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Difference between revisions of "Creature token"

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| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)
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| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).
  
 
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| The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land.
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| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.
  
 
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| 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.
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| 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.
  
 
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| Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during worldgen and post-gen. In fortress mode, CAN_LEARN is enough.
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| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.
  
 
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Revision as of 17:31, 8 August 2020

This article is about the current version of DF.
Note that some content may still need to be updated.

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

Token Type Arguments Description
ADOPTS_OWNER Caste Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a preference for their species. Used by cats in the vanilla game.
ALCOHOL_DEPENDENT Caste Makes the creature needs alcohol to get through the working day; it will choose to drink booze instead of water if possible. Going sober for too long reduces speed.
ALL_ACTIVE Caste Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from [DIURNAL]/[NOCTURNAL]/[CREPUSCULAR], rather than implying them.
ALTTILE Creature
  • 'character' or tile number
If set, the creature will blink between its [TILE] and its ALTTILE.
AMBUSHPREDATOR Caste Found on [LARGE_PREDATOR]s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures.[Verify]
AMPHIBIOUS Caste Allows a creature to breathe both inside and outside of water (unlike [AQUATIC]) - does not prevent drowning in magma.
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 (growth)
  • max (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 Caste
  • CV TEMPLATE NAME
Applies the specified creature variation.
APPLY_CURRENT_CREATURE_VARIATION Special Applies the effects of all pending [CV_ADD_TAG] and [CV_REMOVE_TAG] tokens that have been defined in the current creature.
AQUATIC Caste Enables the creature to breathe in water, but causes it to air-drown on dry land.
ARENA_RESTRICTED Caste Causes the creature to be excluded from the object testing arena's creature spawning list.
ARTIFICIAL_HIVEABLE Creature Enables the creature to be kept in artificial hives by beekeepers.
AT_PEACE_WITH_WILDLIFE Caste Prevents the creature from attacking or frighten creatures with the [NATURAL] tag.
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
  • population
  • exported wealth
  • created wealth
Specifies when a megabeast or semi-megabeast will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.
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

B

Token Type Arguments Description
BABY Caste
  • integer
Age at which creature is considered a child, the 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
  • integer
Creature may be subject to beaching, becoming stranded on shores, where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be [AQUATIC]. Used by orcas, sperm whales and sea nettle jellyfish in the vanilla game.
BENIGN Caste The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the [LARGE_PREDATOR] tag. When tamed, animals with this tag will be useless for fortress defense.
BIOME Creature Select a biome the creature may appear in.
BLOOD Caste Specifies what the creature's blood is made of.
BLOODSUCKER Caste Causes vampire-like behaviour; the creature will suck the blood of unconscious victims when its thirst for blood grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. 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.

If the body is left undefined, the creature will cause a crash whenever it spawns.

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
  • Arguments
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. Its birth size would be 10,000 cm3 (~10 kg). At 1 year and 168 days old it would be 50,000 cm3 (~50 kg). And as an adult (at 12 years old) it 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]. Adventurers with this token are currently unable to eat bones.Bug:11069
BP_ADD_TYPE Caste Adds a type to a body part. Used with [SET_BP_GROUP].

In vanilla DF, this is used for adding the type 'GELDABLE' to the lower body of certain creatures.

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)
BP_REMOVE_TYPE Caste Removes a type from a body part. Used with [SET_BP_GROUP].
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

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. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten 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 this is not necessary for a creature to gain social skills.
CANNOT_CLIMB Caste Creature cannot climb, even if it has free grasp parts.
CANNOT_JUMP Caste Creature cannot jump.
CANNOT_UNDEAD Caste Acts like [NOT_LIVING], except that [OPPOSED_TO_LIFE] creatures will attack them.
CANOPENDOORS Caste Allows the creature to open doors that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.
CARNIVORE Caste Creature only eats meat. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.
CASTE Creature
  • name
Defines a caste.
CASTE_ALTTILE Caste
  • tile number or "letter"
Caste-specific [ALTTILE]. 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.
CHANGE_FREQUENCY_PERC Creature
  • integer
Multiplies frequency by a factor of (integer)%.
CHILD Caste
  • integer
Age at which creature is considered an adult. One can think of this as the duration of the child stage. Allows the creature's offspring to be rendered fully tame if trained during their childhood.
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. Defaults to 1:1 if not specified.
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 When combined with any of [PET], [PACK_ANIMAL], [WAGON_PULLER] and/or [MOUNT], the creature is guaranteed to be domesticated by any civilization with [COMMON_DOMESTIC_PET], [COMMON_DOMESTIC_PACK], [COMMON_DOMESTIC_PULL] and/or [COMMON_DOMESTIC_MOUNT] respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on [FANCIFUL] creatures.
CONVERTED_SPOUSE Caste Creatures of this caste's species with the [SPOUSE_CONVERTER] and [NIGHT_CREATURE_HUNTER] tokens will kidnap [SPOUSE_CONVERSION_TARGET]s 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 by some water-dwelling vermin such as mussels, nautiluses and oysters.
CRAZED Caste Creature is 'berserk' and will attack all other creatures, except members of its own species that also have the CRAZED tag. It will show Berserk in the unit list. Berserk creatures go on rampages during worldgen much more frequently than non-berserk ones.
COPY_TAGS_FROM Spec
  • CREATURE NAME
Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and animal people). Often used in combination with [APPLY_CREATURE_VARIATION] to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.
CREATURE_CLASS Caste
  • classname
An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). 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 Sets the creature to be active at twilight in adventurer mode.
CURIOUSBEAST_EATER Caste Allows a creature to steal and eat edible items from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.
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. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.
CURIOUSBEAST_ITEM Caste Allows a creature to steal things (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - kea birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.
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

Token Type Arguments Description
DEMON Caste Found on generated demons. Marks the caste to be used in the initial wave after breaking into the underworld, and by the demon civilizations created during world-gen breachings[Verify] v0.47.01. Could not be specified in user-defined raws until version 0.47.01.
DESCRIPTION Caste
  • text
A brief description of the creature type.
DIE_WHEN_VERMIN_BITE Caste Dies upon attacking. Used by honey bees to simulate them dying after using their stingers.
DIFFICULTY Caste
  • integer
Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.
DIURNAL Caste Sets the creature to be active during the day in Adventurer Mode.
DIVE_HUNTS_VERMIN Caste The creature hunts vermin by diving from the air. On tame creatures it works the same as normal HUNTS_VERMIN. Found on peregrine falcons.
DOES_NOT_EXIST Creature Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as always present for a particular civilisation). For example, adding it to dogs will lead to worlds being generated without dogs in them. Also removes the creature from the object testing arena's spawn list. If combined with [FANCIFUL], artistic depictions of the creature will occur regardless. Used by centaurs, chimeras and griffons in the vanilla game.

Note: a creature tagged as DOES_NOT_EXIST can still be summoned successfully, as long as it has a body defined in its raws. [1]. It's also possible for another creature to transform into it.

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E

Token Type Arguments Description
EBO_ITEM Caste 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. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.
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 except to restrict taming. A civilization with evil creatures can colonise evil areas.
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

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 by a number of creatures. Conflicts with [COMMON_DOMESTIC].
FEATURE_ATTACK_GROUP Caste Found on subterranean animal-man tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.
FEATURE_BEAST Caste Found on forgotten beasts. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one[Verify]. Could not be specified in user-defined raws until version 0.47.01.
FEMALE Caste Makes the creature biologically female, enabling her to bear young. Usually specified inside a caste.
FIREIMMUNE Caste Makes the creature immune to FIREBALL and FIREJET attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in fire, and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body materials - see the dragon raws for an example).
FIREIMMUNE_SUPER Caste Like [FIREIMMUNE], but also renders the creature immune to DRAGONFIRE attacks.
FISHITEM Caste The creature's corpse is a single FISH_RAW food item that needs to be cleaned (into a FISH item) at a fishery to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen).

Without this or [COOKABLE_LIVE], fished vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.

FIXED_TEMP Caste
  • temperature
The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, with all the effects that this implies. May trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from.

Note that temperatures of 12000 and higher may cause pathfinding issues in fortress mode.

FLEEQUICK Caste If engaged in combat, the creature will flee at the first sign of resistance. Used by kobolds in the vanilla game.
FLIER Caste Allows a creature to fly, independent of it having wings or not. 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. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own FLIER token).
FREQUENCY Creature
  • number, max 100
Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. 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

Token Type Arguments Description
GAIT Caste
  • <gait type>
  • <gait name>
  • <max speed>
  • <build up time>
  • <max turning speed>
  • <start speed>
  • <energy expenditure>
  • <gait flag(s)>
Defines a gait by which the creature can move. See Gait for more information.
  • <max speed> indicates the maximum speed achievable by a creature using this gait
  • <start speed> indicates the creature's speed when it starts moving using this gait
  • <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 tiles in a straight line over even terrain.
  • <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.
  • <energy expenditure> indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and collapse.

NO_BUILD_UP can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are both omitted together.

It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.


valid gait types:

  • WALK

Used for moving normally over ground tiles.

  • CRAWL

Used for moving over ground tiles whilst prone.

  • SWIM

Used for moving through tiles containing water or magma at a depth of at least 4/7.

  • FLY

Used for moving through open space.

  • CLIMB

Used for moving whilst climbing.


valid gait flags:

  • AGILITY

Speeds/slows movement depending on the creature's Agility stat.

  • STRENGTH

Speeds/slows movement depending on the creature's Strength stat.

  • LAYERS_SLOW

Makes THICKENS_ON_ENERGY_STORAGE and THICKENS_ON_STRENGTH tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.

  • STEALTH_SLOWS:<percentage>

Slows movement by the specified percentage when the creature is sneaking.

GENERAL_BABY_NAME Creature
  • singular
  • plural
Like [BABYNAME], but applied regardless of caste.
GENERAL_CHILD_NAME Creature
  • singular
  • plural
Like [CHILDNAME], but applied regardless of caste.
GENERAL_MATERIAL_FORCE_MULTIPLIER Caste
  • value A
  • value B
Has the same function as [MATERIAL_FORCE_MULTIPLIER], but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER (werebeasts, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).
GENERATED Creature Found on procedurally generated creatures like forgotten beasts, titans, demons, angels, and night creatures. Cannot be specified in user-defined raws.
GETS_INFECTIONS_FROM_ROT Caste Makes the creature get infections from necrotic tissue.
GETS_WOUND_INFECTIONS Caste Makes the creature's wounds 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 Adventurer 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 (normally wood).
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. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.
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

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.".[1] 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.
HFID Creature
  • Integer (generic token?)
Found on generated angels. This is the historical figure ID of the deity to which the angel is associated.
HIVE_PRODUCT Creature What product is harvested from beekeeping.
HOMEOTHERM Caste
  • number or NONE
Default 'NONE'. The creature's normal body temperature. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.
HUNTS_VERMIN Caste Creature hunts and kills nearby vermin.
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I

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 affected, 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.
INTELLIGENT Caste Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during worldgen and post-gen. In fortress mode, [CAN_LEARN] is enough.
ITEMCORPSE Caste Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).
ITEMCORPSE_QUALITY Caste
  • number
The quality of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.
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L

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 Creature can spawn as a wild animal in the appropriate biomes.
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 The creature has ligaments in its [CONNECTIVE_TISSUE_ANCHOR] tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.
LIGHT_GEN Caste The creature will generate light, such as in adventurer mode at night.
LIKES_FIGHTING Caste The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of [LARGE_PREDATOR].
LISP Caste Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by serpent men and reptile men in the vanilla game.
LITTERSIZE Caste
  • minimum
  • maximum
Determines the number of offspring per one birth.
LOCAL_POPS_CONTROLLABLEv0.42.01 Creature Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.
LOCAL_POPS_PRODUCE_HEROESv0.42.01 Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.
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.
LOW_LIGHT_VISION Caste
  • number
Determines how well a creature can see in the dark. Higher is better. Dwarves have 10000, which amounts to perfect nightvision.
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M

Token Type Arguments Description
MAGICAL Caste No function, presumably a placeholder.
MAGMA_VISION Caste The creature is able to see while submerged 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 When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. Note that this is equivalent to the CE_MATERIAL_FORCE_MULTIPLIER syndrome effect. See also GENERAL_MATERIAL_FORCE_MULTIPLIER, which can be used to make this sort of effect applicable to all materials.
MATUTINAL Caste Sets the creature to be active at dawn in Adventurer Mode.
MAXAGE Caste
  • min
  • max
Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact tick!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [2].

Creatures which lack this token are naturally immortal. The NO_AGING syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.

MEANDERER Caste Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with CAN_LEARN, will severely impact their pathfinding and lead the creature to move extremely slowly when not performing any task.
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. They will remain hostile to military even after being tamed.Bug:10731 See megabeast page for more details.

Requires specifying a BIOME in which the creature will live. Subterranean biomes appear to not be allowed.

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". Does not work on sentient creatures, regardless of ethics.
MISCHIEVIOUS Caste Alias for MISCHIEVOUS.
MISCHIEVOUS Caste The creature spawns stealthed and will attempt to path into the fortress, pulling any levers it comes across. It will be invisible on the map and unit list until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by gremlins in the vanilla game. "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 sieging forces may arrive with cavalry.
MOUNT_EXOTIC Caste Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.
MULTIPART_FULL_VISION Caste Allows the creature to have all-around vision as long as it has multiple heads that can see.
MULTIPLE_LITTER_RARE Caste Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires FEMALE.
MUNDANE Creature Marks if the creature is an actual real-life creature. Only used for age-names at present.
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N

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. NATURAL animals will not engage creatures tagged with [AT_PEACE_WITH_WILDLIFE] in combat unless they are members of a hostile entity and vice-versa.
NATURAL_ANIMAL Caste Alias of NATURAL.
NATURAL_SKILL Caste 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 15 is legendary.
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_EXPERIMENTERv0.47.01 Caste Found on some necromancers. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[3]
NIGHT_CREATURE_HUNTER Caste Found on night trolls and werebeasts. Implies that the creature is a night creature, and shows its description in legends mode entry. The creature is always hostile and will start no quarter combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in fortress mode except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.

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. When paired with SPOUSE_CONVERTER, 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. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).

NO_AUTUMN Caste The 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 and is unable to breed.
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. Can still be rendered unconscious by other means.
NO_SPRING Caste The creature caste does not appear in spring.
NO_SUMMER Caste The 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_VEGETATION_PERTURB Caste[Verify] Likely prevents the creature from leaving broken vegetation tracks.[Verify]
NO_WINTER Caste The 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, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.
NOCTURNAL Caste Sets the creature to be active at night in Adventurer Mode.
NOEMOTION Caste Creature has no emotions. It is immune to the effects of stress and unable to rage, and its needs cannot be fulfilled in any way. Used on undead in vanilla game.
NOEXERT Caste Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time.
NOFEAR Caste Creature doesn't feel fear and will never run away from battle. Additionally, it causes bogeymen and nightmares to become friendly towards the creature.
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 and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it will die.
NOT_BUTCHERABLE Caste Cannot be butchered.
NOT_LIVING Caste Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by vampires, mummies and inorganic creatures like the amethyst man and bronze colossus. Creatures who are OPPOSED_TO_LIFE (undead) will be docile towards creatures with this token.
NOTHOUGHT Caste Creature doesn't require a [THOUGHT] body part to survive. Has the added effect of preventing speech.
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O

Token Type Arguments Description
ODOR_LEVEL Caste
  • number
How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.
ODOR_STRING Caste
  • string
What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.
OPPOSED_TO_LIFE Caste Is hostile to all creatures except undead and other non-living ones and will show Opposed to life in the unit list. Used by undead in the vanilla game. Functions without the NOT_LIVING token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.
ORIENTATION Caste
  • MALE/FEMALE
  • disinterested chance
  • lover-possible chance
  • commitment-possible chance
Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.
OUTSIDER_CONTROLLABLEv0.42.01 Caste Lets you play as an outsider of this species in adventure mode.
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P

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 Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.
PEARL Caste In earlier versions, creature would generate pearls. Does nothing in the current version.[Verify]
PENETRATEPOWER Caste
  • value
Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version range from 1 to 3. A higher value is better at penetrating containers.
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. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the problems that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag.
PET_EXOTIC Caste Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?[Verify] Adding this to civilization members will classify them as pets instead of citizens, with all the problems that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag.
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 by honey 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
  • number
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. Defaults to 1:1 if not specified.
POWER Caste Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. 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. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).
PREFSTRING Creature
  • string
Sets what other creatures prefer about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.
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

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 the 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
  • tissue token
Removes a tissue from a creature.
RETRACT_INTO_BP Caste
  • BY_TYPE, BY_CATEGORY or BY_TOKEN
  • body type, category, or token
  • Second person ("You") retract verb text
  • Third person ("The giant snail") retract verb text
  • Second person cancel retract text
  • Third person cancel retract text
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. (eg. Turtle, Hedgehog)

Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.

Undead curled up creatures are buggyBug:11463Bug:10519.

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 their feet. Requires HUNTS_VERMIN, obviously.
ROOT_AROUND Caste
  • BY_TYPE, BY_CATEGORY or BY_TOKEN
  • body type, category, or token
  • Second person ("You") verb text
  • Third person ("The hen") verb text
Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:

[creature] [verb text] the [description of creature's location]

In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.

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S

Token Type Arguments Description
SAVAGE Creature The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with [GOOD] or [EVIL].
SECRETION Caste Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') contaminant is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:
  • CONTINUOUS

Secretion occurs once every 40 ticks in fortress mode, and every tick in adventurer mode.

  • EXERTION

Secretion occurs continuously (at the rate described above) whilst the creature is at minimum Tired following physical exertion. Note that this doesn't occur if the creature has NOEXERT.

  • EXTREME_EMOTION

Secretion occurs continuously whilst the creature is distressed.

SELECT_ADDITIONAL_CASTE Creature
  • <caste>
Adds an additional previously defined caste to the selection. Used after [SELECT_CASTE].
SELECT_CASTE Creature
  • <caste> or ALL
Selects a previously defined caste
SELECT_MATERIAL Creature Selects a locally defined material. Can be ALL.
SEMIMEGABEAST Caste Essentially the same as [MEGABEAST], but more of them are created during worldgen. See the semi-megabeast page for details.
SENSE_CREATURE_CLASS Caste Gives the creature the ability to sense creatures belonging to the specified creature class even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of blind units when fighting creatures they can sense. In adventure mode, the specified tile will be used to represent sensed creatures when they cannot be seen directly.
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 (for example, a llama's wool must have a LENGTH of 300 before it is shearable).
SKILL_LEARN_RATE Caste 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
  • <% of improvement points gained>
  • <unused counter rate>
  • <rust counter rate>
  • <demotion counter rate>
Like [SKILL_RATES], but applies to individual skills instead. Requires [CAN_LEARN] or [INTELLIGENT] to function.
SKILL_RATES Caste
  • <% of improvement points gained>
  • <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 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 by a number of 'primitive' creatures (like ogres, giants and troglodytes) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with [EVIL] will become servants of goblins in their civilizations, in the style of trolls.
SMALL_REMAINS Caste Creature leaves "remains" instead of a corpse. Used by vermin.
SMELL_TRIGGER Creature
  • value
Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.
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.
  • First-person reads "You bark"
  • Third-person reads "The capybara barks"
  • Out of sight reads "You hear a loud bark"

with the text in bold being the description arguments of the token.

SPECIFIC_FOOD Caste
  • PLANT or CREATURE
  • Plant/creature ID
Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as pandas and bamboo) will only eat that grass and nothing else, risking starvation if there's none available.
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.
SPHERE Creature 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.
SPOUSE_CONVERSION_TARGET Caste This creature can be converted by a night creature with [SPOUSE_CONVERTER].
SPOUSE_CONVERTER Caste If the creature has the [NIGHT_CREATURE_HUNTER] tag, it will kidnap [SPOUSE_CONVERSION_TARGET]s and transform them into the caste of its species with the [CONVERTED_SPOUSE] tag during worldgen. It may also start families this way.
SPREAD_EVIL_SPHERES_IF_RULERv0.47.01 Caste If the creature rules over a site, it will cause the local landscape to be corrupted into evil surroundings associated with the creature's spheres. The creature must have at least one of the following spheres for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get evil plants and evil animals sometimes. NIGHTMARES gets bogeymen. [4] Used by demons in the vanilla game.
STANCE_CLIMBER Caste Caste does not require [GRASP] body parts to climb -- it can climb with [STANCE] parts instead.
STANDARD_GRAZER Caste Acts as [GRAZER] but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.
STRANGE_MOODSv0.42.01 The creature will get strange moods in fortress mode and can produce artifacts.
SUPERNATURAL Caste Gives the creature knowledge of any secrets with [SUPERNATURAL_LEARNING_POSSIBLE] that match its spheres. Also prevents it from becoming a vampire or a werebeast. Other effects are unknown.
SWIMS_INNATE Caste The creature naturally knows how to swim perfectly and does not use the swimmer skill, 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 swims only as well as their present swimming skill allows them to.
SYNDROME_DILUTION_FACTORv0.42.01 <syndrome identifier>:<percentage> Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.
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T

Token Type Arguments Description
TENDONS Caste The creature has tendons in its [CONNECTIVE_TISSUE_ANCHOR] tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, 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 when the color change begins and ends.
TRADE_CAPACITY Caste
  • number
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. Used by dwarves in the vanilla game.
TRAPAVOID Caste The creature will never trigger traps it steps on. Used by a number of creatures. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.
TRIGGERABLE_GROUP Creature
  • min
  • max
A large swarm of vermin can be disturbed, usually in adventurer 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

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 that 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. Values from 1 to 3 are the respective cavern levels, 4 is the magma sea and 5 is the HFS. A single argument may be used instead of min and max. Demons use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.
UNDERSWIM Caste The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.
UNIQUE_DEMON Caste 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. Could not be specified in user-defined raws until 47.01.
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

Token Type Arguments Description
VEGETATION Caste The creature is made of swampstuff. Doesn't appear to do anything in particular. Used by grimelings in the vanilla game.
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. See the list of hateable vermin for details.
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 The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?[Verify]
VERMIN_SOIL Creature The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the ROOT_AROUND interaction such as geese and chickens. Dwarves will ignore the creature when given the "Capture live land animal" task.
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 Sets the creature to be active during the evening 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.
VISION_ARC Caste
  • binocular vision arc
  • non-binocular vision arc
The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.

Binocular vision has a minimum of about 10 degrees. Monocular vision has a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.

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W

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. Used by creatures who can shoot thick webs (such as giant cave spiders) in order to make them immune to their own attacks.

Attack Tokens

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 Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".
ATTACK_FLAG_EDGE Caste The attack is edged, with all the effects on physical resistance and contact area that it entails.
ATTACK_PREPARE_AND_RECOVER Caste
  • Preparation time
  • Recovery time
Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.
ATTACK_FLAG_BAD_MULTIATTACK Caste Multiple strikes with this attack cannot be performed effectively.
ATTACK_FLAG_INDEPENDENT_MULTIATTACK Caste Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.
SPECIALATTACK_INJECT_EXTRACT Caste When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in thermal exchange within the creature - injecting something like molten iron (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also splatters over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated syndrome with the [SYN_INJECTED] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [ENTERS_BLOOD] token, the attacked bodypart has no [VASCULAR] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead.
SPECIALATTACK_INTERACTION Caste
  • interaction
When this attack lands successfully, a specified interaction 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

These next groups of tokens include several tokens that are not technically classified as creature tokens in the string dump, but bear mentioning in this list 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

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
  • TISSUE
Sets a selected 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 Gives the CONNECTS attribute to selected layers.
TL_HEALING_RATE Caste
  • value
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
  • value
Changes the number of pain receptors for selected tissue layers.
TL_RELATIVE_THICKNESS Caste
  • value
Changes the relative thickness for selected tissue layers.
TL_VASCULAR Caste
  • value
Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.

See Also