v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "Creature token"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(→‎H: fix forum reference)
Line 2,453: Line 2,453:
 
| Creature
 
| Creature
 
|   
 
|   
| The creature randomly appears near dirt or mud.
+
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the ROOT_AROUND interaction such as [[goose]]s and [[chicken]]s. Dwarves will ignore the creature when given the "catch live land animal" task.
  
 
|-
 
|-

Revision as of 01:26, 14 June 2019

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 Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. Used by cats in the vanilla game. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a preference for their species.
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 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_PREDATORs 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 with or without water. 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: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 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 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 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 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, 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. 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)
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.
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

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 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.
CANNOT_CLIMB Caste Creature cannot climb, even if it has free grasp parts.
CANNOT_JUMP Caste Creature cannot jump.
CANNOT_UNDEAD Caste Acts as 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.
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. If available to animal trainers, 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 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.
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 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 at 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, but not Caste tags from another specified creature. Used when making creature variations (i.e. giants 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 giants 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 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.
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

D

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 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 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 physically exist, but is known by civilizations and can be used for artistic purposes such as engravings. Used by centaurs, chimeras and griffons in the vanilla game. Adding this token to a creature causes it to not appear in generated worlds, i.e. 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.
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

E

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. 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.
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

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. 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. 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. Allows the creature to path through high temperature zones, like lava or fires.
FIREIMMUNE_SUPER Caste The creature is immune to DRAGONFIRE attacks. Implies [FIREIMMUNE].
FISHITEM Caste The creature's corpse is a single food item that needs to be cleaned 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 it implies. May trigger wildfires on 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 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.
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].
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

G

Token Type Arguments Description
GAIT Caste
  • type (WALK, CLIMB, SWIM, CRAWL, or FLY)
  • gait name
  • full speed
  • build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)
  • energy use
  • Optional flags:
    • LAYERS_SLOW - if gait is slowed by increased weight
    • STRENGTH - if gait is affected by Strength stat
    • AGILITY - if gait is affected by Agility stat
    • STEALTH_SLOWS:penalty - if gait is slowed by being stealthed
Defines a gait at which the creature can move. See Gait for more information.
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 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.
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

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.
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

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.
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

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 - included 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.
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

M

Token Type Arguments Description
MAGICAL Caste No function, presumably a placeholder.
MAGMA_VISION Caste The creature is 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 Sets the creature to be active at dawn 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. The chance does not increase with further age [1]. 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

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".
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 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.
MULTIPART_FULL_VISION Caste[Verify] 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.
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

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 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 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_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.
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. Cannot 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 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. If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default push. Has the added effect of preventing speech.
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

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.
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

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