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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Deon</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-28T02:47:52Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=159712</id>
		<title>v0.31:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=159712"/>
		<updated>2012-02-04T20:39:14Z</updated>

		<summary type="html">&lt;p&gt;Deon: Oops, now a correct link for the mod download.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:42, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
  {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Modifications =&lt;br /&gt;
&lt;br /&gt;
Major modifications generally add or change a significant portion of the game, such as adding in new civilizations or altering the placement and properties of the game's metals and minerals.  Major modifications normally require a new world to be generated using the modified files before they can be played.&lt;br /&gt;
&lt;br /&gt;
Due to the wide range of modified files, major modifications have high likelihoods of conflicting with each other.  Make sure to check for compatibility issues before attempting to install multiple mods.&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=98196.0 Masterwork Mod]==&lt;br /&gt;
'''''Current version: [http://dffd.wimbli.com/file.php?id=5315 1.0]''''' for '''''DF Version 0.31.25+'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Meph&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Includes a Settings program, a GUI that lets you alter the mod how you want. You can turn features on or off. The mod itself adds over 20 races, 45 buildings, hundrets of reactions, 300 plant/trees, 200 creatures, 100 weapons and armors, a caste system, religion, new metals and alloys... A reward system for people who explore the caverns, do exploratory mining, fight megabeasts and find the HFS is inlcuded as well. All of these features are optional.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=31157.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=5315 Download]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Main:Civilization_Forge|Civilization Forge Mod]]==&lt;br /&gt;
'''''Current version: [http://dffd.wimbli.com/file.php?id=2277 2.31]''''' for '''''DF Version 0.31.18+'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Mephansteras|Mephansteras]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous races, animals, and items to Dwarf Fortress as well as rebalancing many aspects of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=31157.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Main:Civilization_Forge|Civilization Forge Wiki Page]]&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2281 Dig Deeper]==&lt;br /&gt;
'''''Current version: ALPHA''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:The13thRonin|The13thRonin]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br/&amp;gt;&lt;br /&gt;
Summary: Adds a whole lot of different changes.&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=56229.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2316 Dwarf Chocolate]==&lt;br /&gt;
'''''Current version: 0.26b''''' for '''''DF Version 0.31.06'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:SethCreiyd|SethCreiyd]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary:  Contains many additions to Dwarf Fortress with the intention of diversifying the game while retaining its flavor.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=56828.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://www.mediafire.com/?6wosvum3krwjr3p Genesis Mod]==&lt;br /&gt;
'''''Current version: 3.29''''' (January, 2012) for '''''DF Version 0.31.25'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Deon|Deon]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Mod site: [http://www.genesis-mod.webs.com Genesis-Mod.Webs.Com]&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary:&amp;lt;br /&amp;gt;&lt;br /&gt;
- Three graphical versions (ASCII, Ironhand, Phoebus)&amp;lt;br /&amp;gt;&lt;br /&gt;
- Adventure mode crafting and spells&amp;lt;br /&amp;gt;&lt;br /&gt;
- Sorted by category stone menu&amp;lt;br /&amp;gt;&lt;br /&gt;
- 10 dwarven castes&amp;lt;br /&amp;gt;&lt;br /&gt;
- 16 races/subraces&amp;lt;br /&amp;gt;&lt;br /&gt;
- ~100 new unique creatures&amp;lt;br /&amp;gt;&lt;br /&gt;
- 60+ new items&amp;lt;br /&amp;gt;&lt;br /&gt;
- Reworked plants and trees, many new plants and trees were added.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Evil and good biomes have more diverse plantlife/trees.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Different trees have different value of wood.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Metalworking is reworked; many new alloys and metal types; magical metals; alchemy.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Dozens of new workshops.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Material and tissue overhaul; combat is deadlier and more realistic.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Many tiers of leather. Small critters provide barely useable suede while megabeasts grant you deephide which is almost as good as metal. The leather tiers are: suede/leather/hide/mythskin/deephide.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Caverns have visually noticeable difference in plants and critters; no longer caverns 1 will look the same as caverns 2 or cavens 3.&amp;lt;br /&amp;gt;&lt;br /&gt;
- New custom night creatures and bogeymen for your adventurers.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52988.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2071 Kobold Camp]==&lt;br /&gt;
'''''Current version: 1.3''''' for '''''DF Version 0.31.25'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Lagotrope&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Makes Kobolds into a playable race, with new workshops, items, and weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=70558.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
==[[Main:Fortress Defense II|Fortress Defense II Mod]]==&lt;br /&gt;
'''''Current version: [http://www.bay12forums.com/smf/index.php?topic=62874.0]''''' for '''''DF Version 0.31.25'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:darkflagrance|darkflagrance]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous (10+) hostile civilizations of increasing difficulty and power to besiege the players fortress.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=4101 Corrosion]==&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: IT 000&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: A Total Conversion featuring hundreds of changes. Face hordes of Infected in a barren, and decimated world in an attempt to create a flourishing fort. &amp;lt;br /&amp;gt;&lt;br /&gt;
Forum Post:[http://www.bay12forums.com/smf/index.php?topic=81068.0 Corrosion]&lt;br /&gt;
&lt;br /&gt;
==[http://checkitoutmanz.pbworks.com/w/file/fetch/47936739/patmod.zip Adventure Mode: Spells n' Fun]==&lt;br /&gt;
'''''Current version:[http://checkitoutmanz.pbworks.com/w/file/fetch/47936739/patmod.zip]''''' for '''''DF Version 0.31.25'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Lonely Road Wilmington &amp;lt;br/&amp;gt;&lt;br /&gt;
Developed by Lonely Road's epic PATRICK!!! If you can find trophycoins, get his items!&amp;lt;br/&amp;gt;&lt;br /&gt;
Type: Major, Adventure Mode only&amp;lt;br/&amp;gt;&lt;br /&gt;
Summary: This adds a throwable fireball and paralysis spell, or, if you don't care about effects, a staff to fire them only. This also comes with the drink additions of coffee, hot chocolate, coca cola, and tea, as well as a gallery of other items. New personal trading system introduced with TrophyCoins(--Complete as of 11/11/11 5:59 PM EST--). NEW!!! Baking and sewing have been added! NEW!! plants added!&amp;lt;br/&amp;gt;&lt;br /&gt;
Forum Post:Discuss, suggest, and report errors on my page: [http://df.magmawiki.com/index.php/User_talk:LoRoWil LoRoWil]&amp;lt;br/&amp;gt;&lt;br /&gt;
Current Version/changelog:&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://checkitoutmanz.pbworks.com/w/file/fetch/47945666/version.txt Click for current version]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=97516.0: Sergal Mod]==&lt;br /&gt;
'''''Current version: [http://www.bay12forums.com/smf/index.php?topic=97516.0]''''' for '''''DF Version 0.31.25'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Skie, Chronojiuj, Vellarain, Darklord92&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds the wartime Sergal race as well as several new weapons to the game in dwarf fortress mode and adventure mode. Adds two new workshops, and the yellow eye terror(semi-megabeast).&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=159711</id>
		<title>v0.31:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=159711"/>
		<updated>2012-02-04T20:36:29Z</updated>

		<summary type="html">&lt;p&gt;Deon: I've changed my Genesis mod's summary; it was REALLY old.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:42, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
  {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Modifications =&lt;br /&gt;
&lt;br /&gt;
Major modifications generally add or change a significant portion of the game, such as adding in new civilizations or altering the placement and properties of the game's metals and minerals.  Major modifications normally require a new world to be generated using the modified files before they can be played.&lt;br /&gt;
&lt;br /&gt;
Due to the wide range of modified files, major modifications have high likelihoods of conflicting with each other.  Make sure to check for compatibility issues before attempting to install multiple mods.&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=98196.0 Masterwork Mod]==&lt;br /&gt;
'''''Current version: [http://dffd.wimbli.com/file.php?id=5315 1.0]''''' for '''''DF Version 0.31.25+'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Meph&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Includes a Settings program, a GUI that lets you alter the mod how you want. You can turn features on or off. The mod itself adds over 20 races, 45 buildings, hundrets of reactions, 300 plant/trees, 200 creatures, 100 weapons and armors, a caste system, religion, new metals and alloys... A reward system for people who explore the caverns, do exploratory mining, fight megabeasts and find the HFS is inlcuded as well. All of these features are optional.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=31157.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=5315 Download]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Main:Civilization_Forge|Civilization Forge Mod]]==&lt;br /&gt;
'''''Current version: [http://dffd.wimbli.com/file.php?id=2277 2.31]''''' for '''''DF Version 0.31.18+'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Mephansteras|Mephansteras]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous races, animals, and items to Dwarf Fortress as well as rebalancing many aspects of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=31157.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Main:Civilization_Forge|Civilization Forge Wiki Page]]&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2281 Dig Deeper]==&lt;br /&gt;
'''''Current version: ALPHA''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:The13thRonin|The13thRonin]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br/&amp;gt;&lt;br /&gt;
Summary: Adds a whole lot of different changes.&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=56229.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2316 Dwarf Chocolate]==&lt;br /&gt;
'''''Current version: 0.26b''''' for '''''DF Version 0.31.06'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:SethCreiyd|SethCreiyd]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary:  Contains many additions to Dwarf Fortress with the intention of diversifying the game while retaining its flavor.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=56828.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=3393 Genesis Mod, Ironhand tileset version]|[http://dffd.wimbli.com/file.php?id=3582 Phoebus tileset]|[http://dffd.wimbli.com/file.php?id=3391 ASCII version]==&lt;br /&gt;
'''''Current version: 3.29''''' (January, 2012) for '''''DF Version 0.31.25'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Deon|Deon]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary:&amp;lt;br /&amp;gt;&lt;br /&gt;
- Three graphical versions (ASCII, Ironhand, Phoebus)&amp;lt;br /&amp;gt;&lt;br /&gt;
- Adventure mode crafting and spells&amp;lt;br /&amp;gt;&lt;br /&gt;
- Sorted by category stone menu&amp;lt;br /&amp;gt;&lt;br /&gt;
- 10 dwarven castes&amp;lt;br /&amp;gt;&lt;br /&gt;
- 16 races/subraces&amp;lt;br /&amp;gt;&lt;br /&gt;
- ~100 new unique creatures&amp;lt;br /&amp;gt;&lt;br /&gt;
- 60+ new items&amp;lt;br /&amp;gt;&lt;br /&gt;
- Reworked plants and trees, many new plants and trees were added.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Evil and good biomes have more diverse plantlife/trees.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Different trees have different value of wood.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Metalworking is reworked; many new alloys and metal types; magical metals; alchemy.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Dozens of new workshops.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Material and tissue overhaul; combat is deadlier and more realistic.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Many tiers of leather. Small critters provide barely useable suede while megabeasts grant you deephide which is almost as good as metal. The leather tiers are: suede/leather/hide/mythskin/deephide.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Caverns have visually noticeable difference in plants and critters; no longer caverns 1 will look the same as caverns 2 or cavens 3.&amp;lt;br /&amp;gt;&lt;br /&gt;
- New custom night creatures and bogeymen for your adventurers.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52988.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2071 Kobold Camp]==&lt;br /&gt;
'''''Current version: 1.3''''' for '''''DF Version 0.31.25'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Lagotrope&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Makes Kobolds into a playable race, with new workshops, items, and weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=70558.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
==[[Main:Fortress Defense II|Fortress Defense II Mod]]==&lt;br /&gt;
'''''Current version: [http://www.bay12forums.com/smf/index.php?topic=62874.0]''''' for '''''DF Version 0.31.25'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:darkflagrance|darkflagrance]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous (10+) hostile civilizations of increasing difficulty and power to besiege the players fortress.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=4101 Corrosion]==&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: IT 000&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: A Total Conversion featuring hundreds of changes. Face hordes of Infected in a barren, and decimated world in an attempt to create a flourishing fort. &amp;lt;br /&amp;gt;&lt;br /&gt;
Forum Post:[http://www.bay12forums.com/smf/index.php?topic=81068.0 Corrosion]&lt;br /&gt;
&lt;br /&gt;
==[http://checkitoutmanz.pbworks.com/w/file/fetch/47936739/patmod.zip Adventure Mode: Spells n' Fun]==&lt;br /&gt;
'''''Current version:[http://checkitoutmanz.pbworks.com/w/file/fetch/47936739/patmod.zip]''''' for '''''DF Version 0.31.25'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Lonely Road Wilmington &amp;lt;br/&amp;gt;&lt;br /&gt;
Developed by Lonely Road's epic PATRICK!!! If you can find trophycoins, get his items!&amp;lt;br/&amp;gt;&lt;br /&gt;
Type: Major, Adventure Mode only&amp;lt;br/&amp;gt;&lt;br /&gt;
Summary: This adds a throwable fireball and paralysis spell, or, if you don't care about effects, a staff to fire them only. This also comes with the drink additions of coffee, hot chocolate, coca cola, and tea, as well as a gallery of other items. New personal trading system introduced with TrophyCoins(--Complete as of 11/11/11 5:59 PM EST--). NEW!!! Baking and sewing have been added! NEW!! plants added!&amp;lt;br/&amp;gt;&lt;br /&gt;
Forum Post:Discuss, suggest, and report errors on my page: [http://df.magmawiki.com/index.php/User_talk:LoRoWil LoRoWil]&amp;lt;br/&amp;gt;&lt;br /&gt;
Current Version/changelog:&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://checkitoutmanz.pbworks.com/w/file/fetch/47945666/version.txt Click for current version]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=97516.0: Sergal Mod]==&lt;br /&gt;
'''''Current version: [http://www.bay12forums.com/smf/index.php?topic=97516.0]''''' for '''''DF Version 0.31.25'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Skie, Chronojiuj, Vellarain, Darklord92&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds the wartime Sergal race as well as several new weapons to the game in dwarf fortress mode and adventure mode. Adds two new workshops, and the yellow eye terror(semi-megabeast).&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Deon&amp;diff=153523</id>
		<title>User talk:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Deon&amp;diff=153523"/>
		<updated>2011-10-07T12:25:10Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* Grasstrample */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Grasstrample==&lt;br /&gt;
How exactly did you come to the conclusion that lower values for [GRASSTRAMPLE] caused more rapid damage to grass? --[[User:Quietust|Quietust]] 15:55, 5 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Through sheer experimentation. Did you see what a creature with GRASSTRAMPLE:0 does? Check it some day :)--[[User:Deon|Deon]] 13:24, 7 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=153498</id>
		<title>v0.31:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=153498"/>
		<updated>2011-10-05T10:58:28Z</updated>

		<summary type="html">&lt;p&gt;Deon: proper grasstrample explanation (the lower the number - the more often the creature tramples the grass)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADOPTS_OWNER&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALTTILE &lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMBUSHPREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_DESC_RANGE&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_RATE &lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CREATURE_VARIATION &lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the Creature Variation Template specified.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CURRENT_CREATURE_VARIATION &lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded Creature Variation&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of {{L|water}}. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARTIFICIAL_HIVEABLE&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten wildlife.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a {{L|megabeast}} will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| {{L|Whale}}s and {{L|Sea nettle jellyfish|jellyfish}} have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BENIGN &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes {{L|elephant}}s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| &lt;br /&gt;
* {{L|biome token}}&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD&lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a {{L|Purring maggot}}. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| 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.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_DETAIL_PLAN &lt;br /&gt;
| PlanName, PlanName:type:type:type:etc &lt;br /&gt;
| 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.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A {{L|Purring maggot|maggot}} would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_SIZE&lt;br /&gt;
| years:days:size &lt;br /&gt;
| sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a {{L|minotaur}}. His birth size would be 10000 (10000 mL, ~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BONECARN &lt;br /&gt;
|  &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| 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)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BUILDINGDESTROYER &lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| 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. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_SPEAK &lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANNOT_UNDEAD &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CARNIVORE &lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alternate tile. Expects CASTE_TILE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Creature tile color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| GLOWTILE color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWTILE&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific glowtile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The name of the caste of the creature in the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession, caste-specific&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_ALTTILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_TILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| speech file?&lt;br /&gt;
| Possibly a caste-specific instance of the SPEECH token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific creature tile.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAVE_ADAPT &lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| 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.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CLUTCH_SIZE&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLONY_EXTERNAL&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color  of the creature's tile. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONVERTED_SPOUSE&lt;br /&gt;
|&lt;br /&gt;
| Found only at caste level. 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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COOKABLE_LIVE &lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_CLASS &lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE_SOLDIER_TILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_TILE &lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREPUSCULAR &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_GUZZLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_ITEM &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_REMOVE_TAG&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated {{L|demon}}s; sets the creature as potential {{L|hell}} spawn&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIE_WHEN_VERMIN_BITE&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking.  Used for bee stings.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| integer &lt;br /&gt;
| Toady: &amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot; Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DRAGONFIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| Creature breathes fire in a cone. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_SIZE&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines how long it takes for eggs to hatch{{verify}}. The larger the number, the longer it takes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EQUIPS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EVIL &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRACT&lt;br /&gt;
|&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Defines a creature extract which can be obtained via {{L|small animal dissection}}.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
|  &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_BEAST&lt;br /&gt;
|&lt;br /&gt;
| Found on {{L|forgotten beast}}s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIXED_TEMP &lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLEEQUICK &lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. Not to be confused with POP_RATIO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERATED&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like {{L|Forgotten beast}}s, (biome name) {{L|titan}}s, {{L|Demon}}s, and {{L|night creature}}s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| Creature's wounds can become infected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food barrels and bags. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_TAG&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; areas. Eg. unicorn.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| The value determines the wait time until the next grass trampling when a creature steps on it. Delete the tag to make the creature never trample grass. Setting it to zero will make the creature to become an absolute grass destroyer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
| target value&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAZER&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Animals is a grazer.  The higher the number, the less frequently it needs to eat in order to survive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| HABIT&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HABIT_NUM&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HASSHELL&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HIVE_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*{{L|time}}&lt;br /&gt;
*{{L|item token}}s&lt;br /&gt;
| What product is harvested from {{L|Beekeeping industry|beekeeping}}.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body {{L|temperature}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HUNTS_VERMIN&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breath on land.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
|  &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills - including social skills - and professions. Not recommended for uncivilized monsters.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* {{L|item token}}:subtype&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| LAIR&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_CHARACTERISTIC&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER_SPEECH&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_PREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_ROAMING &lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYS_EGGS&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYS_UNUSUAL_EGGS&lt;br /&gt;
|&lt;br /&gt;
* {{L|item token}}&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate of ligaments.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIKES_FIGHTING &lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOOSE_CLUSTERS &lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGICAL&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MALE &lt;br /&gt;
|  &lt;br /&gt;
| The species or caste is all male.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_?? &lt;br /&gt;
| &lt;br /&gt;
*occassionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to {{L|Creature mannerism token}}s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATERIAL_BREATH_ATTACK &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
* breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) &lt;br /&gt;
| Creates an attack referencing a material, using a given type of breath attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|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).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RANGE &lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MODVALUE&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT &lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need the Dungeon master noble to mount the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLY_VALUE &lt;br /&gt;
| &lt;br /&gt;
*Multiplier &lt;br /&gt;
| Multiplies value of materials.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL_SKILL&lt;br /&gt;
| skill:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.  Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
|&lt;br /&gt;
| 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. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_HUNTER&lt;br /&gt;
|&lt;br /&gt;
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET &amp;lt;s&amp;gt;of the opposite sex&amp;lt;/s&amp;gt;(seems to choose anyone of any sex of the caste/s that have the CONVERTED_SPOUSE tag), convert them, and then have children with them(if possible). NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated night creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_FEVERS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SPRING &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
|  &lt;br /&gt;
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOCTURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEMOTION &lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEXERT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOMEAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skin on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUCKINS &lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't be stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will generate pearls. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[DF2010:Personality_trait|Personality traits]] for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE_DIVISOR&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|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).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| old guess: &amp;quot;The minimum/maximum numbers of how many of these creatures can show up on a map per year.&amp;quot;&amp;lt;br&amp;gt;Toady: &amp;quot;Pop number is the number per square of the region, I think.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
|&lt;br /&gt;
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRONE_TO_RAGE&lt;br /&gt;
| number&lt;br /&gt;
| Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat.  As described in file_changes.txt, creatures with this token &amp;quot;follow its normal behavior, but flip out on occasion, higher rate = more flipping out&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PUS&lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's wounds will ooze when infected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_ON_VERMIN_BITE_DEATH&lt;br /&gt;
|&lt;br /&gt;
| Leaves remains when its attack causes it to die?  Seems to go with DIE_WHEN_VERMIN_BITE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMOVE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RETURNS_VERMIN_KILLS_TO_OWNER&lt;br /&gt;
|&lt;br /&gt;
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
|  &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEARABLE_TISSUE_LAYER&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATE&lt;br /&gt;
| {{L|skill_token}}:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATES&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RATE&lt;br /&gt;
| {{L|skill_token}}:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| 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.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16].   [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATE&lt;br /&gt;
| {{L|skill_token}}:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATES&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
|  &lt;br /&gt;
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave &amp;quot;remains&amp;quot; instead of a corpse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLDIER_ALTTILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOUND&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIFIC_FOOD&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Indicates that the creature is only capable of eating a particular type of food.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_FEMALE&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See {{L|Speed}} for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERSION_TARGET&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERTER&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| &lt;br /&gt;
*speed &lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_INNATE &lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate of tendons.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TITAN&lt;br /&gt;
|&lt;br /&gt;
| Found on {{L|titan}}s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
| tissue layer color modifier is passed to offspring genetically?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_NOUN &lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| names the tissue layer color modifier, and determines the noun&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRADE_CAPACITY &lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE &lt;br /&gt;
|  &lt;br /&gt;
| Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as hunting beasts by way of kennels.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as war beasts by way of kennels.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAPAVOID &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRIGGERABLE_GROUP &lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TSU_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UBIQUITOUS&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNIQUE_DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated {{L|demon}}s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be used for modder-defined creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| 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: &amp;quot;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.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*old material id&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified material. Old material id accepts any valid material id, including INORGANIC:X, CREATURE_MAT:C:X, LOCAL_CREATURE_MAT:X, and others (where X is a material id from that set, and C is a valid creature id).{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UTTERANCES &lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*chance of occurance{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc)&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_MICRO &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOTRAP &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMINHUNTER &lt;br /&gt;
|  &lt;br /&gt;
| Implies AT_PEACE_WITH_WILDLIFE, RETURNS_VERMIN_KILLS_TO_OWNER, HUNTS_VERMIN, and ADOPTS_OWNER.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill token}})&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_VELOCITY_MODIFIER&lt;br /&gt;
| number&lt;br /&gt;
| Modifies the attack velocity.  Believed to be percent based (so 100 would be &amp;quot;normal&amp;quot;).  May be on same scale as weapon velocity (where 1000 is &amp;quot;normal&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_EDGE &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying tissue properties. (See also {{L|Tissue definition token}})&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INSULATION&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Tissue supplies the creature with heat insulation. Higher values result in more insulation.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SET_LAYER_TISSUE&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_OVER&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_UNDER &lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
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 &lt;br /&gt;
       [TISSUE:GAS]&lt;br /&gt;
[TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TISSUE_LEAKS&lt;br /&gt;
|&lt;br /&gt;
| The selected tissue leaks out of the creature when the layers above it are pierced. As per an iron man's internal poison gas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TISSUE_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*VALUE (material)&lt;br /&gt;
*MATERIAL (material subtype)&lt;br /&gt;
| Defines the tissue material. VALUE can be LOCAL_CREATURE_MAT, INORGANIC etc. MATERIAL is a subtype of the material, e.g. [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_STYLE_UNIT &lt;br /&gt;
| &lt;br /&gt;
*tissue&lt;br /&gt;
*shaping &lt;br /&gt;
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_CONNECTS&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_HEALING_RATE&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_MAJOR_ARTERIES&lt;br /&gt;
|&lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_PAIN_RECEPTORS&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_RELATIVE_THICKNESS&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_VASCULAR&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|Body detail plan token}}&lt;br /&gt;
*{{L|Body token}}&lt;br /&gt;
*{{L|Material definition token}}&lt;br /&gt;
*{{L|Syndrome}}&lt;br /&gt;
*{{L|Tissue definition token}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=%C3%82sax&amp;diff=99321</id>
		<title>Âsax</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=%C3%82sax&amp;diff=99321"/>
		<updated>2010-04-25T21:45:27Z</updated>

		<summary type="html">&lt;p&gt;Deon: Uploaded a badass image by Wrytalin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
Âsax (Goblin for Masterjails) was without a doubt one of the most badass {{L|Cave swallowman|cave swallowmen}} in the entirety of the underworld. He defeated one forgotten beast and severely wounded two others before flying off to live with the dwarves. He was eventually slain during an ambush by a goblin lasher wielding a silver whip. Following this short paragraph is a more detailed history from the owner of the particular game Asax lived in.&lt;br /&gt;
&lt;br /&gt;
[[File:Asax1.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
==History of Âsax==&lt;br /&gt;
(Quoted from Killer Clowns)&lt;br /&gt;
Masterjails was a cave swallow man born in 1042.  He was of unknown parentage.&lt;br /&gt;
&lt;br /&gt;
In the early autumn of 1053, Masterjails mortally wounded the forgotten beast Rusmo Mournfulcackled, who suffocated, with Squareluck the Tones of Safety in Reignstake.&lt;br /&gt;
&lt;br /&gt;
[Yes, Âsax was 11 years old when he killed Rusmo.]&lt;br /&gt;
&lt;br /&gt;
In the early summer of 1054, Moroserivers the Decent Salve received its name in Reignstake from Masterjails.&lt;br /&gt;
&lt;br /&gt;
In the early summer of 1054, The Cyclopean Tar received its name in Reignstake from Masterjails.&lt;br /&gt;
&lt;br /&gt;
[So on and so forth for many pages...]&lt;br /&gt;
&lt;br /&gt;
In the early spring of 1055, Masterjails bled to death, slain by the goblin Atu Wraithwhipped with a silver whip in Reignstake.&lt;br /&gt;
&lt;br /&gt;
Yeah, that's pretty much his entire life according to legends mode.  It misses the months spent fighting undying abominations of ash and coral, though, dodging attack after attack, without suffering anything worse than a broken toe, but there isn't much to say about him.  He only had thirteen years of life, though with them, he achieved more than the average elf does in a thousand.&lt;br /&gt;
&lt;br /&gt;
The sheer ordinariness of him makes him all the more awesome.  He wasn't chosen by some mighty god, or born to some ancient lineage.  He did not wield mighty artifacts or arcane magics.  He was a cave swallowman with a fungiwood spear and a tunnel tube shield, who dared to challenge the unspeakable... and won.&lt;br /&gt;
&lt;br /&gt;
Source: http://www.bay12games.com/forum/index.php?topic=52295.0&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Asax1.jpg&amp;diff=99320</id>
		<title>File:Asax1.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Asax1.jpg&amp;diff=99320"/>
		<updated>2010-04-25T21:42:43Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=93833</id>
		<title>v0.31:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=93833"/>
		<updated>2010-04-16T18:02:01Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
  {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Major mods =&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=52988.0 ஃ Genesis Mod ஃ]==&lt;br /&gt;
'''''Current version: 1.2''''' for '''''DF version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
 ''Description:''&lt;br /&gt;
  10 major races/subraces, 30 new unique creatures, 47 new items, 150 new plants, 76 new trees, 5 new diseases, 4 new underground monsters, dangerous mining, deadly archery.&lt;br /&gt;
  For the detailed info check the [http://www.bay12games.com/forum/index.php?topic=52988.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12games.com/forum/index.php?topic=52540.0 ஃ Kobold Camp ஃ]==&lt;br /&gt;
'''''Current version: Alpha 03''''' for '''''DF version 0.31.03'''''&lt;br /&gt;
 ''Description:''&lt;br /&gt;
  Kobold Camp is playing Dwarf Fortress as, you guessed it, kobolds.&lt;br /&gt;
  As a general thing, you build your camp above ground, as it'd be called Kobold Warren otherwise!&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:List_of_mods&amp;diff=93830</id>
		<title>v0.31 Talk:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:List_of_mods&amp;diff=93830"/>
		<updated>2010-04-16T18:00:54Z</updated>

		<summary type="html">&lt;p&gt;Deon: Created page with '&amp;quot;- I've started to make this page, so sorry for not logging in during my first update. I will keep it up once more major mods arrive.&amp;quot; ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;- I've started to make this page, so sorry for not logging in during my first update. I will keep it up once more major mods arrive.&amp;quot; [[User:Deon|Deon]] 18:00, 16 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=93828</id>
		<title>v0.31:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=93828"/>
		<updated>2010-04-16T17:59:36Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
  {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[http://www.bay12games.com/forum/index.php?topic=52988.0 ஃ Genesis Mod ஃ]=&lt;br /&gt;
'''''Current version: 1.2''''' for '''''DF version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
 ''Description:''&lt;br /&gt;
  10 major races/subraces, 30 new unique creatures, 47 new items, 150 new plants, 76 new trees, 5 new diseases, 4 new underground monsters, dangerous mining, deadly archery.&lt;br /&gt;
  For the detailed info check the [http://www.bay12games.com/forum/index.php?topic=52988.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
=[http://www.bay12games.com/forum/index.php?topic=52540.0 ஃ Kobold Camp ஃ]=&lt;br /&gt;
'''''Current version: Alpha 03''''' for '''''DF version 0.31.03'''''&lt;br /&gt;
 ''Description:''&lt;br /&gt;
  Kobold Camp is playing Dwarf Fortress as, you guessed it, kobolds.&lt;br /&gt;
  As a general thing, you build your camp above ground, as it'd be called Kobold Warren otherwise!&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43614</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43614"/>
		<updated>2008-07-21T14:39:02Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* Adding the body */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
Note that even if the creature was designed right it won't appear in your world until you generate a new one.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_template.txt&lt;br /&gt;
&lt;br /&gt;
 body_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's start with a body. I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce the head first and the eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there're 2 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grab things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name and the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but add a bodygloss reference after that to rename it while leaving it's functions. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 &lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 &lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws are listed in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
===Adding the creature===&lt;br /&gt;
&lt;br /&gt;
'''Creature template'''&lt;br /&gt;
&lt;br /&gt;
File with a name creature_template.txt&lt;br /&gt;
&lt;br /&gt;
 creature_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:CREATURE1]&lt;br /&gt;
 [NAME:creature:creatures:creature]&lt;br /&gt;
 [TILE:'C'][COLOR:1:0:1]&lt;br /&gt;
 [PREFSTRING:prefstring]&lt;br /&gt;
&lt;br /&gt;
At first we should make a file. Let's call it &amp;quot;creature_tripod.txt&amp;quot;. According to the syntax it should have the 1st string &amp;quot;creature_tripod&amp;quot; and then &amp;quot;[OBJECT:CREATURE]&amp;quot;.&lt;br /&gt;
Let's make a tripod creature. I will use [[Creature tokens|creature tokens]], you can get the full list there.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
I changed the tile and the [[Color|color]] (it will be displayed as a green &amp;quot;t&amp;quot; now).&lt;br /&gt;
Perfstring determines verbal characteristics of the creature, it's used for situations like &amp;quot;Urist McDwarf likes the Tripods for their three legs). Each prefstring is a separate token.&lt;br /&gt;
&lt;br /&gt;
Now we want it to have a specific body. I already showed the right syntax and content in the &amp;quot;making the body&amp;quot; section so it will have (considering bodyglosses):&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
But the creature has no attacks. It will &amp;quot;push&amp;quot; it's victims which is not effective at all.&lt;br /&gt;
Let's add a few attack moves.&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
* The first one one will enable it to attack with a specific bodypart (BYTOKEN) with the id &amp;quot;TAILT&amp;quot; (tail tentacle) and it will lash the target with the GORE type damage. ATTACKFLAG_WITH will add to the combat message the &amp;quot;with it's tail tentacle&amp;quot; string.&lt;br /&gt;
* The second one uses BYTYPE relation which means that the creature will attack with any of the bodyparts which has the HEAD token. ATTACKFLAG_CANLATCH means that it can latch on it's victim upon attack.&lt;br /&gt;
* The third one is SECONDARY so it will happen only if the first 2 are unavaliable (i.e. the tentacle is lopped off and the head-palm is grabbed). It uses BYTYPE relation so it will use any of the bodyparts with the &amp;quot;STANCE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Don't forget to add the size parameter, it determines most things. I want it to be a bit bigger than a cow (cow's DF size is 9)&lt;br /&gt;
 [SIZE:10]&lt;br /&gt;
Also it will have the ablity to learn to swim and it will have a standard base swimming speed.&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
So now we have the file creature_tripod.txt with the following contents:&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
But we need to do more to actually see the creature in game.&lt;br /&gt;
* We need to add biomes information (where the creature dwells).&lt;br /&gt;
* We need to add information about it's behaviour (size of clusters, how often is it spawned, is it roaming etc.)&lt;br /&gt;
&lt;br /&gt;
Let's start with the biome information. Click the link to see the full list of the [[Biome tokens|biome tokens]].&lt;br /&gt;
I want tripods to live in all swamps and marshes, this I add&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
I want it to travel in loose clusters of 4-8.&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
Also I want it to attack it my adventurers so I set is as a wandering creature and a predator.&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
At last let's set it's max world population and numbers for a fortress mode (min and max per year if they come).&lt;br /&gt;
 [POPULATION_NUMBER:8:16]&lt;br /&gt;
&lt;br /&gt;
Let's add a few more &amp;quot;reasonable&amp;quot; tokens to make it more real.&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
Thus we set the min/max life duration, a diurnal way of life, number of fat, avaliability of standard flesh and body temperature.&lt;br /&gt;
&lt;br /&gt;
Now we have the finished creature file: creature_tripod.txt&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
&lt;br /&gt;
Note that this creature is a dangerous one in the fortress mode because it doesn't have the [MEANDERER] token (random movement) so it will go straightly for your dwarves.&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43613</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43613"/>
		<updated>2008-07-21T14:37:38Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* Adding the body */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
Note that even if the creature was designed right it won't appear in your world until you generate a new one.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_template.txt&lt;br /&gt;
&lt;br /&gt;
 body_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's start with a body. I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce the head first and the eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there're 2 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grab things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name and the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but add a bodygloss reference after that to rename it while leaving it's functions. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 &lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 &lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws are listed in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
===Adding the creature===&lt;br /&gt;
&lt;br /&gt;
'''Creature template'''&lt;br /&gt;
&lt;br /&gt;
File with a name creature_template.txt&lt;br /&gt;
&lt;br /&gt;
 creature_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:CREATURE1]&lt;br /&gt;
 [NAME:creature:creatures:creature]&lt;br /&gt;
 [TILE:'C'][COLOR:1:0:1]&lt;br /&gt;
 [PREFSTRING:prefstring]&lt;br /&gt;
&lt;br /&gt;
At first we should make a file. Let's call it &amp;quot;creature_tripod.txt&amp;quot;. According to the syntax it should have the 1st string &amp;quot;creature_tripod&amp;quot; and then &amp;quot;[OBJECT:CREATURE]&amp;quot;.&lt;br /&gt;
Let's make a tripod creature. I will use [[Creature tokens|creature tokens]], you can get the full list there.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
I changed the tile and the [[Color|color]] (it will be displayed as a green &amp;quot;t&amp;quot; now).&lt;br /&gt;
Perfstring determines verbal characteristics of the creature, it's used for situations like &amp;quot;Urist McDwarf likes the Tripods for their three legs). Each prefstring is a separate token.&lt;br /&gt;
&lt;br /&gt;
Now we want it to have a specific body. I already showed the right syntax and content in the &amp;quot;making the body&amp;quot; section so it will have (considering bodyglosses):&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
But the creature has no attacks. It will &amp;quot;push&amp;quot; it's victims which is not effective at all.&lt;br /&gt;
Let's add a few attack moves.&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
* The first one one will enable it to attack with a specific bodypart (BYTOKEN) with the id &amp;quot;TAILT&amp;quot; (tail tentacle) and it will lash the target with the GORE type damage. ATTACKFLAG_WITH will add to the combat message the &amp;quot;with it's tail tentacle&amp;quot; string.&lt;br /&gt;
* The second one uses BYTYPE relation which means that the creature will attack with any of the bodyparts which has the HEAD token. ATTACKFLAG_CANLATCH means that it can latch on it's victim upon attack.&lt;br /&gt;
* The third one is SECONDARY so it will happen only if the first 2 are unavaliable (i.e. the tentacle is lopped off and the head-palm is grabbed). It uses BYTYPE relation so it will use any of the bodyparts with the &amp;quot;STANCE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Don't forget to add the size parameter, it determines most things. I want it to be a bit bigger than a cow (cow's DF size is 9)&lt;br /&gt;
 [SIZE:10]&lt;br /&gt;
Also it will have the ablity to learn to swim and it will have a standard base swimming speed.&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
So now we have the file creature_tripod.txt with the following contents:&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
But we need to do more to actually see the creature in game.&lt;br /&gt;
* We need to add biomes information (where the creature dwells).&lt;br /&gt;
* We need to add information about it's behaviour (size of clusters, how often is it spawned, is it roaming etc.)&lt;br /&gt;
&lt;br /&gt;
Let's start with the biome information. Click the link to see the full list of the [[Biome tokens|biome tokens]].&lt;br /&gt;
I want tripods to live in all swamps and marshes, this I add&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
I want it to travel in loose clusters of 4-8.&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
Also I want it to attack it my adventurers so I set is as a wandering creature and a predator.&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
At last let's set it's max world population and numbers for a fortress mode (min and max per year if they come).&lt;br /&gt;
 [POPULATION_NUMBER:8:16]&lt;br /&gt;
&lt;br /&gt;
Let's add a few more &amp;quot;reasonable&amp;quot; tokens to make it more real.&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
Thus we set the min/max life duration, a diurnal way of life, number of fat, avaliability of standard flesh and body temperature.&lt;br /&gt;
&lt;br /&gt;
Now we have the finished creature file: creature_tripod.txt&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
&lt;br /&gt;
Note that this creature is a dangerous one in the fortress mode because it doesn't have the [MEANDERER] token (random movement) so it will go straightly for your dwarves.&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43612</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43612"/>
		<updated>2008-07-21T14:36:11Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* Adding the body */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
Note that even if the creature was designed right it won't appear in your world until you generate a new one.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_template.txt&lt;br /&gt;
&lt;br /&gt;
 body_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's start with a body. I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce the head first and the eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there're 2 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grab things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name and the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but add a bodygloss reference after that to rename it while leaving it's functions. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws are listed in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
===Adding the creature===&lt;br /&gt;
&lt;br /&gt;
'''Creature template'''&lt;br /&gt;
&lt;br /&gt;
File with a name creature_template.txt&lt;br /&gt;
&lt;br /&gt;
 creature_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:CREATURE1]&lt;br /&gt;
 [NAME:creature:creatures:creature]&lt;br /&gt;
 [TILE:'C'][COLOR:1:0:1]&lt;br /&gt;
 [PREFSTRING:prefstring]&lt;br /&gt;
&lt;br /&gt;
At first we should make a file. Let's call it &amp;quot;creature_tripod.txt&amp;quot;. According to the syntax it should have the 1st string &amp;quot;creature_tripod&amp;quot; and then &amp;quot;[OBJECT:CREATURE]&amp;quot;.&lt;br /&gt;
Let's make a tripod creature. I will use [[Creature tokens|creature tokens]], you can get the full list there.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
I changed the tile and the [[Color|color]] (it will be displayed as a green &amp;quot;t&amp;quot; now).&lt;br /&gt;
Perfstring determines verbal characteristics of the creature, it's used for situations like &amp;quot;Urist McDwarf likes the Tripods for their three legs). Each prefstring is a separate token.&lt;br /&gt;
&lt;br /&gt;
Now we want it to have a specific body. I already showed the right syntax and content in the &amp;quot;making the body&amp;quot; section so it will have (considering bodyglosses):&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
But the creature has no attacks. It will &amp;quot;push&amp;quot; it's victims which is not effective at all.&lt;br /&gt;
Let's add a few attack moves.&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
* The first one one will enable it to attack with a specific bodypart (BYTOKEN) with the id &amp;quot;TAILT&amp;quot; (tail tentacle) and it will lash the target with the GORE type damage. ATTACKFLAG_WITH will add to the combat message the &amp;quot;with it's tail tentacle&amp;quot; string.&lt;br /&gt;
* The second one uses BYTYPE relation which means that the creature will attack with any of the bodyparts which has the HEAD token. ATTACKFLAG_CANLATCH means that it can latch on it's victim upon attack.&lt;br /&gt;
* The third one is SECONDARY so it will happen only if the first 2 are unavaliable (i.e. the tentacle is lopped off and the head-palm is grabbed). It uses BYTYPE relation so it will use any of the bodyparts with the &amp;quot;STANCE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Don't forget to add the size parameter, it determines most things. I want it to be a bit bigger than a cow (cow's DF size is 9)&lt;br /&gt;
 [SIZE:10]&lt;br /&gt;
Also it will have the ablity to learn to swim and it will have a standard base swimming speed.&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
So now we have the file creature_tripod.txt with the following contents:&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
But we need to do more to actually see the creature in game.&lt;br /&gt;
* We need to add biomes information (where the creature dwells).&lt;br /&gt;
* We need to add information about it's behaviour (size of clusters, how often is it spawned, is it roaming etc.)&lt;br /&gt;
&lt;br /&gt;
Let's start with the biome information. Click the link to see the full list of the [[Biome tokens|biome tokens]].&lt;br /&gt;
I want tripods to live in all swamps and marshes, this I add&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
I want it to travel in loose clusters of 4-8.&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
Also I want it to attack it my adventurers so I set is as a wandering creature and a predator.&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
At last let's set it's max world population and numbers for a fortress mode (min and max per year if they come).&lt;br /&gt;
 [POPULATION_NUMBER:8:16]&lt;br /&gt;
&lt;br /&gt;
Let's add a few more &amp;quot;reasonable&amp;quot; tokens to make it more real.&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
Thus we set the min/max life duration, a diurnal way of life, number of fat, avaliability of standard flesh and body temperature.&lt;br /&gt;
&lt;br /&gt;
Now we have the finished creature file: creature_tripod.txt&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
&lt;br /&gt;
Note that this creature is a dangerous one in the fortress mode because it doesn't have the [MEANDERER] token (random movement) so it will go straightly for your dwarves.&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43611</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43611"/>
		<updated>2008-07-21T14:35:09Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* Adding the body */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
Note that even if the creature was designed right it won't appear in your world until you generate a new one.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_template.txt&lt;br /&gt;
&lt;br /&gt;
 body_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's start with a body. I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce the head first and the eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there're 2 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grab things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name and the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but in the creature file but add a bodygloss reference after that. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws are listed in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
===Adding the creature===&lt;br /&gt;
&lt;br /&gt;
'''Creature template'''&lt;br /&gt;
&lt;br /&gt;
File with a name creature_template.txt&lt;br /&gt;
&lt;br /&gt;
 creature_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:CREATURE1]&lt;br /&gt;
 [NAME:creature:creatures:creature]&lt;br /&gt;
 [TILE:'C'][COLOR:1:0:1]&lt;br /&gt;
 [PREFSTRING:prefstring]&lt;br /&gt;
&lt;br /&gt;
At first we should make a file. Let's call it &amp;quot;creature_tripod.txt&amp;quot;. According to the syntax it should have the 1st string &amp;quot;creature_tripod&amp;quot; and then &amp;quot;[OBJECT:CREATURE]&amp;quot;.&lt;br /&gt;
Let's make a tripod creature. I will use [[Creature tokens|creature tokens]], you can get the full list there.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
I changed the tile and the [[Color|color]] (it will be displayed as a green &amp;quot;t&amp;quot; now).&lt;br /&gt;
Perfstring determines verbal characteristics of the creature, it's used for situations like &amp;quot;Urist McDwarf likes the Tripods for their three legs). Each prefstring is a separate token.&lt;br /&gt;
&lt;br /&gt;
Now we want it to have a specific body. I already showed the right syntax and content in the &amp;quot;making the body&amp;quot; section so it will have (considering bodyglosses):&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
But the creature has no attacks. It will &amp;quot;push&amp;quot; it's victims which is not effective at all.&lt;br /&gt;
Let's add a few attack moves.&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
* The first one one will enable it to attack with a specific bodypart (BYTOKEN) with the id &amp;quot;TAILT&amp;quot; (tail tentacle) and it will lash the target with the GORE type damage. ATTACKFLAG_WITH will add to the combat message the &amp;quot;with it's tail tentacle&amp;quot; string.&lt;br /&gt;
* The second one uses BYTYPE relation which means that the creature will attack with any of the bodyparts which has the HEAD token. ATTACKFLAG_CANLATCH means that it can latch on it's victim upon attack.&lt;br /&gt;
* The third one is SECONDARY so it will happen only if the first 2 are unavaliable (i.e. the tentacle is lopped off and the head-palm is grabbed). It uses BYTYPE relation so it will use any of the bodyparts with the &amp;quot;STANCE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Don't forget to add the size parameter, it determines most things. I want it to be a bit bigger than a cow (cow's DF size is 9)&lt;br /&gt;
 [SIZE:10]&lt;br /&gt;
Also it will have the ablity to learn to swim and it will have a standard base swimming speed.&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
So now we have the file creature_tripod.txt with the following contents:&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
But we need to do more to actually see the creature in game.&lt;br /&gt;
* We need to add biomes information (where the creature dwells).&lt;br /&gt;
* We need to add information about it's behaviour (size of clusters, how often is it spawned, is it roaming etc.)&lt;br /&gt;
&lt;br /&gt;
Let's start with the biome information. Click the link to see the full list of the [[Biome tokens|biome tokens]].&lt;br /&gt;
I want tripods to live in all swamps and marshes, this I add&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
I want it to travel in loose clusters of 4-8.&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
Also I want it to attack it my adventurers so I set is as a wandering creature and a predator.&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
At last let's set it's max world population and numbers for a fortress mode (min and max per year if they come).&lt;br /&gt;
 [POPULATION_NUMBER:8:16]&lt;br /&gt;
&lt;br /&gt;
Let's add a few more &amp;quot;reasonable&amp;quot; tokens to make it more real.&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
Thus we set the min/max life duration, a diurnal way of life, number of fat, avaliability of standard flesh and body temperature.&lt;br /&gt;
&lt;br /&gt;
Now we have the finished creature file: creature_tripod.txt&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
&lt;br /&gt;
Note that this creature is a dangerous one in the fortress mode because it doesn't have the [MEANDERER] token (random movement) so it will go straightly for your dwarves.&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43610</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43610"/>
		<updated>2008-07-21T14:33:53Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* Adding the body */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
Note that even if the creature was designed right it won't appear in your world until you generate a new one.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_template.txt&lt;br /&gt;
&lt;br /&gt;
 body_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's start with a body. I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce the head first and the eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there're 2 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grab things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name of the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but in the creature file but add a bodygloss reference after that. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws are listed in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
===Adding the creature===&lt;br /&gt;
&lt;br /&gt;
'''Creature template'''&lt;br /&gt;
&lt;br /&gt;
File with a name creature_template.txt&lt;br /&gt;
&lt;br /&gt;
 creature_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:CREATURE1]&lt;br /&gt;
 [NAME:creature:creatures:creature]&lt;br /&gt;
 [TILE:'C'][COLOR:1:0:1]&lt;br /&gt;
 [PREFSTRING:prefstring]&lt;br /&gt;
&lt;br /&gt;
At first we should make a file. Let's call it &amp;quot;creature_tripod.txt&amp;quot;. According to the syntax it should have the 1st string &amp;quot;creature_tripod&amp;quot; and then &amp;quot;[OBJECT:CREATURE]&amp;quot;.&lt;br /&gt;
Let's make a tripod creature. I will use [[Creature tokens|creature tokens]], you can get the full list there.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
I changed the tile and the [[Color|color]] (it will be displayed as a green &amp;quot;t&amp;quot; now).&lt;br /&gt;
Perfstring determines verbal characteristics of the creature, it's used for situations like &amp;quot;Urist McDwarf likes the Tripods for their three legs). Each prefstring is a separate token.&lt;br /&gt;
&lt;br /&gt;
Now we want it to have a specific body. I already showed the right syntax and content in the &amp;quot;making the body&amp;quot; section so it will have (considering bodyglosses):&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
But the creature has no attacks. It will &amp;quot;push&amp;quot; it's victims which is not effective at all.&lt;br /&gt;
Let's add a few attack moves.&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
* The first one one will enable it to attack with a specific bodypart (BYTOKEN) with the id &amp;quot;TAILT&amp;quot; (tail tentacle) and it will lash the target with the GORE type damage. ATTACKFLAG_WITH will add to the combat message the &amp;quot;with it's tail tentacle&amp;quot; string.&lt;br /&gt;
* The second one uses BYTYPE relation which means that the creature will attack with any of the bodyparts which has the HEAD token. ATTACKFLAG_CANLATCH means that it can latch on it's victim upon attack.&lt;br /&gt;
* The third one is SECONDARY so it will happen only if the first 2 are unavaliable (i.e. the tentacle is lopped off and the head-palm is grabbed). It uses BYTYPE relation so it will use any of the bodyparts with the &amp;quot;STANCE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Don't forget to add the size parameter, it determines most things. I want it to be a bit bigger than a cow (cow's DF size is 9)&lt;br /&gt;
 [SIZE:10]&lt;br /&gt;
Also it will have the ablity to learn to swim and it will have a standard base swimming speed.&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
So now we have the file creature_tripod.txt with the following contents:&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
But we need to do more to actually see the creature in game.&lt;br /&gt;
* We need to add biomes information (where the creature dwells).&lt;br /&gt;
* We need to add information about it's behaviour (size of clusters, how often is it spawned, is it roaming etc.)&lt;br /&gt;
&lt;br /&gt;
Let's start with the biome information. Click the link to see the full list of the [[Biome tokens|biome tokens]].&lt;br /&gt;
I want tripods to live in all swamps and marshes, this I add&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
I want it to travel in loose clusters of 4-8.&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
Also I want it to attack it my adventurers so I set is as a wandering creature and a predator.&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
At last let's set it's max world population and numbers for a fortress mode (min and max per year if they come).&lt;br /&gt;
 [POPULATION_NUMBER:8:16]&lt;br /&gt;
&lt;br /&gt;
Let's add a few more &amp;quot;reasonable&amp;quot; tokens to make it more real.&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
Thus we set the min/max life duration, a diurnal way of life, number of fat, avaliability of standard flesh and body temperature.&lt;br /&gt;
&lt;br /&gt;
Now we have the finished creature file: creature_tripod.txt&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
&lt;br /&gt;
Note that this creature is a dangerous one in the fortress mode because it doesn't have the [MEANDERER] token (random movement) so it will go straightly for your dwarves.&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43609</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43609"/>
		<updated>2008-07-21T14:33:22Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* Adding the body */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
Note that even if the creature was designed right it won't appear in your world until you generate a new one.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_template.txt&lt;br /&gt;
&lt;br /&gt;
 body_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's start with a body. I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce the head first and the eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there're 2 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grap things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name of the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but in the creature file but add a bodygloss reference after that. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws are listed in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
===Adding the creature===&lt;br /&gt;
&lt;br /&gt;
'''Creature template'''&lt;br /&gt;
&lt;br /&gt;
File with a name creature_template.txt&lt;br /&gt;
&lt;br /&gt;
 creature_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:CREATURE1]&lt;br /&gt;
 [NAME:creature:creatures:creature]&lt;br /&gt;
 [TILE:'C'][COLOR:1:0:1]&lt;br /&gt;
 [PREFSTRING:prefstring]&lt;br /&gt;
&lt;br /&gt;
At first we should make a file. Let's call it &amp;quot;creature_tripod.txt&amp;quot;. According to the syntax it should have the 1st string &amp;quot;creature_tripod&amp;quot; and then &amp;quot;[OBJECT:CREATURE]&amp;quot;.&lt;br /&gt;
Let's make a tripod creature. I will use [[Creature tokens|creature tokens]], you can get the full list there.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
I changed the tile and the [[Color|color]] (it will be displayed as a green &amp;quot;t&amp;quot; now).&lt;br /&gt;
Perfstring determines verbal characteristics of the creature, it's used for situations like &amp;quot;Urist McDwarf likes the Tripods for their three legs). Each prefstring is a separate token.&lt;br /&gt;
&lt;br /&gt;
Now we want it to have a specific body. I already showed the right syntax and content in the &amp;quot;making the body&amp;quot; section so it will have (considering bodyglosses):&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
But the creature has no attacks. It will &amp;quot;push&amp;quot; it's victims which is not effective at all.&lt;br /&gt;
Let's add a few attack moves.&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
* The first one one will enable it to attack with a specific bodypart (BYTOKEN) with the id &amp;quot;TAILT&amp;quot; (tail tentacle) and it will lash the target with the GORE type damage. ATTACKFLAG_WITH will add to the combat message the &amp;quot;with it's tail tentacle&amp;quot; string.&lt;br /&gt;
* The second one uses BYTYPE relation which means that the creature will attack with any of the bodyparts which has the HEAD token. ATTACKFLAG_CANLATCH means that it can latch on it's victim upon attack.&lt;br /&gt;
* The third one is SECONDARY so it will happen only if the first 2 are unavaliable (i.e. the tentacle is lopped off and the head-palm is grabbed). It uses BYTYPE relation so it will use any of the bodyparts with the &amp;quot;STANCE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Don't forget to add the size parameter, it determines most things. I want it to be a bit bigger than a cow (cow's DF size is 9)&lt;br /&gt;
 [SIZE:10]&lt;br /&gt;
Also it will have the ablity to learn to swim and it will have a standard base swimming speed.&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
So now we have the file creature_tripod.txt with the following contents:&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
But we need to do more to actually see the creature in game.&lt;br /&gt;
* We need to add biomes information (where the creature dwells).&lt;br /&gt;
* We need to add information about it's behaviour (size of clusters, how often is it spawned, is it roaming etc.)&lt;br /&gt;
&lt;br /&gt;
Let's start with the biome information. Click the link to see the full list of the [[Biome tokens|biome tokens]].&lt;br /&gt;
I want tripods to live in all swamps and marshes, this I add&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
I want it to travel in loose clusters of 4-8.&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
Also I want it to attack it my adventurers so I set is as a wandering creature and a predator.&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
At last let's set it's max world population and numbers for a fortress mode (min and max per year if they come).&lt;br /&gt;
 [POPULATION_NUMBER:8:16]&lt;br /&gt;
&lt;br /&gt;
Let's add a few more &amp;quot;reasonable&amp;quot; tokens to make it more real.&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
Thus we set the min/max life duration, a diurnal way of life, number of fat, avaliability of standard flesh and body temperature.&lt;br /&gt;
&lt;br /&gt;
Now we have the finished creature file: creature_tripod.txt&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
&lt;br /&gt;
Note that this creature is a dangerous one in the fortress mode because it doesn't have the [MEANDERER] token (random movement) so it will go straightly for your dwarves.&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43608</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43608"/>
		<updated>2008-07-21T14:32:49Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* Adding the body */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
Note that even if the creature was designed right it won't appear in your world until you generate a new one.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_template.txt&lt;br /&gt;
&lt;br /&gt;
 body_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's start with a body. I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce the head first and the eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there're 3 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grap things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name of the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but in the creature file but add a bodygloss reference after that. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws are listed in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
===Adding the creature===&lt;br /&gt;
&lt;br /&gt;
'''Creature template'''&lt;br /&gt;
&lt;br /&gt;
File with a name creature_template.txt&lt;br /&gt;
&lt;br /&gt;
 creature_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:CREATURE1]&lt;br /&gt;
 [NAME:creature:creatures:creature]&lt;br /&gt;
 [TILE:'C'][COLOR:1:0:1]&lt;br /&gt;
 [PREFSTRING:prefstring]&lt;br /&gt;
&lt;br /&gt;
At first we should make a file. Let's call it &amp;quot;creature_tripod.txt&amp;quot;. According to the syntax it should have the 1st string &amp;quot;creature_tripod&amp;quot; and then &amp;quot;[OBJECT:CREATURE]&amp;quot;.&lt;br /&gt;
Let's make a tripod creature. I will use [[Creature tokens|creature tokens]], you can get the full list there.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
I changed the tile and the [[Color|color]] (it will be displayed as a green &amp;quot;t&amp;quot; now).&lt;br /&gt;
Perfstring determines verbal characteristics of the creature, it's used for situations like &amp;quot;Urist McDwarf likes the Tripods for their three legs). Each prefstring is a separate token.&lt;br /&gt;
&lt;br /&gt;
Now we want it to have a specific body. I already showed the right syntax and content in the &amp;quot;making the body&amp;quot; section so it will have (considering bodyglosses):&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
But the creature has no attacks. It will &amp;quot;push&amp;quot; it's victims which is not effective at all.&lt;br /&gt;
Let's add a few attack moves.&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
* The first one one will enable it to attack with a specific bodypart (BYTOKEN) with the id &amp;quot;TAILT&amp;quot; (tail tentacle) and it will lash the target with the GORE type damage. ATTACKFLAG_WITH will add to the combat message the &amp;quot;with it's tail tentacle&amp;quot; string.&lt;br /&gt;
* The second one uses BYTYPE relation which means that the creature will attack with any of the bodyparts which has the HEAD token. ATTACKFLAG_CANLATCH means that it can latch on it's victim upon attack.&lt;br /&gt;
* The third one is SECONDARY so it will happen only if the first 2 are unavaliable (i.e. the tentacle is lopped off and the head-palm is grabbed). It uses BYTYPE relation so it will use any of the bodyparts with the &amp;quot;STANCE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Don't forget to add the size parameter, it determines most things. I want it to be a bit bigger than a cow (cow's DF size is 9)&lt;br /&gt;
 [SIZE:10]&lt;br /&gt;
Also it will have the ablity to learn to swim and it will have a standard base swimming speed.&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
So now we have the file creature_tripod.txt with the following contents:&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
But we need to do more to actually see the creature in game.&lt;br /&gt;
* We need to add biomes information (where the creature dwells).&lt;br /&gt;
* We need to add information about it's behaviour (size of clusters, how often is it spawned, is it roaming etc.)&lt;br /&gt;
&lt;br /&gt;
Let's start with the biome information. Click the link to see the full list of the [[Biome tokens|biome tokens]].&lt;br /&gt;
I want tripods to live in all swamps and marshes, this I add&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
I want it to travel in loose clusters of 4-8.&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
Also I want it to attack it my adventurers so I set is as a wandering creature and a predator.&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
At last let's set it's max world population and numbers for a fortress mode (min and max per year if they come).&lt;br /&gt;
 [POPULATION_NUMBER:8:16]&lt;br /&gt;
&lt;br /&gt;
Let's add a few more &amp;quot;reasonable&amp;quot; tokens to make it more real.&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
Thus we set the min/max life duration, a diurnal way of life, number of fat, avaliability of standard flesh and body temperature.&lt;br /&gt;
&lt;br /&gt;
Now we have the finished creature file: creature_tripod.txt&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
&lt;br /&gt;
Note that this creature is a dangerous one in the fortress mode because it doesn't have the [MEANDERER] token (random movement) so it will go straightly for your dwarves.&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43607</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43607"/>
		<updated>2008-07-21T14:29:07Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* How to add a new creature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
Note that even if the creature was designed right it won't appear in your world until you generate a new one.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_template.txt&lt;br /&gt;
&lt;br /&gt;
 body_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's start with a body. I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce head first and eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there 3 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grap things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name of the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but in the creature file but add a bodygloss reference after that. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws are listed in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
===Adding the creature===&lt;br /&gt;
&lt;br /&gt;
'''Creature template'''&lt;br /&gt;
&lt;br /&gt;
File with a name creature_template.txt&lt;br /&gt;
&lt;br /&gt;
 creature_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:CREATURE1]&lt;br /&gt;
 [NAME:creature:creatures:creature]&lt;br /&gt;
 [TILE:'C'][COLOR:1:0:1]&lt;br /&gt;
 [PREFSTRING:prefstring]&lt;br /&gt;
&lt;br /&gt;
At first we should make a file. Let's call it &amp;quot;creature_tripod.txt&amp;quot;. According to the syntax it should have the 1st string &amp;quot;creature_tripod&amp;quot; and then &amp;quot;[OBJECT:CREATURE]&amp;quot;.&lt;br /&gt;
Let's make a tripod creature. I will use [[Creature tokens|creature tokens]], you can get the full list there.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
I changed the tile and the [[Color|color]] (it will be displayed as a green &amp;quot;t&amp;quot; now).&lt;br /&gt;
Perfstring determines verbal characteristics of the creature, it's used for situations like &amp;quot;Urist McDwarf likes the Tripods for their three legs). Each prefstring is a separate token.&lt;br /&gt;
&lt;br /&gt;
Now we want it to have a specific body. I already showed the right syntax and content in the &amp;quot;making the body&amp;quot; section so it will have (considering bodyglosses):&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
But the creature has no attacks. It will &amp;quot;push&amp;quot; it's victims which is not effective at all.&lt;br /&gt;
Let's add a few attack moves.&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
* The first one one will enable it to attack with a specific bodypart (BYTOKEN) with the id &amp;quot;TAILT&amp;quot; (tail tentacle) and it will lash the target with the GORE type damage. ATTACKFLAG_WITH will add to the combat message the &amp;quot;with it's tail tentacle&amp;quot; string.&lt;br /&gt;
* The second one uses BYTYPE relation which means that the creature will attack with any of the bodyparts which has the HEAD token. ATTACKFLAG_CANLATCH means that it can latch on it's victim upon attack.&lt;br /&gt;
* The third one is SECONDARY so it will happen only if the first 2 are unavaliable (i.e. the tentacle is lopped off and the head-palm is grabbed). It uses BYTYPE relation so it will use any of the bodyparts with the &amp;quot;STANCE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Don't forget to add the size parameter, it determines most things. I want it to be a bit bigger than a cow (cow's DF size is 9)&lt;br /&gt;
 [SIZE:10]&lt;br /&gt;
Also it will have the ablity to learn to swim and it will have a standard base swimming speed.&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
So now we have the file creature_tripod.txt with the following contents:&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
But we need to do more to actually see the creature in game.&lt;br /&gt;
* We need to add biomes information (where the creature dwells).&lt;br /&gt;
* We need to add information about it's behaviour (size of clusters, how often is it spawned, is it roaming etc.)&lt;br /&gt;
&lt;br /&gt;
Let's start with the biome information. Click the link to see the full list of the [[Biome tokens|biome tokens]].&lt;br /&gt;
I want tripods to live in all swamps and marshes, this I add&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
I want it to travel in loose clusters of 4-8.&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
Also I want it to attack it my adventurers so I set is as a wandering creature and a predator.&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
At last let's set it's max world population and numbers for a fortress mode (min and max per year if they come).&lt;br /&gt;
 [POPULATION_NUMBER:8:16]&lt;br /&gt;
&lt;br /&gt;
Let's add a few more &amp;quot;reasonable&amp;quot; tokens to make it more real.&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
Thus we set the min/max life duration, a diurnal way of life, number of fat, avaliability of standard flesh and body temperature.&lt;br /&gt;
&lt;br /&gt;
Now we have the finished creature file: creature_tripod.txt&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
&lt;br /&gt;
Note that this creature is a dangerous one in the fortress mode because it doesn't have the [MEANDERER] token (random movement) so it will go straightly for your dwarves.&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30432</id>
		<title>40d:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30432"/>
		<updated>2008-07-21T14:24:40Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* Modding the creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is intended to be an easy guide for general newbies on how to both edit and add civilizations, creatures, objects, and so on in Dwarf Fortress, both [[Adventure_Mode|adventurer]] and [[Dwarf_Fortress_Mode|fortress]] modes, without breaking anything too much. Generally breaking stuff is fine! Just always back up your work + the originals, and be patient at having to [[World_Generation|generate new worlds]] over and over. &lt;br /&gt;
&lt;br /&gt;
This guide was edited for version 0.27.176.39c and may not be accurate for later versions, particularly the examples.&lt;br /&gt;
&lt;br /&gt;
= Modding Guide =&lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. The raw folder contains two subfolders: graphics (where you insert [[Object_Tilesets|graphic packs]] to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game. &lt;br /&gt;
&lt;br /&gt;
Editing the [[Raw file|raw text files]] is easy and simple. When you go into the \raw\objects folder you will see a wide variety of text files. When you are modding your game, you can either change existing files or add your own. I personally find it easier just to edit the existing ones in a new \DF\ game folder. When you are changing a token you can simply change the values - these are the numbers/strings after the : in a token entry. For example, [CREATURE:DWARF] is a token in the entity text file, which determines what creatures are used for dwarven civilizations. Simply open the text file, edit what you want, save and close, and generate a new world after you're done editing what you want.&lt;br /&gt;
&lt;br /&gt;
Essentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. With a bit of know-how you can tinker with just about everything. &lt;br /&gt;
&lt;br /&gt;
Every text file uses what are called &amp;quot;tokens&amp;quot;, also called &amp;quot;flags&amp;quot;. They are essentially attributes that you can add or remove or edit for any particular object in the game, that change the way the object works or acts. Most of the actual effects are hardcoded: for example, giving a creature such as a moose the [EVIL] creature token will make it only appear in evil maps, or giving it [BONECARN] will make it chow down on bones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A few key things to remember when modding the text files:&lt;br /&gt;
&lt;br /&gt;
* Always back up the default text files you plan on editing. This way, if your game crashes (due to say, a typo that you can't find) you can simply copy-paste it back in for a 'vanilla' DF.&lt;br /&gt;
* You do not need to delete old saves; simply create a new world using your modded files and things should run just fine. Just don't try to play a &amp;quot;non-modded&amp;quot; world with modded files! Should you desire to go back to your old sites, just make sure you revert to the raw files used for the creation of that world. &lt;br /&gt;
* In general it's better to make whole new text files for new stuff you're adding rather than editing the existing ones by tagging them onto the bottom. This allows you to keep track of them easier and keeps them all in one place so there's less messing about with tons of files.&lt;br /&gt;
* The absolute easiest way to add an entirely new creature/entity/etc is to simply copy-paste an existing one and rename it, then edit the various tokens appropriately.&lt;br /&gt;
&lt;br /&gt;
In addition, if you ''rename'' the any of the \raw\ files themselves (such as 'creature_insects.txt' to 'creature_bugs.txt'), you must find the same filename in the \data\objects\ folder and delete it. This is required because once the world is generated it creates the new files and saves them for use next time the world is needed; without deleting the file you will get duplication errors. This is not necessary if you just don't change any of the filenames.&lt;br /&gt;
&lt;br /&gt;
== Modding the civilizations ==&lt;br /&gt;
&lt;br /&gt;
The civilization entries are stored in entity_default.txt. They are quite simple files that are in the following format:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQENCY]&lt;br /&gt;
     ...[OTHER TAGS]...&lt;br /&gt;
&lt;br /&gt;
At the top of the file you'll see an 'entity_default' all by itself, that must be at the top of the file only. All game files require those markers at the top. If you're creating a new civilization in its own text file, be sure to add entity_default, and [OBJECT:ENTITY] at the top of the file.&lt;br /&gt;
&lt;br /&gt;
Now what do these tokens mean, exactly? For one, where the tags are located don't generally matter quite a lot. You can add them in any order as long as they're underneath the &amp;quot;[ENTITY:]&amp;quot; token, which is the 'header' of the civilization and lets the game know that everything underneath deals with that civ. The entity token can be anything as long as it's not the same as another one.&lt;br /&gt;
&lt;br /&gt;
'[CREATURE:]' links the civilization with a certain creature defined in a different file. This is the creature you play in adventurer or fortress mode, or that wanders around their towns when you explore them. For example, if you wanted to do something silly you could switch the &amp;quot;DWARF&amp;quot; entry in entity_default.txt with &amp;quot;ELF&amp;quot; and you would be marching elves around in fortress mode, though they would still use dwarven technology and language and names and so forth.&lt;br /&gt;
&lt;br /&gt;
'[TRANSLATION:]' connects the civ to a specific language file that determines things like their natural (untranslated) creature first + last names and city names. The valid ones are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
'[BIOME_SUPPORT:]' defines biomes that civs will appear in. The 'FREQUENCY' value determines the likelyhood of them appearing there: generally 1 for not very often, up to 3 for very often (ie. dwarves in mountains).&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[Entity_Tokens|here]]. The important ones are the CIV_CONTROLLABLE token, which lets you control the civ in dwarf fortress mode (by random chance if you have more than one set controllable) and the INDIV_CONTROLLABLE and ADVENTURE_TIER tokens which lets you play the civ in adventure mode via the PLAY NOW! command. Remember that ADVENTURE_TIER must be in order, so if you are adding a new playable race you must put it above dwarves and set its tier 1 higher (4).&lt;br /&gt;
&lt;br /&gt;
Any token that has to deal with weapons, armor, clothing, etc. are all the items that the civ can build, not necessarily the ones they can wear. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them. &lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:] and [CULL_SYMBOL:ALL:] are the words that can be randomly generated in names, civs, cities, artifacts, engravings, etc. &amp;quot;SELECT_SYMBOL&amp;quot; means that the civ is far more likely to use those, and CULL_SYMBOL means they never will. You can find a list of every symbol type [[Language|here]]. SUBSELECT_SYMBOL:WAR/BATTLE/SIEGE just determines which language token to use when they begin wars, battles, or sieges in legends mode, ie. 'The Conflict of Craziness' or 'The Siege of Assaults'. All have these as 'violence' by default but they can be changed to any other token.&lt;br /&gt;
&lt;br /&gt;
'SELECT:SYMBOL:ROAD/TUNNEL/BRIDGE/WALL'  use the special language tokens NAME_ROAD, NAME_TUNNEL, etc. and determines what the civ names their structures. 'SELECT_SYMBOL:REMAINING': are the standard tokens used for the species language.&lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking. Remember to always change the civ's ENTITY: name! This name can be anything as long as it's not already existing.&lt;br /&gt;
&lt;br /&gt;
There are many tokens to play with in the entity file, most of which do something interesting. It's best to simply look through the entity tokens list and figure out for yourself what you want to do with them. The ones of interest are:&lt;br /&gt;
&lt;br /&gt;
* [SIEGER] [BABYSNATCHER] [NUISANCE] These determine what the civ does in relation to other civs. Babysnatchers periodically swipe infants from nearby civs and have them grow up in their own civ (if kidnapped/brainwashed infants grow up and have children, their last names will use their capturer's language files: ie. you will have evil dwarves with the name Urist Deathghouls in a goblin fortress).&lt;br /&gt;
&lt;br /&gt;
* [AT_PEACE_WITH_WILDLIFE] This token, currently set only on elves, will mean they will not attack wild animals and animals will not attack them. This ALSO means that if you bring an elf or two along with you in adventurer mode, don't expect them to help you if you get attacked by cougars!&lt;br /&gt;
&lt;br /&gt;
* [RELIGION_SPHERE] This determines what religious deities will have as spheres when the civilization is generated, along with their subspheres. With a SPHERE_ALIGNMENT set you can also make one more likely than others; ie. Elves have trees, plants, and animals set very high so they are likely to get those more often with their deities. &lt;br /&gt;
&lt;br /&gt;
* With [DEFAULT_SITE], LIKES_, and TOLERATES_ you can decide where the species will live. DEFAULT_SITE is their home cities and will usually cluster there in large groups. If a civ conquers another and they do not at least tolerate the enemy's home type they will simply destroy it instead of moving in (sometimes they will destroy it anyway).&lt;br /&gt;
&lt;br /&gt;
* [ETHIC:] tokens determine how the species behaves when it comes to certain unpleasant acts. This also determines what reasons the civ will use when going to war: if a nearby civ has something set ACCEPTABLE that they consider UNTHINKABLE, then it is likely they will go to war over it. It also determines a few other things, like what happens to dead foes: Elves have '[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]' for example. Goblins defacing their enemies (ie. hanging, stuck on pikes) is [ABUSE_BODIES], as well as ETHIC:MAKE_TROPHY_ tokens set ACCEPTABLE.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. Essentially you can change nearly any aspect of a creature or completely make your own from scratch. You can either add a new creature to the bottom of an existing creature_thing.txt file or make your own file; just be sure to add the name of the file (without the txt) to the top of it. For example, I tend to use a 'creature_newbies.txt' file myself.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is exactly similar to modding civs: just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all the information about each specific creature in the game, from animals to dwarves to goblins to even caravan wagons. Much of the data of a creature is quite self-explanatory; you can find a list of every creature token [[Creature_Tokens|here]].&lt;br /&gt;
&lt;br /&gt;
There're some tokens which use temperature values. Dwarf Fortress has it's own temperature scale for this. [[Temperature scale|DF temperature scale]].&lt;br /&gt;
&lt;br /&gt;
Note: If you add a butcherable creature to the game such as a domestic animal, people will automatically wander around wearing its fur or skin as leather items when you are in the game, assuming the creature comes from the civ's biome (natural area). So don't be surprised to see 'duck leather armor' or something if you add ducks. Also note if you add a species that has a naturally high body temperature (magma snakes for example) and set it butcherable, people will automatically be generated wearing their skins.. and then since the skins have a naturally high temperature too they tend to burst into flame immediately because they were wearing a +magma snake leather sock+. Woops.&lt;br /&gt;
&lt;br /&gt;
You'll notice many of the creature entries have tokens that other ones don't have. If a token is not present it's considered &amp;quot;default&amp;quot;, though sometimes the default can be hard to figure out. All of the creatures referenced in the entity files are present in creature_standard.txt and require certain other tokens that non-entity creatures do not need, such as [INTELLIGENT] and [CANOPENDOORS].&lt;br /&gt;
&lt;br /&gt;
For example, if you wanted to allow your dwarves to eat bones from the refuse stockpile (ew), you would open up creature_standard.txt, add [BONECARN] somewhere in the CREATURE_DWARF: entry at the top, and then save and close it, then generate a new world. Bon appetit!&lt;br /&gt;
&lt;br /&gt;
[http://www.dwarffortresswiki.net/index.php/User:Deon#How_to How to add a new creature.]&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items come in several flavors: 'crafted' items, and 'natural' items. Both are the same in most ways, but are stored in different places: most crafted item data are stored in the item_blah.txt files (such as item_armor.txt), while things like plants, gems, food, and ore are stored in &amp;quot;matgloss&amp;quot; files, ie. matgloss_plant.txt. Both are easily editable just like a creature or civ, but the problem is that there is no definitive list of what most of the tokens for these quite do yet. In any case they are usually pretty self-explanatory and you can guess what they do by checking out similar entries.&lt;br /&gt;
&lt;br /&gt;
For example, let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
[ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
[NAME:thong:thongs]&lt;br /&gt;
[WEIGHT:10]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[BLOCKPOWER:5]&lt;br /&gt;
[LAYER:UNDER]&lt;br /&gt;
[COVERAGE:25]&lt;br /&gt;
[LAYER_SIZE:10]&lt;br /&gt;
[LAYER_PERMIT:30]&lt;br /&gt;
[MATERIAL_SIZE:1]&lt;br /&gt;
[SOFT]&lt;br /&gt;
[LEATHER]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries. Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere, and probably [HARD] instead of [SOFT]. Simple! &lt;br /&gt;
&lt;br /&gt;
Weapons work largely the same way; but remember that in order to actually use any of these things you'd have to add the ITEM_THING item flag to the civilization's 'useable items' list in entity_default.txt. For example, if you're fond of Scots and decided to make a 'claymore' sword that's even bigger than the two-hander already in the files. It might look like this:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_CLAYMORE]&lt;br /&gt;
 [NAME:claymore sword:claymore swords]&lt;br /&gt;
 [DAMAGE:160:SLASH]&lt;br /&gt;
 [WEIGHT:120]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [CRIT_BOOST:1]&lt;br /&gt;
 [TWO_HANDED:0]&lt;br /&gt;
 [MINIMUM_SIZE:7]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
&lt;br /&gt;
Tada! Yes, it's that easy. Then you just add it to the civ entry so a civilization can actually use and craft it, and it's done. &lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All body definitions are located in body_default.txt and then linked to a creature in the creature's entry. For example, the dwarf creature has: [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]. All of these are seperate bodypart definitions in body_default.txt. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created. This means that if you don't add the appropriate bodyparts, hilarious things can happen: if you forget to add a throat or lungs your new creature will suffocate after taking a few steps (unless you make it a nonbreather). &lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the very simple format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:ID:name][TOKENSGOHERE]&lt;br /&gt;
&lt;br /&gt;
You can add as many sub-parts as you want to an overall section. The most important tokens are 'CONTYPE' and 'CON': CONTYPE means the bodypart in question is connected to a certain *type* of bodypart, while CON means it's connected to a *specific* one. Let's break down a few entries:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head][CONTYPE:UPPERBODY][HEAD]&lt;br /&gt;
&lt;br /&gt;
This is a very simple one: a head. It connects directly to an upper body. All the stuff inside the head are seperate entries that call up the head as a different contype in turn:&lt;br /&gt;
&lt;br /&gt;
 [BODY:THROAT]&lt;br /&gt;
 [BP:THROAT:throat][CONTYPE:HEAD][THROAT][EMBEDDED][SMALL]&lt;br /&gt;
&lt;br /&gt;
The foot bone's connected to the ankle bone..&lt;br /&gt;
&lt;br /&gt;
If you wanted someone to be able to break someone else's throat (like breaking a joint) and suffocate them, just add the [JOINT], [BREATHE], and possibly [NERVOUS] to the throat object's tokens.&lt;br /&gt;
&lt;br /&gt;
A 'BODYGLOSS', which you can sometimes find in the creature entries, are simply replacement words for certain defined words in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in the body_default.txt, and then you can use this in a creature with '[BODYGLOSS:CLAW_HAND]' and it will replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature. For all intent and purpose the body part will still function as the proper part, though.&lt;br /&gt;
&lt;br /&gt;
Note that only creatures with the [EQUIPS] token (and possibly [INTELLIGENT]) and a civ that can create clothes/armor/weapons will be able to actually wear stuff. Also, if the creature size is too large for the clothes they will also not be able to wear it.&lt;br /&gt;
&lt;br /&gt;
== Example one: dark dwarves ==&lt;br /&gt;
&lt;br /&gt;
These examples will go over the details for creating several new things as well as editing some old ones.&lt;br /&gt;
&lt;br /&gt;
Remember: Do NOT load an old save after genning a new world with different raws. It's much safer to simply delete all your old saves after you've modded things, or simply copy-and-paste a fresh version of DF into a new folder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, we're going to create a new, evil civilization of dwarves called, unsurprisingly, dark dwarves. This will be quite easy, though with a few fundamental differences. Mainly, that dark dwarves are evil and more warlike than regular dwarves.&lt;br /&gt;
&lt;br /&gt;
Now, open up entity_default.txt. All your species civilizations will be in there. We're going to make a whole new one for our dark dwarves. In many ways it'll be a simple copy-paste job of regular dwarves, then tweaking some things.&lt;br /&gt;
&lt;br /&gt;
Add this to the TOP of the entity_default file, before the dwarf entry:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:DARK_DWARF]&lt;br /&gt;
 	[CIV_CONTROLLABLE]&lt;br /&gt;
 	[CREATURE:DARK_DWARF]&lt;br /&gt;
 	[TRANSLATION:DWARF]&lt;br /&gt;
 	[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
    	[WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
 	[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_LEATHER:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_COAT:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_SHIRT:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_CLOAK:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_VEST:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_DRESS:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_ROBE:COMMON]&lt;br /&gt;
 	[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
 	[HELM:ITEM_HELM_HOOD:COMMON]&lt;br /&gt;
 	[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]&lt;br /&gt;
 	[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
 	[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
 	[SHOES:ITEM_SHOES_BOOTS:COMMON]&lt;br /&gt;
 	[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]&lt;br /&gt;
 	[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
 	[PANTS:ITEM_PANTS_GREAVES:COMMON]&lt;br /&gt;
 	[PANTS:ITEM_PANTS_LEGGINGS:COMMON]&lt;br /&gt;
 	[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
 	[SHIELD:ITEM_SHIELD_BUCKLER]&lt;br /&gt;
 	[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
 	[TOY:ITEM_TOY_HAMMER]&lt;br /&gt;
 	[TOY:ITEM_TOY_AXE]&lt;br /&gt;
 	[TOY:ITEM_TOY_MINIFORGE]&lt;br /&gt;
 	[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]&lt;br /&gt;
 	[INSTRUMENT:ITEM_INSTRUMENT_DRUM]&lt;br /&gt;
 	[CLOTHING]&lt;br /&gt;
 	[SUBTERRANEAN_CLOTHING]&lt;br /&gt;
 	[CURRENCY_BY_YEAR]&lt;br /&gt;
 	[CURRENCY:COPPER:1]&lt;br /&gt;
 	[CURRENCY:SILVER:5]&lt;br /&gt;
 	[CURRENCY:GOLD:15]&lt;br /&gt;
 	[SELECT_SYMBOL:WAR:NAME_WAR]&lt;br /&gt;
 	[SUBSELECT_SYMBOL:WAR:VIOLENT]&lt;br /&gt;
 	[SELECT_SYMBOL:BATTLE:NAME_BATTLE]&lt;br /&gt;
 	[SUBSELECT_SYMBOL:BATTLE:VIOLENT]&lt;br /&gt;
 	[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
 	[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
 	[SELECT_SYMBOL:ROAD:NAME_ROAD]&lt;br /&gt;
 	[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]&lt;br /&gt;
 	[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]&lt;br /&gt;
 	[SELECT_SYMBOL:WALL:NAME_WALL]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:ARTIFICE]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:EVIL]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:UNTOWARD]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:UGLY]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
 	[METAL_PREF]&lt;br /&gt;
 	[GEM_PREF]&lt;br /&gt;
 	[STONE_PREF]&lt;br /&gt;
 	[INDOOR_FARMING]&lt;br /&gt;
 	[USE_CAVE_ANIMALS]&lt;br /&gt;
 	[USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 	[USE_EVIL_ANIMALS]&lt;br /&gt;
 	[USE_EVIL_PLANTS]&lt;br /&gt;
 	[USE_EVIL_WOOD]&lt;br /&gt;
 	[COMMON_DOMESTIC_PACK]&lt;br /&gt;
 	[COMMON_DOMESTIC_PULL]&lt;br /&gt;
 	[COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 	[COMMON_DOMESTIC_PET]&lt;br /&gt;
 	[USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 	[EQUIPMENT_IMPROVEMENTS]&lt;br /&gt;
 	[ART_FACET_MODIFIER:GOOD:0]&lt;br /&gt;
 	[ART_FACET_MODIFIER:EVIL:512]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:0]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:BANDS:0]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]&lt;br /&gt;
 	[ADVENTURE_TIER:4]&lt;br /&gt;
 	[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
 	[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
 	[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
 	[TOLERATES_SITE:CITY]&lt;br /&gt;
 	[TOLERATES_SITE:TREE_CITY]&lt;br /&gt;
 	[TOLERATES_SITE:CAVE_DETAILED]&lt;br /&gt;
 	[TOLERATES_SITE:CAVE]&lt;br /&gt;
 	[LEADER_TYPE:KING]&lt;br /&gt;
 	[SITE_LEADER_TYPE:STANDARD]&lt;br /&gt;
 	[START_BIOME:MOUNTAIN]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_WETLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_DESERT:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_OCEAN:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_LAKE:1]&lt;br /&gt;
 	[BIOME_SUPPORT:MOUNTAIN:3]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_RIVER:1]&lt;br /&gt;
 	[DIPLOMAT]&lt;br /&gt;
 	[DIPLOMAT_BODYGUARDS]&lt;br /&gt;
 	[MERCHANT_BODYGUARDS]&lt;br /&gt;
 	[ACTIVE_SEASON:WINTER]&lt;br /&gt;
 	[SIEGER]&lt;br /&gt;
 	[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
 	[START_GROUP_NUMBER:10]&lt;br /&gt;
 	[MAX_POP_NUMBER:10000]&lt;br /&gt;
 	[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
 	[RELIGION:PANTHEON]&lt;br /&gt;
 	[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
 	[RELIGION_SPHERE:JEWELS]&lt;br /&gt;
 	[RELIGION_SPHERE:METALS]&lt;br /&gt;
 	[RELIGION_SPHERE:MINERALS]&lt;br /&gt;
 	[RELIGION_SPHERE:MOUNTAINS]&lt;br /&gt;
 	[RELIGION_SPHERE:WEALTH]&lt;br /&gt;
 	[RELIGION_SPHERE:NIGHT]&lt;br /&gt;
 	[RELIGION_SPHERE:WAR]&lt;br /&gt;
 	[RELIGION_SPHERE:DISEASE]&lt;br /&gt;
 	[RELIGION_SPHERE:FIRE]&lt;br /&gt;
 	[MAYOR]&lt;br /&gt;
 	[WANDERER]&lt;br /&gt;
 	[BEAST_HUNTER]&lt;br /&gt;
 	[SCOUT]&lt;br /&gt;
 	[PERMITTED_JOB:MINER]&lt;br /&gt;
 	[PERMITTED_JOB:CARPENTER]&lt;br /&gt;
 	[PERMITTED_JOB:BOWYER]&lt;br /&gt;
 	[PERMITTED_JOB:WOODCUTTER]&lt;br /&gt;
 	[PERMITTED_JOB:ENGRAVER]&lt;br /&gt;
 	[PERMITTED_JOB:MASON]&lt;br /&gt;
 	[PERMITTED_JOB:ANIMAL_CARETAKER]&lt;br /&gt;
 	[PERMITTED_JOB:ANIMAL_TRAINER]&lt;br /&gt;
 	[PERMITTED_JOB:HUNTER]&lt;br /&gt;
 	[PERMITTED_JOB:TRAPPER]&lt;br /&gt;
 	[PERMITTED_JOB:ANIMAL_DISSECTOR]&lt;br /&gt;
 	[PERMITTED_JOB:FURNACE_OPERATOR]&lt;br /&gt;
 	[PERMITTED_JOB:WEAPONSMITH]&lt;br /&gt;
 	[PERMITTED_JOB:ARMORER]&lt;br /&gt;
 	[PERMITTED_JOB:BLACKSMITH]&lt;br /&gt;
 	[PERMITTED_JOB:METALCRAFTER]&lt;br /&gt;
 	[PERMITTED_JOB:GEM_CUTTER]&lt;br /&gt;
 	[PERMITTED_JOB:GEM_SETTER]&lt;br /&gt;
 	[PERMITTED_JOB:WOODCRAFTER]&lt;br /&gt;
 	[PERMITTED_JOB:STONECRAFTER]&lt;br /&gt;
 	[PERMITTED_JOB:LEATHERWORKER]&lt;br /&gt;
 	[PERMITTED_JOB:BONE_CARVER]&lt;br /&gt;
 	[PERMITTED_JOB:WEAVER]&lt;br /&gt;
 	[PERMITTED_JOB:CLOTHIER]&lt;br /&gt;
 	[PERMITTED_JOB:GLASSMAKER]&lt;br /&gt;
 	[PERMITTED_JOB:STRAND_EXTRACTOR]&lt;br /&gt;
 	[PERMITTED_JOB:FISHERMAN]&lt;br /&gt;
 	[PERMITTED_JOB:FISH_DISSECTOR]&lt;br /&gt;
 	[PERMITTED_JOB:FISH_CLEANER]&lt;br /&gt;
 	[PERMITTED_JOB:CHEESE_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:MILKER]&lt;br /&gt;
 	[PERMITTED_JOB:COOK]&lt;br /&gt;
 	[PERMITTED_JOB:THRESHER]&lt;br /&gt;
 	[PERMITTED_JOB:MILLER]&lt;br /&gt;
 	[PERMITTED_JOB:BUTCHER]&lt;br /&gt;
 	[PERMITTED_JOB:TANNER]&lt;br /&gt;
 	[PERMITTED_JOB:DYER]&lt;br /&gt;
 	[PERMITTED_JOB:PLANTER]&lt;br /&gt;
 	[PERMITTED_JOB:HERBALIST]&lt;br /&gt;
 	[PERMITTED_JOB:BREWER]&lt;br /&gt;
 	[PERMITTED_JOB:SOAP_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:POTASH_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:LYE_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:WOOD_BURNER]&lt;br /&gt;
 	[PERMITTED_JOB:MECHANIC]&lt;br /&gt;
 	[PERMITTED_JOB:SIEGE_ENGINEER]&lt;br /&gt;
 	[PERMITTED_JOB:SIEGE_OPERATOR]&lt;br /&gt;
 	[PERMITTED_JOB:PUMP_OPERATOR]&lt;br /&gt;
 	[PERMITTED_JOB:CLERK]&lt;br /&gt;
 	[PERMITTED_JOB:ADMINISTRATOR]&lt;br /&gt;
 	[PERMITTED_JOB:TRADER]&lt;br /&gt;
 	[PERMITTED_JOB:ARCHITECT]&lt;br /&gt;
 	[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
 	[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
 	[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
 	[ETHIC:KILL_ENTITY_MEMBER:PUNISH_CAPITAL]&lt;br /&gt;
 	[ETHIC:KILL_NEUTRAL:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:KILL_ENEMY:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:KILL_ANIMAL:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:KILL_PLANT:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TORTURE_FOR_FUN:PERSONAL_MATTER]&lt;br /&gt;
 	[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TREASON:PUNISH_CAPITAL]&lt;br /&gt;
 	[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]&lt;br /&gt;
 	[ETHIC:LYING:PERSONAL_MATTER]&lt;br /&gt;
 	[ETHIC:VANDALISM:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TRESPASSING:PUNISH_SERIOUS]&lt;br /&gt;
 	[ETHIC:THEFT:PUNISH_SERIOUS]&lt;br /&gt;
 	[ETHIC:ASSAULT:PUNISH_SERIOUS]&lt;br /&gt;
 	[ETHIC:SLAVERY:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]&lt;br /&gt;
 	[WILL_ACCEPT_TRIBUTE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fun part is that your dark dwarves will, thanks to the specified symbols, have some crazy names that you'd never see with regular dwarves (one of the fortresses it generated was called &amp;quot;Crowanus&amp;quot;, for example). If you dislike having bad language, just remove the [SELECT_SYMBOL:ALL:UNTOWARD].&lt;br /&gt;
&lt;br /&gt;
The main differences you'll see here compared to the dwarf entry is that they have different weapons, toys, instruments (thanks to their warlike nature, they build less of them) and [USE_EVIL_ANIMALS] is turned on: this will do nothing in dwarf fort mode but you'll see tamed trolls and ogres in their fortresses in adventurer mode. Many of their other tokens are changed as well, to make them more violent and evil. For example, they will eat their foes like elves do. Yum!&lt;br /&gt;
&lt;br /&gt;
Now, we need to build the DARK_DWARF creature. Create a new text file called 'creature_new.txt'. Immediately, add the following:&lt;br /&gt;
&lt;br /&gt;
 creature_new&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
That'll make this text file recognized as a creature file. Now, we simply add our dark_dwarf creature:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:DARK_DWARF]&lt;br /&gt;
 	[NAME:dark dwarf:dark dwarves:dark dwarven]&lt;br /&gt;
 	[TILE:1][COLOR:3:0:0]&lt;br /&gt;
 	[GENPOWER:3]&lt;br /&gt;
 	[INTELLIGENT]&lt;br /&gt;
 	[TRANCES]&lt;br /&gt;
 	[EVIL][BONECARN]&lt;br /&gt;
 	[CANOPENDOORS]&lt;br /&gt;
 	[PREFSTRING:beards]&lt;br /&gt;
 	[PREFSTRING:violent tempers]&lt;br /&gt;
 	[PREFSTRING:sullying of the dead]&lt;br /&gt;
 	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
 	[STOUT]&lt;br /&gt;
 	[MAXAGE:250:270]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
 	[DAMBLOCK:1]&lt;br /&gt;
 	[FAT:3]&lt;br /&gt;
 	[SIZE:6]&lt;br /&gt;
 	[EQUIPS]&lt;br /&gt;
 	[CAVE_ADAPT]&lt;br /&gt;
 	[NOCTURNAL]&lt;br /&gt;
 	[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
 	[FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
 	[HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
 	[SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
 	[CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
 	[AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
 	[SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
 	[MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
 	[PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
 	[BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
 	[SPEECH:dwarf.txt]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[LAYERING:50]&lt;br /&gt;
 	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
 	[PERSONALITY:ANGER:25:75:100]&lt;br /&gt;
 	[PERSONALITY:IMMODERATION:0:75:100]&lt;br /&gt;
 	[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]&lt;br /&gt;
 	[PERSONALITY:CHEERFULNESS:0:10:90]&lt;br /&gt;
 	[PERSONALITY:ALTRUISM:0:25:50]&lt;br /&gt;
 	[PERSONALITY:MODESTY:0:20:90]&lt;br /&gt;
 	[PERSONALITY:SYMPATHY:0:25:50]&lt;br /&gt;
 	[PERSONALITY:VULNERABILITY:0:25:100]&lt;br /&gt;
 	[PERSONALITY:STRAIGHTFORWARDNESS:25:65:100]&lt;br /&gt;
 	[PERSONALITY:SELF_DISCIPLINE:30:75:100]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is largely a copy of the regular dwarves, but with several differences: [LIKES_FIGHTING] will give them happy thoughts when they have fought something, [NOCTURNAL] means they like nights rather than days, and [EVIL] means on the adventurer map their fortresses will tend to end up on evil tiles rather than good ones. Otherwise, they are exactly the same as regular dwarves. To make them extra evil, add [BONECARN] somewhere in there and they can eat bones (they'll actually haul them from your refuse pit to the dining table, yum), but will sometimes (though rarely) choke to death on them. Also, they do not require booze to stay happy (though will happily drink it anyway if they have to). &lt;br /&gt;
&lt;br /&gt;
There! That's all we need to do in order to add our civilization. Just create a new world and they'll be there: however, when you go to adventurer mode, all (or none) of your dwarf entries might be replaced with dark dwarves, so it's really a matter of luck. When you start a new fortress, there will be a 50-50 chance of playing either as dwarves or dark dwarves. The easiest way to tell if a civ is a dark dwarven is if the name is rather unpleasant. 'The Fortress of Rapes' for example would probably not be a standard dwarven one.&lt;br /&gt;
&lt;br /&gt;
== Example two: &amp;quot;Arachnid&amp;quot; playable creature ==&lt;br /&gt;
&lt;br /&gt;
This time, we're going to add a new playable creature to adventurer mode, but not playable in fortress mode. An 'arachnid' is a large, powerful, evil half-elf, half-spider (no copyright violations here!): they are too big to wear standard equipment and are quite nasty enough without it anyway. The downside to playing them is that since they do not form standard civilizations, you cannot start them at a specific location nor will they have any weapon, armor, or [[wrestling]] skills to start out.&lt;br /&gt;
&lt;br /&gt;
First off, we need to add a civilization entry in entity_default.txt. Open it up and add this to the top of the file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ARACHNIDS]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CREATURE:ARACHNID]&lt;br /&gt;
    [INDIV_CONTROLLABLE]&lt;br /&gt;
    [ADVENTURE_TIER:4]&lt;br /&gt;
Note: adventure_tier should be 5 if you also have the dark dwarves.&lt;br /&gt;
    [TRANSLATION:ELF]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_WETLAND:2]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_DESERT:3]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
    [BIOME_SUPPORT:MOUNTAIN:4]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_RIVER:2]&lt;br /&gt;
    [START_BIOME:MOUNTAIN]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
    [FRIENDLY_COLOR:7:0:0]&lt;br /&gt;
    [DEFAULT_SITE_TYPE:CAVE]&lt;br /&gt;
    [LIKES_SITE:CAVE]&lt;br /&gt;
    [TOLERATES_SITE:CAVE]&lt;br /&gt;
    [ACTIVE_SEASON:SPRING]&lt;br /&gt;
    [ACTIVE_SEASON:SUMMER]&lt;br /&gt;
    [ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
    [ACTIVE_SEASON:WINTER]&lt;br /&gt;
    [MAX_STARTING_CIV_NUMBER:2]&lt;br /&gt;
    [START_GROUP_NUMBER:1]&lt;br /&gt;
    [MAX_POP_NUMBER:500]&lt;br /&gt;
    [MAX_SITE_POP_NUMBER:20]&lt;br /&gt;
    [ETHIC:KILL_ENTITY_MEMBER:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_NEUTRAL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_ENEMY:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_ANIMAL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_PLANT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_ANIMALS:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TREASON:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:OATH_BREAKING:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:LYING:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:VANDALISM:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TRESPASSING:NOT_APPLICABLE]&lt;br /&gt;
    [ETHIC:THEFT:NOT_APPLICABLE]&lt;br /&gt;
    [ETHIC:ASSAULT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:SLAVERY:UNTHINKABLE]&lt;br /&gt;
    [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
INDIV_CONTROLLABLE and ADVENTURE_TIER tokens allows us to use ARACHNID: PLAY NOW! in adventurer mode, which is exactly what we want. They'll be powerful enough to use without gear anyhow.&lt;br /&gt;
&lt;br /&gt;
Next, we open up creature_new.txt (if you haven't made one, check the above example) and add the new creature to it:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:ARACHNID]&lt;br /&gt;
    [NAME:arachnid:arachnids:arachnid]&lt;br /&gt;
    [TILE:'&amp;amp;'][COLOR:7:0:0]&lt;br /&gt;
    [MODVALUE:20][SEMIMEGABEAST]&lt;br /&gt;
    [INTELLIGENT][CANOPENDOORS]&lt;br /&gt;
    [LARGE_CHASM][FREQUENCY:1][DIFFICULTY:4]&lt;br /&gt;
    [SPEED:700]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [EXTRACT:arachnid venom:7:0:0]&lt;br /&gt;
    [EXTRACT_VALUE:500]&lt;br /&gt;
    [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
    [EXTRACT_ANTIDOTE:arachnid antivenin:7:0:0:100]&lt;br /&gt;
    [WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
    [GENPOWER:4]&lt;br /&gt;
    [BLOODTYPE:W][CHITIN]&lt;br /&gt;
    [PETVALUE:2500]&lt;br /&gt;
    [GRASSTRAMPLE:10]&lt;br /&gt;
    [CARNIVORE][BONECARN]&lt;br /&gt;
    [EXTRAVISION][NOSTUN][NOEXERT][NOFEAR]&lt;br /&gt;
    [BUILDINGDESTROYER:1]&lt;br /&gt;
    [PREFSTRING:terrifying presence]&lt;br /&gt;
    [PREFSTRING:fearsome venom]&lt;br /&gt;
    [BODY:ARACHNOBODY:8EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS]&lt;br /&gt;
    [SIZE:15]&lt;br /&gt;
    [MAXAGE:20:30]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [FAT:2]&lt;br /&gt;
    [CHILD:30][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:10]&lt;br /&gt;
    [ALL_ACTIVE][CAVE_ADAPT]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
    [SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
    [MUNDANE]&lt;br /&gt;
&lt;br /&gt;
Now, what does this all mean, exactly? Well, compared to dwarves they are big, bad, as fast as elves, as sturdy as dwarves (hard to knock over), they have white blood, can eat bones, are immune to fear, stun, and never get tired, see twice as far, and are almost totally immune to most small-damage attacks. In addition I copied the giant cave spider paralyzing bite attack, so when you bite and hit, you'll sometimes inject a paralyzing poison fairly often that'll knock your prey unconscious in a few combat rounds. Not only is the bite very damaging, but you can even knock out creatures like ettins or giants and rip them up as they sleep at your leisure. &lt;br /&gt;
&lt;br /&gt;
However, we're not done yet. Notice the BODY: token has a few tidbits that we need to take a closer look at- 'ARACHNOBODY' and '8EYES' in particular. These are new to our species and we need to add them. So, close that and open up body_default.txt, or create your own body_something.txt file. Add the following to the bottom: &lt;br /&gt;
&lt;br /&gt;
 [BODY:ARACHNOBODY]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
 [BP:LB:abdomen][CON:UB][LOWERBODY]&lt;br /&gt;
 [BP:HD:head][CON:UB][HEAD]&lt;br /&gt;
 [BP:RUA:right upper arm][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LUA:left upper arm][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RLA:right lower arm][CON:RUA][LIMB][RIGHT]&lt;br /&gt;
 [BP:LLA:left lower arm][CON:LUA][LIMB][LEFT]&lt;br /&gt;
 [BP:RH:right hand][CON:RLA][GRASP][RIGHT]&lt;br /&gt;
 [BP:LH:left hand][CON:LLA][GRASP][LEFT]&lt;br /&gt;
 [BP:RA1:right first leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA1:left first leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF1:right first claw][CON:RA1][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF1:left first claw][CON:LA1][STANCE][LEFT]&lt;br /&gt;
 [BP:RA2:right second leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA2:left second leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF2:right second claw][CON:RA2][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF2:left second claw][CON:LA2][STANCE][LEFT]&lt;br /&gt;
 [BP:RA3:right third leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA3:left third leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF3:right third claw][CON:RA3][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF3:left third claw][CON:LA3][STANCE][LEFT]&lt;br /&gt;
 [BP:RA4:right fourth leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA4:left fourth leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF4:right fourth claw][CON:RA4][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF4:left fourth claw][CON:LA4][STANCE][LEFT]&lt;br /&gt;
&lt;br /&gt;
 [BODY:8EYES]&lt;br /&gt;
 [BP:REYE:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fourth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fifth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:sixth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:seventh eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
 [BP:LEYE:eighth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
&lt;br /&gt;
Voila! Now you have your complete arachnid. They are very fun to play in adventurer mode, yet still a challenge. You can tear through unarmed civilians like a knife through butter, armed soldiers pose a minor challenge (much bigger if you are getting ganged up on), elite spearmen are devastating, and archers still rip you to shreds unless you close in on them quickly and poison them. However, thanks to your multiple eyes and legs you can take quite a few direct hits and still keep going (I once had an arrow smash straight through my head, taking out 5 eyes and wounding the throat, brains, and both ears, and survived the encounter). &lt;br /&gt;
&lt;br /&gt;
In any case, you're now done! Create a new world and you will now be able to use arachnids as a playable creature in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Written by Teldin.&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43606</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43606"/>
		<updated>2008-07-21T14:10:31Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* How to */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_template.txt&lt;br /&gt;
&lt;br /&gt;
 body_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's start with a body. I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce head first and eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there 3 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grap things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name of the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but in the creature file but add a bodygloss reference after that. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws are listed in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
===Adding the creature===&lt;br /&gt;
&lt;br /&gt;
'''Creature template'''&lt;br /&gt;
&lt;br /&gt;
File with a name creature_template.txt&lt;br /&gt;
&lt;br /&gt;
 creature_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:CREATURE1]&lt;br /&gt;
 [NAME:creature:creatures:creature]&lt;br /&gt;
 [TILE:'C'][COLOR:1:0:1]&lt;br /&gt;
 [PREFSTRING:prefstring]&lt;br /&gt;
&lt;br /&gt;
At first we should make a file. Let's call it &amp;quot;creature_tripod.txt&amp;quot;. According to the syntax it should have the 1st string &amp;quot;creature_tripod&amp;quot; and then &amp;quot;[OBJECT:CREATURE]&amp;quot;.&lt;br /&gt;
Let's make a tripod creature. I will use [[Creature tokens|creature tokens]], you can get the full list there.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
I changed the tile and the [[Color|color]] (it will be displayed as a green &amp;quot;t&amp;quot; now).&lt;br /&gt;
Perfstring determines verbal characteristics of the creature, it's used for situations like &amp;quot;Urist McDwarf likes the Tripods for their three legs). Each prefstring is a separate token.&lt;br /&gt;
&lt;br /&gt;
Now we want it to have a specific body. I already showed the right syntax and content in the &amp;quot;making the body&amp;quot; section so it will have (considering bodyglosses):&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
But the creature has no attacks. It will &amp;quot;push&amp;quot; it's victims which is not effective at all.&lt;br /&gt;
Let's add a few attack moves.&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
* The first one one will enable it to attack with a specific bodypart (BYTOKEN) with the id &amp;quot;TAILT&amp;quot; (tail tentacle) and it will lash the target with the GORE type damage. ATTACKFLAG_WITH will add to the combat message the &amp;quot;with it's tail tentacle&amp;quot; string.&lt;br /&gt;
* The second one uses BYTYPE relation which means that the creature will attack with any of the bodyparts which has the HEAD token. ATTACKFLAG_CANLATCH means that it can latch on it's victim upon attack.&lt;br /&gt;
* The third one is SECONDARY so it will happen only if the first 2 are unavaliable (i.e. the tentacle is lopped off and the head-palm is grabbed). It uses BYTYPE relation so it will use any of the bodyparts with the &amp;quot;STANCE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Don't forget to add the size parameter, it determines most things. I want it to be a bit bigger than a cow (cow's DF size is 9)&lt;br /&gt;
 [SIZE:10]&lt;br /&gt;
Also it will have the ablity to learn to swim and it will have a standard base swimming speed.&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
So now we have the file creature_tripod.txt with the following contents:&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
But we need to do more to actually see the creature in game.&lt;br /&gt;
* We need to add biomes information (where the creature dwells).&lt;br /&gt;
* We need to add information about it's behaviour (size of clusters, how often is it spawned, is it roaming etc.)&lt;br /&gt;
&lt;br /&gt;
Let's start with the biome information. Click the link to see the full list of the [[Biome tokens|biome tokens]].&lt;br /&gt;
I want tripods to live in all swamps and marshes, this I add&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
I want it to travel in loose clusters of 4-8.&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
Also I want it to attack it my adventurers so I set is as a wandering creature and a predator.&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
At last let's set it's max world population and numbers for a fortress mode (min and max per year if they come).&lt;br /&gt;
 [POPULATION_NUMBER:8:16]&lt;br /&gt;
&lt;br /&gt;
Let's add a few more &amp;quot;reasonable&amp;quot; tokens to make it more real.&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
Thus we set the min/max life duration, a diurnal way of life, number of fat, avaliability of standard flesh and body temperature.&lt;br /&gt;
&lt;br /&gt;
Now we have the finished creature file: creature_tripod.txt&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
&lt;br /&gt;
Note that this creature is a dangerous one in the fortress mode because it doesn't have the [MEANDERER] token (random movement) so it will go straightly for your dwarves.&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43605</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43605"/>
		<updated>2008-07-21T14:06:53Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_template.txt&lt;br /&gt;
&lt;br /&gt;
 body_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
Let's start with a body.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce head first and eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there 3 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grap things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name of the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but in the creature file but add a bodygloss reference after that. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws are listed in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
===Adding the creature===&lt;br /&gt;
&lt;br /&gt;
'''Creature template'''&lt;br /&gt;
&lt;br /&gt;
File with a name creature_template.txt&lt;br /&gt;
&lt;br /&gt;
 creature_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:CREATURE1]&lt;br /&gt;
 [NAME:creature:creatures:creature]&lt;br /&gt;
 [TILE:'C'][COLOR:1:0:1]&lt;br /&gt;
 [PREFSTRING:prefstring]&lt;br /&gt;
&lt;br /&gt;
At first we should make a file. Let's call it &amp;quot;creature_tripod.txt&amp;quot;. According to the syntax it should have the 1st string &amp;quot;creature_tripod&amp;quot; and then &amp;quot;[OBJECT:CREATURE]&amp;quot;.&lt;br /&gt;
Let's make a tripod creature. I will use [[Creature tokens|creature tokens]], you can get the full list there.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
I changed the tile and the [[Color|color]] (it will be displayed as a green &amp;quot;t&amp;quot; now).&lt;br /&gt;
Perfstring determines verbal characteristics of the creature, it's used for situations like &amp;quot;Urist McDwarf likes the Tripods for their three legs). Each prefstring is a separate token.&lt;br /&gt;
&lt;br /&gt;
Now we want it to have a specific body. I already showed the right syntax and content in the &amp;quot;making the body&amp;quot; section so it will have (considering bodyglosses):&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
But the creature has no attacks. It will &amp;quot;push&amp;quot; it's victims which is not effective at all.&lt;br /&gt;
Let's add a few attack moves.&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
* The first one one will enable it to attack with a specific bodypart (BYTOKEN) with the id &amp;quot;TAILT&amp;quot; (tail tentacle) and it will lash the target with the GORE type damage. ATTACKFLAG_WITH will add to the combat message the &amp;quot;with it's tail tentacle&amp;quot; string.&lt;br /&gt;
* The second one uses BYTYPE relation which means that the creature will attack with any of the bodyparts which has the HEAD token. ATTACKFLAG_CANLATCH means that it can latch on it's victim upon attack.&lt;br /&gt;
* The third one is SECONDARY so it will happen only if the first 2 are unavaliable (i.e. the tentacle is lopped off and the head-palm is grabbed). It uses BYTYPE relation so it will use any of the bodyparts with the &amp;quot;STANCE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Don't forget to add the size parameter, it determines most things. I want it to be a bit bigger than a cow (cow's DF size is 9)&lt;br /&gt;
 [SIZE:10]&lt;br /&gt;
Also it will have the ablity to learn to swim and it will have a standard base swimming speed.&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
So now we have the file creature_tripod.txt with the following contents:&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
&lt;br /&gt;
But we need to do more to actually see the creature in game.&lt;br /&gt;
* We need to add biomes information (where the creature dwells).&lt;br /&gt;
* We need to add information about it's behaviour (size of clusters, how often is it spawned, is it roaming etc.)&lt;br /&gt;
&lt;br /&gt;
Let's start with the biome information. Click the link to see the full list of the [[Biome tokens|biome tokens]].&lt;br /&gt;
I want tripods to live in all swamps and marshes, this I add&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
I want it to travel in loose clusters of 4-8.&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
Also I want it to attack it my adventurers so I set is as a wandering creature and a predator.&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
At last let's set it's max world population and numbers for a fortress mode (min and max per year if they come).&lt;br /&gt;
 [POPULATION_NUMBER:8:16]&lt;br /&gt;
&lt;br /&gt;
Let's add a few more &amp;quot;reasonable&amp;quot; tokens to make it more real.&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
Thus we set the min/max life duration, a diurnal way of life, number of fat, avaliability of standard flesh and body temperature.&lt;br /&gt;
&lt;br /&gt;
Now we have the finished creature file: creature_tripod.txt&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;br /&gt;
 [BIOME:ANY_WETLAND]&lt;br /&gt;
 [CLUSTER_SIZE:4:8]&lt;br /&gt;
 [LOOSE_CLUSTERS]&lt;br /&gt;
 [LARGE_ROAMING]&lt;br /&gt;
 [LARGE_PREDATOR]&lt;br /&gt;
 [MAXAGE:40:50]&lt;br /&gt;
 [DIURNAL]&lt;br /&gt;
 [FAT:2]&lt;br /&gt;
 [STANDARD_FLESH]&lt;br /&gt;
 [HOMEOTHERM:10067]&lt;br /&gt;
&lt;br /&gt;
Note that this creature is a dangerous one in the fortress mode because it doesn't have the [MEANDERER] token (random movement) so it will go straightly for your dwarves.&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43604</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43604"/>
		<updated>2008-07-21T13:47:41Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* Adding the creature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_template.txt&lt;br /&gt;
&lt;br /&gt;
 body_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
Let's start with a body.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce head first and eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there 3 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grap things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name of the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but in the creature file but add a bodygloss reference after that. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws are listed in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
===Adding the creature===&lt;br /&gt;
&lt;br /&gt;
'''Creature template'''&lt;br /&gt;
&lt;br /&gt;
File with a name creature_template.txt&lt;br /&gt;
&lt;br /&gt;
 creature_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:CREATURE1]&lt;br /&gt;
 [NAME:creature:creatures:creature]&lt;br /&gt;
 [TILE:'C'][COLOR:1:0:1]&lt;br /&gt;
 [PREFSTRING:prefstring]&lt;br /&gt;
&lt;br /&gt;
At first we should make a file. Let's call it &amp;quot;creature_tripod.txt&amp;quot;. According to the syntax it should have the 1st string &amp;quot;creature_tripod&amp;quot; and then &amp;quot;[OBJECT:CREATURE]&amp;quot;.&lt;br /&gt;
Let's make a tripod creature. I will use [[Creature tokens|creature tokens]], you can get the full list there.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
I changed the tile and the [[Color|color]] (it will be displayed as a green &amp;quot;t&amp;quot; now).&lt;br /&gt;
Perfstring determines verbal characteristics of the creature, it's used for situations like &amp;quot;Urist McDwarf likes the Tripods for their three legs). Each prefstring is a separate token.&lt;br /&gt;
&lt;br /&gt;
Now we want it to have a specific body. I already showed the right syntax and content in the &amp;quot;making the body&amp;quot; section so it will have (considering bodyglosses):&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
But the creature has no attacks. It will &amp;quot;push&amp;quot; it's victims which is not effective at all.&lt;br /&gt;
Let's add a few attack moves.&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
 [ATTACK:MAIN:BYTYPE:HEAD:scratch:scratches:1:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 [ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:3:KICK][ATTACKFLAG_WITH]&lt;br /&gt;
* The first one one will enable it to attack with a specific bodypart (BYTOKEN) with the id &amp;quot;TAILT&amp;quot; (tail tentacle) and it will lash the target with the GORE type damage. ATTACKFLAG_WITH will add to the combat message the &amp;quot;with it's tail tentacle&amp;quot; string.&lt;br /&gt;
* The second one uses BYTYPE relation which means that the creature will attack with any of the bodyparts which has the HEAD token. ATTACKFLAG_CANLATCH means that it can latch on it's victim upon attack.&lt;br /&gt;
* The third one is SECONDARY so it will happen only if the first 2 are unavaliable (i.e. the tentacle is lopped off and the head-palm is grabbed). It uses BYTYPE relation so it will use any of the bodyparts with the &amp;quot;STANCE&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Don't forget to add the size parameter, it determines most things. I want it to be a bit bigger than a cow (cow's DF size is 9)&lt;br /&gt;
 [SIZE:10]&lt;br /&gt;
Also it will have the ablity to learn to swim and it will have a standard base swimming speed.&lt;br /&gt;
 [SWIMS_LEARNED][SWIMSPEED:2500]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43603</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43603"/>
		<updated>2008-07-21T13:40:17Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_template.txt&lt;br /&gt;
&lt;br /&gt;
 body_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
Let's start with a body.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce head first and eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there 3 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grap things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name of the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but in the creature file but add a bodygloss reference after that. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws are listed in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
===Adding the creature===&lt;br /&gt;
&lt;br /&gt;
'''Creature template'''&lt;br /&gt;
&lt;br /&gt;
File with a name creature_template.txt&lt;br /&gt;
&lt;br /&gt;
 creature_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:CREATURE1]&lt;br /&gt;
 [NAME:creature:creatures:creature]&lt;br /&gt;
 [TILE:'C'][COLOR:1:0:1]&lt;br /&gt;
 [PREFSTRING:prefstring]&lt;br /&gt;
&lt;br /&gt;
At first we should make a file. Let's call it &amp;quot;creature_tripod.txt&amp;quot;. According to the syntax it should have the 1st string &amp;quot;creature_tripod&amp;quot; and then &amp;quot;[OBJECT:CREATURE]&amp;quot;.&lt;br /&gt;
Let's make a tripod creature.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:TRIPOD]&lt;br /&gt;
 [NAME:tripod:tripods:tripod]&lt;br /&gt;
 [TILE:'t'][COLOR:2:0:1]&lt;br /&gt;
 [PREFSTRING:three legs]&lt;br /&gt;
 [PREFSTRING:tentacle-tail]&lt;br /&gt;
I changed the tile and the [[Color|color]] (it will be displayed as a green &amp;quot;t&amp;quot; now).&lt;br /&gt;
Perfstring determines verbal characteristics of the creature, it's used for situations like &amp;quot;Urist McDwarf likes the Tripods for their three legs). Each prefstring is a separate token.&lt;br /&gt;
&lt;br /&gt;
Now we want it to have a specific body. I already showed the right syntax and content in the &amp;quot;making the body&amp;quot; section so it will have (considering bodyglosses):&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
But the creature has no attacks. It will &amp;quot;push&amp;quot; it's victims which is not effective at all.&lt;br /&gt;
Let's add a few attack moves.&lt;br /&gt;
 [ATTACK:MAIN:BYTOKEN:TAILT:slash:slashes:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
This one will enable it to attack with a specific bodypart with the id &amp;quot;TAILT&amp;quot; (tail tentacle) and it will lash the target with GORE damage.&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43602</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43602"/>
		<updated>2008-07-21T13:06:25Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* Adding the creature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_template.txt&lt;br /&gt;
&lt;br /&gt;
 body_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
Let's start with a body.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce head first and eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there 3 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grap things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name of the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but in the creature file but add a bodygloss reference after that. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws are listed in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
===Adding the creature===&lt;br /&gt;
&lt;br /&gt;
'''Creature template'''&lt;br /&gt;
&lt;br /&gt;
File with a name creature_template.txt&lt;br /&gt;
&lt;br /&gt;
 creature_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:CREATURE1]&lt;br /&gt;
 [NAME:creature:creatures:creature]&lt;br /&gt;
 [TILE:'C'][COLOR:1:0:1]&lt;br /&gt;
 [PREFSTRING:prefstring]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43601</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43601"/>
		<updated>2008-07-21T13:06:14Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* Adding the creature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_template.txt&lt;br /&gt;
&lt;br /&gt;
 body_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
Let's start with a body.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce head first and eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there 3 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grap things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name of the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but in the creature file but add a bodygloss reference after that. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws are listed in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
===Adding the creature===&lt;br /&gt;
&lt;br /&gt;
'''Creature template'''&lt;br /&gt;
&lt;br /&gt;
File with a name creature_template.txt&lt;br /&gt;
&lt;br /&gt;
 creature_template&lt;br /&gt;
&lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:CREATURE1]&lt;br /&gt;
 [NAME:creature:creatures:creature]&lt;br /&gt;
 [TILE:'C'][COLOR:1:0:1]&lt;br /&gt;
 [PREFSTRING:prefstring]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43600</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43600"/>
		<updated>2008-07-21T13:04:21Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* Adding the creature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_template.txt&lt;br /&gt;
&lt;br /&gt;
 body_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
Let's start with a body.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce head first and eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there 3 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grap things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name of the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but in the creature file but add a bodygloss reference after that. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws are listed in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
===Adding the creature===&lt;br /&gt;
&lt;br /&gt;
'''Creature template'''&lt;br /&gt;
&lt;br /&gt;
File with a name creature_template.txt&lt;br /&gt;
&lt;br /&gt;
creature_template&lt;br /&gt;
&lt;br /&gt;
[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:CREATURE1]&lt;br /&gt;
 [NAME:creature:creatures:creature]&lt;br /&gt;
 [TILE:'C'][COLOR:1:0:1]&lt;br /&gt;
 [PREFSTRING:prefstring]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43599</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43599"/>
		<updated>2008-07-21T13:04:02Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_template.txt&lt;br /&gt;
&lt;br /&gt;
 body_template&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
Let's start with a body.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce head first and eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there 3 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grap things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name of the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but in the creature file but add a bodygloss reference after that. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws are listed in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;br /&gt;
&lt;br /&gt;
===Adding the creature===&lt;br /&gt;
&lt;br /&gt;
'''Creature template'''&lt;br /&gt;
&lt;br /&gt;
File with a name creature_template.txt&lt;br /&gt;
&lt;br /&gt;
creature_template&lt;br /&gt;
&lt;br /&gt;
[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:CREATURE1]&lt;br /&gt;
[NAME:creature:creatures:creature]&lt;br /&gt;
[TILE:'C'][COLOR:1:0:1]&lt;br /&gt;
[PREFSTRING:prefstring]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43598</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43598"/>
		<updated>2008-07-21T12:54:08Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_creature1.txt&lt;br /&gt;
&lt;br /&gt;
 body_creature1&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
Let's start with a body.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce head first and eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there 3 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grap things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name of the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but in the creature file but add a bodygloss reference after that. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws are listed in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43597</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43597"/>
		<updated>2008-07-21T12:53:35Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_creature1.txt&lt;br /&gt;
&lt;br /&gt;
 body_creature1&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
Let's start with a body.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce head first and eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there 3 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grap things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name of the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but in the creature file but add a bodygloss reference after that. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
  creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws are listed in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43596</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43596"/>
		<updated>2008-07-21T12:53:05Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_creature1.txt&lt;br /&gt;
&lt;br /&gt;
 body_creature1&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand with 3 sharp fingers instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
Let's start with a body.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce head first and eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there 3 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grap things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name of the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;br /&gt;
So you use the already present bodypart but in the creature file but add a bodygloss reference after that. I'll show you.&lt;br /&gt;
&lt;br /&gt;
But we wanted 3 fingers for the palm-head. They are not related to the structure above because they should be connected to the head which is not listed there. So let's make them as a new body.&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
We use contype because it's safer to connect to an object with any ID and a [HEAD] token (it should definitely be on any kind of head) than to the specialized ID which may appear wrong.&lt;br /&gt;
&lt;br /&gt;
Now let's make the bodygloss I described. Remember the syntax. We rename the usual head to head-palm and the usual cyclops'es eye to &amp;quot;eye on the palm&amp;quot;&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
Don't forget that every ID I use I take from my head, you can call it anything you want, just make it reasonable for modders to understand what the heck is that.&lt;br /&gt;
&lt;br /&gt;
The full content of our new body file is.&lt;br /&gt;
  creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
 [BODY:HEAD_3FINGERS]&lt;br /&gt;
 [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
 [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:head:head-palm]&lt;br /&gt;
&lt;br /&gt;
 [BODYGLOSS:EYE_PALM:eye:eye on the palm]&lt;br /&gt;
&lt;br /&gt;
Note that I leave empty lines between neighbouring structures, it's not necessary but it greatly improves the code's readability.&lt;br /&gt;
&lt;br /&gt;
Let's look a bit forward and describe how the body is added to the creature. If you add no body to the creture it won't have any body parts to damage. The token is [BODY:&amp;lt;contents&amp;gt;]. Remember the order of body parts: '''if the A is connected to B then B should be listed before A'''.&lt;br /&gt;
&lt;br /&gt;
We will need organs for our creature, I want a brain, a heart, lungs, organs, spine and guts. They are already present in body_default.txt so I'll use them. Don't be afraid to borrow bodyparts from original file or other files and don't hesistate to use bodygloss.&lt;br /&gt;
&lt;br /&gt;
So a bit later we will have to put the full body in the creature information like this:&lt;br /&gt;
 [BODY:TRIPOD:HEAD:HEAD_3FINGERS:1EYE:BRAIN:HEART:2LUNGS:ORGANS:GUTS:SPINE]&lt;br /&gt;
Notice that I borrowed HEAD, 1EYE, BRAIn, HEART, 2LUNGS, ORGANS, GUTS and SPINE from body_default.txt.&lt;br /&gt;
&lt;br /&gt;
The bodyglosses in creature raws in listed. in 1 token and divided by &amp;quot;:&amp;quot; symbols.&lt;br /&gt;
 [BODYGLOSS:HEAD_PALM:EYE_PALM]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43595</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43595"/>
		<updated>2008-07-21T12:35:25Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* How to add a new creature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
===Adding the body===&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_creature1.txt&lt;br /&gt;
&lt;br /&gt;
 body_creature1&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
Let's start with a body.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce head first and eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there 3 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grap things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name of the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43594</id>
		<title>User:Deon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Deon&amp;diff=43594"/>
		<updated>2008-07-21T12:35:01Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Greetings =&lt;br /&gt;
I'm a dedicated member of our great community so I wanted to organize a bit some of my things I already wrote for the community which are lost in swarms of forum threads.&lt;br /&gt;
They may be useful for someone.&lt;br /&gt;
I don't have a time for now to organize them but I hope they are understandable.&lt;br /&gt;
&lt;br /&gt;
= Guides =&lt;br /&gt;
&lt;br /&gt;
== What is a tileset and how the graphics are determined? ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21176.msg227109#msg227109&lt;br /&gt;
&lt;br /&gt;
== Essential tags of a creature ==&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=21045.msg225768#msg225768&lt;br /&gt;
&lt;br /&gt;
= Game Modifications =&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]&lt;br /&gt;
&lt;br /&gt;
[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]&lt;br /&gt;
&lt;br /&gt;
=How to=&lt;br /&gt;
&lt;br /&gt;
==How to add a new creature==&lt;br /&gt;
&lt;br /&gt;
'''Body template'''&lt;br /&gt;
&lt;br /&gt;
File with a name body_creature1.txt&lt;br /&gt;
&lt;br /&gt;
 body_creature1&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:BODY1]&lt;br /&gt;
 [BP:BP1:bodypart1]&lt;br /&gt;
 [BP:BP2:bodypart2]&lt;br /&gt;
 [BP:BP3:bodypart3]&lt;br /&gt;
&lt;br /&gt;
Let's add a completely new creature with a custom body which will be modular (will not overwrite any content) and will be easy to install.&lt;br /&gt;
I will use [[Body tokens]], you can read their descriptions there.&lt;br /&gt;
&lt;br /&gt;
I want to make a tripod creature.&lt;br /&gt;
It has 3 legs, a tentacle as tail and a hand instead of head with a single eye on the palm.&lt;br /&gt;
&lt;br /&gt;
Let's start with a body.&lt;br /&gt;
Make a body_tripod.txt text file in your /raw/objects folder.&lt;br /&gt;
According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.&lt;br /&gt;
&lt;br /&gt;
So now we have&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
&lt;br /&gt;
Now we want to start to build the body structure.&lt;br /&gt;
The main rule here is that if some bodypart was connected to another it should be listed after that.&lt;br /&gt;
I.e. if we had an eye which is connected to the head we should announce head first and eye next.&lt;br /&gt;
&lt;br /&gt;
So we will start with the main &amp;quot;carrier&amp;quot; - upper body, other parts are connected to it or to other parts which are connected to it.&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
* &amp;quot;BP&amp;quot; here indicates that it is a part of the announced BODY structure (TRIPOD).&lt;br /&gt;
* &amp;quot;UB&amp;quot; is a unique (inside this creature) identintificator.&lt;br /&gt;
* &amp;quot;upper body&amp;quot; is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be &amp;quot;cloven asunder&amp;quot; etc.&lt;br /&gt;
&lt;br /&gt;
 [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]&lt;br /&gt;
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the &amp;quot;UPPERBODY&amp;quot; token. Surprisingly it's UB (upper body) :).&lt;br /&gt;
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).&lt;br /&gt;
&lt;br /&gt;
Let's add a front leg.&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
&lt;br /&gt;
BP, FL, &amp;quot;front leg&amp;quot;, CONTYPE are the same things as before. However there 3 new tokens.&lt;br /&gt;
*[LIMB] means that this part is a limb and can be easily lopped off, also it allows wrestling with it.&lt;br /&gt;
*[STANCE] means that the creature uses this bodypart to stand. If the half of the total number of STANCE bodyparts is damaged the creature falls on the ground and cannot get up.&lt;br /&gt;
&lt;br /&gt;
Two rear legs are added the same way, but they're connected to the lower body. &lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
&amp;quot;Right&amp;quot; and &amp;quot;left&amp;quot; tokens do not require any special explanation.&lt;br /&gt;
&lt;br /&gt;
Now we want a tail which can be used as a tentacle to wrestle and grap things.&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
* Here goes the &amp;quot;GRASP&amp;quot; token, it allows creatures to pick up items and grab bodyparts.&lt;br /&gt;
&lt;br /&gt;
So now we have.&lt;br /&gt;
&lt;br /&gt;
 creature_tripod&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TRIPOD]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY][LOWERBODY]&lt;br /&gt;
 [BP:FL:front leg][CONTYPE:UPPERBODY][LIMB][STANCE]&lt;br /&gt;
 [BP:RRL:right rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][RIGHT]&lt;br /&gt;
 [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]&lt;br /&gt;
 [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]&lt;br /&gt;
&lt;br /&gt;
Is it all right? No! We forgot the head-arm with a single eye.&lt;br /&gt;
We could make more bodyparts to finish the picture but I want to teach you how to use BODYGLOSS.&lt;br /&gt;
&lt;br /&gt;
Simply BODYGLOSS just renames the things while leaving the contents unharmed.&lt;br /&gt;
Let's use a bit of imagination here.&lt;br /&gt;
We already have a head on other creatures and a single eye from cyclops.&lt;br /&gt;
&lt;br /&gt;
Bodygloss syntax is:&lt;br /&gt;
 [BODYGLOSS:ID:original:new]&lt;br /&gt;
Where &amp;quot;ID&amp;quot; = unique identificator, &amp;quot;original&amp;quot; = the original name of the &amp;quot;new&amp;quot; is the name which replaces the original one.&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30431</id>
		<title>40d:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30431"/>
		<updated>2008-07-21T11:51:33Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is intended to be an easy guide for general newbies on how to both edit and add civilizations, creatures, objects, and so on in Dwarf Fortress, both [[Adventure_Mode|adventurer]] and [[Dwarf_Fortress_Mode|fortress]] modes, without breaking anything too much. Generally breaking stuff is fine! Just always back up your work + the originals, and be patient at having to [[World_Generation|generate new worlds]] over and over. &lt;br /&gt;
&lt;br /&gt;
This guide was edited for version 0.27.176.39c and may not be accurate for later versions, particularly the examples.&lt;br /&gt;
&lt;br /&gt;
= Modding Guide =&lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. The raw folder contains two subfolders: graphics (where you insert [[Object_Tilesets|graphic packs]] to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game. &lt;br /&gt;
&lt;br /&gt;
Editing the [[Raw file|raw text files]] is easy and simple. When you go into the \raw\objects folder you will see a wide variety of text files. When you are modding your game, you can either change existing files or add your own. I personally find it easier just to edit the existing ones in a new \DF\ game folder. When you are changing a token you can simply change the values - these are the numbers/strings after the : in a token entry. For example, [CREATURE:DWARF] is a token in the entity text file, which determines what creatures are used for dwarven civilizations. Simply open the text file, edit what you want, save and close, and generate a new world after you're done editing what you want.&lt;br /&gt;
&lt;br /&gt;
Essentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. With a bit of know-how you can tinker with just about everything. &lt;br /&gt;
&lt;br /&gt;
Every text file uses what are called &amp;quot;tokens&amp;quot;, also called &amp;quot;flags&amp;quot;. They are essentially attributes that you can add or remove or edit for any particular object in the game, that change the way the object works or acts. Most of the actual effects are hardcoded: for example, giving a creature such as a moose the [EVIL] creature token will make it only appear in evil maps, or giving it [BONECARN] will make it chow down on bones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A few key things to remember when modding the text files:&lt;br /&gt;
&lt;br /&gt;
* Always back up the default text files you plan on editing. This way, if your game crashes (due to say, a typo that you can't find) you can simply copy-paste it back in for a 'vanilla' DF.&lt;br /&gt;
* You do not need to delete old saves; simply create a new world using your modded files and things should run just fine. Just don't try to play a &amp;quot;non-modded&amp;quot; world with modded files! Should you desire to go back to your old sites, just make sure you revert to the raw files used for the creation of that world. &lt;br /&gt;
* In general it's better to make whole new text files for new stuff you're adding rather than editing the existing ones by tagging them onto the bottom. This allows you to keep track of them easier and keeps them all in one place so there's less messing about with tons of files.&lt;br /&gt;
* The absolute easiest way to add an entirely new creature/entity/etc is to simply copy-paste an existing one and rename it, then edit the various tokens appropriately.&lt;br /&gt;
&lt;br /&gt;
In addition, if you ''rename'' the any of the \raw\ files themselves (such as 'creature_insects.txt' to 'creature_bugs.txt'), you must find the same filename in the \data\objects\ folder and delete it. This is required because once the world is generated it creates the new files and saves them for use next time the world is needed; without deleting the file you will get duplication errors. This is not necessary if you just don't change any of the filenames.&lt;br /&gt;
&lt;br /&gt;
== Modding the civilizations ==&lt;br /&gt;
&lt;br /&gt;
The civilization entries are stored in entity_default.txt. They are quite simple files that are in the following format:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQENCY]&lt;br /&gt;
     ...[OTHER TAGS]...&lt;br /&gt;
&lt;br /&gt;
At the top of the file you'll see an 'entity_default' all by itself, that must be at the top of the file only. All game files require those markers at the top. If you're creating a new civilization in its own text file, be sure to add entity_default, and [OBJECT:ENTITY] at the top of the file.&lt;br /&gt;
&lt;br /&gt;
Now what do these tokens mean, exactly? For one, where the tags are located don't generally matter quite a lot. You can add them in any order as long as they're underneath the &amp;quot;[ENTITY:]&amp;quot; token, which is the 'header' of the civilization and lets the game know that everything underneath deals with that civ. The entity token can be anything as long as it's not the same as another one.&lt;br /&gt;
&lt;br /&gt;
'[CREATURE:]' links the civilization with a certain creature defined in a different file. This is the creature you play in adventurer or fortress mode, or that wanders around their towns when you explore them. For example, if you wanted to do something silly you could switch the &amp;quot;DWARF&amp;quot; entry in entity_default.txt with &amp;quot;ELF&amp;quot; and you would be marching elves around in fortress mode, though they would still use dwarven technology and language and names and so forth.&lt;br /&gt;
&lt;br /&gt;
'[TRANSLATION:]' connects the civ to a specific language file that determines things like their natural (untranslated) creature first + last names and city names. The valid ones are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
'[BIOME_SUPPORT:]' defines biomes that civs will appear in. The 'FREQUENCY' value determines the likelyhood of them appearing there: generally 1 for not very often, up to 3 for very often (ie. dwarves in mountains).&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[Entity_Tokens|here]]. The important ones are the CIV_CONTROLLABLE token, which lets you control the civ in dwarf fortress mode (by random chance if you have more than one set controllable) and the INDIV_CONTROLLABLE and ADVENTURE_TIER tokens which lets you play the civ in adventure mode via the PLAY NOW! command. Remember that ADVENTURE_TIER must be in order, so if you are adding a new playable race you must put it above dwarves and set its tier 1 higher (4).&lt;br /&gt;
&lt;br /&gt;
Any token that has to deal with weapons, armor, clothing, etc. are all the items that the civ can build, not necessarily the ones they can wear. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them. &lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:] and [CULL_SYMBOL:ALL:] are the words that can be randomly generated in names, civs, cities, artifacts, engravings, etc. &amp;quot;SELECT_SYMBOL&amp;quot; means that the civ is far more likely to use those, and CULL_SYMBOL means they never will. You can find a list of every symbol type [[Language|here]]. SUBSELECT_SYMBOL:WAR/BATTLE/SIEGE just determines which language token to use when they begin wars, battles, or sieges in legends mode, ie. 'The Conflict of Craziness' or 'The Siege of Assaults'. All have these as 'violence' by default but they can be changed to any other token.&lt;br /&gt;
&lt;br /&gt;
'SELECT:SYMBOL:ROAD/TUNNEL/BRIDGE/WALL'  use the special language tokens NAME_ROAD, NAME_TUNNEL, etc. and determines what the civ names their structures. 'SELECT_SYMBOL:REMAINING': are the standard tokens used for the species language.&lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking. Remember to always change the civ's ENTITY: name! This name can be anything as long as it's not already existing.&lt;br /&gt;
&lt;br /&gt;
There are many tokens to play with in the entity file, most of which do something interesting. It's best to simply look through the entity tokens list and figure out for yourself what you want to do with them. The ones of interest are:&lt;br /&gt;
&lt;br /&gt;
* [SIEGER] [BABYSNATCHER] [NUISANCE] These determine what the civ does in relation to other civs. Babysnatchers periodically swipe infants from nearby civs and have them grow up in their own civ (if kidnapped/brainwashed infants grow up and have children, their last names will use their capturer's language files: ie. you will have evil dwarves with the name Urist Deathghouls in a goblin fortress).&lt;br /&gt;
&lt;br /&gt;
* [AT_PEACE_WITH_WILDLIFE] This token, currently set only on elves, will mean they will not attack wild animals and animals will not attack them. This ALSO means that if you bring an elf or two along with you in adventurer mode, don't expect them to help you if you get attacked by cougars!&lt;br /&gt;
&lt;br /&gt;
* [RELIGION_SPHERE] This determines what religious deities will have as spheres when the civilization is generated, along with their subspheres. With a SPHERE_ALIGNMENT set you can also make one more likely than others; ie. Elves have trees, plants, and animals set very high so they are likely to get those more often with their deities. &lt;br /&gt;
&lt;br /&gt;
* With [DEFAULT_SITE], LIKES_, and TOLERATES_ you can decide where the species will live. DEFAULT_SITE is their home cities and will usually cluster there in large groups. If a civ conquers another and they do not at least tolerate the enemy's home type they will simply destroy it instead of moving in (sometimes they will destroy it anyway).&lt;br /&gt;
&lt;br /&gt;
* [ETHIC:] tokens determine how the species behaves when it comes to certain unpleasant acts. This also determines what reasons the civ will use when going to war: if a nearby civ has something set ACCEPTABLE that they consider UNTHINKABLE, then it is likely they will go to war over it. It also determines a few other things, like what happens to dead foes: Elves have '[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]' for example. Goblins defacing their enemies (ie. hanging, stuck on pikes) is [ABUSE_BODIES], as well as ETHIC:MAKE_TROPHY_ tokens set ACCEPTABLE.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. Essentially you can change nearly any aspect of a creature or completely make your own from scratch. You can either add a new creature to the bottom of an existing creature_thing.txt file or make your own file; just be sure to add the name of the file (without the txt) to the top of it. For example, I tend to use a 'creature_newbies.txt' file myself.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is exactly similar to modding civs: just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all the information about each specific creature in the game, from animals to dwarves to goblins to even caravan wagons. Much of the data of a creature is quite self-explanatory; you can find a list of every creature token [[Creature_Tokens|here]].&lt;br /&gt;
&lt;br /&gt;
There're some tokens which use temperature values. Dwarf Fortress has it's own temperature scale for this. [[Temperature scale|DF temperature scale]].&lt;br /&gt;
&lt;br /&gt;
Note: If you add a butcherable creature to the game such as a domestic animal, people will automatically wander around wearing its fur or skin as leather items when you are in the game, assuming the creature comes from the civ's biome (natural area). So don't be surprised to see 'duck leather armor' or something if you add ducks. Also note if you add a species that has a naturally high body temperature (magma snakes for example) and set it butcherable, people will automatically be generated wearing their skins.. and then since the skins have a naturally high temperature too they tend to burst into flame immediately because they were wearing a +magma snake leather sock+. Woops.&lt;br /&gt;
&lt;br /&gt;
You'll notice many of the creature entries have tokens that other ones don't have. If a token is not present it's considered &amp;quot;default&amp;quot;, though sometimes the default can be hard to figure out. All of the creatures referenced in the entity files are present in creature_standard.txt and require certain other tokens that non-entity creatures do not need, such as [INTELLIGENT] and [CANOPENDOORS].&lt;br /&gt;
&lt;br /&gt;
For example, if you wanted to allow your dwarves to eat bones from the refuse stockpile (ew), you would open up creature_standard.txt, add [BONECARN] somewhere in the CREATURE_DWARF: entry at the top, and then save and close it, then generate a new world. Bon appetit!&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items come in several flavors: 'crafted' items, and 'natural' items. Both are the same in most ways, but are stored in different places: most crafted item data are stored in the item_blah.txt files (such as item_armor.txt), while things like plants, gems, food, and ore are stored in &amp;quot;matgloss&amp;quot; files, ie. matgloss_plant.txt. Both are easily editable just like a creature or civ, but the problem is that there is no definitive list of what most of the tokens for these quite do yet. In any case they are usually pretty self-explanatory and you can guess what they do by checking out similar entries.&lt;br /&gt;
&lt;br /&gt;
For example, let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
[ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
[NAME:thong:thongs]&lt;br /&gt;
[WEIGHT:10]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[BLOCKPOWER:5]&lt;br /&gt;
[LAYER:UNDER]&lt;br /&gt;
[COVERAGE:25]&lt;br /&gt;
[LAYER_SIZE:10]&lt;br /&gt;
[LAYER_PERMIT:30]&lt;br /&gt;
[MATERIAL_SIZE:1]&lt;br /&gt;
[SOFT]&lt;br /&gt;
[LEATHER]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries. Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere, and probably [HARD] instead of [SOFT]. Simple! &lt;br /&gt;
&lt;br /&gt;
Weapons work largely the same way; but remember that in order to actually use any of these things you'd have to add the ITEM_THING item flag to the civilization's 'useable items' list in entity_default.txt. For example, if you're fond of Scots and decided to make a 'claymore' sword that's even bigger than the two-hander already in the files. It might look like this:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_CLAYMORE]&lt;br /&gt;
 [NAME:claymore sword:claymore swords]&lt;br /&gt;
 [DAMAGE:160:SLASH]&lt;br /&gt;
 [WEIGHT:120]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [CRIT_BOOST:1]&lt;br /&gt;
 [TWO_HANDED:0]&lt;br /&gt;
 [MINIMUM_SIZE:7]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
&lt;br /&gt;
Tada! Yes, it's that easy. Then you just add it to the civ entry so a civilization can actually use and craft it, and it's done. &lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All body definitions are located in body_default.txt and then linked to a creature in the creature's entry. For example, the dwarf creature has: [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]. All of these are seperate bodypart definitions in body_default.txt. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created. This means that if you don't add the appropriate bodyparts, hilarious things can happen: if you forget to add a throat or lungs your new creature will suffocate after taking a few steps (unless you make it a nonbreather). &lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the very simple format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:ID:name][TOKENSGOHERE]&lt;br /&gt;
&lt;br /&gt;
You can add as many sub-parts as you want to an overall section. The most important tokens are 'CONTYPE' and 'CON': CONTYPE means the bodypart in question is connected to a certain *type* of bodypart, while CON means it's connected to a *specific* one. Let's break down a few entries:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head][CONTYPE:UPPERBODY][HEAD]&lt;br /&gt;
&lt;br /&gt;
This is a very simple one: a head. It connects directly to an upper body. All the stuff inside the head are seperate entries that call up the head as a different contype in turn:&lt;br /&gt;
&lt;br /&gt;
 [BODY:THROAT]&lt;br /&gt;
 [BP:THROAT:throat][CONTYPE:HEAD][THROAT][EMBEDDED][SMALL]&lt;br /&gt;
&lt;br /&gt;
The foot bone's connected to the ankle bone..&lt;br /&gt;
&lt;br /&gt;
If you wanted someone to be able to break someone else's throat (like breaking a joint) and suffocate them, just add the [JOINT], [BREATHE], and possibly [NERVOUS] to the throat object's tokens.&lt;br /&gt;
&lt;br /&gt;
A 'BODYGLOSS', which you can sometimes find in the creature entries, are simply replacement words for certain defined words in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in the body_default.txt, and then you can use this in a creature with '[BODYGLOSS:CLAW_HAND]' and it will replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature. For all intent and purpose the body part will still function as the proper part, though.&lt;br /&gt;
&lt;br /&gt;
Note that only creatures with the [EQUIPS] token (and possibly [INTELLIGENT]) and a civ that can create clothes/armor/weapons will be able to actually wear stuff. Also, if the creature size is too large for the clothes they will also not be able to wear it.&lt;br /&gt;
&lt;br /&gt;
== Example one: dark dwarves ==&lt;br /&gt;
&lt;br /&gt;
These examples will go over the details for creating several new things as well as editing some old ones.&lt;br /&gt;
&lt;br /&gt;
Remember: Do NOT load an old save after genning a new world with different raws. It's much safer to simply delete all your old saves after you've modded things, or simply copy-and-paste a fresh version of DF into a new folder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, we're going to create a new, evil civilization of dwarves called, unsurprisingly, dark dwarves. This will be quite easy, though with a few fundamental differences. Mainly, that dark dwarves are evil and more warlike than regular dwarves.&lt;br /&gt;
&lt;br /&gt;
Now, open up entity_default.txt. All your species civilizations will be in there. We're going to make a whole new one for our dark dwarves. In many ways it'll be a simple copy-paste job of regular dwarves, then tweaking some things.&lt;br /&gt;
&lt;br /&gt;
Add this to the TOP of the entity_default file, before the dwarf entry:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:DARK_DWARF]&lt;br /&gt;
 	[CIV_CONTROLLABLE]&lt;br /&gt;
 	[CREATURE:DARK_DWARF]&lt;br /&gt;
 	[TRANSLATION:DWARF]&lt;br /&gt;
 	[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
    	[WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
 	[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_LEATHER:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_COAT:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_SHIRT:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_CLOAK:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_VEST:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_DRESS:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_ROBE:COMMON]&lt;br /&gt;
 	[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
 	[HELM:ITEM_HELM_HOOD:COMMON]&lt;br /&gt;
 	[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]&lt;br /&gt;
 	[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
 	[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
 	[SHOES:ITEM_SHOES_BOOTS:COMMON]&lt;br /&gt;
 	[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]&lt;br /&gt;
 	[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
 	[PANTS:ITEM_PANTS_GREAVES:COMMON]&lt;br /&gt;
 	[PANTS:ITEM_PANTS_LEGGINGS:COMMON]&lt;br /&gt;
 	[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
 	[SHIELD:ITEM_SHIELD_BUCKLER]&lt;br /&gt;
 	[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
 	[TOY:ITEM_TOY_HAMMER]&lt;br /&gt;
 	[TOY:ITEM_TOY_AXE]&lt;br /&gt;
 	[TOY:ITEM_TOY_MINIFORGE]&lt;br /&gt;
 	[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]&lt;br /&gt;
 	[INSTRUMENT:ITEM_INSTRUMENT_DRUM]&lt;br /&gt;
 	[CLOTHING]&lt;br /&gt;
 	[SUBTERRANEAN_CLOTHING]&lt;br /&gt;
 	[CURRENCY_BY_YEAR]&lt;br /&gt;
 	[CURRENCY:COPPER:1]&lt;br /&gt;
 	[CURRENCY:SILVER:5]&lt;br /&gt;
 	[CURRENCY:GOLD:15]&lt;br /&gt;
 	[SELECT_SYMBOL:WAR:NAME_WAR]&lt;br /&gt;
 	[SUBSELECT_SYMBOL:WAR:VIOLENT]&lt;br /&gt;
 	[SELECT_SYMBOL:BATTLE:NAME_BATTLE]&lt;br /&gt;
 	[SUBSELECT_SYMBOL:BATTLE:VIOLENT]&lt;br /&gt;
 	[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
 	[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
 	[SELECT_SYMBOL:ROAD:NAME_ROAD]&lt;br /&gt;
 	[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]&lt;br /&gt;
 	[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]&lt;br /&gt;
 	[SELECT_SYMBOL:WALL:NAME_WALL]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:ARTIFICE]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:EVIL]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:UNTOWARD]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:UGLY]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
 	[METAL_PREF]&lt;br /&gt;
 	[GEM_PREF]&lt;br /&gt;
 	[STONE_PREF]&lt;br /&gt;
 	[INDOOR_FARMING]&lt;br /&gt;
 	[USE_CAVE_ANIMALS]&lt;br /&gt;
 	[USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 	[USE_EVIL_ANIMALS]&lt;br /&gt;
 	[USE_EVIL_PLANTS]&lt;br /&gt;
 	[USE_EVIL_WOOD]&lt;br /&gt;
 	[COMMON_DOMESTIC_PACK]&lt;br /&gt;
 	[COMMON_DOMESTIC_PULL]&lt;br /&gt;
 	[COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 	[COMMON_DOMESTIC_PET]&lt;br /&gt;
 	[USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 	[EQUIPMENT_IMPROVEMENTS]&lt;br /&gt;
 	[ART_FACET_MODIFIER:GOOD:0]&lt;br /&gt;
 	[ART_FACET_MODIFIER:EVIL:512]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:0]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:BANDS:0]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]&lt;br /&gt;
 	[ADVENTURE_TIER:4]&lt;br /&gt;
 	[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
 	[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
 	[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
 	[TOLERATES_SITE:CITY]&lt;br /&gt;
 	[TOLERATES_SITE:TREE_CITY]&lt;br /&gt;
 	[TOLERATES_SITE:CAVE_DETAILED]&lt;br /&gt;
 	[TOLERATES_SITE:CAVE]&lt;br /&gt;
 	[LEADER_TYPE:KING]&lt;br /&gt;
 	[SITE_LEADER_TYPE:STANDARD]&lt;br /&gt;
 	[START_BIOME:MOUNTAIN]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_WETLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_DESERT:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_OCEAN:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_LAKE:1]&lt;br /&gt;
 	[BIOME_SUPPORT:MOUNTAIN:3]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_RIVER:1]&lt;br /&gt;
 	[DIPLOMAT]&lt;br /&gt;
 	[DIPLOMAT_BODYGUARDS]&lt;br /&gt;
 	[MERCHANT_BODYGUARDS]&lt;br /&gt;
 	[ACTIVE_SEASON:WINTER]&lt;br /&gt;
 	[SIEGER]&lt;br /&gt;
 	[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
 	[START_GROUP_NUMBER:10]&lt;br /&gt;
 	[MAX_POP_NUMBER:10000]&lt;br /&gt;
 	[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
 	[RELIGION:PANTHEON]&lt;br /&gt;
 	[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
 	[RELIGION_SPHERE:JEWELS]&lt;br /&gt;
 	[RELIGION_SPHERE:METALS]&lt;br /&gt;
 	[RELIGION_SPHERE:MINERALS]&lt;br /&gt;
 	[RELIGION_SPHERE:MOUNTAINS]&lt;br /&gt;
 	[RELIGION_SPHERE:WEALTH]&lt;br /&gt;
 	[RELIGION_SPHERE:NIGHT]&lt;br /&gt;
 	[RELIGION_SPHERE:WAR]&lt;br /&gt;
 	[RELIGION_SPHERE:DISEASE]&lt;br /&gt;
 	[RELIGION_SPHERE:FIRE]&lt;br /&gt;
 	[MAYOR]&lt;br /&gt;
 	[WANDERER]&lt;br /&gt;
 	[BEAST_HUNTER]&lt;br /&gt;
 	[SCOUT]&lt;br /&gt;
 	[PERMITTED_JOB:MINER]&lt;br /&gt;
 	[PERMITTED_JOB:CARPENTER]&lt;br /&gt;
 	[PERMITTED_JOB:BOWYER]&lt;br /&gt;
 	[PERMITTED_JOB:WOODCUTTER]&lt;br /&gt;
 	[PERMITTED_JOB:ENGRAVER]&lt;br /&gt;
 	[PERMITTED_JOB:MASON]&lt;br /&gt;
 	[PERMITTED_JOB:ANIMAL_CARETAKER]&lt;br /&gt;
 	[PERMITTED_JOB:ANIMAL_TRAINER]&lt;br /&gt;
 	[PERMITTED_JOB:HUNTER]&lt;br /&gt;
 	[PERMITTED_JOB:TRAPPER]&lt;br /&gt;
 	[PERMITTED_JOB:ANIMAL_DISSECTOR]&lt;br /&gt;
 	[PERMITTED_JOB:FURNACE_OPERATOR]&lt;br /&gt;
 	[PERMITTED_JOB:WEAPONSMITH]&lt;br /&gt;
 	[PERMITTED_JOB:ARMORER]&lt;br /&gt;
 	[PERMITTED_JOB:BLACKSMITH]&lt;br /&gt;
 	[PERMITTED_JOB:METALCRAFTER]&lt;br /&gt;
 	[PERMITTED_JOB:GEM_CUTTER]&lt;br /&gt;
 	[PERMITTED_JOB:GEM_SETTER]&lt;br /&gt;
 	[PERMITTED_JOB:WOODCRAFTER]&lt;br /&gt;
 	[PERMITTED_JOB:STONECRAFTER]&lt;br /&gt;
 	[PERMITTED_JOB:LEATHERWORKER]&lt;br /&gt;
 	[PERMITTED_JOB:BONE_CARVER]&lt;br /&gt;
 	[PERMITTED_JOB:WEAVER]&lt;br /&gt;
 	[PERMITTED_JOB:CLOTHIER]&lt;br /&gt;
 	[PERMITTED_JOB:GLASSMAKER]&lt;br /&gt;
 	[PERMITTED_JOB:STRAND_EXTRACTOR]&lt;br /&gt;
 	[PERMITTED_JOB:FISHERMAN]&lt;br /&gt;
 	[PERMITTED_JOB:FISH_DISSECTOR]&lt;br /&gt;
 	[PERMITTED_JOB:FISH_CLEANER]&lt;br /&gt;
 	[PERMITTED_JOB:CHEESE_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:MILKER]&lt;br /&gt;
 	[PERMITTED_JOB:COOK]&lt;br /&gt;
 	[PERMITTED_JOB:THRESHER]&lt;br /&gt;
 	[PERMITTED_JOB:MILLER]&lt;br /&gt;
 	[PERMITTED_JOB:BUTCHER]&lt;br /&gt;
 	[PERMITTED_JOB:TANNER]&lt;br /&gt;
 	[PERMITTED_JOB:DYER]&lt;br /&gt;
 	[PERMITTED_JOB:PLANTER]&lt;br /&gt;
 	[PERMITTED_JOB:HERBALIST]&lt;br /&gt;
 	[PERMITTED_JOB:BREWER]&lt;br /&gt;
 	[PERMITTED_JOB:SOAP_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:POTASH_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:LYE_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:WOOD_BURNER]&lt;br /&gt;
 	[PERMITTED_JOB:MECHANIC]&lt;br /&gt;
 	[PERMITTED_JOB:SIEGE_ENGINEER]&lt;br /&gt;
 	[PERMITTED_JOB:SIEGE_OPERATOR]&lt;br /&gt;
 	[PERMITTED_JOB:PUMP_OPERATOR]&lt;br /&gt;
 	[PERMITTED_JOB:CLERK]&lt;br /&gt;
 	[PERMITTED_JOB:ADMINISTRATOR]&lt;br /&gt;
 	[PERMITTED_JOB:TRADER]&lt;br /&gt;
 	[PERMITTED_JOB:ARCHITECT]&lt;br /&gt;
 	[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
 	[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
 	[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
 	[ETHIC:KILL_ENTITY_MEMBER:PUNISH_CAPITAL]&lt;br /&gt;
 	[ETHIC:KILL_NEUTRAL:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:KILL_ENEMY:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:KILL_ANIMAL:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:KILL_PLANT:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TORTURE_FOR_FUN:PERSONAL_MATTER]&lt;br /&gt;
 	[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TREASON:PUNISH_CAPITAL]&lt;br /&gt;
 	[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]&lt;br /&gt;
 	[ETHIC:LYING:PERSONAL_MATTER]&lt;br /&gt;
 	[ETHIC:VANDALISM:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TRESPASSING:PUNISH_SERIOUS]&lt;br /&gt;
 	[ETHIC:THEFT:PUNISH_SERIOUS]&lt;br /&gt;
 	[ETHIC:ASSAULT:PUNISH_SERIOUS]&lt;br /&gt;
 	[ETHIC:SLAVERY:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]&lt;br /&gt;
 	[WILL_ACCEPT_TRIBUTE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fun part is that your dark dwarves will, thanks to the specified symbols, have some crazy names that you'd never see with regular dwarves (one of the fortresses it generated was called &amp;quot;Crowanus&amp;quot;, for example). If you dislike having bad language, just remove the [SELECT_SYMBOL:ALL:UNTOWARD].&lt;br /&gt;
&lt;br /&gt;
The main differences you'll see here compared to the dwarf entry is that they have different weapons, toys, instruments (thanks to their warlike nature, they build less of them) and [USE_EVIL_ANIMALS] is turned on: this will do nothing in dwarf fort mode but you'll see tamed trolls and ogres in their fortresses in adventurer mode. Many of their other tokens are changed as well, to make them more violent and evil. For example, they will eat their foes like elves do. Yum!&lt;br /&gt;
&lt;br /&gt;
Now, we need to build the DARK_DWARF creature. Create a new text file called 'creature_new.txt'. Immediately, add the following:&lt;br /&gt;
&lt;br /&gt;
 creature_new&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
That'll make this text file recognized as a creature file. Now, we simply add our dark_dwarf creature:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:DARK_DWARF]&lt;br /&gt;
 	[NAME:dark dwarf:dark dwarves:dark dwarven]&lt;br /&gt;
 	[TILE:1][COLOR:3:0:0]&lt;br /&gt;
 	[GENPOWER:3]&lt;br /&gt;
 	[INTELLIGENT]&lt;br /&gt;
 	[TRANCES]&lt;br /&gt;
 	[EVIL][BONECARN]&lt;br /&gt;
 	[CANOPENDOORS]&lt;br /&gt;
 	[PREFSTRING:beards]&lt;br /&gt;
 	[PREFSTRING:violent tempers]&lt;br /&gt;
 	[PREFSTRING:sullying of the dead]&lt;br /&gt;
 	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
 	[STOUT]&lt;br /&gt;
 	[MAXAGE:250:270]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
 	[DAMBLOCK:1]&lt;br /&gt;
 	[FAT:3]&lt;br /&gt;
 	[SIZE:6]&lt;br /&gt;
 	[EQUIPS]&lt;br /&gt;
 	[CAVE_ADAPT]&lt;br /&gt;
 	[NOCTURNAL]&lt;br /&gt;
 	[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
 	[FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
 	[HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
 	[SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
 	[CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
 	[AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
 	[SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
 	[MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
 	[PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
 	[BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
 	[SPEECH:dwarf.txt]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[LAYERING:50]&lt;br /&gt;
 	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
 	[PERSONALITY:ANGER:25:75:100]&lt;br /&gt;
 	[PERSONALITY:IMMODERATION:0:75:100]&lt;br /&gt;
 	[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]&lt;br /&gt;
 	[PERSONALITY:CHEERFULNESS:0:10:90]&lt;br /&gt;
 	[PERSONALITY:ALTRUISM:0:25:50]&lt;br /&gt;
 	[PERSONALITY:MODESTY:0:20:90]&lt;br /&gt;
 	[PERSONALITY:SYMPATHY:0:25:50]&lt;br /&gt;
 	[PERSONALITY:VULNERABILITY:0:25:100]&lt;br /&gt;
 	[PERSONALITY:STRAIGHTFORWARDNESS:25:65:100]&lt;br /&gt;
 	[PERSONALITY:SELF_DISCIPLINE:30:75:100]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is largely a copy of the regular dwarves, but with several differences: [LIKES_FIGHTING] will give them happy thoughts when they have fought something, [NOCTURNAL] means they like nights rather than days, and [EVIL] means on the adventurer map their fortresses will tend to end up on evil tiles rather than good ones. Otherwise, they are exactly the same as regular dwarves. To make them extra evil, add [BONECARN] somewhere in there and they can eat bones (they'll actually haul them from your refuse pit to the dining table, yum), but will sometimes (though rarely) choke to death on them. Also, they do not require booze to stay happy (though will happily drink it anyway if they have to). &lt;br /&gt;
&lt;br /&gt;
There! That's all we need to do in order to add our civilization. Just create a new world and they'll be there: however, when you go to adventurer mode, all (or none) of your dwarf entries might be replaced with dark dwarves, so it's really a matter of luck. When you start a new fortress, there will be a 50-50 chance of playing either as dwarves or dark dwarves. The easiest way to tell if a civ is a dark dwarven is if the name is rather unpleasant. 'The Fortress of Rapes' for example would probably not be a standard dwarven one.&lt;br /&gt;
&lt;br /&gt;
== Example two: &amp;quot;Arachnid&amp;quot; playable creature ==&lt;br /&gt;
&lt;br /&gt;
This time, we're going to add a new playable creature to adventurer mode, but not playable in fortress mode. An 'arachnid' is a large, powerful, evil half-elf, half-spider (no copyright violations here!): they are too big to wear standard equipment and are quite nasty enough without it anyway. The downside to playing them is that since they do not form standard civilizations, you cannot start them at a specific location nor will they have any weapon, armor, or [[wrestling]] skills to start out.&lt;br /&gt;
&lt;br /&gt;
First off, we need to add a civilization entry in entity_default.txt. Open it up and add this to the top of the file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ARACHNIDS]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CREATURE:ARACHNID]&lt;br /&gt;
    [INDIV_CONTROLLABLE]&lt;br /&gt;
    [ADVENTURE_TIER:4]&lt;br /&gt;
Note: adventure_tier should be 5 if you also have the dark dwarves.&lt;br /&gt;
    [TRANSLATION:ELF]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_WETLAND:2]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_DESERT:3]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
    [BIOME_SUPPORT:MOUNTAIN:4]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_RIVER:2]&lt;br /&gt;
    [START_BIOME:MOUNTAIN]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
    [FRIENDLY_COLOR:7:0:0]&lt;br /&gt;
    [DEFAULT_SITE_TYPE:CAVE]&lt;br /&gt;
    [LIKES_SITE:CAVE]&lt;br /&gt;
    [TOLERATES_SITE:CAVE]&lt;br /&gt;
    [ACTIVE_SEASON:SPRING]&lt;br /&gt;
    [ACTIVE_SEASON:SUMMER]&lt;br /&gt;
    [ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
    [ACTIVE_SEASON:WINTER]&lt;br /&gt;
    [MAX_STARTING_CIV_NUMBER:2]&lt;br /&gt;
    [START_GROUP_NUMBER:1]&lt;br /&gt;
    [MAX_POP_NUMBER:500]&lt;br /&gt;
    [MAX_SITE_POP_NUMBER:20]&lt;br /&gt;
    [ETHIC:KILL_ENTITY_MEMBER:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_NEUTRAL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_ENEMY:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_ANIMAL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_PLANT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_ANIMALS:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TREASON:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:OATH_BREAKING:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:LYING:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:VANDALISM:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TRESPASSING:NOT_APPLICABLE]&lt;br /&gt;
    [ETHIC:THEFT:NOT_APPLICABLE]&lt;br /&gt;
    [ETHIC:ASSAULT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:SLAVERY:UNTHINKABLE]&lt;br /&gt;
    [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
INDIV_CONTROLLABLE and ADVENTURE_TIER tokens allows us to use ARACHNID: PLAY NOW! in adventurer mode, which is exactly what we want. They'll be powerful enough to use without gear anyhow.&lt;br /&gt;
&lt;br /&gt;
Next, we open up creature_new.txt (if you haven't made one, check the above example) and add the new creature to it:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:ARACHNID]&lt;br /&gt;
    [NAME:arachnid:arachnids:arachnid]&lt;br /&gt;
    [TILE:'&amp;amp;'][COLOR:7:0:0]&lt;br /&gt;
    [MODVALUE:20][SEMIMEGABEAST]&lt;br /&gt;
    [INTELLIGENT][CANOPENDOORS]&lt;br /&gt;
    [LARGE_CHASM][FREQUENCY:1][DIFFICULTY:4]&lt;br /&gt;
    [SPEED:700]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [EXTRACT:arachnid venom:7:0:0]&lt;br /&gt;
    [EXTRACT_VALUE:500]&lt;br /&gt;
    [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
    [EXTRACT_ANTIDOTE:arachnid antivenin:7:0:0:100]&lt;br /&gt;
    [WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
    [GENPOWER:4]&lt;br /&gt;
    [BLOODTYPE:W][CHITIN]&lt;br /&gt;
    [PETVALUE:2500]&lt;br /&gt;
    [GRASSTRAMPLE:10]&lt;br /&gt;
    [CARNIVORE][BONECARN]&lt;br /&gt;
    [EXTRAVISION][NOSTUN][NOEXERT][NOFEAR]&lt;br /&gt;
    [BUILDINGDESTROYER:1]&lt;br /&gt;
    [PREFSTRING:terrifying presence]&lt;br /&gt;
    [PREFSTRING:fearsome venom]&lt;br /&gt;
    [BODY:ARACHNOBODY:8EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS]&lt;br /&gt;
    [SIZE:15]&lt;br /&gt;
    [MAXAGE:20:30]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [FAT:2]&lt;br /&gt;
    [CHILD:30][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:10]&lt;br /&gt;
    [ALL_ACTIVE][CAVE_ADAPT]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
    [SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
    [MUNDANE]&lt;br /&gt;
&lt;br /&gt;
Now, what does this all mean, exactly? Well, compared to dwarves they are big, bad, as fast as elves, as sturdy as dwarves (hard to knock over), they have white blood, can eat bones, are immune to fear, stun, and never get tired, see twice as far, and are almost totally immune to most small-damage attacks. In addition I copied the giant cave spider paralyzing bite attack, so when you bite and hit, you'll sometimes inject a paralyzing poison fairly often that'll knock your prey unconscious in a few combat rounds. Not only is the bite very damaging, but you can even knock out creatures like ettins or giants and rip them up as they sleep at your leisure. &lt;br /&gt;
&lt;br /&gt;
However, we're not done yet. Notice the BODY: token has a few tidbits that we need to take a closer look at- 'ARACHNOBODY' and '8EYES' in particular. These are new to our species and we need to add them. So, close that and open up body_default.txt, or create your own body_something.txt file. Add the following to the bottom: &lt;br /&gt;
&lt;br /&gt;
 [BODY:ARACHNOBODY]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
 [BP:LB:abdomen][CON:UB][LOWERBODY]&lt;br /&gt;
 [BP:HD:head][CON:UB][HEAD]&lt;br /&gt;
 [BP:RUA:right upper arm][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LUA:left upper arm][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RLA:right lower arm][CON:RUA][LIMB][RIGHT]&lt;br /&gt;
 [BP:LLA:left lower arm][CON:LUA][LIMB][LEFT]&lt;br /&gt;
 [BP:RH:right hand][CON:RLA][GRASP][RIGHT]&lt;br /&gt;
 [BP:LH:left hand][CON:LLA][GRASP][LEFT]&lt;br /&gt;
 [BP:RA1:right first leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA1:left first leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF1:right first claw][CON:RA1][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF1:left first claw][CON:LA1][STANCE][LEFT]&lt;br /&gt;
 [BP:RA2:right second leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA2:left second leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF2:right second claw][CON:RA2][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF2:left second claw][CON:LA2][STANCE][LEFT]&lt;br /&gt;
 [BP:RA3:right third leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA3:left third leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF3:right third claw][CON:RA3][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF3:left third claw][CON:LA3][STANCE][LEFT]&lt;br /&gt;
 [BP:RA4:right fourth leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA4:left fourth leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF4:right fourth claw][CON:RA4][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF4:left fourth claw][CON:LA4][STANCE][LEFT]&lt;br /&gt;
&lt;br /&gt;
 [BODY:8EYES]&lt;br /&gt;
 [BP:REYE:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fourth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fifth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:sixth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:seventh eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
 [BP:LEYE:eighth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
&lt;br /&gt;
Voila! Now you have your complete arachnid. They are very fun to play in adventurer mode, yet still a challenge. You can tear through unarmed civilians like a knife through butter, armed soldiers pose a minor challenge (much bigger if you are getting ganged up on), elite spearmen are devastating, and archers still rip you to shreds unless you close in on them quickly and poison them. However, thanks to your multiple eyes and legs you can take quite a few direct hits and still keep going (I once had an arrow smash straight through my head, taking out 5 eyes and wounding the throat, brains, and both ears, and survived the encounter). &lt;br /&gt;
&lt;br /&gt;
In any case, you're now done! Create a new world and you will now be able to use arachnids as a playable creature in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Written by Teldin.&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Raw_file&amp;diff=43630</id>
		<title>40d:Raw file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Raw_file&amp;diff=43630"/>
		<updated>2008-07-21T11:47:58Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
The modding of the Dwarf Fortress game is mostly limited to the things the author allowed us to do via text files because the application is not an open-source one.&lt;br /&gt;
This page describes the main idea of the raw file.&lt;br /&gt;
&lt;br /&gt;
= What is a &amp;quot;raw file&amp;quot;? =&lt;br /&gt;
&lt;br /&gt;
== Where are they? ==&lt;br /&gt;
A &amp;quot;raw file&amp;quot; is a text file which is stored in your &amp;lt;game folder&amp;gt;/raw/ folder.&lt;br /&gt;
There're 2 subfolders: &amp;quot;graphics&amp;quot; and &amp;quot;objects&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first one contains information about a special feature which supports replacement of ascii characters for creatures with actual pictures.&lt;br /&gt;
The second one contains all the major moddable info about the game.&lt;br /&gt;
&lt;br /&gt;
== How does the game understands their content? ==&lt;br /&gt;
&lt;br /&gt;
===Syntax===&lt;br /&gt;
&lt;br /&gt;
 filename&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:TYPE]&lt;br /&gt;
 &lt;br /&gt;
 [TYPE:ID] &lt;br /&gt;
 &amp;lt;...contents...&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ID is an unique identificator for your type to use (i.e. [CREATURE:DOG], ID=DOG or [ITEM:ITEM_WEAPON_SWORD], ID=ITEM_WEAPON_SWORD).&lt;br /&gt;
&lt;br /&gt;
===Types of content:===&lt;br /&gt;
*BODY - body parts and structures&lt;br /&gt;
*CREATURE - creatures&lt;br /&gt;
*DESCRIPTOR - objects to be used for engravings/symbols&lt;br /&gt;
*ENTITY - civilizations&lt;br /&gt;
*GRAPHICS - graphic tiles for creatures&lt;br /&gt;
*ITEM - items&lt;br /&gt;
*LANGUAGE - language translation&lt;br /&gt;
*MATGLOSS - different types of materials (soil, minerals, wood, plants etc.)&lt;br /&gt;
*REACTION - smelter reactions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    * usually the empty strings are used to divide different types of structures like the fine name&lt;br /&gt;
 and [OBJECT:] or different entries, however everything which is not a token besides the 1st string&lt;br /&gt;
 (which is the filename) is understood as comments and is not considered.&lt;br /&gt;
&lt;br /&gt;
The tokens are enclosed in square brackets ([TOKEN:VALUES]).&lt;br /&gt;
*[http://www.dwarffortresswiki.net/index.php/Category:Tokens The list of tokens]&lt;br /&gt;
&lt;br /&gt;
When the game is started the program &amp;quot;compiles&amp;quot; each file from &amp;lt;game folder&amp;gt;/raw/objects folder and converts them in actual data files which are placed in &amp;lt;game folder&amp;gt;/data/objects folder with the same names. This is made every time you start the game so if you make any changes to file structure or remove some files don't forget to clear the /data/objects folder as well for the game to avoid presense of data files which are no longer supported by raw files (the engine does not check for it yet).&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Raw_file&amp;diff=43629</id>
		<title>40d:Raw file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Raw_file&amp;diff=43629"/>
		<updated>2008-07-21T11:46:39Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* How does the game understands their content? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
The modding of the Dwarf Fortress game is mostly limited to the things the author allowed us to do via text files because the application is not an open-source one.&lt;br /&gt;
This page describes the main idea of the raw file.&lt;br /&gt;
&lt;br /&gt;
= What is a &amp;quot;raw file&amp;quot;? =&lt;br /&gt;
&lt;br /&gt;
== Where are they? ==&lt;br /&gt;
A &amp;quot;raw file&amp;quot; is a text file which is stored in your &amp;lt;game folder&amp;gt;/raw/ folder.&lt;br /&gt;
There're 2 subfolders: &amp;quot;graphics&amp;quot; and &amp;quot;objects&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first one contains information about a special feature which supports replacement of ascii characters for creatures with actual pictures.&lt;br /&gt;
The second one contains all the major moddable info about the game.&lt;br /&gt;
&lt;br /&gt;
== How does the game understands their content? ==&lt;br /&gt;
&lt;br /&gt;
===Syntax===&lt;br /&gt;
&lt;br /&gt;
 filename&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:TYPE]&lt;br /&gt;
 &lt;br /&gt;
 [TYPE:ID] //unique ID for your TYPE to use&lt;br /&gt;
 &amp;lt;...contents...&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Types of content:===&lt;br /&gt;
*BODY - body parts and structures&lt;br /&gt;
*CREATURE - creatures&lt;br /&gt;
*DESCRIPTOR - objects to be used for engravings/symbols&lt;br /&gt;
*ENTITY - civilizations&lt;br /&gt;
*GRAPHICS - graphic tiles for creatures&lt;br /&gt;
*ITEM - items&lt;br /&gt;
*LANGUAGE - language translation&lt;br /&gt;
*MATGLOSS - different types of materials (soil, minerals, wood, plants etc.)&lt;br /&gt;
*REACTION - smelter reactions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    * usually the empty strings are used to divide different types of structures like the fine name&lt;br /&gt;
 and [OBJECT:] or different entries, however everything which is not a token besides the 1st string&lt;br /&gt;
 (which is the filename) is understood as comments and is not considered.&lt;br /&gt;
&lt;br /&gt;
The tokens are enclosed in square brackets ([TOKEN:VALUES]).&lt;br /&gt;
*[http://www.dwarffortresswiki.net/index.php/Category:Tokens The list of tokens]&lt;br /&gt;
&lt;br /&gt;
When the game is started the program &amp;quot;compiles&amp;quot; each file from &amp;lt;game folder&amp;gt;/raw/objects folder and converts them in actual data files which are placed in &amp;lt;game folder&amp;gt;/data/objects folder with the same names. This is made every time you start the game so if you make any changes to file structure or remove some files don't forget to clear the /data/objects folder as well for the game to avoid presense of data files which are no longer supported by raw files (the engine does not check for it yet).&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Raw_file&amp;diff=43628</id>
		<title>40d:Raw file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Raw_file&amp;diff=43628"/>
		<updated>2008-07-21T11:44:08Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* Where are they? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
The modding of the Dwarf Fortress game is mostly limited to the things the author allowed us to do via text files because the application is not an open-source one.&lt;br /&gt;
This page describes the main idea of the raw file.&lt;br /&gt;
&lt;br /&gt;
= What is a &amp;quot;raw file&amp;quot;? =&lt;br /&gt;
&lt;br /&gt;
== Where are they? ==&lt;br /&gt;
A &amp;quot;raw file&amp;quot; is a text file which is stored in your &amp;lt;game folder&amp;gt;/raw/ folder.&lt;br /&gt;
There're 2 subfolders: &amp;quot;graphics&amp;quot; and &amp;quot;objects&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first one contains information about a special feature which supports replacement of ascii characters for creatures with actual pictures.&lt;br /&gt;
The second one contains all the major moddable info about the game.&lt;br /&gt;
&lt;br /&gt;
== How does the game understands their content? ==&lt;br /&gt;
&lt;br /&gt;
There are 2 major rules about raw file for the game to read it.&lt;br /&gt;
&lt;br /&gt;
1) It should have a file name (without an extension) in the first string inside.&lt;br /&gt;
&lt;br /&gt;
2) The next not empty string* should be a [OBJECT:TYPE] token which describes the contents of the file.&lt;br /&gt;
The types are:&lt;br /&gt;
BODY, CREATURE, DESCRIPTOR, ENTITY, GRAPHICS, ITEM, LANGUAGE, MATGLOSS, REACTION.&lt;br /&gt;
&lt;br /&gt;
*BODY - body parts and structures&lt;br /&gt;
*CREATURE - creatures&lt;br /&gt;
*DESCRIPTOR - objects to be used for engravings/symbols&lt;br /&gt;
*ENTITY - civilizations&lt;br /&gt;
*GRAPHICS - graphic tiles for creatures&lt;br /&gt;
*ITEM - items&lt;br /&gt;
*LANGUAGE - language translation&lt;br /&gt;
*MATGLOSS - different types of materials (soil, minerals, wood, plants etc.)&lt;br /&gt;
*REACTION - smelter reactions&lt;br /&gt;
&lt;br /&gt;
    * usually the empty strings are used to divide different types of structures like the fine name&lt;br /&gt;
 and [OBJECT:] or different entries, however everything which is not a token besides the 1st string&lt;br /&gt;
 (which is the filename) is understood as comments and is not considered.&lt;br /&gt;
&lt;br /&gt;
The tokens are enclosed in square brackets ([TOKEN:VALUES]).&lt;br /&gt;
*[http://www.dwarffortresswiki.net/index.php/Category:Tokens The list of tokens]&lt;br /&gt;
&lt;br /&gt;
When the game is started the program &amp;quot;compiles&amp;quot; each file from &amp;lt;game folder&amp;gt;/raw/objects folder and converts them in actual data files which are placed in &amp;lt;game folder&amp;gt;/data/objects folder with the same names. This is made every time you start the game so if you make any changes to file structure or remove some files don't forget to clear the /data/objects folder as well for the game to avoid presense of data files which are no longer supported by raw files (the engine does not check for it yet).&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_token&amp;diff=13774</id>
		<title>40d:Item token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_token&amp;diff=13774"/>
		<updated>2008-07-21T11:43:04Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are to be used with certain [[Creature Tokens]] (such as ITEMCORPSE) as well as in [[Reactions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An item is described by four tokens, as such:&lt;br /&gt;
&lt;br /&gt;
 [&amp;lt;whatever is asking for the token&amp;gt;:TYPE:SUBTYPE:MATERIAL:MATGLOSS]&lt;br /&gt;
&lt;br /&gt;
==Item type tokens==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;55%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| SMALLGEM || Cut gemstones usable in jeweler's workshop&lt;br /&gt;
|-&lt;br /&gt;
| BLOCKS || Blocks of any kind&lt;br /&gt;
|-&lt;br /&gt;
| ROUGH || Raw gemstones&lt;br /&gt;
|-&lt;br /&gt;
| STONE || Raw mined stone&lt;br /&gt;
|-&lt;br /&gt;
| WOOD || Wooden logs&lt;br /&gt;
|-&lt;br /&gt;
| DOOR || Doors&lt;br /&gt;
|-&lt;br /&gt;
| FLOODGATE || Floodgates&lt;br /&gt;
|-&lt;br /&gt;
| BED || Beds&lt;br /&gt;
|-&lt;br /&gt;
| CHAIR || Chairs and thrones&lt;br /&gt;
|-&lt;br /&gt;
| CHAIN || Chains and ropes&lt;br /&gt;
|-&lt;br /&gt;
| FLASK || Flasks&lt;br /&gt;
|-&lt;br /&gt;
| GOBLET || Goblets&lt;br /&gt;
|-&lt;br /&gt;
| INSTRUMENT || Musical instruments&lt;br /&gt;
|-&lt;br /&gt;
| TOY || Toys&lt;br /&gt;
|-&lt;br /&gt;
| WINDOW || &lt;br /&gt;
|-&lt;br /&gt;
| CAGE || Cages&lt;br /&gt;
|-&lt;br /&gt;
| BARREL || Barrels&lt;br /&gt;
|-&lt;br /&gt;
| BUCKET || Buckets&lt;br /&gt;
|-&lt;br /&gt;
| ANIMALTRAP || Traps for animals&lt;br /&gt;
|-&lt;br /&gt;
| TABLE || Tables&lt;br /&gt;
|-&lt;br /&gt;
| COFFIN || Coffins and caskets&lt;br /&gt;
|-&lt;br /&gt;
| STATUE || Statues&lt;br /&gt;
|-&lt;br /&gt;
| CORPSE || Dead things&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON || Weapons&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR || Armor&lt;br /&gt;
|-&lt;br /&gt;
| SHOES || Shoes&lt;br /&gt;
|-&lt;br /&gt;
| SHIELD || Shields&lt;br /&gt;
|-&lt;br /&gt;
| HELM || Hats&lt;br /&gt;
|-&lt;br /&gt;
| GLOVES || Gloves&lt;br /&gt;
|-&lt;br /&gt;
| BOX || Chests, coffers, and boxes&lt;br /&gt;
|-&lt;br /&gt;
| BIN || Bins&lt;br /&gt;
|-&lt;br /&gt;
| SAND || Sand&lt;br /&gt;
|-&lt;br /&gt;
| ARMORSTAND || Armor stands&lt;br /&gt;
|-&lt;br /&gt;
| WEAPONRACK || Weapon racks&lt;br /&gt;
|-&lt;br /&gt;
| CABINET || Cabinets&lt;br /&gt;
|-&lt;br /&gt;
| FIGURINE || &lt;br /&gt;
|-&lt;br /&gt;
| AMULET || Amulets&lt;br /&gt;
|-&lt;br /&gt;
| SCEPTER || Scepters&lt;br /&gt;
|-&lt;br /&gt;
| AMMO || Ammunition for hand-held weapons&lt;br /&gt;
|-&lt;br /&gt;
| CROWN || Crowns&lt;br /&gt;
|-&lt;br /&gt;
| RING || Rings&lt;br /&gt;
|-&lt;br /&gt;
| EARRING || Earrings&lt;br /&gt;
|-&lt;br /&gt;
| BRACELET || Bracelets&lt;br /&gt;
|-&lt;br /&gt;
| GEM || Large gems&lt;br /&gt;
|-&lt;br /&gt;
| ANVIL || Anvils&lt;br /&gt;
|-&lt;br /&gt;
| CORPSEPIECE || Body parts&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS || Dead vermin bodies&lt;br /&gt;
|-&lt;br /&gt;
| MEAT || Butchered meat&lt;br /&gt;
|-&lt;br /&gt;
| FISH || Prepared fish&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAW || Unprepared fish&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN || &lt;br /&gt;
|-&lt;br /&gt;
| PET || &lt;br /&gt;
|-&lt;br /&gt;
| SEEDS || Seeds from plants&lt;br /&gt;
|-&lt;br /&gt;
| PLANT || Plants&lt;br /&gt;
|-&lt;br /&gt;
| SKIN_RAW || Untanned skins&lt;br /&gt;
|-&lt;br /&gt;
| SKIN_TANNED || Tanned skins&lt;br /&gt;
|-&lt;br /&gt;
| BONES || Bones from critters&lt;br /&gt;
|-&lt;br /&gt;
| SHELL || Shells from critters that have them&lt;br /&gt;
|-&lt;br /&gt;
| LEAVES || Leaves from certain plants after processing&lt;br /&gt;
|-&lt;br /&gt;
| THREAD || Thread gathered from webs or made at the farmer's workshop&lt;br /&gt;
|-&lt;br /&gt;
| CLOTH || Cloth made at the loom&lt;br /&gt;
|-&lt;br /&gt;
| TOTEM || Totems&lt;br /&gt;
|-&lt;br /&gt;
| SKULL || Skulls of dead critters&lt;br /&gt;
|-&lt;br /&gt;
| PANTS || Pants&lt;br /&gt;
|-&lt;br /&gt;
| BACKPACK || Backpacks&lt;br /&gt;
|-&lt;br /&gt;
| QUIVER || Quivers&lt;br /&gt;
|-&lt;br /&gt;
| CATAPULTPARTS || Catapult parts&lt;br /&gt;
|-&lt;br /&gt;
| BALLISTAPARTS || Ballista parts&lt;br /&gt;
|-&lt;br /&gt;
| SIEGEAMMO || Siege ammo&lt;br /&gt;
|-&lt;br /&gt;
| BALLISTARROWHEAD || Arrow heads for ballista bolts&lt;br /&gt;
|-&lt;br /&gt;
| TRAPPARTS || Mechanisms&lt;br /&gt;
|-&lt;br /&gt;
| TRAPCOMP || Weapons for traps only.&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT || Extracts from certain plants and creatures.&lt;br /&gt;
|-&lt;br /&gt;
| POTION || &lt;br /&gt;
|-&lt;br /&gt;
| DRINK || &lt;br /&gt;
|-&lt;br /&gt;
| POWDER_MISC || &lt;br /&gt;
|-&lt;br /&gt;
| CHEESE || Cheeses&lt;br /&gt;
|-&lt;br /&gt;
| FOOD || Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_MISC || &lt;br /&gt;
|-&lt;br /&gt;
| COIN || Coins&lt;br /&gt;
|-&lt;br /&gt;
| GLOB || &lt;br /&gt;
|-&lt;br /&gt;
| ROCK || ??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Item subtype tokens==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;55%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUBTYPE || No specific subtype&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material tokens==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;5%&amp;quot;&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | #&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Token&lt;br /&gt;
|-  &lt;br /&gt;
| 1 || WOOD&lt;br /&gt;
|-  &lt;br /&gt;
| 2 || STONE&lt;br /&gt;
|-  &lt;br /&gt;
| 3 || METAL&lt;br /&gt;
|-  &lt;br /&gt;
| 4 || BONE&lt;br /&gt;
|-  &lt;br /&gt;
| 5 || IVORY&lt;br /&gt;
|-  &lt;br /&gt;
| 6 || HORN&lt;br /&gt;
|-  &lt;br /&gt;
| 7 || AMBER&lt;br /&gt;
|-  &lt;br /&gt;
| 8 || CORAL&lt;br /&gt;
|-  &lt;br /&gt;
| 9 || PEARL&lt;br /&gt;
|-  &lt;br /&gt;
| 10 || SHELL&lt;br /&gt;
|-  &lt;br /&gt;
| 11 || LEATHER&lt;br /&gt;
|-  &lt;br /&gt;
| 12 || SILK&lt;br /&gt;
|-  &lt;br /&gt;
| 13 || PLANT_ALCOHOL&lt;br /&gt;
|-  &lt;br /&gt;
| 14 || GLASS_GREEN&lt;br /&gt;
|-  &lt;br /&gt;
| 15 || GLASS_CLEAR&lt;br /&gt;
|-  &lt;br /&gt;
| 16 || GLASS_CRYSTAL&lt;br /&gt;
|-  &lt;br /&gt;
| 17 || SAND&lt;br /&gt;
|-  &lt;br /&gt;
| 18 || COAL&lt;br /&gt;
|-  &lt;br /&gt;
| 19 || POTASH&lt;br /&gt;
|-  &lt;br /&gt;
| 20 || ASH&lt;br /&gt;
|-  &lt;br /&gt;
| 21 || PEARLASH&lt;br /&gt;
|-  &lt;br /&gt;
| 22 || LYE&lt;br /&gt;
|-  &lt;br /&gt;
| 23 || RENDERED_FAT&lt;br /&gt;
|-  &lt;br /&gt;
| 24 || SOAP_ANIMAL&lt;br /&gt;
|-  &lt;br /&gt;
| 25 || FAT&lt;br /&gt;
|-  &lt;br /&gt;
| 26 || MUD&lt;br /&gt;
|-  &lt;br /&gt;
| 27 || VOMIT&lt;br /&gt;
|-  &lt;br /&gt;
| 28 || BLOOD_NONSPECIFIC&lt;br /&gt;
|-  &lt;br /&gt;
| 29 || BLOOD_SPECIFIC&lt;br /&gt;
|-  &lt;br /&gt;
| 30 || SLIME&lt;br /&gt;
|-  &lt;br /&gt;
| 31 || SALT&lt;br /&gt;
|-  &lt;br /&gt;
| 32 || FILTH_B&lt;br /&gt;
|-  &lt;br /&gt;
| 33 || FILTH_Y&lt;br /&gt;
|-  &lt;br /&gt;
| 34 || UNKNOWN_SUBSTANCE&lt;br /&gt;
|-  &lt;br /&gt;
| 35 || GRIME&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27704</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27704"/>
		<updated>2008-07-21T11:42:32Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to swim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Implies AMPHIBIOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. A creature can have this value at 1 or 2. When the value is 1, the creature can destroy buildings, but there is no effect on the creatures behaviour. &lt;br /&gt;
When the value is 2 the creature will actively seek out your constructions and destroy them. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst.  Needs confirmation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;''&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes dragon level fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up after your fortress went 'Too Deep'. (confirm)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature has when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the entity, located in the file &amp;quot;matgloss_[name].txt&amp;quot;; in this example, matgloss_wood.txt&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| means on fire but does what in DF? (perhaps something to do with sacrifice?)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Material_Tokens|material token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress(&amp;quot;ere the wolves get hungry.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature &amp;quot;takes pleasure in slaughter&amp;quot; (after killing something in battle).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? (Requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material Tokens|Material token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to tame the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| [REMAINS_COLOR:6:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Cannot move on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| [SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt do use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to swims_learned below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim (via. dabbling swimmer, novice, etc) rather than knowing how naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances, and to create artifacts via moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
|UTTERANCES&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Allows the creature to use weapons with the attack if they have one in a limb that can hold items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27703</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27703"/>
		<updated>2008-07-21T11:41:44Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to swim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Implies AMPHIBIOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. A creature can have this value at 1 or 2. When the value is 1, the creature can destroy buildings, but there is no effect on the creatures behaviour. &lt;br /&gt;
When the value is 2 the creature will actively seek out your constructions and destroy them. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst.  Needs confirmation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;''&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes dragon level fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up after your fortress went 'Too Deep'. (confirm)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, RECKLESS, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature has when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the entity, located in the file &amp;quot;matgloss_[name].txt&amp;quot;; in this example, matgloss_wood.txt&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| means on fire but does what in DF? (perhaps something to do with sacrifice?)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Material_Tokens|material token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress(&amp;quot;ere the wolves get hungry.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature &amp;quot;takes pleasure in slaughter&amp;quot; (after killing something in battle).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? (Requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material Tokens|Material token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to tame the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| [REMAINS_COLOR:6:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Cannot move on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| [SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt do use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to swims_learned below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim (via. dabbling swimmer, novice, etc) rather than knowing how naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances, and to create artifacts via moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
|UTTERANCES&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Allows the creature to use weapons with the attack if they have one in a limb that can hold items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Body_token&amp;diff=34735</id>
		<title>40d:Body token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Body_token&amp;diff=34735"/>
		<updated>2008-07-21T11:41:21Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]{{Old|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Syntax==&lt;br /&gt;
&lt;br /&gt;
 filename&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TEMPLATE1]&lt;br /&gt;
 [BP:CORE][UPPERBODY][...]&lt;br /&gt;
 [BP:PART1][CONTYPE:UPPERBODY][...]&lt;br /&gt;
 [BP:PART2][CON:CORE][...]&lt;br /&gt;
 &lt;br /&gt;
 [BODYGLOSS:FOOBAR:foo:bar]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The name of the body template.  Each BP token underneath a given Body Token BODY template is added to a creature when the Creature Token BODY specifies this ID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODYGLOSS&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
* match&lt;br /&gt;
* replacement&lt;br /&gt;
| Replaces all occurrences of &amp;quot;match&amp;quot; in the creature's body parts with &amp;quot;replacement&amp;quot;.  E.g., the Body Token [BODYGLOSS:TENTACLE:leg:tentacle], used by the Creature Token [BODYGLOSS:TENTACLE], will cause any &amp;quot;right leg&amp;quot; to appear as &amp;quot;right tentacle&amp;quot;.  Testing required: would &amp;quot;brain legend&amp;quot; appear as &amp;quot;brain tentacleend&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Parts==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APERTURE&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  An opening in the body, apparently, but no known purpose.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BP&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The internal object ID of the body part.  Unlike many other tokens in the game, the id of the BP does not need to be unique, though it does need to be unique within the BODY template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BREATHE&lt;br /&gt;
| &lt;br /&gt;
| The body part is necessary to breathe.  If the body part is destroyed, the creature can suffocate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIRCULATION&lt;br /&gt;
| &lt;br /&gt;
| If this body part is destroyed, the creature will bleed to death?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CON&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The specific body part ''object ID'' to which this body part attaches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONTYPE&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
| The body part ''token type'' to which this body part attaches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGIT&lt;br /&gt;
| &lt;br /&gt;
| Is a finger/toe.  Unknown effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EMBEDDED&lt;br /&gt;
| &lt;br /&gt;
| The body part is embedded into the body -- it is external, but is not shown until injured.  Compare INTERNAL.  Can be gouged out?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| The body part is necessary for the creature to fly, and damage to the body part will ground the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASP&lt;br /&gt;
| &lt;br /&gt;
| The body part can be used to hold items (if the creature has the EQUIPS token) or [[wrestling|wrestle]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GUTS&lt;br /&gt;
| &lt;br /&gt;
| Can be disembowelled?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAD&lt;br /&gt;
|&lt;br /&gt;
| Vital bodypart. If severed, creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAR&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Presumably allows the creature to listen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTERNAL&lt;br /&gt;
| &lt;br /&gt;
| The body part is an internal organ and is not visible until injured.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| JOINT&lt;br /&gt;
| &lt;br /&gt;
| Can be broken by [[wrestling]] (possibly falling damage in a future version).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEFT&lt;br /&gt;
| &lt;br /&gt;
| The body part is on the left side of the creature and is thus vulnerable to attacks from the left side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIMB&lt;br /&gt;
|&lt;br /&gt;
| The body part is usable for [[wrestling]] (i.e. can grab, lock, choke, etc).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOWERBODY&lt;br /&gt;
|&lt;br /&gt;
| The body part is another part of the &amp;quot;core&amp;quot; of the creature.  When the lowerbody body part is destroyed, the creature is bisected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUTH&lt;br /&gt;
|&lt;br /&gt;
| Allows the creature to eat?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NERVOUS&lt;br /&gt;
| &lt;br /&gt;
| Causes pain when destroyed.  Other effects?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIGHT&lt;br /&gt;
| &lt;br /&gt;
| The body part is on the right side of the creature and is thus vulnerable to attacks from the right side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIGHT&lt;br /&gt;
|&lt;br /&gt;
| Allows creatures to see; creatures without this tag on any part of their bodies cannot see for the purposes of aiming missile weapons (though apparently can find and kill mad adventurers fairly well with melee attacks).  May need more testing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKELETON&lt;br /&gt;
|&lt;br /&gt;
| Prevents game code from removing this bodypart when the creature is converted to skeletal undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Reduces chance to hit?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMELL&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Presumably allows creature to smell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANCE&lt;br /&gt;
|&lt;br /&gt;
| The body part is used to keep the creature standing; injury to the body part will cause the creature to collapse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Necessary for the creature to think.  Without a working brain, the creature dies unless it has the NOTHOUGHT Creature Token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THROAT&lt;br /&gt;
| &lt;br /&gt;
| Can be strangled with [[wrestling]] to cause winding, unconsciousness, and eventual death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPPERBODY&lt;br /&gt;
| &lt;br /&gt;
| The body part is the &amp;quot;core&amp;quot; of the creature; when the upperbody body part is destroyed, the creature is blown apart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Part Types==&lt;br /&gt;
&lt;br /&gt;
Legal token types for use with the Attack Token &amp;quot;BYTYPE&amp;quot; argument or for the Body Token &amp;quot;CONTYPE&amp;quot; argument:&lt;br /&gt;
&lt;br /&gt;
* APERTURE&lt;br /&gt;
* BREATHE?&lt;br /&gt;
* CIRCULATION?&lt;br /&gt;
* DIGIT?&lt;br /&gt;
* FLIER?&lt;br /&gt;
* GRASP&lt;br /&gt;
* GUTS?&lt;br /&gt;
* HEAD?&lt;br /&gt;
* HEAR&lt;br /&gt;
* JOINT?&lt;br /&gt;
* LIMB?&lt;br /&gt;
* LOWERBODY?&lt;br /&gt;
* MOUTH&lt;br /&gt;
* NERVOUS?&lt;br /&gt;
* SMELL&lt;br /&gt;
* STANCE&lt;br /&gt;
* THOUGHT&lt;br /&gt;
* UPPERBODY?&lt;br /&gt;
&lt;br /&gt;
Entries suffixed with a question mark are untested and should not be considered final.  Entries with no question mark are tested and valid.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36992</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36992"/>
		<updated>2008-07-21T11:40:21Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADVENTURE_TIER&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode.  Dwarfs, Elves, and Humans take up tier 3, 2, and 1 respectively.  It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers go upward.  So you should put a new adventure entity above the Dwarves.  Not at the end of the file.&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows the &amp;quot;Play Now!&amp;quot; option adventure mode.  The entity must have a ADVENTURE_TIER token for this too work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
| If there is more then one CREATURE token the entity will pick one of them at random to populate when generated.{{verify}}&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SUPPORT&lt;br /&gt;
|&lt;br /&gt;
* biome&lt;br /&gt;
* frequency&lt;br /&gt;
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_BIOME&lt;br /&gt;
| biome&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT_SITE_TYPE&lt;br /&gt;
| site type&lt;br /&gt;
| Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOLERATES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WORLD_CONSTRUCTION&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_GROUP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Number of breeding couples to start with per entity.&lt;br /&gt;
[START_GROUP_NUMBER:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_POP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max population *per entity*, multiply this by max starting civ to get the total population of the species.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_SITE_POP_NUMBER&lt;br /&gt;
| number &lt;br /&gt;
| Max population per individual site.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_STARTING_CIV_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERMITTED_JOB&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Allows this job type to be selected by worldgen creatures.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY&lt;br /&gt;
|&lt;br /&gt;
* metal token&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_FACET_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&lt;br /&gt;
0-25600&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANSLATION&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CULL_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, CIV, SITE&lt;br /&gt;
Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to always use the words in these SYM sets.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRIENDLY_COLOR&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more stones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more types of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GEM_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more gems.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDEAD_CANDIDATE&lt;br /&gt;
|&lt;br /&gt;
| Entity can be used to make the undead in ruins.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| type&lt;br /&gt;
| REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION_SPHERE&lt;br /&gt;
| sphere&lt;br /&gt;
| Can by any available [[Sphere]]. Multiple entries are possible.&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE_ALIGNMENT&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to have a military leader.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_SITE_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allow the entity to have military minor leaders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the leader this profession, uses tileset professions.&lt;br /&gt;
[LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE_LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the minor leaders this profession, uses tileset professions.&lt;br /&gt;
[SITE_LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAYOR&lt;br /&gt;
|&lt;br /&gt;
| Settlements have a mayor.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ETHIC&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| sets the civ's view of certain behaviors, from capital punishment to completely acceptable&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WILL_ACCEPT_TRIBUTE&lt;br /&gt;
| &lt;br /&gt;
| makes the civ accept tribute from conquered sites?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WANDERER, BEAST_HUNTER, SCOUT&lt;br /&gt;
| &lt;br /&gt;
| the civ will send out these sorts of adventurers in worldgen&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABUSE_BODIES&lt;br /&gt;
| &lt;br /&gt;
| Heads on pikes, possible others?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVE_SEASON&lt;br /&gt;
| season&lt;br /&gt;
| the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHER&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| will not attack wildlife.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABYSNATCHER&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT&lt;br /&gt;
|&lt;br /&gt;
| Sends diplomats to come and talk to you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Diplomats have bodyguards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENTITY_GROUPING&lt;br /&gt;
| alignment (obsolete)&lt;br /&gt;
| FRIENDLY, EVIL, or NUISANCE&lt;br /&gt;
[ENTITY_GROUPING:FRIENDLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_THIEF&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Merchants have bodyguards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_NOBILITY&lt;br /&gt;
|&lt;br /&gt;
| Civ has a merchant prince.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_POPULATION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_PRODUCTION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_TRADE&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPECT_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Will not buy animal based items and is angered at the attempt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPECT_TREES&lt;br /&gt;
|&lt;br /&gt;
| Will not buy wooden items and is angered at the attempt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGER&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to invade your fortress if angered.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKULKING&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_CAP_DIPLOMACY&lt;br /&gt;
|&lt;br /&gt;
| Makes the entity angry if you cut down too many trees.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGGER&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOVES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HELM&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INSTRUMENT&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PANTS&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHIELD&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHOES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGEAMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOY&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPCOMP&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANIMAL_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANY_PET_RACE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CAVE_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_PLANTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_WOOD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_PLANTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_WOOD&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_MOUNT&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PACK&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PET&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PULL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDOOR_FARMING&lt;br /&gt;
| &lt;br /&gt;
| Determines if inside farms will be generated for civ towns.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OUTDOOR_FARMING&lt;br /&gt;
|&lt;br /&gt;
| Determines if outside farms will be generated for civ towns.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUBTERRANEAN_CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_IMPROVEMENTS&lt;br /&gt;
|&lt;br /&gt;
| Allows items to be improved.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPROVED_BOWS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MINOR_METAL&lt;br /&gt;
|&lt;br /&gt;
| Has a preference for weak metals. (copper)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOW_SKILL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Specific_heat&amp;diff=33872</id>
		<title>40d:Specific heat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Specific_heat&amp;diff=33872"/>
		<updated>2008-07-21T11:39:46Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== The SPEC_HEAT token ==&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;SPEC_HEAT&amp;lt;/b&amp;gt; token controls a material's specific heat capacity.&lt;br /&gt;
&lt;br /&gt;
Specific heat is not a temperature.  It is, more or less, the amount of energy it takes to raise the temperature of the material from one temperature to another.  Gold, for instance, has a very low specific heat, so it takes very little energy to raise its temperature by one degree.  Water, with a very high specific heat, takes 32 times as much energy to raise its temperature by one degree.  For more information, see [http://en.wikipedia.org/wiki/Specific_heat_capacity] [http://hypertextbook.com/physics/thermal/heat-sensible/] [http://scienceworld.wolfram.com/physics/SpecificHeat.html].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- this needs verification, so I'm yanking it:&lt;br /&gt;
As &amp;lt;b&amp;gt;Dwarf Fortress&amp;lt;/b&amp;gt; does not have a concept of insulation, &amp;lt;b&amp;gt;SPEC_HEAT&amp;lt;/b&amp;gt; can be used to &amp;amp;ldquot;cheat&amp;amp;rdquot; by causing a material which &amp;lt;u&amp;gt;should&amp;lt;/u&amp;gt; be quite insulative to actually take more energy to heat up, or lose more energy to cool down, than more normal materials.  The result is a material which, if used in clothing, will keep a dwarf form freezing longer than normal cloth or leather would. --&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;SPEC_HEAT&amp;lt;/b&amp;gt; appears to be in units of &amp;lt;b&amp;gt;J kg&amp;lt;sup&amp;gt;-1 &amp;lt;/sup&amp;gt;K&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;&amp;lt;/b&amp;gt; at &amp;lt;b&amp;gt;STP&amp;lt;/b&amp;gt;; i.e. &amp;lt;b&amp;gt;1000&amp;lt;/b&amp;gt; times the normally reported &amp;lt;b&amp;gt;c&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;&amp;lt;/b&amp;gt; in joules per gram per kelvin, or exactly the more rarely reported &amp;lt;b&amp;gt;c&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;&amp;lt;/b&amp;gt; in joules per kilogram per kelvin.&lt;br /&gt;
&lt;br /&gt;
It is not understood why the game uses the &amp;lt;b&amp;gt;&amp;amp;deg;C&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;K&amp;lt;/b&amp;gt; scale here, while using the &amp;lt;b&amp;gt;&amp;amp;deg;DF&amp;lt;/b&amp;gt; = &amp;lt;b&amp;gt;&amp;amp;deg;F + 9968&amp;lt;/b&amp;gt; scale elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Sample specific heats as used by Dwarf Fortress ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Material&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &amp;lt;b&amp;gt;c&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;&amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;J kg&amp;lt;sup&amp;gt;-1 &amp;lt;/sup&amp;gt;K&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; uses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine&lt;br /&gt;
| n/a&lt;br /&gt;
| 7500&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum&lt;br /&gt;
| 897&lt;br /&gt;
| 900&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Copper&lt;br /&gt;
| 385&lt;br /&gt;
| 385&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Carbon (Graphite) [[Creature_Tokens/SPEC_HEAT#footnote1|&amp;amp;#91;&amp;amp;#42;&amp;amp;#93;]]&lt;br /&gt;
&amp;lt;!-- http://invsee.asu.edu/nmodules/Carbonmod/thermprp.html&lt;br /&gt;
http://hypertextbook.com/physics/thermal/heat-sensible/ --&amp;gt;&lt;br /&gt;
| 710&lt;br /&gt;
| 409&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Carbon (Diamond) [[Creature_Tokens/SPEC_HEAT#footnote1|&amp;amp;#91;&amp;amp;#42;&amp;amp;#93;]]&lt;br /&gt;
| 519&lt;br /&gt;
| 409&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Gold&lt;br /&gt;
| 129.1&lt;br /&gt;
| 129&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, cast &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-metals-d_152.html --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp;500&lt;br /&gt;
| 450&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, pig&lt;br /&gt;
| &amp;gt;500&lt;br /&gt;
| 500&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, pure&lt;br /&gt;
| 443&lt;br /&gt;
| 450&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, wrought &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-metals-d_152.html http://www.gutenberg.org/files/22657/22657-h/chapters/measurement.html --&amp;gt;&lt;br /&gt;
| 480-500&lt;br /&gt;
| 450&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Nickel&lt;br /&gt;
| 444&lt;br /&gt;
| 444&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Zinc&lt;br /&gt;
| 388&lt;br /&gt;
| 390&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Alcohol, ethyl, anhydrous&lt;br /&gt;
| 2440&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Alcohol, ethyl, 100 proof&lt;br /&gt;
| 3856&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Beef, carcass, not frozen &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-capacity-food-d_295.html --&amp;gt;&lt;br /&gt;
| 2850&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Charcoal&lt;br /&gt;
| &amp;amp;asymp; 1000&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| Cheese, Cheddar, aged 60 weeks &amp;lt;!-- http://jds.fass.org/cgi/reprint/73/7/1671.pdf  You really can find anything on the Internet! --&amp;gt;&lt;br /&gt;
| 3012&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Coke&lt;br /&gt;
| 850&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Glass, crystal &amp;lt;!-- http://en.wikipedia.org/wiki/Specific_heat_capacity --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 500&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Glass, silica &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-solids-d_154.html http://www.gutenberg.org/files/22657/22657-h/chapters/measurement.html -&amp;gt;&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 840&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Granite &amp;lt;!-- http://en.wikipedia.org/wiki/Specific_heat_capacity --&amp;gt;&lt;br /&gt;
| 790&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sand&lt;br /&gt;
| 835&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Silk (silkworm?) &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-solids-d_154.html --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 1380&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Silk (hornet) &amp;lt;!--  http://joam.infim.ro/JOAM/pdf4_1/Ishay.pdf --&amp;gt; &amp;lt;!-- but a paper named Hornet silk: thermophysical properties: J. S. Ishay et al. abstract claims &amp;quot;a specific heat of over 2 J/g K&amp;quot; --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 1500&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Silk (spider, viscid) &amp;lt;!-- http://www.doitpoms.ac.uk/tlplib/bioelasticity/printall.php --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 1400&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Water, liquid, at STP&lt;br /&gt;
| 4218&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Water, solid, at STP&lt;br /&gt;
| 2114&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Wood [[Creature_Tokens/SPEC_HEAT#footnote2|&amp;amp;#91;&amp;amp;dagger;&amp;amp;#93;]]&lt;br /&gt;
| 1700 to 2900&lt;br /&gt;
| 420, hardcoded&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- if anyone knows a better way to do footnotes, go for it. --&amp;gt;&lt;br /&gt;
&amp;lt;small id=&amp;quot;footnote1&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;&amp;amp;#91;&amp;amp;#42;&amp;amp;#93;&amp;lt;/tt&amp;gt;&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Note the inconsistency in the Carbon values.&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small id=&amp;quot;footnote2&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;&amp;amp;#91;&amp;amp;dagger;&amp;amp;#93;&amp;lt;/tt&amp;gt;&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;The specific heat of wood varies somewhat between different species.  However, the variance is dominated by the moisture content of the wood.  Moreover, wet wood behaves very differently below freezing.  See [http://www.fpl.fs.fed.us/documnts/fplgtr/fplgtr09.pdf]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;!-- &amp;lt;small id=&amp;quot;footnote3&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;&amp;amp;#91;&amp;amp;Dagger;&amp;amp;#93;&amp;lt;/tt&amp;gt;&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;footnote 3 text&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt; --&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The default value for &amp;lt;b&amp;gt;SPEC_HEAT&amp;lt;/b&amp;gt; is &amp;lt;b&amp;gt;409&amp;lt;/b&amp;gt;, except for &amp;lt;b&amp;gt;STONE&amp;lt;/b&amp;gt; types, which get &amp;lt;b&amp;gt;800&amp;lt;/b&amp;gt;.  However, default values are not established for the various &amp;lt;b&amp;gt;creature_product_SPEC_HEAT&amp;lt;/b&amp;gt; tokens.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[http://en.wikipedia.org/wiki/Specific_heat_capacity#Table_of_specific_heat_capacities] and [http://www.engineeringtoolbox.com/specific-heat-solids-d_154.html] have tables with other materials&amp;amp;rsquo; specific heats.&lt;br /&gt;
&lt;br /&gt;
References may report specific heat in joules per gram per degree Celsius.  Because the Celsius and Kelvin systems use the same scale, differing only in their zero points, this is exactly the same as reporting in joules per gram per kelvin.&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;b&amp;gt;J/g&amp;amp;deg;C&amp;lt;/b&amp;gt; is equal to &amp;lt;b&amp;gt;J/gK&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sometimes references will give specific heat in calories per gram kelvin, or calories per kilogram kelvin.  To convert calories per gram kelvin to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; units, multiply by &amp;lt;b&amp;gt;4184&amp;lt;/b&amp;gt;.  To convert calories per kilogram kelvin to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; units, multiply by &amp;lt;b&amp;gt;4.184&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Older references may give specific heat in B.T.U. per pound per degree Fahrenheit.  1 B.T.U. per pound per degree Fahrenheit is by definition equal to 1 calorie per gram per kelvin.  &amp;lt;b&amp;gt;Btu/lb&amp;amp;deg;F&amp;lt;/b&amp;gt; is equal to &amp;lt;b&amp;gt;cal/gK&amp;lt;/b&amp;gt;.  So just multiply by &amp;lt;b&amp;gt;4184&amp;lt;/b&amp;gt; to convert to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; units.&lt;br /&gt;
&lt;br /&gt;
Sometimes references will report specific heat of liquids or gases in joules (or calories) per [http://en.wikipedia.org/wiki/Mole_(unit) mole] per kelvin.  The symbol for this is &amp;lt;b&amp;gt;C&amp;lt;sup&amp;gt;p&amp;lt;/sup&amp;gt;&amp;lt;/b&amp;gt; (with a capital C).  This is less useful for our purposes, as you will need to know the molecular weight (in grams per mole) of the compound to convert it.  &lt;br /&gt;
:An example: the molar heat capacity of ethyl alcohol is 113 Joules per mole per degree Centigrade.  The molecular weight of ethyl alcohol is 46.07 grams per mole.  Divide 113 J/mol&amp;amp;deg;C by 46.07 g/mol, resulting in 2.45 J/g&amp;amp;deg;C.  Multiply by 1000 g/kg, resulting in 2450 J/kg&amp;amp;deg;C.  That is our desired result in &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; units.&lt;br /&gt;
&lt;br /&gt;
Note that specific &amp;lt;u&amp;gt;latent&amp;lt;/u&amp;gt; heat is a different concept; do not use those values for &amp;lt;b&amp;gt;SPEC_HEAT&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unit_type_token&amp;diff=39046</id>
		<title>40d:Unit type token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unit_type_token&amp;diff=39046"/>
		<updated>2008-07-21T11:38:53Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Taken from /raw/graphics/graphics_example.txt. For use with entity leadership tokens.&lt;br /&gt;
&lt;br /&gt;
Profession tokens:&lt;br /&gt;
&lt;br /&gt;
MINER&lt;br /&gt;
&lt;br /&gt;
WOODWORKER&lt;br /&gt;
&lt;br /&gt;
CARPENTER&lt;br /&gt;
&lt;br /&gt;
BOWYER&lt;br /&gt;
&lt;br /&gt;
WOODCUTTER&lt;br /&gt;
&lt;br /&gt;
STONEWORKER&lt;br /&gt;
&lt;br /&gt;
ENGRAVER&lt;br /&gt;
&lt;br /&gt;
MASON&lt;br /&gt;
&lt;br /&gt;
RANGER&lt;br /&gt;
&lt;br /&gt;
ANIMAL_CARETAKER&lt;br /&gt;
&lt;br /&gt;
ANIMAL_TRAINER&lt;br /&gt;
&lt;br /&gt;
HUNTER&lt;br /&gt;
&lt;br /&gt;
TRAPPER&lt;br /&gt;
&lt;br /&gt;
ANIMAL_DISSECTOR&lt;br /&gt;
&lt;br /&gt;
METALSMITH&lt;br /&gt;
&lt;br /&gt;
FURNACE_OPERATOR&lt;br /&gt;
&lt;br /&gt;
WEAPONSMITH&lt;br /&gt;
&lt;br /&gt;
ARMORER&lt;br /&gt;
&lt;br /&gt;
BLACKSMITH&lt;br /&gt;
&lt;br /&gt;
METALCRAFTER&lt;br /&gt;
&lt;br /&gt;
JEWELER&lt;br /&gt;
&lt;br /&gt;
GEM_CUTTER&lt;br /&gt;
&lt;br /&gt;
GEM_SETTER&lt;br /&gt;
&lt;br /&gt;
CRAFTSMAN&lt;br /&gt;
&lt;br /&gt;
WOODCRAFTER&lt;br /&gt;
&lt;br /&gt;
STONECRAFTER&lt;br /&gt;
&lt;br /&gt;
LEATHERWORKER&lt;br /&gt;
&lt;br /&gt;
BONE_CARVER&lt;br /&gt;
&lt;br /&gt;
WEAVER&lt;br /&gt;
&lt;br /&gt;
CLOTHIER&lt;br /&gt;
&lt;br /&gt;
GLASSMAKER&lt;br /&gt;
&lt;br /&gt;
STRAND_EXTRACTOR&lt;br /&gt;
&lt;br /&gt;
KING&lt;br /&gt;
&lt;br /&gt;
KING_CONSORT&lt;br /&gt;
&lt;br /&gt;
FISHERY_WORKER&lt;br /&gt;
&lt;br /&gt;
FISHERMAN&lt;br /&gt;
&lt;br /&gt;
FISH_DISSECTOR&lt;br /&gt;
&lt;br /&gt;
FISH_CLEANER&lt;br /&gt;
&lt;br /&gt;
FARMER&lt;br /&gt;
&lt;br /&gt;
CHEESE_MAKER&lt;br /&gt;
&lt;br /&gt;
MILKER&lt;br /&gt;
&lt;br /&gt;
COOK&lt;br /&gt;
&lt;br /&gt;
THRESHER&lt;br /&gt;
&lt;br /&gt;
MILLER&lt;br /&gt;
&lt;br /&gt;
BUTCHER&lt;br /&gt;
&lt;br /&gt;
TANNER&lt;br /&gt;
&lt;br /&gt;
DYER&lt;br /&gt;
&lt;br /&gt;
PLANTER&lt;br /&gt;
&lt;br /&gt;
HERBALIST&lt;br /&gt;
&lt;br /&gt;
BREWER&lt;br /&gt;
&lt;br /&gt;
SOAP_MAKER&lt;br /&gt;
&lt;br /&gt;
POTASH_MAKER&lt;br /&gt;
&lt;br /&gt;
LYE_MAKER&lt;br /&gt;
&lt;br /&gt;
WOOD_BURNER&lt;br /&gt;
&lt;br /&gt;
ENGINEER&lt;br /&gt;
&lt;br /&gt;
MECHANIC&lt;br /&gt;
&lt;br /&gt;
SIEGE_ENGINEER&lt;br /&gt;
&lt;br /&gt;
SIEGE_OPERATOR&lt;br /&gt;
&lt;br /&gt;
PUMP_OPERATOR&lt;br /&gt;
&lt;br /&gt;
CLERK&lt;br /&gt;
&lt;br /&gt;
ARCHITECT&lt;br /&gt;
&lt;br /&gt;
ADMINISTRATOR&lt;br /&gt;
&lt;br /&gt;
TRADER&lt;br /&gt;
&lt;br /&gt;
TAXCOLLECTOR&lt;br /&gt;
&lt;br /&gt;
EXECUTIONER&lt;br /&gt;
&lt;br /&gt;
BARON&lt;br /&gt;
&lt;br /&gt;
COUNT&lt;br /&gt;
&lt;br /&gt;
DUKE&lt;br /&gt;
&lt;br /&gt;
BARON_CONSORT&lt;br /&gt;
&lt;br /&gt;
COUNT_CONSORT&lt;br /&gt;
&lt;br /&gt;
DUKE_CONSORT&lt;br /&gt;
&lt;br /&gt;
PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
ADVISOR&lt;br /&gt;
&lt;br /&gt;
ALCHEMIST&lt;br /&gt;
&lt;br /&gt;
DUNGEONMASTER&lt;br /&gt;
&lt;br /&gt;
MERCHANT&lt;br /&gt;
&lt;br /&gt;
DIPLOMAT&lt;br /&gt;
&lt;br /&gt;
GUILDREP&lt;br /&gt;
&lt;br /&gt;
MERCHANTBARON&lt;br /&gt;
&lt;br /&gt;
MERCHANTPRINCE&lt;br /&gt;
&lt;br /&gt;
OUTPOSTLIAISON&lt;br /&gt;
&lt;br /&gt;
DRUID&lt;br /&gt;
&lt;br /&gt;
CHAMPION&lt;br /&gt;
&lt;br /&gt;
HAMMERMAN&lt;br /&gt;
&lt;br /&gt;
MASTER_HAMMERMAN&lt;br /&gt;
&lt;br /&gt;
SPEARMAN&lt;br /&gt;
&lt;br /&gt;
MASTER_SPEARMAN&lt;br /&gt;
&lt;br /&gt;
CROSSBOWMAN&lt;br /&gt;
&lt;br /&gt;
MASTER_CROSSBOWMAN&lt;br /&gt;
&lt;br /&gt;
WRESTLER&lt;br /&gt;
&lt;br /&gt;
MASTER_WRESTLER&lt;br /&gt;
&lt;br /&gt;
AXEMAN&lt;br /&gt;
&lt;br /&gt;
MASTER_AXEMAN&lt;br /&gt;
&lt;br /&gt;
SWORDSMAN&lt;br /&gt;
&lt;br /&gt;
MASTER_SWORDSMAN&lt;br /&gt;
&lt;br /&gt;
MACEMAN&lt;br /&gt;
&lt;br /&gt;
MASTER_MACEMAN&lt;br /&gt;
&lt;br /&gt;
PIKEMAN&lt;br /&gt;
&lt;br /&gt;
MASTER_PIKEMAN&lt;br /&gt;
&lt;br /&gt;
BOWMAN&lt;br /&gt;
&lt;br /&gt;
MASTER_BOWMAN&lt;br /&gt;
&lt;br /&gt;
BLOWGUNMAN&lt;br /&gt;
&lt;br /&gt;
MASTER_BLOWGUNMAN&lt;br /&gt;
&lt;br /&gt;
RECRUIT&lt;br /&gt;
&lt;br /&gt;
TRAINED_HUNTER&lt;br /&gt;
&lt;br /&gt;
TRAINED_WAR&lt;br /&gt;
&lt;br /&gt;
MASTER_THIEF&lt;br /&gt;
&lt;br /&gt;
THIEF&lt;br /&gt;
&lt;br /&gt;
STANDARD&lt;br /&gt;
&lt;br /&gt;
CHILD&lt;br /&gt;
&lt;br /&gt;
BABY&lt;br /&gt;
&lt;br /&gt;
DRUNK&lt;br /&gt;
&lt;br /&gt;
LASHER&lt;br /&gt;
&lt;br /&gt;
MASTER_LASHER&lt;br /&gt;
&lt;br /&gt;
SLAVE&lt;br /&gt;
&lt;br /&gt;
PRISONER&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unit_type_token&amp;diff=39045</id>
		<title>40d:Unit type token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unit_type_token&amp;diff=39045"/>
		<updated>2008-07-21T11:38:35Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Taken from /raw/graphics/graphics_example.txt. For use with entity leadership tokens.&lt;br /&gt;
&lt;br /&gt;
Profession tokens:&lt;br /&gt;
&lt;br /&gt;
MINER&lt;br /&gt;
&lt;br /&gt;
WOODWORKER&lt;br /&gt;
&lt;br /&gt;
CARPENTER&lt;br /&gt;
&lt;br /&gt;
BOWYER&lt;br /&gt;
&lt;br /&gt;
WOODCUTTER&lt;br /&gt;
&lt;br /&gt;
STONEWORKER&lt;br /&gt;
&lt;br /&gt;
ENGRAVER&lt;br /&gt;
&lt;br /&gt;
MASON&lt;br /&gt;
&lt;br /&gt;
RANGER&lt;br /&gt;
&lt;br /&gt;
ANIMAL_CARETAKER&lt;br /&gt;
&lt;br /&gt;
ANIMAL_TRAINER&lt;br /&gt;
&lt;br /&gt;
HUNTER&lt;br /&gt;
&lt;br /&gt;
TRAPPER&lt;br /&gt;
&lt;br /&gt;
ANIMAL_DISSECTOR&lt;br /&gt;
&lt;br /&gt;
METALSMITH&lt;br /&gt;
&lt;br /&gt;
FURNACE_OPERATOR&lt;br /&gt;
&lt;br /&gt;
WEAPONSMITH&lt;br /&gt;
&lt;br /&gt;
ARMORER&lt;br /&gt;
&lt;br /&gt;
BLACKSMITH&lt;br /&gt;
&lt;br /&gt;
METALCRAFTER&lt;br /&gt;
&lt;br /&gt;
JEWELER&lt;br /&gt;
&lt;br /&gt;
GEM_CUTTER&lt;br /&gt;
&lt;br /&gt;
GEM_SETTER&lt;br /&gt;
&lt;br /&gt;
CRAFTSMAN&lt;br /&gt;
&lt;br /&gt;
WOODCRAFTER&lt;br /&gt;
&lt;br /&gt;
STONECRAFTER&lt;br /&gt;
&lt;br /&gt;
LEATHERWORKER&lt;br /&gt;
&lt;br /&gt;
BONE_CARVER&lt;br /&gt;
&lt;br /&gt;
WEAVER&lt;br /&gt;
&lt;br /&gt;
CLOTHIER&lt;br /&gt;
&lt;br /&gt;
GLASSMAKER&lt;br /&gt;
&lt;br /&gt;
STRAND_EXTRACTOR&lt;br /&gt;
&lt;br /&gt;
KING&lt;br /&gt;
&lt;br /&gt;
KING_CONSORT&lt;br /&gt;
&lt;br /&gt;
FISHERY_WORKER&lt;br /&gt;
&lt;br /&gt;
FISHERMAN&lt;br /&gt;
&lt;br /&gt;
FISH_DISSECTOR&lt;br /&gt;
&lt;br /&gt;
FISH_CLEANER&lt;br /&gt;
&lt;br /&gt;
FARMER&lt;br /&gt;
&lt;br /&gt;
CHEESE_MAKER&lt;br /&gt;
&lt;br /&gt;
MILKER&lt;br /&gt;
&lt;br /&gt;
COOK&lt;br /&gt;
&lt;br /&gt;
THRESHER&lt;br /&gt;
&lt;br /&gt;
MILLER&lt;br /&gt;
&lt;br /&gt;
BUTCHER&lt;br /&gt;
&lt;br /&gt;
TANNER&lt;br /&gt;
&lt;br /&gt;
DYER&lt;br /&gt;
&lt;br /&gt;
PLANTER&lt;br /&gt;
&lt;br /&gt;
HERBALIST&lt;br /&gt;
&lt;br /&gt;
BREWER&lt;br /&gt;
&lt;br /&gt;
SOAP_MAKER&lt;br /&gt;
&lt;br /&gt;
POTASH_MAKER&lt;br /&gt;
&lt;br /&gt;
LYE_MAKER&lt;br /&gt;
&lt;br /&gt;
WOOD_BURNER&lt;br /&gt;
&lt;br /&gt;
ENGINEER&lt;br /&gt;
&lt;br /&gt;
MECHANIC&lt;br /&gt;
&lt;br /&gt;
SIEGE_ENGINEER&lt;br /&gt;
&lt;br /&gt;
SIEGE_OPERATOR&lt;br /&gt;
&lt;br /&gt;
PUMP_OPERATOR&lt;br /&gt;
&lt;br /&gt;
CLERK&lt;br /&gt;
&lt;br /&gt;
ARCHITECT&lt;br /&gt;
&lt;br /&gt;
ADMINISTRATOR&lt;br /&gt;
&lt;br /&gt;
TRADER&lt;br /&gt;
&lt;br /&gt;
TAXCOLLECTOR&lt;br /&gt;
&lt;br /&gt;
EXECUTIONER&lt;br /&gt;
&lt;br /&gt;
BARON&lt;br /&gt;
&lt;br /&gt;
COUNT&lt;br /&gt;
&lt;br /&gt;
DUKE&lt;br /&gt;
&lt;br /&gt;
BARON_CONSORT&lt;br /&gt;
&lt;br /&gt;
COUNT_CONSORT&lt;br /&gt;
&lt;br /&gt;
DUKE_CONSORT&lt;br /&gt;
&lt;br /&gt;
PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
ADVISOR&lt;br /&gt;
&lt;br /&gt;
ALCHEMIST&lt;br /&gt;
&lt;br /&gt;
DUNGEONMASTER&lt;br /&gt;
&lt;br /&gt;
MERCHANT&lt;br /&gt;
&lt;br /&gt;
DIPLOMAT&lt;br /&gt;
&lt;br /&gt;
GUILDREP&lt;br /&gt;
&lt;br /&gt;
MERCHANTBARON&lt;br /&gt;
&lt;br /&gt;
MERCHANTPRINCE&lt;br /&gt;
&lt;br /&gt;
OUTPOSTLIAISON&lt;br /&gt;
&lt;br /&gt;
DRUID&lt;br /&gt;
&lt;br /&gt;
CHAMPION&lt;br /&gt;
&lt;br /&gt;
HAMMERMAN&lt;br /&gt;
&lt;br /&gt;
MASTER_HAMMERMAN&lt;br /&gt;
&lt;br /&gt;
SPEARMAN&lt;br /&gt;
&lt;br /&gt;
MASTER_SPEARMAN&lt;br /&gt;
&lt;br /&gt;
CROSSBOWMAN&lt;br /&gt;
&lt;br /&gt;
MASTER_CROSSBOWMAN&lt;br /&gt;
&lt;br /&gt;
WRESTLER&lt;br /&gt;
&lt;br /&gt;
MASTER_WRESTLER&lt;br /&gt;
&lt;br /&gt;
AXEMAN&lt;br /&gt;
&lt;br /&gt;
MASTER_AXEMAN&lt;br /&gt;
&lt;br /&gt;
SWORDSMAN&lt;br /&gt;
&lt;br /&gt;
MASTER_SWORDSMAN&lt;br /&gt;
&lt;br /&gt;
MACEMAN&lt;br /&gt;
&lt;br /&gt;
MASTER_MACEMAN&lt;br /&gt;
&lt;br /&gt;
PIKEMAN&lt;br /&gt;
&lt;br /&gt;
MASTER_PIKEMAN&lt;br /&gt;
&lt;br /&gt;
BOWMAN&lt;br /&gt;
&lt;br /&gt;
MASTER_BOWMAN&lt;br /&gt;
&lt;br /&gt;
BLOWGUNMAN&lt;br /&gt;
&lt;br /&gt;
MASTER_BLOWGUNMAN&lt;br /&gt;
&lt;br /&gt;
RECRUIT&lt;br /&gt;
&lt;br /&gt;
TRAINED_HUNTER&lt;br /&gt;
&lt;br /&gt;
TRAINED_WAR&lt;br /&gt;
&lt;br /&gt;
MASTER_THIEF&lt;br /&gt;
&lt;br /&gt;
THIEF&lt;br /&gt;
&lt;br /&gt;
STANDARD&lt;br /&gt;
&lt;br /&gt;
CHILD&lt;br /&gt;
&lt;br /&gt;
BABY&lt;br /&gt;
&lt;br /&gt;
DRUNK&lt;br /&gt;
&lt;br /&gt;
LASHER&lt;br /&gt;
&lt;br /&gt;
MASTER_LASHER&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Matgloss_token&amp;diff=42504</id>
		<title>40d:Matgloss token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Matgloss_token&amp;diff=42504"/>
		<updated>2008-07-21T11:37:54Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Preliminary information on tokens used in the material description files, stored at raw/objects/matgloss_*.txt in the default distribution.&lt;br /&gt;
&lt;br /&gt;
These files begin with the filename as the other raws do, then [OBJECT:MATGLOSS]. Individual entries begin with [MATGLOSS_METAL:ID], [MATGLOSS_PLANT:ID], [MATGLOSS_STONE:ID], or [MATGLOSS_WOOD:ID].&lt;br /&gt;
&lt;br /&gt;
==Stone-specific tokens==&lt;br /&gt;
&lt;br /&gt;
Soils are considered to be a subtype of stone in the raws.&lt;br /&gt;
&lt;br /&gt;
===Layer types===&lt;br /&gt;
&lt;br /&gt;
A stone can be tagged with one of:&lt;br /&gt;
*[SEDIMENTARY]&lt;br /&gt;
*[IGNEOUS_INTRUSIVE]&lt;br /&gt;
*[IGNEOUS_EXTRUSIVE]&lt;br /&gt;
*[METAMORPHIC]&lt;br /&gt;
*[SOIL]&lt;br /&gt;
*[SOIL_OCEAN]&lt;br /&gt;
&lt;br /&gt;
Additionally these can occur:&lt;br /&gt;
*[SEDIMENTARY_OCEAN_SHALLOW]&lt;br /&gt;
*[SEDIMENTARY_OCEAN_DEEP]&lt;br /&gt;
*[SOIL_SAND]&lt;br /&gt;
*[AQUIFER]&lt;br /&gt;
&lt;br /&gt;
Layer tags are not mutually exclusive with ENVIRONMENT tags.&lt;br /&gt;
&lt;br /&gt;
===ENVIROMENT and ENVIRONMENT_SPEC===&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
*[ENVIRONMENT:&amp;lt;class&amp;gt;:&amp;lt;inclusion type&amp;gt;:&amp;lt;frequency&amp;gt;]&lt;br /&gt;
*[ENVIRONMENT_SPEC:&amp;lt;id&amp;gt;:&amp;lt;inclusion type&amp;gt;:&amp;lt;frequency&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The inclusion type can be CLUSTER, CLUSTER_SMALL, CLUSTER_ONE, or VEIN. CLUSTERs are large ovoids that occupy their entire local map tile if present. CLUSTER_SMALL inclusions are blobs of 3-7 tiles; CLUSTER_ONE inclusions are single tiles; and VEINs are large streaks.&lt;br /&gt;
&lt;br /&gt;
If no CLUSTER is present, then zero to two VEINs as well as roughly five to seven other clusters will be present in the local map tile.&lt;br /&gt;
&lt;br /&gt;
Anecdotal evidence suggests that each z-layer will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of opal rather than several different types.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Biome_token&amp;diff=1395</id>
		<title>40d:Biome token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Biome_token&amp;diff=1395"/>
		<updated>2008-07-21T11:36:55Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Biome tokens''' are used to indicate environments for [[creature]]s, [[plant]]s and entities.&lt;br /&gt;
&lt;br /&gt;
All objects that use biome tokens can take multiple entries, so they can be found in many different locations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To create something that only appears when you discover the cave river, lava, or chasm, use SUBTERRANEAN_WATER, SUBTERRANEAN_LAVA, or SUBTERRANEAN_CHASM&lt;br /&gt;
&lt;br /&gt;
Tokens no longer require BIOME_ in front of them.{{version|0.27.173.38a}}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;34%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;66%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| ALL_MAIN ||Every biome.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_DESERT ||Any desert biome, including freezing or scorching.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_GRASSLAND ||Any grassland biome.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_LAKE ||Any freshwater or saltwater lake. &lt;br /&gt;
|-&lt;br /&gt;
| ANY_LAND ||Anything not ocean, lake, or river.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_OCEAN ||Either bordering the ocean (ie. beach) or in it.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_POOL ||Will spawn around the small ponds (ie. swamp) on any map.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_RIVER ||Around any of the river types, including brooks and streams.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_TEMPERATE ||Any temperate-temperature biome.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_TEMPERATE_BROADLEAF ||Temperate broadleaf forests only.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_TEMPERATE_FOREST ||Temperate forests only, including broadleaf &lt;br /&gt;
|-&lt;br /&gt;
| ANY_TROPICAL ||Any tropical-temperature (hot, scorching) biome that is [WET] &lt;br /&gt;
|-&lt;br /&gt;
| ANY_TROPICAL_BROADLEAF ||Tropica broadleaf biomes only.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_TROPICAL_FOREST ||Any tropical forest, including broadleaf.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_WETLAND ||Swamps and marshes, any temperature.&lt;br /&gt;
|-&lt;br /&gt;
| DESERT_BADLAND ||Any badlands. All badlands are considered &amp;quot;desert&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| DESERT_ROCK ||Rocky wastelands.&lt;br /&gt;
|-&lt;br /&gt;
| DESERT_SAND ||Sand desert biomes, any 'color' (ie. black sand desert).&lt;br /&gt;
|-&lt;br /&gt;
| FOREST_TAIGA ||Taigas only apply to freezing forests.&lt;br /&gt;
|-&lt;br /&gt;
| FOREST_TEMPERATE_BROADLEAF ||Only temperate broadleaf forests.&lt;br /&gt;
|-&lt;br /&gt;
| FOREST_TEMPERATE_CONIFER ||Only temperate (medium-temp) conifer forests.&lt;br /&gt;
|-&lt;br /&gt;
| FOREST_TROPICAL_CONIFER ||Only tropical (hot-scorching) conifer forests.&lt;br /&gt;
|-&lt;br /&gt;
| FOREST_TROPICAL_DRY_BROADLEAF ||Only broadleaf forests with the [DRY] tag. &lt;br /&gt;
|-&lt;br /&gt;
| FOREST_TROPICAL_MOIST_BROADLEAF ||Only broadleaf forests with the [WET] tag .&lt;br /&gt;
|-&lt;br /&gt;
| GLACIER ||Found on freezing glaciers (ie. sasquatches, polar bears).&lt;br /&gt;
|-&lt;br /&gt;
| GRASSLAND_TEMPERATE ||Standard grassland.&lt;br /&gt;
|-&lt;br /&gt;
| GRASSLAND_TROPICAL ||Only [WET] and warm grassland&lt;br /&gt;
|-&lt;br /&gt;
| LAKE_TEMPERATE_BRACKISHWATER ||Temperate lakes where fresh-water meets saltwater.&lt;br /&gt;
|-&lt;br /&gt;
| LAKE_TEMPERATE_FRESHWATER ||Only freshwater (in-land) temperate lakes.&lt;br /&gt;
|-&lt;br /&gt;
| LAKE_TEMPERATE_SALTWATER ||Only saltwater temperate lakes.&lt;br /&gt;
|-&lt;br /&gt;
| LAKE_TROPICAL_BRACKISHWATER ||Only tropical (hot, wet) brackish lakes.&lt;br /&gt;
|-&lt;br /&gt;
| LAKE_TROPICAL_FRESHWATER ||Only tropical freshwater lakes.&lt;br /&gt;
|-&lt;br /&gt;
| LAKE_TROPICAL_SALTWATER ||Only tropical freshwater lakes.&lt;br /&gt;
|-&lt;br /&gt;
| MARSH_TEMPERATE_FRESHWATER ||Temperate freshwater marshes, some of the most common. &lt;br /&gt;
|-&lt;br /&gt;
| MARSH_TEMPERATE_SALTWATER ||Saltwater marshes, found occasionally near oceans.&lt;br /&gt;
|-&lt;br /&gt;
| MARSH_TROPICAL_FRESHWATER ||The tropical variety of freshwater marsh.&lt;br /&gt;
|-&lt;br /&gt;
| MARSH_TROPICAL_SALTWATER ||The tropical variety of saltwater marsh.&lt;br /&gt;
|-&lt;br /&gt;
| MOUNTAIN ||Found on and around mountains (not at chasm or river though).&lt;br /&gt;
|-&lt;br /&gt;
| NOT_FREEZING ||Any biome that isn't too cold.&lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_ARCTIC ||Only freezing oceans and their beaches.&lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_TEMPERATE ||Only moderate temperature oceans and their beaches.&lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_TROPICAL ||Only hot oceans and their beaches.&lt;br /&gt;
|-&lt;br /&gt;
| POOL_TEMPERATE_BRACKISHWATER ||Brackish pools, such as certain marshes.&lt;br /&gt;
|-&lt;br /&gt;
| POOL_TEMPERATE_FRESHWATER ||Fresh pools and ponds.&lt;br /&gt;
|-&lt;br /&gt;
| POOL_TEMPERATE_SALTWATER ||Saltwater pools and ponds, fairly rare.&lt;br /&gt;
|-&lt;br /&gt;
| POOL_TROPICAL_BRACKISHWATER ||Tropical variety of brackish pond.&lt;br /&gt;
|-&lt;br /&gt;
| POOL_TROPICAL_FRESHWATER ||Tropical variety of freshwater pond.&lt;br /&gt;
|-&lt;br /&gt;
| POOL_TROPICAL_SALTWATER ||Tropical variety of saltwater pond.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_TEMPERATE_BRACKISHWATER ||Brackish rivers: usually found where rivers meet ocean.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_TEMPERATE_FRESHWATER ||Freshwater rivers, including certain streams and brooks.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_TEMPERATE_SALTWATER ||Saltwater rivers, fairly uncommon.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_TROPICAL_BRACKISHWATER ||The tropical brackish variety of river.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_TROPICAL_FRESHWATER ||The tropical freshwater variety of river.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_TROPICAL_SALTWATER ||The tropical saltwater variety of river.&lt;br /&gt;
|-&lt;br /&gt;
| SAVANNA_TEMPERATE ||Temperate savannas, not found too often.&lt;br /&gt;
|-&lt;br /&gt;
| SAVANNA_TROPICAL ||Tropical savannas, very common in warm-hot areas.&lt;br /&gt;
|-&lt;br /&gt;
| SHRUBLAND_TEMPERATE ||Temperate shrubland, a very common mid-map biome.&lt;br /&gt;
|-&lt;br /&gt;
| SHRUBLAND_TROPICAL ||Tropical shrubland, like the above but found in warm-hot areas.&lt;br /&gt;
|-&lt;br /&gt;
| SUBTERRANEAN_CHASM ||Underground chasm, only appears when you discover it.&lt;br /&gt;
|-&lt;br /&gt;
| SUBTERRANEAN_LAVA ||Any caldera or volcano bowl.&lt;br /&gt;
|-&lt;br /&gt;
| SUBTERRANEAN_WATER ||Underground rivers, only appears when you discover it. &lt;br /&gt;
|-&lt;br /&gt;
| SWAMP_MANGROVE ||Mangroves swamps, fairly rare and tropical. &lt;br /&gt;
|-&lt;br /&gt;
| SWAMP_TEMPERATE_FRESHWATER ||Freshwater temperate swamps. Similar to marshes. &lt;br /&gt;
|-&lt;br /&gt;
| SWAMP_TEMPERATE_SALTWATER ||Temperate saltwater swamps. Similar to marshes.&lt;br /&gt;
|-&lt;br /&gt;
| SWAMP_TROPICAL_FRESHWATER ||The tropical variety of swamp.&lt;br /&gt;
|-&lt;br /&gt;
| SWAMP_TROPICAL_SALTWATER ||Another tropical variety.&lt;br /&gt;
|-&lt;br /&gt;
| TUNDRA ||Like plains, but cold. Usually very little vegetation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Tokens&amp;diff=43635</id>
		<title>Category:Tokens</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Tokens&amp;diff=43635"/>
		<updated>2008-07-21T11:36:51Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the category of different tokens from [[Raw file|raw files]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Raw_file&amp;diff=43627</id>
		<title>40d:Raw file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Raw_file&amp;diff=43627"/>
		<updated>2008-07-21T11:35:45Z</updated>

		<summary type="html">&lt;p&gt;Deon: /* How does the game understands their content? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
The modding of the Dwarf Fortress game is mostly limited to the things the author allowed us to do via text files because the application is not an open-source one.&lt;br /&gt;
This page describes the main idea of the raw file.&lt;br /&gt;
&lt;br /&gt;
= What is a &amp;quot;raw file&amp;quot;? =&lt;br /&gt;
&lt;br /&gt;
== Where are they? ==&lt;br /&gt;
A &amp;quot;raw file&amp;quot; is a text file which is stored into your &amp;lt;game folder&amp;gt;/raw/ folder.&lt;br /&gt;
There're 2 subfolders: &amp;quot;graphics&amp;quot; and &amp;quot;objects&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first one contains information about a special feature which supports replacement of ascii characters for creatures with actual pictures.&lt;br /&gt;
The second one contains all the major moddable info about the game.&lt;br /&gt;
&lt;br /&gt;
== How does the game understands their content? ==&lt;br /&gt;
&lt;br /&gt;
There are 2 major rules about raw file for the game to read it.&lt;br /&gt;
&lt;br /&gt;
1) It should have a file name (without an extension) in the first string inside.&lt;br /&gt;
&lt;br /&gt;
2) The next not empty string* should be a [OBJECT:TYPE] token which describes the contents of the file.&lt;br /&gt;
The types are:&lt;br /&gt;
BODY, CREATURE, DESCRIPTOR, ENTITY, GRAPHICS, ITEM, LANGUAGE, MATGLOSS, REACTION.&lt;br /&gt;
&lt;br /&gt;
*BODY - body parts and structures&lt;br /&gt;
*CREATURE - creatures&lt;br /&gt;
*DESCRIPTOR - objects to be used for engravings/symbols&lt;br /&gt;
*ENTITY - civilizations&lt;br /&gt;
*GRAPHICS - graphic tiles for creatures&lt;br /&gt;
*ITEM - items&lt;br /&gt;
*LANGUAGE - language translation&lt;br /&gt;
*MATGLOSS - different types of materials (soil, minerals, wood, plants etc.)&lt;br /&gt;
*REACTION - smelter reactions&lt;br /&gt;
&lt;br /&gt;
    * usually the empty strings are used to divide different types of structures like the fine name&lt;br /&gt;
 and [OBJECT:] or different entries, however everything which is not a token besides the 1st string&lt;br /&gt;
 (which is the filename) is understood as comments and is not considered.&lt;br /&gt;
&lt;br /&gt;
The tokens are enclosed in square brackets ([TOKEN:VALUES]).&lt;br /&gt;
*[http://www.dwarffortresswiki.net/index.php/Category:Tokens The list of tokens]&lt;br /&gt;
&lt;br /&gt;
When the game is started the program &amp;quot;compiles&amp;quot; each file from &amp;lt;game folder&amp;gt;/raw/objects folder and converts them in actual data files which are placed in &amp;lt;game folder&amp;gt;/data/objects folder with the same names. This is made every time you start the game so if you make any changes to file structure or remove some files don't forget to clear the /data/objects folder as well for the game to avoid presense of data files which are no longer supported by raw files (the engine does not check for it yet).&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Raw_file&amp;diff=43626</id>
		<title>40d:Raw file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Raw_file&amp;diff=43626"/>
		<updated>2008-07-21T11:35:26Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
The modding of the Dwarf Fortress game is mostly limited to the things the author allowed us to do via text files because the application is not an open-source one.&lt;br /&gt;
This page describes the main idea of the raw file.&lt;br /&gt;
&lt;br /&gt;
= What is a &amp;quot;raw file&amp;quot;? =&lt;br /&gt;
&lt;br /&gt;
== Where are they? ==&lt;br /&gt;
A &amp;quot;raw file&amp;quot; is a text file which is stored into your &amp;lt;game folder&amp;gt;/raw/ folder.&lt;br /&gt;
There're 2 subfolders: &amp;quot;graphics&amp;quot; and &amp;quot;objects&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first one contains information about a special feature which supports replacement of ascii characters for creatures with actual pictures.&lt;br /&gt;
The second one contains all the major moddable info about the game.&lt;br /&gt;
&lt;br /&gt;
== How does the game understands their content? ==&lt;br /&gt;
&lt;br /&gt;
There are 2 major rules about raw file for the game to read it.&lt;br /&gt;
&lt;br /&gt;
1) It should have a file name (without an extension) in the first string inside.&lt;br /&gt;
&lt;br /&gt;
2) The next not empty string* should be a [OBJECT:TYPE] token which describes the contents of the file.&lt;br /&gt;
The types are:&lt;br /&gt;
BODY, CREATURE, DESCRIPTOR, ENTITY, GRAPHICS, ITEM, LANGUAGE, MATGLOSS, REACTION.&lt;br /&gt;
&lt;br /&gt;
*BODY - body parts and structures&lt;br /&gt;
*CREATURE - creatures&lt;br /&gt;
*DESCRIPTOR - objects to be used for engravings/symbols&lt;br /&gt;
*ENTITY - civilizations&lt;br /&gt;
*GRAPHICS - graphic tiles for creatures&lt;br /&gt;
*ITEM - items&lt;br /&gt;
*LANGUAGE - language translation&lt;br /&gt;
*MATGLOSS - different types of materials (soil, minerals, wood, plants etc.)&lt;br /&gt;
*REACTION - smelter reactions&lt;br /&gt;
&lt;br /&gt;
    * usually the empty strings are used to divide different types of structures like the fine name&lt;br /&gt;
 and [OBJECT:] or different entries, however everything which is not a token besides the 1st string&lt;br /&gt;
 (which is the filename) is understood as comments and is not considered.&lt;br /&gt;
&lt;br /&gt;
The tokens are enclosed in square brackets ([TOKEN:VALUES]).&lt;br /&gt;
*[http://www.dwarffortresswiki.net/index.php/Category:Tokens The list of tokens]]&lt;br /&gt;
&lt;br /&gt;
When the game is started the program &amp;quot;compiles&amp;quot; each file from &amp;lt;game folder&amp;gt;/raw/objects folder and converts them in actual data files which are placed in &amp;lt;game folder&amp;gt;/data/objects folder with the same names. This is made every time you start the game so if you make any changes to file structure or remove some files don't forget to clear the /data/objects folder as well for the game to avoid presense of data files which are no longer supported by raw files (the engine does not check for it yet).&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Raw_file&amp;diff=43625</id>
		<title>40d:Raw file</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Raw_file&amp;diff=43625"/>
		<updated>2008-07-21T11:31:00Z</updated>

		<summary type="html">&lt;p&gt;Deon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
The modding of the Dwarf Fortress game is mostly limited to the things the author allowed us to do via text files because the application is not an open-source one.&lt;br /&gt;
This page describes the main idea of the raw file.&lt;br /&gt;
&lt;br /&gt;
= What is a &amp;quot;raw file&amp;quot;? =&lt;br /&gt;
&lt;br /&gt;
== Where are they? ==&lt;br /&gt;
A &amp;quot;raw file&amp;quot; is a text file which is stored into your &amp;lt;game folder&amp;gt;/raw/ folder.&lt;br /&gt;
There're 2 subfolders: &amp;quot;graphics&amp;quot; and &amp;quot;objects&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The first one contains information about a special feature which supports replacement of ascii characters for creatures with actual pictures.&lt;br /&gt;
The second one contains all the major moddable info about the game.&lt;br /&gt;
&lt;br /&gt;
== How does the game understands their content? ==&lt;br /&gt;
&lt;br /&gt;
There are 2 major rules about raw file for the game to read it.&lt;br /&gt;
&lt;br /&gt;
1) It should have a file name (without an extension) in the first string inside.&lt;br /&gt;
&lt;br /&gt;
2) The next not empty string* should be a [OBJECT:TYPE] token which describes the contents of the file.&lt;br /&gt;
The types are:&lt;br /&gt;
BODY, CREATURE, DESCRIPTOR, ENTITY, GRAPHICS, ITEM, LANGUAGE, MATGLOSS, REACTION.&lt;br /&gt;
&lt;br /&gt;
*BODY - body parts and structures&lt;br /&gt;
*CREATURE - creatures&lt;br /&gt;
*DESCRIPTOR - objects to be used for engravings/symbols&lt;br /&gt;
*ENTITY - civilizations&lt;br /&gt;
*GRAPHICS - graphic tiles for creatures&lt;br /&gt;
*ITEM - items&lt;br /&gt;
*LANGUAGE - language translation&lt;br /&gt;
*MATGLOSS - different types of materials (soil, minerals, wood, plants etc.)&lt;br /&gt;
*REACTION - smelter reactions&lt;br /&gt;
&lt;br /&gt;
    * usually the empty strings are used to divide different types of structures like the fine name&lt;br /&gt;
 and [OBJECT:] or different entries, however everything which is not a token besides the 1st string&lt;br /&gt;
 (which is the filename) is understood as comments and is not considered.&lt;br /&gt;
&lt;br /&gt;
The tokens are enclosed in square brackets ([TOKEN:VALUES]).&lt;br /&gt;
*[[Tokens|The list of tokens]]&lt;br /&gt;
&lt;br /&gt;
When the game is started the program &amp;quot;compiles&amp;quot; each file from &amp;lt;game folder&amp;gt;/raw/objects folder and converts them in actual data files which are placed in &amp;lt;game folder&amp;gt;/data/objects folder with the same names. This is made every time you start the game so if you make any changes to file structure or remove some files don't forget to clear the /data/objects folder as well for the game to avoid presense of data files which are no longer supported by raw files (the engine does not check for it yet).&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Tokens&amp;diff=43634</id>
		<title>Category:Tokens</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Tokens&amp;diff=43634"/>
		<updated>2008-07-21T11:30:33Z</updated>

		<summary type="html">&lt;p&gt;Deon: New page: This is the category of different tokens from raw files.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the category of different tokens from [[Raw file|raw files]].&lt;/div&gt;</summary>
		<author><name>Deon</name></author>
	</entry>
</feed>