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Difference between revisions of "v0.34:Creature token"

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{{av}}{{Quality|Exceptional}}
+
{{Quality|Superior|19:05, 26 August 2014 (UTC)}}
 +
{{av}}
  
 
A full list of all known creature tokens.
 
A full list of all known creature tokens.
Line 18: Line 19:
  
 
|-
 
|-
| ADOPTS_OWNER
+
| {{text anchor|ADOPTS_OWNER}}
 
| Caste
 
| Caste
 
|
 
|
 
| 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}}
 
| 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}}
  
|-  
+
|-
| ALCOHOL_DEPENDENT  
+
| {{text anchor|ALCOHOL_DEPENDENT}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature needs alcohol to get through the working day.
+
| 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.
  
|-  
+
|-
| ALL_ACTIVE  
+
| {{text anchor|ALL_ACTIVE}}
 
| Caste
 
| Caste
 
|   
 
|   
| 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.  
+
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.
  
|-  
+
|-
| ALTTILE  
+
| {{text anchor|ALTTILE}}
 
| Creature
 
| Creature
 
|   
 
|   
 
| If set, the creature will blink between its [TILE] and its [ALTTILE].  
 
| If set, the creature will blink between its [TILE] and its [ALTTILE].  
  
|-  
+
|-
| AMBUSHPREDATOR  
+
| {{text anchor|AMBUSHPREDATOR}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}
 
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}
  
|-  
+
|-
| AMPHIBIOUS  
+
| {{text anchor|AMPHIBIOUS}}
 
| Caste
 
| Caste
 
|   
 
|   
Line 54: Line 55:
  
 
|-
 
|-
| APP_MOD_DESC_RANGE
+
| {{text anchor|APP_MOD_DESC_RANGE}}
 
| Caste
 
| Caste
 
|
 
|
Line 61: Line 62:
  
 
|-
 
|-
| APP_MOD_GENETIC_MODEL
+
| {{text anchor|APP_MOD_GENETIC_MODEL}}
 
| Caste
 
| Caste
 
|
 
|
Line 68: Line 69:
  
 
|-
 
|-
| APP_MOD_IMPORTANCE
+
| {{text anchor|APP_MOD_IMPORTANCE}}
 
| Caste
 
| Caste
 
|
 
|
Line 74: Line 75:
 
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}
 
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}
  
|-  
+
|-
| APP_MOD_NOUN  
+
| {{text anchor|APP_MOD_NOUN}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 82: Line 83:
 
| creates a noun for the appearance and whether it is singular or plural
 
| creates a noun for the appearance and whether it is singular or plural
  
|-  
+
|-
| APP_MOD_RATE  
+
| {{text anchor|APP_MOD_RATE}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 93: Line 94:
 
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.
 
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.
  
|-  
+
|-
| APPLY_CREATURE_VARIATION  
+
| {{text anchor|APPLY_CREATURE_VARIATION}}
 
| Special
 
| Special
 
|  
 
|  
Line 100: Line 101:
 
| Loads the Creature Variation Template specified.
 
| Loads the Creature Variation Template specified.
  
|-  
+
|-
| APPLY_CURRENT_CREATURE_VARIATION  
+
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}
 
| Special
 
| Special
 
|   
 
|   
 
| Applies loaded Creature Variation
 
| Applies loaded Creature Variation
  
|-  
+
|-
| AQUATIC  
+
| {{text anchor|AQUATIC}}
 
| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to breathe underwater, but causes it to "drown" out of [[water]].  
+
| Creature can breathe in water, but air-drowns on dry land.  
  
|-  
+
|-
| ARENA_RESTRICTED  
+
| {{text anchor|ARENA_RESTRICTED}}
 
| Caste
 
| Caste
 
|   
 
|   
| Does not appear in arena mode list
+
| Does not appear in arena mode list.
  
 
|-
 
|-
| ARTIFICIAL_HIVEABLE
+
| {{text anchor|ARTIFICIAL_HIVEABLE}}
 
| Creature
 
| Creature
 
|
 
|
Line 125: Line 126:
  
 
|-
 
|-
| AT_PEACE_WITH_WILDLIFE
+
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}
 
| Caste
 
| Caste
 
|
 
|
 
| Does not attack or frighten wildlife.
 
| Does not attack or frighten wildlife.
  
|-  
+
|-
| ATTACK  
+
| {{text anchor|ATTACK}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 144: Line 145:
 
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)
 
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)
  
|-  
+
|-
| ATTACK_TRIGGER  
+
| {{text anchor|ATTACK_TRIGGER}}
 
| Caste
 
| Caste
 
| pop:exported wealth:created wealth
 
| pop:exported wealth:created wealth
Line 164: Line 165:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-  
+
|-
| BABY  
+
| {{text anchor|BABY}}
 
| Caste
 
| Caste
 
| integer  
 
| integer  
 
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
 
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
  
|-  
+
|-
| BABYNAME  
+
| {{text anchor|BABYNAME}}
 
| Caste
 
| Caste
 
| singular:plural  
 
| singular:plural  
 
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
 
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
  
|-  
+
|-
| BEACH_FREQUENCY  
+
| {{text anchor|BEACH_FREQUENCY}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature.  
 
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature.  
  
|-  
+
|-
| BENIGN  
+
| {{text anchor|BENIGN}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature will only show up in "tame" biomes. Such creatures will generally avoid dwarves, although they may chase and/or attack them if they get too close, notably including [[elephant]]s.
+
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.
  
|-  
+
|-
| BIOME  
+
| {{text anchor|BIOME}}
 
| Creature
 
| Creature
 
|  
 
|  
Line 195: Line 196:
 
| Select a [[Biome]] the creature may appear in.
 
| Select a [[Biome]] the creature may appear in.
  
|-  
+
|-
| BLOOD
+
| {{text anchor|BLOOD}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 203: Line 204:
 
| Specifies what the creature's blood is made of.
 
| Specifies what the creature's blood is made of.
  
|-  
+
|-
| BLOODSUCKER
+
| {{text anchor|BLOODSUCKER}}
 
| Caste
 
| Caste
 
|  
 
|  
| ?
+
| Seems to be required to make the creature denouncable as a creature of the night.
  
|-  
+
|-
| BODY
+
| {{text anchor|BODY}}
 
| Caste
 
| Caste
 
| body parts  
 
| body parts  
Line 216: Line 217:
 
'''Example:'''<br />
 
'''Example:'''<br />
 
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
 
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.
+
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.
  
|-  
+
|-
| BODY_APPEARANCE_MODIFIER  
+
| {{text anchor|BODY_APPEARANCE_MODIFIER}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 230: Line 231:
 
''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.
 
''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.
  
|-  
+
|-
| BODY_DETAIL_PLAN  
+
| {{text anchor|BODY_DETAIL_PLAN}}
 
| Caste
 
| Caste
| PlanName, PlanName:type:type:type:etc  
+
| PlanName, PlanName:type:type:type:etc.
 
| 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.
 
| 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.
 
'''Example:'''<br />
 
'''Example:'''<br />
Line 241: Line 242:
 
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''  
 
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]''  
  
|-  
+
|-
| BODY_SIZE
+
| {{text anchor|BODY_SIZE}}
 
| Caste
 
| Caste
 
| years:days:size  
 
| years:days:size  
| sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.
+
| 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.
 
'''Example:'''<br />
 
'''Example:'''<br />
 
[BODY_SIZE:0:0:10000]<br />
 
[BODY_SIZE:0:0:10000]<br />
 
[BODY_SIZE:1:168:50000]<br />
 
[BODY_SIZE:1:168:50000]<br />
 
[BODY_SIZE:12:0:220000]<br />
 
[BODY_SIZE:12:0:220000]<br />
This describes the size of a [[minotaur]]. His birth size would be 10000 (10000 mL, ~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg
+
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old he would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.
  
|-  
+
|-
| BODYGLOSS  
+
| {{text anchor|BODYGLOSS}}
 
| Caste
 
| Caste
 
| gloss  
 
| gloss  
 
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
 
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
  
|-  
+
|-
| BONECARN  
+
| {{text anchor|BONECARN}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE. Civilized creatures (ex. Kobolds) with this tag tend to die out during world generation.
+
| Creature eats bones. Implies CARNIVORE and has the same worldgen problem.
  
|-  
+
|-
| BP_APPEARANCE_MODIFIER  
+
| {{text anchor|BP_APPEARANCE_MODIFIER}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 272: Line 273:
 
| 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)
 
| 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)
  
|-  
+
|-
| BUILDINGDESTROYER  
+
| {{text anchor|BUILDINGDESTROYER}}
 
| Caste
 
| Caste
 
| 1 or 2  
 
| 1 or 2  
Line 291: Line 292:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-  
+
|-
| CAN_DO_INTERACTION
+
| {{text anchor|CAN_DO_INTERACTION}}
 
| Caste
 
| Caste
 
| interaction token
 
| interaction token
 
| The creature can perform an interaction.  See [[interaction token]].
 
| The creature can perform an interaction.  See [[interaction token]].
  
|-  
+
|-
| CAN_LEARN  
+
| {{text anchor|CAN_LEARN}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature gets skills and 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.
+
| 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.
  
|-  
+
|-
| CAN_SPEAK  
+
| {{text anchor|CAN_SPEAK}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| 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}}
 
| 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}}
  
|-  
+
|-
| CANNOT_UNDEAD  
+
| {{text anchor|CANNOT_UNDEAD}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Alias for NOT_LIVING
 
| Alias for NOT_LIVING
  
|-  
+
|-
| CANOPENDOORS  
+
| {{text anchor|CANOPENDOORS}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Allows the creature to open doors.  
 
| Allows the creature to open doors.  
  
|-  
+
|-
| CARNIVORE  
+
| {{text anchor|CARNIVORE}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.
+
| 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.
  
|-  
+
|-
| CASTE  
+
| {{text anchor|CASTE}}
 
| Creature
 
| Creature
 
|  
 
|  
 
*name  
 
*name  
| defines a caste
+
| Defines a caste.
  
 
|-
 
|-
| CASTE_ALTTILE
+
| {{text anchor|CASTE_ALTTILE}}
 
| Caste
 
| Caste
 
|
 
|
 
*tile number or "letter"
 
*tile number or "letter"
| Caste-specific alternate tile. Expects CASTE_TILE
+
| Caste-specific ALT_TILE. Requires CASTE_TILE.
  
 
|-
 
|-
| CASTE_COLOR
+
| {{text anchor|CASTE_COLOR}}
 
| Caste
 
| Caste
 
|
 
|
Line 348: Line 349:
 
*bg
 
*bg
 
*brightness
 
*brightness
| Creature tile color of the caste.
+
| Caste-specific COLOR.
  
 
|-
 
|-
| CASTE_GLOWCOLOR
+
| {{text anchor|CASTE_GLOWCOLOR}}
 
| Caste
 
| Caste
 
|
 
|
Line 357: Line 358:
 
*bg
 
*bg
 
*brightness
 
*brightness
| GLOWTILE color of the caste.
+
| Caste-specific GLOWCOLOR.
  
 
|-
 
|-
| CASTE_GLOWTILE
+
| {{text anchor|CASTE_GLOWTILE}}
 
| Caste
 
| Caste
 
|
 
|
 
*tile value or "letter"
 
*tile value or "letter"
| Caste-specific glowtile
+
| Caste-specific GLOWTILE.
  
|-  
+
|-
| CASTE_NAME  
+
| {{text anchor|CASTE_NAME}}
 
| Caste
 
| Caste
 
| singular:plural:adjective  
 
| singular:plural:adjective  
| The name of the caste of the creature in the game.
+
| Caste-specific NAME.
  
|-  
+
|-
| CASTE_PROFESSION_NAME  
+
| {{text anchor|CASTE_PROFESSION_NAME}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 379: Line 380:
 
*singular
 
*singular
 
*plural  
 
*plural  
| alters the name of the given profession, caste-specific
+
| Caste-specific PROFESSION_NAME.
  
 
|-
 
|-
| CASTE_SOLDIER_ALTTILE
+
| {{text anchor|CASTE_SOLDIER_ALTTILE}}
 
| Caste
 
| Caste
 
| 'character' or tile number
 
| 'character' or tile number
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.
+
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.
  
 
|-
 
|-
| CASTE_SOLDIER_TILE
+
| {{text anchor|CASTE_SOLDIER_TILE}}
 
| Caste
 
| Caste
 
| 'character' or tile number
 
| 'character' or tile number
| Creatures of this caste active in their civilization's military will use this tile instead.
+
| Caste-specific CREATURE_SOLDIER_TILE.
  
|-  
+
|-
| CASTE_SPEECH
+
| {{text anchor|CASTE_SPEECH}}
 
| Caste
 
| Caste
| speech file?
+
| speech file
| Possibly a caste-specific instance of the SPEECH token
+
| Caste-specific SPEECH.
  
 
|-
 
|-
| CASTE_TILE
+
| {{text anchor|CASTE_TILE}}
 
| Caste
 
| Caste
 
|
 
|
 
* tile number or "letter"
 
* tile number or "letter"
| Caste-specific creature tile.
+
| Caste-specific CREATURE_TILE.
  
|-  
+
|-
| CAVE_ADAPT  
+
| {{text anchor|CAVE_ADAPT}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
 
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
  
|-  
+
|-
| CDI
+
| {{text anchor|CDI}}
 
| Caste
 
| Caste
 
| Varies
 
| Varies
Line 419: Line 420:
  
 
|-
 
|-
| CHANGE_BODY_SIZE_PERC
+
| {{text anchor|CHANGE_BODY_SIZE_PERC}}
 
| Caste
 
| Caste
|
+
| integer
|
+
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.
  
|-  
+
|-
| CHILD  
+
| {{text anchor|CHILD}}
 
| Caste
 
| Caste
 
| integer  
 
| integer  
 
| 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.
 
| 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.
  
|-  
+
|-
| CHILDNAME  
+
| {{text anchor|CHILDNAME}}
 
| Caste
 
| Caste
 
| singular:plural  
 
| singular:plural  
 
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
 
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
  
|-  
+
|-
| CLUSTER_NUMBER  
+
| {{text anchor|CLUSTER_NUMBER}}
 
| Creature
 
| Creature
 
|
 
|
Line 446: Line 447:
  
 
|-
 
|-
| CLUTCH_SIZE
+
| {{text anchor|CLUTCH_SIZE}}
 
| Caste
 
| Caste
 
|
 
|
Line 454: Line 455:
  
 
|-
 
|-
| COLONY_EXTERNAL
+
| {{text anchor|COLONY_EXTERNAL}}
 
| Caste
 
| Caste
 
|
 
|
 
| Caste hovers around colony.
 
| Caste hovers around colony.
  
|-  
+
|-
| COLOR  
+
| {{text anchor|COLOR}}
 
| Creature
 
| Creature
 
| foreground:background:brightness  
 
| foreground:background:brightness  
| Color of the creature's tile.  
+
| Color of the creature's tile. See [[Color]] for usage.
  
|-  
+
|-
| COMMON_DOMESTIC  
+
| {{text anchor|COMMON_DOMESTIC}}
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT. In addition, the creature must be NATURAL rather than FANCIFUL
+
| 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}}
  
 
|-
 
|-
| CONVERTED_SPOUSE
+
| {{text anchor|CONVERTED_SPOUSE}}
 
| Caste
 
| Caste
 
|
 
|
 
| 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.
 
| 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.
  
|-  
+
|-
| COOKABLE_LIVE  
+
| {{text anchor|COOKABLE_LIVE}}
 
| Caste
 
| Caste
 
|   
 
|   
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.
+
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.
  
 
|-
 
|-
| CRAZED
+
| {{text anchor|CRAZED}}
 
| Caste
 
| Caste
 
|  
 
|  
| Attacks all creatures, including undead and inorganic ones.
+
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.
  
|-  
+
|-
| COPY_TAGS_FROM  
+
| {{text anchor|COPY_TAGS_FROM}}
 
| Special
 
| Special
 
|  
 
|  
Line 496: Line 497:
 
| Copies tags from another specified creature.
 
| Copies tags from another specified creature.
  
|-  
+
|-
| CREATURE_CLASS  
+
| {{text anchor|CREATURE_CLASS}}
 
| Caste
 
| Caste
 
|
 
|
 
*classname
 
*classname
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.
+
| 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.
  
 
|-
 
|-
| CREATURE_SOLDIER_TILE
+
| {{text anchor|CREATURE_SOLDIER_TILE}}
 
| Creature
 
| Creature
 
| 'character' or tile number
 
| 'character' or tile number
 
| Creatures active in their civilization's military will use this tile instead.
 
| Creatures active in their civilization's military will use this tile instead.
  
|-  
+
|-
| CREATURE_TILE  
+
| {{text anchor|CREATURE_TILE}}
 
| Creature
 
| Creature
 
| 'character' or tile number  
 
| 'character' or tile number  
 
| The symbol of the creature in ASCII mode.
 
| The symbol of the creature in ASCII mode.
  
|-  
+
|-
| CREPUSCULAR  
+
| {{text anchor|CREPUSCULAR}}
 
| Caste
 
| Caste
 
|   
 
|   
| Sets if the creature is active at twilight.
+
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
  
|-  
+
|-
| CURIOUSBEAST_EATER  
+
| {{text anchor|CURIOUSBEAST_EATER}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Allows a creature to steal and eat edible items from a site.  
 
| Allows a creature to steal and eat edible items from a site.  
  
|-  
+
|-
| CURIOUSBEAST_GUZZLER  
+
| {{text anchor|CURIOUSBEAST_GUZZLER}}
 
| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.  
+
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.
  
|-  
+
|-
| CURIOUSBEAST_ITEM  
+
| {{text anchor|CURIOUSBEAST_ITEM}}
 
| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.
+
| 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.
  
|-  
+
|-
| CV_ADD_TAG
+
| {{text anchor|CV_ADD_TAG}}
 
| Special
 
| Special
 
|  
 
|  
Line 546: Line 547:
 
| Adds a tag. Used in conjunction with creature variation templates.   
 
| Adds a tag. Used in conjunction with creature variation templates.   
  
|-  
+
|-
| CV_REMOVE_TAG
+
| {{text anchor|CV_REMOVE_TAG}}
 
| Special
 
| Special
 
|  
 
|  
Line 566: Line 567:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-  
+
|-
| DEMON
+
| {{text anchor|DEMON}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
 
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
  
|-  
+
|-
| DESCRIPTION  
+
| {{text anchor|DESCRIPTION}}
 
| Caste
 
| Caste
 
| text  
 
| text  
Line 579: Line 580:
  
 
|-
 
|-
| DIE_WHEN_VERMIN_BITE
+
| {{text anchor|DIE_WHEN_VERMIN_BITE}}
 
| Caste
 
| Caste
 
|
 
|
| Dies upon attacking. Used for bee stings.
+
| Dies upon attacking. Used for [[bee]] stings.
  
|-  
+
|-
| DIFFICULTY  
+
| {{text anchor|DIFFICULTY}}
 
| Caste
 
| Caste
 
| integer  
 
| integer  
| Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." (Outdated? This particular quote referred to version .23a) Also increases experience gain during adventure mode.  
+
| Increases experience gain during adventure mode.  
  
|-  
+
|-
| DIURNAL  
+
| {{text anchor|DIURNAL}}
 
| Caste
 
| Caste
 
|   
 
|   
| Sets if the creature is active in day.  
+
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.
  
 
|-
 
|-
| DIVE_HUNTS_VERMIN
+
| {{text anchor|DIVE_HUNTS_VERMIN}}
 
| Caste
 
| Caste
 
|  
 
|  
| Found on [[peregrine falcons]]. The creature hunts vermin by diving from the air. May be bugged due to fortress pets remaining earthbound.
+
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.
  
|-  
+
|-
| DOES_NOT_EXIST  
+
| {{text anchor|DOES_NOT_EXIST}}
 
| Creature
 
| Creature
 
|   
 
|   
| Creature does not actually exist; used for fanciful creatures.
+
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.
 
|}
 
|}
  
Line 622: Line 623:
  
 
|-
 
|-
| EBO_ITEM
+
| {{text anchor|EBO_ITEM}}
 
| Caste
 
| Caste
 
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)
 
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)
Line 628: Line 629:
  
 
|-
 
|-
| EBO_SHAPE
+
| {{text anchor|EBO_SHAPE}}
 
| Caste
 
| Caste
 
| gem shape
 
| gem shape
Line 634: Line 635:
  
 
|-
 
|-
| EGG_MATERIAL
+
| {{text anchor|EGG_MATERIAL}}
 
| Caste
 
| Caste
 
|
 
|
Line 642: Line 643:
  
 
|-
 
|-
| EGG_SIZE
+
| {{text anchor|EGG_SIZE}}
 
| Caste
 
| Caste
 
|
 
|
 
*size
 
*size
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.
+
| Determines the size of eggs.
  
 
|-
 
|-
| EQUIPMENT_WAGON  
+
| {{text anchor|EQUIPMENT_WAGON}}
 
| Creature
 
| Creature
 
|   
 
|   
 
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
 
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
  
|-  
+
|-
| EQUIPS  
+
| {{text anchor|EQUIPS}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Allows the creature to wear or wield items.
 
| Allows the creature to wear or wield items.
  
|-  
+
|-
| EVIL  
+
| {{text anchor|EVIL}}
 
| Creature
 
| Creature
 
|   
 
|   
| Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.
+
| 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.
  
 
|-
 
|-
| EXTRA_BUTCHER_OBJECT
+
| {{text anchor|EXTRA_BUTCHER_OBJECT}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 674: Line 675:
 
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.
 
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.
  
|-  
+
|-
| EXTRACT
+
| {{text anchor|EXTRACT}}
 
| Caste
 
| Caste
 
|
 
|
Line 681: Line 682:
 
| Defines a creature extract which can be obtained via [[small animal dissection]].
 
| Defines a creature extract which can be obtained via [[small animal dissection]].
  
|-  
+
|-
| EXTRAVISION  
+
| {{text anchor|EXTRAVISION}}
 
| Caste
 
| Caste
 
|   
 
|   
Line 700: Line 701:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-  
+
|-
| FANCIFUL  
+
| {{text anchor|FANCIFUL}}
 
| Creature
 
| Creature
 
|   
 
|   
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with [COMMON_DOMESTIC]
+
| 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}}
  
 
|-
 
|-
| FEATURE_ATTACK_GROUP
+
| {{text anchor|FEATURE_ATTACK_GROUP}}
 
| Caste
 
| Caste
 
|
 
|
| Found on subterranean animalmen.
+
| Found on subterranean animal-man tribals.
  
 
|-
 
|-
| FEATURE_BEAST
+
| {{text anchor|FEATURE_BEAST}}
 
| Caste
 
| Caste
 
|
 
|
 
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
 
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
  
|-  
+
|-
| FEMALE  
+
| {{text anchor|FEMALE}}
 
| Caste
 
| Caste
 
|   
 
|   
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.
+
| The creature is female and can bear young. Usually determined inside a caste.
  
|-  
+
|-
| FIREIMMUNE  
+
| {{text anchor|FIREIMMUNE}}
 
| Caste
 
| Caste
 
|   
 
|   
| Renders a creature immune to being damaged by FIREBREATH's short range cone attack.
+
| The creature is immune to FIREBALL and FIREJET attacks.
  
|-  
+
|-
| FIREIMMUNE_SUPER  
+
| {{text anchor|FIREIMMUNE_SUPER}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.  
+
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}.  
  
|-  
+
|-
| FISHITEM  
+
| {{text anchor|FISHITEM}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Needs to be cleaned at a fishery
 
| Needs to be cleaned at a fishery
  
|-  
+
|-
| FIXED_TEMP  
+
| {{text anchor|FIXED_TEMP}}
 
| Caste
 
| Caste
 
| temperature  
 
| temperature  
 
| The natural heat generated by the creature.
 
| The natural heat generated by the creature.
  
|-  
+
|-
| FLEEQUICK  
+
| {{text anchor|FLEEQUICK}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.
 
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.
  
|-  
+
|-
| FLIER  
+
| {{text anchor|FLIER}}
 
| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves 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.
+
| 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.
  
|-  
+
|-
| FREQUENCY  
+
| {{text anchor|FREQUENCY}}
 
| Creature
 
| Creature
 
|
 
|
 
*number, max 100
 
*number, max 100
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. Not to be confused with POP_RATIO
+
| 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}}.
 
|}
 
|}
  
Line 780: Line 781:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-  
+
|-
| GENERAL_BABY_NAME  
+
| {{text anchor|GENERAL_BABY_NAME}}
 
| Creature
 
| Creature
 
| singular:plural  
 
| singular:plural  
| name at creature level
+
| BABYNAME applied regardless of caste.
  
|-  
+
|-
| GENERAL_CHILD_NAME  
+
| {{text anchor|GENERAL_CHILD_NAME}}
 
| Creature
 
| Creature
 
| singular:plural  
 
| singular:plural  
| name at creature level
+
| CHILDNAME applied regardless of caste.
  
 
|-
 
|-
| GENERAL_MATERIAL_FORCE_MULTIPLIER
+
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}
 
| Caste
 
| Caste
 
| A:B
 
| A:B
 
| 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}}
 
| 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}}
  
|-  
+
|-
| GENERATED
+
| {{text anchor|GENERATED}}
 
| Creature
 
| Creature
 
|   
 
|   
 
| 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.
 
| 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.
  
|-  
+
|-
| GETS_INFECTIONS_FROM_ROT  
+
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}
 
| Caste
 
| Caste
 
|   
 
|   
Line 811: Line 812:
  
 
|-
 
|-
| GETS_WOUND_INFECTIONS  
+
| {{text anchor|GETS_WOUND_INFECTIONS}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature's wounds can become infected.
+
| This creature's wounds can become infected if left untreated for too long.
  
|-  
+
|-
| GLOWCOLOR  
+
| {{text anchor|GLOWCOLOR}}
 
| Creature
 
| Creature
 
|  
 
|  
Line 823: Line 824:
 
*background
 
*background
 
*brightness  
 
*brightness  
| The colour of the GLOWTILE of the creature.
+
| The colour of the creature's GLOWTILE.
  
|-  
+
|-
| GLOWTILE  
+
| {{text anchor|GLOWTILE}}
 
| Creature
 
| Creature
 
| ascii character  
 
| ascii character  
 
| 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 "glowing eyes" 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.
 
| 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 "glowing eyes" 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.
  
|-  
+
|-
| GNAWER  
+
| {{text anchor|GNAWER}}
 
| Caste
 
| Caste
 
| verb
 
| verb
| The creature chews on food barrels and bags. The verb is past tense, for example [GNAWER:gnawed].
+
| 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}}
  
 
|-
 
|-
| GOBBLE_VERMIN_CLASS
+
| {{text anchor|GOBBLE_VERMIN_CLASS}}
 
| Caste
 
| Caste
 
| class
 
| class
| The creature eats vermin of the specified caste.   
+
| The creature eats vermin of the specified class.   
  
 
|-
 
|-
| GOBBLE_VERMIN_CREATURE
+
| {{text anchor|GOBBLE_VERMIN_CREATURE}}
 
| Caste
 
| Caste
 
| creature:caste
 
| creature:caste
 
| The creature eats a specified vermin.
 
| The creature eats a specified vermin.
  
|-  
+
|-
| GO_TO_END  
+
| {{text anchor|GO_TO_END}}
 
| Special
 
| Special
 
|   
 
|   
 
| When using tags from an existing creature, inserts new tags at the end of the creature.
 
| When using tags from an existing creature, inserts new tags at the end of the creature.
  
|-  
+
|-
| GO_TO_START  
+
| {{text anchor|GO_TO_START}}
 
| Special
 
| Special
 
|   
 
|   
 
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
 
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
  
|-  
+
|-
| GO_TO_TAG
+
| {{text anchor|GO_TO_TAG}}
 
| Special
 
| Special
 
|   
 
|   
 
| When using tags from an existing creature, inserts new tags after the specified tag.
 
| When using tags from an existing creature, inserts new tags after the specified tag.
  
|-  
+
|-
| GOOD  
+
| {{text anchor|GOOD}}
 
| Creature
 
| Creature
 
|   
 
|   
| Creature is considered good and will only show up in good biomes, for example [[unicorn]]s. Presumably has no effect on cavern creatures.
+
| 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.
  
|-  
+
|-
| GRASSTRAMPLE  
+
| {{text anchor|GRASSTRAMPLE}}
 
| Caste
 
| Caste
 
| value  
 
| value  
Line 880: Line 881:
  
 
|-
 
|-
| GRAVITATE_BODY_SIZE
+
| {{text anchor|GRAVITATE_BODY_SIZE}}
 
| Caste
 
| Caste
 
| target value
 
| target value
Line 886: Line 887:
  
 
|-
 
|-
| GRAZER
+
| {{text anchor|GRAZER}}
 
| Caste
 
| Caste
 
|
 
|
 
*number
 
*number
| Animals is a grazer. The higher the number, the less frequently it needs to eat in order to survive.
+
| 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.
 
|}
 
|}
  
Line 906: Line 907:
  
 
|-
 
|-
| HABIT
+
| {{text anchor|HABIT}}
 
| Caste
 
| Caste
 
| type:probability
 
| type:probability
| 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 may require the creature to have a lair to work properly.
+
| 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.
  
 
|-
 
|-
| HABIT_NUM
+
| {{text anchor|HABIT_NUM}}
 
| Caste
 
| Caste
 
| number or TEST_ALL
 
| number or TEST_ALL
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".<sup>[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]</sup> All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
+
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".<sup>[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]</sup> All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
  
|-  
+
|-
| HAS_NERVES  
+
| {{text anchor|HAS_NERVES}}
 
| Caste
 
| Caste
 
|   
 
|   
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.
+
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.
  
|-  
+
|-
| HASSHELL
+
| {{text anchor|HASSHELL}}
 
| Caste
 
| Caste
 
|   
 
|   
Line 930: Line 931:
  
 
|-
 
|-
| HIVE_PRODUCT
+
| {{text anchor|HIVE_PRODUCT}}
 
| Creature
 
| Creature
 
|
 
|
Line 938: Line 939:
 
| What product is harvested from [[Beekeeping industry|beekeeping]].
 
| What product is harvested from [[Beekeeping industry|beekeeping]].
  
|-  
+
|-
| HOMEOTHERM  
+
| {{text anchor|HOMEOTHERM}}
 
| Caste
 
| Caste
 
|   
 
|   
Line 945: Line 946:
  
 
|-
 
|-
| HUNTS_VERMIN
+
| {{text anchor|HUNTS_VERMIN}}
 
| Caste
 
| Caste
 
|
 
|
Line 965: Line 966:
  
 
|-
 
|-
| IMMOBILE
+
| {{text anchor|IMMOBILE}}
 
| Caste
 
| Caste
 
|  
 
|  
| The creature cannot move.  Found on [[sponge]]s.
+
| 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)
  
|-  
+
|-
| IMMOBILE_LAND  
+
| {{text anchor|IMMOBILE_LAND}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.
 
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.
  
|-  
+
|-
| IMMOLATE  
+
| {{text anchor|IMMOLATE}}
 
| Caste
 
| Caste
 
|   
 
|   
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.  
+
| 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}}
  
|-  
+
|-
| INTELLIGENT  
+
| {{text anchor|INTELLIGENT}}
 
| Caste
 
| Caste
 
|   
 
|   
| Shortcut for [CAN_SPEAK] + [CAN_LEARN].
+
| Alias for [CAN_SPEAK] + [CAN_LEARN].
  
|-  
+
|-
| ITEMCORPSE  
+
| {{text anchor|ITEMCORPSE}}
 
| Caste
 
| Caste
 
|     
 
|     
 
* [[item token]]
 
* [[item token]]
 
* [[material token]]
 
* [[material token]]
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).
+
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).
  
|-  
+
|-
| ITEMCORPSE_QUALITY  
+
| {{text anchor|ITEMCORPSE_QUALITY}}
 
| Caste
 
| Caste
 
|   
 
|   
Line 1,016: Line 1,017:
  
 
|-
 
|-
| LAIR
+
| {{text anchor|LAIR}}
 
| Caste
 
| Caste
 
| type:probability
 
| type:probability
| Found on megabeasts, semimegabeasts, and night creatues. 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.
+
| 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.
  
 
|-
 
|-
| LAIR_CHARACTERISTIC
+
| {{text anchor|LAIR_CHARACTERISTIC}}
 
| Caste
 
| Caste
 
| characteristic:probability
 
| characteristic:probability
Line 1,028: Line 1,029:
  
 
|-
 
|-
| LAIR_HUNTER
+
| {{text anchor|LAIR_HUNTER}}
 
| Caste
 
| Caste
 
|
 
|
Line 1,034: Line 1,035:
  
 
|-
 
|-
| LAIR_HUNTER_SPEECH
+
| {{text anchor|LAIR_HUNTER_SPEECH}}
 
| Caste
 
| Caste
 
| speech file
 
| speech file
 
| What this creature says while hunting adventurers in its lair.
 
| What this creature says while hunting adventurers in its lair.
  
|-  
+
|-
| LARGE_PREDATOR  
+
| {{text anchor|LARGE_PREDATOR}}
 
| Caste
 
| Caste
 
|   
 
|   
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."  
+
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" 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. "ere the wolves get hungry."  
  
|-  
+
|-
| LARGE_ROAMING  
+
| {{text anchor|LARGE_ROAMING}}
 
| Creature
 
| Creature
 
|   
 
|   
Line 1,052: Line 1,053:
  
 
|-
 
|-
| LAYS_EGGS
+
| {{text anchor|LAYS_EGGS}}
 
| Caste
 
| Caste
 
|
 
|
Line 1,058: Line 1,059:
  
 
|-
 
|-
| LAYS_UNUSUAL_EGGS
+
| {{text anchor|LAYS_UNUSUAL_EGGS}}
 
| Caste
 
| Caste
 
|
 
|
Line 1,065: Line 1,066:
 
| Creature lays a particular item instead of regular eggs.
 
| Creature lays a particular item instead of regular eggs.
  
|-  
+
|-
| LIGAMENTS  
+
| {{text anchor|LIGAMENTS}}
 
| Caste
 
| Caste
 
|  
 
|  
 
* [[material token]]
 
* [[material token]]
 
*healing rate  
 
*healing rate  
| Defines the material and healing rate of ligaments.
+
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.
 +
 
  
|-  
+
|-
| LIGHT_GEN  
+
| {{text anchor|LIGHT_GEN}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature will generate light, such as in adventurer mode at night.  
+
| A vermin featuring this tag will remain visible to an adventurer, even at night (without being dimmed in color along with the surrounding terrain), and from a distance (even outside the current vision cone). Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.
  
|-  
+
|-
| LIKES_FIGHTING  
+
| {{text anchor|LIKES_FIGHTING}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.  
 
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.  
  
|-  
+
|-
| LISP
+
| {{text anchor|LISP}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,092: Line 1,094:
  
 
|-
 
|-
| LITTERSIZE
+
| {{text anchor|LITTERSIZE}}
 
| Caste
 
| Caste
 
|  
 
|  
* minumum
+
* minimum
 
* maximum
 
* maximum
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
+
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
  
|-  
+
|-
| LOCKPICKER  
+
| {{text anchor|LOCKPICKER}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Lets a creature open doors that are set to forbidden in Fortress Mode.
 
| Lets a creature open doors that are set to forbidden in Fortress Mode.
  
|-  
+
|-
| LOOSE_CLUSTERS  
+
| {{text anchor|LOOSE_CLUSTERS}}
 
| Creature
 
| Creature
 
|   
 
|   
Line 1,124: Line 1,126:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-  
+
|-
| MAGICAL
+
| {{text anchor|MAGICAL}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Unknown.
 
| Unknown.
  
|-  
+
|-
| MAGMA_VISION  
+
| {{text anchor|MAGMA_VISION}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Creature's able to see while covered in magma.  
 
| Creature's able to see while covered in magma.  
  
|-  
+
|-
| MALE  
+
| {{text anchor|MALE}}
 
| Caste
 
| Caste
 
|   
 
|   
| The species or caste is all male.
+
| The creature is male. Usually declared inside a caste.
  
 
|-  
 
|-  
| MANNERISM_*
+
| {{text anchor|MANNERISM|MANNERISM_*}}
 
| Caste
 
| Caste
 
|  
 
|  
 
*occasionally body part  
 
*occasionally body part  
 
| Adds a possible mannerism to the creature's profile.
 
| Adds a possible mannerism to the creature's profile.
Refer to [[Creature mannerism token]]s
+
See [[Creature mannerism token]] for further info.
  
 
|-
 
|-
| MATERIAL
+
| {{text anchor|MATERIAL}}
 
| Creature
 
| Creature
 
|
 
|
Line 1,158: Line 1,160:
  
 
|-
 
|-
| MATERIAL_FORCE_MULTIPLIER
+
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}
 
| Caste
 
| Caste
| *[[Material token]]
+
|  
 +
*[[Material token]]
 
*A:B
 
*A:B
 
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}
 
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}
  
|-  
+
|-
| MATUTINAL
+
| {{text anchor|MATUTINAL}}
 
| Caste
 
| Caste
 
|  
 
|  
| Sets if the creature is active in dawn.  
+
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.
  
|-  
+
|-
| MAXAGE  
+
| {{text anchor|MAXAGE}}
 
| Caste
 
| Caste
 
| min:max  
 
| min:max  
 
| 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.
 
| 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.
  
|-  
+
|-
| MEANDERER  
+
| {{text anchor|MEANDERER}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Gives a creature random movement.  
 
| Gives a creature random movement.  
  
|-  
+
|-
| MEGABEAST  
+
| {{text anchor|MEGABEAST}}
 
| Caste
 
| Caste
 
|   
 
|   
| Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.
+
| 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.
  
 
|-
 
|-
|MENT_ATT_CAP_PERC
+
| {{text anchor|MENT_ATT_CAP_PERC}}
 
| Caste
 
| Caste
 
|
 
|
*ATTRIBUTE Token
+
*[[DF2012:Attribute|ATTRIBUTE]] Token
 
*Cap %
 
*Cap %
 
|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).
 
|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).
  
|-  
+
|-
| MENT_ATT_RANGE  
+
| {{text anchor|MENT_ATT_RANGE}}
 
| Caste
 
| Caste
 
|
 
|
*ATTRIBUTE
+
*[[DF2012:Attribute|ATTRIBUTE]]
 
*lowest:lower:low:median:high:higher:highest  
 
*lowest:lower:low:median:high:higher:highest  
 
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
 
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
  
|-  
+
|-
| MENT_ATT_RATES
+
| {{text anchor|MENT_ATT_RATES}}
 
| Caste
 
| Caste
 
|  
 
|  
*ATTRIBUTE Token
+
*[[DF2012:Attribute|ATTRIBUTE]] Token
 
*cost to improve
 
*cost to improve
 
*unused counter rate
 
*unused counter rate
Line 1,215: Line 1,218:
 
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.
 
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.
  
|-  
+
|-
| MILKABLE  
+
| {{text anchor|MILKABLE}}
 
| Caste
 
| Caste
 
|  
 
|  
 
* [[material token]]
 
* [[material token]]
 
* frequency
 
* frequency
| Allows the creature to be milked.  
+
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to "recharge".  
  
 
|-
 
|-
| MISCHIEVIOUS
+
| {{text anchor|MISCHIEVIOUS}}
 
| Caste
 
| Caste
 
|
 
|
| Alias for MISCHIEVOUS
+
| Alias for MISCHIEVOUS.
  
|-  
+
|-
| MISCHIEVOUS  
+
| {{text anchor|MISCHIEVOUS}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers."  
 
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers."  
  
|-  
+
|-
| MODVALUE
+
| {{text anchor|MODVALUE}}
 
| Caste
 
| Caste
 
|   
 
|   
| Seemingly no longer used - holdover from previous versions.
+
| Seemingly no longer used.
  
|-  
+
|-
| MOUNT  
+
| {{text anchor|MOUNT}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature may be used as a mount.
+
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.
  
|-  
+
|-
| MOUNT_EXOTIC  
+
| {{text anchor|MOUNT_EXOTIC}}
 
| Caste
 
| Caste
 
|   
 
|   
| You need the Dungeon master noble to mount the creature.  
+
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.
  
|-  
+
|-
| MULTIPLE_LITTER_RARE  
+
| {{text anchor|MULTIPLE_LITTER_RARE}}
 
| Caste
 
| Caste
 
|   
 
|   
| Makes litters with more than one offspring rare.  
+
| Makes litters with more than one offspring rare, only happening with a 1/500 chance. To ensure larger littlers, use [[DF2012:Creature_token#LITTERSIZE|LITTERSIZE]].
  
|-  
+
|-
| MUNDANE  
+
| {{text anchor|MUNDANE}}
 
| Creature
 
| Creature
 
|   
 
|   
Line 1,278: Line 1,281:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-  
+
|-
| NAME  
+
| {{text anchor|NAME}}
 
| Creature
 
| Creature
 
| singular:plural:adjective  
 
| singular:plural:adjective  
| 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.
+
| 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 "nothing" by the game.
  
|-  
+
|-
| NATURAL  
+
| {{text anchor|NATURAL}}
 
| Caste
 
| Caste
 
|   
 
|   
| Alias for NATURAL_ANIMAL
+
| Animal is considered to be natural. Seems to be the default option and opposite to FANCIFUL.
  
 
|-
 
|-
| NATURAL_ANIMAL
+
| {{text anchor|NATURAL_ANIMAL}}
 
| Caste
 
| Caste
 
|  
 
|  
| Animal is considered to be natural.
+
| Alias of NATURAL.
  
 
|-
 
|-
| NATURAL_SKILL
+
| {{text anchor|NATURAL_SKILL}}
 
| Caste
 
| Caste
| skill:value
+
| [[Skill_token|Skill token]]:value
| 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. Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).
+
| 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.
  
 
|-
 
|-
| NIGHT_CREATURE_BOGEYMAN
+
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}
 
| Caste
 
| Caste
 
|
 
|
| 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 night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.
+
| 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.
  
 
|-
 
|-
| NIGHT_CREATURE_HUNTER
+
| {{text anchor|NIGHT_CREATURE_HUNTER}}
 
| Caste
 
| Caste
 
|
 
|
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET <s>of the opposite sex</s>(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.
+
| 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).
 +
 
 +
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.
  
|-  
+
|-
| NO_AUTUMN
+
| {{text anchor|NO_AUTUMN}}
 
| Caste
 
| Caste
 
|   
 
|   
| does not appear this season.
+
| This creature caste does not appear in [[Calendar|autumn]].
  
 
|-
 
|-
| NO_CONNECTIONS_FOR_MOVEMENT
+
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}
 
| Caste
 
| Caste
 
|  
 
|  
 
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.
 
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.
  
|-  
+
|-
| NO_DIZZINESS  
+
| {{text anchor|NO_DIZZINESS}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature cannot become dizzy
+
| Creature cannot become dizzy.
  
|-  
+
|-
| NO_DRINK  
+
| {{text anchor|NO_DRINK}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Creature does not need to drink.  
 
| Creature does not need to drink.  
  
|-  
+
|-
| NO_EAT  
+
| {{text anchor|NO_EAT}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Creature does not need to eat.  
 
| Creature does not need to eat.  
  
|-  
+
|-
| NO_FEVERS  
+
| {{text anchor|NO_FEVERS}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature cannot suffer fevers
+
| Creature cannot suffer fevers.
  
 
|-
 
|-
| NO_GENDER
+
| {{text anchor|NO_GENDER}}
 
| Caste
 
| Caste
 
|
 
|
Line 1,357: Line 1,362:
  
 
|-
 
|-
| NO_PHYS_ATT_GAIN
+
| {{text anchor|NO_PHYS_ATT_GAIN}}
 
| Caste
 
| Caste
| ?
+
|
| ?
+
| The affected caste cannot gain any physical skills.
  
 
|-
 
|-
| NO_PHYS_ATT_RUST
+
| {{text anchor|NO_PHYS_ATT_RUST}}
 
| Caste
 
| Caste
| ?
+
|  
| ?
+
| The affected caste cannot lose any physical skills.
  
|-  
+
|-
| NO_SLEEP  
+
| {{text anchor|NO_SLEEP}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Creature does not need to sleep.  
 
| Creature does not need to sleep.  
  
|-  
+
|-
| NO_SPRING  
+
| {{text anchor|NO_SPRING}}
 
| Caste
 
| Caste
 
|   
 
|   
| does not appear this season.
+
| This creature caste does not appear in [[Calendar|spring]].
  
|-  
+
|-
| NO_SUMMER  
+
| {{text anchor|NO_SUMMER}}
 
| Caste
 
| Caste
 
|   
 
|   
| does not appear this season.
+
| This creature caste does not appear in [[Calendar|summer]].
  
|-  
+
|-
| NO_THOUGHT_CENTER_FOR_MOVEMENT  
+
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.
+
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.
  
|-  
+
|-
| NO_WINTER
+
| {{text anchor|NO_UNIT_TYPE_COLOR}}
 
| Caste
 
| Caste
 
|   
 
|   
| does not appear this season.
+
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).
  
|-  
+
|-
| NOBONES
+
| {{text anchor|NO_WINTER}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature has no bones.
+
| This creature caste does not appear in [[Calendar|winter]].
  
|-  
+
|-
| NOBREATHE  
+
| {{text anchor|NOBONES}}
 +
| Caste
 +
 +
| Creature has no bones.
 +
 
 +
|-
 +
| {{text anchor|NOBREATHE}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.  
 
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.  
  
|-  
+
|-
| NOCTURNAL  
+
| {{text anchor|NOCTURNAL}}
 
| Caste
 
| Caste
 
|   
 
|   
| Sets if the creature is active in night.  
+
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode.
  
|-  
+
|-
| NOEMOTION  
+
| {{text anchor|NOEMOTION}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| The creature has no emotions, and does not rage.
 
| The creature has no emotions, and does not rage.
  
|-  
+
|-
| NOEXERT  
+
| {{text anchor|NOEXERT}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature can't become tired or over-exerted.  
+
| Creature can't become tired or over-exerted from taking too many combat actions.  
  
|-  
+
|-
| NOFEAR  
+
| {{text anchor|NOFEAR}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Creature doesn't feel fear and will never run away from battle.  
 
| Creature doesn't feel fear and will never run away from battle.  
  
|-  
+
|-
| NOMEAT  
+
| {{text anchor|NOMEAT}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature will not drop meat on butcher.  
+
| Creature will not drop meat when butchered.
  
|-  
+
|-
| NONAUSEA  
+
| {{text anchor|NONAUSEA}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature can't vomit.
+
| Creature isn't nauseated by gut hits and cannot vomit.
  
|-  
+
|-
| NOPAIN  
+
| {{text anchor|NOPAIN}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Creature doesn't feel pain.  
 
| Creature doesn't feel pain.  
  
|-  
+
|-
| NOSKIN  
+
| {{text anchor|NOSKIN}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature will not drop skin on butcher.  
+
| Creature will not drop a hide when butchered.  
  
|-  
+
|-
| NOSKULL  
+
| {{text anchor|NOSKULL}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature will not drop skull on butcher, rot, or decay of severed head.  
+
| Creature will not drop a skull on butcher, rot, or decay of severed head.
  
|-  
+
|-
| NOSMELLYROT  
+
| {{text anchor|NOSMELLYROT}}
 
| Caste
 
| Caste
 
|   
 
|   
| Does not produce miasma when rotting
+
| Does not produce miasma when rotting.
  
|-  
+
|-
| NOSTUCKINS  
+
| {{text anchor|NOSTUCKINS}}
 
| Caste
 
| Caste
 
|   
 
|   
| Weapons can't be stuck in creature.  
+
| Weapons can't get stuck in creature.  
  
|-  
+
|-
| NOSTUN  
+
| {{text anchor|NOSTUN}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.
+
| 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.
  
|-  
+
|-
| NOT_BUTCHERABLE  
+
| {{text anchor|NOT_BUTCHERABLE}}
 
| Caste
 
| Caste
 
|   
 
|   
Line 1,489: Line 1,500:
  
 
|-
 
|-
| NOT_LIVING
+
| {{text anchor|NOT_LIVING}}
 
| Caste
 
| Caste
 
|  
 
|  
 
| Cannot be raised from the dead.
 
| Cannot be raised from the dead.
  
|-  
+
|-
| NOTHOUGHT  
+
| {{text anchor|NOTHOUGHT}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature doesn't think, or doesn't require a [BRAIN] body part.  
+
| 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'.
 
|}
 
|}
  
Line 1,513: Line 1,524:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-  
+
|-
| OPPOSED_TO_LIFE
+
| {{text anchor|OPPOSED_TO_LIFE}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,533: Line 1,544:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-  
+
|-
| PACK_ANIMAL  
+
| {{text anchor|PACK_ANIMAL}}
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to be used as a pack animal. Currently only used by merchants. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures.
+
| 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!
  
|-  
+
|-
| PARALYZEIMMUNE  
+
| {{text anchor|PARALYZEIMMUNE}}
 
| Caste
 
| Caste
 
|   
 
|   
Line 1,546: Line 1,557:
  
 
|-
 
|-
| PATTERNFLIER
+
| {{text anchor|PATTERNFLIER}}
 
| Caste
 
| Caste
 
|   
 
|   
|  
+
| Unknown. No creatures currently have this token.
  
|-  
+
|-
| PEARL  
+
| {{text anchor|PEARL}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature will generate pearls.  
+
| In earlier versions, creature would generate pearls. Does nothing in the current version.
  
|-  
+
|-
| PENETRATEPOWER  
+
| {{text anchor|PENETRATEPOWER}}
 
| Caste
 
| Caste
 
| value  
 
| value  
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.  
+
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.
  
|-  
+
|-
| PERSONALITY  
+
| {{text anchor|PERSONALITY}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,571: Line 1,582:
 
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.
 
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.
  
|-  
+
|-
| PET  
+
| {{text anchor|PET}}
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.
+
| 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.
  
|-  
+
|-
| PET_EXOTIC  
+
| {{text anchor|PET_EXOTIC}}
 
| Caste
 
| Caste
 
|   
 
|   
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming).  
+
| 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}}
  
|-  
+
|-
| PETVALUE  
+
| {{text anchor|PETVALUE}}
 
| Caste
 
| Caste
 
| value  
 
| value  
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.  
+
| 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.  
  
 
|-
 
|-
| PETVALUE_DIVISOR
+
| {{text anchor|PETVALUE_DIVISOR}}
 
| Caste
 
| Caste
 
| value
 
| value
Line 1,596: Line 1,607:
  
 
|-
 
|-
|PHYS_ATT_CAP_PERC
+
| {{text anchor|PHYS_ATT_CAP_PERC}}
 
| Caste
 
| Caste
 
|
 
|
*ATTRIBUTE Token
+
*[[DF2012:Attribute|ATTRIBUTE]] Token
 
*Cap %
 
*Cap %
 
|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).
 
|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).
  
|-  
+
|-
| PHYS_ATT_RANGE  
+
| {{text anchor|PHYS_ATT_RANGE}}
 
| Caste
 
| Caste
 
|  
 
|  
*ATTRIBUTE
+
*[[DF2012:Attribute|ATTRIBUTE]]
 
*lowest:lower:low:median:high:higher:highest  
 
*lowest:lower:low:median:high:higher:highest  
 
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
 
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
  
|-  
+
|-
| PHYS_ATT_RATES
+
| {{text anchor|PHYS_ATT_RATES}}
 
| Caste
 
| Caste
 
|  
 
|  
*ATTRIBUTE Token
+
*[[DF2012:Attribute|ATTRIBUTE]] Token
 
*cost to improve
 
*cost to improve
 
*unused counter rate
 
*unused counter rate
Line 1,623: Line 1,634:
  
 
|-
 
|-
| PLUS_BP_GROUP
+
| {{text anchor|PLUS_BP_GROUP}}
 
| Caste
 
| Caste
 
|
 
|
Line 1,630: Line 1,641:
 
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.
 
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.
  
|-  
+
|-
| PLUS_MATERIAL
+
| {{text anchor|PLUS_MATERIAL}}
 
| Creature
 
| Creature
 
|  
 
|  
Line 1,637: Line 1,648:
 
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
 
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
  
|-  
+
|-
| POP_RATIO  
+
| {{text anchor|POP_RATIO}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
 
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
  
|-  
+
|-
| POPULATION_NUMBER  
+
| {{text anchor|POPULATION_NUMBER}}
 
| Creature
 
| Creature
 
| min:max  
 
| min:max  
| old guess: "The minimum/maximum numbers of how many of these creatures can show up on a map per year."<br>Toady: "Pop number is the number per square of the region, I think."
+
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
  
 
|-
 
|-
| POWER
+
| {{text anchor|POWER}}
 
| Caste
 
| Caste
 
|
 
|
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.
+
| 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.
  
|-  
+
|-
| PREFSTRING  
+
| {{text anchor|PREFSTRING}}
 
| Creature
 
| Creature
 
| string
 
| string
 
| Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
 
| Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
  
|-  
+
|-
| PROFESSION_NAME  
+
| {{text anchor|PROFESSION_NAME}}
 
| Creature
 
| Creature
 
|  
 
|  
Line 1,671: Line 1,682:
  
 
|-
 
|-
| PRONE_TO_RAGE
+
| {{text anchor|PRONE_TO_RAGE}}
 
| Caste
 
| Caste
| number
+
| Chance
| Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat. As described in file_changes.txt, creatures with this token "follow its normal behavior, but flip out on occasion, higher rate = more flipping out".
+
| 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.
  
|-  
+
|-
| PUS
+
| {{text anchor|PUS}}
 
| Caste
 
| Caste
 
|  
 
|  
 
* [[material token]]
 
* [[material token]]
 
*matter state (LIQUID, GAS, SOLID)  
 
*matter state (LIQUID, GAS, SOLID)  
| Specifies what the creature's wounds will ooze when infected.
+
| The creature has pus. Specifies the stuff secreted by infected wounds.
 
|}
 
|}
  
Line 1,697: Line 1,708:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-  
+
|-
| RELSIZE  
+
| {{text anchor|RELSIZE}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,707: Line 1,718:
  
 
|-
 
|-
| REMAINS
+
| {{text anchor|REMAINS}}
 
| Caste
 
| Caste
 
| singular:plural
 
| singular:plural
Line 1,713: Line 1,724:
  
 
|-
 
|-
| REMAINS_COLOR
+
| {{text anchor|REMAINS_COLOR}}
 
| Caste
 
| Caste
 
|
 
|
Line 1,719: Line 1,730:
  
 
|-
 
|-
| REMAINS_ON_VERMIN_BITE_DEATH
+
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}
 
| Caste
 
| Caste
 
|
 
|
| Leaves remains when its attack causes it to die? Seems to go with DIE_WHEN_VERMIN_BITE.
+
| 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.
  
 
|-
 
|-
| REMAINS_UNDETERMINED
+
| {{text anchor|REMAINS_UNDETERMINED}}
 
| Caste
 
| Caste
 
|
 
|
 
| Unknown.
 
| Unknown.
  
|-  
+
|-
| REMOVE_MATERIAL  
+
| {{text anchor|REMOVE_MATERIAL}}
 
| Creature
 
| Creature
 
|  
 
|  
Line 1,738: Line 1,749:
  
 
|-
 
|-
| REMOVE_TISSUE
+
| {{text anchor|REMOVE_TISSUE}}
 
| Creature
 
| Creature
 
|
 
|
Line 1,745: Line 1,756:
  
 
|-
 
|-
| RETRACT_INTO_BP
+
| {{text anchor|RETRACT_INTO_BP}}
 
| Caste
 
| Caste
 
|
 
|
 
*BY_TYPE, BY_CATEGORY or BY_TOKEN
 
*BY_TYPE, BY_CATEGORY or BY_TOKEN
 
*TYPE, CATEGORY or TOKEN
 
*TYPE, CATEGORY or TOKEN
| The creature will retract a body part when threatened.
+
| 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.
  
 
|-
 
|-
| RETURNS_VERMIN_KILLS_TO_OWNER
+
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}
 +
|
 
|
 
|
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.
+
| 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.
  
 
|-
 
|-
| ROOT_AROUND
+
| {{text anchor|ROOT_AROUND}}
 
| Caste
 
| Caste
| ?
+
|  
| ?
+
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, no practical effect known.
  
 
|}
 
|}
Line 1,777: Line 1,789:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-  
+
|-
| SAVAGE  
+
| {{text anchor|SAVAGE}}
 
| Creature
 
| Creature
 
|   
 
|   
 
| The creature will only show up in "savage" biomes.
 
| The creature will only show up in "savage" biomes.
  
|-  
+
|-
| SECRETION  
+
| {{text anchor|SECRETION}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,794: Line 1,806:
 
| creates a secreted material on given tissue on a given part of the body.
 
| creates a secreted material on given tissue on a given part of the body.
  
|-  
+
|-
| SELECT_ADDITIONAL_CASTE
+
| {{text anchor|SELECT_ADDITIONAL_CASTE}}
 
| Creature
 
| Creature
 
|  
 
|  
 
*caste name
 
*caste name
| adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.
+
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.
  
|-  
+
|-
| SELECT_CASTE  
+
| {{text anchor|SELECT_CASTE}}
 
| Creature
 
| Creature
 
|  
 
|  
Line 1,808: Line 1,820:
 
| selects a previously defined caste
 
| selects a previously defined caste
  
|-  
+
|-
| SELECT_MATERIAL  
+
| {{text anchor|SELECT_MATERIAL}}
 
| Creature
 
| Creature
 
|  
 
|  
Line 1,815: Line 1,827:
 
| Selects a locally defined material. Can be ALL.
 
| Selects a locally defined material. Can be ALL.
  
|-  
+
|-
| SEMIMEGABEAST  
+
| {{text anchor|SEMIMEGABEAST}}
 
| Caste
 
| Caste
 
|  
 
|  
| Appears as boss creature in quests. Makes history by rampaging around towns. Appears on fortress territory in Fortress Mode occasionally. Possibly inhabits non-mountain caves.
+
| Essentially the same as MEGABEAST, but more of them are created during worldgen.
  
|-  
+
|-
| SET_BP_GROUP  
+
| {{text anchor|SET_BP_GROUP}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,829: Line 1,841:
 
| Begins a selection of body parts.
 
| Begins a selection of body parts.
  
|-  
+
|-
| SET_TL_GROUP  
+
| {{text anchor|SET_TL_GROUP}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,840: Line 1,852:
  
 
|-
 
|-
| SHEARABLE_TISSUE_LAYER
+
| {{text anchor|SHEARABLE_TISSUE_LAYER}}
 
| Caste
 
| Caste
 
|
 
|
Line 1,848: Line 1,860:
  
 
|-
 
|-
| SKILL_LEARN_RATE
+
| {{text anchor|SKILL_LEARN_RATE}}
 
| Caste
 
| Caste
 
| [[skill_token]]:percentage
 
| [[skill_token]]:percentage
Line 1,854: Line 1,866:
  
 
|-
 
|-
| SKILL_LEARN_RATES
+
| {{text anchor|SKILL_LEARN_RATES}}
 
| Caste
 
| Caste
 
| percentage
 
| percentage
Line 1,860: Line 1,872:
  
 
|-
 
|-
| SKILL_RATE
+
| {{text anchor|SKILL_RATE}}
 
| Caste
 
| Caste
 
| [[skill_token]]:percentage:value:value:value
 
| [[skill_token]]:percentage:value:value:value
 
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.
 
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.
  
|-  
+
|-
| SKILL_RATES
+
| {{text anchor|SKILL_RATES}}
 
| Caste
 
| Caste
 
|   
 
|   
Line 1,874: Line 1,886:
 
*demotion counter rate
 
*demotion counter rate
 
| 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.
 
| 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.
Default is [SKILL_RATES:100:8:16:16].   [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.
+
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.
  
 
|-
 
|-
| SKILL_RUST_RATE
+
| {{text anchor|SKILL_RUST_RATE}}
 
| Caste
 
| Caste
 
| [[skill_token]]:value:value:value
 
| [[skill_token]]:value:value:value
Line 1,883: Line 1,895:
  
 
|-
 
|-
| SKILL_RUST_RATES
+
| {{text anchor|SKILL_RUST_RATES}}
 
| Caste
 
| Caste
 
| value:value:value
 
| value:value:value
 
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
 
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
  
|-  
+
|-
| SLOW_LEARNER  
+
| {{text anchor|SLOW_LEARNER}}
 
| Caste
 
| Caste
 
|   
 
|   
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races.  
+
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races.  
  
|-  
+
|-
| SMALL_REMAINS  
+
| {{text anchor|SMALL_REMAINS}}
 
| Caste
 
| Caste
 
|   
 
|   
| If a creature has this token, it'll leave "remains" instead of a corpse.
+
| Creature leaves a "remains" instead of a corpse. Used for vermin.
  
 
|-
 
|-
| SOLDIER_ALTTILE
+
| {{text anchor|SOLDIER_ALTTILE}}
 
| Creature
 
| Creature
 
| 'character' or tile number
 
| 'character' or tile number
Line 1,907: Line 1,919:
  
 
|-
 
|-
| SOUND
+
| {{text anchor|SOUND}}
 
| Caste
 
| Caste
 
|
 
|
Line 1,920: Line 1,932:
  
 
|-
 
|-
| SPECIFIC_FOOD
+
| {{text anchor|SPECIFIC_FOOD}}
 
| Caste
 
| Caste
 
|
 
|
 
* PLANT or CREATURE
 
* PLANT or CREATURE
 
* Plant/creature ID
 
* Plant/creature ID
| Indicates that the creature is only capable of eating a particular type of food.
+
| Creature can will only graze or eat the designated plant or creature parts.
  
|-  
+
|-
| SPEECH  
+
| {{text anchor|SPEECH}}
 
| Creature
 
| Creature
 
| speech file  
 
| speech file  
 
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
 
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
  
|-  
+
|-
| SPEECH_FEMALE
+
| {{text anchor|SPEECH_FEMALE}}
 
| Creature
 
| Creature
 
| speech file  
 
| speech file  
 
| Boasting speeches relating to killing females of this creature.
 
| Boasting speeches relating to killing females of this creature.
  
|-  
+
|-
| SPEECH_MALE
+
| {{text anchor|SPEECH_MALE}}
 
| Creature
 
| Creature
 
| speech file  
 
| speech file  
 
| Boasting speeches relating to killing males of this creature.
 
| Boasting speeches relating to killing males of this creature.
  
|-  
+
|-
| SPEED  
+
| {{text anchor|SPEED}}
 
| Caste
 
| Caste
 
| value  
 
| value  
 
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.
 
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.
  
|-  
+
|-
| SPHERE  
+
| {{text anchor|SPHERE}}
 
| Creature
 
| Creature
 
|  
 
|  
 
*sphere name  
 
*sphere name  
| 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.
+
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the creature's name.
  
 
|-
 
|-
| SPOUSE_CONVERSION_TARGET
+
| {{text anchor|SPOUSE_CONVERSION_TARGET}}
 
| Caste
 
| Caste
 
|
 
|
Line 1,965: Line 1,977:
  
 
|-
 
|-
| SPOUSE_CONVERTER
+
| {{text anchor|SPOUSE_CONVERTER}}
 
| Caste
 
| Caste
 
|
 
|
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.
+
| 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.
  
 
|-
 
|-
| SUPERNATURAL
+
| {{text anchor|SUPERNATURAL}}
 
| Caste
 
| Caste
| ?
+
|  
| ?
+
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.
  
|-  
+
|-
| SWIM_SPEED  
+
| {{text anchor|SWIM_SPEED}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 1,983: Line 1,995:
 
| How fast the creature swims. Typically 2500 (0.38 times the default speed).  
 
| How fast the creature swims. Typically 2500 (0.38 times the default speed).  
  
|-  
+
|-
| SWIMS_INNATE  
+
| {{text anchor|SWIMS_INNATE}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.  
+
| 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.  
  
|-  
+
|-
| SWIMS_LEARNED  
+
| {{text anchor|SWIMS_LEARNED}}
 
| Caste
 
| Caste
 
|   
 
|   
Line 2,009: Line 2,021:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-  
+
|-
| TENDONS  
+
| {{text anchor|TENDONS}}
 
| Caste
 
| Caste
 
|  
 
|  
 
* [[material token]]
 
* [[material token]]
 
*healing rate  
 
*healing rate  
| Defines the material and healing rate of tendons.
+
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.
  
|-  
+
|-
| THICKWEB  
+
| {{text anchor|THICKWEB}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| The creature's webs can catch larger creatures.
 
| The creature's webs can catch larger creatures.
  
|-  
+
|-
| TISSUE  
+
| {{text anchor|TISSUE}}
 
| Creature
 
| Creature
 
| name  
 
| name  
Line 2,030: Line 2,042:
  
 
|-
 
|-
| TITAN
+
| {{text anchor|TITAN}}
 
| Caste
 
| Caste
 
|
 
|
 
| Found on [[titan]]s. Cannot be specified in user-defined raws.
 
| Found on [[titan]]s. Cannot be specified in user-defined raws.
  
|-  
+
|-
| TL_COLOR_MODIFIER  
+
| {{text anchor|TL_COLOR_MODIFIER}}
 
| Caste
 
| Caste
| COLOR:freq:COLOR:freq etc  
+
| COLOR:freq:COLOR:freq etc.
| Creates a list of color patterns, giving each a frequency.  
+
| Creates a list of color patterns, giving each a relative frequency.  
  
 
|-
 
|-
| TLCM_GENETIC_MODEL
+
| {{text anchor|TLCM_GENETIC_MODEL}}
 
| Caste
 
| Caste
 
|
 
|
| tissue layer color modifier is passed to offspring genetically?
+
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}
  
 
|-
 
|-
| TLCM_IMPORTANCE
+
| {{text anchor|TLCM_IMPORTANCE}}
 
| Caste
 
| Caste
 
|
 
|
Line 2,055: Line 2,067:
 
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.
 
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.
  
|-  
+
|-
| TLCM_NOUN  
+
| {{text anchor|TLCM_NOUN}}
 
| Caste
 
| Caste
 
|  
 
|  
 
*name
 
*name
 
*SINGULAR or PLURAL
 
*SINGULAR or PLURAL
| names the tissue layer color modifier, and determines the noun
+
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts.
  
|-  
+
|-
| TLCM_TIMING  
+
| {{text anchor|TLCM_TIMING}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,071: Line 2,083:
 
| determines the point in the creature's life where the color change begins
 
| determines the point in the creature's life where the color change begins
  
|-  
+
|-
| TRADE_CAPACITY  
+
| {{text anchor|TRADE_CAPACITY}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| How much the creature can carry when used by merchants.  
 
| How much the creature can carry when used by merchants.  
  
|-  
+
|-
| TRAINABLE  
+
| {{text anchor|TRAINABLE}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
 
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
  
|-  
+
|-
| TRAINABLE_HUNTING  
+
| {{text anchor|TRAINABLE_HUNTING}}
 
| Caste
 
| Caste
 
|   
 
|   
| Can be trained as hunting beasts by way of kennels.
+
| Can be trained as a hunting beast, increasing speed.
  
|-  
+
|-
| TRAINABLE_WAR  
+
| {{text anchor|TRAINABLE_WAR}}
 
| Caste
 
| Caste
 
|   
 
|   
| Can be trained as war beasts by way of kennels.
+
| Can be trained as a war beast, increasing strength and endurance.
  
|-  
+
|-
| TRANCES  
+
| {{text anchor|TRANCES}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| Allows the creature to go into martial trances.
 
| Allows the creature to go into martial trances.
  
|-  
+
|-
| TRAPAVOID  
+
| {{text anchor|TRAPAVOID}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
 
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
  
|-  
+
|-
| TRIGGERABLE_GROUP  
+
| {{text anchor|TRIGGERABLE_GROUP}}
 
| Creature
 
| Creature
 
| min:max  
 
| min:max  
 
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
 
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
  
|-  
+
|-
| TSU_NOUN  
+
| {{text anchor|TSU_NOUN}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,135: Line 2,147:
  
 
|-
 
|-
| UBIQUITOUS
+
| {{text anchor|UBIQUITOUS}}
 
| Creature
 
| Creature
 
|
 
|
 
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.
 
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.
  
|-  
+
|-
| UNDERGROUND_DEPTH  
+
| {{text anchor|UNDERGROUND_DEPTH}}
 
| Creature
 
| Creature
 
|
 
|
 
*mindepth
 
*mindepth
 
*maxdepth  
 
*maxdepth  
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.
+
| 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.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.
  
|-  
+
|-
| UNDERSWIM  
+
| {{text anchor|UNDERSWIM}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25.
+
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.
  
|-  
+
|-
| UNIQUE_DEMON
+
| {{text anchor|UNIQUE_DEMON}}
 
| Caste
 
| Caste
 
|   
 
|   
Line 2,161: Line 2,173:
  
 
|-
 
|-
| USE_CASTE
+
| {{text anchor|USE_CASTE}}
 
| Creature
 
| Creature
 
|
 
|
Line 2,169: Line 2,181:
  
 
|-
 
|-
| USE_MATERIAL
+
| {{text anchor|USE_MATERIAL}}
 
| Creature
 
| Creature
 
|
 
|
Line 2,176: Line 2,188:
 
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.
 
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.
  
|-  
+
|-
| USE_MATERIAL_TEMPLATE  
+
| {{text anchor|USE_MATERIAL_TEMPLATE}}
 
| Creature
 
| Creature
 
|
 
|
Line 2,185: Line 2,197:
  
 
|-
 
|-
| USE_TISSUE
+
| {{text anchor|USE_TISSUE}}
 
| Creature
 
| Creature
 
|
 
|
Line 2,192: Line 2,204:
 
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
 
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
  
|-  
+
|-
| USE_TISSUE_TEMPLATE  
+
| {{text anchor|USE_TISSUE_TEMPLATE}}
 
| Creature
 
| Creature
 
|
 
|
Line 2,200: Line 2,212:
 
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.  
 
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.  
  
|-  
+
|-
| UTTERANCES  
+
| {{text anchor|UTTERANCES}}
 
| Caste
 
| Caste
 
|   
 
|   
| Changes the language of the creature into an unintelligible mess.
+
| 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'.
 
|}
 
|}
  
Line 2,219: Line 2,231:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-  
+
|-
| VEGETATION  
+
| {{text anchor|VEGETATION}}
 
| Caste
 
| Caste
 
|   
 
|   
| unknown
+
| The creature is made of swamp stuff. Used for [[grimeling]]s.
  
|-  
+
|-
| VERMIN_BITE  
+
| {{text anchor|VERMIN_BITE}}
 
| Caste
 
| Caste
 
|  
 
|  
*chance of occurance{{verify}}
+
*chance of occurrence{{verify}}
*verb (bitten, stung, etc)
+
*verb (bitten, stung, etc.)
 
* [[material token]]
 
* [[material token]]
 
| Vermin bites, and injects something.
 
| Vermin bites, and injects something.
  
 
|-
 
|-
| VERMIN_EATER
+
| {{text anchor|VERMIN_EATER}}
 
| Creature
 
| Creature
 
|
 
|
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.
+
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.
  
|-  
+
|-
| VERMIN_FISH  
+
| {{text anchor|VERMIN_FISH}}
 
| Creature
 
| Creature
 
|   
 
|   
 
| The vermin appears in water and will attempt to swim around.
 
| The vermin appears in water and will attempt to swim around.
  
|-  
+
|-
| VERMIN_GROUNDER  
+
| {{text anchor|VERMIN_GROUNDER}}
 
| Creature
 
| Creature
 
|   
 
|   
 
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
 
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
  
|-  
+
|-
| VERMIN_HATEABLE  
+
| {{text anchor|VERMIN_HATEABLE}}
 
| Caste
 
| Caste
 
|
 
|
 
| Some dwarves will hate the creature and get unhappy thoughts when around it.  
 
| Some dwarves will hate the creature and get unhappy thoughts when around it.  
  
|-  
+
|-
| VERMIN_MICRO  
+
| {{text anchor|VERMIN_MICRO}}
 
| Caste
 
| Caste
 
|   
 
|   
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.  
+
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).
  
|-  
+
|-
| VERMIN_NOFISH  
+
| {{text anchor|VERMIN_NOFISH}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| The creature cannot be caught by fishing.  
 
| The creature cannot be caught by fishing.  
  
|-  
+
|-
| VERMIN_NOROAM  
+
| {{text anchor|VERMIN_NOROAM}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| The creature will not be observed randomly roaming about the map.  
 
| The creature will not be observed randomly roaming about the map.  
  
|-  
+
|-
| VERMIN_NOTRAP  
+
| {{text anchor|VERMIN_NOTRAP}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around.
 
| The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around.
  
|-  
+
|-
| VERMIN_ROTTER  
+
| {{text anchor|VERMIN_ROTTER}}
 
| Creature
 
| Creature
 
|   
 
|   
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.
+
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}
  
|-  
+
|-
| VERMIN_SOIL  
+
| {{text anchor|VERMIN_SOIL}}
 
| Creature
 
| Creature
 
|   
 
|   
 
| The creature randomly appears near dirt or mud.
 
| The creature randomly appears near dirt or mud.
  
|-  
+
|-
| VERMIN_SOIL_COLONY  
+
| {{text anchor|VERMIN_SOIL_COLONY}}
 
| Creature
 
| Creature
 
|   
 
|   
 
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
 
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
  
|-  
+
|-
| VERMINHUNTER  
+
| {{text anchor|VERMINHUNTER}}
 
| Caste
 
| Caste
 
|   
 
|   
| Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
+
| Old shorthand for "does cat stuff". Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
  
|-  
+
|-
| VESPERTINE  
+
| {{text anchor|VESPERTINE}}
 
| Caste
 
| Caste
 
|   
 
|   
| Sets if the creature is active in evening.
+
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
  
 
|-
 
|-
| VIEWRANGE
+
| {{text anchor|VIEWRANGE}}
 
| Caste
 
| Caste
 
| value
 
| value
Line 2,331: Line 2,343:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-  
+
|-
| WAGON_PULLER  
+
| {{text anchor|WAGON_PULLER}}
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to pull caravan wagons.  
+
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.
  
|-  
+
|-
| WEBBER  
+
| {{text anchor|WEBBER}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,344: Line 2,356:
 
| Allows the creature to create webs, and defines what the webs are made of.
 
| Allows the creature to create webs, and defines what the webs are made of.
  
|-  
+
|-
| WEBIMMUNE  
+
| {{text anchor|WEBIMMUNE}}
 
| Caste
 
| Caste
 
|   
 
|   
Line 2,359: Line 2,371:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-  
+
|-
| ATTACK_SKILL  
+
| {{text anchor|ATTACK_SKILL}}
 
| Caste
 
| Caste
 
|  
 
|  
*skill used ([[Skill token]])
+
*[[Skill token]]
| defines the attack skill used
+
| Defines the skill used by the attack.
  
|-  
+
|-
| ATTACK_VERB  
+
| {{text anchor|ATTACK_VERB}}
 
| Caste
 
| Caste
 
| 2nd person:3rd person  
 
| 2nd person:3rd person  
| descriptive text for the attack
+
| Descriptive text for the attack.
  
|-  
+
|-
| ATTACK_CONTACT_PERC  
+
| {{text anchor|ATTACK_CONTACT_PERC}}
 
| Caste
 
| Caste
 
|  
 
|  
 
*% value  
 
*% value  
| amount of available tissue used in attack, or possibly percent chance the attack makes contact
+
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.
  
|-  
+
|-
| ATTACK_PENETRATION_PERC  
+
| {{text anchor|ATTACK_PENETRATION_PERC}}
 
| Caste
 
| Caste
 
|  
 
|  
 
*% value  
 
*% value  
| probably amount of material that makes contact when penetration is done, or possibly percent chance the attack penetrates (as in sharp items. Default is 0, so it can be left out for blunt attacks, if this is what it does)
+
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.
  
|-  
+
|-
| ATTACK_PRIORITY  
+
| {{text anchor|ATTACK_PRIORITY}}
 
| Caste
 
| Caste
 
|  
 
|  
 
*MAIN or SECOND  
 
*MAIN or SECOND  
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.
+
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.
  
 
|-
 
|-
| ATTACK_VELOCITY_MODIFIER
+
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}
 
| Caste
 
| Caste
 
| number
 
| number
| Modifies the attack velocity.  Almost certainly based on a scale where 1000 is normal, same as weapon velocity.
+
| The velocity multiplier of the attack, multiplied by 1000.
  
|-  
+
|-
| ATTACK_FLAG_CANLATCH  
+
| {{text anchor|ATTACK_FLAG_CANLATCH}}
 
| Caste
 
| Caste
 
|   
 
|   
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.
+
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.
  
|-  
+
|-
| ATTACK_FLAG_WITH  
+
| {{text anchor|ATTACK_FLAG_WITH}}
 
| Caste
 
| Caste
 
|   
 
|   
 
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
 
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
  
|-  
+
|-
| ATTACK_FLAG_EDGE  
+
| {{text anchor|ATTACK_FLAG_EDGE}}
 
| Caste
 
| Caste
 
|   
 
|   
| attack type
+
| The attack is edged, with all the effects on physical resistance and contact area that it entails.
  
|-  
+
|-
| SPECIALATTACK_INJECT_EXTRACT  
+
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,427: Line 2,439:
  
 
|-
 
|-
| SPECIALATTACK_INTERACTION
+
| {{text anchor|SPECIALATTACK_INTERACTION}}
 
| Caste
 
| Caste
| ?
+
| interaction
| ?
+
| 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.
  
 
|-
 
|-
| SPECIALATTACK_SUCK_BLOOD
+
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}
 
| Caste
 
| Caste
 
| min:max
 
| min:max
| Successful attack draws out an amount of blood randomized between the min and max value.
+
| 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.
 
|}
 
|}
  
Line 2,443: Line 2,455:
  
 
===Tissue Modification===
 
===Tissue Modification===
This next group of tokens deals setting and modifying tissue properties. (See also [[Tissue definition token]])
+
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])
  
  
Line 2,453: Line 2,465:
 
! width="50%" | Description
 
! width="50%" | Description
  
|-  
+
|-
| PLUS_TISSUE_LAYER  
+
| {{text anchor|PLUS_TISSUE_LAYER}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,462: Line 2,474:
 
| Adds a tissue to those selected
 
| Adds a tissue to those selected
  
|-  
+
|-
| PLUS_TL_GROUP  
+
| {{text anchor|PLUS_TL_GROUP}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,473: Line 2,485:
  
 
|-
 
|-
| SELECT_TISSUE
+
| {{text anchor|SELECT_TISSUE}}
 
| Creature
 
| Creature
 
|
 
|
Line 2,479: Line 2,491:
 
| Selects a tissue for editing.
 
| Selects a tissue for editing.
  
|-  
+
|-
| SELECT_TISSUE_LAYER  
+
| {{text anchor|SELECT_TISSUE_LAYER}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,488: Line 2,500:
 
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
 
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
 
| Selects a tissue layer for descriptor and cosmetic purposes.
 
| Selects a tissue layer for descriptor and cosmetic purposes.
 +
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]
  
 
|-
 
|-
| SET_LAYER_TISSUE
+
| {{text anchor|SET_LAYER_TISSUE}}
 
| Caste
 
| Caste
 
|
 
|
 
| Sets a tissue layer to be made of a different tissue.
 
| Sets a tissue layer to be made of a different tissue.
  
|-  
+
|-
| TISSUE_LAYER  
+
| {{text anchor|TISSUE_LAYER}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,506: Line 2,519:
 
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
 
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
  
|-  
+
|-
| TISSUE_LAYER_OVER
+
| {{text anchor|TISSUE_LAYER_OVER}}
 
| Caste
 
| Caste
 
|
 
|
Line 2,516: Line 2,529:
 
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
 
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
  
|-  
+
|-
| TISSUE_LAYER_UNDER  
+
| {{text anchor|TISSUE_LAYER_UNDER}}
 
| Caste
 
| Caste
 
|  
 
|  
Line 2,524: Line 2,537:
 
*TISSUE
 
*TISSUE
 
| Adds the tissue layer under a given part.
 
| Adds the tissue layer under a given part.
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  
+
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:<br>
      [TISSUE:GAS]
+
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]  
[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]  
+
|-
 
+
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}
|-  
 
| TISSUE_LAYER_APPEARANCE_MODIFIER  
 
 
| Caste
 
| Caste
 
|  
 
|  
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| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
 
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
  
|-  
+
|-
| TISSUE_STYLE_UNIT  
+
| {{text anchor|TISSUE_STYLE_UNIT}}
 
| Caste
 
| Caste
 
|  
 
|  
*tissue
+
*tissue style unit ID
*shaping  
+
*shaping
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.
+
| 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.
  
 
|-
 
|-
| TL_CONNECTS
+
| {{text anchor|TL_CONNECTS}}
 
| Caste
 
| Caste
 
|
 
|
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|-
 
|-
| TL_HEALING_RATE
+
| {{text anchor|TL_HEALING_RATE}}
 
| Caste
 
| Caste
 
|
 
|
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|-
 
|-
| TL_MAJOR_ARTERIES
+
| {{text anchor|TL_MAJOR_ARTERIES}}
 
| Caste
 
| Caste
 
|
 
|
| Gives Major Artery attribute to selected layers.
+
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.
  
 
|-
 
|-
| TL_PAIN_RECEPTORS
+
| {{text anchor|TL_PAIN_RECEPTORS}}
 
| Caste
 
| Caste
 
|
 
|
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|-
 
|-
| TL_RELATIVE_THICKNESS
+
| {{text anchor|TL_RELATIVE_THICKNESS}}
 
| Caste
 
| Caste
 
|
 
|
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|-
 
|-
| TL_VASCULAR
+
| {{text anchor|TL_VASCULAR}}
 
| Caste
 
| Caste
 
|
 
|

Latest revision as of 19:22, 25 September 2024

This article is about an older version of DF.

A full list of all known creature tokens.


Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

A[edit]

Token Type Arguments Description
ADOPTS_OWNER Caste 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]
ALCOHOL_DEPENDENT Caste 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.
ALL_ACTIVE Caste When set, the creature will appear at any time of day. Overrides [DIURNAL], [NOCTURNAL], [CREPUSCULAR], [MATUTINAL], and [VESPERTINE].
ALTTILE Creature If set, the creature will blink between its [TILE] and its [ALTTILE].
AMBUSHPREDATOR Caste Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.[Verify]
AMPHIBIOUS Caste Allows a creature to breathe with or without water. Implies [AQUATIC].
APP_MOD_DESC_RANGE Caste
  • Range
Forum post describing how description ranges work
APP_MOD_GENETIC_MODEL Caste
  • Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.
APP_MOD_IMPORTANCE Caste
  • number
Determines how important the appearance modifier is, for determining whether it shows up in the creature description.[Verify]
APP_MOD_NOUN Caste
  • noun
  • SINGULAR or PLURAL
creates a noun for the appearance and whether it is singular or plural
APP_MOD_RATE Caste
  • Rate (integer)
  • Scale (DAILY, YEARLY)
  • min:max of growth
  • start year:start day
  • end year:end day
setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.
APPLY_CREATURE_VARIATION Special
  • CV TEMPLATE NAME
Loads the Creature Variation Template specified.
APPLY_CURRENT_CREATURE_VARIATION Special Applies loaded Creature Variation
AQUATIC Caste Creature can breathe in water, but air-drowns on dry land.
ARENA_RESTRICTED Caste Does not appear in arena mode list.
ARTIFICIAL_HIVEABLE Creature Can be kept in artificial hives by beekeepers.
AT_PEACE_WITH_WILDLIFE Caste Does not attack or frighten wildlife.
ATTACK Caste
  • token
  • bodypart
  • selection criteria
  • location
Defines the attack name, and the body part used. See below for valid subtokens

Example:
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]
GORE : name of the attack
BODYPART:BY_CATEGORY:HORN : the horn is used to attack (presuming the creature has one)

ATTACK_TRIGGER Caste pop:exported wealth:created wealth Specifies when a megabeast will attack the fortress.
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B[edit]

Token Type Arguments Description
BABY Caste integer Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
BABYNAME Caste singular:plural Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
BEACH_FREQUENCY Caste Whales and jellyfish have this. Controls the beaching frequency of the creature.
BENIGN Caste The creature is non-aggressive by default, but may lash out if agitated or disturbed.
BIOME Creature Select a Biome the creature may appear in.
BLOOD Caste Specifies what the creature's blood is made of.
BLOODSUCKER Caste Seems to be required to make the creature denouncable as a creature of the night.
BODY Caste body parts Draws body parts from OBJECT:BODY files (such as body_default.txt)

Example:
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH]
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.

BODY_APPEARANCE_MODIFIER Caste
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest
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.

Example:
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
HEIGHT : marks the height to be changed
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.

BODY_DETAIL_PLAN Caste PlanName, PlanName:type:type:type:etc. 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.

Example:
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
This creates the detailed body of a fox, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.
A maggot would only need:
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]

BODY_SIZE Caste years:days:size 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.

Example:
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:168:50000]
[BODY_SIZE:12:0:220000]
This describes the size of a minotaur. His birth size would be 10,000 cm3 (~10 kg). At 1 year and 168 days old he would be 50,000 cm3 (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm3 and weigh roughly 220 kg.

BODYGLOSS Caste gloss Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
BONECARN Caste Creature eats bones. Implies CARNIVORE and has the same worldgen problem.
BP_APPEARANCE_MODIFIER Caste
  • QUALITY
  • lowest:lower:low:median:high:higher:highest
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)
BUILDINGDESTROYER Caste 1 or 2 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.
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C[edit]

Token Type Arguments Description
CAN_DO_INTERACTION Caste interaction token The creature can perform an interaction. See interaction token.
CAN_LEARN Caste 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.
CAN_SPEAK Caste 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]
CANNOT_UNDEAD Caste Alias for NOT_LIVING
CANOPENDOORS Caste Allows the creature to open doors.
CARNIVORE Caste 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.
CASTE Creature
  • name
Defines a caste.
CASTE_ALTTILE Caste
  • tile number or "letter"
Caste-specific ALT_TILE. Requires CASTE_TILE.
CASTE_COLOR Caste
  • fg
  • bg
  • brightness
Caste-specific COLOR.
CASTE_GLOWCOLOR Caste
  • fg
  • bg
  • brightness
Caste-specific GLOWCOLOR.
CASTE_GLOWTILE Caste
  • tile value or "letter"
Caste-specific GLOWTILE.
CASTE_NAME Caste singular:plural:adjective Caste-specific NAME.
CASTE_PROFESSION_NAME Caste Caste-specific PROFESSION_NAME.
CASTE_SOLDIER_ALTTILE Caste 'character' or tile number Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.
CASTE_SOLDIER_TILE Caste 'character' or tile number Caste-specific CREATURE_SOLDIER_TILE.
CASTE_SPEECH Caste speech file Caste-specific SPEECH.
CASTE_TILE Caste
  • tile number or "letter"
Caste-specific CREATURE_TILE.
CAVE_ADAPT Caste Gives the creature a bonus in caves. Also causes Cave adaptation.
CDI Caste Varies Specifies details for the preceding CAN_DO_INTERACTION token. See Interaction token.
CHANGE_BODY_SIZE_PERC Caste integer Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.
CHILD Caste integer 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.
CHILDNAME Caste singular:plural Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
CLUSTER_NUMBER Creature
  • min
  • max
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.

e.g. [CLUSTER_NUMBER:1:3]

CLUTCH_SIZE Caste
  • min
  • max
Number of eggs laid in one sitting.
COLONY_EXTERNAL Caste Caste hovers around colony.
COLOR Creature foreground:background:brightness Color of the creature's tile. See Color for usage.
COMMON_DOMESTIC Caste 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]
CONVERTED_SPOUSE Caste 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.
COOKABLE_LIVE Caste Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.
CRAZED Caste Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.
COPY_TAGS_FROM Special
  • CREATURE NAME
Copies tags from another specified creature.
CREATURE_CLASS Caste
  • classname
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.
CREATURE_SOLDIER_TILE Creature 'character' or tile number Creatures active in their civilization's military will use this tile instead.
CREATURE_TILE Creature 'character' or tile number The symbol of the creature in ASCII mode.
CREPUSCULAR Caste When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
CURIOUSBEAST_EATER Caste Allows a creature to steal and eat edible items from a site.
CURIOUSBEAST_GUZZLER Caste Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.
CURIOUSBEAST_ITEM Caste 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.
CV_ADD_TAG Special
  • TAG NAME
Adds a tag. Used in conjunction with creature variation templates.
CV_REMOVE_TAG Special
  • TAG NAME
Removes a tag. Used in conjunction with creature variation templates.
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D[edit]

Token Type Arguments Description
DEMON Caste Found on generated demons. Cannot be specified in user-defined raws.
DESCRIPTION Caste text A brief description of the creature type.
DIE_WHEN_VERMIN_BITE Caste Dies upon attacking. Used for bee stings.
DIFFICULTY Caste integer Increases experience gain during adventure mode.
DIURNAL Caste When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.
DIVE_HUNTS_VERMIN Caste Found on peregrine falcons. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.
DOES_NOT_EXIST Creature Creature does not actually exist; used for a few fanciful creatures of myth.
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E[edit]

Token Type Arguments Description
EBO_ITEM Caste item token:material token (ANY_HARD_STONE can be used for the material) Defines the item that the creature drops upon being butchered. Used with EXTRA_BUTCHER_OBJECT.
EBO_SHAPE Caste gem shape The shape of the extra item of the creature upon butchering. Used with EXTRA_BUTCHER_OBJECT.
EGG_MATERIAL Caste 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.
EGG_SIZE Caste
  • size
Determines the size of eggs.
EQUIPMENT_WAGON Creature Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
EQUIPS Caste Allows the creature to wear or wield items.
EVIL Creature 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.
EXTRA_BUTCHER_OBJECT Caste
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • TYPE, CATEGORY, or TOKEN
The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.
EXTRACT Caste Defines a creature extract which can be obtained via small animal dissection.
EXTRAVISION Caste Creature can see regardless of whether it has working eyes.
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F[edit]

Token Type Arguments Description
FANCIFUL Creature 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 [COMMON_DOMESTIC]
FEATURE_ATTACK_GROUP Caste Found on subterranean animal-man tribals.
FEATURE_BEAST Caste Found on forgotten beasts. Cannot be specified in user-defined raws.
FEMALE Caste The creature is female and can bear young. Usually determined inside a caste.
FIREIMMUNE Caste The creature is immune to FIREBALL and FIREJET attacks.
FIREIMMUNE_SUPER Caste The creature is immune to DRAGONFIRE attacks. Implies [FIREIMMUNE].
FISHITEM Caste Needs to be cleaned at a fishery
FIXED_TEMP Caste temperature The natural heat generated by the creature.
FLEEQUICK Caste Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.
FLIER Caste 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.
FREQUENCY Creature
  • number, max 100
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 [POP_RATIO].
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G[edit]

Token Type Arguments Description
GENERAL_BABY_NAME Creature singular:plural BABYNAME applied regardless of caste.
GENERAL_CHILD_NAME Creature singular:plural CHILDNAME applied regardless of caste.
GENERAL_MATERIAL_FORCE_MULTIPLIER Caste A:B 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]
GENERATED Creature Found on procedurally generated creatures like Forgotten beasts, (biome name) titans, Demons, and night creatures. Cannot be specified in user-defined raws.
GETS_INFECTIONS_FROM_ROT Caste Creature can get infections from necrotic tissue.
GETS_WOUND_INFECTIONS Caste This creature's wounds can become infected if left untreated for too long.
GLOWCOLOR Creature
  • foreground
  • background
  • brightness
The colour of the creature's GLOWTILE.
GLOWTILE Creature ascii character 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 "glowing eyes" 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.
GNAWER Caste verb The creature can and will gnaw its way out of animal traps and cages using the specified verb, depending on the material from which it is made. Due to a bug, however, they will only escape from artifacts.Bug:6117
GOBBLE_VERMIN_CLASS Caste class The creature eats vermin of the specified class.
GOBBLE_VERMIN_CREATURE Caste creature:caste The creature eats a specified vermin.
GO_TO_END Special When using tags from an existing creature, inserts new tags at the end of the creature.
GO_TO_START Special When using tags from an existing creature, inserts new tags at the beginning of the creature.
GO_TO_TAG Special When using tags from an existing creature, inserts new tags after the specified tag.
GOOD Creature Creature is considered good and will only show up in good biomes. unicorns for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Presumably has no effect on cavern creatures.
GRASSTRAMPLE Caste value 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.
GRAVITATE_BODY_SIZE Caste target value 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.
GRAZER Caste
  • number
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.
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H[edit]

Token Type Arguments Description
HABIT Caste type:probability 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.
HABIT_NUM Caste number or TEST_ALL "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".source post All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
HAS_NERVES Caste The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.
HASSHELL Caste The creature has a shell. Seemingly no longer used - holdover from previous versions.
HIVE_PRODUCT Creature What product is harvested from beekeeping.
HOMEOTHERM Caste Default 'NONE'. The creature's normal body temperature
HUNTS_VERMIN Caste Creature hunts and kills nearby vermin.
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I[edit]

Token Type Arguments Description
IMMOBILE Caste The creature cannot move. Found on sponges. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are effected, if one is IMMOBILE no breeding will happen)
IMMOBILE_LAND Caste The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land.
IMMOLATE Caste 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 traps and cages made of certain materials. Due to a bug, however, they will only escape from artifacts.Bug:6117
INTELLIGENT Caste Alias for [CAN_SPEAK] + [CAN_LEARN].
ITEMCORPSE Caste Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).
ITEMCORPSE_QUALITY Caste The quality of an item-type corpse left behind; 5 is masterpiece-level.
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L[edit]

Token Type Arguments Description
LAIR Caste type:probability 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.
LAIR_CHARACTERISTIC Caste characteristic:probability Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
LAIR_HUNTER Caste This creature will actively hunt adventurers in its lair.
LAIR_HUNTER_SPEECH Caste speech file What this creature says while hunting adventurers in its lair.
LARGE_PREDATOR Caste Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" 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. "ere the wolves get hungry."
LARGE_ROAMING Creature In Fortress Mode, spawns outdoors and is not a vermin creature.
LAYS_EGGS Caste Creature lays eggs instead of giving birth to live young.
LAYS_UNUSUAL_EGGS Caste Creature lays a particular item instead of regular eggs.
LIGAMENTS Caste Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.


LIGHT_GEN Caste A vermin featuring this tag will remain visible to an adventurer, even at night (without being dimmed in color along with the surrounding terrain), and from a distance (even outside the current vision cone). Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.
LIKES_FIGHTING Caste The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.
LISP Caste Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
LITTERSIZE Caste
  • minimum
  • maximum
Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
LOCKPICKER Caste Lets a creature open doors that are set to forbidden in Fortress Mode.
LOOSE_CLUSTERS Creature The creatures will scatter if they have this tag, or form tight packs if they don't.
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M[edit]

Token Type Arguments Description
MAGICAL Caste Unknown.
MAGMA_VISION Caste Creature's able to see while covered in magma.
MALE Caste The creature is male. Usually declared inside a caste.
MANNERISM_* Caste
  • occasionally body part
Adds a possible mannerism to the creature's profile.

See Creature mannerism token for further info.

MATERIAL Creature
  • material id
Begins defining a new material.[Verify]
MATERIAL_FORCE_MULTIPLIER Caste Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. [Verify]
MATUTINAL Caste When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.
MAXAGE Caste min:max 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.
MEANDERER Caste Gives a creature random movement.
MEGABEAST Caste 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.
MENT_ATT_CAP_PERC Caste 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).
MENT_ATT_RANGE Caste
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest
Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
MENT_ATT_RATES Caste
  • ATTRIBUTE Token
  • cost to improve
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Mental attribute gain/decay rates. Defaults are 500:4:5:4.
MILKABLE Caste Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to "recharge".
MISCHIEVIOUS Caste Alias for MISCHIEVOUS.
MISCHIEVOUS Caste Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers."
MODVALUE Caste Seemingly no longer used.
MOUNT Caste Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.
MOUNT_EXOTIC Caste Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.
MULTIPLE_LITTER_RARE Caste Makes litters with more than one offspring rare, only happening with a 1/500 chance. To ensure larger littlers, use LITTERSIZE.
MUNDANE Creature 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.
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N[edit]

Token Type Arguments Description
NAME Creature singular:plural:adjective 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 "nothing" by the game.
NATURAL Caste Animal is considered to be natural. Seems to be the default option and opposite to FANCIFUL.
NATURAL_ANIMAL Caste Alias of NATURAL.
NATURAL_SKILL Caste Skill token:value 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.
NIGHT_CREATURE_BOGEYMAN Caste 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.
NIGHT_CREATURE_HUNTER Caste 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).

This tag causes the usual behaviour of werebeasts 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 vampires.

NO_AUTUMN Caste This creature caste does not appear in autumn.
NO_CONNECTIONS_FOR_MOVEMENT Caste Creature doesn't require connected body parts to move[Verify]; generally used on undead creatures with connections that have rotted away.
NO_DIZZINESS Caste Creature cannot become dizzy.
NO_DRINK Caste Creature does not need to drink.
NO_EAT Caste Creature does not need to eat.
NO_FEVERS Caste Creature cannot suffer fevers.
NO_GENDER Caste Creature has no gender.
NO_PHYS_ATT_GAIN Caste The affected caste cannot gain any physical skills.
NO_PHYS_ATT_RUST Caste The affected caste cannot lose any physical skills.
NO_SLEEP Caste Creature does not need to sleep.
NO_SPRING Caste This creature caste does not appear in spring.
NO_SUMMER Caste This creature caste does not appear in summer.
NO_THOUGHT_CENTER_FOR_MOVEMENT Caste Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.
NO_UNIT_TYPE_COLOR Caste Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).
NO_WINTER Caste This creature caste does not appear in winter.
NOBONES Caste Creature has no bones.
NOBREATHE Caste Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.
NOCTURNAL Caste When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode.
NOEMOTION Caste The creature has no emotions, and does not rage.
NOEXERT Caste Creature can't become tired or over-exerted from taking too many combat actions.
NOFEAR Caste Creature doesn't feel fear and will never run away from battle.
NOMEAT Caste Creature will not drop meat when butchered.
NONAUSEA Caste Creature isn't nauseated by gut hits and cannot vomit.
NOPAIN Caste Creature doesn't feel pain.
NOSKIN Caste Creature will not drop a hide when butchered.
NOSKULL Caste Creature will not drop a skull on butcher, rot, or decay of severed head.
NOSMELLYROT Caste Does not produce miasma when rotting.
NOSTUCKINS Caste Weapons can't get stuck in creature.
NOSTUN Caste 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.
NOT_BUTCHERABLE Caste Cannot be butchered
NOT_LIVING Caste Cannot be raised from the dead.
NOTHOUGHT Caste 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'.
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O[edit]

Token Type Arguments Description
OPPOSED_TO_LIFE Caste Is hostile to all creatures except undead and other non-living ones. Used for Undead.
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P[edit]

Token Type Arguments Description
PACK_ANIMAL Caste 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!
PARALYZEIMMUNE Caste The creature is immune to all paralyzing special attacks.
PATTERNFLIER Caste Unknown. No creatures currently have this token.
PEARL Caste In earlier versions, creature would generate pearls. Does nothing in the current version.
PENETRATEPOWER Caste value Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.
PERSONALITY Caste
  • ATTRIBUTE
  • lowest:median:highest
Determines the range and chance of personality traits. Standard is 0:50:100. See Personality trait for more info.
PET Caste 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.
PET_EXOTIC Caste 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]
PETVALUE Caste value 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.
PETVALUE_DIVISOR Caste value Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.
PHYS_ATT_CAP_PERC Caste 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).
PHYS_ATT_RANGE Caste
  • ATTRIBUTE
  • lowest:lower:low:median:high:higher:highest
Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
PHYS_ATT_RATES Caste
  • ATTRIBUTE Token
  • cost to improve
  • unused counter rate
  • rust counter rate
  • demotion counter rate
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.
PLUS_BP_GROUP Caste
  • BY_TYPE, BY_CATEGORY, or BY_TOKEN
  • body type, category, or token
Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.
PLUS_MATERIAL Creature
  • material
Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
POP_RATIO Caste Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
POPULATION_NUMBER Creature min:max The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
POWER Caste 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.
PREFSTRING Creature string Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
PROFESSION_NAME Creature 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.
PRONE_TO_RAGE Caste Chance 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.
PUS Caste The creature has pus. Specifies the stuff secreted by infected wounds.
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R[edit]

Token Type Arguments Description
RELSIZE Caste
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • body category, type, or token
  • Relsize
Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
REMAINS Caste singular:plural What creature's remains are called.
REMAINS_COLOR Caste What color creature's remains are.
REMAINS_ON_VERMIN_BITE_DEATH Caste 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.
REMAINS_UNDETERMINED Caste Unknown.
REMOVE_MATERIAL Creature
  • material token
Removes a material from a creature.
REMOVE_TISSUE Creature
  • material token
Removes a tissue from a creature.
RETRACT_INTO_BP Caste
  • BY_TYPE, BY_CATEGORY or BY_TOKEN
  • TYPE, CATEGORY or TOKEN
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.
RETURNS_VERMIN_KILLS_TO_OWNER 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.
ROOT_AROUND Caste Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventure Mode, no practical effect known.
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S[edit]

Token Type Arguments Description
SAVAGE Creature The creature will only show up in "savage" biomes.
SECRETION Caste
  • material token
  • Material State
  • location secreted from (by_type, by_category, by_token)
  • body part
  • tissue layer
creates a secreted material on given tissue on a given part of the body.
SELECT_ADDITIONAL_CASTE Creature
  • caste name
adds an additional previously defined caste to the selection. Used after SELECT_CASTE.
SELECT_CASTE Creature
  • caste name, or ALL
selects a previously defined caste
SELECT_MATERIAL Creature
  • Material token
Selects a locally defined material. Can be ALL.
SEMIMEGABEAST Caste Essentially the same as MEGABEAST, but more of them are created during worldgen.
SET_BP_GROUP Caste
  • selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
  • category, type, or token
Begins a selection of body parts.
SET_TL_GROUP Caste
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
  • tissue
begins a selection of tissue layers
SHEARABLE_TISSUE_LAYER Caste
  • tissue modifier
  • required value
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).
SKILL_LEARN_RATE Caste skill_token:percentage The rate at which this creature learns this skill. Requires CAN_LEARN or INTELLIGENT to function.
SKILL_LEARN_RATES Caste percentage The rate at which this creature learns all skills. Requires CAN_LEARN or INTELLIGENT to function.
SKILL_RATE Caste skill_token:percentage:value:value:value As SKILL_RATES for individual skills. Requires CAN_LEARN or INTELLIGENT to function.
SKILL_RATES Caste
  • % of improvement points you get
  • unused counter rate
  • rust counter rate
  • demotion counter rate
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.

Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.

SKILL_RUST_RATE Caste skill_token:value:value:value The rate at which this skill decays. Lower values cause the skill to decay faster. Requires CAN_LEARN or INTELLIGENT to function.
SKILL_RUST_RATES Caste value:value:value The rate at which all skills decay. Lower values cause the skills to decay faster. Requires CAN_LEARN or INTELLIGENT to function.
SLOW_LEARNER Caste Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].[Verify] Used for ogres and giants. Applicable to player races.
SMALL_REMAINS Caste Creature leaves a "remains" instead of a corpse. Used for vermin.
SOLDIER_ALTTILE Creature 'character' or tile number If this creature is active in its civilization's military, it will blink between its default tile and this one.
SOUND Caste
  • Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
  • Sound range (in tiles)
  • Sound delay (lower values = sound is produced more often)
  • VOCALIZATION or NONE (determines whether the sound requires breathing or not)
  • First-person description
  • Third-person description
  • Description when out of sight
Creature makes sounds periodically, which can be heard in Adventure mode.
SPECIFIC_FOOD Caste
  • PLANT or CREATURE
  • Plant/creature ID
Creature can will only graze or eat the designated plant or creature parts.
SPEECH Creature speech file Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
SPEECH_FEMALE Creature speech file Boasting speeches relating to killing females of this creature.
SPEECH_MALE Creature speech file Boasting speeches relating to killing males of this creature.
SPEED Caste value Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed for more information.
SPHERE Creature
  • sphere name
Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the creature's name.
SPOUSE_CONVERSION_TARGET Caste This creature can be converted by a night creature with SPOUSE_CONVERTED.
SPOUSE_CONVERTER Caste 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.
SUPERNATURAL Caste Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.
SWIM_SPEED Caste
  • speed
How fast the creature swims. Typically 2500 (0.38 times the default speed).
SWIMS_INNATE Caste 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.
SWIMS_LEARNED Caste The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.
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T[edit]

Token Type Arguments Description
TENDONS Caste The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.
THICKWEB Caste The creature's webs can catch larger creatures.
TISSUE Creature name Begins defining a tissue in the creature file.
TITAN Caste Found on titans. Cannot be specified in user-defined raws.
TL_COLOR_MODIFIER Caste COLOR:freq:COLOR:freq etc. Creates a list of color patterns, giving each a relative frequency.
TLCM_GENETIC_MODEL Caste The way the color modifier is passed on to offspring. May or may not work right now.[Verify]
TLCM_IMPORTANCE Caste
  • number
Presumably modifies the importance of the tissue layer color modifier, for description purposes.

HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.

TLCM_NOUN Caste
  • name
  • SINGULAR or PLURAL
Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts.
TLCM_TIMING Caste
  • ROOT
  • start change window years:days:end change window years:days
determines the point in the creature's life where the color change begins
TRADE_CAPACITY Caste How much the creature can carry when used by merchants.
TRAINABLE Caste Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
TRAINABLE_HUNTING Caste Can be trained as a hunting beast, increasing speed.
TRAINABLE_WAR Caste Can be trained as a war beast, increasing strength and endurance.
TRANCES Caste Allows the creature to go into martial trances.
TRAPAVOID Caste The creature is immune to traps. Probably every procedurally generated megabeast has this.
TRIGGERABLE_GROUP Creature min:max A large swarm of vermin can be disturbed, usually in Adventure mode.[Verify]
TSU_NOUN Caste
  • noun
  • SINGULAR or PLURAL
Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.
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U[edit]

Token Type Arguments Description
UBIQUITOUS Creature Creature will occur in every region with the correct biome. Does not apply to evil/good tags.
UNDERGROUND_DEPTH Creature
  • mindepth
  • maxdepth
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. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.
UNDERSWIM Caste Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.
UNIQUE_DEMON Caste Typically found on generated demons; 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.
USE_CASTE Creature
  • new caste token
  • old caste token
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: "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."
USE_MATERIAL Creature
  • new material ID
  • old material ID
Defines a new local creature material and populates it with all properties defined in the specified local creature material.
USE_MATERIAL_TEMPLATE Creature
  • new material token
  • material template
Defines a new local creature material and populates it with all properties defined in the specified template.
USE_TISSUE Creature
  • new tissue token
  • old tissue id
Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
USE_TISSUE_TEMPLATE Creature
  • new tissue token
  • tissue template
Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.
UTTERANCES Caste 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'.
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V[edit]

Token Type Arguments Description
VEGETATION Caste The creature is made of swamp stuff. Used for grimelings.
VERMIN_BITE Caste Vermin bites, and injects something.
VERMIN_EATER Creature The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.
VERMIN_FISH Creature The vermin appears in water and will attempt to swim around.
VERMIN_GROUNDER Creature The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
VERMIN_HATEABLE Caste Some dwarves will hate the creature and get unhappy thoughts when around it.
VERMIN_MICRO Caste This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).
VERMIN_NOFISH Caste The creature cannot be caught by fishing.
VERMIN_NOROAM Caste The creature will not be observed randomly roaming about the map.
VERMIN_NOTRAP Caste The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around.
VERMIN_ROTTER Creature Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?[Verify]
VERMIN_SOIL Creature The creature randomly appears near dirt or mud.
VERMIN_SOIL_COLONY Creature The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
VERMINHUNTER Caste Old shorthand for "does cat stuff". Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
VESPERTINE Caste When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
VIEWRANGE Caste value Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.
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W[edit]

Token Type Arguments Description
WAGON_PULLER Caste Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.
WEBBER Caste Allows the creature to create webs, and defines what the webs are made of.
WEBIMMUNE Caste The creature will not get caught in thick webs.

Attack Tokens[edit]

Token Type Arguments Description
ATTACK_SKILL Caste Defines the skill used by the attack.
ATTACK_VERB Caste 2nd person:3rd person Descriptive text for the attack.
ATTACK_CONTACT_PERC Caste
  • % value
The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.
ATTACK_PENETRATION_PERC Caste
  • % value
The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.
ATTACK_PRIORITY Caste
  • MAIN or SECOND
Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.
ATTACK_VELOCITY_MODIFIER Caste number The velocity multiplier of the attack, multiplied by 1000.
ATTACK_FLAG_CANLATCH Caste Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.
ATTACK_FLAG_WITH Caste In adventure mode, displays the name of the body part used by an attack when announcing the attack.
ATTACK_FLAG_EDGE Caste The attack is edged, with all the effects on physical resistance and contact area that it entails.
SPECIALATTACK_INJECT_EXTRACT Caste attack type addition that injects a material into the victim.
SPECIALATTACK_INTERACTION Caste interaction 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.
SPECIALATTACK_SUCK_BLOOD Caste min:max 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.

Important Related Tokens[edit]

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)

Tissue Modification[edit]

This next group of tokens deals setting and modifying properties of previously defined tissues. (See also Tissue definition token)


Token Type Arguments Description
PLUS_TISSUE_LAYER Caste
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
Adds a tissue to those selected
PLUS_TL_GROUP Caste
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
  • tissue
continues a selection of tissue layers
SELECT_TISSUE Creature
  • tissue token
Selects a tissue for editing.
SELECT_TISSUE_LAYER Caste
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token | Selects a tissue at a location
  • (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
Selects a tissue layer for descriptor and cosmetic purposes.

[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]

SET_LAYER_TISSUE Caste Sets a tissue layer to be made of a different tissue.
TISSUE_LAYER Caste
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
  • LOCATION
Adds the tissue layer to wherever it is required.

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

TISSUE_LAYER_OVER Caste
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
  • LOCATION
Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
TISSUE_LAYER_UNDER Caste
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
Adds the tissue layer under a given part.

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:
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]

TISSUE_LAYER_APPEARANCE_MODIFIER Caste
  • QUALITY
  • lowest:lower:low:median:high:higher:highest
sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
TISSUE_STYLE_UNIT Caste
  • tissue style unit ID
  • shaping
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.
TL_CONNECTS Caste Presumably gives the CONNECTS attribute to selected layers.
TL_HEALING_RATE Caste Presumably changes the HEALING_RATE of the selected tissue layers.
TL_MAJOR_ARTERIES Caste Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.
TL_PAIN_RECEPTORS Caste Seems to set new number of pain receptors for selected tissue layers.
TL_RELATIVE_THICKNESS Caste Seems to set new relative thickness for selected tissue layers.
TL_VASCULAR Caste Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.

See Also[edit]