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:* If only one partner may become impregnated, that partner becomes impregnated.
 
:* If only one partner may become impregnated, that partner becomes impregnated.
 
:* If neither partner may become impregnated, then that remains true.
 
:* If neither partner may become impregnated, then that remains true.
 +
 +
=====''[OVIPAROUS:gestation]''=====
 +
 +
: '''Arguments:'''
 +
:* ''gestation'': The number of days that the eggs remain inside the parent before being laid to complete the remainder of their gestation time from the OFFSPRING tag.
 +
 +
: The creature does not produce live offspring (as a mammal does), but rather lays eggs a short while after impregnation.  Once laid, these eggs grow and hatch without the mother's intervention, although depending on the climate they may need to be kept warm or cool in some fashion.  Further tags may be needed to represent the species' nesting behaviour (e.g., turtles burying their eggs, birds sitting on their eggs, etc.).
  
 
=====''[EXTERNAL_FERTILIZE]''=====
 
=====''[EXTERNAL_FERTILIZE]''=====
  
: A modifier tag for LAYS_EGGS, this indicates that the creature lays eggs without having sexual intercourse; the male of the species fertilises the eggs externally (such as in the case of a spawning salmon).  The eggs can shrivel or rot (depending on whether they are soft eggs or hard eggs).  If they are fertilised, the gestation time is reset and they will then grow on their own.
+
: A modifier tag for OVIPAROUS, this indicates that the creature lays eggs without having sexual intercourse; the male of the species fertilises the eggs externally (such as in the case of a spawning salmon) at or before the ''gestation'' time of the OVIPAROUS tagIf the eggs are not fertilised before the ''gestation'' given in OVIPAROUS, they shrivel or rot (depending on whether they are soft eggs or hard eggs).
  
=====''[WARMS_EGGS]''=====
+
=====''[HARD_EGGS:armour]''=====
  
: If at least one caste includes this token, the eggs must be warmed in order to hatch.  The castes which possess this token will share in the effort of warming the eggs.
+
: '''Arguments:'''
 +
:* ''armour'': The natural DAMBLOCK rating of the eggs produced by this creature.
  
=====''[OVIPOSITOR]''=====
+
: The eggs of this creature are hard-shelled as opposed to soft-shelled.
  
: The species injects its eggs into the eggs' nest (whether that "nest" is a womb, its partner, or an unwilling host), effectively meaning that the female impregnates the male instead of vice-versa.  This applies only to seahorses in the case of non-PARASITE_EGG and non-SAPOTROPH_EGG reproduction and is thus not a very critical feature.
+
=====''[EGGEXTRACT_*]''=====
  
=====''[PARASITE_EGG]''=====
+
: The eggs of the creature can be prepared as an extract or consumed directly to be used as an extract of the appropriate type.  For instance, [EGGEXTRACT_PARALYZE] would cause paralysis in any species that consumed the egg, and the eggs could also be crushed and applied to arrows to allow them to be used as paralysis arrows.
  
: The species lays its eggs inside the living body of another creature, which carries the eggs to term.  The eggs then hatch and the baby attacks the other creature from the inside in order to get out.  Contrary to what you might expect, this isn't meant to imply the ''Alien'' style of breeding, but rather the form of breeding exhibited by some forms of wasps.  Imagine the horror of being stung by a giant wasp with a paralytic stinger, who then injects her eggs into your body until they hatch and eat their way out!  Implies OVIPOSITOR.
+
=====''[EGG_SPECHEAT]'' / ''[EGG_LAYERING]'' / ''[EGG_BOILING_POINT]'' / etc.=====
  
: An attack within the creature record must have an ATTACK_FLAG_OVIPOSITOR in order to allow implantation.
+
: The temperature flags as they apply to the eggs.  Note that once the eggs die, they do not develop further, but depending on circumstance they might not rot (e.g., if collected as food and stored in a food stockpile).
  
=====''[SAPOTROPH_EGG:target]''=====
+
=====''[OVIPOSITOR]''=====
  
: '''Arguments:'''
+
: The species injects its eggs into the eggs' nest (whether that "nest" is a womb, its partner, or an unwilling host), effectively meaning that the female impregnates the male instead of vice-versa.  This applies only to seahorses in the case of non-PARASITE_EGG and non-SAPOTROPH_EGG reproduction and is thus not a very critical feature.
:* ''target'': The creature ID or creature class of the species where eggs are injected, or ANY for any dead body.
 
  
: The species lays its eggs inside the corpse of another creature, which carries the eggs to term.  The eggs then hatch and the litter emerges from the corpse.  Implies OVIPOSITOR.
+
=====''[PARASITE_EGG]''=====
  
: The target can be a specific species, to reflect certain predatory flies which have specific creatures they target.
+
: The species lays its eggs inside the living body of another creature, which carries the eggs to term.  The eggs then hatch and the baby attacks the other creature from the inside in order to get out.  Contrary to what you might expect, this isn't meant to imply the ''Alien'' style of breeding, but rather the form of breeding exhibited by some forms of wasps.  Imagine the horror of being stung by a giant wasp with a paralytic stinger, who then injects her eggs into your body until they hatch and eat their way out!  Implies OVIPOSITOR.
  
=====''[KILLS_FOR_SAPOTROPH_EGGS]''=====
+
=====''[SAPOTROPH_EGG]''=====
  
: The creature after being impregnated will actively and aggressively manufacture corpses to lay eggs inside, if no corpses are already available.
+
: The species lays its eggs inside the corpse of another creature, which carries the eggs to term.  The eggs then hatch and the baby emerges from the corpse.  Implies OVIPOSITOR.
  
 
=====''[PREGNANT_PERMANENT]''=====
 
=====''[PREGNANT_PERMANENT]''=====
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: You could assign this variable to rats, since rats are born pregnant.  (Yes, that's a joke.)
 
: You could assign this variable to rats, since rats are born pregnant.  (Yes, that's a joke.)
  
=====''[VOLUNTARY_EGGS]''=====
+
=====''[INVOLUNTARY_EGGS]''=====
  
: If a LAYS_EGGS creature has this tag, it is allowed to choose whether or not to lay eggs; it does not lay eggs at every reproductive cycle unless they are fertilized.
+
: If an OVIPAROUS creature has this tag, it is not allowed to choose whether or not to lay eggs; it must lay eggs at every reproductive cycle, even if they are not fertilized.
  
 
: If the creature lays an egg uselessly, it will receive a bad thought (if it lays an egg usefully, it will receive a good thought).  Good living conditions can make up for the bad thoughts from failing to reproduce.
 
: If the creature lays an egg uselessly, it will receive a bad thought (if it lays an egg usefully, it will receive a good thought).  Good living conditions can make up for the bad thoughts from failing to reproduce.
Line 152: Line 159:
  
 
: The creature reproduces asexually and does not need another creature to fertilise it or otherwise provide genetic material.
 
: The creature reproduces asexually and does not need another creature to fertilise it or otherwise provide genetic material.
 
=====''[INFANT_MORTALITY:number:ratio]''=====
 
 
: '''Arguments:'''
 
:* ''number'': The number out of the ratio that will die
 
:* ''ratio'': The total ratio of surviving and extinct offspring by reaching childhood (or maturity, if no BABY tag)
 
 
: This causes infants of the creature to die during world gen, or spontaneously during fortress mode when outdoors (based on implied predation), based on the given ratio of dead offspring to the total ratio.  For instance, if INFANT_MORTALITY:3:1000, then there is a 3 in 1000 chance that any given member of the species will die within its infancy.
 
 
: This is intended to balance creatures which lay massive egg clutches, as they do so in reality in order to counterbalance their extremely low infant survival rates: for instance, infant crocodiles are frequently eaten by birds and even fish.  Turtles also employ similar mass-clutch laying based on the same principle.
 
 
=====''[PARENTAL_ADOPTION:minimum:maximum]''=====
 
 
: '''Arguments:'''
 
:* ''number'': The minimum number of offspring per litter that parents will raise.
 
:* ''number'': The maximum number of offspring per litter that parents will raise, allowing the others to die.
 
 
: This is intended to represent the behaviour of pandas, where they may occasionally have multiple births but will adopt only the strongest of their infants.  Creatures with this tag will choose the offspring in the litter that has the highest average attributes.  Theoretically this helps ensure the survival of the species, however barbaric it may seem to we humans who care so deeply about our own offspring (but then again, it hasn't exactly worked out well for pandas so far -- and actually, as carnivores that live in mountainous areas and prefer to eat bamboo that grows on flatter ground, they really are a species that just doesn't want to survive...).
 
 
=====''[ALPHA_REPRODUCTION]''=====
 
 
: This tag forces only one mated pair per population cluster (i.e., CLUSTER_NUMBER) to reproduce.  Only the female with the highest attributes will bear offspring, with all other females in the group simply being suppressed from mating.  This inborn social control reduces overpopulation among animals that bear large numbers of offspring.
 
 
=====''[SOULMATE]''=====
 
 
: This tag causes a species to have only one mate at a time.  Once it has found a mate, it will remain with that mate, and it will not reproduce unless its mate is accessible.  If its mate is killed or passes away naturally, it will receive an unhappy thought even if it is not an [INTELLIGENT] species, but it will then be capable of finding another mate.  Most humanoids demonstrate this behaviour.
 
 
=====''[SOULMATE_PERMANENT]''=====
 
 
: This tag causes a species to seek only one mate during its lifetime.  It will receive an indefinite unhappy thought when its soulmate dies, and will never again seek another mate.  Seahorses fit this behaviour.
 
 
=====''[SEASONAL_REPRODUCTION:season...]''=====
 
 
: '''Arguments:'''
 
:* ''season'': ANY, or one or more of SPRING, SUMMER, AUTUMN, and/or WINTER separated by colons.
 
 
: This tag means that the species is only seasonally fertile, in that it will reproduce only in certain seasons; e.g., [SEASONAL_REPRODUCTION:SPRING].  When a fertile season begins, the animal resumes normal computation of its fertility cycles.  When the season ends (and the next season is no longer fertile), the being is suppressed from mating; the fertility cycle counter halts, to resume from where it left off in the next fertile season.
 
 
: This allows limiting certain species' reproductive intervals to reduce overpopulation due to year-round reproduction.
 
 
: Default is [SEASONAL_REPRODUCTION:ANY].
 
 
=====''[TEMPERATE_REPRODUCTION:weather...]''=====
 
 
: '''Arguments:'''
 
:* ''season'': ANY; one or more of SCORCHING, HOT, WARM, TEMPERATE, COOL, COLD, or FREEZING, separated by colons; or a specific temperature range ''min'':''max'' in degrees Urist.
 
 
: e.g., [TEMPERATE_REPRODUCTION:ANY], [TEMPERATE_REPRODUCTION:SCORCHING:HOT:WARM], [TEMPERATE_REPRODUCTION:10000:10060]
 
 
: In addition to a blacklist based on SEASONAL_REPRODUCTION, a species may also have its fertility blacklist set to certain weather, to prevent it from reproducing in environmental conditions that are hostile to it or its offspring.  It is intended more for fortress mode (and ostensibly adventure mode in the far future), to prevent species that have been imported from breeding successfully in hostile environments, as BIOME already serves as an adequate limiter on worldgen populations.
 
 
: Default is [TEMPERATE_REPRODUCTION:ANY].
 
 
=====''[CONDITIONAL_FERTILITY:population]''=====
 
 
: '''Arguments:'''
 
:* ''population'': The population limit of the species within the region.
 
 
: This tag allows a population to be conditionally fertile, based on its population number per unit area; if the population exceeds the specified number, all fertility cycles halt until the population falls.  Aside from its metagame usefulness for controlling populations for better frame rates, it represents those species in reality which are genuinely capable of conditional fertility.  As with other caps, it is a soft cap -- multiple births in a litter or pre-existing pregnancies can bring the population over the cap.
 
 
=====''[REPRODUCTION_FREQUENCY:days:duration]''=====
 
 
: '''Arguments:'''
 
:* ''days'': The number of days between subsequent fertility cycles.
 
:* ''duration'': The length of days (overlapping with the ''days'' parameter) during which the animal is fertile.
 
 
: This controls the frequency of a species' reproductive cycles, blacklisting animals from becoming pregnant outside of their fertility periods.
 
 
: For code simplicity, since the oestrus event itself wouldn't simulated (although simulating it would be of particular realism interest for keen-sensed animals, especially bloodthirsty animals like sharks or ''Pitch Black''-style blind predators), it would be easier just to make the "fertile" period begin immediately when the cycle begins, rather than halfway through.
 
 
: The default is the standard human 28-day cycle, [REPRODUCTION_FREQUENCY:28:5] -- the female is fertile for 5 days out of every 28-day period.  If a fertility check falls on this interval... congratulations!
 
 
=====''[REPRODUCTION_SUCCESS:permille]''=====
 
 
: '''Arguments:'''
 
:* ''permille'': Chance of becoming pregnant on a pregnancy check.
 
 
: This allows finer control over successful reproduction even when blacklisting based on season, temperature/climate, fertility cycle, and population are taken into account, to allow species that tend to reproduce too quickly to be fine-tuned for greater realism.
 
 
: Default is whatever the current pregnancy chance is set to, which is probably buried deeply in the code somewhere...
 
  
 
===General Tokens===
 
===General Tokens===
  
=====''[BRACHIATOR:frequency]]''=====
+
=====''[INNATESKILL:skillid:level]''=====
 
 
: Arguments:
 
:* ''frequency'': Percentage of time preferably spent in trees
 
 
 
: A brachiating creature will prefer to climb and jump versus travelling over open ground, although it will occasionally climb down to ground level during random wandering or foraging, or if there are no more trees available in a given direction.  It will also automatically succeed in grasping any tree branch in its own tile, regardless of climbing skill.  Intended for chimpanzees and tree squirrels.
 
 
 
=====''[ARBOREAL]]''=====
 
 
 
: An arboreal creature will climb trees during random movement, and will prefer to flee into trees to avoid danger, climbing back down when safe.  Intended for cats.
 
 
 
=====''[CLIMBER]''=====
 
 
 
: A climber is similar to an arboreal, but will randomly climb ''any'' surface -- e.g., cliff faces -- rather than trees only.
 
 
 
=====''[GAIT:GLIDE:...]''=====
 
 
 
: A gliding gait (taking the same arguments as a typical gait) gives a creature the ability to glide.  It cannot fly up (optionally: unless it builds up momentum?), but can fly laterally or choose to descend faster, decreasing in altitude every 100(?) ticks.  A gliding lifeform will also never hurt itself when gliding onto ground level unless it is stunned in mid-air.  Intended for flying squirrels.
 
 
 
=====''[FLYING_HEIGHT:height]''=====
 
 
 
: Arguments:
 
:* ''height'': The desired height for the flying creature to maintain, as a matter of preference.
 
 
 
: This controls the altitude that the creature (caste?) will prefer to maintain.  Smaller birds will tend to remain closer to ground level except when a predator threatens them, whereas raptors will prefer to remain higher for better sight lines.
 
 
 
=====''[MIN_AIRSPEED:velocity]''=====
 
 
 
: Arguments:
 
:* ''velocity'': Minimum airspeed velocity in millimetres per second.
 
 
 
: The creature must maintain the specified airspeed (1000 = Adventure Mode 1.0).  If the creature becomes tired due to flight, it will attempt to find somewhere to land.
 
 
 
=====''[STANCE_GRIP:angle]''=====
 
 
 
: Arguments:
 
:* ''angle'': STANDARD, LATERAL, or INVERTED.
 
 
 
: The creature has the ability to ''grip'' onto any surface with its STANCE parts, but is unable to ''climb''.  In other words, it can fly into any tile, then choose to "hold on", and can then choose to "release hold" and fly away, but it cannot move to another tile while holding on.
 
 
 
: If the creature has STANCE_GRIP:STANDARD, it can hold onto its own tile.  If the creature has STANCE_GRIP:LATERAL, it can hold onto its own tile or onto any adjacent tile in the eight cardinal directions.  If the creature has STANCE_GRIP:INVERTED, it can hold onto its own tile, any adjacent tile, or the tile directly above.
 
 
 
=====''[SLEEP_ROOST]''=====
 
 
 
: The creature will prefer to find tree branches to roost in, preferring higher branches over lower ones.  It is able to sleep in tree branches without falling out.  Implies STANCE_GRIP:STANDARD (does not imply STANCE_CLIMBER).  Intended for most avians.
 
 
 
=====''[SLEEP_STANDING]''=====
 
 
 
: The creature has locking joints that allow it to sleep while standing up, instead of having to lie down.  Intended for most equines.
 
 
 
=====''[SLEEP_INVERTED]''=====
 
 
 
: The creature prefers to sleep on ceilings and against wall surfaces in open spaces that are at least 2 Z levels above any floor.  It has locking claws that allow it to sleep without falling off the surface it is hanging on.  Implies STANCE_GRIP:INVERTED.  Intended for bats.
 
 
 
=====''[TUMBLE:altitude]''=====
 
 
 
: Arguments:
 
:* ''altitude'': The number of Z levels that can be fallen.
 
 
 
: A creature that can tumble can fall the specified number of Z levels without coming to harm.  Intended for cats.
 
 
 
=====''[HIBERNATION:season...]''=====
 
 
 
: '''Arguments:'''
 
:* ''season'': ANY, or one or more of SPRING, SUMMER, AUTUMN, and/or WINTER separated by colons.
 
 
 
: A species which hibernates will not spawn on the map outside of the valid seasons -- it will remain comfortably within the site populations instead.  Species which hibernate will automatically go to sleep during fortress mode and remain asleep, requiring no food or water, until the end of the season.  At the end of the season, however, they will be set automatically to Hungry and Thirsty and will seek food to eat.  (Though many species which hibernate remain awake, and do eat and drink while hibernating, this implementation is far simpler to simulate.)
 
 
 
=====''[CORPSE_SPECHEAT]'' / ''[CORPSE_LAYERING]'' / ''[CORPSE_CORPSE_BOILING_POINT]'' / etc.=====
 
 
 
: These tokens would allow a being's corpse to have temperatures that are different than their living temperatures.  The primary usefulness would be in making creatures which spontaneously combust when killed (vampires in Blade series!) or creatures which burn while alive but turn into useless lumps when dead.  The current closest token, itemcorpse, only accomplishes the latter.
 
 
 
: Cool beans!
 
 
 
=====''[CHILD_CONVERTER:species:product:time]''=====
 
 
 
: '''Arguments:'''
 
:* ''species'': The species to assimilate, or NONE for all species
 
:* ''product'': The species produced, or NONE for this species
 
:* ''time'': The number of assimilation points it takes to totally assimilate that creature
 
 
 
: The motivation behind this token is to allow goblins to transform captured children into their own kind.  Unlike the Trekkie assimilation, this is done in campaign time; each assimilation attempt takes one day, causing one assimilation point.  The transformation occurs when the number of assimilation points stored up for a given creature exceeds the specified time, in days.  Only one attempt could be made per creature per day.  Once the creature is assimilated and transformed into the new creature type, it treats the CHILD_CONVERTER as its parent.
 
 
 
: ''Dance, magic dance... dance, magic dance!''
 
: ''Dance, magic dance... dance, magic dance!''
 
: ''Put that baby spell on me''
 
: ''Jump, magic jump... jump, magic jump!''
 
: ''Jump, magic jump... jump, magic jump!''
 
: ''Put that magic jump on me''
 
: ''Slap that baby, make him free!''
 
 
 
The closest current tag is SPOUSE_CONVERTER, which applies to compatible sexes and which lacks parameters.
 
 
 
=====''[ASSIMILATE_CONVERTER:species:product:time]''=====
 
 
 
: As per CHILD_CONVERTER, but for any member of the targetted species.  The converted creature will become a faction member instead of a dynastic member.
 
 
 
=====''[APPLY_CASTE_VARIATION:variation]''=====
 
 
 
: '''Arguments:'''
 
:* ''variation'': The creature variation to apply to this specific caste (i.e., not affecting any other caste).
 
 
 
: APPLY_CREATURE_VARIATION currently affects all castes, which doesn't suit gender dimorphism too well.  It would be great if there were a way to apply a creature variation to the currently selected caste instead of implicitly affecting the "all" caste.
 
 
 
=== Thought Tokens ===
 
 
 
=====''[MELANCHOLY:weight]'' / ''[BERSERKNESS:weight]'' / ''[MADNESS:weight]''=====
 
 
 
: '''Arguments:'''
 
:* ''weight'': The odds that when the being suffers this form of insanity when pushed to depression.
 
 
 
: This is designed to influence how exactly a given species behaves when it hits insanity.  The possible insanity forms are rolled against with weighted throws to determine which form of insanity takes hold.
 
 
 
: Additional insanity types, as they are added, would also have corresponding weighting tokens added.  Gaining disturbing fetishes, becoming sociopathic (i.e., covert murder instead of overt murder when found alone with a potential victim), and acquiring debilitating phobias are all potential insanity forms that could be added to DF.
 
 
 
: If a token for a corresponding insanity type does not appear, it takes on the default weighting of 100.
 
 
 
=====''[LIMIT_HAPPINESS:min:max]''=====
 
 
 
: '''Arguments:'''
 
:* ''min'': The minimum, default -100.
 
:* ''max'': The maximum, default 100.
 
 
 
: This is designed to impose caps to the creature's possible happiness.  This also allows the creation of generally emotionless races, if you were to set both values to zero.
 
 
 
: If the minimum is set above the unhappiness threshold, the being can never become insane due to unhappiness, so ideally there would be other penalties to unhappiness like having their work rate directly proportional to their current percentage of happiness or some such.
 
 
 
: Mostly this token would be used to impose a maximum cap while leaving the minimum as -100, so certain beings are simply more prone to insanity.
 
 
 
=====''[HAPPYMULT:percent]'' / ''[SADMULT:percent]''=====
 
  
 
: '''Arguments:'''
 
: '''Arguments:'''
:* ''percent'': The percentage by which thought modify the current happiness level.
+
:* ''skillid'': The skill possessed.
 +
:* ''level'': The level of the skill.
  
: This token makes some beings naturally more prone to becoming happy or to becoming sad as a result of unhappy thoughts.  If a being has HAPPYMULT 50 and SADMULT 100, for instance, then happy thoughts are one half as effective at making the being happy and sad thoughts are of normal effectiveness.
+
: This adjustment to the INNATESWIM skill would allow creatures always to possess a minimum level of a given skill.
  
: With high values for each, this makes beings have greater mood swings.  With low values for each, this makes beings more steady.  With low values for HAPPYMULT and high values for SADMULT, this makes the creatures tend towards depression.  The converse is true for high HAPPYMULT and low SADMULT.
+
: ''Example:''
 
+
: (Kobold)
=====''[BAD_EMOTION:emotion]''=====
+
:: [INNATESKILL:AMBUSHER:2]
 
+
:: Kobolds are natural at sneaking. Each one is an "Ambusher" (as opposed to "Novice Ambusher" at rank 1 or "Dabbling Ambusher" at rank 0).
: '''Arguments:'''
 
:* ''emotion'': The type of emotion that upsets the being when it is experienced.
 
 
 
: '''Emotion Parameters:'''
 
:* FEAR: Causes the being to receive an unhappy thought every time it is forced to flee from an enemy.
 
:* ATTACK : Causes the being to receive an unhappy thought every time it is forced to fight.
 
:* KILL : Causes the being to receive an unhappy thought every time it is credited with a kill.
 
 
 
: This token causes the being to receive a small unhappy thought each and every time it performs the indicated activity.  This can rapidly lead to insanity.
 
 
 
: This is hard to quantify in human terms and would mostly be used to give certain behaviour to animals when they are otherwise experiencing unusual circumstances.  For instance, a normal being (who flees from conflict instead of stays and fights) with BERSERKNESS:500, SADMULT:500 and BAD_EMOTION:FEAR is being chased by a hunter.  The being will attempt to flee, and if the aggressor continually chases after it the being will be rapidly driven to go berserk and lash out at its attacker.
 
  
 
===Examples===
 
===Examples===
Line 398: Line 186:
 
* To make a [http://insects.tamu.edu/fieldguide/cimg329.html parasitic wasp]-like creature which lays eggs inside other creatures at will, use [OVIPAROUS][PARASITE_EGG].
 
* To make a [http://insects.tamu.edu/fieldguide/cimg329.html parasitic wasp]-like creature which lays eggs inside other creatures at will, use [OVIPAROUS][PARASITE_EGG].
 
* If you want the above-mentioned parasitic wasp to squirt out its egg if it cannot do so inside another creature (due to lack of supply of other creatures), also include [INVOLUNTARY_EGGS] and the wasp will occasionally lay an egg (to die) in the open.  This will piss it off, and you don't want to piss off a wasp.
 
* If you want the above-mentioned parasitic wasp to squirt out its egg if it cannot do so inside another creature (due to lack of supply of other creatures), also include [INVOLUNTARY_EGGS] and the wasp will occasionally lay an egg (to die) in the open.  This will piss it off, and you don't want to piss off a wasp.
 
== Creature Variation Tokens ==
 
 
=====''[CVCT_APPEND:...]'' =====
 
 
: '''Arguments:'''
 
:* ''...'': Colon-separated list of additional parameters to append to end of CVCT_MASTER token's parameters
 
 
: As a fundamental improvement on my former ADD_BODY_TAG request, this would make use of existing CVCT functionality to allow appending parameters to existing tokens, with particular intention for use with a CVCT_MASTER:BODY (but fundamentally it should work with any tag, except perhaps for reciprocal creature variation tags).  There is presently no way of using creature variations to add new body parts to the BODY tag, only to replace existing parts within the tag (e.g., I can convert the fingers to talons, but I can't add three adamantium spikes to the existing hands and fingers ''unless I replace one of those existing body parts with itself while doing so''); this currently means that your creature variation tag must cover all possible usage scenarios instead of being properly generic -- i.e., instead of simply adding tags to the BODY, it has to target BASIC_1PARTBODY, BASIC_2PARTBODY, HUMANOID, HUMANOID_NECK, HUMANOID_HOOF, HUMANOID_NECK_HOOF, etc., etc....  The proposed new tag would neatly avoid that by allowing you to add any body part scot free, without worrying about what body parts are already there, proviso that you don't create an invalid body (which would simply appear in errorlog.txt as normal).
 
 
: Note in particular that this would vastly simplify such things as sheep:
 
 
[CREATURE_VARIATION:BASIC_2HORNS]
 
[CV_CONVERT_TAG]
 
[CVCT_MASTER:BODY]
 
[CVCT_APPEND:2HEAD_HORN]
 
 
: Instead of having two define the body token twice, once under CASTE:FEMALE and once under CASTE:MALE, the body tag could be defined once under the root ("all") caste, and then a CREATURE_VARIATION could be applied to the male caste, [APPLY_CREATURE_VARIATION:BASIC_2HORNS].  The fact that such a tag would be generically useful for such things as demon variations of humanoids, etc. is also of note.
 
 
== Body Tokens ==
 
 
=====''[OVIPOSITOR]''=====
 
 
This portion of the body is used for injecting eggs into a victim.
 
 
=====''[MILK]''=====
 
 
This portion of the body is responsible for production of milk, and if destroyed the creature can no longer produce it or feed its offspring.  Multiple MILK organs correspond to a proportional reduction in ability to nurse their young.  Viable for udders for cows, goats, donkeys, etc.
 
 
=====''[REPRODUCTIVE_CONTRIBUTE]'' / ''[REPRODUCTIVE]'' =====
 
 
For REPRODUCTIVE, this portion of the body is responsible for laying of eggs or (non-simulated) copulation, and if destroyed the creature can no longer reproduce.  Intended to allow entity-based punishments of castration (in world-gen, presumably).
 
 
For REPRODUCTIVE_CONTRIBUTE, this allows some redundancy -- as long as there is at least one REPRODUCTIVE_CONTRIBUTE organ remaining, the animal can reproduce.  If all REPRODUCTIVE_CONTRIBUTE organs are missing, however, the creature can no longer reproduce.  Intended to allow gelding stallions and bulls or otherwise neutering male pets (removal of testes) or spaying female pets (removal of ovaries).
 
 
The less squicky version of this feature would simply implement the ability to spay/neuter animals or castrate historical figures by flagging the hist fig, without actually requiring all of the naughty bits to be simulated...
 

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