and MALEOFFSPRING tags, denoting that either of the partners can be impregnated by the other, then the impregnated partner is chosen randomly.&lt;br /&gt;
&lt;br /&gt;
: This tag is used extremely rarely and is intended for cases where a male host can be impregnated in some fashion by another lifeform.  It is chiefly useful for hermaphroditic species (species with male and female genitals) which are still somewhat identifiable as either male or female.&lt;br /&gt;
&lt;br /&gt;
=====''[FEMALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The FEMALEOFFSPRING tag is another variant which allows a ''female'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  This allows for females to be impregnated by &amp;quot;females&amp;quot; of the other creature type, which is not otherwise possible with the MALEOFFSPRING or OFFSPRING tags.&lt;br /&gt;
&lt;br /&gt;
=====''[GESTATION:gestation]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''gestation'': The number of days of gestation, as per the OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Affects the &amp;quot;default&amp;quot; gestation of the creature for the purposes of its implicit OFFSPRING tag if the creature does not explicitly define one.&lt;br /&gt;
&lt;br /&gt;
=====''[IMPOTENT_ALL]'' / ''[IMPOTENT:creaturetype]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''creaturetype'': The type of creature with which this creature has no urge to mate.&lt;br /&gt;
&lt;br /&gt;
: The creature has no urge to mate.  It is still fertile, given an OFFSPRING tag (or the implicit OFFSPRING tag), and can thus be impregnated; however, males are impotent and females are unwilling, meaning that the creature does not represent a successful species.&lt;br /&gt;
&lt;br /&gt;
: If it is possible to be fertilised by another species which ''does'' have the urge to mate, via an OFFSPRING tag, then it can still reproduce if a member of the other species presents itself.  In other words, if one creature type has IMPOTENT towards a second creature type, but the second creature type does not circularly have IMPOTENT towards the first, then the second creature type is still interested in mating with the first creature type.&lt;br /&gt;
&lt;br /&gt;
: To Toady: The latter possibility would represent forced reproduction, which may be contrary to your moral integrity and may thus (at your option) remain unimplemented (rendering the existence of this tag moot); in such a case, an IMPOTENT tag in either direction would represent impossibility of reproduction or copulation (as opposed to OFFSPRING:PARTNER:NOTHING which represents willingness to mate, including the happy thoughts acquired from engaging in the reproductive act, but no successful offspring).&lt;br /&gt;
&lt;br /&gt;
: ''Example:''&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [IMPOTENT:ORC]&lt;br /&gt;
:: Human males are not interested in impregnating orc females, regardless of the possibility to do so, nor are human females interested in being impregnated by orc males.&lt;br /&gt;
&lt;br /&gt;
=====''[NOREPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: Implies IMPOTENT_ALL and eliminates the implicit OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Effectively, this means that the creature will be completely unwilling to mate and completely unable to produce offspring if it does.  If the creature includes any user-defined OFFSPRING or MALEOFFSPRING tags, the creature may still be impregnated by those means; however, it will not wittingly do so.&lt;br /&gt;
&lt;br /&gt;
=====''[NOGENDER]''=====&lt;br /&gt;
&lt;br /&gt;
: (Existing tag NO_GENDER revised to NOGENDER to be consistent, with clarifications as follows) The species has a &amp;quot;neuter&amp;quot; gender.  This eliminates the implicit OFFSPRING tag, to allow for the existence of magical constructs and sterile breeds.  The user may still add an OFFSPRING tag manually to allow the creature to reproduce (or desire to reproduce) in a sexual fashion.&lt;br /&gt;
&lt;br /&gt;
=====''[BOTH_IMPREGNATED]''=====&lt;br /&gt;
&lt;br /&gt;
: If there exists a circular OFFSPRING/MALEOFFSPRING/FEMALEOFFSPRING link between the two partners engaged in a reproductive act&amp;amp;mdash;for instance if the male can be impregnated by the female and the female can be impregnated by the male&amp;amp;mdash;then both partners will become impregnated after the act given this tag.&lt;br /&gt;
&lt;br /&gt;
: With this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* If only one partner may become impregnated, only that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
:Without this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, the female will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, the impregnated partner is selected randomly.&lt;br /&gt;
:* If only one partner may become impregnated, that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
=====''[EXTERNAL_FERTILIZE]''=====&lt;br /&gt;
&lt;br /&gt;
: A modifier tag for LAYS_EGGS, this indicates that the creature lays eggs without having sexual intercourse; the male of the species fertilises the eggs externally (such as in the case of a spawning salmon).  The eggs can shrivel or rot (depending on whether they are soft eggs or hard eggs).  If they are fertilised, the gestation time is reset and they will then grow on their own.&lt;br /&gt;
&lt;br /&gt;
=====''[WARMS_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If at least one caste includes this token, the eggs must be warmed in order to hatch.  The castes which possess this token will share in the effort of warming the eggs.&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
: The species injects its eggs into the eggs' nest (whether that &amp;quot;nest&amp;quot; is a womb, its partner, or an unwilling host), effectively meaning that the female impregnates the male instead of vice-versa.  This applies only to seahorses in the case of non-PARASITE_EGG and non-SAPOTROPH_EGG reproduction and is thus not a very critical feature.&lt;br /&gt;
&lt;br /&gt;
=====''[PARASITE_EGG]''=====&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the living body of another creature, which carries the eggs to term.  The eggs then hatch and the baby attacks the other creature from the inside in order to get out.  Contrary to what you might expect, this isn't meant to imply the ''Alien'' style of breeding, but rather the form of breeding exhibited by some forms of wasps.  Imagine the horror of being stung by a giant wasp with a paralytic stinger, who then injects her eggs into your body until they hatch and eat their way out!  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: An attack within the creature record must have an ATTACK_FLAG_OVIPOSITOR in order to allow implantation.&lt;br /&gt;
&lt;br /&gt;
=====''[SAPOTROPH_EGG:target]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''target'': The creature ID or creature class of the species where eggs are injected, or ANY for any dead body.&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the corpse of another creature, which carries the eggs to term.  The eggs then hatch and the litter emerges from the corpse.  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: The target can be a specific species, to reflect certain predatory flies which have specific creatures they target.&lt;br /&gt;
&lt;br /&gt;
=====''[KILLS_FOR_SAPOTROPH_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature after being impregnated will actively and aggressively manufacture corpses to lay eggs inside, if no corpses are already available.&lt;br /&gt;
&lt;br /&gt;
=====''[PREGNANT_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: Once impregnated by a given other creature, the creature is thereafter permanently impregnated by that creature and will continuously produce offspring from that genetic material after each successive delivery.  If another partner impregnates it, it will then continously produce offspring from its new partner (the new partner having effectively replaced the genetic material from the first partner with its own).  Unless genetic traits from specific parents are introduced, the new partner must be of a different creature type for this replacement to have any effect.&lt;br /&gt;
&lt;br /&gt;
: This method of reproduction is most often seen in queen ants and queen bees of the insect order of hymenoptera.  The queen maintains as much of her mate's DNA as required to fertilize her own offspring once the male has impregnated her during her mating flight.&lt;br /&gt;
&lt;br /&gt;
: You could assign this variable to rats, since rats are born pregnant.  (Yes, that's a joke.)&lt;br /&gt;
&lt;br /&gt;
=====''[VOLUNTARY_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If a LAYS_EGGS creature has this tag, it is allowed to choose whether or not to lay eggs; it does not lay eggs at every reproductive cycle unless they are fertilized.&lt;br /&gt;
&lt;br /&gt;
: If the creature lays an egg uselessly, it will receive a bad thought (if it lays an egg usefully, it will receive a good thought).  Good living conditions can make up for the bad thoughts from failing to reproduce.&lt;br /&gt;
&lt;br /&gt;
: An unfertilised egg will remain intact once laid, but can rot naturally just like any other food item left to its own devices.&lt;br /&gt;
&lt;br /&gt;
=====''[ASEXUAL:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature reproduces asexually and does not need another creature to fertilise it or otherwise provide genetic material.&lt;br /&gt;
&lt;br /&gt;
=====''[INFANT_MORTALITY:number:ratio]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The number out of the ratio that will die&lt;br /&gt;
:* ''ratio'': The total ratio of surviving and extinct offspring by reaching childhood (or maturity, if no BABY tag)&lt;br /&gt;
&lt;br /&gt;
: This causes infants of the creature to die during world gen, or spontaneously during fortress mode when outdoors (based on implied predation), based on the given ratio of dead offspring to the total ratio.  For instance, if INFANT_MORTALITY:3:1000, then there is a 3 in 1000 chance that any given member of the species will die within its infancy.&lt;br /&gt;
&lt;br /&gt;
: This is intended to balance creatures which lay massive egg clutches, as they do so in reality in order to counterbalance their extremely low infant survival rates: for instance, infant crocodiles are frequently eaten by birds and even fish.  Turtles also employ similar mass-clutch laying based on the same principle.&lt;br /&gt;
&lt;br /&gt;
=====''[PARENTAL_ADOPTION:minimum:maximum]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The minimum number of offspring per litter that parents will raise.&lt;br /&gt;
:* ''number'': The maximum number of offspring per litter that parents will raise, allowing the others to die.&lt;br /&gt;
&lt;br /&gt;
: This is intended to represent the behaviour of pandas, where they may occasionally have multiple births but will adopt only the strongest of their infants.  Creatures with this tag will choose the offspring in the litter that has the highest average attributes.  Theoretically this helps ensure the survival of the species, however barbaric it may seem to we humans who care so deeply about our own offspring (but then again, it hasn't exactly worked out well for pandas so far -- and actually, as carnivores that live in mountainous areas and prefer to eat bamboo that grows on flatter ground, they really are a species that just doesn't want to survive...).&lt;br /&gt;
&lt;br /&gt;
=====''[ALPHA_REPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag forces only one mated pair per population cluster (i.e., CLUSTER_NUMBER) to reproduce.  Only the female with the highest attributes will bear offspring, with all other females in the group simply being suppressed from mating.  This inborn social control reduces overpopulation among animals that bear large numbers of offspring.&lt;br /&gt;
&lt;br /&gt;
=====''[SOULMATE]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag causes a species to have only one mate at a time.  Once it has found a mate, it will remain with that mate, and it will not reproduce unless its mate is accessible.  If its mate is killed or passes away naturally, it will receive an unhappy thought even if it is not an [INTELLIGENT] species, but it will then be capable of finding another mate.  Most humanoids demonstrate this behaviour.&lt;br /&gt;
&lt;br /&gt;
=====''[SOULMATE_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag causes a species to seek only one mate during its lifetime.  It will receive an indefinite unhappy thought when its soulmate dies, and will never again seek another mate.  Seahorses fit this behaviour.&lt;br /&gt;
&lt;br /&gt;
=====''[SEASONAL_REPRODUCTION:season...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY, or one or more of SPRING, SUMMER, AUTUMN, and/or WINTER separated by colons.&lt;br /&gt;
&lt;br /&gt;
: This tag means that the species is only seasonally fertile, in that it will reproduce only in certain seasons; e.g., [SEASONAL_REPRODUCTION:SPRING].  When a fertile season begins, the animal resumes normal computation of its fertility cycles.  When the season ends (and the next season is no longer fertile), the being is suppressed from mating; the fertility cycle counter halts, to resume from where it left off in the next fertile season.&lt;br /&gt;
&lt;br /&gt;
: This allows limiting certain species' reproductive intervals to reduce overpopulation due to year-round reproduction.&lt;br /&gt;
&lt;br /&gt;
: Default is [SEASONAL_REPRODUCTION:ANY].&lt;br /&gt;
&lt;br /&gt;
=====''[TEMPERATE_REPRODUCTION:weather...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY; one or more of SCORCHING, HOT, WARM, TEMPERATE, COOL, COLD, or FREEZING, separated by colons; or a specific temperature range ''min'':''max'' in degrees Urist.&lt;br /&gt;
&lt;br /&gt;
: e.g., [TEMPERATE_REPRODUCTION:ANY], [TEMPERATE_REPRODUCTION:SCORCHING:HOT:WARM], [TEMPERATE_REPRODUCTION:10000:10060]&lt;br /&gt;
&lt;br /&gt;
: In addition to a blacklist based on SEASONAL_REPRODUCTION, a species may also have its fertility blacklist set to certain weather, to prevent it from reproducing in environmental conditions that are hostile to it or its offspring.  It is intended more for fortress mode (and ostensibly adventure mode in the far future), to prevent species that have been imported from breeding successfully in hostile environments, as BIOME already serves as an adequate limiter on worldgen populations.&lt;br /&gt;
&lt;br /&gt;
: Default is [TEMPERATE_REPRODUCTION:ANY].&lt;br /&gt;
&lt;br /&gt;
=====''[CONDITIONAL_FERTILITY:population]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''population'': The population limit of the species within the region.&lt;br /&gt;
&lt;br /&gt;
: This tag allows a population to be conditionally fertile, based on its population number per unit area; if the population exceeds the specified number, all fertility cycles halt until the population falls.  Aside from its metagame usefulness for controlling populations for better frame rates, it represents those species in reality which are genuinely capable of conditional fertility.  As with other caps, it is a soft cap -- multiple births in a litter or pre-existing pregnancies can bring the population over the cap.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTION_FREQUENCY:days:duration]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''days'': The number of days between subsequent fertility cycles.&lt;br /&gt;
:* ''duration'': The length of days (overlapping with the ''days'' parameter) during which the animal is fertile.&lt;br /&gt;
&lt;br /&gt;
: This controls the frequency of a species' reproductive cycles, blacklisting animals from becoming pregnant outside of their fertility periods.&lt;br /&gt;
&lt;br /&gt;
: For code simplicity, since the oestrus event itself wouldn't simulated (although simulating it would be of particular realism interest for keen-sensed animals, especially bloodthirsty animals like sharks or ''Pitch Black''-style blind predators), it would be easier just to make the &amp;quot;fertile&amp;quot; period begin immediately when the cycle begins, rather than halfway through.&lt;br /&gt;
&lt;br /&gt;
: The default is the standard human 28-day cycle, [REPRODUCTION_FREQUENCY:28:5] -- the female is fertile for 5 days out of every 28-day period.  If a fertility check falls on this interval... congratulations!&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTION_SUCCESS:permille]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''permille'': Chance of becoming pregnant on a pregnancy check.&lt;br /&gt;
&lt;br /&gt;
: This allows finer control over successful reproduction even when blacklisting based on season, temperature/climate, fertility cycle, and population are taken into account, to allow species that tend to reproduce too quickly to be fine-tuned for greater realism.&lt;br /&gt;
&lt;br /&gt;
: Default is whatever the current pregnancy chance is set to, which is probably buried deeply in the code somewhere...&lt;br /&gt;
&lt;br /&gt;
===General Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[HIBERNATION:season...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY, or one or more of SPRING, SUMMER, AUTUMN, and/or WINTER separated by colons.&lt;br /&gt;
&lt;br /&gt;
: A species which hibernates will not spawn on the map outside of the valid seasons -- it will remain comfortably within the site populations instead.  Species which hibernate will automatically go to sleep during fortress mode and remain asleep, requiring no food or water, until the end of the season.  At the end of the season, however, they will be set automatically to Hungry and Thirsty and will seek food to eat.  (Though many species which hibernate remain awake, and do eat and drink while hibernating, this implementation is far simpler to simulate.)&lt;br /&gt;
&lt;br /&gt;
=====''[CORPSE_SPECHEAT]'' / ''[CORPSE_LAYERING]'' / ''[CORPSE_CORPSE_BOILING_POINT]'' / etc.=====&lt;br /&gt;
&lt;br /&gt;
: These tokens would allow a being's corpse to have temperatures that are different than their living temperatures.  The primary usefulness would be in making creatures which spontaneously combust when killed (vampires in Blade series!) or creatures which burn while alive but turn into useless lumps when dead.  The current closest token, itemcorpse, only accomplishes the latter.&lt;br /&gt;
&lt;br /&gt;
: Cool beans!&lt;br /&gt;
&lt;br /&gt;
=====''[CHILD_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''species'': The species to assimilate, or NONE for all species&lt;br /&gt;
:* ''product'': The species produced, or NONE for this species&lt;br /&gt;
:* ''time'': The number of assimilation points it takes to totally assimilate that creature&lt;br /&gt;
&lt;br /&gt;
: The motivation behind this token is to allow goblins to transform captured children into their own kind.  Unlike the Trekkie assimilation, this is done in campaign time; each assimilation attempt takes one day, causing one assimilation point.  The transformation occurs when the number of assimilation points stored up for a given creature exceeds the specified time, in days.  Only one attempt could be made per creature per day.  Once the creature is assimilated and transformed into the new creature type, it treats the CHILD_CONVERTER as its parent.&lt;br /&gt;
&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Put that baby spell on me''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Put that magic jump on me''&lt;br /&gt;
: ''Slap that baby, make him free!''&lt;br /&gt;
&lt;br /&gt;
The closest current tag is SPOUSE_CONVERTER, which applies to compatible sexes and which lacks parameters.&lt;br /&gt;
&lt;br /&gt;
=====''[ASSIMILATE_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: As per CHILD_CONVERTER, but for any member of the targetted species.  The converted creature will become a faction member instead of a dynastic member.&lt;br /&gt;
&lt;br /&gt;
=====''[ADD_BODY_TAG:caste:...]'' =====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''caste'': Caste within the current creature object to append additional body tokens to&lt;br /&gt;
:* ''...'': Colon-separated list of [[body tokens|body templates]]&lt;br /&gt;
&lt;br /&gt;
: This is an ''appendix'' of the creature's BODY token which allows you to add additional body parts to male or female members of the creature, instead of being required to redefine the caste through SELECT_CASTE and override the BODY token already present.  There is presently no way of using creature variations to add new body parts to the BODY tag, only to replace existing parts within the tag (e.g., I can convert the fingers to talons, but I can't add three adamantium spikes to the existing hands and fingers).  (I could be wrong here as I delve deeper (snerk) into the creature variations, but even so the creature variation method, though immensely powerful, is extremely obtuse compared to simple edits.)&lt;br /&gt;
&lt;br /&gt;
: Whenever a creature is created, it receives all of the body parts from the BODY token, plus all of the body templates from each ADD_BODY token in sequence that matches its caste.&lt;br /&gt;
&lt;br /&gt;
: Note in particular that this would vastly simplify such things as sheep -- instead of having two define the body token twice, once under CASTE:FEMALE and once under CASTE:MALE, the body tag could be defined once under the root (&amp;quot;all&amp;quot;) caste, and then an ADD_BODY_TAG:MALE:2HEAD_HORN tag anywhere after the CASTE:MALE has been defined.&lt;br /&gt;
&lt;br /&gt;
=== Thought Tokens ===&lt;br /&gt;
&lt;br /&gt;
=====''[MELANCHOLY:weight]'' / ''[BERSERKNESS:weight]'' / ''[MADNESS:weight]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''weight'': The odds that when the being suffers this form of insanity when pushed to depression.&lt;br /&gt;
&lt;br /&gt;
: This is designed to influence how exactly a given species behaves when it hits insanity.  The possible insanity forms are rolled against with weighted throws to determine which form of insanity takes hold.&lt;br /&gt;
&lt;br /&gt;
: Additional insanity types, as they are added, would also have corresponding weighting tokens added.  Gaining disturbing fetishes, becoming sociopathic (i.e., covert murder instead of overt murder when found alone with a potential victim), and acquiring debilitating phobias are all potential insanity forms that could be added to DF.&lt;br /&gt;
&lt;br /&gt;
: If a token for a corresponding insanity type does not appear, it takes on the default weighting of 100.&lt;br /&gt;
&lt;br /&gt;
=====''[LIMIT_HAPPINESS:min:max]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''min'': The minimum, default -100.&lt;br /&gt;
:* ''max'': The maximum, default 100.&lt;br /&gt;
&lt;br /&gt;
: This is designed to impose caps to the creature's possible happiness.  This also allows the creation of generally emotionless races, if you were to set both values to zero.&lt;br /&gt;
&lt;br /&gt;
: If the minimum is set above the unhappiness threshold, the being can never become insane due to unhappiness, so ideally there would be other penalties to unhappiness like having their work rate directly proportional to their current percentage of happiness or some such.&lt;br /&gt;
&lt;br /&gt;
: Mostly this token would be used to impose a maximum cap while leaving the minimum as -100, so certain beings are simply more prone to insanity.&lt;br /&gt;
&lt;br /&gt;
=====''[HAPPYMULT:percent]'' / ''[SADMULT:percent]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''percent'': The percentage by which thought modify the current happiness level.&lt;br /&gt;
&lt;br /&gt;
: This token makes some beings naturally more prone to becoming happy or to becoming sad as a result of unhappy thoughts.  If a being has HAPPYMULT 50 and SADMULT 100, for instance, then happy thoughts are one half as effective at making the being happy and sad thoughts are of normal effectiveness.&lt;br /&gt;
&lt;br /&gt;
: With high values for each, this makes beings have greater mood swings.  With low values for each, this makes beings more steady.  With low values for HAPPYMULT and high values for SADMULT, this makes the creatures tend towards depression.  The converse is true for high HAPPYMULT and low SADMULT.&lt;br /&gt;
&lt;br /&gt;
=====''[BAD_EMOTION:emotion]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''emotion'': The type of emotion that upsets the being when it is experienced.&lt;br /&gt;
&lt;br /&gt;
: '''Emotion Parameters:'''&lt;br /&gt;
:* FEAR: Causes the being to receive an unhappy thought every time it is forced to flee from an enemy.&lt;br /&gt;
:* ATTACK : Causes the being to receive an unhappy thought every time it is forced to fight.&lt;br /&gt;
:* KILL : Causes the being to receive an unhappy thought every time it is credited with a kill.&lt;br /&gt;
&lt;br /&gt;
: This token causes the being to receive a small unhappy thought each and every time it performs the indicated activity.  This can rapidly lead to insanity.&lt;br /&gt;
&lt;br /&gt;
: This is hard to quantify in human terms and would mostly be used to give certain behaviour to animals when they are otherwise experiencing unusual circumstances.  For instance, a normal being (who flees from conflict instead of stays and fights) with BERSERKNESS:500, SADMULT:500 and BAD_EMOTION:FEAR is being chased by a hunter.  The being will attempt to flee, and if the aggressor continually chases after it the being will be rapidly driven to go berserk and lash out at its attacker.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
* To allow females to be impregnated only by males, use OFFSPRING.&lt;br /&gt;
* To allow males to be impregnated by males or females or neuters, use MALEOFFSPRING.&lt;br /&gt;
* To allow males to be impregnated only by females, use OFFSPRING, and use OVIPOSITOR on both the male and female -- the male fertilizes the female's eggs, then the female inserts those eggs into the male's womb (implied via OVIPOSITOR).&lt;br /&gt;
* To allow females to be impregnated by males or females or neuters, use FEMALEOFFSPRING.&lt;br /&gt;
* To allow neuter-gendered beings to reproduce, use OFFSPRING.&lt;br /&gt;
* There is, at this time, no syntax for allowing a male to be impregnated only by a male.&lt;br /&gt;
* To make a hen which lays eggs regardless of whether it has been impregnated by a rooster, use [OVIPAROUS][INVOLUNTARY_EGGS].  If it lays eggs which have not been fertilized, the eggs are worthless (from a reproductive standpoint) and will rot.  They can be eaten as food.&lt;br /&gt;
* To make a [http://insects.tamu.edu/fieldguide/cimg329.html parasitic wasp]-like creature which lays eggs inside other creatures at will, use [OVIPAROUS][PARASITE_EGG].&lt;br /&gt;
* If you want the above-mentioned parasitic wasp to squirt out its egg if it cannot do so inside another creature (due to lack of supply of other creatures), also include [INVOLUNTARY_EGGS] and the wasp will occasionally lay an egg (to die) in the open.  This will piss it off, and you don't want to piss off a wasp.&lt;br /&gt;
&lt;br /&gt;
== Body Tokens ==&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is used for injecting eggs into a victim.&lt;br /&gt;
&lt;br /&gt;
=====''[MILK]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is responsible for production of milk, and if destroyed the creature can no longer produce it or feed its offspring.  Multiple MILK organs correspond to a proportional reduction in ability to nurse their young.  Viable for udders for cows, goats, donkeys, etc.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTIVE_CONTRIBUTE]'' / ''[REPRODUCTIVE]'' =====&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE, this portion of the body is responsible for laying of eggs or (non-simulated) copulation, and if destroyed the creature can no longer reproduce.  Intended to allow entity-based punishments of castration (in world-gen, presumably).&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE_CONTRIBUTE, this allows some redundancy -- as long as there is at least one REPRODUCTIVE_CONTRIBUTE organ remaining, the animal can reproduce.  If all REPRODUCTIVE_CONTRIBUTE organs are missing, however, the creature can no longer reproduce.  Intended to allow gelding stallions and bulls or otherwise neutering male pets (removal of testes) or spaying female pets (removal of ovaries).&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=207135</id>
		<title>User:JT/Token Wishlist</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=207135"/>
		<updated>2014-07-22T22:43:34Z</updated>

		<summary type="html">&lt;p&gt;JT: more requests, based on more work with my (as yet unannounced) creature mods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creature Tokens==&lt;br /&gt;
&lt;br /&gt;
===Reproductive Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[OFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''mateid'': The creature ID of the species with which this being can reproduce.&lt;br /&gt;
:* ''offspringid'': The creature ID of the species which is produced by a successful mating with the above creature ID, or NOTHING to denote that there is a possibility/potential desire to be mated with by the given creature type but no chance of conception.&lt;br /&gt;
:* ''min'': The minimum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''max'': The maximum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''gestation'': The number of days of gestation.  Gestation period is calculated from this number &amp;amp;plusmn;5%.&lt;br /&gt;
:* ''weighting'': In the event of more than one OFFSPRING tag for a given mate type, the weighting determines the odds that a particular offspring is produced.&lt;br /&gt;
&lt;br /&gt;
: Allows a ''female'' member of the species to be impregnated by a ''male'' member of the given mate type.  This tag allows for complex intraspecies and interspecies reproductive capability, vastly expanding the existing functionality for creature breeding in the game.&lt;br /&gt;
&lt;br /&gt;
: In all cases, the OFFSPRING tag applies to the ''female'' of the species, for object-orientedness.  That is, a female of a species specifies which creature types can impregnate it.  If the species has no gender, it is assumed that the entire species is &amp;quot;female&amp;quot; for purposes of this token.&lt;br /&gt;
&lt;br /&gt;
: If no OFFSPRING tag is found for a species it is assumed to have the &amp;quot;implicit tag&amp;quot; [OFFSPRING:owntype:owntype:1:1:270:1], meaning that the species can reproduce with other members of its own species.  The various existing tags (LITTERSIZE, MULTIPLE_LITTER_RARE, etc.) all serve to modify the implicit tag, but have no effect if the creature defines any explicit OFFSPRING tags.  The implicit tag does not appear for any species with the NOGENDER or NOREPRODUCTION tags; if you wish for a non-gendered species to reproduce you must specifically provide OFFSPRING tags to that effect.  ''N.b.'', a creature with explicit tags which do not include its own creature ID will be incapable of reproduction with its own species; this allows folklore versions of nymphs which can reproduce successfully only with human males, for instance.&lt;br /&gt;
&lt;br /&gt;
: If an OFFSPRING tag exists, but the creature is also IMPOTENT towards that creature type, then the creature has no interest and any reproduction would have to be forced.  See IMPOTENT tag for further detail.&lt;br /&gt;
&lt;br /&gt;
: ''Examples:''&lt;br /&gt;
: (Mermaid)&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAID:1:1:270:5]&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAN:1:1:270:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:MERMAID, give the MERMAID the ability to reproduce with a CREATURE:MERMAN.  The mermaid will have a 1 in 6 chance of producing a merman, and a 5 in 6 chance of producing a mermaid.&lt;br /&gt;
&lt;br /&gt;
: (Horse)&lt;br /&gt;
:: [OFFSPRING:HORSE:HORSE:1:1:340:5]&lt;br /&gt;
:: [OFFSPRING:DONKEY:MULE:1:1:340:1]&lt;br /&gt;
:: [OFFSPRING:MULE:NOTHING:0:0:0:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:HORSE, allow the female horse to reproduce with a male horse to produce a foal of either gender (the CREATURE:HORSE has no [MALE] or [FEMALE] tag and thus has gender randomly assigned when it is birthed).  The horse can also be impregnated by a male CREATURE:DONKEY and will produce mules.  Finally, the mare is willing to engage in reproductive behaviour with a CREATURE:MULE, but conception is impossible (the rare instances of fertile mules are ignored for purposes of gameplay).  The mare will prefer to mate with stallions; if there is one stallion and one male donkey available, the mare will mate with the stallion 83% of the time if it can&amp;amp;mdash;if an animal caretaker wishes to produce mules, the animal caretaker would have to husband the mare and the donkey specifically in some fashion.&lt;br /&gt;
&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:1:1:270:98]&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:2:2:270:2]&lt;br /&gt;
:: [OFFSPRING:ORC:HALFORC:1:1:270:1]&lt;br /&gt;
:: Humans will give birth to a single child most of the time.  Approximately 2% of the time, a human mother will give birth to twins.  Human females can also be impregnated by male orcs, who will cause the human female to produce half-orc offspring of random gender.  See also IMPOTENT tag for unwillingness to mate, however.&lt;br /&gt;
&lt;br /&gt;
=====''[MALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The MALEOFFSPRING tag is a variant of the OFFSPRING tag which allows a ''male'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  If there is a reciprocal case of OFFSPRING and MALEOFFSPRING tags, denoting that either of the partners can be impregnated by the other, then the impregnated partner is chosen randomly.&lt;br /&gt;
&lt;br /&gt;
: This tag is used extremely rarely and is intended for cases where a male host can be impregnated in some fashion by another lifeform.  It is chiefly useful for hermaphroditic species (species with male and female genitals) which are still somewhat identifiable as either male or female.&lt;br /&gt;
&lt;br /&gt;
=====''[FEMALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The FEMALEOFFSPRING tag is another variant which allows a ''female'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  This allows for females to be impregnated by &amp;quot;females&amp;quot; of the other creature type, which is not otherwise possible with the MALEOFFSPRING or OFFSPRING tags.&lt;br /&gt;
&lt;br /&gt;
=====''[GESTATION:gestation]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''gestation'': The number of days of gestation, as per the OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Affects the &amp;quot;default&amp;quot; gestation of the creature for the purposes of its implicit OFFSPRING tag if the creature does not explicitly define one.&lt;br /&gt;
&lt;br /&gt;
=====''[IMPOTENT_ALL]'' / ''[IMPOTENT:creaturetype]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''creaturetype'': The type of creature with which this creature has no urge to mate.&lt;br /&gt;
&lt;br /&gt;
: The creature has no urge to mate.  It is still fertile, given an OFFSPRING tag (or the implicit OFFSPRING tag), and can thus be impregnated; however, males are impotent and females are unwilling, meaning that the creature does not represent a successful species.&lt;br /&gt;
&lt;br /&gt;
: If it is possible to be fertilised by another species which ''does'' have the urge to mate, via an OFFSPRING tag, then it can still reproduce if a member of the other species presents itself.  In other words, if one creature type has IMPOTENT towards a second creature type, but the second creature type does not circularly have IMPOTENT towards the first, then the second creature type is still interested in mating with the first creature type.&lt;br /&gt;
&lt;br /&gt;
: To Toady: The latter possibility would represent forced reproduction, which may be contrary to your moral integrity and may thus (at your option) remain unimplemented (rendering the existence of this tag moot); in such a case, an IMPOTENT tag in either direction would represent impossibility of reproduction or copulation (as opposed to OFFSPRING:PARTNER:NOTHING which represents willingness to mate, including the happy thoughts acquired from engaging in the reproductive act, but no successful offspring).&lt;br /&gt;
&lt;br /&gt;
: ''Example:''&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [IMPOTENT:ORC]&lt;br /&gt;
:: Human males are not interested in impregnating orc females, regardless of the possibility to do so, nor are human females interested in being impregnated by orc males.&lt;br /&gt;
&lt;br /&gt;
=====''[NOREPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: Implies IMPOTENT_ALL and eliminates the implicit OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Effectively, this means that the creature will be completely unwilling to mate and completely unable to produce offspring if it does.  If the creature includes any user-defined OFFSPRING or MALEOFFSPRING tags, the creature may still be impregnated by those means; however, it will not wittingly do so.&lt;br /&gt;
&lt;br /&gt;
=====''[NOGENDER]''=====&lt;br /&gt;
&lt;br /&gt;
: (Existing tag NO_GENDER revised to NOGENDER to be consistent, with clarifications as follows) The species has a &amp;quot;neuter&amp;quot; gender.  This eliminates the implicit OFFSPRING tag, to allow for the existence of magical constructs and sterile breeds.  The user may still add an OFFSPRING tag manually to allow the creature to reproduce (or desire to reproduce) in a sexual fashion.&lt;br /&gt;
&lt;br /&gt;
=====''[BOTH_IMPREGNATED]''=====&lt;br /&gt;
&lt;br /&gt;
: If there exists a circular OFFSPRING/MALEOFFSPRING/FEMALEOFFSPRING link between the two partners engaged in a reproductive act&amp;amp;mdash;for instance if the male can be impregnated by the female and the female can be impregnated by the male&amp;amp;mdash;then both partners will become impregnated after the act given this tag.&lt;br /&gt;
&lt;br /&gt;
: With this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* If only one partner may become impregnated, only that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
:Without this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, the female will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, the impregnated partner is selected randomly.&lt;br /&gt;
:* If only one partner may become impregnated, that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
=====''[EXTERNAL_FERTILIZE]''=====&lt;br /&gt;
&lt;br /&gt;
: A modifier tag for LAYS_EGGS, this indicates that the creature lays eggs without having sexual intercourse; the male of the species fertilises the eggs externally (such as in the case of a spawning salmon).  The eggs can shrivel or rot (depending on whether they are soft eggs or hard eggs).  If they are fertilised, the gestation time is reset and they will then grow on their own.&lt;br /&gt;
&lt;br /&gt;
=====''[WARMS_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If at least one caste includes this token, the eggs must be warmed in order to hatch.  The castes which possess this token will share in the effort of warming the eggs.&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
: The species injects its eggs into the eggs' nest (whether that &amp;quot;nest&amp;quot; is a womb, its partner, or an unwilling host), effectively meaning that the female impregnates the male instead of vice-versa.  This applies only to seahorses in the case of non-PARASITE_EGG and non-SAPOTROPH_EGG reproduction and is thus not a very critical feature.&lt;br /&gt;
&lt;br /&gt;
=====''[PARASITE_EGG]''=====&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the living body of another creature, which carries the eggs to term.  The eggs then hatch and the baby attacks the other creature from the inside in order to get out.  Contrary to what you might expect, this isn't meant to imply the ''Alien'' style of breeding, but rather the form of breeding exhibited by some forms of wasps.  Imagine the horror of being stung by a giant wasp with a paralytic stinger, who then injects her eggs into your body until they hatch and eat their way out!  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: An attack within the creature record must have an ATTACK_FLAG_OVIPOSITOR in order to allow implantation.&lt;br /&gt;
&lt;br /&gt;
=====''[SAPOTROPH_EGG:target]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''target'': The creature ID or creature class of the species where eggs are injected, or ANY for any dead body.&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the corpse of another creature, which carries the eggs to term.  The eggs then hatch and the litter emerges from the corpse.  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: The target can be a specific species, to reflect certain predatory flies which have specific creatures they target.&lt;br /&gt;
&lt;br /&gt;
=====''[KILLS_FOR_SAPOTROPH_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature after being impregnated will actively and aggressively manufacture corpses to lay eggs inside, if no corpses are already available.&lt;br /&gt;
&lt;br /&gt;
=====''[PREGNANT_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: Once impregnated by a given other creature, the creature is thereafter permanently impregnated by that creature and will continuously produce offspring from that genetic material after each successive delivery.  If another partner impregnates it, it will then continously produce offspring from its new partner (the new partner having effectively replaced the genetic material from the first partner with its own).  Unless genetic traits from specific parents are introduced, the new partner must be of a different creature type for this replacement to have any effect.&lt;br /&gt;
&lt;br /&gt;
: This method of reproduction is most often seen in queen ants and queen bees of the insect order of hymenoptera.  The queen maintains as much of her mate's DNA as required to fertilize her own offspring once the male has impregnated her during her mating flight.&lt;br /&gt;
&lt;br /&gt;
: You could assign this variable to rats, since rats are born pregnant.  (Yes, that's a joke.)&lt;br /&gt;
&lt;br /&gt;
=====''[VOLUNTARY_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If a LAYS_EGGS creature has this tag, it is allowed to choose whether or not to lay eggs; it does not lay eggs at every reproductive cycle unless they are fertilized.&lt;br /&gt;
&lt;br /&gt;
: If the creature lays an egg uselessly, it will receive a bad thought (if it lays an egg usefully, it will receive a good thought).  Good living conditions can make up for the bad thoughts from failing to reproduce.&lt;br /&gt;
&lt;br /&gt;
: An unfertilised egg will remain intact once laid, but can rot naturally just like any other food item left to its own devices.&lt;br /&gt;
&lt;br /&gt;
=====''[ASEXUAL:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature reproduces asexually and does not need another creature to fertilise it or otherwise provide genetic material.&lt;br /&gt;
&lt;br /&gt;
=====''[INFANT_MORTALITY:number:ratio]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The number out of the ratio that will die&lt;br /&gt;
:* ''ratio'': The total ratio of surviving and extinct offspring by reaching childhood (or maturity, if no BABY tag)&lt;br /&gt;
&lt;br /&gt;
: This causes infants of the creature to die during world gen, or spontaneously during fortress mode when outdoors (based on implied predation), based on the given ratio of dead offspring to the total ratio.  For instance, if INFANT_MORTALITY:3:1000, then there is a 3 in 1000 chance that any given member of the species will die within its infancy.&lt;br /&gt;
&lt;br /&gt;
: This is intended to balance creatures which lay massive egg clutches, as they do so in reality in order to counterbalance their extremely low infant survival rates: for instance, infant crocodiles are frequently eaten by birds and even fish.  Turtles also employ similar mass-clutch laying based on the same principle.&lt;br /&gt;
&lt;br /&gt;
=====''[PARENTAL_ADOPTION:minimum:maximum]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The minimum number of offspring per litter that parents will raise.&lt;br /&gt;
:* ''number'': The maximum number of offspring per litter that parents will raise, allowing the others to die.&lt;br /&gt;
&lt;br /&gt;
: This is intended to represent the behaviour of pandas, where they may occasionally have multiple births but will adopt only the strongest of their infants.  Creatures with this tag will choose the offspring in the litter that has the highest average attributes.  Theoretically this helps ensure the survival of the species, however barbaric it may seem to we humans who care so deeply about our own offspring (but then again, it hasn't exactly worked out well for pandas so far -- and actually, as carnivores that live in mountainous areas and prefer to eat bamboo that grows on flatter ground, they really are a species that just doesn't want to survive...).&lt;br /&gt;
&lt;br /&gt;
=====''[ALPHA_REPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag forces only one mated pair per population cluster (i.e., CLUSTER_SIZE) to reproduce.  Only the female with the highest attributes will bear offspring, with all other females in the group simply being suppressed from mating.  This inborn social control reduces overpopulation among animals that bear large numbers of offspring.&lt;br /&gt;
&lt;br /&gt;
=====''[SOULMATE]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag causes a species to have only one mate at a time.  Once it has found a mate, it will remain with that mate, and it will not reproduce unless its mate is accessible.  If its mate is killed or passes away naturally, it will receive an unhappy thought even if it is not an [INTELLIGENT] species, but it will then be capable of finding another mate.  Most humanoids demonstrate this behaviour.&lt;br /&gt;
&lt;br /&gt;
=====''[SOULMATE_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag causes a species to seek only one mate during its lifetime.  It will receive an indefinite unhappy thought when its soulmate dies, and will never again seek another mate.  Seahorses fit this behaviour.&lt;br /&gt;
&lt;br /&gt;
=====''[SEASONAL_REPRODUCTION:season...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY, or one or more of SPRING, SUMMER, AUTUMN, and/or WINTER separated by colons.&lt;br /&gt;
&lt;br /&gt;
: This tag means that the species is only seasonally fertile, in that it will reproduce only in certain seasons; e.g., [SEASONAL_REPRODUCTION:SPRING].  When a fertile season begins, the animal resumes normal computation of its fertility cycles.  When the season ends (and the next season is no longer fertile), the being is suppressed from mating; the fertility cycle counter halts, to resume from where it left off in the next fertile season.&lt;br /&gt;
&lt;br /&gt;
: This allows limiting certain species' reproductive intervals to reduce overpopulation due to year-round reproduction.&lt;br /&gt;
&lt;br /&gt;
: Default is [SEASONAL_REPRODUCTION:ANY].&lt;br /&gt;
&lt;br /&gt;
=====''[TEMPERATE_REPRODUCTION:weather...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY; one or more of SCORCHING, HOT, WARM, TEMPERATE, COOL, COLD, or FREEZING, separated by colons; or a specific temperature range ''min'':''max'' in degrees Urist.&lt;br /&gt;
&lt;br /&gt;
: e.g., [TEMPERATE_REPRODUCTION:ANY], [TEMPERATE_REPRODUCTION:SCORCHING:HOT:WARM], [TEMPERATE_REPRODUCTION:10000:10060]&lt;br /&gt;
&lt;br /&gt;
: In addition to a blacklist based on SEASONAL_REPRODUCTION, a species may also have its fertility blacklist set to certain weather, to prevent it from reproducing in environmental conditions that are hostile to it or its offspring.  It is intended more for fortress mode (and ostensibly adventure mode in the far future), to prevent species that have been imported from breeding successfully in hostile environments, as BIOME already serves as an adequate limiter on worldgen populations.&lt;br /&gt;
&lt;br /&gt;
: Default is [TEMPERATE_REPRODUCTION:ANY].&lt;br /&gt;
&lt;br /&gt;
=====''[CONDITIONAL_FERTILITY:population]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''population'': The population limit of the species within the region.&lt;br /&gt;
&lt;br /&gt;
: This tag allows a population to be conditionally fertile, based on its population number per unit area; if the population exceeds the specified number, all fertility cycles halt until the population falls.  Aside from its metagame usefulness for controlling populations for better frame rates, it represents those species in reality which are genuinely capable of conditional fertility.  As with other caps, it is a soft cap -- multiple births in a litter or pre-existing pregnancies can bring the population over the cap.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTION_FREQUENCY:days:duration]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''days'': The number of days between subsequent fertility cycles.&lt;br /&gt;
:* ''duration'': The length of days (overlapping with the ''days'' parameter) during which the animal is fertile.&lt;br /&gt;
&lt;br /&gt;
: This controls the frequency of a species' reproductive cycles, blacklisting animals from becoming pregnant outside of their fertility periods.&lt;br /&gt;
&lt;br /&gt;
: For code simplicity, since the oestrus event itself wouldn't simulated (although simulating it would be of particular realism interest for keen-sensed animals, especially bloodthirsty animals like sharks or ''Pitch Black''-style blind predators), it would be easier just to make the &amp;quot;fertile&amp;quot; period begin immediately when the cycle begins, rather than halfway through.&lt;br /&gt;
&lt;br /&gt;
: The default is the standard human 28-day cycle, [REPRODUCTION_FREQUENCY:28:5] -- the female is fertile for 5 days out of every 28-day period.  If a fertility check falls on this interval... congratulations!&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTION_SUCCESS:permille]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''permille'': Chance of becoming pregnant on a pregnancy check.&lt;br /&gt;
&lt;br /&gt;
: This allows finer control over successful reproduction even when blacklisting based on season, temperature/climate, fertility cycle, and population are taken into account, to allow species that tend to reproduce too quickly to be fine-tuned for greater realism.&lt;br /&gt;
&lt;br /&gt;
: Default is whatever the current pregnancy chance is set to, which is probably buried deeply in the code somewhere...&lt;br /&gt;
&lt;br /&gt;
===General Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[HIBERNATION:season...]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''season'': ANY, or one or more of SPRING, SUMMER, AUTUMN, and/or WINTER separated by colons.&lt;br /&gt;
&lt;br /&gt;
: A species which hibernates will not spawn on the map outside of the valid seasons -- it will remain comfortably within the site populations instead.  Species which hibernate will automatically go to sleep during fortress mode and remain asleep, requiring no food or water, until the end of the season.  At the end of the season, however, they will be set automatically to Hungry and Thirsty and will seek food to eat.  (Though many species which hibernate remain awake, and do eat and drink while hibernating, this implementation is far simpler to simulate.)&lt;br /&gt;
&lt;br /&gt;
=====''[CORPSE_SPECHEAT]'' / ''[CORPSE_LAYERING]'' / ''[CORPSE_CORPSE_BOILING_POINT]'' / etc.=====&lt;br /&gt;
&lt;br /&gt;
: These tokens would allow a being's corpse to have temperatures that are different than their living temperatures.  The primary usefulness would be in making creatures which spontaneously combust when killed (vampires in Blade series!) or creatures which burn while alive but turn into useless lumps when dead.  The current closest token, itemcorpse, only accomplishes the latter.&lt;br /&gt;
&lt;br /&gt;
: Cool beans!&lt;br /&gt;
&lt;br /&gt;
=====''[CHILD_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''species'': The species to assimilate, or NONE for all species&lt;br /&gt;
:* ''product'': The species produced, or NONE for this species&lt;br /&gt;
:* ''time'': The number of assimilation points it takes to totally assimilate that creature&lt;br /&gt;
&lt;br /&gt;
: The motivation behind this token is to allow goblins to transform captured children into their own kind.  Unlike the Trekkie assimilation, this is done in campaign time; each assimilation attempt takes one day, causing one assimilation point.  The transformation occurs when the number of assimilation points stored up for a given creature exceeds the specified time, in days.  Only one attempt could be made per creature per day.  Once the creature is assimilated and transformed into the new creature type, it treats the CHILD_CONVERTER as its parent.&lt;br /&gt;
&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Put that baby spell on me''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Put that magic jump on me''&lt;br /&gt;
: ''Slap that baby, make him free!''&lt;br /&gt;
&lt;br /&gt;
The closest current tag is SPOUSE_CONVERTER, which applies to compatible sexes and which lacks parameters.&lt;br /&gt;
&lt;br /&gt;
=====''[ASSIMILATE_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: As per CHILD_CONVERTER, but for any member of the targetted species.  The converted creature will become a faction member instead of a dynastic member.&lt;br /&gt;
&lt;br /&gt;
=====''[ADD_BODY_TAG:caste:...]'' =====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''caste'': Caste within the current creature object to append additional body tokens to&lt;br /&gt;
:* ''...'': Colon-separated list of [[body tokens|body templates]]&lt;br /&gt;
&lt;br /&gt;
: This is an ''appendix'' of the creature's BODY token which allows you to add additional body parts to male or female members of the creature, instead of being required to redefine the caste through SELECT_CASTE and override the BODY token already present.  There is presently no way of using creature variations to add new body parts to the BODY tag, only to replace existing parts within the tag (e.g., I can convert the fingers to talons, but I can't add three adamantium spikes to the existing hands and fingers).  (I could be wrong here as I delve deeper (snerk) into the creature variations, but even so the creature variation method, though immensely powerful, is extremely obtuse compared to simple edits.)&lt;br /&gt;
&lt;br /&gt;
: Whenever a creature is created, it receives all of the body parts from the BODY token, plus all of the body templates from each ADD_BODY token in sequence that matches its caste.&lt;br /&gt;
&lt;br /&gt;
: Note in particular that this would vastly simplify such things as sheep -- instead of having two define the body token twice, once under CASTE:FEMALE and once under CASTE:MALE, the body tag could be defined once under the root (&amp;quot;all&amp;quot;) caste, and then an ADD_BODY_TAG:MALE:2HEAD_HORN tag anywhere after the CASTE:MALE has been defined.&lt;br /&gt;
&lt;br /&gt;
=== Thought Tokens ===&lt;br /&gt;
&lt;br /&gt;
=====''[MELANCHOLY:weight]'' / ''[BERSERKNESS:weight]'' / ''[MADNESS:weight]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''weight'': The odds that when the being suffers this form of insanity when pushed to depression.&lt;br /&gt;
&lt;br /&gt;
: This is designed to influence how exactly a given species behaves when it hits insanity.  The possible insanity forms are rolled against with weighted throws to determine which form of insanity takes hold.&lt;br /&gt;
&lt;br /&gt;
: Additional insanity types, as they are added, would also have corresponding weighting tokens added.  Gaining disturbing fetishes, becoming sociopathic (i.e., covert murder instead of overt murder when found alone with a potential victim), and acquiring debilitating phobias are all potential insanity forms that could be added to DF.&lt;br /&gt;
&lt;br /&gt;
: If a token for a corresponding insanity type does not appear, it takes on the default weighting of 100.&lt;br /&gt;
&lt;br /&gt;
=====''[LIMIT_HAPPINESS:min:max]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''min'': The minimum, default -100.&lt;br /&gt;
:* ''max'': The maximum, default 100.&lt;br /&gt;
&lt;br /&gt;
: This is designed to impose caps to the creature's possible happiness.  This also allows the creation of generally emotionless races, if you were to set both values to zero.&lt;br /&gt;
&lt;br /&gt;
: If the minimum is set above the unhappiness threshold, the being can never become insane due to unhappiness, so ideally there would be other penalties to unhappiness like having their work rate directly proportional to their current percentage of happiness or some such.&lt;br /&gt;
&lt;br /&gt;
: Mostly this token would be used to impose a maximum cap while leaving the minimum as -100, so certain beings are simply more prone to insanity.&lt;br /&gt;
&lt;br /&gt;
=====''[HAPPYMULT:percent]'' / ''[SADMULT:percent]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''percent'': The percentage by which thought modify the current happiness level.&lt;br /&gt;
&lt;br /&gt;
: This token makes some beings naturally more prone to becoming happy or to becoming sad as a result of unhappy thoughts.  If a being has HAPPYMULT 50 and SADMULT 100, for instance, then happy thoughts are one half as effective at making the being happy and sad thoughts are of normal effectiveness.&lt;br /&gt;
&lt;br /&gt;
: With high values for each, this makes beings have greater mood swings.  With low values for each, this makes beings more steady.  With low values for HAPPYMULT and high values for SADMULT, this makes the creatures tend towards depression.  The converse is true for high HAPPYMULT and low SADMULT.&lt;br /&gt;
&lt;br /&gt;
=====''[BAD_EMOTION:emotion]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''emotion'': The type of emotion that upsets the being when it is experienced.&lt;br /&gt;
&lt;br /&gt;
: '''Emotion Parameters:'''&lt;br /&gt;
:* FEAR: Causes the being to receive an unhappy thought every time it is forced to flee from an enemy.&lt;br /&gt;
:* ATTACK : Causes the being to receive an unhappy thought every time it is forced to fight.&lt;br /&gt;
:* KILL : Causes the being to receive an unhappy thought every time it is credited with a kill.&lt;br /&gt;
&lt;br /&gt;
: This token causes the being to receive a small unhappy thought each and every time it performs the indicated activity.  This can rapidly lead to insanity.&lt;br /&gt;
&lt;br /&gt;
: This is hard to quantify in human terms and would mostly be used to give certain behaviour to animals when they are otherwise experiencing unusual circumstances.  For instance, a normal being (who flees from conflict instead of stays and fights) with BERSERKNESS:500, SADMULT:500 and BAD_EMOTION:FEAR is being chased by a hunter.  The being will attempt to flee, and if the aggressor continually chases after it the being will be rapidly driven to go berserk and lash out at its attacker.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
* To allow females to be impregnated only by males, use OFFSPRING.&lt;br /&gt;
* To allow males to be impregnated by males or females or neuters, use MALEOFFSPRING.&lt;br /&gt;
* To allow males to be impregnated only by females, use OFFSPRING, and use OVIPOSITOR on both the male and female -- the male fertilizes the female's eggs, then the female inserts those eggs into the male's womb (implied via OVIPOSITOR).&lt;br /&gt;
* To allow females to be impregnated by males or females or neuters, use FEMALEOFFSPRING.&lt;br /&gt;
* To allow neuter-gendered beings to reproduce, use OFFSPRING.&lt;br /&gt;
* There is, at this time, no syntax for allowing a male to be impregnated only by a male.&lt;br /&gt;
* To make a hen which lays eggs regardless of whether it has been impregnated by a rooster, use [OVIPAROUS][INVOLUNTARY_EGGS].  If it lays eggs which have not been fertilized, the eggs are worthless (from a reproductive standpoint) and will rot.  They can be eaten as food.&lt;br /&gt;
* To make a [http://insects.tamu.edu/fieldguide/cimg329.html parasitic wasp]-like creature which lays eggs inside other creatures at will, use [OVIPAROUS][PARASITE_EGG].&lt;br /&gt;
* If you want the above-mentioned parasitic wasp to squirt out its egg if it cannot do so inside another creature (due to lack of supply of other creatures), also include [INVOLUNTARY_EGGS] and the wasp will occasionally lay an egg (to die) in the open.  This will piss it off, and you don't want to piss off a wasp.&lt;br /&gt;
&lt;br /&gt;
== Body Tokens ==&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is used for injecting eggs into a victim.&lt;br /&gt;
&lt;br /&gt;
=====''[MILK]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is responsible for production of milk, and if destroyed the creature can no longer produce it or feed its offspring.  Multiple MILK organs correspond to a proportional reduction in ability to nurse their young.  Viable for udders for cows, goats, donkeys, etc.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTIVE_CONTRIBUTE]'' / ''[REPRODUCTIVE]'' =====&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE, this portion of the body is responsible for laying of eggs or (non-simulated) copulation, and if destroyed the creature can no longer reproduce.  Intended to allow entity-based punishments of castration (in world-gen, presumably).&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE_CONTRIBUTE, this allows some redundancy -- as long as there is at least one REPRODUCTIVE_CONTRIBUTE organ remaining, the animal can reproduce.  If all REPRODUCTIVE_CONTRIBUTE organs are missing, however, the creature can no longer reproduce.  Intended to allow gelding stallions and bulls or otherwise neutering male pets (removal of testes) or spaying female pets (removal of ovaries).&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=207133</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=207133"/>
		<updated>2014-07-22T22:04:59Z</updated>

		<summary type="html">&lt;p&gt;JT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the Creature Variation Template specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded Creature Variation&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten wildlife.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE and has the same worldgen problem.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Currently bugged in worldgen -- exclusively carnivore civilizations always starve out. Goblins and kobolds live off raw exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures. Requires NATURAL tag?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Presumably has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are effected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. To ensure larger littlers, use [[DF2012:Creature_token#LITTERSIZE|LITTERSIZE]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. Seems to be the default option and opposite to FANCIFUL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations that encounter it in worldgen will tame and domesticate it for their own use.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature can will only graze or eat the designated plant or creature parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=205260</id>
		<title>User:JT/Token Wishlist</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=205260"/>
		<updated>2014-07-11T04:36:14Z</updated>

		<summary type="html">&lt;p&gt;JT: alpha reproduction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creature Tokens==&lt;br /&gt;
&lt;br /&gt;
===Reproductive Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[OFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''mateid'': The creature ID of the species with which this being can reproduce.&lt;br /&gt;
:* ''offspringid'': The creature ID of the species which is produced by a successful mating with the above creature ID, or NOTHING to denote that there is a possibility/potential desire to be mated with by the given creature type but no chance of conception.&lt;br /&gt;
:* ''min'': The minimum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''max'': The maximum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''gestation'': The number of days of gestation.  Gestation period is calculated from this number &amp;amp;plusmn;5%.&lt;br /&gt;
:* ''weighting'': In the event of more than one OFFSPRING tag for a given mate type, the weighting determines the odds that a particular offspring is produced.&lt;br /&gt;
&lt;br /&gt;
: Allows a ''female'' member of the species to be impregnated by a ''male'' member of the given mate type.  This tag allows for complex intraspecies and interspecies reproductive capability, vastly expanding the existing functionality for creature breeding in the game.&lt;br /&gt;
&lt;br /&gt;
: In all cases, the OFFSPRING tag applies to the ''female'' of the species, for object-orientedness.  That is, a female of a species specifies which creature types can impregnate it.  If the species has no gender, it is assumed that the entire species is &amp;quot;female&amp;quot; for purposes of this token.&lt;br /&gt;
&lt;br /&gt;
: If no OFFSPRING tag is found for a species it is assumed to have the &amp;quot;implicit tag&amp;quot; [OFFSPRING:owntype:owntype:1:1:270:1], meaning that the species can reproduce with other members of its own species.  The various existing tags (LITTERSIZE, MULTIPLE_LITTER_RARE, etc.) all serve to modify the implicit tag, but have no effect if the creature defines any explicit OFFSPRING tags.  The implicit tag does not appear for any species with the NOGENDER or NOREPRODUCTION tags; if you wish for a non-gendered species to reproduce you must specifically provide OFFSPRING tags to that effect.  ''N.b.'', a creature with explicit tags which do not include its own creature ID will be incapable of reproduction with its own species; this allows folklore versions of nymphs which can reproduce successfully only with human males, for instance.&lt;br /&gt;
&lt;br /&gt;
: If an OFFSPRING tag exists, but the creature is also IMPOTENT towards that creature type, then the creature has no interest and any reproduction would have to be forced.  See IMPOTENT tag for further detail.&lt;br /&gt;
&lt;br /&gt;
: ''Examples:''&lt;br /&gt;
: (Mermaid)&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAID:1:1:270:5]&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAN:1:1:270:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:MERMAID, give the MERMAID the ability to reproduce with a CREATURE:MERMAN.  The mermaid will have a 1 in 6 chance of producing a merman, and a 5 in 6 chance of producing a mermaid.&lt;br /&gt;
&lt;br /&gt;
: (Horse)&lt;br /&gt;
:: [OFFSPRING:HORSE:HORSE:1:1:340:5]&lt;br /&gt;
:: [OFFSPRING:DONKEY:MULE:1:1:340:1]&lt;br /&gt;
:: [OFFSPRING:MULE:NOTHING:0:0:0:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:HORSE, allow the female horse to reproduce with a male horse to produce a foal of either gender (the CREATURE:HORSE has no [MALE] or [FEMALE] tag and thus has gender randomly assigned when it is birthed).  The horse can also be impregnated by a male CREATURE:DONKEY and will produce mules.  Finally, the mare is willing to engage in reproductive behaviour with a CREATURE:MULE, but conception is impossible (the rare instances of fertile mules are ignored for purposes of gameplay).  The mare will prefer to mate with stallions; if there is one stallion and one male donkey available, the mare will mate with the stallion 83% of the time if it can&amp;amp;mdash;if an animal caretaker wishes to produce mules, the animal caretaker would have to husband the mare and the donkey specifically in some fashion.&lt;br /&gt;
&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:1:1:270:98]&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:2:2:270:2]&lt;br /&gt;
:: [OFFSPRING:ORC:HALFORC:1:1:270:1]&lt;br /&gt;
:: Humans will give birth to a single child most of the time.  Approximately 2% of the time, a human mother will give birth to twins.  Human females can also be impregnated by male orcs, who will cause the human female to produce half-orc offspring of random gender.  See also IMPOTENT tag for unwillingness to mate, however.&lt;br /&gt;
&lt;br /&gt;
=====''[MALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The MALEOFFSPRING tag is a variant of the OFFSPRING tag which allows a ''male'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  If there is a reciprocal case of OFFSPRING and MALEOFFSPRING tags, denoting that either of the partners can be impregnated by the other, then the impregnated partner is chosen randomly.&lt;br /&gt;
&lt;br /&gt;
: This tag is used extremely rarely and is intended for cases where a male host can be impregnated in some fashion by another lifeform.  It is chiefly useful for hermaphroditic species (species with male and female genitals) which are still somewhat identifiable as either male or female.&lt;br /&gt;
&lt;br /&gt;
=====''[FEMALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The FEMALEOFFSPRING tag is another variant which allows a ''female'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  This allows for females to be impregnated by &amp;quot;females&amp;quot; of the other creature type, which is not otherwise possible with the MALEOFFSPRING or OFFSPRING tags.&lt;br /&gt;
&lt;br /&gt;
=====''[GESTATION:gestation]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''gestation'': The number of days of gestation, as per the OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Affects the &amp;quot;default&amp;quot; gestation of the creature for the purposes of its implicit OFFSPRING tag if the creature does not explicitly define one.&lt;br /&gt;
&lt;br /&gt;
=====''[IMPOTENT_ALL]'' / ''[IMPOTENT:creaturetype]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''creaturetype'': The type of creature with which this creature has no urge to mate.&lt;br /&gt;
&lt;br /&gt;
: The creature has no urge to mate.  It is still fertile, given an OFFSPRING tag (or the implicit OFFSPRING tag), and can thus be impregnated; however, males are impotent and females are unwilling, meaning that the creature does not represent a successful species.&lt;br /&gt;
&lt;br /&gt;
: If it is possible to be fertilised by another species which ''does'' have the urge to mate, via an OFFSPRING tag, then it can still reproduce if a member of the other species presents itself.  In other words, if one creature type has IMPOTENT towards a second creature type, but the second creature type does not circularly have IMPOTENT towards the first, then the second creature type is still interested in mating with the first creature type.&lt;br /&gt;
&lt;br /&gt;
: To Toady: The latter possibility would represent forced reproduction, which may be contrary to your moral integrity and may thus (at your option) remain unimplemented (rendering the existence of this tag moot); in such a case, an IMPOTENT tag in either direction would represent impossibility of reproduction or copulation (as opposed to OFFSPRING:PARTNER:NOTHING which represents willingness to mate, including the happy thoughts acquired from engaging in the reproductive act, but no successful offspring).&lt;br /&gt;
&lt;br /&gt;
: ''Example:''&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [IMPOTENT:ORC]&lt;br /&gt;
:: Human males are not interested in impregnating orc females, regardless of the possibility to do so, nor are human females interested in being impregnated by orc males.&lt;br /&gt;
&lt;br /&gt;
=====''[NOREPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: Implies IMPOTENT_ALL and eliminates the implicit OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Effectively, this means that the creature will be completely unwilling to mate and completely unable to produce offspring if it does.  If the creature includes any user-defined OFFSPRING or MALEOFFSPRING tags, the creature may still be impregnated by those means; however, it will not wittingly do so.&lt;br /&gt;
&lt;br /&gt;
=====''[NOGENDER]''=====&lt;br /&gt;
&lt;br /&gt;
: (Existing tag NO_GENDER revised to NOGENDER to be consistent, with clarifications as follows) The species has a &amp;quot;neuter&amp;quot; gender.  This eliminates the implicit OFFSPRING tag, to allow for the existence of magical constructs and sterile breeds.  The user may still add an OFFSPRING tag manually to allow the creature to reproduce (or desire to reproduce) in a sexual fashion.&lt;br /&gt;
&lt;br /&gt;
=====''[BOTH_IMPREGNATED]''=====&lt;br /&gt;
&lt;br /&gt;
: If there exists a circular OFFSPRING/MALEOFFSPRING/FEMALEOFFSPRING link between the two partners engaged in a reproductive act&amp;amp;mdash;for instance if the male can be impregnated by the female and the female can be impregnated by the male&amp;amp;mdash;then both partners will become impregnated after the act given this tag.&lt;br /&gt;
&lt;br /&gt;
: With this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* If only one partner may become impregnated, only that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
:Without this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, the female will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, the impregnated partner is selected randomly.&lt;br /&gt;
:* If only one partner may become impregnated, that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
=====''[EXTERNAL_FERTILIZE]''=====&lt;br /&gt;
&lt;br /&gt;
: A modifier tag for LAYS_EGGS, this indicates that the creature lays eggs without having sexual intercourse; the male of the species fertilises the eggs externally (such as in the case of a spawning salmon).  The eggs can shrivel or rot (depending on whether they are soft eggs or hard eggs).  If they are fertilised, the gestation time is reset and they will then grow on their own.&lt;br /&gt;
&lt;br /&gt;
=====''[WARMS_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If at least one caste includes this token, the eggs must be warmed in order to hatch.  The castes which possess this token will share in the effort of warming the eggs.&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
: The species injects its eggs into the eggs' nest (whether that &amp;quot;nest&amp;quot; is a womb, its partner, or an unwilling host), effectively meaning that the female impregnates the male instead of vice-versa.  This applies only to seahorses in the case of non-PARASITE_EGG and non-SAPOTROPH_EGG reproduction and is thus not a very critical feature.&lt;br /&gt;
&lt;br /&gt;
=====''[PARASITE_EGG]''=====&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the living body of another creature, which carries the eggs to term.  The eggs then hatch and the baby attacks the other creature from the inside in order to get out.  Contrary to what you might expect, this isn't meant to imply the ''Alien'' style of breeding, but rather the form of breeding exhibited by some forms of wasps.  Imagine the horror of being stung by a giant wasp with a paralytic stinger, who then injects her eggs into your body until they hatch and eat their way out!  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: An attack within the creature record must have an ATTACK_FLAG_OVIPOSITOR in order to allow implantation.&lt;br /&gt;
&lt;br /&gt;
=====''[SAPOTROPH_EGG:target]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''target'': The creature ID or creature class of the species where eggs are injected, or NONE for any dead body.&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the corpse of another creature, which carries the eggs to term.  The eggs then hatch and the litter emerges from the corpse.  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: The target can be a specific species, to reflect certain predatory flies which have specific creatures they target.&lt;br /&gt;
&lt;br /&gt;
=====''[KILLS_FOR_SAPOTROPH_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature after being impregnated will actively and aggressively manufacture corpses to lay eggs inside, if no corpses are already available.&lt;br /&gt;
&lt;br /&gt;
=====''[PREGNANT_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: Once impregnated by a given other creature, the creature is thereafter permanently impregnated by that creature and will continuously produce offspring from that genetic material after each successive delivery.  If another partner impregnates it, it will then continously produce offspring from its new partner (the new partner having effectively replaced the genetic material from the first partner with its own).  Unless genetic traits from specific parents are introduced, the new partner must be of a different creature type for this replacement to have any effect.&lt;br /&gt;
&lt;br /&gt;
: This method of reproduction is most often seen in queen ants and queen bees of the insect order of hymenoptera.  The queen maintains as much of her mate's DNA as required to fertilize her own offspring once the male has impregnated her during her mating flight.&lt;br /&gt;
&lt;br /&gt;
: You could assign this variable to rats, since rats are born pregnant.  (Yes, that's a joke.)&lt;br /&gt;
&lt;br /&gt;
=====''[VOLUNTARY_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If a LAYS_EGGS creature has this tag, it is allowed to choose whether or not to lay eggs; it does not lay eggs at every reproductive cycle unless they are fertilized.&lt;br /&gt;
&lt;br /&gt;
: If the creature lays an egg uselessly, it will receive a bad thought (if it lays an egg usefully, it will receive a good thought).  Good living conditions can make up for the bad thoughts from failing to reproduce.&lt;br /&gt;
&lt;br /&gt;
: An unfertilised egg will remain intact once laid, but can rot naturally just like any other food item left to its own devices.&lt;br /&gt;
&lt;br /&gt;
=====''[ASEXUAL:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature reproduces asexually and does not need another creature to fertilise it or otherwise provide genetic material.&lt;br /&gt;
&lt;br /&gt;
=====''[INFANT_MORTALITY:number:ratio]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The number out of the ratio that will die&lt;br /&gt;
:* ''ratio'': The total ratio of surviving and extinct offspring by reaching childhood (or maturity, if no BABY tag)&lt;br /&gt;
&lt;br /&gt;
: This causes infants of the creature to die during world gen, or spontaneously during fortress mode when outdoors (based on implied predation), based on the given ratio of dead offspring to the total ratio.  For instance, if INFANT_MORTALITY:3:1000, then there is a 3 in 1000 chance that any given member of the species will die within its infancy.&lt;br /&gt;
&lt;br /&gt;
: This is intended to balance creatures which lay massive egg clutches, as they do so in reality in order to counterbalance their extremely low infant survival rates: for instance, infant crocodiles are frequently eaten by birds and even fish.  Turtles also employ similar mass-clutch laying based on the same principle.&lt;br /&gt;
&lt;br /&gt;
=====''[PARENTAL_ADOPTION:minimum:maximum]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The minimum number of offspring per litter that parents will raise.&lt;br /&gt;
:* ''number'': The maximum number of offspring per litter that parents will raise, allowing the others to die.&lt;br /&gt;
&lt;br /&gt;
: This is intended to represent the behaviour of pandas, where they may occasionally have multiple births but will adopt only the strongest of their infants.  Creatures with this tag will choose the offspring in the litter that has the highest average attributes.  Theoretically this helps ensure the survival of the species, however barbaric it may seem to we humans who care so deeply about our own offspring (but then again, it hasn't exactly worked out well for pandas so far -- and actually, as carnivores that live in mountainous areas and prefer to eat bamboo that grows on flatter ground, they really are a species that just doesn't want to survive...).&lt;br /&gt;
&lt;br /&gt;
=====''[ALPHA_REPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: This tag forces only one mated pair per population cluster (i.e., CLUSTER_NUMBER) to reproduce.  Only the female with the highest attributes will bear offspring, with all other females in the group simply being suppressed from mating.  This inborn social control reduces overpopulation among animals that bear large numbers of offspring.&lt;br /&gt;
&lt;br /&gt;
===General Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[INNATESKILL:skillid:level]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''skillid'': The skill possessed.&lt;br /&gt;
:* ''level'': The level of the skill.&lt;br /&gt;
&lt;br /&gt;
: This variation on the SWIMS_INNATE tag would allow creatures always to possess a minimum level of a given skill.&lt;br /&gt;
&lt;br /&gt;
: ''Example:''&lt;br /&gt;
: (Kobold)&lt;br /&gt;
:: [INNATESKILL:AMBUSHER:2]&lt;br /&gt;
:: Kobolds are natural at sneaking.  Each one is an &amp;quot;Ambusher&amp;quot; (as opposed to &amp;quot;Novice Ambusher&amp;quot; at rank 1 or &amp;quot;Dabbling Ambusher&amp;quot; at rank 0).&lt;br /&gt;
&lt;br /&gt;
=====''[CORPSE_SPECHEAT]'' / ''[CORPSE_LAYERING]'' / ''[CORPSE_CORPSE_BOILING_POINT]'' / etc.=====&lt;br /&gt;
&lt;br /&gt;
: These tokens would allow a being's corpse to have temperatures that are different than their living temperatures.  The primary usefulness would be in making creatures which spontaneously combust when killed (vampires in Blade series!) or creatures which burn while alive but turn into useless lumps when dead.  The current closest token, itemcorpse, only accomplishes the latter.&lt;br /&gt;
&lt;br /&gt;
: Cool beans!&lt;br /&gt;
&lt;br /&gt;
=====''[CHILD_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''species'': The species to assimilate, or NONE for all species&lt;br /&gt;
:* ''product'': The species produced, or NONE for this species&lt;br /&gt;
:* ''time'': The number of assimilation points it takes to totally assimilate that creature&lt;br /&gt;
&lt;br /&gt;
: The motivation behind this token is to allow goblins to transform captured children into their own kind.  Unlike the Trekkie assimilation, this is done in campaign time; each assimilation attempt takes one day, causing one assimilation point.  The transformation occurs when the number of assimilation points stored up for a given creature exceeds the specified time, in days.  Only one attempt could be made per creature per day.  Once the creature is assimilated and transformed into the new creature type, it treats the CHILD_CONVERTER as its parent.&lt;br /&gt;
&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Put that baby spell on me''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Put that magic jump on me''&lt;br /&gt;
: ''Slap that baby, make him free!''&lt;br /&gt;
&lt;br /&gt;
The closest current tag is SPOUSE_CONVERTER, which applies to compatible sexes and which lacks parameters.&lt;br /&gt;
&lt;br /&gt;
=====''[ASSIMILATE_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: As per CHILD_CONVERTER, but for any member of the targetted species.  The converted creature will become a faction member instead of a dynastic member.&lt;br /&gt;
&lt;br /&gt;
=====''[ADD_BODY_TAG:caste:...]'' =====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''caste'': Caste within the current creature object to append additional body tokens to&lt;br /&gt;
:* ''...'': Colon-separated list of [[body tokens|body templates]]&lt;br /&gt;
&lt;br /&gt;
: This is an ''appendix'' of the creature's BODY token which allows you to add additional body parts to male or female members of the creature, instead of being required to redefine the caste through SELECT_CASTE and override the BODY token already present.  There is presently no way of using creature variations to add new body parts to the BODY tag, only to replace existing parts within the tag (e.g., I can convert the fingers to talons, but I can't add three adamantium spikes to the existing hands and fingers).&lt;br /&gt;
&lt;br /&gt;
: Whenever a creature is created, it receives all of the body parts from the BODY token, plus all of the body templates from each ADD_BODY token in sequence that matches its caste.&lt;br /&gt;
&lt;br /&gt;
: Note in particular that this would vastly simplify such things as sheep -- instead of having two define the body token twice, once under CASTE:FEMALE and once under CASTE:MALE, the body tag could be defined once under the root (&amp;quot;all&amp;quot;) caste, and then an ADD_BODY_TAG:MALE:2HEAD_HORN tag anywhere after the CASTE:MALE has been defined.&lt;br /&gt;
&lt;br /&gt;
=== Thought Tokens ===&lt;br /&gt;
&lt;br /&gt;
=====''[MELANCHOLY:weight]'' / ''[BERSERKNESS:weight]'' / ''[MADNESS:weight]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''weight'': The odds that when the being suffers this form of insanity when pushed to depression.&lt;br /&gt;
&lt;br /&gt;
: This is designed to influence how exactly a given species behaves when it hits insanity.  The possible insanity forms are rolled against with weighted throws to determine which form of insanity takes hold.&lt;br /&gt;
&lt;br /&gt;
: Additional insanity types, as they are added, would also have corresponding weighting tokens added.  Gaining disturbing fetishes, becoming sociopathic (i.e., covert murder instead of overt murder when found alone with a potential victim), and acquiring debilitating phobias are all potential insanity forms that could be added to DF.&lt;br /&gt;
&lt;br /&gt;
: If a token for a corresponding insanity type does not appear, it takes on the default weighting of 100.&lt;br /&gt;
&lt;br /&gt;
=====''[LIMIT_HAPPINESS:min:max]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''min'': The minimum, default -100.&lt;br /&gt;
:* ''max'': The maximum, default 100.&lt;br /&gt;
&lt;br /&gt;
: This is designed to impose caps to the creature's possible happiness.  This also allows the creation of generally emotionless races, if you were to set both values to zero.&lt;br /&gt;
&lt;br /&gt;
: If the minimum is set above the unhappiness threshold, the being can never become insane due to unhappiness, so ideally there would be other penalties to unhappiness like having their work rate directly proportional to their current percentage of happiness or some such.&lt;br /&gt;
&lt;br /&gt;
: Mostly this token would be used to impose a maximum cap while leaving the minimum as -100, so certain beings are simply more prone to insanity.&lt;br /&gt;
&lt;br /&gt;
=====''[HAPPYMULT:percent]'' / ''[SADMULT:percent]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''percent'': The percentage by which thought modify the current happiness level.&lt;br /&gt;
&lt;br /&gt;
: This token makes some beings naturally more prone to becoming happy or to becoming sad as a result of unhappy thoughts.  If a being has HAPPYMULT 50 and SADMULT 100, for instance, then happy thoughts are one half as effective at making the being happy and sad thoughts are of normal effectiveness.&lt;br /&gt;
&lt;br /&gt;
: With high values for each, this makes beings have greater mood swings.  With low values for each, this makes beings more steady.  With low values for HAPPYMULT and high values for SADMULT, this makes the creatures tend towards depression.  The converse is true for high HAPPYMULT and low SADMULT.&lt;br /&gt;
&lt;br /&gt;
=====''[BAD_EMOTION:emotion]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''emotion'': The type of emotion that upsets the being when it is experienced.&lt;br /&gt;
&lt;br /&gt;
: '''Emotion Parameters:'''&lt;br /&gt;
:* FEAR: Causes the being to receive an unhappy thought every time it is forced to flee from an enemy.&lt;br /&gt;
:* ATTACK : Causes the being to receive an unhappy thought every time it is forced to fight.&lt;br /&gt;
:* KILL : Causes the being to receive an unhappy thought every time it is credited with a kill.&lt;br /&gt;
&lt;br /&gt;
: This token causes the being to receive a small unhappy thought each and every time it performs the indicated activity.  This can rapidly lead to insanity.&lt;br /&gt;
&lt;br /&gt;
: This is hard to quantify in human terms and would mostly be used to give certain behaviour to animals when they are otherwise experiencing unusual circumstances.  For instance, a normal being (who flees from conflict instead of stays and fights) with BERSERKNESS:500, SADMULT:500 and BAD_EMOTION:FEAR is being chased by a hunter.  The being will attempt to flee, and if the aggressor continually chases after it the being will be rapidly driven to go berserk and lash out at its attacker.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
* To allow females to be impregnated only by males, use OFFSPRING.&lt;br /&gt;
* To allow males to be impregnated by males or females or neuters, use MALEOFFSPRING.&lt;br /&gt;
* To allow males to be impregnated only by females, use OFFSPRING, and use OVIPOSITOR on both the male and female -- the male fertilizes the female's eggs, then the female inserts those eggs into the male's womb (implied via OVIPOSITOR).&lt;br /&gt;
* To allow females to be impregnated by males or females or neuters, use FEMALEOFFSPRING.&lt;br /&gt;
* To allow neuter-gendered beings to reproduce, use OFFSPRING.&lt;br /&gt;
* There is, at this time, no syntax for allowing a male to be impregnated only by a male.&lt;br /&gt;
* To make a hen which lays eggs regardless of whether it has been impregnated by a rooster, use [OVIPAROUS][INVOLUNTARY_EGGS].  If it lays eggs which have not been fertilized, the eggs are worthless (from a reproductive standpoint) and will rot.  They can be eaten as food.&lt;br /&gt;
* To make a [http://insects.tamu.edu/fieldguide/cimg329.html parasitic wasp]-like creature which lays eggs inside other creatures at will, use [OVIPAROUS][PARASITE_EGG].&lt;br /&gt;
* If you want the above-mentioned parasitic wasp to squirt out its egg if it cannot do so inside another creature (due to lack of supply of other creatures), also include [INVOLUNTARY_EGGS] and the wasp will occasionally lay an egg (to die) in the open.  This will piss it off, and you don't want to piss off a wasp.&lt;br /&gt;
&lt;br /&gt;
== Body Tokens ==&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is used for injecting eggs into a victim.&lt;br /&gt;
&lt;br /&gt;
=====''[MILK]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is responsible for production of milk, and if destroyed the creature can no longer produce it or feed its offspring.  Multiple MILK organs correspond to a proportional reduction in ability to nurse their young.  Viable for udders for cows, goats, donkeys, etc.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTIVE_CONTRIBUTE]'' / ''[REPRODUCTIVE]'' =====&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE, this portion of the body is responsible for laying of eggs or (non-simulated) copulation, and if destroyed the creature can no longer reproduce.  Intended to allow entity-based punishments of castration (in world-gen, presumably).&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE_CONTRIBUTE, this allows some redundancy -- as long as there is at least one REPRODUCTIVE_CONTRIBUTE organ remaining, the animal can reproduce.  If all REPRODUCTIVE_CONTRIBUTE organs are missing, however, the creature can no longer reproduce.  Intended to allow gelding stallions and bulls or otherwise neutering male pets (removal of testes) or spaying female pets (removal of ovaries).&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=205242</id>
		<title>User:JT/Token Wishlist</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=205242"/>
		<updated>2014-07-11T03:15:42Z</updated>

		<summary type="html">&lt;p&gt;JT: infant_mortality and parental_adoption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creature Tokens==&lt;br /&gt;
&lt;br /&gt;
===Reproductive Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[OFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''mateid'': The creature ID of the species with which this being can reproduce.&lt;br /&gt;
:* ''offspringid'': The creature ID of the species which is produced by a successful mating with the above creature ID, or NOTHING to denote that there is a possibility/potential desire to be mated with by the given creature type but no chance of conception.&lt;br /&gt;
:* ''min'': The minimum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''max'': The maximum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''gestation'': The number of days of gestation.  Gestation period is calculated from this number &amp;amp;plusmn;5%.&lt;br /&gt;
:* ''weighting'': In the event of more than one OFFSPRING tag for a given mate type, the weighting determines the odds that a particular offspring is produced.&lt;br /&gt;
&lt;br /&gt;
: Allows a ''female'' member of the species to be impregnated by a ''male'' member of the given mate type.  This tag allows for complex intraspecies and interspecies reproductive capability, vastly expanding the existing functionality for creature breeding in the game.&lt;br /&gt;
&lt;br /&gt;
: In all cases, the OFFSPRING tag applies to the ''female'' of the species, for object-orientedness.  That is, a female of a species specifies which creature types can impregnate it.  If the species has no gender, it is assumed that the entire species is &amp;quot;female&amp;quot; for purposes of this token.&lt;br /&gt;
&lt;br /&gt;
: If no OFFSPRING tag is found for a species it is assumed to have the &amp;quot;implicit tag&amp;quot; [OFFSPRING:owntype:owntype:1:1:270:1], meaning that the species can reproduce with other members of its own species.  The various existing tags (LITTERSIZE, MULTIPLE_LITTER_RARE, etc.) all serve to modify the implicit tag, but have no effect if the creature defines any explicit OFFSPRING tags.  The implicit tag does not appear for any species with the NOGENDER or NOREPRODUCTION tags; if you wish for a non-gendered species to reproduce you must specifically provide OFFSPRING tags to that effect.  ''N.b.'', a creature with explicit tags which do not include its own creature ID will be incapable of reproduction with its own species; this allows folklore versions of nymphs which can reproduce successfully only with human males, for instance.&lt;br /&gt;
&lt;br /&gt;
: If an OFFSPRING tag exists, but the creature is also IMPOTENT towards that creature type, then the creature has no interest and any reproduction would have to be forced.  See IMPOTENT tag for further detail.&lt;br /&gt;
&lt;br /&gt;
: ''Examples:''&lt;br /&gt;
: (Mermaid)&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAID:1:1:270:5]&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAN:1:1:270:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:MERMAID, give the MERMAID the ability to reproduce with a CREATURE:MERMAN.  The mermaid will have a 1 in 6 chance of producing a merman, and a 5 in 6 chance of producing a mermaid.&lt;br /&gt;
&lt;br /&gt;
: (Horse)&lt;br /&gt;
:: [OFFSPRING:HORSE:HORSE:1:1:340:5]&lt;br /&gt;
:: [OFFSPRING:DONKEY:MULE:1:1:340:1]&lt;br /&gt;
:: [OFFSPRING:MULE:NOTHING:0:0:0:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:HORSE, allow the female horse to reproduce with a male horse to produce a foal of either gender (the CREATURE:HORSE has no [MALE] or [FEMALE] tag and thus has gender randomly assigned when it is birthed).  The horse can also be impregnated by a male CREATURE:DONKEY and will produce mules.  Finally, the mare is willing to engage in reproductive behaviour with a CREATURE:MULE, but conception is impossible (the rare instances of fertile mules are ignored for purposes of gameplay).  The mare will prefer to mate with stallions; if there is one stallion and one male donkey available, the mare will mate with the stallion 83% of the time if it can&amp;amp;mdash;if an animal caretaker wishes to produce mules, the animal caretaker would have to husband the mare and the donkey specifically in some fashion.&lt;br /&gt;
&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:1:1:270:98]&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:2:2:270:2]&lt;br /&gt;
:: [OFFSPRING:ORC:HALFORC:1:1:270:1]&lt;br /&gt;
:: Humans will give birth to a single child most of the time.  Approximately 2% of the time, a human mother will give birth to twins.  Human females can also be impregnated by male orcs, who will cause the human female to produce half-orc offspring of random gender.  See also IMPOTENT tag for unwillingness to mate, however.&lt;br /&gt;
&lt;br /&gt;
=====''[MALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The MALEOFFSPRING tag is a variant of the OFFSPRING tag which allows a ''male'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  If there is a reciprocal case of OFFSPRING and MALEOFFSPRING tags, denoting that either of the partners can be impregnated by the other, then the impregnated partner is chosen randomly.&lt;br /&gt;
&lt;br /&gt;
: This tag is used extremely rarely and is intended for cases where a male host can be impregnated in some fashion by another lifeform.  It is chiefly useful for hermaphroditic species (species with male and female genitals) which are still somewhat identifiable as either male or female.&lt;br /&gt;
&lt;br /&gt;
=====''[FEMALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The FEMALEOFFSPRING tag is another variant which allows a ''female'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  This allows for females to be impregnated by &amp;quot;females&amp;quot; of the other creature type, which is not otherwise possible with the MALEOFFSPRING or OFFSPRING tags.&lt;br /&gt;
&lt;br /&gt;
=====''[GESTATION:gestation]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''gestation'': The number of days of gestation, as per the OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Affects the &amp;quot;default&amp;quot; gestation of the creature for the purposes of its implicit OFFSPRING tag if the creature does not explicitly define one.&lt;br /&gt;
&lt;br /&gt;
=====''[IMPOTENT_ALL]'' / ''[IMPOTENT:creaturetype]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''creaturetype'': The type of creature with which this creature has no urge to mate.&lt;br /&gt;
&lt;br /&gt;
: The creature has no urge to mate.  It is still fertile, given an OFFSPRING tag (or the implicit OFFSPRING tag), and can thus be impregnated; however, males are impotent and females are unwilling, meaning that the creature does not represent a successful species.&lt;br /&gt;
&lt;br /&gt;
: If it is possible to be fertilised by another species which ''does'' have the urge to mate, via an OFFSPRING tag, then it can still reproduce if a member of the other species presents itself.  In other words, if one creature type has IMPOTENT towards a second creature type, but the second creature type does not circularly have IMPOTENT towards the first, then the second creature type is still interested in mating with the first creature type.&lt;br /&gt;
&lt;br /&gt;
: To Toady: The latter possibility would represent forced reproduction, which may be contrary to your moral integrity and may thus (at your option) remain unimplemented (rendering the existence of this tag moot); in such a case, an IMPOTENT tag in either direction would represent impossibility of reproduction or copulation (as opposed to OFFSPRING:PARTNER:NOTHING which represents willingness to mate, including the happy thoughts acquired from engaging in the reproductive act, but no successful offspring).&lt;br /&gt;
&lt;br /&gt;
: ''Example:''&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [IMPOTENT:ORC]&lt;br /&gt;
:: Human males are not interested in impregnating orc females, regardless of the possibility to do so, nor are human females interested in being impregnated by orc males.&lt;br /&gt;
&lt;br /&gt;
=====''[NOREPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: Implies IMPOTENT_ALL and eliminates the implicit OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Effectively, this means that the creature will be completely unwilling to mate and completely unable to produce offspring if it does.  If the creature includes any user-defined OFFSPRING or MALEOFFSPRING tags, the creature may still be impregnated by those means; however, it will not wittingly do so.&lt;br /&gt;
&lt;br /&gt;
=====''[NOGENDER]''=====&lt;br /&gt;
&lt;br /&gt;
: (Existing tag NO_GENDER revised to NOGENDER to be consistent, with clarifications as follows) The species has a &amp;quot;neuter&amp;quot; gender.  This eliminates the implicit OFFSPRING tag, to allow for the existence of magical constructs and sterile breeds.  The user may still add an OFFSPRING tag manually to allow the creature to reproduce (or desire to reproduce) in a sexual fashion.&lt;br /&gt;
&lt;br /&gt;
=====''[BOTH_IMPREGNATED]''=====&lt;br /&gt;
&lt;br /&gt;
: If there exists a circular OFFSPRING/MALEOFFSPRING/FEMALEOFFSPRING link between the two partners engaged in a reproductive act&amp;amp;mdash;for instance if the male can be impregnated by the female and the female can be impregnated by the male&amp;amp;mdash;then both partners will become impregnated after the act given this tag.&lt;br /&gt;
&lt;br /&gt;
: With this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* If only one partner may become impregnated, only that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
:Without this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, the female will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, the impregnated partner is selected randomly.&lt;br /&gt;
:* If only one partner may become impregnated, that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
=====''[EXTERNAL_FERTILIZE]''=====&lt;br /&gt;
&lt;br /&gt;
: A modifier tag for LAYS_EGGS, this indicates that the creature lays eggs without having sexual intercourse; the male of the species fertilises the eggs externally (such as in the case of a spawning salmon).  The eggs can shrivel or rot (depending on whether they are soft eggs or hard eggs).  If they are fertilised, the gestation time is reset and they will then grow on their own.&lt;br /&gt;
&lt;br /&gt;
=====''[WARMS_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If at least one caste includes this token, the eggs must be warmed in order to hatch.  The castes which possess this token will share in the effort of warming the eggs.&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
: The species injects its eggs into the eggs' nest (whether that &amp;quot;nest&amp;quot; is a womb, its partner, or an unwilling host), effectively meaning that the female impregnates the male instead of vice-versa.  This applies only to seahorses in the case of non-PARASITE_EGG and non-SAPOTROPH_EGG reproduction and is thus not a very critical feature.&lt;br /&gt;
&lt;br /&gt;
=====''[PARASITE_EGG]''=====&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the living body of another creature, which carries the eggs to term.  The eggs then hatch and the baby attacks the other creature from the inside in order to get out.  Contrary to what you might expect, this isn't meant to imply the ''Alien'' style of breeding, but rather the form of breeding exhibited by some forms of wasps.  Imagine the horror of being stung by a giant wasp with a paralytic stinger, who then injects her eggs into your body until they hatch and eat their way out!  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: An attack within the creature record must have an ATTACK_FLAG_OVIPOSITOR in order to allow implantation.&lt;br /&gt;
&lt;br /&gt;
=====''[SAPOTROPH_EGG:target]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''target'': The creature ID or creature class of the species where eggs are injected, or NONE for any dead body.&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the corpse of another creature, which carries the eggs to term.  The eggs then hatch and the litter emerges from the corpse.  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: The target can be a specific species, to reflect certain predatory flies which have specific creatures they target.&lt;br /&gt;
&lt;br /&gt;
=====''[KILLS_FOR_SAPOTROPH_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature after being impregnated will actively and aggressively manufacture corpses to lay eggs inside, if no corpses are already available.&lt;br /&gt;
&lt;br /&gt;
=====''[PREGNANT_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: Once impregnated by a given other creature, the creature is thereafter permanently impregnated by that creature and will continuously produce offspring from that genetic material after each successive delivery.  If another partner impregnates it, it will then continously produce offspring from its new partner (the new partner having effectively replaced the genetic material from the first partner with its own).  Unless genetic traits from specific parents are introduced, the new partner must be of a different creature type for this replacement to have any effect.&lt;br /&gt;
&lt;br /&gt;
: This method of reproduction is most often seen in queen ants and queen bees of the insect order of hymenoptera.  The queen maintains as much of her mate's DNA as required to fertilize her own offspring once the male has impregnated her during her mating flight.&lt;br /&gt;
&lt;br /&gt;
: You could assign this variable to rats, since rats are born pregnant.  (Yes, that's a joke.)&lt;br /&gt;
&lt;br /&gt;
=====''[VOLUNTARY_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If a LAYS_EGGS creature has this tag, it is allowed to choose whether or not to lay eggs; it does not lay eggs at every reproductive cycle unless they are fertilized.&lt;br /&gt;
&lt;br /&gt;
: If the creature lays an egg uselessly, it will receive a bad thought (if it lays an egg usefully, it will receive a good thought).  Good living conditions can make up for the bad thoughts from failing to reproduce.&lt;br /&gt;
&lt;br /&gt;
: An unfertilised egg will remain intact once laid, but can rot naturally just like any other food item left to its own devices.&lt;br /&gt;
&lt;br /&gt;
=====''[ASEXUAL:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature reproduces asexually and does not need another creature to fertilise it or otherwise provide genetic material.&lt;br /&gt;
&lt;br /&gt;
=====''[INFANT_MORTALITY:number:ratio]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The number out of the ratio that will die&lt;br /&gt;
:* ''ratio'': The total ratio of surviving and extinct offspring by reaching childhood (or maturity, if no BABY tag)&lt;br /&gt;
&lt;br /&gt;
: This causes infants of the creature to die during world gen, or spontaneously during fortress mode when outdoors (based on implied predation), based on the given ratio of dead offspring to the total ratio.  For instance, if INFANT_MORTALITY:3:1000, then there is a 3 in 1000 chance that any given member of the species will die within its infancy.&lt;br /&gt;
&lt;br /&gt;
: This is intended to balance creatures which lay massive egg clutches, as they do so in reality in order to counterbalance their extremely low infant survival rates: for instance, infant crocodiles are frequently eaten by birds and even fish.  Turtles also employ similar mass-clutch laying based on the same principle.&lt;br /&gt;
&lt;br /&gt;
=====''[PARENTAL_ADOPTION:minimum:maximum]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''number'': The minimum number of offspring per litter that parents will raise.&lt;br /&gt;
:* ''number'': The maximum number of offspring per litter that parents will raise, allowing the others to die.&lt;br /&gt;
&lt;br /&gt;
: This is intended to represent the behaviour of pandas, where they may occasionally have multiple births but will adopt only the strongest of their infants.  Creatures with this tag will choose the offspring in the litter that has the highest average attributes.  Theoretically this helps ensure the survival of the species, however barbaric it may seem to we humans who care so deeply about our own offspring (but then again, it hasn't exactly worked out well for pandas so far -- and actually, as carnivores that live in mountainous areas and prefer to eat bamboo that grows on flatter ground, they really are a species that just doesn't want to survive...).&lt;br /&gt;
&lt;br /&gt;
===General Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[INNATESKILL:skillid:level]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''skillid'': The skill possessed.&lt;br /&gt;
:* ''level'': The level of the skill.&lt;br /&gt;
&lt;br /&gt;
: This variation on the SWIMS_INNATE tag would allow creatures always to possess a minimum level of a given skill.&lt;br /&gt;
&lt;br /&gt;
: ''Example:''&lt;br /&gt;
: (Kobold)&lt;br /&gt;
:: [INNATESKILL:AMBUSHER:2]&lt;br /&gt;
:: Kobolds are natural at sneaking.  Each one is an &amp;quot;Ambusher&amp;quot; (as opposed to &amp;quot;Novice Ambusher&amp;quot; at rank 1 or &amp;quot;Dabbling Ambusher&amp;quot; at rank 0).&lt;br /&gt;
&lt;br /&gt;
=====''[CORPSE_SPECHEAT]'' / ''[CORPSE_LAYERING]'' / ''[CORPSE_CORPSE_BOILING_POINT]'' / etc.=====&lt;br /&gt;
&lt;br /&gt;
: These tokens would allow a being's corpse to have temperatures that are different than their living temperatures.  The primary usefulness would be in making creatures which spontaneously combust when killed (vampires in Blade series!) or creatures which burn while alive but turn into useless lumps when dead.  The current closest token, itemcorpse, only accomplishes the latter.&lt;br /&gt;
&lt;br /&gt;
: Cool beans!&lt;br /&gt;
&lt;br /&gt;
=====''[CHILD_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''species'': The species to assimilate, or NONE for all species&lt;br /&gt;
:* ''product'': The species produced, or NONE for this species&lt;br /&gt;
:* ''time'': The number of assimilation points it takes to totally assimilate that creature&lt;br /&gt;
&lt;br /&gt;
: The motivation behind this token is to allow goblins to transform captured children into their own kind.  Unlike the Trekkie assimilation, this is done in campaign time; each assimilation attempt takes one day, causing one assimilation point.  The transformation occurs when the number of assimilation points stored up for a given creature exceeds the specified time, in days.  Only one attempt could be made per creature per day.  Once the creature is assimilated and transformed into the new creature type, it treats the CHILD_CONVERTER as its parent.&lt;br /&gt;
&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Put that baby spell on me''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Put that magic jump on me''&lt;br /&gt;
: ''Slap that baby, make him free!''&lt;br /&gt;
&lt;br /&gt;
The closest current tag is SPOUSE_CONVERTER, which applies to compatible sexes and which lacks parameters.&lt;br /&gt;
&lt;br /&gt;
=====''[ASSIMILATE_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: As per CHILD_CONVERTER, but for any member of the targetted species.  The converted creature will become a faction member instead of a dynastic member.&lt;br /&gt;
&lt;br /&gt;
=====''[ADD_BODY_TAG:caste:...]'' =====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''caste'': Caste within the current creature object to append additional body tokens to&lt;br /&gt;
:* ''...'': Colon-separated list of [[body tokens|body templates]]&lt;br /&gt;
&lt;br /&gt;
: This is an ''appendix'' of the creature's BODY token which allows you to add additional body parts to male or female members of the creature, instead of being required to redefine the caste through SELECT_CASTE and override the BODY token already present.  There is presently no way of using creature variations to add new body parts to the BODY tag, only to replace existing parts within the tag (e.g., I can convert the fingers to talons, but I can't add three adamantium spikes to the existing hands and fingers).&lt;br /&gt;
&lt;br /&gt;
: Whenever a creature is created, it receives all of the body parts from the BODY token, plus all of the body templates from each ADD_BODY token in sequence that matches its caste.&lt;br /&gt;
&lt;br /&gt;
: Note in particular that this would vastly simplify such things as sheep -- instead of having two define the body token twice, once under CASTE:FEMALE and once under CASTE:MALE, the body tag could be defined once under the root (&amp;quot;all&amp;quot;) caste, and then an ADD_BODY_TAG:MALE:2HEAD_HORN tag anywhere after the CASTE:MALE has been defined.&lt;br /&gt;
&lt;br /&gt;
=== Thought Tokens ===&lt;br /&gt;
&lt;br /&gt;
=====''[MELANCHOLY:weight]'' / ''[BERSERKNESS:weight]'' / ''[MADNESS:weight]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''weight'': The odds that when the being suffers this form of insanity when pushed to depression.&lt;br /&gt;
&lt;br /&gt;
: This is designed to influence how exactly a given species behaves when it hits insanity.  The possible insanity forms are rolled against with weighted throws to determine which form of insanity takes hold.&lt;br /&gt;
&lt;br /&gt;
: Additional insanity types, as they are added, would also have corresponding weighting tokens added.  Gaining disturbing fetishes, becoming sociopathic (i.e., covert murder instead of overt murder when found alone with a potential victim), and acquiring debilitating phobias are all potential insanity forms that could be added to DF.&lt;br /&gt;
&lt;br /&gt;
: If a token for a corresponding insanity type does not appear, it takes on the default weighting of 100.&lt;br /&gt;
&lt;br /&gt;
=====''[LIMIT_HAPPINESS:min:max]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''min'': The minimum, default -100.&lt;br /&gt;
:* ''max'': The maximum, default 100.&lt;br /&gt;
&lt;br /&gt;
: This is designed to impose caps to the creature's possible happiness.  This also allows the creation of generally emotionless races, if you were to set both values to zero.&lt;br /&gt;
&lt;br /&gt;
: If the minimum is set above the unhappiness threshold, the being can never become insane due to unhappiness, so ideally there would be other penalties to unhappiness like having their work rate directly proportional to their current percentage of happiness or some such.&lt;br /&gt;
&lt;br /&gt;
: Mostly this token would be used to impose a maximum cap while leaving the minimum as -100, so certain beings are simply more prone to insanity.&lt;br /&gt;
&lt;br /&gt;
=====''[HAPPYMULT:percent]'' / ''[SADMULT:percent]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''percent'': The percentage by which thought modify the current happiness level.&lt;br /&gt;
&lt;br /&gt;
: This token makes some beings naturally more prone to becoming happy or to becoming sad as a result of unhappy thoughts.  If a being has HAPPYMULT 50 and SADMULT 100, for instance, then happy thoughts are one half as effective at making the being happy and sad thoughts are of normal effectiveness.&lt;br /&gt;
&lt;br /&gt;
: With high values for each, this makes beings have greater mood swings.  With low values for each, this makes beings more steady.  With low values for HAPPYMULT and high values for SADMULT, this makes the creatures tend towards depression.  The converse is true for high HAPPYMULT and low SADMULT.&lt;br /&gt;
&lt;br /&gt;
=====''[BAD_EMOTION:emotion]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''emotion'': The type of emotion that upsets the being when it is experienced.&lt;br /&gt;
&lt;br /&gt;
: '''Emotion Parameters:'''&lt;br /&gt;
:* FEAR: Causes the being to receive an unhappy thought every time it is forced to flee from an enemy.&lt;br /&gt;
:* ATTACK : Causes the being to receive an unhappy thought every time it is forced to fight.&lt;br /&gt;
:* KILL : Causes the being to receive an unhappy thought every time it is credited with a kill.&lt;br /&gt;
&lt;br /&gt;
: This token causes the being to receive a small unhappy thought each and every time it performs the indicated activity.  This can rapidly lead to insanity.&lt;br /&gt;
&lt;br /&gt;
: This is hard to quantify in human terms and would mostly be used to give certain behaviour to animals when they are otherwise experiencing unusual circumstances.  For instance, a normal being (who flees from conflict instead of stays and fights) with BERSERKNESS:500, SADMULT:500 and BAD_EMOTION:FEAR is being chased by a hunter.  The being will attempt to flee, and if the aggressor continually chases after it the being will be rapidly driven to go berserk and lash out at its attacker.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
* To allow females to be impregnated only by males, use OFFSPRING.&lt;br /&gt;
* To allow males to be impregnated by males or females or neuters, use MALEOFFSPRING.&lt;br /&gt;
* To allow males to be impregnated only by females, use OFFSPRING, and use OVIPOSITOR on both the male and female -- the male fertilizes the female's eggs, then the female inserts those eggs into the male's womb (implied via OVIPOSITOR).&lt;br /&gt;
* To allow females to be impregnated by males or females or neuters, use FEMALEOFFSPRING.&lt;br /&gt;
* To allow neuter-gendered beings to reproduce, use OFFSPRING.&lt;br /&gt;
* There is, at this time, no syntax for allowing a male to be impregnated only by a male.&lt;br /&gt;
* To make a hen which lays eggs regardless of whether it has been impregnated by a rooster, use [OVIPAROUS][INVOLUNTARY_EGGS].  If it lays eggs which have not been fertilized, the eggs are worthless (from a reproductive standpoint) and will rot.  They can be eaten as food.&lt;br /&gt;
* To make a [http://insects.tamu.edu/fieldguide/cimg329.html parasitic wasp]-like creature which lays eggs inside other creatures at will, use [OVIPAROUS][PARASITE_EGG].&lt;br /&gt;
* If you want the above-mentioned parasitic wasp to squirt out its egg if it cannot do so inside another creature (due to lack of supply of other creatures), also include [INVOLUNTARY_EGGS] and the wasp will occasionally lay an egg (to die) in the open.  This will piss it off, and you don't want to piss off a wasp.&lt;br /&gt;
&lt;br /&gt;
== Body Tokens ==&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is used for injecting eggs into a victim.&lt;br /&gt;
&lt;br /&gt;
=====''[MILK]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is responsible for production of milk, and if destroyed the creature can no longer produce it or feed its offspring.  Multiple MILK organs correspond to a proportional reduction in ability to nurse their young.  Viable for udders for cows, goats, donkeys, etc.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTIVE_CONTRIBUTE]'' / ''[REPRODUCTIVE]'' =====&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE, this portion of the body is responsible for laying of eggs or (non-simulated) copulation, and if destroyed the creature can no longer reproduce.  Intended to allow entity-based punishments of castration (in world-gen, presumably).&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE_CONTRIBUTE, this allows some redundancy -- as long as there is at least one REPRODUCTIVE_CONTRIBUTE organ remaining, the animal can reproduce.  If all REPRODUCTIVE_CONTRIBUTE organs are missing, however, the creature can no longer reproduce.  Intended to allow gelding stallions and bulls or otherwise neutering male pets (removal of testes) or spaying female pets (removal of ovaries).&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT&amp;diff=205178</id>
		<title>User:JT</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT&amp;diff=205178"/>
		<updated>2014-07-11T02:06:05Z</updated>

		<summary type="html">&lt;p&gt;JT: contemporarinessnessness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;how u type on internets?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aboot==&lt;br /&gt;
&lt;br /&gt;
Canadian, eh?  Durned tootin'.&lt;br /&gt;
&lt;br /&gt;
29 years old as of October 29th, 2013.  Adamant believer that society is founded on the principles of doing what is best for everyone, even to the extent that it circumvents the law: believes strongly in ''society'' as opposed to ''law and justice''.  Intended career path: regular member, [http://en.wikipedia.org/wiki/Royal_Canadian_Mounted_Police RCMP] (you might find this ironic, but track him down on irc://irc.newnet.net/ #bay12games and he'll talk your ear off about why it isn't).&lt;br /&gt;
&lt;br /&gt;
Considers himself Liberal when speaking to Canadians, Libertarian when speaking to Americans, but usually votes for the extreme-left New Democratic Party because they seem to be the only Canadian political party genuinely interested in serving the Canadian interest instead of their partisan agendas.  (And even that's a stretch.)&lt;br /&gt;
&lt;br /&gt;
Hobbyist game developer.  Likes writing games, but is too much of a perfectionist to release most of them in their unfinished states, and has too many diverse interests to commit to a single one of them until completion.  Excellent grasp of game design and balance due to some sort of ability to imagine the finished product well in advance of getting it there (which might be half of the reason he never finishes them).&lt;br /&gt;
&lt;br /&gt;
188 centimetres tall, 85 kilograms, big blue-green eyes, chestnut brown hair, single.  Hetero.  Prefers effervescent girls with very long hair, facial structure more important than body structure, average weight or higher (but there is an upper limit -- ideally around 75 kilos, 15-30 centimetres shorter).&lt;br /&gt;
&lt;br /&gt;
Apparently enjoys talking about himself in the third person.&lt;br /&gt;
&lt;br /&gt;
==Hello, my name is Simon==&lt;br /&gt;
&lt;br /&gt;
I like to do drawrings!&lt;br /&gt;
&lt;br /&gt;
[[Image:Jt_screwpump.png|left|frame|A screwpump diagram.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Jt_df_ramp.png|frame|A diagram of a valid and invalid ramp.  (It then occurred to me that the top ramp is still usable, but only in the diagonal directions.)]]&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Miscellany==&lt;br /&gt;
&lt;br /&gt;
* [[/Starting Builds]]&lt;br /&gt;
* [[/Token Wishlist]]&lt;br /&gt;
* [[/Teensy weensy wishlist]]&lt;br /&gt;
* [[/Threat]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
* [[/Toadmod]] -- because it really needed to be done&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=205177</id>
		<title>User:JT/Token Wishlist</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT/Token_Wishlist&amp;diff=205177"/>
		<updated>2014-07-11T02:02:38Z</updated>

		<summary type="html">&lt;p&gt;JT: updating for latest version; OVIPAROUS tag was obviated a while ago, but I never fully got into the 2012 version; improved suggestion for SAPOTROPH_EGGS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creature Tokens==&lt;br /&gt;
&lt;br /&gt;
===Reproductive Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[OFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''mateid'': The creature ID of the species with which this being can reproduce.&lt;br /&gt;
:* ''offspringid'': The creature ID of the species which is produced by a successful mating with the above creature ID, or NOTHING to denote that there is a possibility/potential desire to be mated with by the given creature type but no chance of conception.&lt;br /&gt;
:* ''min'': The minimum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''max'': The maximum size of the litter of OFFSPRING.&lt;br /&gt;
:* ''gestation'': The number of days of gestation.  Gestation period is calculated from this number &amp;amp;plusmn;5%.&lt;br /&gt;
:* ''weighting'': In the event of more than one OFFSPRING tag for a given mate type, the weighting determines the odds that a particular offspring is produced.&lt;br /&gt;
&lt;br /&gt;
: Allows a ''female'' member of the species to be impregnated by a ''male'' member of the given mate type.  This tag allows for complex intraspecies and interspecies reproductive capability, vastly expanding the existing functionality for creature breeding in the game.&lt;br /&gt;
&lt;br /&gt;
: In all cases, the OFFSPRING tag applies to the ''female'' of the species, for object-orientedness.  That is, a female of a species specifies which creature types can impregnate it.  If the species has no gender, it is assumed that the entire species is &amp;quot;female&amp;quot; for purposes of this token.&lt;br /&gt;
&lt;br /&gt;
: If no OFFSPRING tag is found for a species it is assumed to have the &amp;quot;implicit tag&amp;quot; [OFFSPRING:owntype:owntype:1:1:270:1], meaning that the species can reproduce with other members of its own species.  The various existing tags (LITTERSIZE, MULTIPLE_LITTER_RARE, etc.) all serve to modify the implicit tag, but have no effect if the creature defines any explicit OFFSPRING tags.  The implicit tag does not appear for any species with the NOGENDER or NOREPRODUCTION tags; if you wish for a non-gendered species to reproduce you must specifically provide OFFSPRING tags to that effect.  ''N.b.'', a creature with explicit tags which do not include its own creature ID will be incapable of reproduction with its own species; this allows folklore versions of nymphs which can reproduce successfully only with human males, for instance.&lt;br /&gt;
&lt;br /&gt;
: If an OFFSPRING tag exists, but the creature is also IMPOTENT towards that creature type, then the creature has no interest and any reproduction would have to be forced.  See IMPOTENT tag for further detail.&lt;br /&gt;
&lt;br /&gt;
: ''Examples:''&lt;br /&gt;
: (Mermaid)&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAID:1:1:270:5]&lt;br /&gt;
:: [OFFSPRING:MERMAN:MERMAN:1:1:270:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:MERMAID, give the MERMAID the ability to reproduce with a CREATURE:MERMAN.  The mermaid will have a 1 in 6 chance of producing a merman, and a 5 in 6 chance of producing a mermaid.&lt;br /&gt;
&lt;br /&gt;
: (Horse)&lt;br /&gt;
:: [OFFSPRING:HORSE:HORSE:1:1:340:5]&lt;br /&gt;
:: [OFFSPRING:DONKEY:MULE:1:1:340:1]&lt;br /&gt;
:: [OFFSPRING:MULE:NOTHING:0:0:0:1]&lt;br /&gt;
:: The above tags, applied to the CREATURE:HORSE, allow the female horse to reproduce with a male horse to produce a foal of either gender (the CREATURE:HORSE has no [MALE] or [FEMALE] tag and thus has gender randomly assigned when it is birthed).  The horse can also be impregnated by a male CREATURE:DONKEY and will produce mules.  Finally, the mare is willing to engage in reproductive behaviour with a CREATURE:MULE, but conception is impossible (the rare instances of fertile mules are ignored for purposes of gameplay).  The mare will prefer to mate with stallions; if there is one stallion and one male donkey available, the mare will mate with the stallion 83% of the time if it can&amp;amp;mdash;if an animal caretaker wishes to produce mules, the animal caretaker would have to husband the mare and the donkey specifically in some fashion.&lt;br /&gt;
&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:1:1:270:98]&lt;br /&gt;
:: [OFFSPRING:HUMAN:HUMAN:2:2:270:2]&lt;br /&gt;
:: [OFFSPRING:ORC:HALFORC:1:1:270:1]&lt;br /&gt;
:: Humans will give birth to a single child most of the time.  Approximately 2% of the time, a human mother will give birth to twins.  Human females can also be impregnated by male orcs, who will cause the human female to produce half-orc offspring of random gender.  See also IMPOTENT tag for unwillingness to mate, however.&lt;br /&gt;
&lt;br /&gt;
=====''[MALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The MALEOFFSPRING tag is a variant of the OFFSPRING tag which allows a ''male'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  If there is a reciprocal case of OFFSPRING and MALEOFFSPRING tags, denoting that either of the partners can be impregnated by the other, then the impregnated partner is chosen randomly.&lt;br /&gt;
&lt;br /&gt;
: This tag is used extremely rarely and is intended for cases where a male host can be impregnated in some fashion by another lifeform.  It is chiefly useful for hermaphroditic species (species with male and female genitals) which are still somewhat identifiable as either male or female.&lt;br /&gt;
&lt;br /&gt;
=====''[FEMALEOFFSPRING:mateid:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:''' as per OFFSPRING tag&lt;br /&gt;
&lt;br /&gt;
: The FEMALEOFFSPRING tag is another variant which allows a ''female'' member of the species to be impregnated by ''any'' gender of the specified ''mateid'' creature type.  This allows for females to be impregnated by &amp;quot;females&amp;quot; of the other creature type, which is not otherwise possible with the MALEOFFSPRING or OFFSPRING tags.&lt;br /&gt;
&lt;br /&gt;
=====''[GESTATION:gestation]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''gestation'': The number of days of gestation, as per the OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Affects the &amp;quot;default&amp;quot; gestation of the creature for the purposes of its implicit OFFSPRING tag if the creature does not explicitly define one.&lt;br /&gt;
&lt;br /&gt;
=====''[IMPOTENT_ALL]'' / ''[IMPOTENT:creaturetype]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''creaturetype'': The type of creature with which this creature has no urge to mate.&lt;br /&gt;
&lt;br /&gt;
: The creature has no urge to mate.  It is still fertile, given an OFFSPRING tag (or the implicit OFFSPRING tag), and can thus be impregnated; however, males are impotent and females are unwilling, meaning that the creature does not represent a successful species.&lt;br /&gt;
&lt;br /&gt;
: If it is possible to be fertilised by another species which ''does'' have the urge to mate, via an OFFSPRING tag, then it can still reproduce if a member of the other species presents itself.  In other words, if one creature type has IMPOTENT towards a second creature type, but the second creature type does not circularly have IMPOTENT towards the first, then the second creature type is still interested in mating with the first creature type.&lt;br /&gt;
&lt;br /&gt;
: To Toady: The latter possibility would represent forced reproduction, which may be contrary to your moral integrity and may thus (at your option) remain unimplemented (rendering the existence of this tag moot); in such a case, an IMPOTENT tag in either direction would represent impossibility of reproduction or copulation (as opposed to OFFSPRING:PARTNER:NOTHING which represents willingness to mate, including the happy thoughts acquired from engaging in the reproductive act, but no successful offspring).&lt;br /&gt;
&lt;br /&gt;
: ''Example:''&lt;br /&gt;
: (Human)&lt;br /&gt;
:: [IMPOTENT:ORC]&lt;br /&gt;
:: Human males are not interested in impregnating orc females, regardless of the possibility to do so, nor are human females interested in being impregnated by orc males.&lt;br /&gt;
&lt;br /&gt;
=====''[NOREPRODUCTION]''=====&lt;br /&gt;
&lt;br /&gt;
: Implies IMPOTENT_ALL and eliminates the implicit OFFSPRING tag.&lt;br /&gt;
&lt;br /&gt;
: Effectively, this means that the creature will be completely unwilling to mate and completely unable to produce offspring if it does.  If the creature includes any user-defined OFFSPRING or MALEOFFSPRING tags, the creature may still be impregnated by those means; however, it will not wittingly do so.&lt;br /&gt;
&lt;br /&gt;
=====''[NOGENDER]''=====&lt;br /&gt;
&lt;br /&gt;
: (Existing tag NO_GENDER revised to NOGENDER to be consistent, with clarifications as follows) The species has a &amp;quot;neuter&amp;quot; gender.  This eliminates the implicit OFFSPRING tag, to allow for the existence of magical constructs and sterile breeds.  The user may still add an OFFSPRING tag manually to allow the creature to reproduce (or desire to reproduce) in a sexual fashion.&lt;br /&gt;
&lt;br /&gt;
=====''[BOTH_IMPREGNATED]''=====&lt;br /&gt;
&lt;br /&gt;
: If there exists a circular OFFSPRING/MALEOFFSPRING/FEMALEOFFSPRING link between the two partners engaged in a reproductive act&amp;amp;mdash;for instance if the male can be impregnated by the female and the female can be impregnated by the male&amp;amp;mdash;then both partners will become impregnated after the act given this tag.&lt;br /&gt;
&lt;br /&gt;
: With this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, both will be impregnated.&lt;br /&gt;
:* If only one partner may become impregnated, only that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
:Without this tag:&lt;br /&gt;
:* In a heterosexual encounter with circular fertility, the female will be impregnated.&lt;br /&gt;
:* In a homosexual encounter with circular fertility, the impregnated partner is selected randomly.&lt;br /&gt;
:* If only one partner may become impregnated, that partner becomes impregnated.&lt;br /&gt;
:* If neither partner may become impregnated, then that remains true.&lt;br /&gt;
&lt;br /&gt;
=====''[EXTERNAL_FERTILIZE]''=====&lt;br /&gt;
&lt;br /&gt;
: A modifier tag for LAYS_EGGS, this indicates that the creature lays eggs without having sexual intercourse; the male of the species fertilises the eggs externally (such as in the case of a spawning salmon).  The eggs can shrivel or rot (depending on whether they are soft eggs or hard eggs).  If they are fertilised, the gestation time is reset and they will then grow on their own.&lt;br /&gt;
&lt;br /&gt;
=====''[WARMS_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If at least one caste includes this token, the eggs must be warmed in order to hatch.  The castes which possess this token will share in the effort of warming the eggs.&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
: The species injects its eggs into the eggs' nest (whether that &amp;quot;nest&amp;quot; is a womb, its partner, or an unwilling host), effectively meaning that the female impregnates the male instead of vice-versa.  This applies only to seahorses in the case of non-PARASITE_EGG and non-SAPOTROPH_EGG reproduction and is thus not a very critical feature.&lt;br /&gt;
&lt;br /&gt;
=====''[PARASITE_EGG]''=====&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the living body of another creature, which carries the eggs to term.  The eggs then hatch and the baby attacks the other creature from the inside in order to get out.  Contrary to what you might expect, this isn't meant to imply the ''Alien'' style of breeding, but rather the form of breeding exhibited by some forms of wasps.  Imagine the horror of being stung by a giant wasp with a paralytic stinger, who then injects her eggs into your body until they hatch and eat their way out!  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: An attack within the creature record must have an ATTACK_FLAG_OVIPOSITOR in order to allow implantation.&lt;br /&gt;
&lt;br /&gt;
=====''[SAPOTROPH_EGG:target]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''target'': The creature ID or creature class of the species where eggs are injected, or NONE for any dead body.&lt;br /&gt;
&lt;br /&gt;
: The species lays its eggs inside the corpse of another creature, which carries the eggs to term.  The eggs then hatch and the litter emerges from the corpse.  Implies OVIPOSITOR.&lt;br /&gt;
&lt;br /&gt;
: The target can be a specific species, to reflect certain predatory flies which have specific creatures they target.&lt;br /&gt;
&lt;br /&gt;
=====''[KILLS_FOR_SAPOTROPH_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature after being impregnated will actively and aggressively manufacture corpses to lay eggs inside, if no corpses are already available.&lt;br /&gt;
&lt;br /&gt;
=====''[PREGNANT_PERMANENT]''=====&lt;br /&gt;
&lt;br /&gt;
: Once impregnated by a given other creature, the creature is thereafter permanently impregnated by that creature and will continuously produce offspring from that genetic material after each successive delivery.  If another partner impregnates it, it will then continously produce offspring from its new partner (the new partner having effectively replaced the genetic material from the first partner with its own).  Unless genetic traits from specific parents are introduced, the new partner must be of a different creature type for this replacement to have any effect.&lt;br /&gt;
&lt;br /&gt;
: This method of reproduction is most often seen in queen ants and queen bees of the insect order of hymenoptera.  The queen maintains as much of her mate's DNA as required to fertilize her own offspring once the male has impregnated her during her mating flight.&lt;br /&gt;
&lt;br /&gt;
: You could assign this variable to rats, since rats are born pregnant.  (Yes, that's a joke.)&lt;br /&gt;
&lt;br /&gt;
=====''[VOLUNTARY_EGGS]''=====&lt;br /&gt;
&lt;br /&gt;
: If a LAYS_EGGS creature has this tag, it is allowed to choose whether or not to lay eggs; it does not lay eggs at every reproductive cycle unless they are fertilized.&lt;br /&gt;
&lt;br /&gt;
: If the creature lays an egg uselessly, it will receive a bad thought (if it lays an egg usefully, it will receive a good thought).  Good living conditions can make up for the bad thoughts from failing to reproduce.&lt;br /&gt;
&lt;br /&gt;
: An unfertilised egg will remain intact once laid, but can rot naturally just like any other food item left to its own devices.&lt;br /&gt;
&lt;br /&gt;
=====''[ASEXUAL:offspringid:min:max:gestation:weighting]''=====&lt;br /&gt;
&lt;br /&gt;
: The creature reproduces asexually and does not need another creature to fertilise it or otherwise provide genetic material.&lt;br /&gt;
&lt;br /&gt;
===General Tokens===&lt;br /&gt;
&lt;br /&gt;
=====''[INNATESKILL:skillid:level]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''skillid'': The skill possessed.&lt;br /&gt;
:* ''level'': The level of the skill.&lt;br /&gt;
&lt;br /&gt;
: This variation on the SWIMS_INNATE tag would allow creatures always to possess a minimum level of a given skill.&lt;br /&gt;
&lt;br /&gt;
: ''Example:''&lt;br /&gt;
: (Kobold)&lt;br /&gt;
:: [INNATESKILL:AMBUSHER:2]&lt;br /&gt;
:: Kobolds are natural at sneaking.  Each one is an &amp;quot;Ambusher&amp;quot; (as opposed to &amp;quot;Novice Ambusher&amp;quot; at rank 1 or &amp;quot;Dabbling Ambusher&amp;quot; at rank 0).&lt;br /&gt;
&lt;br /&gt;
=====''[CORPSE_SPECHEAT]'' / ''[CORPSE_LAYERING]'' / ''[CORPSE_CORPSE_BOILING_POINT]'' / etc.=====&lt;br /&gt;
&lt;br /&gt;
: These tokens would allow a being's corpse to have temperatures that are different than their living temperatures.  The primary usefulness would be in making creatures which spontaneously combust when killed (vampires in Blade series!) or creatures which burn while alive but turn into useless lumps when dead.  The current closest token, itemcorpse, only accomplishes the latter.&lt;br /&gt;
&lt;br /&gt;
: Cool beans!&lt;br /&gt;
&lt;br /&gt;
=====''[CHILD_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''species'': The species to assimilate, or NONE for all species&lt;br /&gt;
:* ''product'': The species produced, or NONE for this species&lt;br /&gt;
:* ''time'': The number of assimilation points it takes to totally assimilate that creature&lt;br /&gt;
&lt;br /&gt;
: The motivation behind this token is to allow goblins to transform captured children into their own kind.  Unlike the Trekkie assimilation, this is done in campaign time; each assimilation attempt takes one day, causing one assimilation point.  The transformation occurs when the number of assimilation points stored up for a given creature exceeds the specified time, in days.  Only one attempt could be made per creature per day.  Once the creature is assimilated and transformed into the new creature type, it treats the CHILD_CONVERTER as its parent.&lt;br /&gt;
&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Dance, magic dance... dance, magic dance!''&lt;br /&gt;
: ''Put that baby spell on me''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Jump, magic jump... jump, magic jump!''&lt;br /&gt;
: ''Put that magic jump on me''&lt;br /&gt;
: ''Slap that baby, make him free!''&lt;br /&gt;
&lt;br /&gt;
The closest current tag is SPOUSE_CONVERTER, which applies to compatible sexes and which lacks parameters.&lt;br /&gt;
&lt;br /&gt;
=====''[ASSIMILATE_CONVERTER:species:product:time]''=====&lt;br /&gt;
&lt;br /&gt;
: As per CHILD_CONVERTER, but for any member of the targetted species.  The converted creature will become a faction member instead of a dynastic member.&lt;br /&gt;
&lt;br /&gt;
=====''[ADD_BODY:caste:...]'' =====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''caste'': Caste within the current creature object to append additional body tokens to&lt;br /&gt;
:* ''...'': Colon-separated list of [[body tokens|body templates]]&lt;br /&gt;
&lt;br /&gt;
: This is an ''appendix'' of the creature's BODY token which allows you to add additional body parts to male or female members of the creature, instead of being required to redefine the caste through SELECT_CASTE and override the BODY token already present.  There is presently no way of using creature variations to add new body parts to the BODY tag, only to replace existing parts within the tag (e.g., I can convert the fingers to talons, but I can't add three adamantium spikes to the existing hands and fingers).&lt;br /&gt;
&lt;br /&gt;
: Whenever a creature is created, it receives all of the body parts from the BODY token, plus all of the body templates from each ADD_BODY token in sequence that matches its caste.&lt;br /&gt;
&lt;br /&gt;
: Note in particular that this would vastly simplify such things as sheep -- instead of having two define the body token twice, once under CASTE:FEMALE and once under CASTE:MALE, the body tag could be defined once under the root (&amp;quot;all&amp;quot;) caste, and then an ADD_BODY:MALE:2HEAD_HORN tag anywhere after the CASTE:MALE has been defined.&lt;br /&gt;
&lt;br /&gt;
=== Thought Tokens ===&lt;br /&gt;
&lt;br /&gt;
=====''[MELANCHOLY:weight]'' / ''[BERSERKNESS:weight]'' / ''[MADNESS:weight]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''weight'': The odds that when the being suffers this form of insanity when pushed to depression.&lt;br /&gt;
&lt;br /&gt;
: This is designed to influence how exactly a given species behaves when it hits insanity.  The possible insanity forms are rolled against with weighted throws to determine which form of insanity takes hold.&lt;br /&gt;
&lt;br /&gt;
: Additional insanity types, as they are added, would also have corresponding weighting tokens added.  Gaining disturbing fetishes, becoming sociopathic (i.e., covert murder instead of overt murder when found alone with a potential victim), and acquiring debilitating phobias are all potential insanity forms that could be added to DF.&lt;br /&gt;
&lt;br /&gt;
: If a token for a corresponding insanity type does not appear, it takes on the default weighting of 100.&lt;br /&gt;
&lt;br /&gt;
=====''[LIMIT_HAPPINESS:min:max]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''min'': The minimum, default -100.&lt;br /&gt;
:* ''max'': The maximum, default 100.&lt;br /&gt;
&lt;br /&gt;
: This is designed to impose caps to the creature's possible happiness.  This also allows the creation of generally emotionless races, if you were to set both values to zero.&lt;br /&gt;
&lt;br /&gt;
: If the minimum is set above the unhappiness threshold, the being can never become insane due to unhappiness, so ideally there would be other penalties to unhappiness like having their work rate directly proportional to their current percentage of happiness or some such.&lt;br /&gt;
&lt;br /&gt;
: Mostly this token would be used to impose a maximum cap while leaving the minimum as -100, so certain beings are simply more prone to insanity.&lt;br /&gt;
&lt;br /&gt;
=====''[HAPPYMULT:percent]'' / ''[SADMULT:percent]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''percent'': The percentage by which thought modify the current happiness level.&lt;br /&gt;
&lt;br /&gt;
: This token makes some beings naturally more prone to becoming happy or to becoming sad as a result of unhappy thoughts.  If a being has HAPPYMULT 50 and SADMULT 100, for instance, then happy thoughts are one half as effective at making the being happy and sad thoughts are of normal effectiveness.&lt;br /&gt;
&lt;br /&gt;
: With high values for each, this makes beings have greater mood swings.  With low values for each, this makes beings more steady.  With low values for HAPPYMULT and high values for SADMULT, this makes the creatures tend towards depression.  The converse is true for high HAPPYMULT and low SADMULT.&lt;br /&gt;
&lt;br /&gt;
=====''[BAD_EMOTION:emotion]''=====&lt;br /&gt;
&lt;br /&gt;
: '''Arguments:'''&lt;br /&gt;
:* ''emotion'': The type of emotion that upsets the being when it is experienced.&lt;br /&gt;
&lt;br /&gt;
: '''Emotion Parameters:'''&lt;br /&gt;
:* FEAR: Causes the being to receive an unhappy thought every time it is forced to flee from an enemy.&lt;br /&gt;
:* ATTACK : Causes the being to receive an unhappy thought every time it is forced to fight.&lt;br /&gt;
:* KILL : Causes the being to receive an unhappy thought every time it is credited with a kill.&lt;br /&gt;
&lt;br /&gt;
: This token causes the being to receive a small unhappy thought each and every time it performs the indicated activity.  This can rapidly lead to insanity.&lt;br /&gt;
&lt;br /&gt;
: This is hard to quantify in human terms and would mostly be used to give certain behaviour to animals when they are otherwise experiencing unusual circumstances.  For instance, a normal being (who flees from conflict instead of stays and fights) with BERSERKNESS:500, SADMULT:500 and BAD_EMOTION:FEAR is being chased by a hunter.  The being will attempt to flee, and if the aggressor continually chases after it the being will be rapidly driven to go berserk and lash out at its attacker.&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
* To allow females to be impregnated only by males, use OFFSPRING.&lt;br /&gt;
* To allow males to be impregnated by males or females or neuters, use MALEOFFSPRING.&lt;br /&gt;
* To allow males to be impregnated only by females, use OFFSPRING, and use OVIPOSITOR on both the male and female -- the male fertilizes the female's eggs, then the female inserts those eggs into the male's womb (implied via OVIPOSITOR).&lt;br /&gt;
* To allow females to be impregnated by males or females or neuters, use FEMALEOFFSPRING.&lt;br /&gt;
* To allow neuter-gendered beings to reproduce, use OFFSPRING.&lt;br /&gt;
* There is, at this time, no syntax for allowing a male to be impregnated only by a male.&lt;br /&gt;
* To make a hen which lays eggs regardless of whether it has been impregnated by a rooster, use [OVIPAROUS][INVOLUNTARY_EGGS].  If it lays eggs which have not been fertilized, the eggs are worthless (from a reproductive standpoint) and will rot.  They can be eaten as food.&lt;br /&gt;
* To make a [http://insects.tamu.edu/fieldguide/cimg329.html parasitic wasp]-like creature which lays eggs inside other creatures at will, use [OVIPAROUS][PARASITE_EGG].&lt;br /&gt;
* If you want the above-mentioned parasitic wasp to squirt out its egg if it cannot do so inside another creature (due to lack of supply of other creatures), also include [INVOLUNTARY_EGGS] and the wasp will occasionally lay an egg (to die) in the open.  This will piss it off, and you don't want to piss off a wasp.&lt;br /&gt;
&lt;br /&gt;
== Body Tokens ==&lt;br /&gt;
&lt;br /&gt;
=====''[OVIPOSITOR]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is used for injecting eggs into a victim.&lt;br /&gt;
&lt;br /&gt;
=====''[MILK]''=====&lt;br /&gt;
&lt;br /&gt;
This portion of the body is responsible for production of milk, and if destroyed the creature can no longer produce it or feed its offspring.  Multiple MILK organs correspond to a proportional reduction in ability to nurse their young.  Viable for udders for cows, goats, donkeys, etc.&lt;br /&gt;
&lt;br /&gt;
=====''[REPRODUCTIVE_CONTRIBUTE]'' / ''[REPRODUCTIVE]'' =====&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE, this portion of the body is responsible for laying of eggs or (non-simulated) copulation, and if destroyed the creature can no longer reproduce.  Intended to allow entity-based punishments of castration (in world-gen, presumably).&lt;br /&gt;
&lt;br /&gt;
For REPRODUCTIVE_CONTRIBUTE, this allows some redundancy -- as long as there is at least one REPRODUCTIVE_CONTRIBUTE organ remaining, the animal can reproduce.  If all REPRODUCTIVE_CONTRIBUTE organs are missing, however, the creature can no longer reproduce.  Intended to allow gelding stallions and bulls or otherwise neutering male pets.&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:JT&amp;diff=185606</id>
		<title>User talk:JT</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:JT&amp;diff=185606"/>
		<updated>2013-05-11T23:40:59Z</updated>

		<summary type="html">&lt;p&gt;JT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for the template.  -- [[User:Vaevictus|Vae]] 14:37, 08 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the line-height idea! --[[User:JT|JT]] 14:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I created that image ([[:Image:Old0c3822.png]]) specifically for that template ([[Template:Old]]) and it doesn't really fit in [[Template:Spoiler]] or [[Template:Minorspoiler]], so I've created a new, pits-based image for that. Minorspoiler could use a different image, but it does fit the spoiler category. --[[User:Savok|Savok]] 11:28, 4 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, it was mostly just a placeholder, although it was generic enough not to matter.  I wanted to replace it with something, but never got around to it. --01:24, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Great Addition with that &amp;quot;cheet sheet&amp;quot; for the status icons! --[[User:N9103|Edward]] 21:29, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I can't claim credit for it.  It was just a direct copy from the old Wiki, and if the old Wiki is to be believed then the person who uploaded it there borrowed it from someone else too! --[[User:JT|JT]] 22:02, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
with what program did you draw this : [[File:Jt screwpump.png|256px]] ? --[[User:Tsester|Tsester]] ([[User talk:Tsester|talk]]) 14:49, 10 May 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Good ol' Windows Paint!  I may have done some touch-up work or layering work in GIMP -- I can't remember, but I use GIMP like a habit, so it's possible -- but I remember it was straight Paint for the majority.  (At that point, it was the Windows XP version.  I still can't really wrap my head around the &amp;quot;slightly improved but not really&amp;quot; new Office 2010 style of the Windows 7 Paint.) --[[User:JT|JT]] ([[User talk:JT|talk]]) 23:40, 11 May 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Reactions&amp;diff=183829</id>
		<title>v0.34:Reactions</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Reactions&amp;diff=183829"/>
		<updated>2013-04-15T08:35:35Z</updated>

		<summary type="html">&lt;p&gt;JT: /* Modifiers */ clarity of reaction name; specific solution for CONTAINS_LYE issue; altered &amp;quot;below&amp;quot; to &amp;quot;approaching&amp;quot; to imply must withstand heat instead of must be colder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:41, 6 October 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Reactions are modular, editable formulas that take specific ingredients, or reagents, and use them to produce a desired item.  A lot of reactions are hardcoded - building beds or creating glass, for example -- but a few are freely editable, and it's quite simple to add additional ones.&lt;br /&gt;
&lt;br /&gt;
== Reaction differences between modes ==&lt;br /&gt;
In [[Fortress mode]], reactions are linked to specific buildings, and must be added to a civilization's [[Entities|entity file]] to be usable by that civilization.  This has the useful effect of limiting new items and materials (such as special [[wood]] or [[metal]]) to civilizations that have the requisite reaction -- so that if you give your custom civilization a reaction to produce star metal or some other custom material, only they will be able to use it.&lt;br /&gt;
&lt;br /&gt;
In [[Adventure mode]], reactions are freely available via x &amp;gt; create, and any adventurer character can make free use of them.  Reagents may be held in the hands or dropped on the ground, but cannot be used within a backpack or quiver.  There are several bugs with Adventure mode reactions, chief of which is the fact that you cannot select liquid reagents.{{verify}} &amp;lt;!-- reaction product tag works now, liquids and improvement quality dont --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a reaction==&lt;br /&gt;
&lt;br /&gt;
Reactions are found within reaction_x files (such as reaction_smelter or reaction_other).  Generally speaking they adhere to the following structure:&lt;br /&gt;
&lt;br /&gt;
   [REACTION:&amp;lt;identifier&amp;gt;]&lt;br /&gt;
      [NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
      [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
      [REAGENT:A:150:BAR:NONE:POTASH:NONE]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL] &lt;br /&gt;
      [SKILL:&amp;lt;SKILL TOKEN&amp;gt;]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
      [ADVENTURE_MODE_ENABLED]&lt;br /&gt;
* ''[[#Reaction identifier|identifier]]'': The internal ID of the reaction.&lt;br /&gt;
* ''[[#Reaction name|name]]'': The name of the reaction, visible to the player in the Fortress mode or Adventure mode menus.&lt;br /&gt;
* ''[[#Building|building]]'': The building ID that the reaction uses, and the relevant keyboard shortcut.&lt;br /&gt;
* ''[[#Reagents|...reagents...]]'': Zero or more reagents (ingredients) that are required to be in stock for the reaction to be possible.&lt;br /&gt;
* ''[[#Products|...products...]]'': Zero or more products that are created from the reaction.&lt;br /&gt;
* ''[[#fuel|fuel]]'': (optional) If present, the reaction requires charcoal, coke or a magma-powered workshop.&lt;br /&gt;
* ''[[#skill|skill]]'': (optional) The skill required and trained by the reaction.&lt;br /&gt;
* ''[[#automatic|automatic]]'': (optional) If present, the reaction will automatically be enqueued whenever it can possibly be performed.&lt;br /&gt;
* ''[[#adventure mode|adventure mode]]'': (optional) If present, the reaction is used by the player in Adventure mode instead.&lt;br /&gt;
&lt;br /&gt;
=== Reaction identifier ===&lt;br /&gt;
&lt;br /&gt;
The reaction identifier may be anything, so long as it is unique within the raw data files.  A good habit to get into is to append a short prefix or suffix to each name related to the name of your mod, to ensure nobody else is going to make an identical reaction and thereby mess up the game if their mod is run alongside yours.&lt;br /&gt;
&lt;br /&gt;
=== Reaction name ===&lt;br /&gt;
&lt;br /&gt;
This can be anything at all, and is usually used to describe the reaction.  '''Tan a hide''', for example, is the name of the default leather-producing reaction.  Generally this should be written as a small descriptive verb phrase, with the first letter capitalized, for consistency with the existing reactions.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
&lt;br /&gt;
    [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
* ''name'': The ID of the building where this reaction will appear in the tasks menu.&lt;br /&gt;
* ''key'': The keyboard shortcut used to queue up the reaction.&lt;br /&gt;
&lt;br /&gt;
The BUILDING NAME is the name of the building that will house this reaction, and the building key is the keyboard shortcut that will queue up the reaction.  If two reactions have the same key, then one of them will be assigned a different key, the first alphabetically available at the building.&lt;br /&gt;
&lt;br /&gt;
Valid buildings are KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, CRAFTSMAN, and any custom buildings (SOAP_MAKER, SCREW_PRESS, and anything you've added).&lt;br /&gt;
&lt;br /&gt;
Specifying multiple BUILDING tokens will cause the reaction to be available at all of the specified buildings.&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
REAGENTs are a little bit complicated.  They are the ingredients that the reaction will use.  You can define as many as you like within a reaction.&lt;br /&gt;
&lt;br /&gt;
    [REAGENT:&amp;lt;name&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;material token&amp;gt;][...modifiers...]&lt;br /&gt;
* ''[[#name|name]]'': The name of the reagent, local to the reaction.&lt;br /&gt;
* ''[[#quantity|quantity]]'': The amount of the item that will be used in the reaction.&lt;br /&gt;
* ''[[#item_token|item token]]'': The type (and subtype) of the item you require.&lt;br /&gt;
* ''[[#material_token|material token]]'': The material the item should be made of.&lt;br /&gt;
* ''[[#Modifiers|...modifiers...]]'': Zero or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them.&lt;br /&gt;
&lt;br /&gt;
==== name ====&lt;br /&gt;
The name field is a small string used to identify the reagent within the reaction.  The name is not visible to the player.  It is local to the reaction and does not need to be unique across all of the reactions, so you can reuse the same names over and over, although each reagent within the same individual reaction must have a different name.&lt;br /&gt;
&lt;br /&gt;
Most reactions are simply named '''A''', '''B''', and so forth in default reactions, although names such as '''TOOLSTONE''' or '''FLUX''' will also work equally well.  The PRODUCT may make reference to this name &amp;amp;mdash; for instance, if a container '''B''' is specified as a reagent, PRODUCT_TO_CONTAINER:B specifies that container.&lt;br /&gt;
&lt;br /&gt;
==== quantity ====&lt;br /&gt;
The quantity differs between item types.  Generally speaking, cloth, thread, powder, bars and globs use numbers representing the size of material within one item, and everything else uses a static quantity.  While REAGENT:A:'''''10''''':'''''THREAD''''':NONE:NONE:NONE thread is an extremely tiny portion of a random spool of thread, REAGENT:A:'''''10''''':'''''TOY''''':NONE:NONE:NONE is ten unique, solid toy items.&lt;br /&gt;
&lt;br /&gt;
Sometimes the quantity of product is directly connected with the quantity of reagent; it seems to be 150 / REAGENT &amp;lt;quantity&amp;gt; (rounding down) so that Reagent &amp;lt;quantity&amp;gt; of 3 gives 50 product and a &amp;lt;quantity&amp;gt; of 4 gives 37. (150/4=37.5) [List of item types this applies to? Bars, for instance.]&lt;br /&gt;
&lt;br /&gt;
==== item token ====&lt;br /&gt;
Item tokens are of the form ITEM_TYPE:ITEM_SUBTYPE.&lt;br /&gt;
&lt;br /&gt;
The item type is the sort of item you require; WEAPON, TOY or SKIN_TANNED, for example.  A [[item token|full list]] is available.&lt;br /&gt;
&lt;br /&gt;
For reagents, the item token can also be set to ANY_RAW_MATERIAL:NONE (to permit BAR, BOULDER, POWDER_MISC, or GLOB) or ANY_CRAFT:NONE (to permit FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET). Internally, these special values are both converted to NONE:NONE and merely set special modifiers (similar to [BUILDMAT]) - they cannot be used in any other context.&lt;br /&gt;
&lt;br /&gt;
The item subtype is name of the exact item that you require.  Examples are ITEM_WEAPON_SPEAR or ITEM_TOY_PUZZLEBOX.  Some items, like quivers or backpacks, or chunks of stone or metal, only require the item token to be filled in, so if you're asking for those you should set the subtype to NONE.  Subtypes are defined within the local raw data files and their exact names can be referenced by looking at the corresponding file.&lt;br /&gt;
&lt;br /&gt;
For backwards compatibility, reagents can also accept &amp;quot;METAL_ORE:metal_id&amp;quot; in place of both the item and material tokens - this is equivalent to using the reagent BOULDER:NONE:NONE:NONE with the modifier [METAL_ORE:metal_id] (see below).&lt;br /&gt;
&lt;br /&gt;
==== material token ====&lt;br /&gt;
Material tokens come in several forms - see [[material token|here]] for a full list. For reagents, this will typically be INORGANIC:MATERIAL_ID, whereas products will typically use GET_MATERIAL_FROM_REAGENT:REAGENT_ID:REACTION_PRODUCT_ID.&lt;br /&gt;
&lt;br /&gt;
==== Modifiers ====&lt;br /&gt;
Reagents may also have extra tokens added on afterwards, placed just after the REAGENT tag.&lt;br /&gt;
&lt;br /&gt;
A list of them follows:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [REACTION_CLASS:X]&lt;br /&gt;
| Reagent material must have the specified reaction class - see below for more details.&lt;br /&gt;
|-&lt;br /&gt;
| [HAS_MATERIAL_REACTION_PRODUCT:X]&lt;br /&gt;
| Reagent material must have the specified material reaction product - see below for more details.&lt;br /&gt;
|-&lt;br /&gt;
| [CONTAINS:X]&lt;br /&gt;
| Reagent is a container that holds the specified reagent (where ''X'' is the [[#name|name]] of the reagent).&lt;br /&gt;
|-&lt;br /&gt;
| [UNROTTEN]&lt;br /&gt;
| Reagent must not be rotten, mainly for organic materials.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| [CONTAINS_LYE]&lt;br /&gt;
| Reagent must be a BARREL or TOOL which contains at least one item of type LIQUID_MISC made of LYE. Use of this token is discouraged, as it does not work with buckets (instead, use [CONTAINS:lye] &amp;amp;mdash; note the colon &amp;amp;mdash; and a corresponding lye reagent [REAGENT:lye:150:LIQUID_MISC:NONE:LYE]).&lt;br /&gt;
|-&lt;br /&gt;
| [POTASHABLE]&lt;br /&gt;
| Alias for [CONTAINS_LYE].&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_WEB]&lt;br /&gt;
| Reagent must be collected (to distinguish silk thread from webs). Only makes sense for items of type THREAD.&lt;br /&gt;
|-&lt;br /&gt;
| [WEB_ONLY]&lt;br /&gt;
| Reagent must be undisturbed (to distinguish silk thread from webs). Only makes sense for items of type THREAD.&lt;br /&gt;
|-&lt;br /&gt;
| [EMPTY]&lt;br /&gt;
| If the reagent is a container, it must be empty.&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_CONTAIN_BARREL_ITEM]&lt;br /&gt;
| If the reagent is a container, it must not contain [[lye]] or [[milk]]. Not necessary if specifying [EMPTY].&lt;br /&gt;
|-&lt;br /&gt;
| [BAG]&lt;br /&gt;
| Reagent must be a bag - that is, a BOX made of plant fiber, silk, yarn, or leather.&lt;br /&gt;
|-&lt;br /&gt;
| [GLASS_MATERIAL] &lt;br /&gt;
| Reagent material must have the [IS_GLASS] token. All 3 types of [[glass]] have this token hardcoded.&lt;br /&gt;
|-&lt;br /&gt;
| [BUILDMAT]&lt;br /&gt;
| Reagent must be a general [[building material]] - BAR, BLOCKS, BOULDER, or WOOD.&lt;br /&gt;
|-&lt;br /&gt;
| [FIRE_BUILD_SAFE]&lt;br /&gt;
| Reagent material must be stable at temperatures approaching 11000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.&lt;br /&gt;
|-&lt;br /&gt;
| [MAGMA_BUILD_SAFE]&lt;br /&gt;
| Reagent material must be stable at temperatures approaching 12000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.&lt;br /&gt;
|-&lt;br /&gt;
| [CAN_USE_ARTIFACT]&lt;br /&gt;
| Reagent can be an Artifact.  Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
|-&lt;br /&gt;
| [WORTHLESS_STONE_ONLY]&lt;br /&gt;
| Reagent material must be non-[[economic]].&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_PLANT_MATERIAL] &lt;br /&gt;
| Reagent material must be subordinate to a PLANT object.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SILK_MATERIAL] &lt;br /&gt;
| Reagent material must have the [SILK] token.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_YARN_MATERIAL] &lt;br /&gt;
| Reagent material must have the [YARN] token.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SOAP_MATERIAL]&lt;br /&gt;
| Reagent material must have the [SOAP] token.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_LEATHER_MATERIAL]&lt;br /&gt;
| Reagent material must have the [LEATHER] token.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_BONE_MATERIAL]&lt;br /&gt;
| Reagent material must have the [BONE] token.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_STRAND_TISSUE]&lt;br /&gt;
| Reagent is made of a tissue having [TISSUE_SHAPE:STRANDS], intended for matching hair and wool. Must be used with [USE_BODY_COMPONENT].&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SHELL_MATERIAL]&lt;br /&gt;
| Reagent material must have the [SHELL] token.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_TOOTH_MATERIAL]&lt;br /&gt;
| Reagent material must have the [TOOTH] token.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_HORN_MATERIAL]&lt;br /&gt;
| Reagent material must have the [HORN] token.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_PEARL_MATERIAL]&lt;br /&gt;
| Reagent material must have the [PEARL] token.&lt;br /&gt;
|-&lt;br /&gt;
| [USE_BODY_COMPONENT]&lt;br /&gt;
| Reagent must be a body part (CORPSE or CORPSEPIECE).&lt;br /&gt;
|-&lt;br /&gt;
| [NO_EDGE_ALLOWED]&lt;br /&gt;
| Reagent must not have an edge - excludes sharp stones (produced using knapping) and most types of weapon/ammo.&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_ENGRAVED]&lt;br /&gt;
| Reagent has not been engraved (excludes memorial slabs).&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_IMPROVED]&lt;br /&gt;
| Reagent has not been decorated.&lt;br /&gt;
|-&lt;br /&gt;
| [DOES_NOT_ABSORB]&lt;br /&gt;
| Reagent material must have [ABSORPTION:0]&lt;br /&gt;
|-&lt;br /&gt;
| [FOOD_STORAGE_CONTAINER]&lt;br /&gt;
| Reagent is either a BARREL or a TOOL with the FOOD_STORAGE use.&lt;br /&gt;
|-&lt;br /&gt;
| [HARD_ITEM_MATERIAL]&lt;br /&gt;
| Reagent material must have [ITEMS_HARD].&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_PRESSED]&lt;br /&gt;
| Reagent must not be in the SOLID_PRESSED state.&lt;br /&gt;
|-&lt;br /&gt;
| [METAL_ORE:X]&lt;br /&gt;
| Reagent material must be an ore of the specified metal.&lt;br /&gt;
|-&lt;br /&gt;
| [MIN_DIMENSION:X]&lt;br /&gt;
| Reagent's item dimension must be at least this large. The reagent's item type must be BAR, POWDER_MISC, LIQUID_MISC, DRINK, THREAD, or CLOTH for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| [HAS_TOOL_USE:X]&lt;br /&gt;
| Reagent must be a [[tool]] with the specific TOOL_USE value. The reagent's item type must be TOOL:NONE for this to make any sense.&lt;br /&gt;
|-&lt;br /&gt;
| [PRESERVE_REAGENT]&lt;br /&gt;
| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
|-&lt;br /&gt;
| [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]&lt;br /&gt;
| Reagent quantity is ignored for the purposes of producing extra outputs. Typically used for containers so that [[stack]]s of reagents will correctly produce additional outputs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Generally speaking, if you set a field in a reagent to NONE, the reaction won't discriminate when it comes to that particular field.  For example, if you require a BOULDER reagent but leave the material as NONE:NONE, it will grab any available BOULDER-type item regardless of material.&lt;br /&gt;
&lt;br /&gt;
===Products===&lt;br /&gt;
Products are the end product of the reaction.  A reaction can have as many products as it likes.&lt;br /&gt;
&lt;br /&gt;
Products are almost identical to reagents, except that they do not need to be named, can't have fields undefined, and don't use the quantity field to determine the product size.  Instead, the token PRODUCT_DIMENSION:X is tacked on after the PRODUCT token, determining the size of the product.&lt;br /&gt;
&lt;br /&gt;
Products can be produced directly to a container using the [PRODUCT_TO_CONTAINER:&amp;lt;IDENTIFIER&amp;gt;] token, where the IDENTIFIER is the name of a reagent.  This requires the reagent to have the PRESERVE_REAGENT token.&lt;br /&gt;
&lt;br /&gt;
Restating this in the above style, we have:&lt;br /&gt;
   [PRODUCT:&amp;lt;probability&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;material token&amp;gt;][...modifiers...][PRODUCT_DIMENSION:X][PRODUCT_TO_CONTAINER:&amp;lt;IDENTIFIER&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
====probability====&lt;br /&gt;
The percentage chance the product will be produced when the reaction is completed.&lt;br /&gt;
&lt;br /&gt;
====quantity====&lt;br /&gt;
Determines how many of the product will be produced. For the item types AMMO, REMAINS, MEAT, FISH, FISH_RAW, PLANT, LEAVES, DRINK, CHEESE, LIQUID_MISC, COIN, and EGG, the resulting items will be created as a single [[stack]], while all other item types will produce multiple individual items.&lt;br /&gt;
&lt;br /&gt;
====item token====&lt;br /&gt;
The [[item token]] and subtype of the item you produce.&lt;br /&gt;
&lt;br /&gt;
For products, this can also be set to CRAFTS:NONE to produce up to three random [[craft]] items. This value cannot be used in any other context.&lt;br /&gt;
&lt;br /&gt;
====material token====&lt;br /&gt;
A [[material token]] describing what the product will be made of.&lt;br /&gt;
&lt;br /&gt;
====Product modifiers====&lt;br /&gt;
Zero or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [FORCE_EDGE]&lt;br /&gt;
| Product is given a sharp edge. Used for knapping.&lt;br /&gt;
|-&lt;br /&gt;
| [PRODUCT_PASTE]&lt;br /&gt;
| Product is created in the SOLID_PASTE state.&lt;br /&gt;
|-&lt;br /&gt;
| [PRODUCT_PRESSED]&lt;br /&gt;
| Product is created in the SOLID_PRESSED state.&lt;br /&gt;
|-&lt;br /&gt;
| [PRODUCT_DIMENSION:&amp;lt;size&amp;gt;]&lt;br /&gt;
| Specifies the size of the product. A size of 150 is typical for BAR, POWDER_MISC, LIQUID_MISC, and DRINK. A size of 15000 is typical for THREAD, and a size of 10000 is typical for CLOTH. Has no effect on any other item types.&lt;br /&gt;
|-&lt;br /&gt;
| [PRODUCT_TO_CONTAINER:&amp;lt;id&amp;gt;]&lt;br /&gt;
| Places the product in a container; &amp;lt;id&amp;gt; must be the name of a reagent with the PRESERVE_REAGENT token and a container item type.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Improvements===&lt;br /&gt;
Improvements are applied to existing reagents. A reaction can have as many improvements as it likes.&lt;br /&gt;
&lt;br /&gt;
Restating this in the above style, we have:&lt;br /&gt;
   [IMPROVEMENT:&amp;lt;probability&amp;gt;:&amp;lt;reagent name&amp;gt;:&amp;lt;improvement type&amp;gt;:&amp;lt;material token&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
====probability====&lt;br /&gt;
The percentage chance the improvement will be applied to the reagent when the reaction is completed.&lt;br /&gt;
&lt;br /&gt;
====reagent name====&lt;br /&gt;
The name of the reagent that will be improved. In order to be meaningful, this reagent must have [PRESERVE_REAGENT].&lt;br /&gt;
&lt;br /&gt;
====improvement type====&lt;br /&gt;
The following improvement types can be used:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| COVERED&lt;br /&gt;
| Item is encrusted/studded/decorated with &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| GLAZED&lt;br /&gt;
| Item is glazed with &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| RINGS_HANGING&lt;br /&gt;
| Item is adorned with hanging rings of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| BANDS&lt;br /&gt;
| Item is encircled with bands of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| SPIKES&lt;br /&gt;
| Item menaces with spikes of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| PAGES&lt;br /&gt;
| Adds pages to a [[book]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All other item improvement tokens (ART_IMAGE, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE, and ILLUSTRATION) are ignored.&lt;br /&gt;
&lt;br /&gt;
====material token====&lt;br /&gt;
A [[material token]] describing what the decoration will be made of.&lt;br /&gt;
&lt;br /&gt;
===Other tokens===&lt;br /&gt;
&lt;br /&gt;
==== fuel ====&lt;br /&gt;
The FUEL token means that the reaction requires coke or charcoal to be performed. Fuel is not needed when the reaction is performed at a magma workshop (a [[magma kiln]], [[magma smelter]], or any custom building having [NEEDS_MAGMA]).&lt;br /&gt;
&lt;br /&gt;
==== skill ====&lt;br /&gt;
The SKILL token determines what [[Skill token|skill]] the reaction requires and what skill it trains. Only one skill may be specified.&lt;br /&gt;
&lt;br /&gt;
==== automatic ====&lt;br /&gt;
The AUTOMATIC token means that the reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
This token only works with jobs performed at a [[kiln]], [[smelter]], [[tanner's shop]], [[kitchen]], or custom workshop, and [[standing orders]] allow you to limit which ones trigger; custom reactions performed at a [[quern]], [[millstone]]{{verify}}, [[still]]{{verify}} or [[craftsdwarf's workshop]]{{verify}} cannot be made automatic.&lt;br /&gt;
&lt;br /&gt;
==== adventure mode enabled ====&lt;br /&gt;
The ADVENTURE_MODE_ENABLED token means that this version of the reaction is not used by dwarves at home in a fortress, but rather the wanderers of Adventure Mode.  When using this token, it will be allowed for adventurers of any race, without editing Entity files.&lt;br /&gt;
&lt;br /&gt;
==Material reaction products and reaction classes==&lt;br /&gt;
&lt;br /&gt;
You can get a certain measure of control over very specific materials using reaction classes and material reaction products - the tokens look like this:&lt;br /&gt;
&lt;br /&gt;
   [REACTION_CLASS:FAT]&lt;br /&gt;
   [HAS_MATERIAL_REACTION_PRODUCT:RENDER_MAT]&lt;br /&gt;
&lt;br /&gt;
Reaction classes represent different classes of material - basically, the material of the reagent must have a REACTION_CLASS the same as the one in the reaction.&lt;br /&gt;
&lt;br /&gt;
Material reaction products are similar, but are generally used more for things like different kinds of creature materials than universal materials like stone.  This token is how skin can be tanned into leather, which are two separate materials - the skin material has leather as a MATERIAL_REACTION_PRODUCT.&lt;br /&gt;
&lt;br /&gt;
In short, they require the material to have a token such as &lt;br /&gt;
   [MATERIAL_REACTION_PRODUCT:X:Y]&lt;br /&gt;
...where X is the name of the reaction product that will be referred to in the reaction (RENDER_MAT, in the reaction class example, or TAN_MAT for leather) and Y is a [[material token]] indicating the material of the desired product (such as LOCAL_CREATURE_MAT:LEATHER]).&lt;br /&gt;
&lt;br /&gt;
==Reactions and world generation==&lt;br /&gt;
&lt;br /&gt;
There are several things to keep in mind when you're adding reactions to a game that already exists.&lt;br /&gt;
&lt;br /&gt;
* Most entity changes require a regen, but adding PERMITTED_REACTION tokens for reactions that existed at the time of world generation to the entity file in the save directory do not.&lt;br /&gt;
* Adding reactions to the raws in a save directory requires you to regen the world.&lt;br /&gt;
* You can alter an existing reaction in any way you like without regenning the world, so long as you don't alter the reaction identifier.&lt;br /&gt;
&lt;br /&gt;
==Full Token List==&lt;br /&gt;
For the sake of convenience and readability this is a complete compilation of the previously listed reaction tokens in alphabetical order&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADVENTURE_MODE_ENABLED&lt;br /&gt;
|&lt;br /&gt;
| this version of the reaction is not used by dwarves at home in a fortress, but rather the wanderers of Adventure Mode.  When using this token, it will be allowed for adventurers of any race, without editing Entity files&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANY_BONE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [BONE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANY_HORN_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [HORN] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANY_LEATHER_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [LEATHER] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANY_PEARL_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [PEARL] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANY_PLANT_MATERIAL &lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be subordinate to a PLANT object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANY_SHELL_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SHELL] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANY_SILK_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SILK] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANY_SOAP_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SOAP] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANY_STRAND_TISSUE&lt;br /&gt;
|&lt;br /&gt;
| Reagent is made of a tissue having [TISSUE_SHAPE:STRANDS], intended for matching hair and wool. Must be used with [USE_BODY_COMPONENT].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANY_TOOTH_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [TOOTH] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANY_YARN_MATERIAL &lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [YARN] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AUTOMATIC&lt;br /&gt;
|&lt;br /&gt;
| the reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BAG&lt;br /&gt;
|&lt;br /&gt;
| Reagent has to be a bag. Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDING&lt;br /&gt;
| &lt;br /&gt;
* Building name&lt;br /&gt;
* in-building reaction hotkey &lt;br /&gt;
| Sets the building that the reaction will be performed in, and the button used to queue the reaction once that building's menu is accessed in-game&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDMAT&lt;br /&gt;
|&lt;br /&gt;
| Reagent is able to be used to build structures (Stone, Wood, Blocks, Bars?).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_USE_ARTIFACT&lt;br /&gt;
|&lt;br /&gt;
| Reagent can be an Artifact.  Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONTAINS&lt;br /&gt;
| required content&lt;br /&gt;
| Reagent is a container that holds the specified reagent.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONTAINS_LYE&lt;br /&gt;
|&lt;br /&gt;
| If the reagent is a container, it must contain LYE. No longer used - instead, use one reagent for the LYE itself and another reagent with [CONTAINS:lye_reagent].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DOES_NOT_ABSORB&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have [ABSORPTION:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DOES_NOT_DETERMINE_PRODUCT_AMOUNT&lt;br /&gt;
|&lt;br /&gt;
| Performing a reaction with large [[stack]]s of inputs can allow multiple sets of outputs to be produced. Setting this flag causes the reagent to be ignored in this process - for example, with the reaction &amp;quot;1 plant + 1 barrel -&amp;gt; 5 alcohol (into barrel)&amp;quot;, using this on the barrel allows the reaction to be performed as &amp;quot;5 plant + 1 barrel -&amp;gt; 25 alcohol&amp;quot; instead of &amp;quot;5 plant + 5 barrel -&amp;gt; 25 alcohol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EMPTY&lt;br /&gt;
|&lt;br /&gt;
| If the reagent is a container, it must be empty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIRE_BUILD_SAFE&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be considered fire safe - ie. not wood, and not coal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FORCE_EDGE&lt;br /&gt;
|&lt;br /&gt;
| Product is given a sharp edge. Used for knapping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FUEL&lt;br /&gt;
|&lt;br /&gt;
| Requires that the reaction either use up a unit of coal or charcoal or else be performed at a magma workshop&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLASS_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material has [IS_GLASS].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_MATERIAL_REACTION_PRODUCT&lt;br /&gt;
| PRODUCT_ID (custom)&lt;br /&gt;
| Similar to REACTION_CLASS, but requires the reagent's material to have a matching [[Material definition token|MATERIAL_REACTION_PRODUCT]] entry. Intended for reactions which transform one class of material into another, such as skin-&amp;gt;leather and fat-&amp;gt;tallow.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_TOOL_USE&lt;br /&gt;
| Tool-use token&lt;br /&gt;
| Reagent must be a [[tool]] with the specific TOOL_USE value. The reagent's item type must be TOOL:NONE for this to make any sense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPROVEMENT&lt;br /&gt;
|&lt;br /&gt;
* Probability&lt;br /&gt;
* Reagent Name&lt;br /&gt;
* Improvement type&lt;br /&gt;
* Material Token&lt;br /&gt;
| Improvement types include BANDS, COVERED, GLAZED, RINGS_HANGING, and SPIKES&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_BUILD_SAFE&lt;br /&gt;
|&lt;br /&gt;
| Currently broken - behaves exactly the same as FIRE_BUILD_SAFE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_ORE&lt;br /&gt;
|&lt;br /&gt;
* Inorganic material&lt;br /&gt;
| Reagent material must be an ore of the specified metal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MIN_DIMENSION&lt;br /&gt;
|&lt;br /&gt;
* size&lt;br /&gt;
| Requires that the reagent have a dimension of at least this value. Only effective with BAR, POWDER_MISC, LIQUID_MISC, DRINK, THREAD, and CLOTH items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| name&lt;br /&gt;
| defines the name used by the reaction in-game&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EDGE_ALLOWED&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be sharpened (used for knapping).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_CONTAIN_BARREL_ITEM&lt;br /&gt;
|&lt;br /&gt;
| If the reagent is a Barrel, it must not contain an item that has to reside in a barrel.  Barrel items appear to be lye and milk.  Alcohol appears to be covered as part of [EMPTY].  A reaction which places an item in a barrel should probably have both tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_ENGRAVED&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be engraved?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_IMPROVED&lt;br /&gt;
|&lt;br /&gt;
| Reagent has not been decorated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_PRESSED&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be in the SOLID_PRESSED state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_WEB&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be &amp;quot;collected&amp;quot; - used with THREAD:NONE to exclude webs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POTASHABLE&lt;br /&gt;
|&lt;br /&gt;
| Alias for CONTAINS_LYE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRESERVE_REAGENT&lt;br /&gt;
|&lt;br /&gt;
| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*Probability&lt;br /&gt;
*Quantity&lt;br /&gt;
*Item Token&lt;br /&gt;
*Material Token&lt;br /&gt;
| Defines one of the products to be outputted by the reaction, &amp;quot;Material Token&amp;quot; can be replaced with &amp;quot;GET_MATERIAL_FROM_REAGENT:(reagent_id):(product_id)&amp;quot;, where (product_id) matches a MATERIAL_REACTION_PRODUCT present on the specified reagent's material (ideally confirmed to exist using &amp;quot;[HAS_MATERIAL_REACTION_PRODUCT:(product_id)]&amp;quot; on said reagent) or is equal to &amp;quot;NONE&amp;quot; to simply use the reagent's actual material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRODUCT_DIMENSION&lt;br /&gt;
| size&lt;br /&gt;
| Specifies the size of the product. A size of 150 is typical for BAR, POWDER_MISC, LIQUID_MISC, and DRINK.  A size of 15000 is typical for THREAD, and a size of 10000 is typical for CLOTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRODUCT_PASTE&lt;br /&gt;
|&lt;br /&gt;
| Product is created in the SOLID_PASTE state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRODUCT_PRESSED&lt;br /&gt;
|&lt;br /&gt;
| Product is created in the SOLID_PRESSED state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRODUCT_TO_CONTAINER&lt;br /&gt;
| Reagent ID&lt;br /&gt;
| Places the product in a container; &amp;lt;id&amp;gt; must be the name of a reagent with the PRESERVE_REAGENT token and a container item type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REACTION&lt;br /&gt;
| Identifier&lt;br /&gt;
| defines a new reaction&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REACTION_CLASS&lt;br /&gt;
| CLASS_ID (custom)&lt;br /&gt;
| Requires the reagent's material to have a matching [[Material definition token|REACTION_CLASS]] entry. Intended for reactions which accept a variety of materials but where the input material does not determine the output material, such as FLUX (for making pig iron and steel) and GYPSUM (for producing plaster powder).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|REAGENT&lt;br /&gt;
|&lt;br /&gt;
* name/id&lt;br /&gt;
* quantity&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Requires a given reagent as an input for a reaction&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL&lt;br /&gt;
| Skill Token&lt;br /&gt;
| Skill used by the reaction&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNROTTEN&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be rotten, mainly for organic materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_BODY_COMPONENT&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must come off a creature's body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEB_ONLY&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be &amp;quot;undisturbed&amp;quot; - used with THREAD:NONE to gather webs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WORTHLESS_STONE_ONLY&lt;br /&gt;
|&lt;br /&gt;
| Reagent is not made of an economic stone.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Smelter&amp;diff=175457</id>
		<title>v0.34:Smelter</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Smelter&amp;diff=175457"/>
		<updated>2012-07-18T15:58:06Z</updated>

		<summary type="html">&lt;p&gt;JT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:32, 7 September 2010 (UTC)}}&lt;br /&gt;
{{Furnace|name=Smelter|key=s|job=[[Furnace operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Fire-safe]] [[building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* [[Masonry]] or [[Metalsmithing]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Coke]] or [[Charcoal]] ([[Fuel]])&lt;br /&gt;
* [[Ore]]&lt;br /&gt;
* Meltable [[metal]] item&lt;br /&gt;
* [[Bituminous coal]]&lt;br /&gt;
* [[Lignite]]&lt;br /&gt;
* [[Flux]]&lt;br /&gt;
|production=&lt;br /&gt;
* Metal [[Bar]]s&lt;br /&gt;
* [[Coke]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The lifeblood of a fortress, a '''smelter''' is used to smelt [[ore]]s with [[fuel]] or for [[Melt item|melting]] existing metal objects into metal [[bar]]s. The smelter is also where [[lignite]] and [[bituminous coal]] are made into [[coke]]. A dwarf must have the &amp;quot;Furnace Operator&amp;quot; labor enabled to use the smelter.&lt;br /&gt;
&lt;br /&gt;
If all options in a smelter are red, there are two possible scenarios to explain why:&lt;br /&gt;
# Fuel is needed - find/buy [[coke]] or turn wood into [[charcoal]] at a [[wood furnace]].&lt;br /&gt;
# The workshop is being specified as a &amp;quot;Give&amp;quot; destination from a stockpile that does not possess any/all of the necessary materials.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT/Threat&amp;diff=175443</id>
		<title>User:JT/Threat</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT/Threat&amp;diff=175443"/>
		<updated>2012-07-18T08:46:59Z</updated>

		<summary type="html">&lt;p&gt;JT: truth in advertising&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since a lot of trolling slipped into the [[speech mods#threat|threat.txt]] mod page on the Wiki but I'm remiss to remove them entirely because frankly some people might like the off-colour humour, I thought I'd go ahead and create my own subpage containing my preferred threat.txt layout.&lt;br /&gt;
&lt;br /&gt;
I've done a lot of threat.txt modding over the years but I think I've finally come to version I actually like.&lt;br /&gt;
&lt;br /&gt;
Since I need to be truthful in advertising (what kind of person would I be to create a subpage titled &amp;quot;threat&amp;quot; that doesn't actually threaten anyone?)... '''''if you attempt to edit this page, I will know, I will find you, and I will hurt you.'''''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Accept your fate!&lt;br /&gt;
Are you yet afraid? If not, you will be!&lt;br /&gt;
Battle awaits!&lt;br /&gt;
Behind my thunderous roar, you will utter but a dying whisper!&lt;br /&gt;
Come! I am waiting!&lt;br /&gt;
Cower before my might and I might just crush you quickly!&lt;br /&gt;
Cry, for now you end!&lt;br /&gt;
Death now looms for you!&lt;br /&gt;
Die. Die! DIE!&lt;br /&gt;
Do you not see? You are dead already!&lt;br /&gt;
Draw!&lt;br /&gt;
Drop your weapons and await your fate!&lt;br /&gt;
Embrace the end that awaits you!&lt;br /&gt;
Fool! Perish at my hand!&lt;br /&gt;
Give in to darkness and despair!&lt;br /&gt;
I am destined to be your last foe!&lt;br /&gt;
I am going to split you like a ripe melon!&lt;br /&gt;
I damn you to oblivion!&lt;br /&gt;
I decree that you are to die!&lt;br /&gt;
I shall delight in watching the life fade from your cold, glassy eyes!&lt;br /&gt;
I shall delight in your torture!&lt;br /&gt;
I shall devour your heart!&lt;br /&gt;
I shall feast on your entrails!&lt;br /&gt;
I shall flatten you!&lt;br /&gt;
I shall impale you on a pike and watch you whimper as I dine!&lt;br /&gt;
I shall quarter you like a small gamefowl!&lt;br /&gt;
I shall show you final justice!&lt;br /&gt;
I shall strike you down!&lt;br /&gt;
I will drink from your skull!&lt;br /&gt;
I will not be gentle!&lt;br /&gt;
I will tear you limb from limb!&lt;br /&gt;
I will wear your face as a mask!&lt;br /&gt;
It is already over; stand still and embrace death!&lt;br /&gt;
It's time to suffer!&lt;br /&gt;
Kneel before your god!&lt;br /&gt;
Let us match weapons and make the sound of thunder!&lt;br /&gt;
Perhaps I shall refer to you as a worthy foe when next a fool challenges me!&lt;br /&gt;
Perhaps you will be a worthy prey!&lt;br /&gt;
Perhaps you will live if you flee now!&lt;br /&gt;
Praise me, for I am now your god!&lt;br /&gt;
Pray to your maker!&lt;br /&gt;
Pray while you still can!&lt;br /&gt;
Prepare for battle!&lt;br /&gt;
Prepare to die!&lt;br /&gt;
Prove your worthiness to fight me!&lt;br /&gt;
Relax! This will be over very soon!&lt;br /&gt;
Scream now, for soon you will be unable to speak!&lt;br /&gt;
Show me the color of your blood!&lt;br /&gt;
Show me your mettle!&lt;br /&gt;
Squeal, whimper, gasp, and die!&lt;br /&gt;
Stand ready!&lt;br /&gt;
Stand ready! I will not go easy on you!&lt;br /&gt;
Submit to the cold embrace of death!&lt;br /&gt;
The blackness will take you!&lt;br /&gt;
There is no escape!&lt;br /&gt;
This will end badly for you!&lt;br /&gt;
To arms!&lt;br /&gt;
With your death, I shall grow even stronger!&lt;br /&gt;
You are now but a footnote of my greatness!&lt;br /&gt;
You DARE challenge me?!&lt;br /&gt;
You have already made your final mistake!&lt;br /&gt;
You have been doled a death sentence!&lt;br /&gt;
You have not felt suffering yet!&lt;br /&gt;
You may flee now! I will enjoy the sport!&lt;br /&gt;
You will be proud to die at my hands!&lt;br /&gt;
You will beg for death before I am done!&lt;br /&gt;
You will know nothing but terror when I am through!&lt;br /&gt;
You will know only pain!&lt;br /&gt;
Your blood shall be spilled this day!&lt;br /&gt;
Your body will fall like a limp bag!&lt;br /&gt;
Your bones will be my dinner!&lt;br /&gt;
Your fear sustains me!&lt;br /&gt;
Your god has foresaken you! Worship me! Worship your death!&lt;br /&gt;
Your head affronts me! I shall remove it for you!&lt;br /&gt;
Your head will hang on my wall!&lt;br /&gt;
Your heartbeat is agony to my ears, and soon will be stopped!&lt;br /&gt;
Your life belongs to me!&lt;br /&gt;
Your tale ends here!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT/Threat&amp;diff=175442</id>
		<title>User:JT/Threat</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT/Threat&amp;diff=175442"/>
		<updated>2012-07-18T08:44:47Z</updated>

		<summary type="html">&lt;p&gt;JT: Created page with &amp;quot;Since a lot of trolling slipped into the threat.txt mod page on the Wiki but I'm remiss to remove them entirely because frankly some people might like the ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since a lot of trolling slipped into the [[speech mods#threat|threat.txt]] mod page on the Wiki but I'm remiss to remove them entirely because frankly some people might like the off-colour humour, I thought I'd go ahead and create my own subpage containing my preferred threat.txt layout.&lt;br /&gt;
&lt;br /&gt;
I've done a lot of threat.txt modding over the years but I think I've finally come to version I actually like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Accept your fate!&lt;br /&gt;
Are you yet afraid? If not, you will be!&lt;br /&gt;
Battle awaits!&lt;br /&gt;
Behind my thunderous roar, you will utter but a dying whisper!&lt;br /&gt;
Come! I am waiting!&lt;br /&gt;
Cower before my might and I might just crush you quickly!&lt;br /&gt;
Cry, for now you end!&lt;br /&gt;
Death now looms for you!&lt;br /&gt;
Die. Die! DIE!&lt;br /&gt;
Do you not see? You are dead already!&lt;br /&gt;
Draw!&lt;br /&gt;
Drop your weapons and await your fate!&lt;br /&gt;
Embrace the end that awaits you!&lt;br /&gt;
Fool! Perish at my hand!&lt;br /&gt;
Give in to darkness and despair!&lt;br /&gt;
I am destined to be your last foe!&lt;br /&gt;
I am going to split you like a ripe melon!&lt;br /&gt;
I damn you to oblivion!&lt;br /&gt;
I decree that you are to die!&lt;br /&gt;
I shall delight in watching the life fade from your cold, glassy eyes!&lt;br /&gt;
I shall delight in your torture!&lt;br /&gt;
I shall devour your heart!&lt;br /&gt;
I shall feast on your entrails!&lt;br /&gt;
I shall flatten you!&lt;br /&gt;
I shall impale you on a pike and watch you whimper as I dine!&lt;br /&gt;
I shall quarter you like a small gamefowl!&lt;br /&gt;
I shall show you final justice!&lt;br /&gt;
I shall strike you down!&lt;br /&gt;
I will drink from your skull!&lt;br /&gt;
I will not be gentle!&lt;br /&gt;
I will tear you limb from limb!&lt;br /&gt;
I will wear your face as a mask!&lt;br /&gt;
It is already over; stand still and embrace death!&lt;br /&gt;
It's time to suffer!&lt;br /&gt;
Kneel before your god!&lt;br /&gt;
Let us match weapons and make the sound of thunder!&lt;br /&gt;
Perhaps I shall refer to you as a worthy foe when next a fool challenges me!&lt;br /&gt;
Perhaps you will be a worthy prey!&lt;br /&gt;
Perhaps you will live if you flee now!&lt;br /&gt;
Praise me, for I am now your god!&lt;br /&gt;
Pray to your maker!&lt;br /&gt;
Pray while you still can!&lt;br /&gt;
Prepare for battle!&lt;br /&gt;
Prepare to die!&lt;br /&gt;
Prove your worthiness to fight me!&lt;br /&gt;
Relax! This will be over very soon!&lt;br /&gt;
Scream now, for soon you will be unable to speak!&lt;br /&gt;
Show me the color of your blood!&lt;br /&gt;
Show me your mettle!&lt;br /&gt;
Squeal, whimper, gasp, and die!&lt;br /&gt;
Stand ready!&lt;br /&gt;
Stand ready! I will not go easy on you!&lt;br /&gt;
Submit to the cold embrace of death!&lt;br /&gt;
The blackness will take you!&lt;br /&gt;
There is no escape!&lt;br /&gt;
This will end badly for you!&lt;br /&gt;
To arms!&lt;br /&gt;
With your death, I shall grow even stronger!&lt;br /&gt;
You are now but a footnote of my greatness!&lt;br /&gt;
You DARE challenge me?!&lt;br /&gt;
You have already made your final mistake!&lt;br /&gt;
You have been doled a death sentence!&lt;br /&gt;
You have not felt suffering yet!&lt;br /&gt;
You may flee now! I will enjoy the sport!&lt;br /&gt;
You will be proud to die at my hands!&lt;br /&gt;
You will beg for death before I am done!&lt;br /&gt;
You will know nothing but terror when I am through!&lt;br /&gt;
You will know only pain!&lt;br /&gt;
Your blood shall be spilled this day!&lt;br /&gt;
Your body will fall like a limp bag!&lt;br /&gt;
Your bones will be my dinner!&lt;br /&gt;
Your fear sustains me!&lt;br /&gt;
Your god has foresaken you! Worship me! Worship your death!&lt;br /&gt;
Your head affronts me! I shall remove it for you!&lt;br /&gt;
Your head will hang on my wall!&lt;br /&gt;
Your heartbeat is agony to my ears, and soon will be stopped!&lt;br /&gt;
Your life belongs to me!&lt;br /&gt;
Your tale ends here!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT&amp;diff=175441</id>
		<title>User:JT</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT&amp;diff=175441"/>
		<updated>2012-07-18T08:40:51Z</updated>

		<summary type="html">&lt;p&gt;JT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;how u type on internets?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aboot==&lt;br /&gt;
&lt;br /&gt;
Canadian, eh?  Durned tootin'.&lt;br /&gt;
&lt;br /&gt;
26 years old as of October 29th, 2010.  Adamant believer that society is founded on the principles of doing what is best for everyone, even to the extent that it circumvents the law: believes strongly in ''society'' as opposed to ''law and justice''.  Intended career path: regular member, [http://en.wikipedia.org/wiki/Royal_Canadian_Mounted_Police RCMP] (you might find this ironic, but track him down on irc://irc.newnet.net/ #bay12games and he'll talk your ear off about why it isn't).&lt;br /&gt;
&lt;br /&gt;
Considers himself Liberal when speaking to Canadians, Libertarian when speaking to Americans, but usually votes for the extreme-left New Democratic Party because they seem to be the only Canadian political party genuinely interested in serving the Canadian interest instead of their partisan agendas.  (And even that's a stretch.)&lt;br /&gt;
&lt;br /&gt;
Hobbyist game developer.  Likes writing games, but is too much of a perfectionist to release most of them in their unfinished states, and has too many diverse interests to commit to a single one of them until completion.  Excellent grasp of game design and balance due to some sort of ability to imagine the finished product well in advance of getting it there (which might be half of the reason he never finishes them).&lt;br /&gt;
&lt;br /&gt;
188 centimetres tall, 85 kilograms, big blue-green eyes, chestnut brown hair, single.  Hetero.  Prefers effervescent girls with very long hair, facial structure more important than body structure, average weight or higher (but there is an upper limit -- ideally around 75 kilos, 15-30 centimetres shorter).&lt;br /&gt;
&lt;br /&gt;
Apparently enjoys talking about himself in the third person.&lt;br /&gt;
&lt;br /&gt;
==Hello, my name is Simon==&lt;br /&gt;
&lt;br /&gt;
I like to do drawrings!&lt;br /&gt;
&lt;br /&gt;
[[Image:Jt_screwpump.png|left|frame|A screwpump diagram.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Jt_df_ramp.png|frame|A diagram of a valid and invalid ramp.  (It then occurred to me that the top ramp is still usable, but only in the diagonal directions.)]]&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Miscellany==&lt;br /&gt;
&lt;br /&gt;
* [[/Starting Builds]]&lt;br /&gt;
* [[/Token Wishlist]]&lt;br /&gt;
* [[/Teensy weensy wishlist]]&lt;br /&gt;
* [[/Threat]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
* [[/Toadmod]] -- because it really needed to be done&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT/Teensy_weensy_wishlist&amp;diff=143970</id>
		<title>User:JT/Teensy weensy wishlist</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT/Teensy_weensy_wishlist&amp;diff=143970"/>
		<updated>2011-04-02T18:36:37Z</updated>

		<summary type="html">&lt;p&gt;JT: /* Rename animals based on location */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is my collection of teensy-tiny or teensy-weensy feature requests; things which I figure would take at most a few minutes to implement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gender of animals being assigned==&lt;br /&gt;
&lt;br /&gt;
It would be nice if we could see the gender of animals when we are assigning them to cages or to pits.&lt;br /&gt;
&lt;br /&gt;
==Rename animals based on location==&lt;br /&gt;
&lt;br /&gt;
[This was implemented in 0.31.21!]&lt;br /&gt;
&lt;br /&gt;
==Stones screen add-on==&lt;br /&gt;
&lt;br /&gt;
The Stones status screen should gain the information displayed under the Stocks status screen if your stockpile records are precise enough to inventory all of the stones.&lt;br /&gt;
&lt;br /&gt;
==Spikes of rope reed==&lt;br /&gt;
&lt;br /&gt;
Spikes of cloth do not make sense: cloth cannot make a spike as it is much too soft.  &amp;quot;Tassels&amp;quot; would be a superior designation for cloth.&lt;br /&gt;
&lt;br /&gt;
To make this into a not-so-teensy-weensy request, perhaps the &amp;quot;spikes&amp;quot;, &amp;quot;hanging rings&amp;quot;, &amp;quot;bands&amp;quot;, etc. could be exported to the raw object files, and the appropriate ones could then make use of the [HARD_MAT] tag just as toys do.&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT&amp;diff=143969</id>
		<title>User:JT</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT&amp;diff=143969"/>
		<updated>2011-04-02T18:34:48Z</updated>

		<summary type="html">&lt;p&gt;JT: /* Aboot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;how u type on internets?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aboot==&lt;br /&gt;
&lt;br /&gt;
Canadian, eh?  Durned tootin'.&lt;br /&gt;
&lt;br /&gt;
26 years old as of October 29th, 2010.  Adamant believer that society is founded on the principles of doing what is best for everyone, even to the extent that it circumvents the law: believes strongly in ''society'' as opposed to ''law and justice''.  Intended career path: regular member, [http://en.wikipedia.org/wiki/Royal_Canadian_Mounted_Police RCMP] (you might find this ironic, but track him down on irc://irc.newnet.net/ #bay12games and he'll talk your ear off about why it isn't).&lt;br /&gt;
&lt;br /&gt;
Considers himself Liberal when speaking to Canadians, Libertarian when speaking to Americans, but usually votes for the extreme-left New Democratic Party because they seem to be the only Canadian political party genuinely interested in serving the Canadian interest instead of their partisan agendas.  (And even that's a stretch.)&lt;br /&gt;
&lt;br /&gt;
Hobbyist game developer.  Likes writing games, but is too much of a perfectionist to release most of them in their unfinished states, and has too many diverse interests to commit to a single one of them until completion.  Excellent grasp of game design and balance due to some sort of ability to imagine the finished product well in advance of getting it there (which might be half of the reason he never finishes them).&lt;br /&gt;
&lt;br /&gt;
188 centimetres tall, 85 kilograms, big blue-green eyes, chestnut brown hair, single.  Hetero.  Prefers effervescent girls with very long hair, facial structure more important than body structure, average weight or higher (but there is an upper limit -- ideally around 75 kilos, 15-30 centimetres shorter).&lt;br /&gt;
&lt;br /&gt;
Apparently enjoys talking about himself in the third person.&lt;br /&gt;
&lt;br /&gt;
==Hello, my name is Simon==&lt;br /&gt;
&lt;br /&gt;
I like to do drawrings!&lt;br /&gt;
&lt;br /&gt;
[[Image:Jt_screwpump.png|left|frame|A screwpump diagram.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Jt_df_ramp.png|frame|A diagram of a valid and invalid ramp.  (It then occurred to me that the top ramp is still usable, but only in the diagonal directions.)]]&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Miscellany==&lt;br /&gt;
&lt;br /&gt;
* [[/Starting Builds]]&lt;br /&gt;
* [[/Token Wishlist]]&lt;br /&gt;
* [[/Teensy weensy wishlist]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
* [[/Toadmod]] -- because it really needed to be done&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File_talk:WoodIndustry1.jpg&amp;diff=136722</id>
		<title>File talk:WoodIndustry1.jpg</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File_talk:WoodIndustry1.jpg&amp;diff=136722"/>
		<updated>2011-02-21T11:02:10Z</updated>

		<summary type="html">&lt;p&gt;JT: Created page with 'Why are these JPEGs instead of PNGs? Seems like a square peg in a round hole. =) --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why are these JPEGs instead of PNGs? Seems like a square peg in a round hole. =) --[[User:JT|JT]] 11:02, 21 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=128836</id>
		<title>v0.31:Reactions</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=128836"/>
		<updated>2010-10-06T11:02:04Z</updated>

		<summary type="html">&lt;p&gt;JT: /* Reagents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:41, 6 October 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Reactions are modular, editable formulas that take specific ingredients, or reagents, and use them to produce a desired item.  A lot of reactions are hardcoded - building beds or creating glass, for example -- but a few are freely editable, and it's quite simple to add additional ones.&lt;br /&gt;
&lt;br /&gt;
== Reaction differences between modes ==&lt;br /&gt;
In [[Fortress mode]], reactions are linked to specific buildings, and must be added to a civilization's [[Entities|entity file]] to be usable by that civilization.  This has the useful effect of limiting new items and materials (such as special [[wood]] or [[metal]]) to civilizations that have the requisite reaction -- so that if you give your custom civilization a reaction to produce star metal or some other custom material, only they will be able to use it.&lt;br /&gt;
&lt;br /&gt;
In [[Adventure mode]], reactions are freely available via x &amp;gt; create, and any adventurer character can make free use of them.  Reagents may be held in the hands or dropped on the ground, but cannot be used within a backpack or quiver.  As of .10, there are several bugs with Adventure mode reactions, chief of which is the fact that the [HAS_MATERIAL_REACTION_PRODUCT] token is completely ignored, leading to dragon eye tissue tanned hides, among other things.&lt;br /&gt;
&lt;br /&gt;
Prior to version 31.10, a reaction could only result in an object of base [[quality]].  However, in .10 items produced via reactions have been observed to have quality modifiers.  The way skill factors into them has yet to be determined.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a reaction==&lt;br /&gt;
&lt;br /&gt;
Reactions are found within reaction_x files (such as reaction_smelter or reaction_other).  Generally speaking they adhere to the following structure:&lt;br /&gt;
&lt;br /&gt;
   [REACTION:&amp;lt;identifier&amp;gt;]&lt;br /&gt;
      [NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
      [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
      [REAGENT:A:150:BAR:NONE:POTASH:NONE]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL] &lt;br /&gt;
      [SKILL:&amp;lt;SKILL TOKEN&amp;gt;]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
      [ADVENTURE_MODE_ENABLED]&lt;br /&gt;
* ''[[#Reaction identifier|identifier]]'': The internal ID of the reaction.&lt;br /&gt;
* ''[[#Reaction name|name]]'': The name of the reaction, visible to the player in the Fortress mode or Adventure mode menus.&lt;br /&gt;
* ''[[#Building|building]]'': The building ID that the reaction uses, and the relevant keyboard shortcut.&lt;br /&gt;
* ''[[#Reagents|...reagents...]]'': Zero or more reagents (ingredients) that are required to be in stock for the reaction to be possible.&lt;br /&gt;
* ''[[#Products|...products...]]'': Zero or more products that are created from the reaction.&lt;br /&gt;
* ''[[#fuel|fuel]]'': (optional) If present, the reaction requires charcoal, coke or a magma-powered workshop.&lt;br /&gt;
* ''[[#skill|skill]]'': (optional) The skill required and trained by the reaction.&lt;br /&gt;
* ''[[#automatic|automatic]]'': (optional) If present, the reaction will automatically be enqueued whenever it can possibly be performed.&lt;br /&gt;
* ''[[#adventure mode|adventure mode]]'': (optional) If present, the reaction is used by the player in Adventure mode instead.&lt;br /&gt;
&lt;br /&gt;
=== Reaction identifier ===&lt;br /&gt;
&lt;br /&gt;
The reaction identifier may be anything, so long as it is unique within the raw data files.  A good habit to get into is to append a short prefix or suffix to each name related to the name of your mod, to ensure nobody else is going to make an identical reaction and thereby mess up the game if their mod is run alongside yours.&lt;br /&gt;
&lt;br /&gt;
=== Reaction name ===&lt;br /&gt;
&lt;br /&gt;
This can be anything at all, and is usually used to describe the reaction.  '''Tan a hide''', for example, is the name of the default leather-producing reaction.  Generally this should be written as a small descriptive verb phrase, with the first letter capitalised, for consistency with the existing reactions.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
&lt;br /&gt;
    [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
* ''name'': The ID of the building where this reaction will appear in the tasks menu.&lt;br /&gt;
* ''key'': The keyboard shortcut used to queue up the reaction.&lt;br /&gt;
&lt;br /&gt;
The BUILDING NAME is the name of the building that will house this reaction, and the building key is the keyboard shortcut that will queue up the reaction.  If two reactions have the same key, then one of them will be assigned a different key, the first alphabetically available at the building.&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
REAGENTs are a little bit complicated.  They are the ingredients that the reaction will use.  You can define as many as you like within a reaction.&lt;br /&gt;
&lt;br /&gt;
    [REAGENT:&amp;lt;name&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;item subtype&amp;gt;:&amp;lt;material token&amp;gt;:&amp;lt;material subtype&amp;gt;][...modifiers...]&lt;br /&gt;
* ''[[#name|name]]'': The name of the reagent, local to the reaction.&lt;br /&gt;
* ''[[#quantity|quantity]]'': The amount of the item that will be used in the reaction.&lt;br /&gt;
* ''[[#item_token_.2F_item_subtype|item token]]'': The type of the item you require.&lt;br /&gt;
* ''[[#item_token_.2F_item_subtype|item subtype]]'': The unique identifier of the item you require, as it appears in the corresponding raw data file, or NONE for no specific type.&lt;br /&gt;
* ''[[#material_token_.2F_material_subtype|material token]]'': The category of the material needed that the item should be made of, or NONE if only the ''item token'' matters.&lt;br /&gt;
* ''[[#material_token_.2F_material_subtype|material subtype]]'': The unique identifier of a specific material required within the ''material token'' category, or NONE if any type will do.&lt;br /&gt;
* ''[[#Modifiers|...modifiers...]]'': Zero or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them.&lt;br /&gt;
&lt;br /&gt;
==== name ====&lt;br /&gt;
The name field is a small string used to identify the reagent within the reaction.  The name is not visible to the player.  It is local to the reaction and does not need to be unique across all of the reactions, so you can reuse the same names over and over, although each reagent within the same individual reaction must have a different name.&lt;br /&gt;
&lt;br /&gt;
Most reactions are simply named '''A''', '''B''', and so forth in default reactions, although names such as '''TOOLSTONE''' or '''FLUX''' will also work equally well.  The PRODUCT may make reference to this name &amp;amp;mdash; for instance, if a container '''B''' is specified as a reagent, PRODUCT_TO_CONTAINER:B specifies that container.&lt;br /&gt;
&lt;br /&gt;
==== quantity ====&lt;br /&gt;
The quantity differs between item types.  Generally speaking, cloth, thread, powder and globs use numbers representing the size of material within one item, and everything else uses a static quantity.  While REAGENT:A:'''''10''''':'''''THREAD''''':NONE:NONE:NONE thread is an extremely tiny portion of a random spool of thread, REAGENT:A:'''''10''''':'''''TOY''''':NONE:NONE:NONE is ten unique, solid toy items.&lt;br /&gt;
&lt;br /&gt;
Sometimes the quantity of product is directly connected with the quantity of reagent; it seems to be REAGENT &amp;lt;quantity&amp;gt; / 150 (rounding down) so that Reagent &amp;lt;quantity&amp;gt; of 3 gives 50 product and a &amp;lt;quantity&amp;gt; of 4 gives 37. (150/4=37.5) [List of item types this applies to? Bars, for instance.]&lt;br /&gt;
&lt;br /&gt;
==== item token / item subtype ====&lt;br /&gt;
The item token is the type of item you require; WEAPON, TOY or SKIN_TANNED, for example.  A [[item token|full list]] is available.&lt;br /&gt;
&lt;br /&gt;
The item subtype is name of the exact item that you require.  Examples are ITEM_WEAPON_SPEAR or ITEM_TOY_PUZZLEBOX.  Some items, like quivers or backpacks, or chunks of stone or metal, only require the item token to be filled in, so if you're asking for those you can leave this blank.  Subtypes are the entities defined within the local raw data files and their exact names can be referenced by looking at the corresponding file.&lt;br /&gt;
&lt;br /&gt;
==== material token / material subtype ====&lt;br /&gt;
The material token and material subtype are frequently related.  The first indicates the category of material you want, such as INORGANIC, though it can also specify one of the hardcoded materials (see {{L|material token}} for a list).  The second indicates the specific subtype of material you want, such as OBSIDIAN or STEEL.&lt;br /&gt;
&lt;br /&gt;
==== Modifiers ====&lt;br /&gt;
Reagents may also have extra tokens added on afterwards, placed just after the REAGENT tag.&lt;br /&gt;
&lt;br /&gt;
A list of them follows:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [PRESERVE_REAGENT]&lt;br /&gt;
| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
|-&lt;br /&gt;
| [REACTION_CLASS:X]&lt;br /&gt;
| Detailed below the reaction anatomy section.&lt;br /&gt;
|-&lt;br /&gt;
| [HAS_MATERIAL_REACTION_PRODUCT:X]&lt;br /&gt;
| Detailed below the reaction anatomy section.&lt;br /&gt;
|-&lt;br /&gt;
| [UNROTTEN]&lt;br /&gt;
| Reagent must not be rotten, mainly for organic MATGLOSS types.&lt;br /&gt;
|-&lt;br /&gt;
| [BUILDMAT]&lt;br /&gt;
| Reagent is able to be used to build structures (Stone, Wood, Blocks, Bars?).&lt;br /&gt;
|-&lt;br /&gt;
| [GLASS_MATERIAL] &lt;br /&gt;
| Reagent has a one of the glass MATGLOSS types.&lt;br /&gt;
|-&lt;br /&gt;
| [WORTHLESS_STONE_ONLY]&lt;br /&gt;
| The reagent respects allowed and forbidden economic stones from the Stone menu.&lt;br /&gt;
|-&lt;br /&gt;
| [FIRE_BUILD_SAFE]&lt;br /&gt;
| Reagent must be considered fire safe - ie. not wood, and not coal.&lt;br /&gt;
|-&lt;br /&gt;
| [MAGMA_BUILD_SAFE]&lt;br /&gt;
| Reagent must have a melting point greater than the temperature of Magma.&lt;br /&gt;
|-&lt;br /&gt;
| [CAN_USE_ARTIFACT]&lt;br /&gt;
| Reagent can be an Artifact.  Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_PLANT_MATERIAL] &lt;br /&gt;
| Reagent MATGLOSS must be of a plant subtype.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SILK_MATERIAL] &lt;br /&gt;
| Reagent MATGLOSS must be of a silk type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SOAP_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a soap type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_LEATHER_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a leather type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_BONE_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a bone type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SHELL_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a shell type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_TOOTH_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a tooth type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_HORN_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a horn type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_PEARL_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a pearl type (Excretion from sea creatures?)&lt;br /&gt;
|-&lt;br /&gt;
| [USE_BODY_COMPONENT]&lt;br /&gt;
| Reagent MATGLOSS must come off a creature's body.&lt;br /&gt;
|-&lt;br /&gt;
| [METAL_ORE]&lt;br /&gt;
| Reagent MATGLOSS must be a metal ore.&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_WEB]&lt;br /&gt;
| States that the material cannot be web (For making only plant/adamantine thread?).&lt;br /&gt;
|-&lt;br /&gt;
| [WEB_ONLY]&lt;br /&gt;
| States that the material has to be web (For making only silk thread?).&lt;br /&gt;
|-&lt;br /&gt;
| [POTASHABLE]&lt;br /&gt;
| The reagent must be able to be turned into pot ash.&lt;br /&gt;
|-&lt;br /&gt;
| [EMPTY]&lt;br /&gt;
| If the reagent is a container, it must be empty.&lt;br /&gt;
|-&lt;br /&gt;
| [CONTAINS_LYE]&lt;br /&gt;
| If the reagent is a container, it must contain LYE.&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_CONTAIN_BARREL_ITEM]&lt;br /&gt;
| If the reagent is a Barrel, it must not contain an item that has to reside in a barrel.  Barrel items appear to be lye and milk.  Alcohol appears to be covered as part of [EMPTY].  A reaction which places an item in a barrel should probably have both tags.&lt;br /&gt;
|-&lt;br /&gt;
| [BAG]&lt;br /&gt;
| Reagent has to be a bag. Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Generally speaking, if you set a field in a reagent to NONE, the reaction won't discriminate when it comes to that particular field.  For example, if you require a BOULDER reagent but leave the matgloss fields as NONE:NONE, it will grab any available BOULDER-type item irrespective of matgloss.&lt;br /&gt;
&lt;br /&gt;
===Products===&lt;br /&gt;
Products are the end product of the reaction.  A reaction can have as many products as it likes.&lt;br /&gt;
&lt;br /&gt;
Products are almost identical to reagents, except that they do not need to be named, can't have fields undefined, and don't use the quantity field to determine the product size.  Instead, the token PRODUCT_DIMENSION:X is tacked on after the PRODUCT token, determining the size of the product.  Products also don't use tokens like USE_ANY_BONE_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
Products can be produced directly to a container using the [PRODUCT_TO_CONTAINER:&amp;lt;IDENTIFIER&amp;gt;] token, where the IDENTIFIER is the name of a reagent.  This requires the reagent to have the PRESERVE_REAGENT token.&lt;br /&gt;
&lt;br /&gt;
===Other tokens===&lt;br /&gt;
&lt;br /&gt;
==== fuel ====&lt;br /&gt;
The FUEL token means that the reaction requires coke or charcoal to be performed, or magma in magma workshops.&lt;br /&gt;
&lt;br /&gt;
==== skill ====&lt;br /&gt;
The SKILL token determines what [[Skill tokens|skill]] the reaction requires and what skill it trains.  Multiple skills can be listed but only one will be used.&lt;br /&gt;
&lt;br /&gt;
==== automatic ====&lt;br /&gt;
The AUTOMATIC token means that the reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
==== adventure mode enabled ====&lt;br /&gt;
The ADVENTURE_MODE_ENABLED token means that this version of the reaction is not used by dwarves at home in a fortress, but rather the wanderers of Adventure Mode.  When using this token, it will be allowed for adventurers of any race, without editing Entity files.&lt;br /&gt;
&lt;br /&gt;
==Material reaction products and reaction classes==&lt;br /&gt;
&lt;br /&gt;
You can get a certain measure of control over very specific materials using reaction classes and material reaction products - the tokens look like this:&lt;br /&gt;
&lt;br /&gt;
   [REACTION_CLASS:FAT]&lt;br /&gt;
   [HAS_MATERIAL_REACTION_PRODUCT:RENDER_MAT]&lt;br /&gt;
&lt;br /&gt;
Reaction classes represent different classes of material - basically, the matgloss subtype of the reagent must have a REACTION_CLASS the same as the one in the reaction.&lt;br /&gt;
&lt;br /&gt;
Material reaction products are similar, but are generally used more for things like different kinds of creature materials than universal materials like stone.  This token is how skin can be tanned into leather, which are two separate materials - the skin material has leather as a MATERIAL_REACTION_PRODUCT.&lt;br /&gt;
&lt;br /&gt;
In short, they require the material to have a token such as &lt;br /&gt;
   [MATERIAL_REACTION_PRODUCT:X:Y:Z]&lt;br /&gt;
...where X is the name of the reaction product that will be referred to in the reaction (RENDER_MAT, in the reaction class example, or TAN_MAT for leather), Y is the matgloss type of the desired product (such as INORGANIC or LOCAL_CREATURE_MAT) and Z is the specific material, like LEATHER or OBSIDIAN.&lt;br /&gt;
&lt;br /&gt;
==Reactions and world generation==&lt;br /&gt;
&lt;br /&gt;
There are several things to keep in mind when you're adding reactions to a game that already exists.&lt;br /&gt;
&lt;br /&gt;
* Most entity changes require a regen, but adding PERMITTED_REACTION tokens for reactions that existed at the time of world generation to the entity file in the save directory do not.&lt;br /&gt;
* Adding reactions to the raws in a save directory requires you to regen the world.&lt;br /&gt;
* You can alter an existing reaction in any way you like without regenning the world, so long as you don't alter the reaction identifier.&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2010:Modding]]&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=128835</id>
		<title>v0.31:Reactions</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=128835"/>
		<updated>2010-10-06T10:55:14Z</updated>

		<summary type="html">&lt;p&gt;JT: /* Anatomy of a reaction */ I'd like to expand the PRODUCT section, but this is a good start&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:41, 6 October 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Reactions are modular, editable formulas that take specific ingredients, or reagents, and use them to produce a desired item.  A lot of reactions are hardcoded - building beds or creating glass, for example -- but a few are freely editable, and it's quite simple to add additional ones.&lt;br /&gt;
&lt;br /&gt;
== Reaction differences between modes ==&lt;br /&gt;
In [[Fortress mode]], reactions are linked to specific buildings, and must be added to a civilization's [[Entities|entity file]] to be usable by that civilization.  This has the useful effect of limiting new items and materials (such as special [[wood]] or [[metal]]) to civilizations that have the requisite reaction -- so that if you give your custom civilization a reaction to produce star metal or some other custom material, only they will be able to use it.&lt;br /&gt;
&lt;br /&gt;
In [[Adventure mode]], reactions are freely available via x &amp;gt; create, and any adventurer character can make free use of them.  Reagents may be held in the hands or dropped on the ground, but cannot be used within a backpack or quiver.  As of .10, there are several bugs with Adventure mode reactions, chief of which is the fact that the [HAS_MATERIAL_REACTION_PRODUCT] token is completely ignored, leading to dragon eye tissue tanned hides, among other things.&lt;br /&gt;
&lt;br /&gt;
Prior to version 31.10, a reaction could only result in an object of base [[quality]].  However, in .10 items produced via reactions have been observed to have quality modifiers.  The way skill factors into them has yet to be determined.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a reaction==&lt;br /&gt;
&lt;br /&gt;
Reactions are found within reaction_x files (such as reaction_smelter or reaction_other).  Generally speaking they adhere to the following structure:&lt;br /&gt;
&lt;br /&gt;
   [REACTION:&amp;lt;identifier&amp;gt;]&lt;br /&gt;
      [NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
      [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
      [REAGENT:A:150:BAR:NONE:POTASH:NONE]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL] &lt;br /&gt;
      [SKILL:&amp;lt;SKILL TOKEN&amp;gt;]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
      [ADVENTURE_MODE_ENABLED]&lt;br /&gt;
* ''[[#Reaction identifier|identifier]]'': The internal ID of the reaction.&lt;br /&gt;
* ''[[#Reaction name|name]]'': The name of the reaction, visible to the player in the Fortress mode or Adventure mode menus.&lt;br /&gt;
* ''[[#Building|building]]'': The building ID that the reaction uses, and the relevant keyboard shortcut.&lt;br /&gt;
* ''[[#Reagents|...reagents...]]'': Zero or more reagents (ingredients) that are required to be in stock for the reaction to be possible.&lt;br /&gt;
* ''[[#Products|...products...]]'': Zero or more products that are created from the reaction.&lt;br /&gt;
* ''[[#fuel|fuel]]'': (optional) If present, the reaction requires charcoal, coke or a magma-powered workshop.&lt;br /&gt;
* ''[[#skill|skill]]'': (optional) The skill required and trained by the reaction.&lt;br /&gt;
* ''[[#automatic|automatic]]'': (optional) If present, the reaction will automatically be enqueued whenever it can possibly be performed.&lt;br /&gt;
* ''[[#adventure mode|adventure mode]]'': (optional) If present, the reaction is used by the player in Adventure mode instead.&lt;br /&gt;
&lt;br /&gt;
=== Reaction identifier ===&lt;br /&gt;
&lt;br /&gt;
The reaction identifier may be anything, so long as it is unique within the raw data files.  A good habit to get into is to append a short prefix or suffix to each name related to the name of your mod, to ensure nobody else is going to make an identical reaction and thereby mess up the game if their mod is run alongside yours.&lt;br /&gt;
&lt;br /&gt;
=== Reaction name ===&lt;br /&gt;
&lt;br /&gt;
This can be anything at all, and is usually used to describe the reaction.  '''Tan a hide''', for example, is the name of the default leather-producing reaction.  Generally this should be written as a small descriptive verb phrase, with the first letter capitalised, for consistency with the existing reactions.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
&lt;br /&gt;
    [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
* ''name'': The ID of the building where this reaction will appear in the tasks menu.&lt;br /&gt;
* ''key'': The keyboard shortcut used to queue up the reaction.&lt;br /&gt;
&lt;br /&gt;
The BUILDING NAME is the name of the building that will house this reaction, and the building key is the keyboard shortcut that will queue up the reaction.  If two reactions have the same key, then one of them will be assigned a different key, the first alphabetically available at the building.&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
REAGENTs are a little bit complicated.  They are the ingredients that the reaction will use.  You can define as many as you like within a reaction.&lt;br /&gt;
&lt;br /&gt;
    [REAGENT:&amp;lt;name&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;item subtype&amp;gt;:&amp;lt;material token&amp;gt;:&amp;lt;material subtype&amp;gt;][...modifiers...]&lt;br /&gt;
* ''[[#name|name]]'': The name of the reagent, local to the reaction.&lt;br /&gt;
* ''[[#quantity|quantity]]'': The amount of the item that will be used in the reaction.&lt;br /&gt;
* ''[[#item_token_.2F_item_subtype|item token]]'': The type of the item you require.  [TODO Link to full list? Should just be based on OBJECT tokens in every raw file.]&lt;br /&gt;
* ''[[#item_token_.2F_item_subtype|item subtype]]'': The unique identifier of the item you require, as it appears in the corresponding raw data file, or NONE for no specific type.&lt;br /&gt;
* ''[[#material_token_.2F_material_subtype|material token]]'': The category of the material needed that the item should be made of, or NONE if only the ''item token'' matters.&lt;br /&gt;
* ''[[#material_token_.2F_material_subtype|material subtype]]'': The unique identifier of a specific material required within the ''material token'' category, or NONE if any type will do.&lt;br /&gt;
* ''[[#Modifiers|...modifiers...]]'': Zero or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them.&lt;br /&gt;
&lt;br /&gt;
==== name ====&lt;br /&gt;
The name field is a small string used to identify the reagent within the reaction.  The name is not visible to the player.  It is local to the reaction and does not need to be unique across all of the reactions, so you can reuse the same names over and over, although each reagent within the same individual reaction must have a different name.&lt;br /&gt;
&lt;br /&gt;
Most reactions are simply named '''A''', '''B''', and so forth in default reactions, although names such as '''TOOLSTONE''' or '''FLUX''' will also work equally well.  The PRODUCT may make reference to this name &amp;amp;mdash; for instance, if a container '''B''' is specified as a reagent, PRODUCT_TO_CONTAINER:B specifies that container.&lt;br /&gt;
&lt;br /&gt;
==== quantity ====&lt;br /&gt;
The quantity differs between item types.  Generally speaking, cloth, thread, powder and globs use numbers representing the size of material within one item, and everything else uses a static quantity.  While REAGENT:A:'''''10''''':'''''THREAD''''':NONE:NONE:NONE thread is an extremely tiny portion of a random spool of thread, REAGENT:A:'''''10''''':'''''TOY''''':NONE:NONE:NONE is ten unique, solid toy items.&lt;br /&gt;
&lt;br /&gt;
Sometimes the quantity of product is directly connected with the quantity of reagent; it seems to be REAGENT &amp;lt;quantity&amp;gt; / 150 (rounding down) so that Reagent &amp;lt;quantity&amp;gt; of 3 gives 50 product and a &amp;lt;quantity&amp;gt; of 4 gives 37. (150/4=37.5) [List of item types this applies to? Bars, for instance.]&lt;br /&gt;
&lt;br /&gt;
==== item token / item subtype ====&lt;br /&gt;
The item token is the type of item you require; WEAPON, TOY or SKIN_TANNED, for example.  A [[item token|full list]] is available.&lt;br /&gt;
&lt;br /&gt;
The item subtype is name of the exact item that you require.  Examples are ITEM_WEAPON_SPEAR or ITEM_TOY_PUZZLEBOX.  Some items, like quivers or backpacks, or chunks of stone or metal, only require the item token to be filled in, so if you're asking for those you can leave this blank.  Subtypes are the entities defined within the local raw data files and their exact names can be referenced by looking at the corresponding file.&lt;br /&gt;
&lt;br /&gt;
==== material token / material subtype ====&lt;br /&gt;
The material token and material subtype are frequently related.  The first indicates the category of material you want, such as INORGANIC, though it can also specify one of the hardcoded materials (see {{L|material token}} for a list).  The second indicates the specific subtype of material you want, such as OBSIDIAN or STEEL.&lt;br /&gt;
&lt;br /&gt;
==== Modifiers ====&lt;br /&gt;
Reagents may also have extra tokens added on afterwards, placed just after the REAGENT tag.&lt;br /&gt;
&lt;br /&gt;
A list of them follows:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [PRESERVE_REAGENT]&lt;br /&gt;
| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
|-&lt;br /&gt;
| [REACTION_CLASS:X]&lt;br /&gt;
| Detailed below the reaction anatomy section.&lt;br /&gt;
|-&lt;br /&gt;
| [HAS_MATERIAL_REACTION_PRODUCT:X]&lt;br /&gt;
| Detailed below the reaction anatomy section.&lt;br /&gt;
|-&lt;br /&gt;
| [UNROTTEN]&lt;br /&gt;
| Reagent must not be rotten, mainly for organic MATGLOSS types.&lt;br /&gt;
|-&lt;br /&gt;
| [BUILDMAT]&lt;br /&gt;
| Reagent is able to be used to build structures (Stone, Wood, Blocks, Bars?).&lt;br /&gt;
|-&lt;br /&gt;
| [GLASS_MATERIAL] &lt;br /&gt;
| Reagent has a one of the glass MATGLOSS types.&lt;br /&gt;
|-&lt;br /&gt;
| [WORTHLESS_STONE_ONLY]&lt;br /&gt;
| The reagent respects allowed and forbidden economic stones from the Stone menu.&lt;br /&gt;
|-&lt;br /&gt;
| [FIRE_BUILD_SAFE]&lt;br /&gt;
| Reagent must be considered fire safe - ie. not wood, and not coal.&lt;br /&gt;
|-&lt;br /&gt;
| [MAGMA_BUILD_SAFE]&lt;br /&gt;
| Reagent must have a melting point greater than the temperature of Magma.&lt;br /&gt;
|-&lt;br /&gt;
| [CAN_USE_ARTIFACT]&lt;br /&gt;
| Reagent can be an Artifact.  Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_PLANT_MATERIAL] &lt;br /&gt;
| Reagent MATGLOSS must be of a plant subtype.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SILK_MATERIAL] &lt;br /&gt;
| Reagent MATGLOSS must be of a silk type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SOAP_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a soap type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_LEATHER_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a leather type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_BONE_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a bone type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SHELL_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a shell type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_TOOTH_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a tooth type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_HORN_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a horn type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_PEARL_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a pearl type (Excretion from sea creatures?)&lt;br /&gt;
|-&lt;br /&gt;
| [USE_BODY_COMPONENT]&lt;br /&gt;
| Reagent MATGLOSS must come off a creature's body.&lt;br /&gt;
|-&lt;br /&gt;
| [METAL_ORE]&lt;br /&gt;
| Reagent MATGLOSS must be a metal ore.&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_WEB]&lt;br /&gt;
| States that the material cannot be web (For making only plant/adamantine thread?).&lt;br /&gt;
|-&lt;br /&gt;
| [WEB_ONLY]&lt;br /&gt;
| States that the material has to be web (For making only silk thread?).&lt;br /&gt;
|-&lt;br /&gt;
| [POTASHABLE]&lt;br /&gt;
| The reagent must be able to be turned into pot ash.&lt;br /&gt;
|-&lt;br /&gt;
| [EMPTY]&lt;br /&gt;
| If the reagent is a container, it must be empty.&lt;br /&gt;
|-&lt;br /&gt;
| [CONTAINS_LYE]&lt;br /&gt;
| If the reagent is a container, it must contain LYE.&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_CONTAIN_BARREL_ITEM]&lt;br /&gt;
| If the reagent is a Barrel, it must not contain an item that has to reside in a barrel.  Barrel items appear to be lye and milk.  Alcohol appears to be covered as part of [EMPTY].  A reaction which places an item in a barrel should probably have both tags.&lt;br /&gt;
|-&lt;br /&gt;
| [BAG]&lt;br /&gt;
| Reagent has to be a bag. Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Generally speaking, if you set a field in a reagent to NONE, the reaction won't discriminate when it comes to that particular field.  For example, if you require a BOULDER reagent but leave the matgloss fields as NONE:NONE, it will grab any available BOULDER-type item irrespective of matgloss.&lt;br /&gt;
&lt;br /&gt;
===Products===&lt;br /&gt;
Products are the end product of the reaction.  A reaction can have as many products as it likes.&lt;br /&gt;
&lt;br /&gt;
Products are almost identical to reagents, except that they do not need to be named, can't have fields undefined, and don't use the quantity field to determine the product size.  Instead, the token PRODUCT_DIMENSION:X is tacked on after the PRODUCT token, determining the size of the product.  Products also don't use tokens like USE_ANY_BONE_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
Products can be produced directly to a container using the [PRODUCT_TO_CONTAINER:&amp;lt;IDENTIFIER&amp;gt;] token, where the IDENTIFIER is the name of a reagent.  This requires the reagent to have the PRESERVE_REAGENT token.&lt;br /&gt;
&lt;br /&gt;
===Other tokens===&lt;br /&gt;
&lt;br /&gt;
==== fuel ====&lt;br /&gt;
The FUEL token means that the reaction requires coke or charcoal to be performed, or magma in magma workshops.&lt;br /&gt;
&lt;br /&gt;
==== skill ====&lt;br /&gt;
The SKILL token determines what [[Skill tokens|skill]] the reaction requires and what skill it trains.  Multiple skills can be listed but only one will be used.&lt;br /&gt;
&lt;br /&gt;
==== automatic ====&lt;br /&gt;
The AUTOMATIC token means that the reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
==== adventure mode enabled ====&lt;br /&gt;
The ADVENTURE_MODE_ENABLED token means that this version of the reaction is not used by dwarves at home in a fortress, but rather the wanderers of Adventure Mode.  When using this token, it will be allowed for adventurers of any race, without editing Entity files.&lt;br /&gt;
&lt;br /&gt;
==Material reaction products and reaction classes==&lt;br /&gt;
&lt;br /&gt;
You can get a certain measure of control over very specific materials using reaction classes and material reaction products - the tokens look like this:&lt;br /&gt;
&lt;br /&gt;
   [REACTION_CLASS:FAT]&lt;br /&gt;
   [HAS_MATERIAL_REACTION_PRODUCT:RENDER_MAT]&lt;br /&gt;
&lt;br /&gt;
Reaction classes represent different classes of material - basically, the matgloss subtype of the reagent must have a REACTION_CLASS the same as the one in the reaction.&lt;br /&gt;
&lt;br /&gt;
Material reaction products are similar, but are generally used more for things like different kinds of creature materials than universal materials like stone.  This token is how skin can be tanned into leather, which are two separate materials - the skin material has leather as a MATERIAL_REACTION_PRODUCT.&lt;br /&gt;
&lt;br /&gt;
In short, they require the material to have a token such as &lt;br /&gt;
   [MATERIAL_REACTION_PRODUCT:X:Y:Z]&lt;br /&gt;
...where X is the name of the reaction product that will be referred to in the reaction (RENDER_MAT, in the reaction class example, or TAN_MAT for leather), Y is the matgloss type of the desired product (such as INORGANIC or LOCAL_CREATURE_MAT) and Z is the specific material, like LEATHER or OBSIDIAN.&lt;br /&gt;
&lt;br /&gt;
==Reactions and world generation==&lt;br /&gt;
&lt;br /&gt;
There are several things to keep in mind when you're adding reactions to a game that already exists.&lt;br /&gt;
&lt;br /&gt;
* Most entity changes require a regen, but adding PERMITTED_REACTION tokens for reactions that existed at the time of world generation to the entity file in the save directory do not.&lt;br /&gt;
* Adding reactions to the raws in a save directory requires you to regen the world.&lt;br /&gt;
* You can alter an existing reaction in any way you like without regenning the world, so long as you don't alter the reaction identifier.&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2010:Modding]]&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=128833</id>
		<title>v0.31:Reactions</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=128833"/>
		<updated>2010-10-06T10:46:53Z</updated>

		<summary type="html">&lt;p&gt;JT: /* Reagents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:41, 6 October 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Reactions are modular, editable formulas that take specific ingredients, or reagents, and use them to produce a desired item.  A lot of reactions are hardcoded - building beds or creating glass, for example -- but a few are freely editable, and it's quite simple to add additional ones.&lt;br /&gt;
&lt;br /&gt;
== Reaction differences between modes ==&lt;br /&gt;
In [[Fortress mode]], reactions are linked to specific buildings, and must be added to a civilization's [[Entities|entity file]] to be usable by that civilization.  This has the useful effect of limiting new items and materials (such as special [[wood]] or [[metal]]) to civilizations that have the requisite reaction -- so that if you give your custom civilization a reaction to produce star metal or some other custom material, only they will be able to use it.&lt;br /&gt;
&lt;br /&gt;
In [[Adventure mode]], reactions are freely available via x &amp;gt; create, and any adventurer character can make free use of them.  Reagents may be held in the hands or dropped on the ground, but cannot be used within a backpack or quiver.  As of .10, there are several bugs with Adventure mode reactions, chief of which is the fact that the [HAS_MATERIAL_REACTION_PRODUCT] token is completely ignored, leading to dragon eye tissue tanned hides, among other things.&lt;br /&gt;
&lt;br /&gt;
Prior to version 31.10, a reaction could only result in an object of base [[quality]].  However, in .10 items produced via reactions have been observed to have quality modifiers.  The way skill factors into them has yet to be determined.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a reaction==&lt;br /&gt;
&lt;br /&gt;
Reactions are found within reaction_x files (such as reaction_smelter or reaction_other).  Generally speaking they adhere to the following structure:&lt;br /&gt;
&lt;br /&gt;
   [REACTION:&amp;lt;identifier&amp;gt;]&lt;br /&gt;
      [NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
      [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
      [REAGENT:A:150:BAR:NONE:POTASH:NONE]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL] &lt;br /&gt;
      [SKILL:&amp;lt;SKILL TOKEN&amp;gt;]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
      [ADVENTURE_MODE_ENABLED]&lt;br /&gt;
* ''identifier'': The internal ID of the reaction.&lt;br /&gt;
* ''name'': The name of the reaction, visible to the player in the Fortress mode or Adventure mode menus.&lt;br /&gt;
* ''building'': The building ID that the reaction uses, and the relevant keyboard shortcut.&lt;br /&gt;
* ''...reagents...'': Zero or more reagents (ingredients) that are required to be in stock for the reaction to be possible.&lt;br /&gt;
* ''...products...'': Zero or more products that are created from the reaction.&lt;br /&gt;
* ''fuel'': (optional) If present, the reaction requires charcoal, coke or a magma-powered workshop.&lt;br /&gt;
* ''skill'': (optional) The skill required and trained by the reaction.&lt;br /&gt;
* ''automatic'': (optional) If present, the reaction will automatically be enqueued whenever it can possibly be performed.&lt;br /&gt;
* ''adventure mode'': (optional) If present, the reaction is used by the player in Adventure mode instead.&lt;br /&gt;
&lt;br /&gt;
=== Reaction Identifier ===&lt;br /&gt;
&lt;br /&gt;
The reaction identifier may be anything, so long as it is unique within the raw data files.  A good habit to get into is to append a short prefix or suffix to each name related to the name of your mod, to ensure nobody else is going to make an identical reaction and thereby mess up the game if their mod is run alongside yours.&lt;br /&gt;
&lt;br /&gt;
=== Reaction Name ===&lt;br /&gt;
&lt;br /&gt;
This can be anything at all, and is usually used to describe the reaction.  '''Tan a hide'''', for example, is the name of the default leather-producing reaction.  Generally this should be written as a small descriptive verb phrase, with the first letter capitalised, for consistency with the existing reactions.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
&lt;br /&gt;
[BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The BUILDING NAME is the name of the building that will house this reaction, and the building key is the keyboard shortcut that will queue up the reaction.  If two reactions have the same key, then one of them will be assigned a different key, the first alphabetically available at the building.&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
REAGENTs are a little bit complicated.  They are the ingredients that the reaction will use.  You can define as many as you like within a reaction.&lt;br /&gt;
&lt;br /&gt;
    [REAGENT:&amp;lt;name&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;item subtype&amp;gt;:&amp;lt;material token&amp;gt;:&amp;lt;material subtype&amp;gt;][...modifiers...]&lt;br /&gt;
* ''[[#name|name]]'': The name of the reagent, local to the reaction.&lt;br /&gt;
* ''[[#quantity|quantity]]'': The amount of the item that will be used in the reaction.&lt;br /&gt;
* ''[[#item_token_.2F_item_subtype|item token]]'': The type of the item you require.  [TODO Link to full list? Should just be based on OBJECT tokens in every raw file.]&lt;br /&gt;
* ''[[#item_token_.2F_item_subtype|item subtype]]'': The unique identifier of the item you require, as it appears in the corresponding raw data file, or NONE for no specific type.&lt;br /&gt;
* ''[[#material_token_.2F_material_subtype|material token]]'': The category of the material needed that the item should be made of, or NONE if only the ''item token'' matters.&lt;br /&gt;
* ''[[#material_token_.2F_material_subtype|material subtype]]'': The unique identifier of a specific material required within the ''material token'' category, or NONE if any type will do.&lt;br /&gt;
* ''[[#Modifiers|...modifiers...]]'': Zero or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them.&lt;br /&gt;
&lt;br /&gt;
==== name ====&lt;br /&gt;
The name field is a small string used to identify the reagent within the reaction.  The name is not visible to the player.  It is local to the reaction and does not need to be unique across all of the reactions, so you can reuse the same names over and over, although each reagent within the same individual reaction must have a different name.&lt;br /&gt;
&lt;br /&gt;
Most reactions are simply named '''A''', '''B''', and so forth in default reactions, although names such as '''TOOLSTONE''' or '''FLUX''' will also work equally well.  The PRODUCT may make reference to this name &amp;amp;mdash; for instance, if a container '''B''' is specified as a reagent, PRODUCT_TO_CONTAINER:B specifies that container.&lt;br /&gt;
&lt;br /&gt;
==== quantity ====&lt;br /&gt;
The quantity differs between item types.  Generally speaking, cloth, thread, powder and globs use numbers representing the size of material within one item, and everything else uses a static quantity.  While REAGENT:A:'''''10''''':'''''THREAD''''':NONE:NONE:NONE thread is an extremely tiny portion of a random spool of thread, REAGENT:A:'''''10''''':'''''TOY''''':NONE:NONE:NONE is ten unique, solid toy items.&lt;br /&gt;
&lt;br /&gt;
Sometimes the quantity of product is directly connected with the quantity of reagent; it seems to be REAGENT &amp;lt;quantity&amp;gt; / 150 (rounding down) so that Reagent &amp;lt;quantity&amp;gt; of 3 gives 50 product and a &amp;lt;quantity&amp;gt; of 4 gives 37. (150/4=37.5) [List of item types this applies to? Bars, for instance.]&lt;br /&gt;
&lt;br /&gt;
==== item token / item subtype ====&lt;br /&gt;
The item token is the type of item you require; WEAPON, TOY or SKIN_TANNED, for example.  A [[item token|full list]] is available.&lt;br /&gt;
&lt;br /&gt;
The item subtype is name of the exact item that you require.  Examples are ITEM_WEAPON_SPEAR or ITEM_TOY_PUZZLEBOX.  Some items, like quivers or backpacks, or chunks of stone or metal, only require the item token to be filled in, so if you're asking for those you can leave this blank.  Subtypes are the entities defined within the local raw data files and their exact names can be referenced by looking at the corresponding file.&lt;br /&gt;
&lt;br /&gt;
==== material token / material subtype ====&lt;br /&gt;
The material token and material subtype are frequently related.  The first indicates the category of material you want, such as INORGANIC, though it can also specify one of the hardcoded materials (see {{L|material token}} for a list).  The second indicates the specific subtype of material you want, such as OBSIDIAN or STEEL.&lt;br /&gt;
&lt;br /&gt;
==== Modifiers ====&lt;br /&gt;
Reagents may also have extra tokens added on afterwards, placed just after the REAGENT tag.&lt;br /&gt;
&lt;br /&gt;
A list of them follows:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [PRESERVE_REAGENT]&lt;br /&gt;
| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
|-&lt;br /&gt;
| [REACTION_CLASS:X]&lt;br /&gt;
| Detailed below the reaction anatomy section.&lt;br /&gt;
|-&lt;br /&gt;
| [HAS_MATERIAL_REACTION_PRODUCT:X]&lt;br /&gt;
| Detailed below the reaction anatomy section.&lt;br /&gt;
|-&lt;br /&gt;
| [UNROTTEN]&lt;br /&gt;
| Reagent must not be rotten, mainly for organic MATGLOSS types.&lt;br /&gt;
|-&lt;br /&gt;
| [BUILDMAT]&lt;br /&gt;
| Reagent is able to be used to build structures (Stone, Wood, Blocks, Bars?).&lt;br /&gt;
|-&lt;br /&gt;
| [GLASS_MATERIAL] &lt;br /&gt;
| Reagent has a one of the glass MATGLOSS types.&lt;br /&gt;
|-&lt;br /&gt;
| [WORTHLESS_STONE_ONLY]&lt;br /&gt;
| The reagent respects allowed and forbidden economic stones from the Stone menu.&lt;br /&gt;
|-&lt;br /&gt;
| [FIRE_BUILD_SAFE]&lt;br /&gt;
| Reagent must be considered fire safe - ie. not wood, and not coal.&lt;br /&gt;
|-&lt;br /&gt;
| [MAGMA_BUILD_SAFE]&lt;br /&gt;
| Reagent must have a melting point greater than the temperature of Magma.&lt;br /&gt;
|-&lt;br /&gt;
| [CAN_USE_ARTIFACT]&lt;br /&gt;
| Reagent can be an Artifact.  Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_PLANT_MATERIAL] &lt;br /&gt;
| Reagent MATGLOSS must be of a plant subtype.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SILK_MATERIAL] &lt;br /&gt;
| Reagent MATGLOSS must be of a silk type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SOAP_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a soap type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_LEATHER_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a leather type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_BONE_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a bone type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SHELL_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a shell type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_TOOTH_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a tooth type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_HORN_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a horn type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_PEARL_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a pearl type (Excretion from sea creatures?)&lt;br /&gt;
|-&lt;br /&gt;
| [USE_BODY_COMPONENT]&lt;br /&gt;
| Reagent MATGLOSS must come off a creature's body.&lt;br /&gt;
|-&lt;br /&gt;
| [METAL_ORE]&lt;br /&gt;
| Reagent MATGLOSS must be a metal ore.&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_WEB]&lt;br /&gt;
| States that the material cannot be web (For making only plant/adamantine thread?).&lt;br /&gt;
|-&lt;br /&gt;
| [WEB_ONLY]&lt;br /&gt;
| States that the material has to be web (For making only silk thread?).&lt;br /&gt;
|-&lt;br /&gt;
| [POTASHABLE]&lt;br /&gt;
| The reagent must be able to be turned into pot ash.&lt;br /&gt;
|-&lt;br /&gt;
| [EMPTY]&lt;br /&gt;
| If the reagent is a container, it must be empty.&lt;br /&gt;
|-&lt;br /&gt;
| [CONTAINS_LYE]&lt;br /&gt;
| If the reagent is a container, it must contain LYE.&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_CONTAIN_BARREL_ITEM]&lt;br /&gt;
| If the reagent is a Barrel, it must not contain an item that has to reside in a barrel.  Barrel items appear to be lye and milk.  Alcohol appears to be covered as part of [EMPTY].  A reaction which places an item in a barrel should probably have both tags.&lt;br /&gt;
|-&lt;br /&gt;
| [BAG]&lt;br /&gt;
| Reagent has to be a bag. Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Generally speaking, if you set a field in a reagent to NONE, the reaction won't discriminate when it comes to that particular field.  For example, if you require a BOULDER reagent but leave the matgloss fields as NONE:NONE, it will grab any available BOULDER-type item irrespective of matgloss.&lt;br /&gt;
&lt;br /&gt;
===Products===&lt;br /&gt;
Products are the end product of the reaction.  A reaction can have as many products as it likes.&lt;br /&gt;
&lt;br /&gt;
Products are almost identical to reagents, except that they do not need to be named, can't have fields undefined, and don't use the quantity field to determine the product size.  Instead, the token PRODUCT_DIMENSION:X is tacked on after the PRODUCT token, determining the size of the product.  Products also don't use tokens like USE_ANY_BONE_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
Products can be produced directly to a container using the [PRODUCT_TO_CONTAINER:&amp;lt;IDENTIFIER&amp;gt;] token, where the IDENTIFIER is the name of a reagent.  This requires the reagent to have the PRESERVE_REAGENT token.&lt;br /&gt;
&lt;br /&gt;
===Other tokens===&lt;br /&gt;
The [FUEL] token means that the reaction requires coke or charcoal to be performed, or theoretically magma, if we could build magma workshops.&lt;br /&gt;
&lt;br /&gt;
The [SKILL:X] token determines what [[Skill tokens|skill]] the reaction requires and what skill it trains.  Multiple skills can be listed but only one will be used.&lt;br /&gt;
&lt;br /&gt;
The [AUTOMATIC] token means that the reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
The [ADVENTURE_MODE_ENABLED] token means that this version of the reaction is not used by dwarves at home in a fortress, but rather the wanderers of Adventure Mode.  When using this token, it will be allowed for adventurers of any race, without editing Entity files.&lt;br /&gt;
&lt;br /&gt;
==Material reaction products and reaction classes==&lt;br /&gt;
&lt;br /&gt;
You can get a certain measure of control over very specific materials using reaction classes and material reaction products - the tokens look like this:&lt;br /&gt;
&lt;br /&gt;
   [REACTION_CLASS:FAT]&lt;br /&gt;
   [HAS_MATERIAL_REACTION_PRODUCT:RENDER_MAT]&lt;br /&gt;
&lt;br /&gt;
Reaction classes represent different classes of material - basically, the matgloss subtype of the reagent must have a REACTION_CLASS the same as the one in the reaction.&lt;br /&gt;
&lt;br /&gt;
Material reaction products are similar, but are generally used more for things like different kinds of creature materials than universal materials like stone.  This token is how skin can be tanned into leather, which are two separate materials - the skin material has leather as a MATERIAL_REACTION_PRODUCT.&lt;br /&gt;
&lt;br /&gt;
In short, they require the material to have a token such as &lt;br /&gt;
   [MATERIAL_REACTION_PRODUCT:X:Y:Z]&lt;br /&gt;
...where X is the name of the reaction product that will be referred to in the reaction (RENDER_MAT, in the reaction class example, or TAN_MAT for leather), Y is the matgloss type of the desired product (such as INORGANIC or LOCAL_CREATURE_MAT) and Z is the specific material, like LEATHER or OBSIDIAN.&lt;br /&gt;
&lt;br /&gt;
==Reactions and world generation==&lt;br /&gt;
&lt;br /&gt;
There are several things to keep in mind when you're adding reactions to a game that already exists.&lt;br /&gt;
&lt;br /&gt;
* Most entity changes require a regen, but adding PERMITTED_REACTION tokens for reactions that existed at the time of world generation to the entity file in the save directory do not.&lt;br /&gt;
* Adding reactions to the raws in a save directory requires you to regen the world.&lt;br /&gt;
* You can alter an existing reaction in any way you like without regenning the world, so long as you don't alter the reaction identifier.&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2010:Modding]]&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=128831</id>
		<title>v0.31:Reactions</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=128831"/>
		<updated>2010-10-06T10:41:50Z</updated>

		<summary type="html">&lt;p&gt;JT: /* Anatomy of a reaction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:41, 6 October 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Reactions are modular, editable formulas that take specific ingredients, or reagents, and use them to produce a desired item.  A lot of reactions are hardcoded - building beds or creating glass, for example -- but a few are freely editable, and it's quite simple to add additional ones.&lt;br /&gt;
&lt;br /&gt;
== Reaction differences between modes ==&lt;br /&gt;
In [[Fortress mode]], reactions are linked to specific buildings, and must be added to a civilization's [[Entities|entity file]] to be usable by that civilization.  This has the useful effect of limiting new items and materials (such as special [[wood]] or [[metal]]) to civilizations that have the requisite reaction -- so that if you give your custom civilization a reaction to produce star metal or some other custom material, only they will be able to use it.&lt;br /&gt;
&lt;br /&gt;
In [[Adventure mode]], reactions are freely available via x &amp;gt; create, and any adventurer character can make free use of them.  Reagents may be held in the hands or dropped on the ground, but cannot be used within a backpack or quiver.  As of .10, there are several bugs with Adventure mode reactions, chief of which is the fact that the [HAS_MATERIAL_REACTION_PRODUCT] token is completely ignored, leading to dragon eye tissue tanned hides, among other things.&lt;br /&gt;
&lt;br /&gt;
Prior to version 31.10, a reaction could only result in an object of base [[quality]].  However, in .10 items produced via reactions have been observed to have quality modifiers.  The way skill factors into them has yet to be determined.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a reaction==&lt;br /&gt;
&lt;br /&gt;
Reactions are found within reaction_x files (such as reaction_smelter or reaction_other).  Generally speaking they adhere to the following structure:&lt;br /&gt;
&lt;br /&gt;
   [REACTION:&amp;lt;identifier&amp;gt;]&lt;br /&gt;
      [NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
      [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
      [REAGENT:A:150:BAR:NONE:POTASH:NONE]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL] &lt;br /&gt;
      [SKILL:&amp;lt;SKILL TOKEN&amp;gt;]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
      [ADVENTURE_MODE_ENABLED]&lt;br /&gt;
* ''identifier'': The internal ID of the reaction.&lt;br /&gt;
* ''name'': The name of the reaction, visible to the player in the Fortress mode or Adventure mode menus.&lt;br /&gt;
* ''building'': The building ID that the reaction uses, and the relevant keyboard shortcut.&lt;br /&gt;
* ''...reagents...'': Zero or more reagents (ingredients) that are required to be in stock for the reaction to be possible.&lt;br /&gt;
* ''...products...'': Zero or more products that are created from the reaction.&lt;br /&gt;
* ''fuel'': (optional) If present, the reaction requires charcoal, coke or a magma-powered workshop.&lt;br /&gt;
* ''skill'': (optional) The skill required and trained by the reaction.&lt;br /&gt;
* ''automatic'': (optional) If present, the reaction will automatically be enqueued whenever it can possibly be performed.&lt;br /&gt;
* ''adventure mode'': (optional) If present, the reaction is used by the player in Adventure mode instead.&lt;br /&gt;
&lt;br /&gt;
=== Reaction Identifier ===&lt;br /&gt;
&lt;br /&gt;
The reaction identifier may be anything, so long as it is unique within the raw data files.  A good habit to get into is to append a short prefix or suffix to each name related to the name of your mod, to ensure nobody else is going to make an identical reaction and thereby mess up the game if their mod is run alongside yours.&lt;br /&gt;
&lt;br /&gt;
=== Reaction Name ===&lt;br /&gt;
&lt;br /&gt;
This can be anything at all, and is usually used to describe the reaction.  '''Tan a hide'''', for example, is the name of the default leather-producing reaction.  Generally this should be written as a small descriptive verb phrase, with the first letter capitalised, for consistency with the existing reactions.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
&lt;br /&gt;
[BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The BUILDING NAME is the name of the building that will house this reaction, and the building key is the keyboard shortcut that will queue up the reaction.  If two reactions have the same key, then one of them will be assigned a different key, the first alphabetically available at the building.&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
REAGENTs are a little bit complicated.  They are the ingredients that the reaction will use.  You can define as many as you like within a reaction.&lt;br /&gt;
&lt;br /&gt;
    [REAGENT:&amp;lt;name&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;item subtype&amp;gt;:&amp;lt;material token&amp;gt;:&amp;lt;material subtype&amp;gt;][...modifiers...]&lt;br /&gt;
* ''[[#name|name]]'': The name of the reagent, local to the reaction.&lt;br /&gt;
* ''[[#quantity|quantity]]'': The amount of the item that will be used in the reaction.&lt;br /&gt;
* ''[[#item token|item token]]'': The type of the item you require.  [TODO Link to full list? Should just be based on OBJECT tokens in every raw file.]&lt;br /&gt;
* ''[[#item subtype|item subtype]]'': The unique identifier of the item you require, as it appears in the corresponding raw data file, or NONE for no specific type.&lt;br /&gt;
* ''[[#material token|material token]]'': The category of the material needed that the item should be made of, or NONE if only the ''item token'' matters.&lt;br /&gt;
* ''[[#material subtype|material subtype]]'': The unique identifier of a specific material required within the ''material token'' category, or NONE if any type will do.&lt;br /&gt;
* ''[[#Modifiers|...modifiers...]]'': Zero or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them.&lt;br /&gt;
&lt;br /&gt;
==== name ====&lt;br /&gt;
The name field is a small string used to identify the reagent within the reaction.  The name is not visible to the player.  It is local to the reaction and does not need to be unique across all of the reactions, so you can reuse the same names over and over, although each reagent within the same individual reaction must have a different name.&lt;br /&gt;
&lt;br /&gt;
Most reactions are simply named '''A''', '''B''', and so forth in default reactions, although names such as '''TOOLSTONE''' or '''FLUX''' will also work equally well.  The PRODUCT may make reference to this name &amp;amp;mdash; for instance, if a container '''B''' is specified as a reagent, PRODUCT_TO_CONTAINER:B specifies that container.&lt;br /&gt;
&lt;br /&gt;
==== quantity ====&lt;br /&gt;
The quantity differs between item types.  Generally speaking, cloth, thread, powder and globs use numbers representing the size of material within one item, and everything else uses a static quantity.  While REAGENT:A:'''''10''''':'''''THREAD''''':NONE:NONE:NONE thread is an extremely tiny portion of a random spool of thread, REAGENT:A:'''''10''''':'''''TOY''''':NONE:NONE:NONE is ten unique, solid toy items.&lt;br /&gt;
&lt;br /&gt;
Sometimes the quantity of product is directly connected with the quantity of reagent; it seems to be REAGENT &amp;lt;quantity&amp;gt; / 150 (rounding down) so that Reagent &amp;lt;quantity&amp;gt; of 3 gives 50 product and a &amp;lt;quantity&amp;gt; of 4 gives 37. (150/4=37.5) [List of item types this applies to? Bars, for instance.]&lt;br /&gt;
&lt;br /&gt;
==== item token / item subtype ====&lt;br /&gt;
The item token is the type of item you require; WEAPON, TOY or SKIN_TANNED, for example.  A [[item token|full list]] is available.&lt;br /&gt;
&lt;br /&gt;
The item subtype is name of the exact item that you require.  Examples are ITEM_WEAPON_SPEAR or ITEM_TOY_PUZZLEBOX.  Some items, like quivers or backpacks, or chunks of stone or metal, only require the item token to be filled in, so if you're asking for those you can leave this blank.  Subtypes are the entities defined within the local raw data files and their exact names can be referenced by looking at the corresponding file.&lt;br /&gt;
&lt;br /&gt;
==== material token / material subtype ====&lt;br /&gt;
The material token and material subtype are frequently related.  The first indicates the category of material you want, such as INORGANIC, though it can also specify one of the hardcoded materials (see {{L|material token}} for a list).  The second indicates the specific subtype of material you want, such as OBSIDIAN or STEEL.&lt;br /&gt;
&lt;br /&gt;
==== Modifiers ====&lt;br /&gt;
Reagents may also have extra tokens added on afterwards, placed just after the REAGENT tag.&lt;br /&gt;
&lt;br /&gt;
A list of them follows:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [PRESERVE_REAGENT]&lt;br /&gt;
| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
|-&lt;br /&gt;
| [REACTION_CLASS:X]&lt;br /&gt;
| Detailed below the reaction anatomy section.&lt;br /&gt;
|-&lt;br /&gt;
| [HAS_MATERIAL_REACTION_PRODUCT:X]&lt;br /&gt;
| Detailed below the reaction anatomy section.&lt;br /&gt;
|-&lt;br /&gt;
| [UNROTTEN]&lt;br /&gt;
| Reagent must not be rotten, mainly for organic MATGLOSS types.&lt;br /&gt;
|-&lt;br /&gt;
| [BUILDMAT]&lt;br /&gt;
| Reagent is able to be used to build structures (Stone, Wood, Blocks, Bars?).&lt;br /&gt;
|-&lt;br /&gt;
| [GLASS_MATERIAL] &lt;br /&gt;
| Reagent has a one of the glass MATGLOSS types.&lt;br /&gt;
|-&lt;br /&gt;
| [WORTHLESS_STONE_ONLY]&lt;br /&gt;
| The reagent respects allowed and forbidden economic stones from the Stone menu.&lt;br /&gt;
|-&lt;br /&gt;
| [FIRE_BUILD_SAFE]&lt;br /&gt;
| Reagent must be considered fire safe - ie. not wood, and not coal.&lt;br /&gt;
|-&lt;br /&gt;
| [MAGMA_BUILD_SAFE]&lt;br /&gt;
| Reagent must have a melting point greater than the temperature of Magma.&lt;br /&gt;
|-&lt;br /&gt;
| [CAN_USE_ARTIFACT]&lt;br /&gt;
| Reagent can be an Artifact.  Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_PLANT_MATERIAL] &lt;br /&gt;
| Reagent MATGLOSS must be of a plant subtype.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SILK_MATERIAL] &lt;br /&gt;
| Reagent MATGLOSS must be of a silk type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SOAP_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a soap type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_LEATHER_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a leather type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_BONE_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a bone type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SHELL_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a shell type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_TOOTH_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a tooth type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_HORN_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a horn type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_PEARL_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a pearl type (Excretion from sea creatures?)&lt;br /&gt;
|-&lt;br /&gt;
| [USE_BODY_COMPONENT]&lt;br /&gt;
| Reagent MATGLOSS must come off a creature's body.&lt;br /&gt;
|-&lt;br /&gt;
| [METAL_ORE]&lt;br /&gt;
| Reagent MATGLOSS must be a metal ore.&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_WEB]&lt;br /&gt;
| States that the material cannot be web (For making only plant/adamantine thread?).&lt;br /&gt;
|-&lt;br /&gt;
| [WEB_ONLY]&lt;br /&gt;
| States that the material has to be web (For making only silk thread?).&lt;br /&gt;
|-&lt;br /&gt;
| [POTASHABLE]&lt;br /&gt;
| The reagent must be able to be turned into pot ash.&lt;br /&gt;
|-&lt;br /&gt;
| [EMPTY]&lt;br /&gt;
| If the reagent is a container, it must be empty.&lt;br /&gt;
|-&lt;br /&gt;
| [CONTAINS_LYE]&lt;br /&gt;
| If the reagent is a container, it must contain LYE.&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_CONTAIN_BARREL_ITEM]&lt;br /&gt;
| If the reagent is a Barrel, it must not contain an item that has to reside in a barrel.  Barrel items appear to be lye and milk.  Alcohol appears to be covered as part of [EMPTY].  A reaction which places an item in a barrel should probably have both tags.&lt;br /&gt;
|-&lt;br /&gt;
| [BAG]&lt;br /&gt;
| Reagent has to be a bag. Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Generally speaking, if you set a field in a reagent to NONE, the reaction won't discriminate when it comes to that particular field.  For example, if you require a BOULDER reagent but leave the matgloss fields as NONE:NONE, it will grab any available BOULDER-type item irrespective of matgloss.&lt;br /&gt;
&lt;br /&gt;
===Products===&lt;br /&gt;
Products are the end product of the reaction.  A reaction can have as many products as it likes.&lt;br /&gt;
&lt;br /&gt;
Products are almost identical to reagents, except that they do not need to be named, can't have fields undefined, and don't use the quantity field to determine the product size.  Instead, the token PRODUCT_DIMENSION:X is tacked on after the PRODUCT token, determining the size of the product.  Products also don't use tokens like USE_ANY_BONE_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
Products can be produced directly to a container using the [PRODUCT_TO_CONTAINER:&amp;lt;IDENTIFIER&amp;gt;] token, where the IDENTIFIER is the name of a reagent.  This requires the reagent to have the PRESERVE_REAGENT token.&lt;br /&gt;
&lt;br /&gt;
===Other tokens===&lt;br /&gt;
The [FUEL] token means that the reaction requires coke or charcoal to be performed, or theoretically magma, if we could build magma workshops.&lt;br /&gt;
&lt;br /&gt;
The [SKILL:X] token determines what [[Skill tokens|skill]] the reaction requires and what skill it trains.  Multiple skills can be listed but only one will be used.&lt;br /&gt;
&lt;br /&gt;
The [AUTOMATIC] token means that the reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
The [ADVENTURE_MODE_ENABLED] token means that this version of the reaction is not used by dwarves at home in a fortress, but rather the wanderers of Adventure Mode.  When using this token, it will be allowed for adventurers of any race, without editing Entity files.&lt;br /&gt;
&lt;br /&gt;
==Material reaction products and reaction classes==&lt;br /&gt;
&lt;br /&gt;
You can get a certain measure of control over very specific materials using reaction classes and material reaction products - the tokens look like this:&lt;br /&gt;
&lt;br /&gt;
   [REACTION_CLASS:FAT]&lt;br /&gt;
   [HAS_MATERIAL_REACTION_PRODUCT:RENDER_MAT]&lt;br /&gt;
&lt;br /&gt;
Reaction classes represent different classes of material - basically, the matgloss subtype of the reagent must have a REACTION_CLASS the same as the one in the reaction.&lt;br /&gt;
&lt;br /&gt;
Material reaction products are similar, but are generally used more for things like different kinds of creature materials than universal materials like stone.  This token is how skin can be tanned into leather, which are two separate materials - the skin material has leather as a MATERIAL_REACTION_PRODUCT.&lt;br /&gt;
&lt;br /&gt;
In short, they require the material to have a token such as &lt;br /&gt;
   [MATERIAL_REACTION_PRODUCT:X:Y:Z]&lt;br /&gt;
...where X is the name of the reaction product that will be referred to in the reaction (RENDER_MAT, in the reaction class example, or TAN_MAT for leather), Y is the matgloss type of the desired product (such as INORGANIC or LOCAL_CREATURE_MAT) and Z is the specific material, like LEATHER or OBSIDIAN.&lt;br /&gt;
&lt;br /&gt;
==Reactions and world generation==&lt;br /&gt;
&lt;br /&gt;
There are several things to keep in mind when you're adding reactions to a game that already exists.&lt;br /&gt;
&lt;br /&gt;
* Most entity changes require a regen, but adding PERMITTED_REACTION tokens for reactions that existed at the time of world generation to the entity file in the save directory do not.&lt;br /&gt;
* Adding reactions to the raws in a save directory requires you to regen the world.&lt;br /&gt;
* You can alter an existing reaction in any way you like without regenning the world, so long as you don't alter the reaction identifier.&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2010:Modding]]&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=128830</id>
		<title>v0.31:Reactions</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=128830"/>
		<updated>2010-10-06T10:29:27Z</updated>

		<summary type="html">&lt;p&gt;JT: /* Reagents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|09:41, 6 October 2010 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Reactions are modular, editable formulas that take specific ingredients, or reagents, and use them to produce a desired item.  A lot of reactions are hardcoded - building beds or creating glass, for example -- but a few are freely editable, and it's quite simple to add additional ones.&lt;br /&gt;
&lt;br /&gt;
== Reaction differences between modes ==&lt;br /&gt;
In [[Fortress mode]], reactions are linked to specific buildings, and must be added to a civilization's [[Entities|entity file]] to be usable by that civilization.  This has the useful effect of limiting new items and materials (such as special [[wood]] or [[metal]]) to civilizations that have the requisite reaction -- so that if you give your custom civilization a reaction to produce star metal or some other custom material, only they will be able to use it.&lt;br /&gt;
&lt;br /&gt;
In [[Adventure mode]], reactions are freely available via x &amp;gt; create, and any adventurer character can make free use of them.  Reagents may be held in the hands or dropped on the ground, but cannot be used within a backpack or quiver.  As of .10, there are several bugs with Adventure mode reactions, chief of which is the fact that the [HAS_MATERIAL_REACTION_PRODUCT] token is completely ignored, leading to dragon eye tissue tanned hides, among other things.&lt;br /&gt;
&lt;br /&gt;
Prior to version 31.10, a reaction could only result in an object of base [[quality]].  However, in .10 items produced via reactions have been observed to have quality modifiers.  The way skill factors into them has yet to be determined.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a reaction==&lt;br /&gt;
&lt;br /&gt;
Reactions are found within reaction_x files (such as reaction_smelter or reaction_other).  Generally speaking they adhere to the following structure:&lt;br /&gt;
&lt;br /&gt;
   [REACTION:&amp;lt;REACTION IDENTIFIER&amp;gt;]&lt;br /&gt;
      [NAME:&amp;lt;REACTION NAME&amp;gt;]&lt;br /&gt;
      [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;] &lt;br /&gt;
            The building that the reaction uses, and the relevant &lt;br /&gt;
            keyboard shortcut.&lt;br /&gt;
      [REAGENT:A:150:BAR:NONE:POTASH:NONE] &lt;br /&gt;
            The ingredients required for the reaction.&lt;br /&gt;
      [PRODUCT:100:1:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150] &lt;br /&gt;
            The exact item produced by the reaction.&lt;br /&gt;
      [FUEL] &lt;br /&gt;
            Whether or not the reaction requires charcoal, coke or &lt;br /&gt;
            a magma-powered workshop.&lt;br /&gt;
      [#SKILL:&amp;lt;SKILL TOKEN&amp;gt;] &lt;br /&gt;
            The skill required and trained by the reaction.&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;REACTION IDENTIFIER&amp;gt; may be anything, so long as it is unique within the raws - a good habit to get into is to append a short term to the end of each name related to the name of your mod, to ensure nobody else is going to make an identical reaction and thereby mess up the game if their mod is run alongside yours.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;REACTION NAME&amp;gt; can be anything at all, and is usually used to describe the reaction - 'tan a hide', for example, is the name of the default leather-producing reaction.&lt;br /&gt;
&lt;br /&gt;
The BUILDING NAME is the name of the building that will house this reaction, and the building key is the keyboard shortcut that will queue up the reaction.  If two reactions have the same key, then one of them will be assigned a different key, the first alphabetically available at the building.&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
REAGENTs are a little bit complicated.  They are the ingredients that the reaction will use.  You can define as many as you like within a reaction.&lt;br /&gt;
&lt;br /&gt;
    [REAGENT:&amp;lt;name&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;item subtype&amp;gt;:&amp;lt;material token&amp;gt;:&amp;lt;material subtype&amp;gt;][...modifier tokens...]&lt;br /&gt;
* ''[[#name|name]]'': The name of the reagent, local to the reaction.&lt;br /&gt;
* ''[[#quantity|quantity]]'': The amount of the item that will be used in the reaction.&lt;br /&gt;
* ''[[#item token|item token]]'': The type of the item you require.  [TODO Link to full list? Should just be based on OBJECT tokens in every raw file.]&lt;br /&gt;
* ''[[#item subtype|item subtype]]'': The unique identifier of the item you require, as it appears in the corresponding raw data file, or NONE for no specific type.&lt;br /&gt;
* ''[[#material token|material token]]'': The category of the material needed that the item should be made of, or NONE if only the ''item token'' matters.&lt;br /&gt;
* ''[[#material subtype|material subtype]]'': The unique identifier of a specific material required within the ''material token'' category, or NONE if any type will do.&lt;br /&gt;
* ''[[#Modifiers|...modifier tokens...]]'': One or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them.&lt;br /&gt;
&lt;br /&gt;
==== name ====&lt;br /&gt;
The name field is a small string used to identify the reagent within the reaction.  The name is not visible to the player.  It is local to the reaction and does not need to be unique across all of the reactions, so you can reuse the same names over and over, although each reagent within the same individual reaction must have a different name.&lt;br /&gt;
&lt;br /&gt;
Most reactions are simply named '''A''', '''B''', and so forth in default reactions, although names such as '''TOOLSTONE''' or '''FLUX''' will also work equally well.  The PRODUCT may make reference to this name &amp;amp;mdash; for instance, if a container '''B''' is specified as a reagent, PRODUCT_TO_CONTAINER:B specifies that container.&lt;br /&gt;
&lt;br /&gt;
==== quantity ====&lt;br /&gt;
The quantity differs between item types.  Generally speaking, cloth, thread, powder and globs use numbers representing the size of material within one item, and everything else uses a static quantity.  While REAGENT:A:'''''10''''':'''''THREAD''''':NONE:NONE:NONE thread is an extremely tiny portion of a random spool of thread, REAGENT:A:'''''10''''':'''''TOY''''':NONE:NONE:NONE is ten unique, solid toy items.&lt;br /&gt;
&lt;br /&gt;
Sometimes the quantity of product is directly connected with the quantity of reagent; it seems to be REAGENT &amp;lt;quantity&amp;gt; / 150 (rounding down) so that Reagent &amp;lt;quantity&amp;gt; of 3 gives 50 product and a &amp;lt;quantity&amp;gt; of 4 gives 37. (150/4=37.5) [List of item types this applies to? Bars, for instance.]&lt;br /&gt;
&lt;br /&gt;
==== item token / item subtype ====&lt;br /&gt;
The item token is the type of item you require; WEAPON, TOY or SKIN_TANNED, for example.  A [[item token|full list]] is available.&lt;br /&gt;
&lt;br /&gt;
The item subtype is name of the exact item that you require.  Examples are ITEM_WEAPON_SPEAR or ITEM_TOY_PUZZLEBOX.  Some items, like quivers or backpacks, or chunks of stone or metal, only require the item token to be filled in, so if you're asking for those you can leave this blank.  Subtypes are the entities defined within the local raw data files and their exact names can be referenced by looking at the corresponding file.&lt;br /&gt;
&lt;br /&gt;
==== material token / material subtype ====&lt;br /&gt;
The material token and material subtype are frequently related.  The first indicates the category of material you want, such as INORGANIC, though it can also specify one of the hardcoded materials (see {{L|material token}} for a list).  The second indicates the specific subtype of material you want, such as OBSIDIAN or STEEL.&lt;br /&gt;
&lt;br /&gt;
==== Modifiers ====&lt;br /&gt;
Reagents may also have extra tokens added on afterwards, placed just after the REAGENT tag.&lt;br /&gt;
&lt;br /&gt;
A list of them follows:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| [PRESERVE_REAGENT]&lt;br /&gt;
| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
|-&lt;br /&gt;
| [REACTION_CLASS:X]&lt;br /&gt;
| Detailed below the reaction anatomy section.&lt;br /&gt;
|-&lt;br /&gt;
| [HAS_MATERIAL_REACTION_PRODUCT:X]&lt;br /&gt;
| Detailed below the reaction anatomy section.&lt;br /&gt;
|-&lt;br /&gt;
| [UNROTTEN]&lt;br /&gt;
| Reagent must not be rotten, mainly for organic MATGLOSS types.&lt;br /&gt;
|-&lt;br /&gt;
| [BUILDMAT]&lt;br /&gt;
| Reagent is able to be used to build structures (Stone, Wood, Blocks, Bars?).&lt;br /&gt;
|-&lt;br /&gt;
| [GLASS_MATERIAL] &lt;br /&gt;
| Reagent has a one of the glass MATGLOSS types.&lt;br /&gt;
|-&lt;br /&gt;
| [WORTHLESS_STONE_ONLY]&lt;br /&gt;
| The reagent respects allowed and forbidden economic stones from the Stone menu.&lt;br /&gt;
|-&lt;br /&gt;
| [FIRE_BUILD_SAFE]&lt;br /&gt;
| Reagent must be considered fire safe - ie. not wood, and not coal.&lt;br /&gt;
|-&lt;br /&gt;
| [MAGMA_BUILD_SAFE]&lt;br /&gt;
| Reagent must have a melting point greater than the temperature of Magma.&lt;br /&gt;
|-&lt;br /&gt;
| [CAN_USE_ARTIFACT]&lt;br /&gt;
| Reagent can be an Artifact.  Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_PLANT_MATERIAL] &lt;br /&gt;
| Reagent MATGLOSS must be of a plant subtype.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SILK_MATERIAL] &lt;br /&gt;
| Reagent MATGLOSS must be of a silk type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SOAP_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a soap type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_LEATHER_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a leather type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_BONE_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a bone type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_SHELL_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a shell type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_TOOTH_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a tooth type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_HORN_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a horn type.&lt;br /&gt;
|-&lt;br /&gt;
| [ANY_PEARL_MATERIAL]&lt;br /&gt;
| Reagent MATGLOSS must be of a pearl type (Excretion from sea creatures?)&lt;br /&gt;
|-&lt;br /&gt;
| [USE_BODY_COMPONENT]&lt;br /&gt;
| Reagent MATGLOSS must come off a creature's body.&lt;br /&gt;
|-&lt;br /&gt;
| [METAL_ORE]&lt;br /&gt;
| Reagent MATGLOSS must be a metal ore.&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_WEB]&lt;br /&gt;
| States that the material cannot be web (For making only plant/adamantine thread?).&lt;br /&gt;
|-&lt;br /&gt;
| [WEB_ONLY]&lt;br /&gt;
| States that the material has to be web (For making only silk thread?).&lt;br /&gt;
|-&lt;br /&gt;
| [POTASHABLE]&lt;br /&gt;
| The reagent must be able to be turned into pot ash.&lt;br /&gt;
|-&lt;br /&gt;
| [EMPTY]&lt;br /&gt;
| If the reagent is a container, it must be empty.&lt;br /&gt;
|-&lt;br /&gt;
| [CONTAINS_LYE]&lt;br /&gt;
| If the reagent is a container, it must contain LYE.&lt;br /&gt;
|-&lt;br /&gt;
| [NOT_CONTAIN_BARREL_ITEM]&lt;br /&gt;
| If the reagent is a Barrel, it must not contain an item that has to reside in a barrel.  Barrel items appear to be lye and milk.  Alcohol appears to be covered as part of [EMPTY].  A reaction which places an item in a barrel should probably have both tags.&lt;br /&gt;
|-&lt;br /&gt;
| [BAG]&lt;br /&gt;
| Reagent has to be a bag. Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Generally speaking, if you set a field in a reagent to NONE, the reaction won't discriminate when it comes to that particular field.  For example, if you require a BOULDER reagent but leave the matgloss fields as NONE:NONE, it will grab any available BOULDER-type item irrespective of matgloss.&lt;br /&gt;
&lt;br /&gt;
===Products===&lt;br /&gt;
Products are the end product of the reaction.  A reaction can have as many products as it likes.&lt;br /&gt;
&lt;br /&gt;
Products are almost identical to reagents, except that they do not need to be named, can't have fields undefined, and don't use the quantity field to determine the product size.  Instead, the token PRODUCT_DIMENSION:X is tacked on after the PRODUCT token, determining the size of the product.  Products also don't use tokens like USE_ANY_BONE_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
Products can be produced directly to a container using the [PRODUCT_TO_CONTAINER:&amp;lt;IDENTIFIER&amp;gt;] token, where the IDENTIFIER is the name of a reagent.  This requires the reagent to have the PRESERVE_REAGENT token.&lt;br /&gt;
&lt;br /&gt;
===Other tokens===&lt;br /&gt;
The [FUEL] token means that the reaction requires coke or charcoal to be performed, or theoretically magma, if we could build magma workshops.&lt;br /&gt;
&lt;br /&gt;
The [SKILL:X] token determines what [[Skill tokens|skill]] the reaction requires and what skill it trains.  Multiple skills can be listed but only one will be used.&lt;br /&gt;
&lt;br /&gt;
The [AUTOMATIC] token means that the reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
The [ADVENTURE_MODE_ENABLED] token means that this version of the reaction is not used by dwarves at home in a fortress, but rather the wanderers of Adventure Mode.  When using this token, it will be allowed for adventurers of any race, without editing Entity files.&lt;br /&gt;
&lt;br /&gt;
==Material reaction products and reaction classes==&lt;br /&gt;
&lt;br /&gt;
You can get a certain measure of control over very specific materials using reaction classes and material reaction products - the tokens look like this:&lt;br /&gt;
&lt;br /&gt;
   [REACTION_CLASS:FAT]&lt;br /&gt;
   [HAS_MATERIAL_REACTION_PRODUCT:RENDER_MAT]&lt;br /&gt;
&lt;br /&gt;
Reaction classes represent different classes of material - basically, the matgloss subtype of the reagent must have a REACTION_CLASS the same as the one in the reaction.&lt;br /&gt;
&lt;br /&gt;
Material reaction products are similar, but are generally used more for things like different kinds of creature materials than universal materials like stone.  This token is how skin can be tanned into leather, which are two separate materials - the skin material has leather as a MATERIAL_REACTION_PRODUCT.&lt;br /&gt;
&lt;br /&gt;
In short, they require the material to have a token such as &lt;br /&gt;
   [MATERIAL_REACTION_PRODUCT:X:Y:Z]&lt;br /&gt;
...where X is the name of the reaction product that will be referred to in the reaction (RENDER_MAT, in the reaction class example, or TAN_MAT for leather), Y is the matgloss type of the desired product (such as INORGANIC or LOCAL_CREATURE_MAT) and Z is the specific material, like LEATHER or OBSIDIAN.&lt;br /&gt;
&lt;br /&gt;
==Reactions and world generation==&lt;br /&gt;
&lt;br /&gt;
There are several things to keep in mind when you're adding reactions to a game that already exists.&lt;br /&gt;
&lt;br /&gt;
* Most entity changes require a regen, but adding PERMITTED_REACTION tokens for reactions that existed at the time of world generation to the entity file in the save directory do not.&lt;br /&gt;
* Adding reactions to the raws in a save directory requires you to regen the world.&lt;br /&gt;
* You can alter an existing reaction in any way you like without regenning the world, so long as you don't alter the reaction identifier.&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2010:Modding]]&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reaction_examples&amp;diff=85785</id>
		<title>v0.31 Talk:Reaction examples</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reaction_examples&amp;diff=85785"/>
		<updated>2010-04-07T02:07:11Z</updated>

		<summary type="html">&lt;p&gt;JT: Created page with '== Smelt hematite ore ==  Was that tested?  The item type is BOULDER for any freshly-mined stone. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Smelt hematite ore ==&lt;br /&gt;
&lt;br /&gt;
Was that tested?  The item type is BOULDER for any freshly-mined stone. --[[User:JT|JT]] 02:07, 7 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=85784</id>
		<title>v0.31:Reactions</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=85784"/>
		<updated>2010-04-07T02:06:01Z</updated>

		<summary type="html">&lt;p&gt;JT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Reactions''' are moddable crafting formulas. They can be tweaked and added onto to allow smelting of new metals, alloys, and many other products. They must be assigned to specific [[Entities]]; if not explicitly added to an entity's definition, they will not be able to produce that reaction. Some examples of various forms of reactions, go here [[Reaction Examples|examples]].&lt;br /&gt;
&lt;br /&gt;
Currently, a reaction can only result in an object of base quality.&lt;br /&gt;
&lt;br /&gt;
==Reaction Makeup==&lt;br /&gt;
 [REACTION:&amp;lt;REACTION_IDENTIFIER&amp;gt;]&lt;br /&gt;
 [NAME:&amp;lt;REACTION_NAME&amp;gt;]&lt;br /&gt;
 &amp;lt;... [[#Buildings]] One or more reagent declarations ...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Reagents]] Zero or more reagent declarations...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Products]] Zero or more reagent declarations ...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Reaction Modifiers]] Zero or more reagent declarations ...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Skills]] Zero or more skill declarations ...&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;REACTION_IDENTIFER&amp;gt;''' - Refers to a unique identifier for the reaction (Used in Entity Raws to allow an Enitity to make use of the reaction.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;REACTION_NAME&amp;gt;''' - String displayed in the building for the reaction.&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
Each reaction requires a building to be declared for it to be used at.&lt;br /&gt;
&lt;br /&gt;
 [BUILDING:&amp;lt;BUILDING_IDENTIFIER&amp;gt;:&amp;lt;BUILDING_KEY&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;BUILDING_IDENTIFIER''' - The building at which this reaction can be used. NOTE: SMELTER, KILN, KITCHEN and TANNER seem to be the only non-custom buildings allowed to be specified at this point.{{verify}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;BUILDING_KEY&amp;gt;''' - The key that is pressed at the building (Such as 'b' for bed at a Carpenter or a block at a Mason's). If two reactions have the same key, then one of them will be assigned a different key, the first alphabetically available at the building.&lt;br /&gt;
&lt;br /&gt;
==Reagents==&lt;br /&gt;
A reagent is some object that is required to produce whatever the intended object is. This is typically something like needing the ore of a metal to smelt bars of it.&lt;br /&gt;
&lt;br /&gt;
===Reagent Types===&lt;br /&gt;
 [REAGENT:&amp;lt;Identifier&amp;gt;:&amp;lt;Quantity&amp;gt;:&amp;lt;ITEM_TOKEN&amp;gt;:&amp;lt;ITEM_SUBTYPE&amp;gt;:&amp;lt;MATGLOSS_TOKEN&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
 or&lt;br /&gt;
 [REAGENT:&amp;lt;Identifier&amp;gt;:&amp;lt;Quantity&amp;gt;:&amp;lt;MATGLOSS_TOKEN&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Type 1: Is used for reactions where a specific type of object is required, such as a BUCKET, SWORD, etc.&lt;br /&gt;
&lt;br /&gt;
Type 2: Is used for when only a material type is needed, such as METAL_ORE for smelter reactions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Identifier&amp;gt; - Used to refer to this reagent in the reaction Product.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Quantity&amp;gt; - Used to refer to the number of individual units of the reagent needed for the reaction. NOTE: If a bar, thread, or cloth is used as the &amp;lt;ITEM_TOKEN&amp;gt;, then this value refers to the PRODUCT_DENSITY of the object (150, 15000, 10000 respectively).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ITEM_TOKEN&amp;gt; - Refers to the hard coded ITEM_TOKEN that the reagent must be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ITEM_SUBTYPE&amp;gt; - Refers to a specific item subtype, defined in the raws, of a specific ITEM_TOKEN, such as TOY:ITEM_TOY_MINIFORGE.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;MATGLOSS_TOKEN&amp;gt; - Refers to the hardcoded material type of the reagent, such as PLANT_MAT, METAL_ORE, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;MATGLOSS_SUBTYPE&amp;gt; - Refers to a specific item subtype, defined in the raws, of a specific MATGLOSS_TOKEN, such as INORGANIC:MICA. In the case of a plant type the syntax is slightly different, the MATGLOSS_SUBTYPE is actually &amp;lt;PLANT_NAME&amp;gt;:&amp;lt;PLANT_PART&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;PLANT_NAME&amp;gt;'' - Refers to the actual plant's name in the raw files.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;PLANT_PART&amp;gt;'' - Refers to the plant 'part' you want, whether it's the PLANT, WOOD, LEAVES, SEED, etc.&lt;br /&gt;
&lt;br /&gt;
===Reagent Modifier===&lt;br /&gt;
A reagent can be modified by attaching one, or more, of the following. The modification is used to narrow the available items that can be used for the reaction.&lt;br /&gt;
&lt;br /&gt;
'''[PRESERVE_REAGENT]''' - Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
&lt;br /&gt;
'''[REACTION_CLASS:X]''' - Reagent's MATGLOSS_SUBTYPE must have a REACTION_CLASS of type X attached to it. Such as the various forms of Gypsum having [REACTION_CLASS:GYPSUM] in them.  Reaction classes are not hard-coded and you may freely insert REACTION_CLASS tags with custom &amp;quot;X&amp;quot; types into object definitions that will be used as reagents.&lt;br /&gt;
&lt;br /&gt;
'''[HAS_MATERIAL_REACTION_PRODUCT:X]''' - Reagent's MATGLOSS_SUBTYPE must have a MATERIAL_REACTION_PRODUCT tag. This is used primarily on items that come from a dead, or butchered, animal such as skins or fat for tanning and rendering.&lt;br /&gt;
&lt;br /&gt;
'''[UNROTTEN]''' - Reagent must not be rotten, mainly for organic MATGLOSS types.&lt;br /&gt;
&lt;br /&gt;
'''[BUILDMAT]''' - Reagent is able to be used to build structures (Stone, Wood, Blocks, Bars?).&lt;br /&gt;
&lt;br /&gt;
'''[GLASS_MATERIAL]''' - Reagent has a one of the glass MATGLOSS types.&lt;br /&gt;
&lt;br /&gt;
'''[WORTHLESS_STONE_ONLY]''' - Only use objects allowed in the Stone Menu.&lt;br /&gt;
&lt;br /&gt;
'''[FIRE_BUILD_SAFE]''' - Reagent must be considered fire safe (INORGANIC, excluding COAL types).&lt;br /&gt;
&lt;br /&gt;
'''[MAGMA_BUILD_SAFE]''' - Reagent must be considered magma safe (INORGANIC, with a melting point greater than the temperature of Magma.&lt;br /&gt;
&lt;br /&gt;
'''[CAN_USE_ARTIFACT]''' - Reagent can be an Artifact.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_PLANT_MATERIAL]''' - Reagent MATGLOSS must be of a plant subtype.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_SILK_MATERIAL]''' - Reagent MATGLOSS must be of a silk type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_SOAP_MATERIAL]''' - Reagent MATGLOSS must be of a soap type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_LEATHER_MATERIAL]''' - Reagent MATGLOSS must be of a leather type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_BONE_MATERIAL]''' - Reagent MATGLOSS must be of a bone type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_SHELL_MATERIAL]''' - Reagent MATGLOSS must be of a shell type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_TOOTH_MATERIAL]''' - Reagent MATGLOSS must be of a tooth type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_HORN_MATERIAL]''' - Reagent MATGLOSS must be of a horn type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_PEARL_MATERIAL]''' - Reagent MATGLOSS must be of a pearl type (Excretion from sea creatures?)&lt;br /&gt;
&lt;br /&gt;
'''[USE_BODY_COMPONENT]''' - Reagent MATGLOSS must come off a creature's body.&lt;br /&gt;
&lt;br /&gt;
'''[METAL_ORE]''' - Reagent MATGLOSS must be a metal ore.&lt;br /&gt;
&lt;br /&gt;
'''[NOT_WEB]''' - States that the material cannot be web (For making only plant/adamantine thread?).&lt;br /&gt;
&lt;br /&gt;
'''[WEB_ONLY]''' - States that the material has to be web (For making only silk thread?).&lt;br /&gt;
&lt;br /&gt;
'''[POTASHABLE]''' - The reagent must be able to be turned into pot ash.&lt;br /&gt;
&lt;br /&gt;
'''[EMPTY]''' - If the reagent is a container, it must be empty.&lt;br /&gt;
&lt;br /&gt;
'''[CONTAINS_LYE]''' - If the reagent is a container, it must contain LYE.&lt;br /&gt;
&lt;br /&gt;
'''[NOT_CONTAIN_BARREL_ITEM]''' - If the reagent is a Barrel, it must not contain an item that has to reside in a barrel (Such as alcohol?).&lt;br /&gt;
&lt;br /&gt;
'''[BAG]''' - Reagent has to be a bag.  Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead.&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
These are the results of a given reaction. There may be any number of such results.&lt;br /&gt;
&lt;br /&gt;
===Product Format===&lt;br /&gt;
 [PRODUCT:&amp;lt;CHANCE&amp;gt;:&amp;lt;QUANTITY&amp;gt;:&amp;lt;ITEM_TOKEN&amp;gt;:&amp;lt;ITEM_SUBTYPE&amp;gt;:&amp;lt;MATGLOSS&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;CHANCE&amp;gt;''' - This is the chance (As a percent) that the &amp;lt;QUANTITY&amp;gt; number of items will be created after this reaction completes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;QUANTITY&amp;gt;''' - This is the number of the item to be created.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;ITEM_TOKEN&amp;gt;''' - This is the ITEM_TOKEN of the result.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;ITEM_SUBTYPE&amp;gt;''' - This is a ITEM_SUBTYPE listed in an actual Raw File.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;MATGLOSS&amp;gt;''' - This is the MATGLOSS of the item. If you want to use the MATGLOSS information of a Reagent, then this is GET_MATERIAL_FROM_REAGENT:IDENTIFIER, where IDENTIFIER is the reagent's identifier in the reaction.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;MATGLOSS_SUBTYPE&amp;gt;''' - Refers to a specific item subtype, defined in the raws, of a specific MATGLOSS_TOKEN, such as PLANT_MAT:MUSHROOM_HELMET_PLUMP. If GET_MATERIAL_FROM_REAGENT was used in the MATGLOSS, you can specify a type, or you can state NONE, to recieve the MATGLOSS_SUBTYPE of the reagent.&lt;br /&gt;
&lt;br /&gt;
===Product Modifiers===&lt;br /&gt;
Each product may have a zero, or more, modifiers following its declaration.&lt;br /&gt;
&lt;br /&gt;
'''[PRODUCT_TO_CONTAINER:&amp;lt;IDENTIFIER&amp;gt;]''' - This states that the product should be put into a specific container listed in as a reagent.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;IDENTIFIER&amp;gt;'' - Refers back to a reagent identifier.&lt;br /&gt;
&lt;br /&gt;
'''[PRODUCT_DIMENSIONS:&amp;lt;DIMENSION&amp;gt;]''' - Used to specify the dimensions of the object, primarily for use with bars, threads, and cloth.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;DIMENSION&amp;gt;'' - The 'size' of the object, for use in reactions that require a certain amount of bars, threads and cloth. 'Normal' size is bars = 150, threads = 15000 and cloth = 10000.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Reaction Modifiers==&lt;br /&gt;
Reactions can be further modified by the adding zero or more of the following.&lt;br /&gt;
&lt;br /&gt;
'''[FUEL]''' - Which states that it must take some form of COAL (COKE or CHARCOAL) to fuel it. If the building requires magma, it's assumed that this tag is ignored.&lt;br /&gt;
&lt;br /&gt;
'''[AUTOMATIC]''' - Meaning that if the reagents are present, this reaction is automatically added to the work list of the building, such as 'Butcher Animal' at a Butcher's or 'Gather Web' at a Loom.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Skills have to be associated with a reaction. This dictates what skill receives the experience and who can do the job. More than one skill can be associated with the reaction, but only the last SKILL on the list, that a dwarf can perform, receives experience.&lt;br /&gt;
&lt;br /&gt;
 [SKILL:&amp;lt;SKILL_TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;IDENTIFIER&amp;gt;''' - This is SKILL_TOKEN for the reaction.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:JT&amp;diff=85563</id>
		<title>User:JT</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:JT&amp;diff=85563"/>
		<updated>2010-04-06T20:55:02Z</updated>

		<summary type="html">&lt;p&gt;JT: /* Aboot */ contemporariousnessnessness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;how u type on internets?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aboot==&lt;br /&gt;
&lt;br /&gt;
Canadian, eh?  Durned tootin'.&lt;br /&gt;
&lt;br /&gt;
25 years old as of October 29th, 2009.  Adamant believer that society is founded on the principles of doing what is best for everyone, even to the extent that it circumvents the law: believes strongly in ''society'' as opposed to ''law and justice''.  Intended career path: regular member, [http://en.wikipedia.org/wiki/Royal_Canadian_Mounted_Police RCMP] (you might find this ironic, but track him down on irc://irc.newnet.net/ #bay12games and he'll talk your ear off about why it isn't).&lt;br /&gt;
&lt;br /&gt;
Considers himself Liberal when speaking to Canadians, Libertarian when speaking to Americans, but usually votes for the extreme-left New Democratic Party because they seem to be the only Canadian political party genuinely interested in serving the Canadian interest instead of their partisan agendas.  (And even that's a stretch.)&lt;br /&gt;
&lt;br /&gt;
Hobbyist game developer.  Likes writing games, but is too much of a perfectionist to release most of them in their unfinished states, and has too many diverse interests to commit to a single one of them until completion.  Excellent grasp of game design and balance due to some sort of ability to imagine the finished product well in advance of getting it there (which might be half of the reason he never finishes them).&lt;br /&gt;
&lt;br /&gt;
188 centimetres tall, 85 kilograms, big blue-green eyes, chestnut brown hair, single.  Hetero.  Prefers effervescent girls with very long hair, facial structure more important than body structure, average weight or higher (but there is an upper limit -- ideally around 75 kilos, 15-30 centimetres shorter).&lt;br /&gt;
&lt;br /&gt;
Apparently enjoys talking about himself in the third person.&lt;br /&gt;
&lt;br /&gt;
==Hello, my name is Simon==&lt;br /&gt;
&lt;br /&gt;
I like to do drawrings!&lt;br /&gt;
&lt;br /&gt;
[[Image:Jt_screwpump.png|left|frame|A screwpump diagram.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Jt_df_ramp.png|frame|A diagram of a valid and invalid ramp.  (It then occurred to me that the top ramp is still usable, but only in the diagonal directions.)]]&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Miscellany==&lt;br /&gt;
&lt;br /&gt;
* [[/Starting Builds]]&lt;br /&gt;
* [[/Token Wishlist]]&lt;br /&gt;
* [[/Teensy weensy wishlist]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
* [[/Toadmod]] -- because it really needed to be done&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reactions&amp;diff=85559</id>
		<title>v0.31 Talk:Reactions</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reactions&amp;diff=85559"/>
		<updated>2010-04-06T20:42:59Z</updated>

		<summary type="html">&lt;p&gt;JT: unsigned&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worthless Stone Only ==&lt;br /&gt;
&lt;br /&gt;
'''[WORTHLESS_STONE_ONLY]''' - Only a stone of value 1 can be used?&lt;br /&gt;
&lt;br /&gt;
This tag is probably unconcerned with ''value'', but rather ''economic stone status'' -- whether the stone is used in any specific reactions.  For instance, anything which is listed under a [REAGENT:BOULDER...] is fair game (broad categories of reagents do not force economic stone status), but if it were to directly specify [REAGENT:CLAYSTONE...] then claystone would become an economic stone and would be forbidden from any WORTHLESS_STONE_ONLY reactions.&lt;br /&gt;
&lt;br /&gt;
One thing that would be necessary is to verify whether the WORTHLESS_STONE_ONLY setting honours the economic stone state of the Status screen -- i.e., if you enable an economic stone for routine crafting (say your entire fort is built on dolomite), is it now considered worthless stone? --[[User:JT|JT]] 20:42, 6 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>JT</name></author>
	</entry>
</feed>