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v0.31 Talk:Creature token

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Elephants never forget and are represented by E. Elves never forget and are represented by E. Coincidence? I think not! Those aren't actually 'beards' the elves are described as having, they're actually highly-modified trunks! --Squirrelloid 17:26, 2 April 2010 (UTC)

Does anyone know whether attack_trigger functions on non-megabeasts and if so how it behaves? I think I'll test this. Also, I've verified that it stages the pop:exported wealth:created wealth necessary for a creature to attack by setting dragons to 7:0:100. I was attacked on several fortresses within the affected worlds, usually within the first year, certainly before the usual requirements were met and within the range of my modified requirements. --EricBlank


[edit] [NOSTUN] causes creatures to sleep forever in Fortress Mode.

Apparently. Thought it should be at least mentioned here. SethCreiyd 04:51, 23 June 2010 (UTC)

[edit] Population Ratio?

Could someone help me understand population ratio? Like if I wanted 1 in 20 goblins to be orcs, what numbers would I type?

1 on the orcs and 20 on the goblins. Take a look at the antmen for reference. --Axussriddare 15:39, 11 November 2010 (UTC)

[edit] Baby and child age?

Are the [BABY:INTEGER] and [CHILD:INTEGER] values counted as days or as years? If I want to set the baby stage of a species life to 24 days (fast-breeding, growing, dieing insect-ish things) should I put [BABY:24], [BABY:0:24] or something like [BABY:0,065] (0,065=24/365)

They are counted as years. Take a look at the dwarves for an example. I don't think it will work with [BABY:0:24], but it is worth a try. I have somewhat higher hopes for [BABY:0,065]. Look trough the raws and see if you can find any decimals first. --Axussriddare 15:38, 11 November 2010 (UTC)
Nothing in DF is floating point, either Euro or American style (0,01 vs 0.01). It's all fixed point mathematics. Trying anything except an integer is likely to cause an exception flag in your errorlog.txt or a straight-up crash

[edit] TLCM_IMPORTANCE not working

This token doesn't appear in the vanilla raws and was likely found in the string dump. I tried using it after coloring a spiders body brown and while it still mentions that my test spider has a narrow body it fails to mention it's color. I'd guess the token doesn't work as intended so I noted this on the page. Does anyone know any better about this? Vattic 22:27, 6 December 2010 (UTC)

[edit] Deprecated tokens

There seems to be a number of tokens which are no longer recognized (Such as ignite_point.) should these be marked as non working or should they be deleted? It could be that these tokens still function but not as creature tokens (Where I am getting errors about unrecognized tokens.)--Cameron 01:59, 4 February 2011 (UTC)

For the record, those tokens were never valid tokens in version 0.31.xx - they had been blindly copied from the 40d creature token list. The list has since been synchronized with what is actually valid. --Quietust 14:24, 22 November 2011 (UTC)

[edit] Tissue tokens, and some others

I think the various [TISSUE]-related tokens (TISSUE_NAME, TISSUE_MATERIAL, TISSUE_MAT_STATE, MUSCULAR, FUNCTIONAL, STRUCTURAL, RELATIVE_THICKNESS, CONNECTS, TISSUE_SHAPE, and any others that appear solely "within" a [TISSUE] token) should be moved to their own section, since they cannot be used in the general context of a creature definition. The same would be appropriate for [ATTACK] and [SYNDROME], as well as any other tokens that are context-sensitive - after all, it's possible to define materials within a creature definition (e.g. venoms), yet we don't include those on this page. --Quietust 04:56, 22 February 2011 (UTC)

It is done - curiously, the only TISSUE-related token on this page was TISSUE_NAME, and that seemingly came from somebody adding it randomly from a string dump without knowing what it meant (despite it being actively used in the standard raws). --Quietust 21:08, 22 February 2011 (UTC)

[edit] Complete(?) token list from 0.31.22

Enclosed within HTML comment since the list is quite long. --Quietust 04:25, 22 March 2011 (UTC)


In plants, USE_MATERIAL has been suggested to accept an existing local plant material as its 2nd parameter, not a complete material token. Given that the code which parses USE_MATERIAL does not make any references to CREATURE_MAT or PLANT_MAT (as with every other tag which accepts a material token), are we sure that USE_MATERIAL takes a complete material token as claimed on this page? --Quietust 16:36, 2 April 2011 (UTC)

Late answer: USE_MATERIAL does not accept a complete material token - it only accepts a local creature material by its ID. --Quietust 14:55, 22 November 2011 (UTC)

[edit] Animals available at embark

The page currently implies that only creatures that have the COMMON_DOMESTIC tag will be available at embark, but that isn't the whole story - camels do not have the token, yet are occasionally available, after all, and mods can add other such creatures. However, in my testing, I found my understanding what exactly allows creatures to be chosen at embark to be lacking.

A creature definitely needs the [PET] tag to be eligible, as opposed to the [PET_EXOTIC] tag. They also need to be available in the appropriate biomes. [NATURAL], [MUNDANE], and [UBIQUITOUS] appear to help, but didn't seem to guarantee, and I'm pretty sure the creature still can't be [FANCIFUL]. The generals and the like going on a journey shouldn't be a factor, since dwarven generals go into the caverns for their war pets. Yet I have some creatures I believe should be available more often than they are. As such, I'm uncertain how to change the PETVALUE entry, other than making it less absolute. Knight Otu 21:17, 29 May 2011 (UTC)


Judging from the GRAZER tags of pandas (462) and panda men (600) and the information found on the Pasture talk page regarding the relationship between body size and GRAZER number, I have to conclude that the GRAVITATE_BODY_SIZE tag is meant to turn the body size into the average of the old body size and the one gravitated towards. That is, a panda (size 130,000) gravitating to size 70,000 would be size 100,000, which multiplied with 600 is the value of 6,000,000 that is mentioned there.

This should get some verification before it is added to the list itself, but if it is true (and I'm pretty sure it is), then that also means that many/all sizes of animal people generated with this creature variation are wrong on the wiki, which apparently are all given as 70,000.

Knight Otu 22:19, 16 June 2011 (UTC)

I've pitted 15 humans, 15 pandas, and 15 panda men against 45 iron men in the arena (to keep mutilations to a minimum), and checked the weight of each corpse. The average of the human corpse weight was 87,73333... The average of the panda corpse weight was 146,06666... From that, the average of a panda man corpse, if GRAVITATE_BODY_SIZE averages sizes, would be around 116,9. In this test, I got 118,2, which I feel is close enough.
Knight Otu 17:13, 3 July 2011 (UTC)
I've just checked the code responsible for parsing the GRAVITATE_BODY_SIZE token, and it appears to manipulate all of the previously declared BODY_SIZE values (int32 vector at offset 0x1144 within the specified CASTE - it leaves the age values alone). --Quietust 17:31, 3 July 2011 (UTC)

[edit] AT_PEACE_WITH_WILDLIFE is an entity token

Does it work as a creature token as well? I don't think a single vanilla DF creature has this tag. Elves have the entity token, but nothing at the creature level. Monkeyfetus 20:52, 30 January 2012 (UTC)

  • As of version 0.31.20, [AT_PEACE_WITH_WILDLIFE] is an entity token and a creature token - as a creature token, it is a subset of what [VERMINHUNTER] used to do (along with [RETURNS_VERMIN_KILLS_TO_OWNER], [HUNTS_VERMIN], and [ADOPTS_OWNER]) and can be found on cats. --Quietust 00:48, 31 January 2012 (UTC)
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