<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maklak</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maklak"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Maklak"/>
	<updated>2026-04-10T07:07:45Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Creature_token&amp;diff=193646</id>
		<title>v0.34:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Creature_token&amp;diff=193646"/>
		<updated>2013-10-25T22:27:46Z</updated>

		<summary type="html">&lt;p&gt;Maklak: Added stonesense bodypart information to TLCM_NOUN token.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADOPTS_OWNER&lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &lt;br /&gt;
| Caste&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;
| Creature&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_DESC_RANGE&lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&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;
| Special&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;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded Creature Variation&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
| Caste&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;
| Creature&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;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[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;
| BLOODSUCKER&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY&lt;br /&gt;
| Caste&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 [[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;
| Caste&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;
| Caste&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 [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[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;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&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 [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE and has the same worldgen problem.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| Caste&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;
| Caste&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_DO_INTERACTION&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_SPEAK &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Currently bugged in worldgen -- exclusively carnivore civilizations always starve out. Goblins and kobolds live off raw exceptions.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| Creature&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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWTILE&lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_ALTTILE&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_TILE&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&lt;br /&gt;
| Caste&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;
| Caste&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;
| CDI&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| Caste&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;
| Caste&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;
| Creature&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;
| Caste&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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures. Requires NATURAL tag?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONVERTED_SPOUSE&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| 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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAZED&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| Special&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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE_SOLDIER_TILE&lt;br /&gt;
| Creature&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;
| Creature&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;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG&lt;br /&gt;
| Special&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;
| Special&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIVE_HUNTS_VERMIN&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EBO_ITEM&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EBO_SHAPE&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_MATERIAL&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
| Creature&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;
| Caste&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;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRA_BUTCHER_OBJECT&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRACT&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
| Caste&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with [COMMON_DOMESTIC]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_BEAST&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with POP_RATIO.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENERAL_MATERIAL_FORCE_MULTIPLIER&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERATED&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| Creature&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;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOBBLE_VERMIN_CLASS&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOBBLE_VERMIN_CREATURE&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
| Special&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;
| Special&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;
| Special&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;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Presumably has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HABIT&lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; 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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HASSHELL&lt;br /&gt;
| Caste&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;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HUNTS_VERMIN&lt;br /&gt;
| Caste&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are effected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[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;
| Caste&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_CHARACTERISTIC&lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&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). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_ROAMING &lt;br /&gt;
| Creature&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;
| Caste&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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[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;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range 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;
| Caste&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;
| Creature&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGICAL&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_*&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creature&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_FORCE_MULTIPLIER&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|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;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|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;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVOUS &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
| Caste&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;
| Creature&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| Creature&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. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. Seems to be the default option and opposite to FANCIFUL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL_ANIMAL&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL_SKILL&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]: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 in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
| Caste&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. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_HUNTER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_CONNECTIONS_FOR_MOVEMENT&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_PHYS_ATT_GAIN&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_PHYS_ATT_RUST&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_UNIT_TYPE_COLOR&lt;br /&gt;
| ??? Possibly caste&lt;br /&gt;
|  &lt;br /&gt;
| Found in generated [[werebeast]] raws; may force unit to always appear as the creature's COLOR.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_LIVING&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'.&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;
==O==&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| OPPOSED_TO_LIFE&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&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;
==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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &lt;br /&gt;
| Caste&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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| Caste&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 [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations that encounter it in worldgen will tame and domesticate it for their own use.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE_DIVISOR&lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|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;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|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;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|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;
| Caste&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;
| Creature&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;
| Caste&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;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| Caste&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 (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| Creature&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;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (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;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PUS&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| Creature&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;
| Creature&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;
| RETRACT_INTO_BP&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RETURNS_VERMIN_KILLS_TO_OWNER&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_AROUND&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, no practical effect known.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[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;
| Creature&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;
| Creature&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;
| Creature&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;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
| [[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;
| Caste&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;
| Caste&lt;br /&gt;
| [[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;
| Caste&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]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATE&lt;br /&gt;
| Caste&lt;br /&gt;
| [[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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLDIER_ALTTILE&lt;br /&gt;
| Creature&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;
| Caste&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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature can will only graze or eat the designated plant or creature parts.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| Creature&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;
| Creature&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;
| Creature&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;
| Caste&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 [[Speed]] for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| Creature&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;
| Caste&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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUPERNATURAL&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
| Caste&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
| Caste&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;
| Creature&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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
| Caste&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;
| Caste&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. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
| Caste&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;
| Caste&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;
| Creature&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;
| Caste&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UBIQUITOUS&lt;br /&gt;
| Creature&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;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNIQUE_DEMON&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[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 specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
| Creature&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;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&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 local creature material.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
| Creature&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;
| Creature&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;
| Creature&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_BITE &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
| Creature&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;
| Creature&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;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
| Creature&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;
| Creature&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
| Caste&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;
| Caste&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[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;
| Caste&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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_VELOCITY_MODIFIER&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
| Caste&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;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[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_INTERACTION&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| Caste&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 properties of previously defined tissues. (See also [[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;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &lt;br /&gt;
| Caste&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;
| Caste&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;
| Creature&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;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&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;
| Caste&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:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [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;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| Caste&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_STYLE_UNIT &lt;br /&gt;
| Caste&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_CONNECTS&lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_PAIN_RECEPTORS&lt;br /&gt;
| Caste&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;
| Caste&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;
| Caste&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;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Maklak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Shearer&amp;diff=186349</id>
		<title>v0.34:Shearer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Shearer&amp;diff=186349"/>
		<updated>2013-06-08T09:39:45Z</updated>

		<summary type="html">&lt;p&gt;Maklak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|02:50, 28 February 2011 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Shearer&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Shearing]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* {{k|s}} Shear Creature&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Farmer's workshop]]}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Shearer''' is the [[skill]] associated with the [[shearing]] [[labor]]. Shearers shear the [[wool]] from creatures in a [[farmer's workshop]]. There are a handful of animals that can be sheared in-game, including [[sheep]], [[llama|llamas]], [[alpaca|alpacas]], and [[troll|trolls]]. Shearable animals have [YARN] token under [SELECT_MATERIAL:HAIR] section of their RAWs. Wool can be spun into [[yarn]], which in turn can be used to make [[cloth]] at a [[loom]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Textile industry]]&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Maklak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Shearer&amp;diff=186348</id>
		<title>v0.34:Shearer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Shearer&amp;diff=186348"/>
		<updated>2013-06-08T09:39:27Z</updated>

		<summary type="html">&lt;p&gt;Maklak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|02:50, 28 February 2011 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Shearer&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Shearing]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* {{k|s}} Shear Creature&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Farmer's workshop]]}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Shearer''' is the [[skill]] associated with the [[shearing]] [[labor]]. Shearers shear the [[wool]] from creatures in a [[farmer's workshop]]. There are a handful of animals that can be sheared in-game, including [[sheep]], [[llama|llamas]], [[alpaca|alpacas]], and [[troll|trolls]]. Shearable animals have [YARN] token under [SELECT_MATERIAL:HAIR] section of their RAws. Wool can be spun into [[yarn]], which in turn can be used to make [[cloth]] at a [[loom]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Textile industry]]&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Maklak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Maklak&amp;diff=186316</id>
		<title>User:Maklak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Maklak&amp;diff=186316"/>
		<updated>2013-06-07T12:55:28Z</updated>

		<summary type="html">&lt;p&gt;Maklak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 17:10, 20 May 2013 (UTC) &lt;br /&gt;
&lt;br /&gt;
Conclusion: My program kinda works, but wiki output is still in the vortex of meh. I guess, I'll keep it that way. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Read 134 plants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Dfhack # getplants commands for easy designating tree cutting and plant gathering:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aboveground bushes:''' (only edible, cookable or brewable)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants TUMBLEWEED BARREL_CACTUS ROOT_MUCK TUBER_BLOATED BERRIES_PRICKLE BERRIES_STRAW_WILD GRASS_LONGLAND HERB_VALLEY WEED_RAT BERRIES_FISHER REED_ROPE SLIVER_BARB BERRY_SUN VINE_WHIP &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aboveground trees:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants MANGROVE SAGUARO PINE FIR CEDAR OAK MAHOGANY ACACIA KAPOK MAPLE WILLOW FEATHER LARCH CHESTNUT ALDER BIRCH ASH CANDLENUT MANGO RUBBER CACAO PALM CAGE_VINE MUSCLE_TENDRIL &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aboveground low quality salvage:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_LOW_A SALVAGE_LOW_B SALVAGE_LOW_C SALVAGE_LOW_D SALVAGE_LOW_E SALVAGE_LOW_F &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aboveground medium quality salvage:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_MEDIUM_A SALVAGE_MEDIUM_B SALVAGE_MEDIUM_C SALVAGE_MEDIUM_D SALVAGE_MEDIUM_E SALVAGE_MEDIUM_F SALVAGE_MEDIUM_A_LOW SALVAGE_MEDIUM_B_LOW SALVAGE_MEDIUM_C_LOW SALVAGE_MEDIUM_D_LOW SALVAGE_MEDIUM_E_LOW SALVAGE_MEDIUM_F_LOW &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aboveground high quality salvage:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_HIGH_A SALVAGE_HIGH_B SALVAGE_HIGH_C SALVAGE_HIGH_D SALVAGE_HIGH_E SALVAGE_HIGH_F SALVAGE_HIGH_G SALVAGE_HIGH_H SALVAGE_HIGH_A_LOW SALVAGE_HIGH_B_LOW SALVAGE_HIGH_C_LOW SALVAGE_HIGH_D_LOW SALVAGE_HIGH_E_LOW SALVAGE_HIGH_F_LOW SALVAGE_HIGH_G_LOW SALVAGE_HIGH_H_LOW &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aboveground destroyed terminals:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_TERMINAL_A SALVAGE_TERMINAL_C &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aboveground disabled terminals:''' (better)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_TERMINAL_B SALVAGE_TERMINAL_D &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aboveground soda vendors:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_VENDOR_A SALVAGE_VENDOR_B &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Underground bushes:''' (only edible, cookable or brewable)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants ROOT_CARROT CELERY ROOT_RADISH SYNTH_REED GRASS_WHEAT_CAVE POD_SWEET BUSH_QUARRY &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Underground trees:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants ROOT_TREE &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Underground low quality salvage:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_LOW_A_SUBTERRANEAN SALVAGE_LOW_B_SUBTERRANEAN SALVAGE_LOW_C_SUBTERRANEAN SALVAGE_LOW_E_SUBTERRANEAN SALVAGE_LOW_F_SUBTERRANEAN &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Underground medium quality salvage:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_MEDIUM_A_SUBTERRANEAN SALVAGE_MEDIUM_C_SUBTERRANEAN SALVAGE_MEDIUM_D_SUBTERRANEAN SALVAGE_MEDIUM_E_SUBTERRANEAN SALVAGE_MEDIUM_F_SUBTERRANEAN &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Underground high quality salvage:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_HIGH_C_SUBTERRANEAN SALVAGE_HIGH_D_SUBTERRANEAN SALVAGE_HIGH_E_SUBTERRANEAN SALVAGE_HIGH_F_SUBTERRANEAN SALVAGE_HIGH_G_SUBTERRANEAN SALVAGE_HIGH_H_SUBTERRANEAN &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Underground destroyed terminals:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_TERMINAL_A_SUBTERRANEAN &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Underground disabled terminals:''' (better)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_TERMINAL_B_SUBTERRANEAN &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Underground soda vendors:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_VENDOR_B_SUBTERRANEAN &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Shortcuts:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Aboveground salvage, except low quality:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_MEDIUM_A SALVAGE_MEDIUM_B SALVAGE_MEDIUM_C SALVAGE_MEDIUM_D SALVAGE_MEDIUM_E SALVAGE_MEDIUM_F SALVAGE_MEDIUM_A_LOW SALVAGE_MEDIUM_B_LOW SALVAGE_MEDIUM_C_LOW SALVAGE_MEDIUM_D_LOW SALVAGE_MEDIUM_E_LOW SALVAGE_MEDIUM_F_LOW SALVAGE_HIGH_A SALVAGE_HIGH_B SALVAGE_HIGH_C SALVAGE_HIGH_D SALVAGE_HIGH_E SALVAGE_HIGH_F SALVAGE_HIGH_G SALVAGE_HIGH_H SALVAGE_HIGH_A_LOW SALVAGE_HIGH_B_LOW SALVAGE_HIGH_C_LOW SALVAGE_HIGH_D_LOW SALVAGE_HIGH_E_LOW SALVAGE_HIGH_F_LOW SALVAGE_HIGH_G_LOW SALVAGE_HIGH_H_LOW SALVAGE_TERMINAL_A SALVAGE_TERMINAL_C SALVAGE_TERMINAL_B SALVAGE_TERMINAL_D SALVAGE_VENDOR_A SALVAGE_VENDOR_B &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Underground high quality salvage and terminals:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_HIGH_C_SUBTERRANEAN SALVAGE_HIGH_D_SUBTERRANEAN SALVAGE_HIGH_E_SUBTERRANEAN SALVAGE_HIGH_F_SUBTERRANEAN SALVAGE_HIGH_G_SUBTERRANEAN SALVAGE_HIGH_H_SUBTERRANEAN SALVAGE_TERMINAL_A_SUBTERRANEAN SALVAGE_TERMINAL_B_SUBTERRANEAN &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Aboveground crop table:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Name'''&amp;lt;br /&amp;gt;'''ID''' || '''Value''' || '''Grows''' || '''Seasons''' || '''Eat''' || '''Cook''' || '''Brew (Value) (Cook)''' || '''Biofuel''' || '''Products (Value)''' || '''Hints'''&lt;br /&gt;
|-&lt;br /&gt;
|'''tumbleweed'''&amp;lt;br /&amp;gt;TUMBLEWEED || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; || 56 || Summer Autumn  || No || No || wasteland gin &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;(3)&amp;lt;/font&amp;gt; || Yes || DYE: ochre dye (20) || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;Brew&amp;lt;/font&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;'''barrel cactus fruit'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;BARREL_CACTUS || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;56&amp;lt;/font&amp;gt; || Spring Summer Autumn  || Yes || Yes || wasteland water &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(1)&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt; || EXTRACT(Barrel): barrel cactus jam (15) || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;Cook&amp;lt;/font&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''muck root'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;ROOT_MUCK || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;84&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;N/A? Spring Summer Autumn &amp;lt;/font&amp;gt; || Yes || Yes || swamp whiskey &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(1)&amp;lt;/font&amp;gt; || Yes || N/A || Biofuel &lt;br /&gt;
|-&lt;br /&gt;
|'''bloated tuber'''&amp;lt;br /&amp;gt;TUBER_BLOATED || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;84&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;N/A? Spring Summer Autumn &amp;lt;/font&amp;gt; || Yes || Yes || tuber beer (2) || Yes || N/A || Brew &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''prickle berry'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;BERRIES_PRICKLE || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; || 56 || Spring Summer  || Yes || Yes || prickle berry wine &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(1)&amp;lt;/font&amp;gt; || Yes || N/A || Biofuel &lt;br /&gt;
|-&lt;br /&gt;
|'''wild strawberry'''&amp;lt;br /&amp;gt;BERRIES_STRAW_WILD || 2 || 56 || Spring Summer  || Yes || Yes || strawberry wine (2) || Yes || N/A || Brew &lt;br /&gt;
|-&lt;br /&gt;
|'''Longland grass'''&amp;lt;br /&amp;gt;GRASS_LONGLAND || 2 || 84 || Spring Summer Autumn  || No || Yes || Longland beer (2) || Yes || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;FLOUR: Longland flour (20)&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt;DOUGH: (20-40) || Mill &lt;br /&gt;
|-&lt;br /&gt;
|'''valley herb'''&amp;lt;br /&amp;gt;HERB_VALLEY || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;5&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;56&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;N/A? Spring Summer &amp;lt;/font&amp;gt; || No || Yes || N/A || No || EXTRACT(Flask): golden salve (100) || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;Cook&amp;lt;/font&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''rat weed'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;WEED_RAT || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; || 84 || Winter Spring Summer  || Yes || Yes || sewer brew &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(1)&amp;lt;/font&amp;gt; || Yes || N/A || Biofuel &lt;br /&gt;
|-&lt;br /&gt;
|'''fisher berry'''&amp;lt;br /&amp;gt;BERRIES_FISHER || 2 || 56 || Spring Summer  || Yes || Yes || fisher berry wine (2) || Yes || N/A || Brew &lt;br /&gt;
|-&lt;br /&gt;
|'''rope reed'''&amp;lt;br /&amp;gt;REED_ROPE || 2 || 84 || Spring Summer Autumn  || No || No || river spirits (2) || Yes || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;THREAD: rope reed thread (2)&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;Thread&amp;lt;/font&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''blade weed'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;WEED_BLADE || 2 || 84 || Winter Spring Summer  || No || No || N/A || No || DYE: emerald dye (20) || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Useless&amp;lt;/font&amp;gt; Dye &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''hide root'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;ROOT_HIDE || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; || 84 || Spring Summer Autumn  || No || No || N/A || No || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;DYE: redroot dye (10)&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Useless&amp;lt;/font&amp;gt; Dye &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''sliver barb'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;SLIVER_BARB || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; || 84 || Spring Summer Autumn  || No || No || gutter cruor &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(1)&amp;lt;/font&amp;gt; || Yes || DYE: sliver dye (20) || Biofuel &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;'''sun berry'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;BERRY_SUN || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;3&amp;lt;/font&amp;gt; || 56 || Spring Summer  || Yes || Yes || sunshine &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;(5)&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt; || N/A || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;Brew&amp;lt;/font&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|'''whip vine'''&amp;lt;br /&amp;gt;VINE_WHIP || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; || 84 || Spring Summer Autumn  || No || Yes || whip wine &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;(3)&amp;lt;/font&amp;gt; || Yes || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;FLOUR: whip vine flour (25)&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt;DOUGH: (25-50) || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;Brew&amp;lt;/font&amp;gt; Mill &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Subterranean crop table:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Name'''&amp;lt;br /&amp;gt;'''ID''' || '''Value''' || '''Grows''' || '''Seasons''' || '''Eat''' || '''Cook''' || '''Brew (Value) (Cook)''' || '''Biofuel''' || '''Products (Value)''' || '''Hints'''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''carrot'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;ROOT_CARROT || 2 || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;84&amp;lt;/font&amp;gt; || Spring Summer  || Yes || Yes || carrot juice (2) || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt; || N/A || Juice &lt;br /&gt;
|-&lt;br /&gt;
|'''celery'''&amp;lt;br /&amp;gt;CELERY || 2 || 84 || Winter Spring Summer  || Yes || Yes || celery juice &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(1)&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt; || N/A || Cook &lt;br /&gt;
|-&lt;br /&gt;
|'''radish'''&amp;lt;br /&amp;gt;ROOT_RADISH || 2 || 84 || Winter Spring Summer  || Yes || Yes || radish juice &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(1)&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;DYE: radish dye (4)&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt; || Cook &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;'''synth-reed'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;SYNTH_REED || 2 || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;84&amp;lt;/font&amp;gt; || All year || No || No || synthcola (2) || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;THREAD: synth-reed thread (2)&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt;OIL: synth-oil (5) || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;Thread&amp;lt;/font&amp;gt; Embark &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;'''cave wheat'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;GRASS_WHEAT_CAVE || 2 || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;84&amp;lt;/font&amp;gt; || All year || No || Yes || beer (2) || Yes || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;FLOUR: wheat flour (20)&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt;DOUGH: (20-40) || Mill &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;'''sweet pod'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;POD_SWEET || 2 || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;56&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;All year&amp;lt;/font&amp;gt; || Yes || Yes || rum (2) || Yes || SUGAR: sugar (20)&amp;lt;br /&amp;gt;CANDY: sweet pod candy (20)&amp;lt;br /&amp;gt;EXTRACT(Barrel): syrup (20) || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;Brew&amp;lt;/font&amp;gt; Embark &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;'''quarry bush'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;BUSH_QUARRY || 2 || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;56&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;All year&amp;lt;/font&amp;gt; || No || Pr. || N/A || No || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;LEAF: quarry bush leaves (5)&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt;OIL: rock nut oil (5)&amp;lt;br /&amp;gt;SOAP: rock nut soap (5)&amp;lt;br /&amp;gt;PRESSED: rock nut press cake (1) || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;Leaves&amp;lt;/font&amp;gt; Embark &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''dimple cup'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;MUSHROOM_CUP_DIMPLE || 2 || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;56&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;All year&amp;lt;/font&amp;gt; || No || No || N/A || No || DYE: dimple dye (20) || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Useless&amp;lt;/font&amp;gt; Dye &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Fake plant table:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Name'''&amp;lt;br /&amp;gt;'''ID''' || '''Value''' || '''Grows''' || '''Seasons''' || '''Eat''' || '''Cook''' || '''Brew (Value) (Cook)''' || '''Biofuel''' || '''Products (Value)''' || '''Hints'''&lt;br /&gt;
|-&lt;br /&gt;
|'''military ration'''&amp;lt;br /&amp;gt;MILITARY_RATION || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;N/A? None&amp;lt;/font&amp;gt; || Yes || Yes || N/A || No || N/A || Cook &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''sparkle-cola'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;SPARKLE_COLA || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;N/A? None&amp;lt;/font&amp;gt; || No || No || sparkle-cola &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(1)&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt; || N/A || --&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''sunrise sarsaparilla'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;SUNRISE_SARSAPARILLA || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;N/A? None&amp;lt;/font&amp;gt; || No || No || sunrise sarsaparilla &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(1)&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt; || N/A || --&lt;br /&gt;
|-&lt;br /&gt;
|'''sparkle-cola RAD'''&amp;lt;br /&amp;gt;SPARKLE_COLA_RAD || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;1&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;0&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;N/A? None&amp;lt;/font&amp;gt; || No || No || sparkle-cola RAD &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;(10)&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt; || N/A || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;Brew&amp;lt;/font&amp;gt; &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maklak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Maklak&amp;diff=186141</id>
		<title>User:Maklak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Maklak&amp;diff=186141"/>
		<updated>2013-05-30T22:28:34Z</updated>

		<summary type="html">&lt;p&gt;Maklak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 17:10, 20 May 2013 (UTC) &lt;br /&gt;
&lt;br /&gt;
Conclusion: My program kinda works, but wiki output is still in the vortex of meh. I guess, I'll keep it that way. &lt;br /&gt;
&lt;br /&gt;
Read 134 plants.&lt;br /&gt;
&lt;br /&gt;
ID:ROOT_CARROT 	Name:carrot 	FREQUENCY:10  	VALUE:2  	BIOME:SUBTERRANEAN  	ALIGN:All  	SEED:Yes  	SEASON:Spring Summer   	TYPE:PLANT  	N_SEASON:2  	DRINK:carrot juice  	DRINK_V:2  	GROWDUR:84  	COOK:Yes  	RAW:Yes &lt;br /&gt;
&lt;br /&gt;
ID:CELERY 	Name:celery 	FREQUENCY:10  	VALUE:2  	BIOME:SUBTERRANEAN  	ALIGN:All  	SEED:Yes  	SEASON:Winter Spring Summer   	TYPE:PLANT  	N_SEASON:3  	DRINK:celery juice  	DRINK_V:1  	GROWDUR:84  	COOK:Yes  	RAW:Yes &lt;br /&gt;
&lt;br /&gt;
ID:ROOT_RADISH 	Name:radish 	BIOME:SUBTERRANEAN  	PROD:1  	N_SEASON:3  	DRINK:radish juice  	GROWDUR:84  	DYE_V:4  	RAW:Yes  	FREQUENCY:10  	VALUE:2  	ALIGN:All  	SEASON:Winter Spring Summer   	DYE:radish dye  	SEED:Yes  	TYPE:PLANT  	DRINK_V:1  	COOK:Yes &lt;br /&gt;
&lt;br /&gt;
ID:PAVEMENT 	Name:pavement 	FREQUENCY:0  	VALUE:1  	BIOME:SUBTERRANEAN  	ALIGN:All  	TYPE:GRASS &lt;br /&gt;
&lt;br /&gt;
ID:PAVEMENT_CRACKED 	Name:cracked pavement 	FREQUENCY:0  	VALUE:1  	BIOME:SUBTERRANEAN  	ALIGN:All  	TYPE:GRASS &lt;br /&gt;
&lt;br /&gt;
ID:polar grass 	Name:tundra grass 	FREQUENCY:0  	VALUE:1  	BIOME:ABOVEGROUND  	ALIGN:All  	TYPE:GRASS &lt;br /&gt;
&lt;br /&gt;
ID:polar grass 2 	Name:moss 	FREQUENCY:0  	VALUE:1  	BIOME:ABOVEGROUND  	ALIGN:All  	TYPE:GRASS &lt;br /&gt;
&lt;br /&gt;
Stuff ... &lt;br /&gt;
&lt;br /&gt;
ID:MAHOGANY 	Name:mahogany 	FREQUENCY:10  	VALUE:1  	BIOME:ABOVEGROUND  	ALIGN:All  	TYPE:WOOD &lt;br /&gt;
&lt;br /&gt;
ID:ACACIA 	Name:acacia 	FREQUENCY:10  	VALUE:1  	BIOME:ABOVEGROUND  	ALIGN:All  	TYPE:WOOD &lt;br /&gt;
&lt;br /&gt;
ID:KAPOK 	Name:kapok 	FREQUENCY:2  	VALUE:1  	BIOME:ABOVEGROUND  	ALIGN:All  	TYPE:WOOD &lt;br /&gt;
&lt;br /&gt;
ID:MAPLE 	Name:maple 	FREQUENCY:10  	VALUE:1  	BIOME:ABOVEGROUND  	ALIGN:All  	TYPE:WOOD &lt;br /&gt;
&lt;br /&gt;
ID:WILLOW 	Name:willow 	FREQUENCY:10  	VALUE:1  	BIOME:ABOVEGROUND  	ALIGN:All  	TYPE:WOOD &lt;br /&gt;
&lt;br /&gt;
ID:FEATHER 	Name:feather tree 	FREQUENCY:10  	VALUE:1  	BIOME:ABOVEGROUND  	ALIGN:Good   	TYPE:WOOD &lt;br /&gt;
&lt;br /&gt;
ID:LARCH 	Name:larch 	FREQUENCY:10  	VALUE:1  	BIOME:ABOVEGROUND  	ALIGN:All  	TYPE:WOOD &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Dfhack # getplants commands for easy designating tree cutting and plant gathering:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aboveground bushes:''' (only edible, cookable or brewable)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants TUMBLEWEED BARREL_CACTUS ROOT_MUCK TUBER_BLOATED BERRIES_PRICKLE BERRIES_STRAW_WILD GRASS_LONGLAND HERB_VALLEY WEED_RAT BERRIES_FISHER REED_ROPE SLIVER_BARB BERRY_SUN VINE_WHIP &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aboveground trees:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants MANGROVE SAGUARO PINE FIR CEDAR OAK MAHOGANY ACACIA KAPOK MAPLE WILLOW FEATHER LARCH CHESTNUT ALDER BIRCH ASH CANDLENUT MANGO RUBBER CACAO PALM CAGE_VINE MUSCLE_TENDRIL &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aboveground low quality salvage:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_LOW_A SALVAGE_LOW_B SALVAGE_LOW_C SALVAGE_LOW_D SALVAGE_LOW_E SALVAGE_LOW_F &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aboveground medium quality salvage:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_MEDIUM_A SALVAGE_MEDIUM_B SALVAGE_MEDIUM_C SALVAGE_MEDIUM_D SALVAGE_MEDIUM_E SALVAGE_MEDIUM_F SALVAGE_MEDIUM_A_LOW SALVAGE_MEDIUM_B_LOW SALVAGE_MEDIUM_C_LOW SALVAGE_MEDIUM_D_LOW SALVAGE_MEDIUM_E_LOW SALVAGE_MEDIUM_F_LOW &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aboveground high quality salvage:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_HIGH_A SALVAGE_HIGH_B SALVAGE_HIGH_C SALVAGE_HIGH_D SALVAGE_HIGH_E SALVAGE_HIGH_F SALVAGE_HIGH_G SALVAGE_HIGH_H SALVAGE_HIGH_A_LOW SALVAGE_HIGH_B_LOW SALVAGE_HIGH_C_LOW SALVAGE_HIGH_D_LOW SALVAGE_HIGH_E_LOW SALVAGE_HIGH_F_LOW SALVAGE_HIGH_G_LOW SALVAGE_HIGH_H_LOW &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aboveground destroyed terminals:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_TERMINAL_A SALVAGE_TERMINAL_C &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aboveground disabled terminals:''' (better)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_TERMINAL_B SALVAGE_TERMINAL_D &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Aboveground soda vendors:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_VENDOR_A SALVAGE_VENDOR_B &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Underground bushes:''' (only edible, cookable or brewable)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants ROOT_CARROT CELERY ROOT_RADISH SYNTH_REED GRASS_WHEAT_CAVE POD_SWEET BUSH_QUARRY &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Underground trees:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants ROOT_TREE &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Underground low quality salvage:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_LOW_A_SUBTERRANEAN SALVAGE_LOW_B_SUBTERRANEAN SALVAGE_LOW_C_SUBTERRANEAN SALVAGE_LOW_E_SUBTERRANEAN SALVAGE_LOW_F_SUBTERRANEAN &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Underground medium quality salvage:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_MEDIUM_A_SUBTERRANEAN SALVAGE_MEDIUM_C_SUBTERRANEAN SALVAGE_MEDIUM_D_SUBTERRANEAN SALVAGE_MEDIUM_E_SUBTERRANEAN SALVAGE_MEDIUM_F_SUBTERRANEAN &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Underground high quality salvage:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_HIGH_C_SUBTERRANEAN SALVAGE_HIGH_D_SUBTERRANEAN SALVAGE_HIGH_E_SUBTERRANEAN SALVAGE_HIGH_F_SUBTERRANEAN SALVAGE_HIGH_G_SUBTERRANEAN SALVAGE_HIGH_H_SUBTERRANEAN &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Underground destroyed terminals:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_TERMINAL_A_SUBTERRANEAN &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Underground disabled terminals:''' (better)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_TERMINAL_B_SUBTERRANEAN &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Underground soda vendors:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_VENDOR_B_SUBTERRANEAN &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Shortcuts:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Aboveground salvage, except low quality:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_MEDIUM_A SALVAGE_MEDIUM_B SALVAGE_MEDIUM_C SALVAGE_MEDIUM_D SALVAGE_MEDIUM_E SALVAGE_MEDIUM_F SALVAGE_MEDIUM_A_LOW SALVAGE_MEDIUM_B_LOW SALVAGE_MEDIUM_C_LOW SALVAGE_MEDIUM_D_LOW SALVAGE_MEDIUM_E_LOW SALVAGE_MEDIUM_F_LOW SALVAGE_HIGH_A SALVAGE_HIGH_B SALVAGE_HIGH_C SALVAGE_HIGH_D SALVAGE_HIGH_E SALVAGE_HIGH_F SALVAGE_HIGH_G SALVAGE_HIGH_H SALVAGE_HIGH_A_LOW SALVAGE_HIGH_B_LOW SALVAGE_HIGH_C_LOW SALVAGE_HIGH_D_LOW SALVAGE_HIGH_E_LOW SALVAGE_HIGH_F_LOW SALVAGE_HIGH_G_LOW SALVAGE_HIGH_H_LOW SALVAGE_TERMINAL_A SALVAGE_TERMINAL_C SALVAGE_TERMINAL_B SALVAGE_TERMINAL_D SALVAGE_VENDOR_A SALVAGE_VENDOR_B &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Underground high quality salvage and terminals:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;# getplants SALVAGE_HIGH_C_SUBTERRANEAN SALVAGE_HIGH_D_SUBTERRANEAN SALVAGE_HIGH_E_SUBTERRANEAN SALVAGE_HIGH_F_SUBTERRANEAN SALVAGE_HIGH_G_SUBTERRANEAN SALVAGE_HIGH_H_SUBTERRANEAN SALVAGE_TERMINAL_A_SUBTERRANEAN SALVAGE_TERMINAL_B_SUBTERRANEAN &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Median yield:3 Best yield:6 Median value:2 Median drink:2 Median dye:20 Median flour:20 Median leaves:5 Median thread:2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Subterranean crop table:'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Name'''&amp;lt;br /&amp;gt;'''ID''' || '''Value''' || '''Grows''' || '''Seasons''' || '''Eat''' || '''Cook''' || '''Brew (Value) (Cook)''' || '''Biofuel''' || '''Products (Value)''' || '''Hints'''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''carrot'''&amp;lt;/font&amp;gt; (-4)&amp;lt;br /&amp;gt;ROOT_CARROT || 2 || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;84&amp;lt;/font&amp;gt; || Spring Summer  || Yes || Yes || carrot juice (2) || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt; || N/A || Juice &lt;br /&gt;
|-&lt;br /&gt;
|'''celery''' (-1)&amp;lt;br /&amp;gt;CELERY || 2 || 84 || Winter Spring Summer  || Yes || Yes || celery juice &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(1)&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt; || N/A || Cook &lt;br /&gt;
|-&lt;br /&gt;
|'''radish''' (-1)&amp;lt;br /&amp;gt;ROOT_RADISH || 2 || 84 || Winter Spring Summer  || Yes || Yes || radish juice &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;(1)&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;DYE: radish dye (4)&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt; || Cook &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;'''synth-reed'''&amp;lt;/font&amp;gt; (4)&amp;lt;br /&amp;gt;SYNTH_REED || 2 || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;84&amp;lt;/font&amp;gt; || All year || No || No || synthcola (2) || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;No&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;THREAD: synth-reed thread (2)&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt;OIL: synth-oil (5) || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;Thread&amp;lt;/font&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;'''cave wheat'''&amp;lt;/font&amp;gt; (4)&amp;lt;br /&amp;gt;GRASS_WHEAT_CAVE || 2 || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;84&amp;lt;/font&amp;gt; || All year || No || Yes || beer (2) || Yes || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;FLOUR: wheat flour (20)&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt;DOUGH: (20-40) || Mill &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;'''sweet pod'''&amp;lt;/font&amp;gt; (4)&amp;lt;br /&amp;gt;POD_SWEET || 2 || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;56&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;All year&amp;lt;/font&amp;gt; || Yes || Yes || rum (2) || Yes || SUGAR: sugar (20)&amp;lt;br /&amp;gt;CANDY: sweet pod candy (20)&amp;lt;br /&amp;gt;EXTRACT(Barrel): syrup (20) || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;Brew&amp;lt;/font&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;'''quarry bush'''&amp;lt;/font&amp;gt; (6)&amp;lt;br /&amp;gt;BUSH_QUARRY || 2 || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;56&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;All year&amp;lt;/font&amp;gt; || No || Pr. || N/A || No || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;LEAF: quarry bush leaves (5)&amp;lt;br /&amp;gt;&amp;lt;/font&amp;gt;OIL: rock nut oil (5)&amp;lt;br /&amp;gt;SOAP: rock nut soap (5)&amp;lt;br /&amp;gt;PRESSED: rock nut press cake (1) || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;Leaves&amp;lt;/font&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;'''dimple cup'''&amp;lt;/font&amp;gt; (-6)&amp;lt;br /&amp;gt;MUSHROOM_CUP_DIMPLE || 2 || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;56&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;lime&amp;quot;&amp;gt;All year&amp;lt;/font&amp;gt; || No || No || N/A || No || DYE: dimple dye (20) || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Useless&amp;lt;/font&amp;gt; Dye &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Maklak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/archive1&amp;diff=185868</id>
		<title>Dwarf Fortress Wiki:Page request/archive1</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/archive1&amp;diff=185868"/>
		<updated>2013-05-20T14:50:41Z</updated>

		<summary type="html">&lt;p&gt;Maklak: /* User page requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{{rounded info box|align=left|Instructions|&lt;br /&gt;
#Please use the [[Special:Search|search box]] to check if a similar page already exists.&lt;br /&gt;
#Consider our [[Dwarf_Fortress_Wiki:Community_Portal#N|guidelines]] when choosing a page name.&lt;br /&gt;
#Add a request at the '''top''' of the list, including a link to your requested page '''with namespace'''. (e.g.: &amp;lt;nowiki&amp;gt;[[DF2012:Fire sword]]&amp;lt;/nowiki&amp;gt;)&lt;br /&gt;
##Put an asterisk (&amp;lt;tt&amp;gt;*&amp;lt;/tt&amp;gt;) before your request. (This places it in a list, which makes requests easier to pick out.)&lt;br /&gt;
##Please sign your request using &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; (4 tildes).&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div class=&amp;quot;usermessage&amp;quot; style=&amp;quot;background-color:#cfd; border-color:#9ca; {{border radius|3px}} position:relative; top:-.5em;&amp;quot;&amp;gt;&lt;br /&gt;
If you need a [[Special:MyPage|user page]] or a subpage created (a sandbox, for example), post it in the [[#User page requests|User page requests]] section.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
==Article/talk page requests== &lt;br /&gt;
{{shortcut|DF:PR}}&lt;br /&gt;
Add requests for '''articles''' or '''talk pages''' (with game-related content) here.&lt;br /&gt;
&amp;lt;!--- ADD NEW REQUESTS DIRECTLY UNDER THIS COMMENT ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[DF2012_Talk:Map_legend]] I want to talk about additions to the map legend page, specifically information of background colours of tiles [[User:Jez9999|Jez9999]] ([[User talk:Jez9999|talk]]) 11:38, 27 April 2013 (UTC)&lt;br /&gt;
:Done. --{{User:Lethosor/sig}} 13:08, 27 April 2013 (UTC)&lt;br /&gt;
* [[DF2012: One-way track]] minecart tracks made in a circuit  [[Special:Contributions/24.20.218.83|24.20.218.83]] 06:40, 21 April 2013 (UTC) Coren&lt;br /&gt;
:Created. --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:38, 22 April 2013 (UTC)&lt;br /&gt;
* [[Masterwork:Linux]] [[User:Urmane|Urmane]] ([[User talk:Urmane|talk]]) 22:40, 18 April 2013 (UTC)urmane&lt;br /&gt;
:Created. --{{User:Lethosor/sig}} 22:55, 18 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
* [[Dwarf Fortress Wiki:PR]] --[[User:Loci|Loci]] 00:06, 10 March 2013 (UTC)&lt;br /&gt;
:Created. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 10:52, 14 April 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
==User page requests== &lt;br /&gt;
{{shortcut|DF:UPR}}&lt;br /&gt;
Add requests for user pages here.&lt;br /&gt;
&lt;br /&gt;
Tip: Add &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{upr|~~~}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; to this section to create a request automatically.&lt;br /&gt;
&amp;lt;!-- ADD NEW REQUESTS DIRECTLY UNDER THIS COMMENT --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Please create [[User:Njals]] and [[User:Njals/Adventure_mode]]. --[[User:Njals|Njals]] ([[User talk:Njals|talk]]) 02:47, 7 May 2013 (UTC)&lt;br /&gt;
:Done. --{{User:Lethosor/sig}} 20:05, 7 May 2013 (UTC)&lt;br /&gt;
{{upr|[[User:Kurios|Kurios]] ([[User talk:Kurios|talk]]) 01:02, 25 April 2013 (UTC))}}&lt;br /&gt;
:Done. (Also created [[User:Kurios/bookdreams]]) --{{User:Lethosor/sig}} 01:14, 25 April 2013 (UTC)&lt;br /&gt;
{{upr|[[User:Maklak]]}} I'd like a sandbox foe experimenting with wiki tables so I can make my perl script produce table with crops that should mostly work for any mod. It already mostly works for html and bbcode.&lt;/div&gt;</summary>
		<author><name>Maklak</name></author>
	</entry>
</feed>