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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-11T19:58:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Refuse&amp;diff=310775</id>
		<title>Refuse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Refuse&amp;diff=310775"/>
		<updated>2025-09-15T04:50:12Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: fixed swapped &amp;quot;corpse&amp;quot; and &amp;quot;refuse&amp;quot; in first paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:v50_refuse_preview.png|thumb|right|Dwarf [[children]] love to play &amp;quot;graveyard keeper&amp;quot; here.]]'''Refuse''', though generally garbage, is anything which can be stored in a refuse [[stockpile]]. Such stockpiles will accept:&lt;br /&gt;
&lt;br /&gt;
* [[Corpse]]s, bodyparts and bodily remains of any non-sentient [[creatures]], including things like heads, teeth, and feathers (note that the corpses of undead creatures seem to count as non-sapient even if the living versions clearly would be, and they seem to end up in the corpse section of a refuse stockpile instead of a dedicated corpse stockpile. This is presumably a bug). &lt;br /&gt;
* By-products of the [[meat industry|meat]] and [[fishing industry|fishing]] industries ([[bones]], raw hide, [[shell]]s)&lt;br /&gt;
* Things which are rotten (rotten meat, rotten meals, rotten raw hide)&lt;br /&gt;
* Things the dwarves have no further use for (withered plants, damaged furniture, [[Wear|tattered]] clothes)&lt;br /&gt;
* [[Vermin]] remains&lt;br /&gt;
&lt;br /&gt;
== Uses for refuse ==&lt;br /&gt;
Despite the name &amp;quot;refuse&amp;quot;, some items can be valuable resources for dwarven industries:&lt;br /&gt;
&lt;br /&gt;
===[[Bone]]s===&lt;br /&gt;
A single bone can be used to make a stack of bone [[bolt]]s [5], a bone [[crossbow]], 1-3 bone [[craft]]s, or a bone [[decoration]]. Multiple bones can be used to make bone [[armor]] (no breastplates, mailshirts or boots). A stack of bones may be required for some [[strange mood]] creations. &lt;br /&gt;
===[[Skin|Raw hides]]===&lt;br /&gt;
A raw hide from any size of creature can be tanned at a [[Tanner's shop|tannery]] to produce a single unit of [[leather]]. Leather can be used to make leather clothes, leather armor, leather crafts, [[Equipment#Quivers|quivers]], [[Equipment#Backpacks|backpacks]], [[DF2012:Flask|waterskins]], [[Armor#Shield|shields]], and [[decoration]]s. Leather may be required for some [[strange mood]] creations.&lt;br /&gt;
&lt;br /&gt;
===[[Wool]]===&lt;br /&gt;
Butchering or [[Shearer|shearing]] sheep, llamas or alpacas produces a stack of wool. Each unit of wool can be spun into yarn thread at a [[farmer's workshop]]. Yarn thread can then be woven into cloth and used to produce clothes, crafts, and decorations. Woolen cloth may be required for some [[strange mood]] creations.&lt;br /&gt;
&lt;br /&gt;
===[[Hair]]===&lt;br /&gt;
The hair of butchered creatures (e.g. [[horse]]s or [[cow|cattle]]) can be spun into [[thread]], too, although such thread can only be used in [[healthcare]], [[bookbinding]], and [[trade]].&lt;br /&gt;
&lt;br /&gt;
===Teeth, ivory, and horn===&lt;br /&gt;
These items can be processed by a [[bone carver]] to produce crafts and decorations.&lt;br /&gt;
&lt;br /&gt;
===[[Shell]]s===&lt;br /&gt;
Shells can be used to produce a few types of [[armor]], crafts, and decorations. Shells may also be required for some [[strange mood]] creations.&lt;br /&gt;
&lt;br /&gt;
===[[Skull]]s===&lt;br /&gt;
The skulls of kittens, poultry and other creatures don't need to lie uselessly in your refuse stockpile. Your [[bone carver]] can use them to make [[totem]]s, a trade good.&lt;br /&gt;
&lt;br /&gt;
===Sapient corpses===&lt;br /&gt;
While sapient corpses are still listed as a subcategory of refuse stockpiles, your dwarves may refuse to place them there - instead preferring to use a [[corpse]] stockpile. This does not seem to apply to the formerly-undead, however, which, for some reason, get placed in the corpse section of a refuse stockpile instead of the dedicated corpse stockpile. This distinction is presumably a bug. &lt;br /&gt;
&lt;br /&gt;
Dwarves that come across the corpse of a sapient creature tend to be horrified unless the dwarf has a high level of [[discipline]], cancelling their job and giving the dwarf [[Thought#Injury_and_death|bad thoughts]], so it's generally best to keep corpse stockpiles out of obvious view. Horrified merchants will also scuttle their wagons, drop their merchandise, and flee {{bug|7185}}, which may be undesirable, as there can be diplomatic penalties associated with a merchant losing goods. &lt;br /&gt;
&lt;br /&gt;
Being horrified will also give a small amount of experience towards the [[discipline]] skill, so it's possible to exploit corpse stockpiles to increase the discipline of your dwarves, though this is generally ill-advised due to the high likelihood of [[Insanity|fun]].&lt;br /&gt;
&lt;br /&gt;
== Refuse Stockpiles ==&lt;br /&gt;
A refuse stockpile works just like any other [[stockpile]] and is different from a [[Activity zone#Garbage dump|garbage dump]] zone (which accepts items explicitly marked to be dumped). The standard predefined refuse stockpile (designated by {{k|p}}-{{k|r}}) includes all types of refuse. Customized [[Stockpile#Stockpile_Settings|stockpiles]] can allow you to sort out the usable &amp;quot;refuse&amp;quot;, the rotting refuse, the unusable but not rotting refuse, or even the [[Siege#Necromancer_sieges|reanimatable]] refuse. Disabling certain types of refuse in all refuse stockpiles will cause those items to accumulate wherever they are produced (eg. bones in the butcher shop) instead of tying up stockpile space.&lt;br /&gt;
&lt;br /&gt;
== Avoiding Miasma ==&lt;br /&gt;
Some types of refuse rot, and rotting refuse produces [[miasma]] when in a subterranean tile. To avoid the miasma, you can [[garbage disposal|destroy refuse]] before it rots, or store rotting refuse in a {{DFtext|Light|6:1}} and {{DFtext|Above Ground|2:1}} tile (see [[tile attributes]]). A refuse pile on the surface works, as does exposing any part of your fortress' {{DFtext|Inside |6:0}}{{DFtext|Dark Subterranean|0:1}} tiles to sunlight and then covering them with constructed floors or walls. Such tiles will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} and thus the refuse stored there will not generate any miasma.&lt;br /&gt;
&lt;br /&gt;
== Refuse collection options ==&lt;br /&gt;
{{main|Standing orders}}&lt;br /&gt;
&lt;br /&gt;
Refuse items lying outside your fortress will be ignored by default. You can toggle collection of refuse in the [[standing orders]] menu, {{Menu icon|y}}. Note that this setting also controls the collection of &amp;quot;[[dump]]ed&amp;quot; items outside your fortress.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stockpiles}}&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Refuse]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Civilization_and_World_Info&amp;diff=310571</id>
		<title>Talk:Civilization and World Info</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Civilization_and_World_Info&amp;diff=310571"/>
		<updated>2025-08-24T02:19:21Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: suggest change of page name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Change name of page to &amp;quot;World screen&amp;quot;? ====&lt;br /&gt;
The actual UI button to enter this mode is called &amp;quot;Open the world screen&amp;quot;; searching the wiki for &amp;quot;world screen&amp;quot; doesn't bring up this page. [[User:Qeveren|Qeveren]] ([[User talk:Qeveren|talk]]) 02:18, 24 August 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Millstone&amp;diff=310420</id>
		<title>Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Millstone&amp;diff=310420"/>
		<updated>2025-08-05T19:22:25Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: Bags are now a separate category from coffers, no risk of them ending up in bags stockpile.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{V50 machine|name=Millstone|key=n|job=[[Miller|Milling]]&lt;br /&gt;
|icon=[[File:millstone_icon.png]]&lt;br /&gt;
&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Furniture|Millstone]]&lt;br /&gt;
* [[Mechanism]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Cave wheat]]&lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Longland grass]]&lt;br /&gt;
* [[Quarry bush|Rock nut]]&lt;br /&gt;
* [[Sliver barb]]&lt;br /&gt;
* [[Sweet pod]]&lt;br /&gt;
* [[Whip vine]]&lt;br /&gt;
* An empty [[bag]]&lt;br /&gt;
* Cloth [[plant]]s&lt;br /&gt;
|production=&lt;br /&gt;
* [[Emerald dye]]&lt;br /&gt;
* [[Flour|Dwarven wheat flour]]&lt;br /&gt;
* [[Dimple dye]]&lt;br /&gt;
* [[Redroot dye]]&lt;br /&gt;
* [[Flour|Longland flour]]&lt;br /&gt;
* [[Quarry bush|Rock nut paste]]&lt;br /&gt;
* [[Sliver dye]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Whip vine flour]]&lt;br /&gt;
* [[Slurry]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''millstone''' is used to grind up certain [[plants]] to make [[sugar]], [[flour]], [[dye]], and [[slurry]]. Each [[milling]] job requires an empty [[bag]]. To operate, it needs to be connected to a mechanical [[power]] source such as a [[water wheel]] or [[windmill]] that supplies it with 10 power units. If none is available, a [[quern]] can be used instead, although millstones process plants much faster than querns. Before they can be placed as a building, you must first construct the millstone at a [[Stoneworker's workshop]].&lt;br /&gt;
&lt;br /&gt;
If the power to the millstone is interrupted, any jobs must be requeued when power is returned. Therefore it is best to have uninterrupted power or at least the ability to run it for a long period of time.&lt;br /&gt;
&lt;br /&gt;
A millstone can be placed in a hanging state, however, it will not actually be constructed as the builder needs to be able to stand on the square on which it is being built. Because of this, a millstone must be powered from above or from the side, not from below in order to be able to complete construction.&lt;br /&gt;
&lt;br /&gt;
Ensuring the exclusive milling of certain plants (to, say, produce only dye, not flour) is quite cumbersome. It  requires a stockpile that only allows these plants and setting it to give to the millstone, as it provides no menu to specify what to mill. If you don't set a custom stockpile, the miller will pick the closest random plant, with the usual, occasionally surprising, definition of closest. You also need something like a furniture stockpile that allows only bags, setting that to 'giving' to the millstone too. You still have to ensure somehow that the plants arrive at the right stockpile, for example by not allowing them on any other. Once you got this working repeat for every other plant you want to mill, either switching the 'give' orders every time or setting up a separate millstone for every plant/plant combination.&lt;br /&gt;
&lt;br /&gt;
For general details read [[Stockpile#Give_to_a_stockpile.2Fworkshop|Giving to a Stockpile/Workshop]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, to preserve what little sanity a DF player has left, just forbid all millable plants you don't want milled (for example from the [[stocks]] menu) and (re-)claim them once the milling job is done.&lt;br /&gt;
&lt;br /&gt;
[[File:De re metallica 1556-164.png| thumb| Silly humans using a mechanically powered millstone to grind stuff.]]&lt;br /&gt;
&lt;br /&gt;
==An example setup==&lt;br /&gt;
As it is most efficient to set up workshops near their materials sources, usually by putting stockpiles next to them, it's common for millstones to be set up near farm plots.  Putting a millstone just under the surface lets it be powered by a windmill on the surface, like so:&lt;br /&gt;
&lt;br /&gt;
::{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Side view'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|-&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0; text-decoration: underline&amp;quot;|-&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|-&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|-&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
| &lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;text-decoration: underline&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|2&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
Note that version 1 only works if the windmill is built first, and version 2 only works if the millstone is built first.&lt;br /&gt;
&lt;br /&gt;
When building a vertically powered millstone, build the components from the bottom up. First place the millstone, then place the vertical axles above the millstone, then place the windmill last.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''&lt;br /&gt;
&lt;br /&gt;
==Millable plants==&lt;br /&gt;
[[Sweet pod]]s can be milled into [[dwarven sugar]].&lt;br /&gt;
&lt;br /&gt;
Other millable plants are listed below.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
!Plant&lt;br /&gt;
!Dye&lt;br /&gt;
!colspan=2|Color&lt;br /&gt;
!Crop type&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|Dimple Dye&lt;br /&gt;
|Midnight Blue&lt;br /&gt;
| bgcolor=&amp;quot;#003366&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--0,51,102--&amp;gt;&lt;br /&gt;
|Underground&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|Emerald Dye&lt;br /&gt;
|Emerald&lt;br /&gt;
| bgcolor=&amp;quot;#50c878&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--80,200,120--&amp;gt;&lt;br /&gt;
|Aboveground&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|Redroot Dye&lt;br /&gt;
|Red&lt;br /&gt;
| bgcolor=&amp;quot;#ff0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|Aboveground&lt;br /&gt;
|10[[Currency|☼]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|Sliver Dye&lt;br /&gt;
|Black&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|Aboveground&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop name&lt;br /&gt;
! &lt;br /&gt;
! Crop value&lt;br /&gt;
! Flour&lt;br /&gt;
! Flour value&lt;br /&gt;
{{flour table row|name=Cave wheat|tile=τ|colour=7:0|fname=Dwarven wheat flour}}&lt;br /&gt;
{{flour table row|name=Longland grass|tile=τ|colour=6:1|fname=Longland flour}}&lt;br /&gt;
{{flour table row|name=Whip vine|tile=§|colour=3:1|cprice=1|fprice=25}}&lt;br /&gt;
{{flour table row|name=Single-grain wheat|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Two-grain wheat|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Soft wheat|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Hard wheat|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Spelt|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Barley|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Buckwheat|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Oats|tile=τ|colour=2:0|fname=Oat flour}}&lt;br /&gt;
{{flour table row|name=Rye|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Sorghum|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Rice|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Maize|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Quinoa|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Kaniwa|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Pendant amaranth|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Blood amaranth|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Purple amaranth|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Pearl millet|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=White millet|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Finger millet|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Foxtail millet|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Fonio|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Teff|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Flax|tile=τ|colour=2:0}}&lt;br /&gt;
{{flour table row|name=Hemp|tile=τ|colour=2:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Dwarves will occasionally combine two separate mill products in the same bag.{{bug|4371}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Farming Workshops}}&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reaction&amp;diff=310404</id>
		<title>Reaction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reaction&amp;diff=310404"/>
		<updated>2025-08-02T02:54:25Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Automatic */ Verified AUTOMATIC is ignored by quern, millstone, still, and craftsdwarf's workshops, removed 'verify' notes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
'''Reactions''' are modular, editable formulas that take specific ingredients, or reagents, and use them to produce a desired item.  Most manufacturing jobs are [https://github.com/DFHack/df-structures/blob/master/df.job.xml hardcoded]—building beds or creating glass, for example—but a few are data-driven, and it's (sometimes) quite simple to add additional ones. There is a separate page with custom [[reaction examples]].&lt;br /&gt;
&lt;br /&gt;
== Reaction differences between modes ==&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], reactions are linked to specific buildings, and must be added to a civilization's [[entity token|entity file]] to be usable by that civilization. This has the useful effect of limiting new items and materials (such as special [[wood]] or [[metal]]) to civilizations that have the requisite reaction — so that if you give your custom civilization a reaction to produce &amp;quot;star metal&amp;quot; or some other custom material, only they will be able to produce it. Exclusive non-{{token|SPECIAL|inorganic}} metals, such as [[steel]], may appear on [[bandit]]s and other entities with access to all materials.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], reactions are freely available in the {{Adv menu icon|x}} create menu, and any adventurer character can make free use of them. Reagents may be held in the hands or dropped on the ground, but cannot be used within a backpack or quiver. There are several bugs with adventure mode reactions, chief of which is the fact that you cannot select liquid reagents.{{verify}} &amp;lt;!-- reaction product tag works now, liquids and improvement quality don't --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Anatomy of a reaction ==&lt;br /&gt;
Reactions are found within reaction_x files (such as reaction_smelter or reaction_other).  All reaction files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:REACTION]&amp;lt;/code&amp;gt; token that tells the game that the file contains reaction definitions.&lt;br /&gt;
&lt;br /&gt;
The reactions themselves generally adhere to the following structure:&lt;br /&gt;
&lt;br /&gt;
   [REACTION:&amp;lt;identifier&amp;gt;]&lt;br /&gt;
      [NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
      [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
      [REAGENT:A:150:BAR:NONE:POTASH:NONE]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL] &lt;br /&gt;
      [SKILL:&amp;lt;SKILL TOKEN&amp;gt;]&lt;br /&gt;
      [MAX_MULTIPLIER:&amp;lt;multiplier&amp;gt;]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
      [ADVENTURE_MODE_ENABLED]&lt;br /&gt;
      [DESCRIPTION:&amp;lt;description&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Reaction identifier|identifier]]'': The internal ID of the reaction.&lt;br /&gt;
* ''[[#Reaction name|name]]'': The name of the reaction, visible to the player in the Fortress mode or Adventure mode menus.&lt;br /&gt;
* ''[[#Building|building]]'': The building ID that the reaction uses, and the relevant keyboard shortcut.&lt;br /&gt;
* ''[[#Reagents|...reagents...]]'': Zero or more reagents (ingredients) that are required to be in stock for the reaction to be possible.&lt;br /&gt;
* ''[[#Products|...products...]]'': Zero or more products that are created from the reaction.&lt;br /&gt;
* ''[[#Fuel|fuel]]'': (optional) If present, the reaction requires charcoal, coke or a magma-powered workshop.&lt;br /&gt;
* ''[[#Skill|skill]]'': (optional) The skill required and trained by the reaction.&lt;br /&gt;
* ''[[#Max multiplier|multiplier]]'': (optional) If present, the reaction will only be done the specified number of times per job; used to limit the output of reactions that accept stacks of items as reagents.&lt;br /&gt;
* ''[[#Automatic|automatic]]'': (optional) If present, the reaction will automatically be enqueued whenever it can possibly be performed.&lt;br /&gt;
* ''[[#Adventure mode enabled|adventure mode enabled]]'': (optional) If present, the reaction can be used by the player in Adventure mode.&lt;br /&gt;
* ''[[#Description|description]]'': (optional) If present, shows pop-up description when the reaction is selected in workshop (not working in v50).&lt;br /&gt;
&lt;br /&gt;
=== Reaction identifier ===&lt;br /&gt;
The REACTION token assigns a unique ID to your reaction.&lt;br /&gt;
    [REACTION:&amp;lt;reaction identifier&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The ''reaction identifier'' may be anything, so long as it is unique within the raw data files. A good habit to get into is to append a short prefix or suffix to each name related to the name of your mod, to ensure nobody else is going to make an identical reaction and thereby mess up the game if their mod is run alongside yours.  This is referenced in an entity definition via [[Entity_token#PERMITTED_REACTION|PERMITTED_REACTION]] to allow that entity to use the reaction.&lt;br /&gt;
&lt;br /&gt;
=== Reaction name ===&lt;br /&gt;
The REACTION_NAME token assigns a descriptive name to your reaction in-game.&lt;br /&gt;
    [REACTION_NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
This can be anything at all, and is how the reaction will appear in the job list of the building it is assigned to, and so should describe the reaction. '''Tan a hide''', for example, is the name of the default leather-producing reaction. Generally this should be written as a small descriptive verb phrase, with the first letter capitalized, for consistency with the existing reactions.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
The BUILDING token assigns the reaction to a building.  Adding multiple BUILDING tokens will cause the reaction to be available at all of the specified buildings.  Omitting the BUILDING token entirely will make the reaction unusable in Fortress mode (often used to restrict certain reactions to [[Reaction#Adventure_Mode_enabled|Adventure mode]]).&lt;br /&gt;
&lt;br /&gt;
    [BUILDING:&amp;lt;building name&amp;gt;:&amp;lt;building key&amp;gt;]&lt;br /&gt;
* [[#Building name|''building name:'']] The ID of the building the reaction appears in.&lt;br /&gt;
* [[#Building key|''building key:'']] The hotkey to queue up the reaction in the specified building.&lt;br /&gt;
&lt;br /&gt;
==== Building name ====&lt;br /&gt;
This is the ID of the building where the reaction will be carried out.  Valid building names are as follows:&lt;br /&gt;
&lt;br /&gt;
* ASHERY - [[Ashery]]&lt;br /&gt;
* BOWYER - [[Bowyer's workshop]]&lt;br /&gt;
* CARPENTER - [[Carpenter's workshop]]&lt;br /&gt;
* CLOTHES - [[Clothier's shop]]&lt;br /&gt;
* CRAFTSMAN - [[Craftsdwarf's workshop]]&lt;br /&gt;
* FARMER - [[Farmer's workshop]]&lt;br /&gt;
* GLASS - [[Glass furnace]]&lt;br /&gt;
* KILN - [[Kiln]] and [[Magma kiln]]&lt;br /&gt;
* KITCHEN - [[Kitchen]]&lt;br /&gt;
* LEATHER - [[Leather works]]&lt;br /&gt;
* MASON - [[Stoneworker's workshop]]&lt;br /&gt;
* METALSMITH - [[Metalsmith's forge]]&lt;br /&gt;
* MILLSTONE - [[Millstone]]&lt;br /&gt;
* QUERN - [[Quern]]&lt;br /&gt;
* SIEGE - [[Siege workshop]]&lt;br /&gt;
* SMELTER - [[Smelter]] and [[Magma smelter]]&lt;br /&gt;
* STILL - [[Still]]&lt;br /&gt;
* TANNER - [[Tanner's shop]]&lt;br /&gt;
* WOOD - [[Wood furnace]]&lt;br /&gt;
* Any custom (raw-defined) building, such as:&lt;br /&gt;
** SOAP_MAKER - [[Soap maker's workshop]]&lt;br /&gt;
** SCREW_PRESS - [[Screw press]]&lt;br /&gt;
&lt;br /&gt;
==== Building key ====&lt;br /&gt;
This used to define the shortcut key(s) used to queue up the reaction in a workshop during gameplay. Doesn't do anything in the current version. {{version|50.01}}&lt;br /&gt;
&lt;br /&gt;
=== Category ===&lt;br /&gt;
&lt;br /&gt;
Categories are custom submenus for buildings' reaction menus. A reaction doesn't require a category, but if you have a lot of reactions, categories can be invaluable for organizing and presenting those reactions to players.&lt;br /&gt;
&lt;br /&gt;
Categories can be nested indefinitely—you can have a category within a category within a category within a category within a category within... but as a practical matter, nesting categories more than 2 deep is not recommended.&lt;br /&gt;
&lt;br /&gt;
Categories will be displayed in alphabetical order, first off the file name and then off the category name.  &lt;br /&gt;
&lt;br /&gt;
Categories currently have no effect on adventure mode reactions.&lt;br /&gt;
&lt;br /&gt;
==== Defining a category ====&lt;br /&gt;
&lt;br /&gt;
Each category needs to be defined within a reaction, usually one which should appear within its menu. Categories only need to be defined once.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY || style=&amp;quot;vertical-align: top&amp;quot;| Category ID || The category ID is a unique identifier for the category. It is only used in the raws, and will not appear in the game.&lt;br /&gt;
&lt;br /&gt;
If you're defining multiple categories within the same reaction - for example, if you intend the reaction to be nested two deep, and haven't yet defined the super-category - the ''last'' CATEGORY token within the reaction definition is the one that the reaction will appear in.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_NAME || style=&amp;quot;vertical-align: top&amp;quot;| String || The name of the category as displayed in-game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_DESCRIPTION || style=&amp;quot;vertical-align: top&amp;quot;| String || Optional. If present, when the category is highlighted in a building menu, this string will be displayed in the Helpful Hint box.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_PARENT || style=&amp;quot;vertical-align: top&amp;quot;| Category ID || Optional. If present, this category will be a submenu of the indicated category, rather than a submenu of the reaction's building.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_KEY || style=&amp;quot;vertical-align: top&amp;quot;| Hotkey token || Optional. If present, this category can be selected from its parent menu (whether a building or a parent category) using the given hotkey.  Uses the same format as the BUILDING KEY described above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Adding reactions to an existing category ====&lt;br /&gt;
&lt;br /&gt;
Just include the tag [CATEGORY:&amp;lt;category_id&amp;gt;] within your reaction definition, and if the category exists, your reaction will be added to its menu. You can only add reactions to custom categories.&lt;br /&gt;
&lt;br /&gt;
Each reaction can belong to only one category.&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
&lt;br /&gt;
REAGENTs are a little bit complicated. They are the ingredients that the reaction will use.  You can define as many as you like within a reaction.&lt;br /&gt;
&lt;br /&gt;
    [REAGENT:&amp;lt;name&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;material token&amp;gt;][...modifiers...]&lt;br /&gt;
* ''[[#Reagent name|name]]'': The name of the reagent, local to the reaction.&lt;br /&gt;
* ''[[#Quantity|quantity]]'': The amount of the item that will be used in the reaction.&lt;br /&gt;
* ''[[#Item_token|item token]]'': The type (and subtype) of the item you require.&lt;br /&gt;
* ''[[#Material_token|material token]]'': The material the item should be made of.&lt;br /&gt;
* ''[[#Modifiers|...modifiers...]]'': Zero or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span id=&amp;quot;Reagent name&amp;quot;&amp;gt;Name&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The name field is a small string used to identify the reagent within the reaction. The name is not visible to the player. It is local to the reaction and does not need to be unique across all of the reactions, so you can reuse the same names over and over, although each reagent within the same individual reaction must have a different name.&lt;br /&gt;
&lt;br /&gt;
Most reagents are simply named '''A''', '''B''', and so forth in default reactions, although names such as '''TOOLSTONE''', '''FLUX''', or '''seeds''' will also work equally well. The PRODUCT may make reference to this name &amp;amp;ndash; for instance, if a container '''B''' is specified as a reagent, PRODUCT_TO_CONTAINER:B specifies that container.&lt;br /&gt;
&lt;br /&gt;
==== Quantity ====&lt;br /&gt;
&lt;br /&gt;
How many or how much of this reagent the reaction requires.  For most item types this is just the number of them required.  However, some other item types─specifically bars, cloth, thread, globs, liquids, powder, and sheets of paper or parchment─instead use numbers representing the size of the material within one (or more) of these items. For example, while REAGENT:A:'''''10''''':'''''TOY''''':NONE:NONE:NONE is ten unique, solid toy items, REAGENT:A:'''''10''''':'''''THREAD''''':NONE:NONE:NONE is an extremely tiny portion of a random spool of thread. One can see which items have what size quantities in the description of the [[Reaction#PRODUCT_DIMENSION|PRODUCT_DIMENSION]] token.&lt;br /&gt;
&lt;br /&gt;
If one of the reagents is in a stack, or the reaction is only using a fraction of the amount of a sized item, the reaction will consume the entire stack, or as much of the sized item as possible, and multiply the product accordingly.  This behaviour can be controlled using the [[Reaction#MAX_MULTIPLIER|MAX_MULTIPLIER]] token.&lt;br /&gt;
&lt;br /&gt;
==== Item token ====&lt;br /&gt;
&lt;br /&gt;
[[Item token]]s are of the form ITEM_TYPE:ITEM_SUBTYPE.&lt;br /&gt;
&lt;br /&gt;
The ITEM_TYPE is the category of item you require; WEAPON, TOY or SKIN_TANNED, for example.&lt;br /&gt;
&lt;br /&gt;
The ITEM_SUBTYPE is name of the exact item that you require. Examples are ITEM_WEAPON_SPEAR or ITEM_TOY_PUZZLEBOX. Some items, like quivers or backpacks, or chunks of stone or metal, have no subtype and only require the item token to be filled in; so if you're asking for those you should set the subtype to NONE. Subtypes are defined within the local raw data files and their exact names can be referenced by looking at the corresponding file.&lt;br /&gt;
&lt;br /&gt;
For reagents, the item token can also be set to ANY_RAW_MATERIAL:NONE (to permit BAR, BOULDER, POWDER_MISC, or GLOB) or ANY_CRAFT:NONE (to permit FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET). Internally, these special values are both converted to NONE:NONE and merely set special modifiers (similar to [BUILDMAT])—they cannot be used in any other context.&lt;br /&gt;
&lt;br /&gt;
For backwards compatibility, reagents can also accept &amp;quot;METAL_ORE:metal_id&amp;quot; in place of both the item and material tokens—this is equivalent to using the reagent BOULDER:NONE:NONE:NONE with the modifier [METAL_ORE:metal_id] (see below).&lt;br /&gt;
&lt;br /&gt;
When no item type is specified (as in NONE:NONE), workers will not be able to find otherwise eligible items if they are inside of barrels (at least when reagents are PLANT or PLANT_GROWTH type). This is likely a bug.&lt;br /&gt;
&lt;br /&gt;
==== Material token ====&lt;br /&gt;
&lt;br /&gt;
[[Material token]]s come in several forms. For most reagents, this will typically be INORGANIC:MATERIAL_ID or NONE:NONE (to allow multiple materials using other modifier tokens).&lt;br /&gt;
&lt;br /&gt;
Some reactions will allow the player to select specific materials after creating the job (or in [[Reaction#material_token_2|some cases]], armor size from the product), by clicking on the magnifying glass icon next to the job in the workshop queue.  To permit this behaviour in your reaction, the reagent materials must be specified as follows:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Item Type&lt;br /&gt;
! Material&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| BAR&amp;lt;br&amp;gt;BLOCKS&amp;lt;br&amp;gt;BOULDER&amp;lt;br&amp;gt;ROUGH&amp;lt;br&amp;gt;SMALLGEM || style=&amp;quot;vertical-align: top&amp;quot;| INORGANIC:NONE || style=&amp;quot;vertical-align: top&amp;quot;| These all appear as &amp;quot;stone&amp;quot; in the material selection menu, and list all inorganic materials regardless of any material modifier tokens, eg. [ITEMS_METAL]. BAR and BLOCKS made of organic materials, and BOULDER made of clay, are excluded.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKIN_TANNED or WOOD || style=&amp;quot;vertical-align: top&amp;quot;| NONE:NONE || &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Other Item Types || style=&amp;quot;vertical-align: top&amp;quot;| NONE:NONE || style=&amp;quot;vertical-align: top&amp;quot;| These will appear if a material modifier token other than [ANY_LEATHER_MATERIAL] is included. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Modifiers ====&lt;br /&gt;
&lt;br /&gt;
Reagents may also have extra tokens added on, following the REAGENT token, in order to modify their behaviour.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, if you set a field in a reagent to NONE, the reaction won't discriminate when it comes to that particular field. For example, if you require a BOULDER reagent but leave the material as NONE:NONE, it will grab any available BOULDER-type item regardless of material. Modifiers can then be used to restrict this to only certain broad classes of materials.&lt;br /&gt;
&lt;br /&gt;
The following is a list of all known reagent modifiers:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_BONE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [BONE] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_GEM_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [IS_GEM] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_HORN_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [HORN] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_LEATHER_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [LEATHER] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_PEARL_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [PEARL] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_PLANT_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be subordinate to a PLANT object.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_SHELL_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SHELL] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_SILK_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SILK] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_SOAP_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SOAP] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_STONE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [IS_STONE] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_STRAND_TISSUE&lt;br /&gt;
|&lt;br /&gt;
| Reagent is made of a tissue having TISSUE_SHAPE:STRANDS, intended for matching hair and wool. Must be used with USE_BODY_COMPONENT.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_TOOTH_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [TOOTH] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_WOOD_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [WOOD] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_YARN_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [YARN] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| BUILDMAT&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a general [[building material]] - BAR, BLOCKS, BOULDER, or WOOD.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CAN_USE_ARTIFACT&lt;br /&gt;
|&lt;br /&gt;
| Reagent can be an Artifact. Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CONTAINS&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
| Reagent is a container that holds the specified reagent (where ''Reagent name'' is the locally-defined name of the reagent).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CONTAINS_LYE&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a BARREL or TOOL which contains at least one item of type LIQUID_MISC made of LYE. Use of this token is discouraged, as it does not work with buckets (instead, use [CONTAINS:lye] &amp;amp;mdash; note the colon &amp;amp;mdash; and a corresponding lye reagent [REAGENT:lye:150:LIQUID_MISC:NONE:LYE]).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| DOES_NOT_ABSORB&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have ABSORPTION:0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| DOES_NOT_DETERMINE_PRODUCT_AMOUNT&lt;br /&gt;
|&lt;br /&gt;
| Reagent quantity is ignored for the purposes of producing extra outputs. Typically used for containers so that [[stack]]s of reagents will correctly produce additional outputs.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| EMPTY&lt;br /&gt;
|&lt;br /&gt;
| If the reagent is a container, it must be empty.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| FIRE_BUILD_SAFE&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be solid and stable at temperatures approaching 11000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| FOOD_STORAGE_CONTAINER&lt;br /&gt;
|&lt;br /&gt;
| Reagent is either a BARREL or a TOOL with the FOOD_STORAGE use.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| GLASS_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the IS_GLASS token. All 3 types of [[glass]] have this token hardcoded.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HARD_ITEM_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [ITEMS_HARD] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_EDGE&lt;br /&gt;
|&lt;br /&gt;
| Reagent must have an edge.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_ITEM_REACTION_PRODUCT&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* PRODUCT_ID&lt;br /&gt;
| Reagent material must have the item reaction product specified by PRODUCT_ID - [[Reaction#Item_reaction_products|see below]] for more details. This can be used interchangeably with HAS_MATERIAL_REACTION_PRODUCT.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_MATERIAL_REACTION_PRODUCT&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* PRODUCT_ID&lt;br /&gt;
| Reagent material must have the material reaction product specified by PRODUCT_ID - [[Reaction#Material_reaction_products|see below]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_TOOL_USE&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* [[Tool token#TOOL_USE|TOOL_USE]] value&lt;br /&gt;
| Reagent must be a [[tool]] with the specific TOOL_USE value. The reagent's item type must be TOOL:NONE for this to make any sense.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| IS_CRAFTED_ARTIFACT{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent item must be an artifact.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| IS_DIVINE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [DIVINE] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| IS_SAND_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SOIL_SAND] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| MAGMA_BUILD_SAFE&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be solid and stable at temperatures approaching 12000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| METAL_ITEM_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [ITEMS_METAL] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| METAL_ORE&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Metal ID&lt;br /&gt;
| Reagent material must be an ore of the specified metal.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| MIN_DIMENSION&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| Reagent's item size must be at least as large as ''Integer''. The reagent's item type must be BAR, POWDER_MISC, LIQUID_MISC, DRINK, THREAD, CLOTH, or GLOB for this to work.  See [[Reaction#PRODUCT_DIMENSION|PRODUCT_DIMENSION]] below.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NO_EDGE_ALLOWED&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not have an edge, so must be blunt. Sharp stones (produced using knapping) and most types of weapon/ammo can not be used with this token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_ARTIFACT{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent item must not be an artifact.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_CONTAIN_BARREL_ITEM&lt;br /&gt;
|&lt;br /&gt;
| If the reagent is a container, it must not contain [[lye]] or [[milk]]. Not necessary if specifying [EMPTY].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_ENGRAVED&lt;br /&gt;
|&lt;br /&gt;
| Reagent can not be engraved. For example, a memorial slab can not be engraved.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_IMPROVED&lt;br /&gt;
|&lt;br /&gt;
| Reagent has not been decorated.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_PRESSED&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be in the SOLID_PRESSED state.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_WEB&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be collected (to distinguish silk thread from webs). Only makes sense for items of type THREAD.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ON_GROUND&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be on the ground. Grabs from stockpiles. Does not grab from inventories (workshops, wagon) and causes infinite gathering for reactions in workshop.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| POTASHABLE (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| Alias for [CONTAINS_LYE].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRESERVE_REAGENT&lt;br /&gt;
|&lt;br /&gt;
| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| REACTION_CLASS&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* CLASS_ID&lt;br /&gt;
| Reagent material must have the reaction class specified by CLASS_ID - [[Reaction#Reaction_classes|see below]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| UNROTTEN&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be rotten, mainly for organic materials.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| USE_BODY_COMPONENT&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a body part (CORPSE or CORPSEPIECE). Must be used even if your reagent item type is CORPSE or CORPSEPIECE, otherwise it will match any item.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| WEB_ONLY&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be undisturbed (to distinguish silk thread from webs). Only makes sense for items of type THREAD.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| WORTHLESS_STONE_ONLY&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be non-[[economic]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| WOVEN_ITEM&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a clothing item made of a woven material, ie. plant, silk, or yarn cloth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
&lt;br /&gt;
Products are the end product of the reaction. A reaction can have as many products as it likes.&lt;br /&gt;
&lt;br /&gt;
Products are almost identical to reagents, except that they do not need to be named, can't have fields undefined, and don't use the quantity field to determine the product size. Instead, the token [PRODUCT_DIMENSION:X] is tacked on after the PRODUCT token, determining the size of the product.&lt;br /&gt;
&lt;br /&gt;
Products can be produced directly to a container using the [PRODUCT_TO_CONTAINER:''name''] token, where the ''name'' is the [[#Reagent name|name]] of a reagent. This requires the reagent to have the [PRESERVE_REAGENT] token.&lt;br /&gt;
&lt;br /&gt;
Restating this in the above style, we have:&lt;br /&gt;
   [PRODUCT:&amp;lt;probability&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;material token&amp;gt;][...modifiers...]&lt;br /&gt;
&lt;br /&gt;
==== Probability ====&lt;br /&gt;
&lt;br /&gt;
The percentage chance the product will be produced when the reaction is completed. Must be an integer.&lt;br /&gt;
&lt;br /&gt;
==== Quantity ====&lt;br /&gt;
&lt;br /&gt;
Determines how many of the product will be produced. For the item types AMMO, REMAINS, MEAT, FISH, FISH_RAW, PLANT, PLANT_GROWTH, DRINK, CHEESE, LIQUID_MISC, COIN, and EGG, the resulting items will be created as a single [[stack]], while all other item types will produce multiple individual items.&lt;br /&gt;
&lt;br /&gt;
If a reaction can take stacks of input items, then it will attempt to perform the reaction enough times to consume as many full sets of reagents as it can—for example, if a reaction &amp;quot;1 piece of meat + 2 pieces of fish -&amp;gt; 3 pieces of cheese&amp;quot; is given a stack of 5 meat and 5 fish, it will produce 6 pieces of cheese and leave 3 meat and 1 fish behind. Using the token DOES_NOT_DETERMINE_PRODUCT_AMOUNT allows a reagent to be excluded from this calculation - for example, with the reaction &amp;quot;1 plant + 1 barrel -&amp;gt; 5 alcohol (into barrel)&amp;quot;, using this on the barrel allows the reaction to be performed as &amp;quot;5 plant + 1 barrel -&amp;gt; 25 alcohol&amp;quot; instead of &amp;quot;5 plant + 5 barrel -&amp;gt; 25 alcohol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Item token ====&lt;br /&gt;
&lt;br /&gt;
The [[item token]] and subtype of the item you produce.&lt;br /&gt;
&lt;br /&gt;
If your item has an [[Reaction#Item reaction products|item reaction product]] and you want the item type and material to be derived from one of the reagents, you can use GET_ITEM_DATA_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of both the item token ''and'' the material token (see next section). You can also specify GET_ITEM_DATA_FROM_REAGENT:reagent:NONE in order to make a direct copy of the source item, though this will not work for complex items such as corpses or prepared meals.&lt;br /&gt;
&lt;br /&gt;
For products, this can also be set to CRAFTS:NONE to produce up to three random [[craft]] items. This value cannot be used in any other context.&lt;br /&gt;
&lt;br /&gt;
==== Material token ====&lt;br /&gt;
&lt;br /&gt;
A [[material token]] describing what the product will be made of.&lt;br /&gt;
&lt;br /&gt;
If you want the product's material to be derived from one of the reagents, you can use GET_MATERIAL_FROM_REAGENT:reagent:NONE in place of the material token in order to directly use the reagent's own material; if the reagent has a [[Reaction#Material_reaction_products|material reaction product]] defined, you can use GET_MATERIAL_FROM_REAGENT:reagent:REACTION_PRODUCT_ID to use that.&lt;br /&gt;
&lt;br /&gt;
Similarly to choosing material types for a reagent, if the item product is armor/clothing, and has the appropriate [[Entity_token#Available_resources|armor token]] in the entity file, you will be able to choose the armor/clothing size for different creatures by clicking the magnifying glass of the workshop task. However, this will only work if the product material is [[Modding pitfalls#My_custom_armor.2Fclothing_reaction_won.27t_let_user_choose_size|cloth leather or certain metals]], and the item is also recognized by the related vanilla workshop reaction{{verify}}.&lt;br /&gt;
&lt;br /&gt;
==== Product modifiers ====&lt;br /&gt;
&lt;br /&gt;
Zero or more tokens which further set the properties or disposition of the resulting product item.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| FORCE_EDGE&lt;br /&gt;
|&lt;br /&gt;
| Product is given a sharp edge. Used for knapping.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_PASTE&lt;br /&gt;
|&lt;br /&gt;
| Product is created in the SOLID_PASTE state.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_PRESSED&lt;br /&gt;
|&lt;br /&gt;
| Product is created in the SOLID_PRESSED state.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_DIMENSION&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| Specifies the dimension of the product for those items that use dimensions. For items of type BAR, DRINK, GLOB, LIQUID_MISC, and POWDER_MISC, one item is dimension 150; one item of CLOTH or SHEET is dimension 10000; and one item of THREAD is dimension 15000. Has no effect on any other item types. Note: this is not the actual [[storage]] volume of the product, which is hard-coded by the item token. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_TO_CONTAINER&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* [[#Reagent name|Name]]&lt;br /&gt;
| Places the product in a container; ''Name'' must be the name of a reagent with the [PRESERVE_REAGENT] token and a container item type.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_TOKEN&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Name]]&lt;br /&gt;
| Allows the product to be referred to by the given name for the purpose of being passed down as and argument in other tokens, in the same fashion as reagent names.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| TRANSFER_ARTIFACT_STATUS&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Transfers artifact status from the reagent to the product.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
&lt;br /&gt;
Improvements are applied to existing reagents. A reaction can have as many improvements as it likes.&lt;br /&gt;
&lt;br /&gt;
Restating this in the above style, we have:&lt;br /&gt;
   [IMPROVEMENT:&amp;lt;probability&amp;gt;:&amp;lt;reagent name&amp;gt;:&amp;lt;improvement type&amp;gt;:&amp;lt;material token&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==== Probability ====&lt;br /&gt;
The percentage chance the improvement will be applied to the reagent when the reaction is completed.&lt;br /&gt;
&lt;br /&gt;
==== Reagent name ====&lt;br /&gt;
The [[#Reagent name|name]] of the reagent that will be improved. In order to be meaningful, this reagent must have [PRESERVE_REAGENT].&lt;br /&gt;
&lt;br /&gt;
==== Improvement type ====&lt;br /&gt;
The following improvement types can be used:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| COVERED&lt;br /&gt;
| Item is encrusted/studded/decorated with &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| GLAZED&lt;br /&gt;
| Item is glazed with &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| RINGS_HANGING&lt;br /&gt;
| Item is adorned with hanging rings of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| BANDS&lt;br /&gt;
| Item is encircled with bands of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| SPIKES&lt;br /&gt;
| Item menaces with spikes of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| PAGES&lt;br /&gt;
| Adds pages to a [[book]].&lt;br /&gt;
|-&lt;br /&gt;
| SPECIFIC&lt;br /&gt;
| With subtype ROLLERS, adds rollers of &amp;lt;material&amp;gt; to a [[scroll]]; with subtype HANDLE, adds a handle of &amp;lt;material&amp;gt; to an item; with subtype TRACTION_BENCH_CHAIN or TRACTION_BENCH_ROPE adds a chain or rope of &amp;lt;material&amp;gt; to an item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All other item improvement tokens (ART_IMAGE, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE, and ILLUSTRATION) are ignored.&lt;br /&gt;
&lt;br /&gt;
==== Material token ====&lt;br /&gt;
&lt;br /&gt;
A [[material token]] describing what the decoration will be made of.&lt;br /&gt;
&lt;br /&gt;
If you want the product's material to be derived from one of the reagents, and the reagent has a [[Reaction#Material_reaction_products|material reaction product]] defined, you can use GET_MATERIAL_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of the material token. You can also specify GET_MATERIAL_FROM_REAGENT:reagent:NONE in order to directly use the reagent's own material.&lt;br /&gt;
&lt;br /&gt;
=== Other tokens ===&lt;br /&gt;
&lt;br /&gt;
==== Fuel ====&lt;br /&gt;
&lt;br /&gt;
The FUEL token means that the reaction requires coke or charcoal to be performed. Fuel is not needed when the reaction is performed at a magma workshop (a [[magma kiln]], [[magma smelter]], or any custom building having [NEEDS_MAGMA]).&lt;br /&gt;
&lt;br /&gt;
==== Skill ====&lt;br /&gt;
&lt;br /&gt;
The [[Skill token|skill tokens]] determine what skill the reaction requires and trains; also how quickly skill is gained, how quickly those skill gains raise attributes, and how skill level affects the quality of the reaction product.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKILL&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[Skill token]] &lt;br /&gt;
| (Optional) This identifies the skill required to carry out the reaction and is trained when the reaction is performed.  Only one skill may be specified; if multiple skill tokens are defined only the last will be used.  A reaction with no product will yield no experience gain.  A reaction with no SKILL token will complete in a default amount of time.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKILL_IP&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| (Optional, requires SKILL token)  This adjusts the amount of skill gained each time the reaction is carried out.  The default value is 30; higher values increase the amount of skill gain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ATTRIBUTE_IP&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| (Optional, requires SKILL token)  This adjusts the amount of [[Attribute|attribute]] gain that skill gain from this reaction results in.  The default value is 10; higher values increase the amount of attribute gain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKILL_ROLL_RANGE&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Range&lt;br /&gt;
* Multiplier&lt;br /&gt;
| (Optional, requires SKILL token)  This changes how much skill level affects the quality of the reaction product.  The default is [SKILL_ROLL_RANGE:11:5]. The ''range'' is the base &amp;quot;die roll&amp;quot; and the ''multiplier'' determines how much the dwarf's skill can affect the reaction; the skill roll is random(range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1), where random(x) gives a random number from 0 to x-1, inclusive (which also means that the minimum for the range is 1). The higher result on the roll, the better. Both numbers can be lowered to make the skill check harder. For example, with the default values a dwarf who is proficient in a skill has a skill level of 5; their roll will be random(11)+random(13)+random(13), meaning this dwarf can roll anywhere from 0 to 34; similarly, unskilled dwarves can roll 0 to 10 while legendary+0 (skill 15) dwarves can roll 0 to 84. If this is changed to [SKILL_ROLL_RANGE:1:8], then instead a proficient dwarf will have random(1)+random(21)+random(21), giving a roll of 0 to 40, with unskilled dwarves always rolling 0 and legendary dwarves going all the way up to 120.&lt;br /&gt;
&lt;br /&gt;
As a consequence, increasing the multiplier will always make legendary dwarves more effective, even if base roll is reduced to its minimum of 1, with the default going up to 84 for default and 90 for [SKILL_ROLL_RANGE:1:6].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Max multiplier ====&lt;br /&gt;
&lt;br /&gt;
The [MAX_MULTIPLIER:&amp;lt;#&amp;gt;] token specifies how many times to do the reaction. This can be used to limit stacked reagent use to the specified quantity instead of the whole stack.&lt;br /&gt;
&lt;br /&gt;
==== Automatic ====&lt;br /&gt;
&lt;br /&gt;
The AUTOMATIC token means that the reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
This token only works with jobs performed at a [[kiln]], [[smelter]], [[tanner's shop]], [[kitchen]], or custom workshop, and [[standing orders]] allow you to limit which ones trigger; custom reactions performed at a [[quern]], [[millstone]], [[still]] or [[craftsdwarf's workshop]] cannot be made automatic.&lt;br /&gt;
&lt;br /&gt;
==== Mode enabled ====&lt;br /&gt;
&lt;br /&gt;
Some reaction tokens enable a reaction to be used by everyone in a certain mode. These tokens are not exclusive relations; for example, you can assign an {{token|ADVENTURE_MODE_ENABLED|reaction}} reaction with a building to an entity and their citizens can then perform it at that building in [[fortress mode]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| ADVENTURE_MODE_ENABLED&lt;br /&gt;
| Available to all [[adventurer]]s, regardless of origin civilization. Required for adventurers to craft anything, as they do not use the recipes available to their origin civilization.&lt;br /&gt;
|-&lt;br /&gt;
| FORTRESS_MODE_ENABLED&lt;br /&gt;
| Available to all [[fortress mode]] games. Without {{token|PERMITTED_REACTION|entity}} on a specific entity, materials produced by it will not normally be added to their civilization resources.&lt;br /&gt;
|-&lt;br /&gt;
| WORLDGEN_ENABLED&lt;br /&gt;
| If possible, reaction's output will be added to all civilizations during worldgen, allowing the civilization to trade or embark with them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
This feature is exclusive to Classic Mode, as no description window pops up when mousing over reactions in workshops in Premium.&lt;br /&gt;
&lt;br /&gt;
The [DESCRIPTION:&amp;lt;string&amp;gt;] token provides a text description of the reaction when it is highlighted in the building UI.  Multiple DESCRIPTION tokens can be defined in a reaction, and each will appear on a new line.  The pop-up box that contains the description is limited to 325 characters total.  Alternatively, this token can reference a DESCRIPTION token in an existing tool definition by replacing ''string'' with USE_TOOL:&amp;lt;ITEM_SUBTYPE&amp;gt;; or an existing instrument definition with USE_INSTRUMENT:&amp;lt;ITEM_SUBTYPE&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Reaction classes and products ==&lt;br /&gt;
&lt;br /&gt;
When you're doing things like tanning hides or brewing alcohol, having separate reactions for every single possible raw material is unwieldy and terrible. However, you can let the reaction itself ask the material for details and process them all with the same reaction. There are three types of tags to dictate this behavior.&lt;br /&gt;
&lt;br /&gt;
=== Reaction classes ===&lt;br /&gt;
&lt;br /&gt;
The simplest token is the reaction class. If it is tacked on a material, a reaction can limit reagents to only those materials that have the specified arbitrary [REACTION_CLASS:whatever] identifier.&lt;br /&gt;
&lt;br /&gt;
We want a reaction that smelts iron and flux into pig iron. However, there are a half-dozen different stones that count as flux. Instead of clogging up the smelter job menu with six nearly identical reactions that all take in either dolomite or limestone or marble for the same result, we use a reaction class.&lt;br /&gt;
&lt;br /&gt;
   [REACTION:PIG_IRON_MAKING]&lt;br /&gt;
      [NAME:make pig iron bars]&lt;br /&gt;
      [BUILDING:SMELTER:NONE]&lt;br /&gt;
      [REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]&lt;br /&gt;
      [REAGENT:B:1:BOULDER:NO_SUBTYPE:NONE:NONE]'''[REACTION_CLASS:FLUX]'''&lt;br /&gt;
      [REAGENT:C:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:PIG_IRON][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL]&lt;br /&gt;
      [SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
Note how reagent B asks for &amp;quot;NONE:NONE&amp;quot; as its material. This means &amp;quot;boulders of any kind as long as they have the reaction class named FLUX&amp;quot;. Stuff like calcite, here:&lt;br /&gt;
&lt;br /&gt;
   [INORGANIC:CALCITE]&lt;br /&gt;
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]&lt;br /&gt;
      [STATE_NAME_ADJ:ALL_SOLID:calcite][DISPLAY_COLOR:7:7:1][TILE:'&amp;quot;']&lt;br /&gt;
      '''[REACTION_CLASS:FLUX]'''&lt;br /&gt;
      [ENVIRONMENT_SPEC:LIMESTONE:CLUSTER_SMALL:100]&lt;br /&gt;
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]&lt;br /&gt;
      [MATERIAL_VALUE:2]&lt;br /&gt;
      [IS_STONE]&lt;br /&gt;
      [MELTING_POINT:12902]&lt;br /&gt;
      [SOLID_DENSITY:2930]&lt;br /&gt;
&lt;br /&gt;
The label itself can be absolutely anything. It's only used to find a match between the material and the reaction. Note that some reaction classes have special meanings to the game itself—notably, the [[site finder]] knows that &amp;quot;FLUX&amp;quot; should be connected to the &amp;quot;Flux stone&amp;quot; filter.&lt;br /&gt;
&lt;br /&gt;
=== Material reaction products ===&lt;br /&gt;
&lt;br /&gt;
But what if it's not all the same what materials the members of the reaction class put out? If a tanner starts working on a bear pelt, a horse hide, some dragon scales and a section of human skin, surely they all can't produce generic boot leather! No, the reaction must get the chance to ask the &amp;quot;reaction class&amp;quot; what the reagent should turn out as. We will declare a material reaction product.&lt;br /&gt;
&lt;br /&gt;
   [REACTION:TAN_A_HIDE]&lt;br /&gt;
      [NAME:tan a hide]&lt;br /&gt;
      [BUILDING:TANNER:CUSTOM_T]&lt;br /&gt;
         [REAGENT:flaps of skin:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]&lt;br /&gt;
            '''[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]'''&lt;br /&gt;
         [PRODUCT:100:1:SKIN_TANNED:NONE:'''GET_MATERIAL_FROM_REAGENT:flaps of skin:TAN_MAT''']&lt;br /&gt;
      [SKILL:TANNER]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
&lt;br /&gt;
Where you'd usually have some fresh bodypart with the TAN_MAT reaction class produce some generic SKIN_TANNED, this goes further. Instead of declaring a material, the spool of pattern-ready tailoring leather (SKIN_TANNED) now comes out as whatever the skin flaps' material reaction product (named TAN_MAT) says in the material's definition (GET_MATERIAL_FROM_REAGENT). And what does it say?&lt;br /&gt;
&lt;br /&gt;
   [MATERIAL_TEMPLATE:SKIN_TEMPLATE]&lt;br /&gt;
         [STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
         [STATE_NAME:ALL_SOLID:skin]&lt;br /&gt;
         [STATE_ADJ:ALL_SOLID:skin]&lt;br /&gt;
         ...&lt;br /&gt;
         [ABSORPTION:100]&lt;br /&gt;
         '''[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]'''&lt;br /&gt;
         [IMPLIES_ANIMAL_KILL]&lt;br /&gt;
         [ROTS]&lt;br /&gt;
&lt;br /&gt;
It says that the caller of the TAN_MAT hook always comes out as the LEATHER of whatever creature the skin has been peeled off of (LOCAL_CREATURE_MAT). For example, skin taken from a butchered dog would be turned into dog leather. Change the SKIN_TEMPLATE MATERIAL_REACTION_PRODUCT to TAN_MAT:INORGANIC:GOLD instead and your tanner turns into Midas.  Use your imagination.&lt;br /&gt;
&lt;br /&gt;
If the item you're creating should be made of the ''same'' material as the raw material you're using (e.g. if you're carving a log into a training spear), you can specify &amp;quot;NONE&amp;quot; instead of the MATERIAL_REACTION_PRODUCT code:&lt;br /&gt;
&lt;br /&gt;
   [REACTION:MAKE WOODEN TRAINING SPEAR]&lt;br /&gt;
      [NAME:make wooden training spear]&lt;br /&gt;
      [BUILDING:CARPENTER:NONE]&lt;br /&gt;
      [REAGENT:log:1:WOOD:NONE:NONE:NONE][ANY_PLANT_MATERIAL]&lt;br /&gt;
      [PRODUCT:100:1:WEAPON:ITEM_WEAPON_SPEAR_TRAINING:'''GET_MATERIAL_FROM_REAGENT:log:NONE''']&lt;br /&gt;
      [SKILL:CARPENTRY]&lt;br /&gt;
&lt;br /&gt;
As with reaction classes, some MATERIAL_REACTION_PRODUCT identifiers have special meanings to the game itself - notably, the [[site finder]] knows that &amp;quot;FIRED_MAT&amp;quot; should be connected to the &amp;quot;Clay&amp;quot; filter, and &amp;quot;CHEESE_MAT&amp;quot; is used when making [[cheese]] from [[milk]].&lt;br /&gt;
&lt;br /&gt;
=== Item reaction products ===&lt;br /&gt;
&lt;br /&gt;
Item reaction products are an even more powerful form of the above. Where material reaction products can only affect what type of stuff the predestined end product is made of, item reaction products can decide the entire end result ahead of time. Item AND material.&lt;br /&gt;
&lt;br /&gt;
Let's assume for a moment that we're completely tired of leather earrings and hair crowns. We want a crafting reaction that takes cloth and only produces things that make sense.&lt;br /&gt;
&lt;br /&gt;
      [REACTION:TAILOR_THE_BEST_THING]&lt;br /&gt;
            [NAME:weave something that makes sense]&lt;br /&gt;
            [BUILDING:CRAFTSMAN]&lt;br /&gt;
            [REAGENT:woven fabric:1:CLOTH:NONE:NONE:NONE]&lt;br /&gt;
               '''[HAS_ITEM_REACTION_PRODUCT:BEST_OPTION]'''&lt;br /&gt;
            [PRODUCT:100:1:'''GET_ITEM_DATA_FROM_REAGENT:woven fabric:BEST_OPTION''']&lt;br /&gt;
            [SKILL:CLOTHIER]&lt;br /&gt;
&lt;br /&gt;
Now we need to come up with the counterpart tags in the materials. Hmmm... cotton is thin and soft, so it makes pretty good undergarments. An undershirt, maybe?&lt;br /&gt;
&lt;br /&gt;
         [PLANT:COTTON] Gossypium hirsutum / sp.&lt;br /&gt;
                  [NAME:cotton plant][NAME_PLURAL:cotton plants][ADJ:cotton plant]&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
                  [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
                  [DRY][BIOME:ANY_TROPICAL]&lt;br /&gt;
                  [VALUE:2]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]&lt;br /&gt;
                     [MATERIAL_VALUE:2]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:ARMOR:ITEM_ARMOR_TUNIC:LOCAL_PLANT_MAT:THREAD]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
Then jute fabric. Isn't that burlap? And what's about the only thing they make from burlap?&lt;br /&gt;
&lt;br /&gt;
         [PLANT:JUTE] Corchorus capsularis / Corchorus olitorius&lt;br /&gt;
                  [NAME:jute plant][NAME_PLURAL:jute plants][ADJ:jute plant]&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
                  [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
                  [DRY][BIOME:ANY_TROPICAL]&lt;br /&gt;
                  [VALUE:2]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]&lt;br /&gt;
                     [MATERIAL_VALUE:2]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:BAG:NONE:LOCAL_PLANT_MAT:THREAD]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
Sacks, of course! Wait, how about silk?&lt;br /&gt;
&lt;br /&gt;
         [CREATURE:SPIDER_CAVE]&lt;br /&gt;
                  [DESCRIPTION:A tiny underground bug, sought after for its thread.]&lt;br /&gt;
                  [NAME:cave spider:cave spiders:cave spider]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:PANTS:ITEM_PANTS_THONG:LOCAL_CREATURE_MAT:SILK]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
This goes on for as long as you let it. The ITEM_REACTION_PRODUCT declares the identifier and then the item and material with subtypes, just like a normal reaction's product line would.&lt;br /&gt;
&lt;br /&gt;
Do note that MATERIAL_REACTION_PRODUCT and ITEM_REACTION_PRODUCT use the same IDs, so you cannot have both a material and item reaction product of the same name. Also, though you cannot use GET_ITEM_DATA_FROM_REAGENT with a MATERIAL_REACTION_PRODUCT (there'd be no item type information), you ''can'' use GET_MATERIAL_FROM_REAGENT on an ITEM_REACTION_PRODUCT (in case you want to force your own item type).&lt;br /&gt;
&lt;br /&gt;
== Reactions and world generation ==&lt;br /&gt;
&lt;br /&gt;
There are several things to keep in mind when you're adding reactions to a game that already exists.&lt;br /&gt;
&lt;br /&gt;
* Most entity changes require a regen, but adding PERMITTED_REACTION tokens for reactions that existed at the time of world generation to the entity file in the save directory do not.&lt;br /&gt;
* Adding reactions to the raws in a save directory requires you to regen the world.&lt;br /&gt;
* You can alter an existing reaction in any way you like without regenning the world, so long as you don't alter the reaction identifier.&lt;br /&gt;
&lt;br /&gt;
== Full token list ==&lt;br /&gt;
&lt;br /&gt;
For the sake of convenience and readability, this is a complete compilation of the previously listed reaction tokens in alphabetical order:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ADVENTURE_MODE_ENABLED}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| This version of the reaction can be used by the wanderers of Adventure Mode without needing to also give the dwarves at home in a fortress access to it.  When using this token, it will be allowed for adventurers of any race, without editing entity files. This token does not prevent Fortress Mode usage if assigned to a workshop and the civilization has access.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FORTRESS_MODE_ENABLED}}{{version|Lua beta}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| This reaction can be accessed when playing as any civilization in [[Fortress mode]], regardless of {{token|PERMITTED_REACTION|e}}. Particularly useful for compatibility or [[Lua scripting]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WORLDGEN_ENABLED}}{{version|Lua beta}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Adds the materials provided by the reaction to all civilizations, regardless of {{token|PERMITTED_REACTION|e}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_BONE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [BONE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_GEM_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [IS_GEM] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_HORN_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [HORN] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_LEATHER_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [LEATHER] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_PEARL_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [PEARL] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_PLANT_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must be subordinate to a PLANT object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_SHELL_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [SHELL] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_SILK_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [SILK] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_SOAP_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [SOAP] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_STONE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [IS_STONE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_STRAND_TISSUE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is made of a tissue having [TISSUE_SHAPE:STRANDS], intended for matching hair and wool. Must be used with [USE_BODY_COMPONENT].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_TOOTH_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [TOOTH] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_WOOD_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [WOOD] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_YARN_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [YARN] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ATTRIBUTE_IP}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Amount of attribute gain given per skill improvement. Default is 10.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|AUTOMATIC}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| The reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|BAG}} (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent has to be a bag. Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead. Deprecated as of Version 0.50.01 in favor of BAG:NONE [[item token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|BUILDING}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#building name|Building name]]&lt;br /&gt;
* [[#building key|In-building reaction hotkey]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Sets the building that the reaction will be performed in, and the button used to queue the reaction once that building's menu is accessed in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|BUILDMAT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is able to be used to build structures (Boulders, Wood, Blocks, Bars).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CAN_USE_ARTIFACT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent can be an Artifact.  Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CAN_USE_HOSPITAL_RESERVED}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Allows the reagent to be an item that is otherwise reserved for use by a [[healthcare|hospital]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CAN_USE_LOCATION_RESERVED}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Allows the reagent to be an item that is otherwise reserved for use by a [[locations|location]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Category ID &lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Puts the reaction in a category. Categories are custom submenus for reaction menus. The category ID is a unique identifier for the category. It is only used in the raws, and will not appear in the game.&lt;br /&gt;
&lt;br /&gt;
If you're defining multiple categories within the same reaction - for example, if you intend the reaction to be nested two deep, and haven't yet defined the super-category - the ''last'' CATEGORY token within the reaction definition is the one that the reaction will appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_NAME}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* String &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| The name of the category as displayed in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_DESCRIPTION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* String &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If present, when the category is highlighted in a building menu, this string will be displayed in the Helpful Hint box.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_PARENT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Category ID &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If present, this category will be a submenu of the indicated category, rather than a submenu of the reaction's building.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_KEY}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Hotkey&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If present, this category can be selected from its parent menu (whether a building or a parent category) using the given hotkey while playing in Classic mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CONTAINS}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is a container that holds the specified reagent.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CONTAINS_LYE}} (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If the reagent is a container, it must contain LYE. No longer used - instead, use one reagent for the LYE itself and another reagent with [CONTAINS:lye_reagent].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* String&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| A description of the reaction that appears when it is highlighted in the building UI.  ''String'' can also be replaced with a reference to existing DESCRIPTION tokens in tools (using USE_TOOL:&amp;lt;tool_id&amp;gt;) or musical instruments (using USE_TOOL:&amp;lt;instrument_id&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|DOES_NOT_ABSORB}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have [ABSORPTION:0].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|DOES_NOT_DETERMINE_PRODUCT_AMOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Performing a reaction with large [[stack]]s of inputs can allow multiple sets of outputs to be produced. Setting this flag causes the reagent to be ignored in this process - for example, with the reaction &amp;quot;1 plant + 1 barrel -&amp;gt; 5 alcohol (into barrel)&amp;quot;, using this on the barrel allows the reaction to be performed as &amp;quot;5 plant + 1 barrel -&amp;gt; 25 alcohol&amp;quot; instead of &amp;quot;5 plant + 5 barrel -&amp;gt; 25 alcohol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|EMPTY}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If the reagent is a container, it must be empty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FIRE_BUILD_SAFE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be considered [[fire-safe]] (stable [[temperature]] below {{ct|11000}}) - i.e. not wood, and not coal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FORCE_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product is given a sharp edge. Used for knapping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FOOD_STORAGE_CONTAINER}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be a barrel or any non-absorbing tool with [TOOL_USE:FOOD_STORAGE].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FUEL}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Requires that the reaction either use up a unit of coal or charcoal or else be performed at a magma workshop.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|GLASS_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material has [IS_GLASS].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be sharpened (used for carving).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_ITEM_REACTION_PRODUCT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* PRODUCT_ID (custom)&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Similar to HAS_MATERIAL_REACTION_PRODUCT, but requires the reagents material to have a matching ITEM_REACTION_PRODUCT entry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_MATERIAL_REACTION_PRODUCT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* PRODUCT_ID (custom)&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Similar to REACTION_CLASS, but requires the reagents material to have a matching [[Material definition token|MATERIAL_REACTION_PRODUCT]] entry. Intended for reactions which transform one class of material into another, such as skin-&amp;gt;leather and fat-&amp;gt;tallow.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_TOOL_USE}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[Tool token#TOOL_USE|TOOL_USE value]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be a [[tool]] with the specific TOOL_USE value. The reagents item type must be TOOL:NONE for this to make any sense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_WRITING_IMPROVEMENT}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must contain writing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|IMPROVEMENT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Probability&lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
* Improvement type&lt;br /&gt;
* Material Token&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Applies an improvement to the named reagent.  Only meaningful if said reagent has [PRESERVE_REAGENT]. Improvement types include BANDS, COVERED, GLAZED, PAGES, RINGS_HANGING, and SPIKES&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|IS_CRAFTED_ARTIFACT}}{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent item must be an artifact.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|IS_DIVINE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [DIVINE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|MAGMA_BUILD_SAFE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Currently broken - Reagent must be considered [[magma-safe]] (stable [[temperature]] below {{ct|12000}}).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|MAX_MULTIPLIER}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Sets the maximum number of times a reaction is allowed to run when using stacked reagents. This can be used to ensure that the reaction doesn't repeat until the entire stack is depleted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|METAL_ORE}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Inorganic material&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must be an ore of the specified metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|MIN_DIMENSION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Requires that the reagent have a size of at least ''integer''. Only effective with BAR, POWDER_MISC, LIQUID_MISC, DRINK, THREAD, CLOTH, and GLOB items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NAME}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#name|Name]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Defines the name used by the reaction in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NO_EDGE_ALLOWED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must not have an edge, so must be blunt. Sharp stones (produced using knapping) and most types of weapon/ammo can not be used with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_ARTIFACT}}{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent item must not be an artifact.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_CONTAIN_BARREL_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If the reagent is a Barrel, it must not contain an item that has to reside in a barrel.  Barrel items appear to be lye and milk.  Alcohol appears to be covered as part of [EMPTY].  A reaction which places an item in a barrel should probably have both tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_ENGRAVED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent has not been engraved i.e. a blank memorial slab.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_IMPROVED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent has not been decorated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must not be in the SOLID_PRESSED state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_WEB}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be &amp;quot;collected&amp;quot; - used with THREAD:NONE to exclude webs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ON_GROUND}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| Reagent must be on the ground. Grabs from stockpiles. Does not grab from bins in stockpiles, nor inventories (workshops, wagon). Causes infinite collection of items if reaction is in workshop, as reagents are no longer on ground when brought to workshop. Untested in adventure mode; possibly more useful for adv. mode reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|POTASHABLE}} (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Alias for [CONTAINS_LYE].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRESERVE_REAGENT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
*Probability of success (%)&lt;br /&gt;
*Quantity&lt;br /&gt;
*Item token:subtype&lt;br /&gt;
*Material token:subtype&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Defines a thing that comes out of the reaction. GET_MATERIAL_FROM_REAGENT and GET_ITEM_DATA_FROM_REAGENT can be used to defer the choice of material and/or item to the appropriate tag in a given reagent's material - the former comes in place of the material token, the latter replaces both the item and material tokens. See above for detailed information on how the hooks work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_DIMENSION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Size&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Specifies the amount of the product for those items that use dimension. For items of type BAR, DRINK, GLOB, LIQUID_MISC, and POWDER_MISC, one item is dimension 150; one item of CLOTH or SHEET is dimension 10000; and one item of THREAD is dimension 15000. Has no effect on any other item types. Note: this is not the actual [[storage]] volume of the product, which is hard-coded by the item token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_PASTE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product is created in the SOLID_PASTE state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product is created in the SOLID_PRESSED state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_TO_CONTAINER}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Places the product in a container; reagent name must be the name of a reagent with the [PRESERVE_REAGENT] token and a container item type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_TOKEN}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Name&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Allows the product to be referred to by the given name, for the purpose of being passed down as argument in other tokens in the same fashion as reagent names.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|REACTION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Identifier&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Defines a new reaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|REACTION_CLASS}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* CLASS_ID (custom)&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Requires the reagent's material to have a matching [[Material definition token|REACTION_CLASS]] entry. Intended for reactions which accept a variety of materials but where the input material does not determine the output material, such as FLUX (for making pig iron and steel) and GYPSUM (for producing plaster powder).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|REAGENT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
* [[#quantity|Quantity]]&lt;br /&gt;
* [[Item token]]&lt;br /&gt;
* [[Material token]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Specifies a given reagent as an input for a reaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|SKILL}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[Skill token]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill used by the reaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|SKILL_IP}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Amount of skill given per product made. Default is 30. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|SKILL_ROLL_RANGE}}&lt;br /&gt;
|  style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Range&lt;br /&gt;
* Multiplier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Determines how [[skill]] level affects [[quality]] of the reaction product.  The skill roll is random(range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1). random(x) returns a number between 0 and x-1, so range is always 1 or more.  The default is 11. The default multiplier is 5. Higher skill rolls give better results.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|TRANSFER_ARTIFACT_STATUS}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Transfers artifact status from the reagent to the product.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|UNROTTEN}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must not be rotten, mainly for organic materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|USE_BODY_COMPONENT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must come off a creature's body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WEB_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be &amp;quot;undisturbed&amp;quot; - used with THREAD:NONE to gather webs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WORTHLESS_STONE_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is not made of an economic stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WOVEN_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must be a woven material, eg. plant cloth, silk, yarn. This ''excludes'' CLOTH or THREAD items.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
:''Main articles: [[Reaction examples]]''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Reaction]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dragonfire&amp;diff=310377</id>
		<title>Dragonfire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dragonfire&amp;diff=310377"/>
		<updated>2025-07-29T02:17:03Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Dragonfire v50.png|thumb|right|A dragon spewing forth dragonfire. Its blue/purple color makes it distinct from common fire.]]&lt;br /&gt;
&lt;br /&gt;
'''Dragonfire''' [[File:dragonfire_preview_anim.gif|20px|]] is a very powerful form of [[fire]] that is produced by [[dragon]]s. &lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
[[File:Dragon's Breath Spanning Z-Levels.png|thumb|The dragonfire seen here was aimed at a dwarf 1 z-level below, and can be seen affecting both that z-level and the z-level above.]]&lt;br /&gt;
Dragonfire forms a rough cone shape from the dragon's front, with a range of approximately 20 tiles and a spread of 10 tiles{{cite talk|v0.34 Talk:Fire#Dragonfire}} which can span through up to two [[z-level]]s, igniting anything flammable caught in the radius. It can be told apart from common fire by its vibrant blue/purple color, though any fires it causes from contact with flammable objects will be the regular red color of flame.&lt;br /&gt;
&lt;br /&gt;
Dragonfire can reach temperatures up to {{ct|50000}}. At that temperature, almost all materials should be destroyed. However, research has shown that dragonfire is quite particular about which objects it affects. When in a tile with dragonfire, organic materials will ignite, even including [[nether-cap]] [[wood]] with its fixed temperature. Non-flammable common [[stone]], [[glass]], and [[ceramic]] items will melt and boil away. Dragonfire is ineffective against [[water]], producing no [[steam]] or evaporation. [[Building]]s (but not [[construction]]s) are affected by dragonfire on their tile, making non-dragonfire-safe [[door]]s immune as long as they remain closed. Objects and buildings (and creatures) made out of [[slade]] are also immune to dragonfire, since the raws do not define a specific heat for slade, not that you can realistically build anything out of it in the first place.&lt;br /&gt;
&lt;br /&gt;
Objects ignited by dragonfire drop to and continue to burn at their standard combustion temperature. However, repeated blasts of dragonfire can sustain much higher combustion temperatures, sufficient even to eventually melt nearby [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
Dragonfire can be extremely dangerous due to its wide spread potentially causing expansive fires in patches of [[grass]] or [[cave moss]] that may consume and melt [[Dwarf|dwarves]] in moments. The rate at which a dragon can breathe dragonfire is also rather quick, allowing the beast to continuously spam the attack so long as it is in combat.&lt;br /&gt;
&lt;br /&gt;
Despite its powerfully destructive nature, dragonfire can be blocked by a simple [[shield]] better than 99% of the time, though this will do nothing to stop the surrounding flames from consuming the creature almost instantly if they are standing on flammable ground. Because of this, the best way to fight dragonfire is to confront the dragon while in non-flammable terrain such as stone; at this point, you just have to contend with the dragon, who may be a fierce opponent in its own right.&lt;br /&gt;
&lt;br /&gt;
Dragonfire is powerful enough to burn and kill [[creature]]s who are immune to conventional fire, like [[fire imp]]s or [[magma crab]]s. The only creatures immune to dragonfire are dragons themselves (to keep them from killing themselves with their own breath), [[cave dragon]]s, and certain [[Demon|deep monsters]].&lt;br /&gt;
&lt;br /&gt;
==Dragonfire-safe materials==&lt;br /&gt;
There are very few materials which can withstand the immense heat of dragonfire. Here is the full list:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Material&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Appearance&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | [[Melting point]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | [[Solid density]]&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | [[Specific heat]]&lt;br /&gt;
! width=&amp;quot;8%&amp;quot; | [[Value multiplier]]&lt;br /&gt;
! width=&amp;quot;34%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Metal&lt;br /&gt;
| [[Divine metal]]&lt;br /&gt;
| Varies&lt;br /&gt;
| None&lt;br /&gt;
| 1000&lt;br /&gt;
| 7500&lt;br /&gt;
| 300&lt;br /&gt;
| Found mostly in [[vault]]s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Leather&lt;br /&gt;
| [[Fire imp]] leather&lt;br /&gt;
| {{Raw Tile|ß|6:0:0}}&lt;br /&gt;
| None&lt;br /&gt;
| 500&lt;br /&gt;
| 420&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bone&lt;br /&gt;
| [[Fire imp]] bone&lt;br /&gt;
| {{Raw Tile|²|7:0:1}}&lt;br /&gt;
| None&lt;br /&gt;
| 500&lt;br /&gt;
| 1000&lt;br /&gt;
| 3&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Bone&lt;br /&gt;
| [[Dragon]] bone&lt;br /&gt;
| {{Raw Tile|²|7:0:1}}&lt;br /&gt;
| None&lt;br /&gt;
| 500&lt;br /&gt;
| 30000&lt;br /&gt;
| 15&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
{{Translation| dwarven = måmgoz-ziril | elvish = vutheni-inira | goblin = kusnath-zedan | human = tamun-usmok}}&lt;br /&gt;
*Dragonfire's temperature of {{ct|50000}} is the highest set temperature in the game. In comparison, it is hotter than the surface of the Sun, which is around {{ct|20000}}.&lt;br /&gt;
*Dragonfire is the highest temperature option that can be picked in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[Ru:Dragonfire]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sand&amp;diff=310164</id>
		<title>Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sand&amp;diff=310164"/>
		<updated>2025-07-03T21:17:21Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: added link to cave moss for overgrown sand tiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|11:07, 25 February 2023 (CST)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:white_sand_floor_preview.png|thumb|160px|right|White sand floor.]]'''Sand''' is one of the many specific types of [[soil]] that can be found in ''Dwarf Fortress''.  As all sand types are [[soil]]s, above ground [[farm plot]]s can be built on them without need for [[Irrigation|irrigation]].  Sand can also be used to make [[glass]] (see below).&lt;br /&gt;
&lt;br /&gt;
There are five different colors of sand – [[yellow sand]], [[white sand]], [[black sand]], [[red sand]], and [[sand (tan)|tan sand]] – but their only difference is their appearance on the ground, as there is no difference between them for purposes of [[Glass industry|glassmaking]]. Sand typically appears in [[desert]]s and along [[ocean]] beaches, but is often found in other [[biome]]s as well.&lt;br /&gt;
&lt;br /&gt;
Sandy clay, sandy clay loam, sandy loam, and loamy sand are '''not''' considered sand by the game, and thus cannot be used for glassmaking.&lt;br /&gt;
&lt;br /&gt;
When an underground [[tree]] grows on a muddy stone floor tile (after discovering a [[cavern]]) and is either trampled or cut down, the floor tile turns into a soil type appropriate to the [[biome]]. Although certain biomes lack soil layers altogether (such as [[mountain]]s and [[glacier]]s), their geology data still contains at least one soil type which may be a type of sand. In the case of mountains, however, the same type of soil can also be revealed on the surface by clearing away the initial layer of [[grass]] (which will not regrow once removed).&lt;br /&gt;
&lt;br /&gt;
Sand, unlike normal soil, is always depicted using the {{Tile|≈|6:0}} and {{Tile|~|6:0}} symbols and cannot be furrowed, thus causing unpaved sand [[road]]s to be covered in grass and vegetation much more quickly.&lt;br /&gt;
&lt;br /&gt;
[[Grass]] and [[Cave moss|cave moss]] can grow on sand, which causes the underlying sand to be temporarily unavailable for collection, giving the message &amp;quot;Urist McBagger cancels Collect Sand: Sand vanished&amp;quot; if the job is in progress, or &amp;quot;Urist McBagger cancels Collect Sand: Need valid, active sand collection zone&amp;quot; if the job is new. You can easily remove the grass ''and'' prevent it from growing back by building a paved [[road]] ({{menu icon|b|n|O}}) over the grass; the paved road will ''not'' prevent the sand from being collected.  You can also put a floor [[grate]] over a sand floor to prevent growth while allowing sand to be collected, but you must first remove the grass/sapling/shrub; you can do this by placing a dirt road over it.&lt;br /&gt;
&lt;br /&gt;
==Glass==&lt;br /&gt;
:''See also: [[Glass industry|Glass industry]]''&lt;br /&gt;
Sand is used in the production of [[glass|green and clear glass]] items at a [[glass furnace]] ([[glass|crystal glass]] requires rough [[rock crystal]] in its place). &lt;br /&gt;
&lt;br /&gt;
===Collecting Sand===&lt;br /&gt;
To collect sand, first locate some appropriate sand tiles, appearing as &amp;quot;[Color] Sand [Tile]&amp;quot; when you hover over a tile. Next, set a sand collection [[zone]] over or next to the sand tiles, by pressing {{menu icon|z}} and then designating the sand tiles as an activity zone (note that sand can be collected from adjacent sand walls, even diagonally). Then, you must build a [[glass furnace]] and activate the collect sand task. &lt;br /&gt;
&lt;br /&gt;
Each dwarf collecting sand will require a [[bag]], only one dwarf will collect sand per furnace, and no other tasks can be performed at the furnace while sand is being collected. Sand collection requires the &amp;quot;Item Hauling&amp;quot; [[labor]].  The bags of sand will not be taken to the glass furnace; they are left in the sand collection zone, until hauled or dumped or selected for a glass-making job.  Note that any sand tile holds an infinite amount of sand.&lt;br /&gt;
&lt;br /&gt;
Filled bags of sand are considered [[furniture]], and. as such, require the &amp;quot;Furniture Hauling&amp;quot; labor to move. Sand bags are stored in furniture [[stockpile]]s with &amp;quot;sand bags&amp;quot; enabled (located under &amp;quot;type&amp;quot;). Note: You must also allow all items under &amp;quot;Core Quality&amp;quot; and &amp;quot;Total Quality&amp;quot; unless you want them to only store certain quality type bags in your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Collected sand is listed under [[powder]] on the [[stocks]] menu.  However, if you attempt to dump the sand from this section, the dwarves will dump it from the bags{{bug|3220}} and drop it in useless piles on the floor (as if it were a [[contaminant]]) - this will also happen if you attempt to use {{menu icon|i}} to mass designate sand bags for dumping. Going to the stocks screen and removing the dump order on the sand itself will make the dwarves dump the bags and not the contents, but this must be done before any dwarf can start a sand-dumping job.&lt;br /&gt;
&lt;br /&gt;
To get bags to fill with sand for your fortress, create a [[leather]] bag at a [[leather works]] or a [[cloth]] bag at a [[clothier's shop]], or buy the bags from a caravan. To have sand bags stored near your glass furnace, create a furniture [[stockpile]] with only &amp;quot;sand bags&amp;quot; enabled but with all materials and quality levels still permitted. It may be useful to construct several glass furnaces so that you can have several &amp;quot;collect sand&amp;quot; jobs queued on them at the same time, which helps ensure that you have enough filled sand bags on hand to keep your glassmaker(s) supplied.  To create a reoccurring work order filling sand bags you have to manually set a condition.  That condition should have the type set to &amp;quot;items&amp;quot; and the adj set to &amp;quot;sand-bearing&amp;quot; so that it reads &amp;quot;sand-bearing items&amp;quot;.  Set the other conditions as normal.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
Not all embark locations have sand available. While this may prevent the establishment of a full glass industry, it does not outright prevent the making of glass at all - individual bags of sand may be purchased during [[embark]] for 1 point apiece (with a free [[bag]] included), and caravans will frequently bring several bags of sand with them each year (plus more, if requested from the [[liaison]]). Additionally, while it is rare, some caverns may contain sand in small amounts.&lt;br /&gt;
&lt;br /&gt;
It is wise to always keep several bags of sand on hand, in order to deal with [[strange mood]]s requiring glass. &lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = cuggán&lt;br /&gt;
| elvish  = polefa&lt;br /&gt;
| goblin  = anga&lt;br /&gt;
| human   = zar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference:Star Wars franchise: &amp;quot;Episode II: Attack of the Clones&amp;quot; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some dwarves don't like sand because it is coarse and rough and irritating and it gets everywhere.&lt;br /&gt;
[[File:Namib Desert, Namibia (Unsplash).jpg|thumb|290px|center|Hills of pre-glass.]]&lt;br /&gt;
{{materials}}&lt;br /&gt;
{{soil}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Sand]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Graphics&amp;diff=308601</id>
		<title>Graphics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Graphics&amp;diff=308601"/>
		<updated>2025-03-15T20:59:28Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Basic Graphics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}{{av}}&lt;br /&gt;
[[File:graphics_v50_preview.png|209px|right]]&lt;br /&gt;
:{{for/see|a list of all Premium graphics tokens and basic usage|[[Graphics token]]}}&lt;br /&gt;
:{{for/see|a repository of all Classic tilesets used in DF|[[Tileset repository]]}}&lt;br /&gt;
:{{for/see|details on creating Classic tilesets|[[Tileset repository]]}}&lt;br /&gt;
&lt;br /&gt;
The '''graphics''' system in v50 is [https://github.com/Putnam3145/Dwarf-Fortress--libgraphics-- open-source]. It is a custom solution which appears to involve compositing graphics sets directly in C++ before texmapping them to SDL. This blitting approach is software rendered and so largely doesn't use hardware acceleration on graphics cards. This system means that despite graphics sets supporting rudimentary animation, there is no traditional sprite mapping, which places extensive limits on the types of graphics that are possible.  While the number of user editable graphics sets has increased significantly in v50, many game elements are still hard coded graphics sets, or using a tileset over the older style graphics from classic DF.&lt;br /&gt;
&lt;br /&gt;
= Premium Graphics =&lt;br /&gt;
:{{for/see|a list of all Premium graphics tokens and basic usage|[[Graphics token]]}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; object defines the use of various tile-based graphics in the game. As of version 50.01, graphics [[token]]s have been greatly expanded to accommodate the release of the Steam &amp;amp; Itch premium version. This section is a basic description of how to define various types of graphics.&lt;br /&gt;
&lt;br /&gt;
Making custom graphics requires multiple interacting files to function:&lt;br /&gt;
# An 8bit RGBA (sometimes called 32bit) &amp;quot;imagename.png&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# A &amp;quot;tile_page_name.txt&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# A &amp;quot;graphics_type_name.txt&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics&amp;lt;/code&amp;gt; folder&lt;br /&gt;
&lt;br /&gt;
Mods can reuse any graphics loaded ahead of them (including vanilla) by using the same tile page token.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tile Page ==&lt;br /&gt;
Tile pages link image files to a tile page token so they can be referenced by the graphics file. Just like all other [[Raw file]]s, Tile Pages must be defined from within a properly named &amp;quot;tile_page_&amp;lt;name&amp;gt;.txt&amp;quot; file and follow:&lt;br /&gt;
&lt;br /&gt;
 tile_page_&amp;lt;name&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:TILE_PAGE]&lt;br /&gt;
&lt;br /&gt;
After the object type is defined as above, any number of tile pages can be defined according to the format below.&lt;br /&gt;
&lt;br /&gt;
   [TILE_PAGE:&amp;lt;tile page identifier&amp;gt;]&lt;br /&gt;
      [FILE:images/imagename.png]&lt;br /&gt;
      [TILE_DIM:&amp;lt;tile x dim&amp;gt;:&amp;lt;tile y dim&amp;gt;]&lt;br /&gt;
      [PAGE_DIM_PIXELS:&amp;lt;page x dim&amp;gt;:&amp;lt;page y dim&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''tile page identifier'': The Internal ID being created for the image.&lt;br /&gt;
* ''imagename.png'': The file name of the 8bit RGBA (sometimes called 32bit) in the &amp;lt;code&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder of the mod.&lt;br /&gt;
* ''tile x dim'': The width of each tile in pixels (usually 32).&lt;br /&gt;
* ''tile y dim'': The height of each tile in pixels (usually 32).&lt;br /&gt;
* ''page x dim'': The width of the image file in pixels.&lt;br /&gt;
* ''page y dim'': The height of the image file in pixels.&lt;br /&gt;
&lt;br /&gt;
Known issues:&lt;br /&gt;
* Currently it is only recommended to use &amp;lt;code&amp;gt;[TILE_DIM:32:32]&amp;lt;/code&amp;gt;, as the game will resize other resolutions into a 32x32 tile. Depending on your zoom and interpolation settings, rescaled tiles can be subject to [Wikipedia:Artifact (error)|artefacting]].&lt;br /&gt;
* It is important that the &amp;lt;code&amp;gt;[PAGE_DIM_PIXELS:&amp;lt;x dim&amp;gt;:&amp;lt;y dim&amp;gt;]&amp;lt;/code&amp;gt; matches the size of the referenced image exactly - as the game will stretch tile pages with a dimension larger than the actual image by inserting blank lines, and a tile page smaller than the image will cause a crash to desktop.&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
{{for/see|a list of all known creature graphics tokens|[[Graphics token#Creature Graphics]]}}.&lt;br /&gt;
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered).  All graphics files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; token that tells the game that the file contains graphics definitions.&lt;br /&gt;
&lt;br /&gt;
=== Basic Graphics ===&lt;br /&gt;
[[File:Graphics_template_xy_positions.png|thumb|320px|right|An example of how X and Y positions are read, starting from the top left.]]&lt;br /&gt;
The most basic form of creature graphics is a single tile, defined below:&lt;br /&gt;
 [CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[Graphics_token#Basic_Conditions|condition]]'': The condition the creature needs to be in for this image to be displayed. Use &amp;lt;code&amp;gt;DEFAULT&amp;lt;/code&amp;gt; for generic graphics.&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left→right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top→bottom).&lt;br /&gt;
* ''color type'': (optional) Uncertain function, frequently replaced with &amp;lt;code&amp;gt;AS_IS&amp;lt;/code&amp;gt; in vanilla [[Raw|RAW]]s. ColorTypeEnum{{cite|DF language server|https://gitlab.com/df-modding-tools/df-raw-language-server/-/blob/dev/df_ls_structure/src/objects/graphics.rs}}&lt;br /&gt;
* ''[[Graphics_token#Basic_Conditions|secondary condition]]'': (optional) An additional condition that must be satisfied for the image to be displayed.&lt;br /&gt;
&lt;br /&gt;
When the condition {{token|DEFAULT|g}} is used, this graphic will be displayed for the creature in all conditions unless additional, more specific conditions are also defined.&lt;br /&gt;
&lt;br /&gt;
:'''Basic Conditions'''&lt;br /&gt;
Different graphics can be defined for the same creature based on some properties about it. Below is a list of the most common creature conditions tokens. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{token|DEFAULT|g}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CHILD|g}} || Yes || Will only be displayed if the creature is a {{token|CHILD|c}} or {{token|BABY|c}} and is younger than one of those ages.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|ANIMATED|g}} || Yes || Displayed if the creature is raised from the dead, although it is not known how this is decided. Raised status is not related to having a syndrome with the class from {{token|CONDITION_SYN_CLASS|g}} or from having {{token|NOT_LIVING|c}}/{{token|OPPOSED_TO_LIFE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CORPSE|g}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|LIST_ICON|g}} || Yes || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CDI_LIST_ICON|g}} || Yes || Displayed in interaction menus in Adventure Mode, overrides LIST_ICON when specified in a creature [[Creature token#CAN_DO_INTERACTION|CAN_DO_INTERACTION]] using [[Interaction token#TOKEN|CDI:TOKEN]]:''token_name''.  Accepts referenced ''token_name'' before standard secondaries{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Caste Graphics ===&lt;br /&gt;
Creature caste graphics allow a simple alternative to [[#Layered Graphics|Layered Graphics]] to represent males and females (or other castes) of a creature with different images.&lt;br /&gt;
 [CREATURE_CASTE_GRAPHICS:&amp;lt;creature id&amp;gt;:&amp;lt;caste id&amp;gt;]&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''caste id'': The [[Caste|Caste ID]] of the caste whose graphics are being defined.&lt;br /&gt;
* All other parameters are identical to [[#Basic Graphics|basic graphics]].&lt;br /&gt;
&lt;br /&gt;
=== Large Graphics ===&lt;br /&gt;
[[File:Graphics_template_large_3x2.png|right|thumb|A 3x2 large image is rendered in the top center, with the central tile in red.]]&lt;br /&gt;
[[File:Graphics_template_large_2x1.png|right|thumb|A 2x1 large image is left-justified.]]&lt;br /&gt;
The only difference between graphics for large creatures and small creatures is the addition of &amp;lt;code&amp;gt;LARGE_IMAGE&amp;lt;/code&amp;gt; and additional coordinates to the line below:&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:LARGE_IMAGE:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''LARGE_IMAGE'': This tag allows a rectangular image with multiple tiles to be defined by its upper left and lower right tiles. Valid for 1x1 - 3x2 tiles.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': The x position of the lower right tile.&lt;br /&gt;
* ''y2'': The y position of the lower right tile.&lt;br /&gt;
* All other parameters are identical to [[#Basic Graphics|basic graphics]].&lt;br /&gt;
&lt;br /&gt;
Large images and small images can be used within the same &amp;lt;code&amp;gt;CREATURE_GRAPHICS&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;CREATURE_CASTE_GRAPHICS&amp;lt;/code&amp;gt; definition, and in fact it is often useful to include a single tile image to act as a {{token|LIST_ICON|g}} for menus.&lt;br /&gt;
&lt;br /&gt;
=== Statue Graphics ===&lt;br /&gt;
[[File:Graphics_template_statues.png|right|thumb]]&lt;br /&gt;
Statue graphics are the generic images placed on top of a pedestal whenever a creature is the primary subject of a statue. The image is implied to occupy multiple tiles, and all examples in vanilla are 1x2 vertical rectangles. Statue graphics are defined as below:&lt;br /&gt;
 [STATUE_CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
        [DEFAULT:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
 [STATUE_CREATURE_CASTE_GRAPHICS:&amp;lt;creature id&amp;gt;:&amp;lt;caste id&amp;gt;]&lt;br /&gt;
        [DEFAULT:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] the graphics represent.&lt;br /&gt;
* ''caste id'': The [[Caste|Caste ID]] of the caste whose graphics are being defined.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': The x position of the lower right tile.&lt;br /&gt;
* ''y2'': The y position of the lower right tile.&lt;br /&gt;
&lt;br /&gt;
Statue graphics will be automatically recolored based on how their [[Color#Color tokens|Color]] would appear in the default [[Graphics token#Palettes|palette]], like an item. The image (right) is an example of how a graphic would be aligned within the 1x2 grid. Vanilla statues customarily place the bottom row of pixels on the white line, with the gold box delineating where a 32px tall (exactly) sprite would fit.&lt;br /&gt;
&lt;br /&gt;
=== Layered Graphics ===&lt;br /&gt;
Layered graphics are a method for displaying overlapping body parts, equipment, clothing, professions, hairstyles.. etc. They allow much more freedom in conditions than normal [[#Basic Graphics|basic graphics]], and they allow combinations of many graphical variations within the same creature to give your graphics more personality and display more information about the individuals. All layered graphics started as shown below:&lt;br /&gt;
 [CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
 	[LAYER_SET:&amp;lt;condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.&lt;br /&gt;
* ''[[Graphics_token#LAYER_SET|condition]]'': The condition the creature needs to be in for this set of layers to be displayed.&lt;br /&gt;
&lt;br /&gt;
Once you start defining a Layer Set, you can begin adding individual layers from the bottom up to create your final image. For example, if you want to draw a helmet being worn on a head, you would define the head layer first, then define the helmet layer. Layers are defined according to this format:&lt;br /&gt;
&lt;br /&gt;
 [LAYER:&amp;lt;layer name&amp;gt;:&amp;lt;tile page id&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;]&lt;br /&gt;
 	[&amp;lt;layer condition(s)&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''layer name'': The internal name of the layer. Does not need to be unique. No known function at this time, but using a descriptive label is recommended. &lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left→right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top→bottom).&lt;br /&gt;
* ''[[#Large Graphics|LARGE_IMAGE]]:x1:y1:x2:y2'': (optional) Allows a multiple tile image to be displayed. Replaces &amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;.&lt;br /&gt;
* ''color type'': (optional) Uncertain function, frequently replaced with &amp;lt;code&amp;gt;AS_IS&amp;lt;/code&amp;gt; in vanilla [[Raw|RAW]]s. ColorTypeEnum{{cite|DF language server|https://gitlab.com/df-modding-tools/df-raw-language-server/-/blob/dev/df_ls_structure/src/objects/graphics.rs}}&lt;br /&gt;
* ''[[Graphics_token#Layered_Conditions|layer condition(s)]]'': One or more conditional tokens that define under what conditions the layer is displayed and how it interacts with other layers.&lt;br /&gt;
&lt;br /&gt;
====Portraits====&lt;br /&gt;
&lt;br /&gt;
96x96 portraits{{version|50.13}} are shown in [[Adventure mode]] and when viewing a creature's sheet. They use the same tokens as layered graphics to display a more detailed view of a creature.&lt;br /&gt;
&lt;br /&gt;
A single-layer portrait can be added to a [CREATURE_GRAPHICS] entry with this format:&lt;br /&gt;
&lt;br /&gt;
  [LAYER_SET:PORTRAIT]&lt;br /&gt;
     [LAYER_GROUP]&lt;br /&gt;
     [LAYER:MAIN:&amp;lt;tile page id&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;]&lt;br /&gt;
     [END_LAYER_GROUP]&lt;br /&gt;
&lt;br /&gt;
See above for the explanation of each argument.&lt;br /&gt;
&lt;br /&gt;
=== Procedural Creature Graphics ===&lt;br /&gt;
Procedural graphics define layered graphics based on which body parts are present in each [[Creature token#GENERATED|procedurally-generated]] forgotten beast, titan, or otherwise.&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS_RECTANGLE:&amp;lt;tile page id&amp;gt;:&amp;lt;x&amp;gt;:&amp;lt;y&amp;gt;:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;:&amp;lt;PCG layering token&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': Internal ID of the image defined in Tile Page.&lt;br /&gt;
* ''x'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''width'': How many tiles right the graphic spans. Usually this is 3.&lt;br /&gt;
* ''height'': How many tiles down the graphic spans. Usually this is 2.&lt;br /&gt;
* ''[[Creature token#PCG_LAYERING|PCG layering token]]'': The internal ID of a [[procedural graphics layer]], representing generated forgotten beast body types and body parts.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;TILE_GRAPHICS_RECTANGLE&amp;lt;/code&amp;gt; token displays a large image with the upper left corner being defined by &amp;lt;x&amp;gt;, &amp;lt;y&amp;gt; and the size defined by &amp;lt;width&amp;gt;, &amp;lt;height&amp;gt;. The PCG layering token is a conditional token that causes the graphics for each layer to be displayed only when the forgotten beast has that particular body type or part.&lt;br /&gt;
&lt;br /&gt;
Humanoid [[experiment]]s use &amp;lt;code&amp;gt;TILE_GRAPHICS&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;TILE_GRAPHICS_RECTANGLE&amp;lt;/code&amp;gt;, which omits the &amp;lt;width&amp;gt; and &amp;lt;height&amp;gt; parameters.&lt;br /&gt;
&lt;br /&gt;
The {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} token allows a creature to use the generation system for a given [[Graphics token#Basic creature sprite types|sprite type]] (which can be caste-specific), and each {{token|PCG_LAYERING|c}} entry will add that part to the assembled sprite.&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out.&lt;br /&gt;
&lt;br /&gt;
== Workshop Graphics ==&lt;br /&gt;
Workshop graphics are displayed during each stage of construction and when it is completed. There are two layers, the base layer and an OVERLAY layer. The base layer shows the floor, tables, chairs and other basic features. The overlay shows various decorations that give the workshop its unique appearance.&lt;br /&gt;
&lt;br /&gt;
base layer:&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;graphic tile x position&amp;gt;:&amp;lt;graphic tile y position&amp;gt;:WORKSHOP_CUSTOM:&amp;lt;workshop id&amp;gt;:&amp;lt;building stage&amp;gt;:&amp;lt;workshop tile x position&amp;gt;:&amp;lt;workshop tile y position&amp;gt;]&lt;br /&gt;
overlay layer:&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;graphic tile x position&amp;gt;:&amp;lt;graphic tile y position&amp;gt;:WORKSHOP_CUSTOM_OVERLAY:&amp;lt;workshop id&amp;gt;:&amp;lt;building stage&amp;gt;:&amp;lt;workshop tile x position&amp;gt;:&amp;lt;workshop tile y position&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''graphic tile x position'': The x position of the graphic in tiles counting from 0 (left→right).&lt;br /&gt;
* ''graphic tile y position'': The y position of the graphic in tiles counting from 0 (top→bottom).&lt;br /&gt;
* ''WORKSHOP_CUSTOM'' and ''WORKSHOP_CUSTOM_OVERLAY'': These tokens define the graphics as belonging to a custom workshop. These tokens do not exist in vanilla workshops except for the Soap maker and Screw press, which are used as examples for custom workshops.&lt;br /&gt;
* ''workshop id'': The ID of the workshop defined in its raws.&lt;br /&gt;
* ''building stage'': What building stage this graphic is displayed during.&lt;br /&gt;
* ''workshop tile x position'': The x position of the workshop tile where the graphic is displayed counting from 0 (left→right).&lt;br /&gt;
* ''workshop tile y position'': The y position of the workshop tile where the graphic is displayed counting from 0(top→bottom).&lt;br /&gt;
&lt;br /&gt;
Note that an extra Y row is defined above the workshop. This allows for graphics that extend into the tile above the workshop.&lt;br /&gt;
&lt;br /&gt;
Also note that currently custom furnaces do not properly work with premium graphics. The WORKSHOP_CUSTOM and WORKSHOP_CUSTOM_OVERLAY tokens ONLY work with custom workshops. If used with a custom furnace they give an error and the graphics will not appear in game. Custom furnaces can still be made to use graphics if they are defined as workshops in their raws. &lt;br /&gt;
&lt;br /&gt;
These values can be validated by checking the RAW vanilla file &amp;lt;code&amp;gt;[DF Installion]\data\vanilla\vanilla_buildings_graphics\graphics\graphics_workshops.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics come in two variations:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;graphic id&amp;gt;]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;graphic id&amp;gt;:&amp;lt;variation {1 - 5}&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left→right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top→bottom).&lt;br /&gt;
* ''graphic id'': The [[Graphics_token#World_Map_Graphics|Graphic Token]] of the world map tile the graphics represent.&lt;br /&gt;
* ''variation {1 - 5}'': For Graphic IDs that allow variants.&lt;br /&gt;
&lt;br /&gt;
These values can be validated by checking the RAW vanilla file &amp;lt;code&amp;gt;[DF Installion]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Palettes ==&lt;br /&gt;
[[File:palettes_v50.png|right]]&lt;br /&gt;
&lt;br /&gt;
[[Palette]]s are used by [[graphics]] to render colorized objects. This is usually based on [[Material definition token#STATE_COLOR|material colors]], though arbitrary palettes{{version|50.13}} can be created and applied with {{token|USE_PALETTE|g}}.&lt;br /&gt;
&lt;br /&gt;
    [PALETTE:&amp;lt;palette identifier&amp;gt;]&lt;br /&gt;
        [FILE:images/imagename.png]&lt;br /&gt;
        [PALETTE_DEFAULT:&amp;lt;row&amp;gt;] this is the one used in the images themselves&lt;br /&gt;
        [PALETTE_COLOR:&amp;lt;color&amp;gt;:&amp;lt;row&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''name'': The Internal ID being created for the image. DEFAULT is used by most objects and requires a PALETTE_COLOR entry for each [[Descriptor color token|raw-defined color]] that exists.&lt;br /&gt;
* ''imagename.png'': The file name of the 8bit RGBA (sometimes called 32bit) in the &amp;lt;code&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder of the mod.&lt;br /&gt;
* ''row'': The y position of the graphic to be displayed in pixels counting from 0 (top→bottom). It is customary to place the default palette at 0.&lt;br /&gt;
* ''color'': A [[Color#Color tokens|color]] token.&lt;br /&gt;
&lt;br /&gt;
Each row of the vanilla palettes.png file is a palette. The PALETTE_DEFAULT row is the row of colors (aka palette) used to in the internal graphics (which are loaded by a tile page) and get replaced by the colors of one of the other rows as specified in the palette_default.txt file. It isn't shown in-game, but the exact RGB values are replaced by the row specified by &amp;lt;code&amp;gt;[PALETTE_COLOR]&amp;lt;/code&amp;gt; or {{token|USE_PALETTE|g}}. Each palette supports up to 18 colors.&lt;br /&gt;
&lt;br /&gt;
Below is a set of color ramps used for vanilla graphics. The colors in the '''Metal''' and '''Wood''' columns will be replaced by the palette corresponding to the object's [[Material definition token#STATE_COLOR|material color]], and all other colors are off-palette and will not be colorized. '''Fake Metal''' is used for metallic details on non-metal objects, like the gray trim of a wooden buckler, and other ramps are used for workshop overlays. '''Handle''' is used throughout the game to represent brown materials, and wooden weapons are an example of how to convert it into the main palette.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PALETTE_DEFAULT source colors'''&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 0px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Metal'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #ffffff&amp;quot;&lt;br /&gt;
| #FFFFFF&lt;br /&gt;
|- style=&amp;quot;color: black; background: #C7C4B4&amp;quot;&lt;br /&gt;
| #C7C4B4&lt;br /&gt;
|- style=&amp;quot;color: black; background: #A5A6A5&amp;quot;&lt;br /&gt;
| #A5A6A5&lt;br /&gt;
|- style=&amp;quot;color: black; background: #8A9091&amp;quot;&lt;br /&gt;
| #8A9091&lt;br /&gt;
|- style=&amp;quot;color: white; background: #6B7076&amp;quot;&lt;br /&gt;
| #6B7076&lt;br /&gt;
|- style=&amp;quot;color: white; background: #5A5E65&amp;quot;&lt;br /&gt;
| #5A5E65&lt;br /&gt;
|- style=&amp;quot;color: white; background: #494C54&amp;quot;&lt;br /&gt;
| #494C54&lt;br /&gt;
|- style=&amp;quot;color: white; background: #3C3E46&amp;quot;&lt;br /&gt;
| #3C3E46&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2F3038&amp;quot;&lt;br /&gt;
| #2F3038&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Wood'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #D7D3D2&amp;quot;&lt;br /&gt;
| #D7D3D2&lt;br /&gt;
|- style=&amp;quot;color: black; background: #B3A59E&amp;quot;&lt;br /&gt;
| #B3A59E&lt;br /&gt;
|- style=&amp;quot;color: black; background: #94877E&amp;quot;&lt;br /&gt;
| #94877E&lt;br /&gt;
|- style=&amp;quot;color: black; background: #746A63&amp;quot;&lt;br /&gt;
| #746A63&lt;br /&gt;
|- style=&amp;quot;color: white; background: #605852&amp;quot;&lt;br /&gt;
| #605852&lt;br /&gt;
|- style=&amp;quot;color: white; background: #564F49&amp;quot;&lt;br /&gt;
| #564F49&lt;br /&gt;
|- style=&amp;quot;color: white; background: #4E4743&amp;quot;&lt;br /&gt;
| #4E4743&lt;br /&gt;
|- style=&amp;quot;color: white; background: #463E3D&amp;quot;&lt;br /&gt;
| #463E3D&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2F3038&amp;quot;&lt;br /&gt;
| #2F3038&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Off-palette color ramps'''&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Fake Metal'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #FFFEFF&amp;quot;&lt;br /&gt;
| #FFFEFF&lt;br /&gt;
|- style=&amp;quot;color: black; background: #CECAB9&amp;quot;&lt;br /&gt;
| #CECAB9&lt;br /&gt;
|- style=&amp;quot;color: black; background: #A9AAA9&amp;quot;&lt;br /&gt;
| #A9AAA9&lt;br /&gt;
|- style=&amp;quot;color: black; background: #8B9293&amp;quot;&lt;br /&gt;
| #8B9293&lt;br /&gt;
|- style=&amp;quot;color: white; background: #696F75&amp;quot;&lt;br /&gt;
| #696F75&lt;br /&gt;
|- style=&amp;quot;color: white; background: #565B62&amp;quot;&lt;br /&gt;
| #565B62&lt;br /&gt;
|- style=&amp;quot;color: white; background: #464951&amp;quot;&lt;br /&gt;
| #464951&lt;br /&gt;
|- style=&amp;quot;color: white; background: #3F434C&amp;quot;&lt;br /&gt;
| #3F434C&lt;br /&gt;
|- style=&amp;quot;color: white; background: #393B44&amp;quot;&lt;br /&gt;
| #393B44&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 0px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Fake Wood'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #D8B796&amp;quot;&lt;br /&gt;
| #D8B796&lt;br /&gt;
|- style=&amp;quot;color: black; background: #B7926C&amp;quot;&lt;br /&gt;
| #B7926C&lt;br /&gt;
|- style=&amp;quot;color: black; background: #A57D5E&amp;quot;&lt;br /&gt;
| #A57D5E&lt;br /&gt;
|- style=&amp;quot;color: black; background: #936850&amp;quot;&lt;br /&gt;
| #936850&lt;br /&gt;
|- style=&amp;quot;color: white; background: #815E50&amp;quot;&lt;br /&gt;
| #815E50&lt;br /&gt;
|- style=&amp;quot;color: white; background: #6F5450&amp;quot;&lt;br /&gt;
| #6F5450&lt;br /&gt;
|- style=&amp;quot;color: white; background: #5B4749&amp;quot;&lt;br /&gt;
| #5B4749&lt;br /&gt;
|- style=&amp;quot;color: white; background: #473941&amp;quot;&lt;br /&gt;
| #473941&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2F3038&amp;quot;&lt;br /&gt;
| #2F3038&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 0px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Handle'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #E1CEAF&amp;quot;&lt;br /&gt;
| #E1CEAF&lt;br /&gt;
|- style=&amp;quot;color: black; background: #CDAC85&amp;quot;&lt;br /&gt;
| #CDAC85&lt;br /&gt;
|- style=&amp;quot;color: black; background: #B98B5B&amp;quot;&lt;br /&gt;
| #B98B5B&lt;br /&gt;
|- style=&amp;quot;color: black; background: #9E674A&amp;quot;&lt;br /&gt;
| #9E674A&lt;br /&gt;
|- style=&amp;quot;color: white; background: #775653&amp;quot;&lt;br /&gt;
| #775653&lt;br /&gt;
|- style=&amp;quot;color: white; background: #60474B&amp;quot;&lt;br /&gt;
| #60474B&lt;br /&gt;
|- style=&amp;quot;color: black; background: white&amp;quot;&lt;br /&gt;
| n/a&lt;br /&gt;
|- style=&amp;quot;color: white; background: #483743&amp;quot;&lt;br /&gt;
| #483743&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2E2A38&amp;quot;&lt;br /&gt;
| #2E2A38&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 0px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Still'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #E5B076&amp;quot;&lt;br /&gt;
| #E5B076&lt;br /&gt;
|- style=&amp;quot;color: black; background: #D1894A&amp;quot;&lt;br /&gt;
| #D1894A&lt;br /&gt;
|- style=&amp;quot;color: black; background: #BF703C&amp;quot;&lt;br /&gt;
| #BF703C&lt;br /&gt;
|- style=&amp;quot;color: black; background: #A35D3A&amp;quot;&lt;br /&gt;
| #A35D3A&lt;br /&gt;
|- style=&amp;quot;color: white; background: #85534B&amp;quot;&lt;br /&gt;
| #85534B&lt;br /&gt;
|- style=&amp;quot;color: white; background: #644249&amp;quot;&lt;br /&gt;
| #644249&lt;br /&gt;
|- style=&amp;quot;color: white; background: #4B4047&amp;quot;&lt;br /&gt;
| #4B4047&lt;br /&gt;
|- style=&amp;quot;color: white; background: #293945&amp;quot;&lt;br /&gt;
| #293945&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2F3038&amp;quot;&lt;br /&gt;
| #2F3038&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Classic Graphics =&lt;br /&gt;
{{old}}&lt;br /&gt;
:{{for/see|a list of all tile characters used in DF|[[Tilesets]]}}&lt;br /&gt;
:{{for/see|a chart with the default ASCII characters|[[Main:Character table|Character table]]}}&lt;br /&gt;
:{{for/see|user-created creature tilesets|[[Main:Tileset repository|Tileset repository]]}}&lt;br /&gt;
:{{for/see|information about Graphic sets|[[Graphic set|Graphic set]]}}&lt;br /&gt;
:{{for/see|information on how tilesets get colored|[[color]]}}&lt;br /&gt;
=== General Information ===&lt;br /&gt;
Although commonly referred to as text or &amp;quot;ASCII&amp;quot;-graphics, classic DF uses a bitmap [[tilesets|tileset]]* with characters from the [[Main:Character table|IBM Code Page 437]], displayed with a foreground and background color picked from 16 predefined [[Color scheme|colors]]. Text files (and often hardcoded values) define the tile, and colors of all objects.&lt;br /&gt;
Both color scheme and tileset can be changed (see below), and definitions that are in text files can be modified. In addition, interface text can be displayed with a TrueType font and [[creatures]] (which normally are displayed as [[tilesets#list of creatures...|letters]]) can be assigned to separate tilesets called [[graphic set]]s. The main tileset is sometimes called &amp;quot;character tileset&amp;quot;, while the graphic sets are also referred to as &amp;quot;object tilesets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*except when using [[Technical_tricks#Video_Card_Options|PRINT_MODE:TEXT]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tileset ====&lt;br /&gt;
{{Main|Tilesets}}&lt;br /&gt;
The main tileset (also called 'character set' or just 'tileset') is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:character table|IBM Code Page 437]], which are used to display all objects, creatures, and UI elements in game. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. Creatures are displayed as [[Tilesets#Main_creature_tiles|colored letters]] (a white 'B' is a [[polar bear]], a brown 'd' a [[dog]], and a grey 'c' is a [[cat]]).&lt;br /&gt;
&lt;br /&gt;
As the tileset is limited to only 256 tiles, some objects share the same tile. Most notably, even with upper and lower case letters and 16 colors, a lot of creatures still look identical (goblin, goat, various gibbons, gremlin, goose, etc.). The tile for bins, up/down stairs and the cursor are the same; bags use the same tile as the symbol for &amp;quot;male&amp;quot;; and the &amp;quot;female&amp;quot; symbol shares a graphic with amulets. Roads and large rivers on the world map, minecart tracks and walls all share the same tiles as well.&lt;br /&gt;
&lt;br /&gt;
Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded.&lt;br /&gt;
&lt;br /&gt;
That also can be used to categorize custom tilesets: Those that are made for and come bundled with modified raws/init files, and those that are made for and work with the default raws. Usually, the latter are more symbolic, or 'ASCII-like', while the former are often more pictographic, detailed or &amp;quot;pixel-arty&amp;quot;. These sometimes are also bundled with their own creature graphics.&lt;br /&gt;
Tilesets that are made for default raws have the advantage that you can use them immediately without any work for any new version that is released. With modified raws, you need to manually edit the new raws again, or wait for the maintainer to do that.&lt;br /&gt;
&lt;br /&gt;
==== Graphic set ====&lt;br /&gt;
{{Main|Graphic set}}&lt;br /&gt;
Graphic sets are additional tilesets used to give objects different graphics. As opposed to the main tileset, any number of tiles can be arranged in any grid configuration. Currently, DF only supports graphic sets for creatures. Every graphic set needs a corresponding text file that assigns a tile to a creature.&lt;br /&gt;
&lt;br /&gt;
==== Color ====&lt;br /&gt;
{{Main|Color}}&lt;br /&gt;
In general, a tileset has white tiles with a transparent background. White pixels show the foreground color, transparent pixels (magenta pixels for .bmp) the background color. Black pixels remain black. Shades of grey, partial transparency and even colored tiles can be used for various effects. Additionally, creature graphics can be set to be displayed in the colors they're drawn in.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the game selects from 16 colors (the [[color scheme]]) to decide the color: which of the 16 colors the game uses depends on the [[Color#Color_values|color value]] or [[Color#Color_tokens|color token]] of the material/item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{further information|Mod|Tilesets|Graphic set|Color scheme}}&lt;br /&gt;
====Repositories====&lt;br /&gt;
Users of the Steam version can subscribe to mods on Steam Workshop. The wiki has repositories for [[Main:Tileset_repository|tilesets]], [[Graphics_set_repository|graphic sets]], and [[color scheme]]s. You will find more in the [http://www.bay12forums.com/smf/index.php?board=28.0 bay 12 graphics subforum] and on [http://dffd.wimbli.com/ DFFD]. Some graphic sets and tilesets are additionally maintained on [https://github.com/DFgraphics github].&lt;br /&gt;
Often, tileset creators offer preinstalled downloads or folders you just have to drop into your DF folder and overwrite files when prompted. They usually come with installation instructions either in a readme file or in their respective forum thread. In addition, there are various [[Utilities#Launchers|launcher]] applications that let you install and change graphics automatically.&lt;br /&gt;
&lt;br /&gt;
For manual installation of the various components, see here:&lt;br /&gt;
&lt;br /&gt;
====Tileset====&lt;br /&gt;
Put the tileset you want to use into the data/art/ folder. Open up [[init.txt]] (in data/init/) with a text editor and change the entries FONT, FULLFONT, GRAPHICS_FONT, and GRAPHICS_FULLFONT to the filename of your new tileset.&lt;br /&gt;
&lt;br /&gt;
====Creature Graphics====&lt;br /&gt;
Put the graphic set ''into a subfolder'' in raw/graphics and the corresponding text file directly in raw/graphics. If you have an active save you will have to put them into the raw folder of your save as well (data/save/&amp;lt;your region&amp;gt;/raw/graphics). Finally, set GRAPHICS to YES in data/init/[[init.txt]]&lt;br /&gt;
&lt;br /&gt;
====Color Scheme====&lt;br /&gt;
Replace colors.txt in data/init with your new colors.&lt;br /&gt;
&lt;br /&gt;
===True Type Font===&lt;br /&gt;
Replace font.ttf in data/art with your new font.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Graphics&amp;diff=308600</id>
		<title>Graphics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Graphics&amp;diff=308600"/>
		<updated>2025-03-15T20:57:04Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Basic Graphics */ added links to CAN_DO_INTERACTION and CDI:TOKEN&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}{{av}}&lt;br /&gt;
[[File:graphics_v50_preview.png|209px|right]]&lt;br /&gt;
:{{for/see|a list of all Premium graphics tokens and basic usage|[[Graphics token]]}}&lt;br /&gt;
:{{for/see|a repository of all Classic tilesets used in DF|[[Tileset repository]]}}&lt;br /&gt;
:{{for/see|details on creating Classic tilesets|[[Tileset repository]]}}&lt;br /&gt;
&lt;br /&gt;
The '''graphics''' system in v50 is [https://github.com/Putnam3145/Dwarf-Fortress--libgraphics-- open-source]. It is a custom solution which appears to involve compositing graphics sets directly in C++ before texmapping them to SDL. This blitting approach is software rendered and so largely doesn't use hardware acceleration on graphics cards. This system means that despite graphics sets supporting rudimentary animation, there is no traditional sprite mapping, which places extensive limits on the types of graphics that are possible.  While the number of user editable graphics sets has increased significantly in v50, many game elements are still hard coded graphics sets, or using a tileset over the older style graphics from classic DF.&lt;br /&gt;
&lt;br /&gt;
= Premium Graphics =&lt;br /&gt;
:{{for/see|a list of all Premium graphics tokens and basic usage|[[Graphics token]]}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; object defines the use of various tile-based graphics in the game. As of version 50.01, graphics [[token]]s have been greatly expanded to accommodate the release of the Steam &amp;amp; Itch premium version. This section is a basic description of how to define various types of graphics.&lt;br /&gt;
&lt;br /&gt;
Making custom graphics requires multiple interacting files to function:&lt;br /&gt;
# An 8bit RGBA (sometimes called 32bit) &amp;quot;imagename.png&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# A &amp;quot;tile_page_name.txt&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# A &amp;quot;graphics_type_name.txt&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics&amp;lt;/code&amp;gt; folder&lt;br /&gt;
&lt;br /&gt;
Mods can reuse any graphics loaded ahead of them (including vanilla) by using the same tile page token.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tile Page ==&lt;br /&gt;
Tile pages link image files to a tile page token so they can be referenced by the graphics file. Just like all other [[Raw file]]s, Tile Pages must be defined from within a properly named &amp;quot;tile_page_&amp;lt;name&amp;gt;.txt&amp;quot; file and follow:&lt;br /&gt;
&lt;br /&gt;
 tile_page_&amp;lt;name&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:TILE_PAGE]&lt;br /&gt;
&lt;br /&gt;
After the object type is defined as above, any number of tile pages can be defined according to the format below.&lt;br /&gt;
&lt;br /&gt;
   [TILE_PAGE:&amp;lt;tile page identifier&amp;gt;]&lt;br /&gt;
      [FILE:images/imagename.png]&lt;br /&gt;
      [TILE_DIM:&amp;lt;tile x dim&amp;gt;:&amp;lt;tile y dim&amp;gt;]&lt;br /&gt;
      [PAGE_DIM_PIXELS:&amp;lt;page x dim&amp;gt;:&amp;lt;page y dim&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''tile page identifier'': The Internal ID being created for the image.&lt;br /&gt;
* ''imagename.png'': The file name of the 8bit RGBA (sometimes called 32bit) in the &amp;lt;code&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder of the mod.&lt;br /&gt;
* ''tile x dim'': The width of each tile in pixels (usually 32).&lt;br /&gt;
* ''tile y dim'': The height of each tile in pixels (usually 32).&lt;br /&gt;
* ''page x dim'': The width of the image file in pixels.&lt;br /&gt;
* ''page y dim'': The height of the image file in pixels.&lt;br /&gt;
&lt;br /&gt;
Known issues:&lt;br /&gt;
* Currently it is only recommended to use &amp;lt;code&amp;gt;[TILE_DIM:32:32]&amp;lt;/code&amp;gt;, as the game will resize other resolutions into a 32x32 tile. Depending on your zoom and interpolation settings, rescaled tiles can be subject to [Wikipedia:Artifact (error)|artefacting]].&lt;br /&gt;
* It is important that the &amp;lt;code&amp;gt;[PAGE_DIM_PIXELS:&amp;lt;x dim&amp;gt;:&amp;lt;y dim&amp;gt;]&amp;lt;/code&amp;gt; matches the size of the referenced image exactly - as the game will stretch tile pages with a dimension larger than the actual image by inserting blank lines, and a tile page smaller than the image will cause a crash to desktop.&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
{{for/see|a list of all known creature graphics tokens|[[Graphics token#Creature Graphics]]}}.&lt;br /&gt;
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered).  All graphics files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; token that tells the game that the file contains graphics definitions.&lt;br /&gt;
&lt;br /&gt;
=== Basic Graphics ===&lt;br /&gt;
[[File:Graphics_template_xy_positions.png|thumb|320px|right|An example of how X and Y positions are read, starting from the top left.]]&lt;br /&gt;
The most basic form of creature graphics is a single tile, defined below:&lt;br /&gt;
 [CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[Graphics_token#Basic_Conditions|condition]]'': The condition the creature needs to be in for this image to be displayed. Use &amp;lt;code&amp;gt;DEFAULT&amp;lt;/code&amp;gt; for generic graphics.&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left→right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top→bottom).&lt;br /&gt;
* ''color type'': (optional) Uncertain function, frequently replaced with &amp;lt;code&amp;gt;AS_IS&amp;lt;/code&amp;gt; in vanilla [[Raw|RAW]]s. ColorTypeEnum{{cite|DF language server|https://gitlab.com/df-modding-tools/df-raw-language-server/-/blob/dev/df_ls_structure/src/objects/graphics.rs}}&lt;br /&gt;
* ''[[Graphics_token#Basic_Conditions|secondary condition]]'': (optional) An additional condition that must be satisfied for the image to be displayed.&lt;br /&gt;
&lt;br /&gt;
When the condition {{token|DEFAULT|g}} is used, this graphic will be displayed for the creature in all conditions unless additional, more specific conditions are also defined.&lt;br /&gt;
&lt;br /&gt;
:'''Basic Conditions'''&lt;br /&gt;
Different graphics can be defined for the same creature based on some properties about it. Below is a list of the most common creature conditions tokens. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{token|DEFAULT|g}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CHILD|g}} || Yes || Will only be displayed if the creature is a {{token|CHILD|c}} or {{token|BABY|c}} and is younger than one of those ages.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|ANIMATED|g}} || Yes || Displayed if the creature is raised from the dead, although it is not known how this is decided. Raised status is not related to having a syndrome with the class from {{token|CONDITION_SYN_CLASS|g}} or from having {{token|NOT_LIVING|c}}/{{token|OPPOSED_TO_LIFE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CORPSE|g}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|LIST_ICON|g}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CDI_LIST_ICON|g}} || Yes || Displayed in interaction menus in Adventure Mode, overrides LIST_ICON when specified in a creature [[Creature token#CAN_DO_INTERACTION|CAN_DO_INTERACTION]] using [[Interaction token#TOKEN|CDI:TOKEN]]:''token_name''.  Inputs are ''token_name'', graphics file token, graphics position values{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Caste Graphics ===&lt;br /&gt;
Creature caste graphics allow a simple alternative to [[#Layered Graphics|Layered Graphics]] to represent males and females (or other castes) of a creature with different images.&lt;br /&gt;
 [CREATURE_CASTE_GRAPHICS:&amp;lt;creature id&amp;gt;:&amp;lt;caste id&amp;gt;]&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''caste id'': The [[Caste|Caste ID]] of the caste whose graphics are being defined.&lt;br /&gt;
* All other parameters are identical to [[#Basic Graphics|basic graphics]].&lt;br /&gt;
&lt;br /&gt;
=== Large Graphics ===&lt;br /&gt;
[[File:Graphics_template_large_3x2.png|right|thumb|A 3x2 large image is rendered in the top center, with the central tile in red.]]&lt;br /&gt;
[[File:Graphics_template_large_2x1.png|right|thumb|A 2x1 large image is left-justified.]]&lt;br /&gt;
The only difference between graphics for large creatures and small creatures is the addition of &amp;lt;code&amp;gt;LARGE_IMAGE&amp;lt;/code&amp;gt; and additional coordinates to the line below:&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:LARGE_IMAGE:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''LARGE_IMAGE'': This tag allows a rectangular image with multiple tiles to be defined by its upper left and lower right tiles. Valid for 1x1 - 3x2 tiles.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': The x position of the lower right tile.&lt;br /&gt;
* ''y2'': The y position of the lower right tile.&lt;br /&gt;
* All other parameters are identical to [[#Basic Graphics|basic graphics]].&lt;br /&gt;
&lt;br /&gt;
Large images and small images can be used within the same &amp;lt;code&amp;gt;CREATURE_GRAPHICS&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;CREATURE_CASTE_GRAPHICS&amp;lt;/code&amp;gt; definition, and in fact it is often useful to include a single tile image to act as a {{token|LIST_ICON|g}} for menus.&lt;br /&gt;
&lt;br /&gt;
=== Statue Graphics ===&lt;br /&gt;
[[File:Graphics_template_statues.png|right|thumb]]&lt;br /&gt;
Statue graphics are the generic images placed on top of a pedestal whenever a creature is the primary subject of a statue. The image is implied to occupy multiple tiles, and all examples in vanilla are 1x2 vertical rectangles. Statue graphics are defined as below:&lt;br /&gt;
 [STATUE_CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
        [DEFAULT:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
 [STATUE_CREATURE_CASTE_GRAPHICS:&amp;lt;creature id&amp;gt;:&amp;lt;caste id&amp;gt;]&lt;br /&gt;
        [DEFAULT:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] the graphics represent.&lt;br /&gt;
* ''caste id'': The [[Caste|Caste ID]] of the caste whose graphics are being defined.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': The x position of the lower right tile.&lt;br /&gt;
* ''y2'': The y position of the lower right tile.&lt;br /&gt;
&lt;br /&gt;
Statue graphics will be automatically recolored based on how their [[Color#Color tokens|Color]] would appear in the default [[Graphics token#Palettes|palette]], like an item. The image (right) is an example of how a graphic would be aligned within the 1x2 grid. Vanilla statues customarily place the bottom row of pixels on the white line, with the gold box delineating where a 32px tall (exactly) sprite would fit.&lt;br /&gt;
&lt;br /&gt;
=== Layered Graphics ===&lt;br /&gt;
Layered graphics are a method for displaying overlapping body parts, equipment, clothing, professions, hairstyles.. etc. They allow much more freedom in conditions than normal [[#Basic Graphics|basic graphics]], and they allow combinations of many graphical variations within the same creature to give your graphics more personality and display more information about the individuals. All layered graphics started as shown below:&lt;br /&gt;
 [CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
 	[LAYER_SET:&amp;lt;condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.&lt;br /&gt;
* ''[[Graphics_token#LAYER_SET|condition]]'': The condition the creature needs to be in for this set of layers to be displayed.&lt;br /&gt;
&lt;br /&gt;
Once you start defining a Layer Set, you can begin adding individual layers from the bottom up to create your final image. For example, if you want to draw a helmet being worn on a head, you would define the head layer first, then define the helmet layer. Layers are defined according to this format:&lt;br /&gt;
&lt;br /&gt;
 [LAYER:&amp;lt;layer name&amp;gt;:&amp;lt;tile page id&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;]&lt;br /&gt;
 	[&amp;lt;layer condition(s)&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''layer name'': The internal name of the layer. Does not need to be unique. No known function at this time, but using a descriptive label is recommended. &lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left→right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top→bottom).&lt;br /&gt;
* ''[[#Large Graphics|LARGE_IMAGE]]:x1:y1:x2:y2'': (optional) Allows a multiple tile image to be displayed. Replaces &amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;.&lt;br /&gt;
* ''color type'': (optional) Uncertain function, frequently replaced with &amp;lt;code&amp;gt;AS_IS&amp;lt;/code&amp;gt; in vanilla [[Raw|RAW]]s. ColorTypeEnum{{cite|DF language server|https://gitlab.com/df-modding-tools/df-raw-language-server/-/blob/dev/df_ls_structure/src/objects/graphics.rs}}&lt;br /&gt;
* ''[[Graphics_token#Layered_Conditions|layer condition(s)]]'': One or more conditional tokens that define under what conditions the layer is displayed and how it interacts with other layers.&lt;br /&gt;
&lt;br /&gt;
====Portraits====&lt;br /&gt;
&lt;br /&gt;
96x96 portraits{{version|50.13}} are shown in [[Adventure mode]] and when viewing a creature's sheet. They use the same tokens as layered graphics to display a more detailed view of a creature.&lt;br /&gt;
&lt;br /&gt;
A single-layer portrait can be added to a [CREATURE_GRAPHICS] entry with this format:&lt;br /&gt;
&lt;br /&gt;
  [LAYER_SET:PORTRAIT]&lt;br /&gt;
     [LAYER_GROUP]&lt;br /&gt;
     [LAYER:MAIN:&amp;lt;tile page id&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;]&lt;br /&gt;
     [END_LAYER_GROUP]&lt;br /&gt;
&lt;br /&gt;
See above for the explanation of each argument.&lt;br /&gt;
&lt;br /&gt;
=== Procedural Creature Graphics ===&lt;br /&gt;
Procedural graphics define layered graphics based on which body parts are present in each [[Creature token#GENERATED|procedurally-generated]] forgotten beast, titan, or otherwise.&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS_RECTANGLE:&amp;lt;tile page id&amp;gt;:&amp;lt;x&amp;gt;:&amp;lt;y&amp;gt;:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;:&amp;lt;PCG layering token&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': Internal ID of the image defined in Tile Page.&lt;br /&gt;
* ''x'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''width'': How many tiles right the graphic spans. Usually this is 3.&lt;br /&gt;
* ''height'': How many tiles down the graphic spans. Usually this is 2.&lt;br /&gt;
* ''[[Creature token#PCG_LAYERING|PCG layering token]]'': The internal ID of a [[procedural graphics layer]], representing generated forgotten beast body types and body parts.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;TILE_GRAPHICS_RECTANGLE&amp;lt;/code&amp;gt; token displays a large image with the upper left corner being defined by &amp;lt;x&amp;gt;, &amp;lt;y&amp;gt; and the size defined by &amp;lt;width&amp;gt;, &amp;lt;height&amp;gt;. The PCG layering token is a conditional token that causes the graphics for each layer to be displayed only when the forgotten beast has that particular body type or part.&lt;br /&gt;
&lt;br /&gt;
Humanoid [[experiment]]s use &amp;lt;code&amp;gt;TILE_GRAPHICS&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;TILE_GRAPHICS_RECTANGLE&amp;lt;/code&amp;gt;, which omits the &amp;lt;width&amp;gt; and &amp;lt;height&amp;gt; parameters.&lt;br /&gt;
&lt;br /&gt;
The {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} token allows a creature to use the generation system for a given [[Graphics token#Basic creature sprite types|sprite type]] (which can be caste-specific), and each {{token|PCG_LAYERING|c}} entry will add that part to the assembled sprite.&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out.&lt;br /&gt;
&lt;br /&gt;
== Workshop Graphics ==&lt;br /&gt;
Workshop graphics are displayed during each stage of construction and when it is completed. There are two layers, the base layer and an OVERLAY layer. The base layer shows the floor, tables, chairs and other basic features. The overlay shows various decorations that give the workshop its unique appearance.&lt;br /&gt;
&lt;br /&gt;
base layer:&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;graphic tile x position&amp;gt;:&amp;lt;graphic tile y position&amp;gt;:WORKSHOP_CUSTOM:&amp;lt;workshop id&amp;gt;:&amp;lt;building stage&amp;gt;:&amp;lt;workshop tile x position&amp;gt;:&amp;lt;workshop tile y position&amp;gt;]&lt;br /&gt;
overlay layer:&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;graphic tile x position&amp;gt;:&amp;lt;graphic tile y position&amp;gt;:WORKSHOP_CUSTOM_OVERLAY:&amp;lt;workshop id&amp;gt;:&amp;lt;building stage&amp;gt;:&amp;lt;workshop tile x position&amp;gt;:&amp;lt;workshop tile y position&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''graphic tile x position'': The x position of the graphic in tiles counting from 0 (left→right).&lt;br /&gt;
* ''graphic tile y position'': The y position of the graphic in tiles counting from 0 (top→bottom).&lt;br /&gt;
* ''WORKSHOP_CUSTOM'' and ''WORKSHOP_CUSTOM_OVERLAY'': These tokens define the graphics as belonging to a custom workshop. These tokens do not exist in vanilla workshops except for the Soap maker and Screw press, which are used as examples for custom workshops.&lt;br /&gt;
* ''workshop id'': The ID of the workshop defined in its raws.&lt;br /&gt;
* ''building stage'': What building stage this graphic is displayed during.&lt;br /&gt;
* ''workshop tile x position'': The x position of the workshop tile where the graphic is displayed counting from 0 (left→right).&lt;br /&gt;
* ''workshop tile y position'': The y position of the workshop tile where the graphic is displayed counting from 0(top→bottom).&lt;br /&gt;
&lt;br /&gt;
Note that an extra Y row is defined above the workshop. This allows for graphics that extend into the tile above the workshop.&lt;br /&gt;
&lt;br /&gt;
Also note that currently custom furnaces do not properly work with premium graphics. The WORKSHOP_CUSTOM and WORKSHOP_CUSTOM_OVERLAY tokens ONLY work with custom workshops. If used with a custom furnace they give an error and the graphics will not appear in game. Custom furnaces can still be made to use graphics if they are defined as workshops in their raws. &lt;br /&gt;
&lt;br /&gt;
These values can be validated by checking the RAW vanilla file &amp;lt;code&amp;gt;[DF Installion]\data\vanilla\vanilla_buildings_graphics\graphics\graphics_workshops.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics come in two variations:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;graphic id&amp;gt;]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;graphic id&amp;gt;:&amp;lt;variation {1 - 5}&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left→right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top→bottom).&lt;br /&gt;
* ''graphic id'': The [[Graphics_token#World_Map_Graphics|Graphic Token]] of the world map tile the graphics represent.&lt;br /&gt;
* ''variation {1 - 5}'': For Graphic IDs that allow variants.&lt;br /&gt;
&lt;br /&gt;
These values can be validated by checking the RAW vanilla file &amp;lt;code&amp;gt;[DF Installion]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Palettes ==&lt;br /&gt;
[[File:palettes_v50.png|right]]&lt;br /&gt;
&lt;br /&gt;
[[Palette]]s are used by [[graphics]] to render colorized objects. This is usually based on [[Material definition token#STATE_COLOR|material colors]], though arbitrary palettes{{version|50.13}} can be created and applied with {{token|USE_PALETTE|g}}.&lt;br /&gt;
&lt;br /&gt;
    [PALETTE:&amp;lt;palette identifier&amp;gt;]&lt;br /&gt;
        [FILE:images/imagename.png]&lt;br /&gt;
        [PALETTE_DEFAULT:&amp;lt;row&amp;gt;] this is the one used in the images themselves&lt;br /&gt;
        [PALETTE_COLOR:&amp;lt;color&amp;gt;:&amp;lt;row&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''name'': The Internal ID being created for the image. DEFAULT is used by most objects and requires a PALETTE_COLOR entry for each [[Descriptor color token|raw-defined color]] that exists.&lt;br /&gt;
* ''imagename.png'': The file name of the 8bit RGBA (sometimes called 32bit) in the &amp;lt;code&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder of the mod.&lt;br /&gt;
* ''row'': The y position of the graphic to be displayed in pixels counting from 0 (top→bottom). It is customary to place the default palette at 0.&lt;br /&gt;
* ''color'': A [[Color#Color tokens|color]] token.&lt;br /&gt;
&lt;br /&gt;
Each row of the vanilla palettes.png file is a palette. The PALETTE_DEFAULT row is the row of colors (aka palette) used to in the internal graphics (which are loaded by a tile page) and get replaced by the colors of one of the other rows as specified in the palette_default.txt file. It isn't shown in-game, but the exact RGB values are replaced by the row specified by &amp;lt;code&amp;gt;[PALETTE_COLOR]&amp;lt;/code&amp;gt; or {{token|USE_PALETTE|g}}. Each palette supports up to 18 colors.&lt;br /&gt;
&lt;br /&gt;
Below is a set of color ramps used for vanilla graphics. The colors in the '''Metal''' and '''Wood''' columns will be replaced by the palette corresponding to the object's [[Material definition token#STATE_COLOR|material color]], and all other colors are off-palette and will not be colorized. '''Fake Metal''' is used for metallic details on non-metal objects, like the gray trim of a wooden buckler, and other ramps are used for workshop overlays. '''Handle''' is used throughout the game to represent brown materials, and wooden weapons are an example of how to convert it into the main palette.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PALETTE_DEFAULT source colors'''&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 0px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Metal'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #ffffff&amp;quot;&lt;br /&gt;
| #FFFFFF&lt;br /&gt;
|- style=&amp;quot;color: black; background: #C7C4B4&amp;quot;&lt;br /&gt;
| #C7C4B4&lt;br /&gt;
|- style=&amp;quot;color: black; background: #A5A6A5&amp;quot;&lt;br /&gt;
| #A5A6A5&lt;br /&gt;
|- style=&amp;quot;color: black; background: #8A9091&amp;quot;&lt;br /&gt;
| #8A9091&lt;br /&gt;
|- style=&amp;quot;color: white; background: #6B7076&amp;quot;&lt;br /&gt;
| #6B7076&lt;br /&gt;
|- style=&amp;quot;color: white; background: #5A5E65&amp;quot;&lt;br /&gt;
| #5A5E65&lt;br /&gt;
|- style=&amp;quot;color: white; background: #494C54&amp;quot;&lt;br /&gt;
| #494C54&lt;br /&gt;
|- style=&amp;quot;color: white; background: #3C3E46&amp;quot;&lt;br /&gt;
| #3C3E46&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2F3038&amp;quot;&lt;br /&gt;
| #2F3038&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Wood'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #D7D3D2&amp;quot;&lt;br /&gt;
| #D7D3D2&lt;br /&gt;
|- style=&amp;quot;color: black; background: #B3A59E&amp;quot;&lt;br /&gt;
| #B3A59E&lt;br /&gt;
|- style=&amp;quot;color: black; background: #94877E&amp;quot;&lt;br /&gt;
| #94877E&lt;br /&gt;
|- style=&amp;quot;color: black; background: #746A63&amp;quot;&lt;br /&gt;
| #746A63&lt;br /&gt;
|- style=&amp;quot;color: white; background: #605852&amp;quot;&lt;br /&gt;
| #605852&lt;br /&gt;
|- style=&amp;quot;color: white; background: #564F49&amp;quot;&lt;br /&gt;
| #564F49&lt;br /&gt;
|- style=&amp;quot;color: white; background: #4E4743&amp;quot;&lt;br /&gt;
| #4E4743&lt;br /&gt;
|- style=&amp;quot;color: white; background: #463E3D&amp;quot;&lt;br /&gt;
| #463E3D&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2F3038&amp;quot;&lt;br /&gt;
| #2F3038&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Off-palette color ramps'''&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Fake Metal'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #FFFEFF&amp;quot;&lt;br /&gt;
| #FFFEFF&lt;br /&gt;
|- style=&amp;quot;color: black; background: #CECAB9&amp;quot;&lt;br /&gt;
| #CECAB9&lt;br /&gt;
|- style=&amp;quot;color: black; background: #A9AAA9&amp;quot;&lt;br /&gt;
| #A9AAA9&lt;br /&gt;
|- style=&amp;quot;color: black; background: #8B9293&amp;quot;&lt;br /&gt;
| #8B9293&lt;br /&gt;
|- style=&amp;quot;color: white; background: #696F75&amp;quot;&lt;br /&gt;
| #696F75&lt;br /&gt;
|- style=&amp;quot;color: white; background: #565B62&amp;quot;&lt;br /&gt;
| #565B62&lt;br /&gt;
|- style=&amp;quot;color: white; background: #464951&amp;quot;&lt;br /&gt;
| #464951&lt;br /&gt;
|- style=&amp;quot;color: white; background: #3F434C&amp;quot;&lt;br /&gt;
| #3F434C&lt;br /&gt;
|- style=&amp;quot;color: white; background: #393B44&amp;quot;&lt;br /&gt;
| #393B44&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 0px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Fake Wood'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #D8B796&amp;quot;&lt;br /&gt;
| #D8B796&lt;br /&gt;
|- style=&amp;quot;color: black; background: #B7926C&amp;quot;&lt;br /&gt;
| #B7926C&lt;br /&gt;
|- style=&amp;quot;color: black; background: #A57D5E&amp;quot;&lt;br /&gt;
| #A57D5E&lt;br /&gt;
|- style=&amp;quot;color: black; background: #936850&amp;quot;&lt;br /&gt;
| #936850&lt;br /&gt;
|- style=&amp;quot;color: white; background: #815E50&amp;quot;&lt;br /&gt;
| #815E50&lt;br /&gt;
|- style=&amp;quot;color: white; background: #6F5450&amp;quot;&lt;br /&gt;
| #6F5450&lt;br /&gt;
|- style=&amp;quot;color: white; background: #5B4749&amp;quot;&lt;br /&gt;
| #5B4749&lt;br /&gt;
|- style=&amp;quot;color: white; background: #473941&amp;quot;&lt;br /&gt;
| #473941&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2F3038&amp;quot;&lt;br /&gt;
| #2F3038&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 0px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Handle'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #E1CEAF&amp;quot;&lt;br /&gt;
| #E1CEAF&lt;br /&gt;
|- style=&amp;quot;color: black; background: #CDAC85&amp;quot;&lt;br /&gt;
| #CDAC85&lt;br /&gt;
|- style=&amp;quot;color: black; background: #B98B5B&amp;quot;&lt;br /&gt;
| #B98B5B&lt;br /&gt;
|- style=&amp;quot;color: black; background: #9E674A&amp;quot;&lt;br /&gt;
| #9E674A&lt;br /&gt;
|- style=&amp;quot;color: white; background: #775653&amp;quot;&lt;br /&gt;
| #775653&lt;br /&gt;
|- style=&amp;quot;color: white; background: #60474B&amp;quot;&lt;br /&gt;
| #60474B&lt;br /&gt;
|- style=&amp;quot;color: black; background: white&amp;quot;&lt;br /&gt;
| n/a&lt;br /&gt;
|- style=&amp;quot;color: white; background: #483743&amp;quot;&lt;br /&gt;
| #483743&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2E2A38&amp;quot;&lt;br /&gt;
| #2E2A38&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 0px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Still'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #E5B076&amp;quot;&lt;br /&gt;
| #E5B076&lt;br /&gt;
|- style=&amp;quot;color: black; background: #D1894A&amp;quot;&lt;br /&gt;
| #D1894A&lt;br /&gt;
|- style=&amp;quot;color: black; background: #BF703C&amp;quot;&lt;br /&gt;
| #BF703C&lt;br /&gt;
|- style=&amp;quot;color: black; background: #A35D3A&amp;quot;&lt;br /&gt;
| #A35D3A&lt;br /&gt;
|- style=&amp;quot;color: white; background: #85534B&amp;quot;&lt;br /&gt;
| #85534B&lt;br /&gt;
|- style=&amp;quot;color: white; background: #644249&amp;quot;&lt;br /&gt;
| #644249&lt;br /&gt;
|- style=&amp;quot;color: white; background: #4B4047&amp;quot;&lt;br /&gt;
| #4B4047&lt;br /&gt;
|- style=&amp;quot;color: white; background: #293945&amp;quot;&lt;br /&gt;
| #293945&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2F3038&amp;quot;&lt;br /&gt;
| #2F3038&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Classic Graphics =&lt;br /&gt;
{{old}}&lt;br /&gt;
:{{for/see|a list of all tile characters used in DF|[[Tilesets]]}}&lt;br /&gt;
:{{for/see|a chart with the default ASCII characters|[[Main:Character table|Character table]]}}&lt;br /&gt;
:{{for/see|user-created creature tilesets|[[Main:Tileset repository|Tileset repository]]}}&lt;br /&gt;
:{{for/see|information about Graphic sets|[[Graphic set|Graphic set]]}}&lt;br /&gt;
:{{for/see|information on how tilesets get colored|[[color]]}}&lt;br /&gt;
=== General Information ===&lt;br /&gt;
Although commonly referred to as text or &amp;quot;ASCII&amp;quot;-graphics, classic DF uses a bitmap [[tilesets|tileset]]* with characters from the [[Main:Character table|IBM Code Page 437]], displayed with a foreground and background color picked from 16 predefined [[Color scheme|colors]]. Text files (and often hardcoded values) define the tile, and colors of all objects.&lt;br /&gt;
Both color scheme and tileset can be changed (see below), and definitions that are in text files can be modified. In addition, interface text can be displayed with a TrueType font and [[creatures]] (which normally are displayed as [[tilesets#list of creatures...|letters]]) can be assigned to separate tilesets called [[graphic set]]s. The main tileset is sometimes called &amp;quot;character tileset&amp;quot;, while the graphic sets are also referred to as &amp;quot;object tilesets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*except when using [[Technical_tricks#Video_Card_Options|PRINT_MODE:TEXT]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tileset ====&lt;br /&gt;
{{Main|Tilesets}}&lt;br /&gt;
The main tileset (also called 'character set' or just 'tileset') is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:character table|IBM Code Page 437]], which are used to display all objects, creatures, and UI elements in game. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. Creatures are displayed as [[Tilesets#Main_creature_tiles|colored letters]] (a white 'B' is a [[polar bear]], a brown 'd' a [[dog]], and a grey 'c' is a [[cat]]).&lt;br /&gt;
&lt;br /&gt;
As the tileset is limited to only 256 tiles, some objects share the same tile. Most notably, even with upper and lower case letters and 16 colors, a lot of creatures still look identical (goblin, goat, various gibbons, gremlin, goose, etc.). The tile for bins, up/down stairs and the cursor are the same; bags use the same tile as the symbol for &amp;quot;male&amp;quot;; and the &amp;quot;female&amp;quot; symbol shares a graphic with amulets. Roads and large rivers on the world map, minecart tracks and walls all share the same tiles as well.&lt;br /&gt;
&lt;br /&gt;
Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded.&lt;br /&gt;
&lt;br /&gt;
That also can be used to categorize custom tilesets: Those that are made for and come bundled with modified raws/init files, and those that are made for and work with the default raws. Usually, the latter are more symbolic, or 'ASCII-like', while the former are often more pictographic, detailed or &amp;quot;pixel-arty&amp;quot;. These sometimes are also bundled with their own creature graphics.&lt;br /&gt;
Tilesets that are made for default raws have the advantage that you can use them immediately without any work for any new version that is released. With modified raws, you need to manually edit the new raws again, or wait for the maintainer to do that.&lt;br /&gt;
&lt;br /&gt;
==== Graphic set ====&lt;br /&gt;
{{Main|Graphic set}}&lt;br /&gt;
Graphic sets are additional tilesets used to give objects different graphics. As opposed to the main tileset, any number of tiles can be arranged in any grid configuration. Currently, DF only supports graphic sets for creatures. Every graphic set needs a corresponding text file that assigns a tile to a creature.&lt;br /&gt;
&lt;br /&gt;
==== Color ====&lt;br /&gt;
{{Main|Color}}&lt;br /&gt;
In general, a tileset has white tiles with a transparent background. White pixels show the foreground color, transparent pixels (magenta pixels for .bmp) the background color. Black pixels remain black. Shades of grey, partial transparency and even colored tiles can be used for various effects. Additionally, creature graphics can be set to be displayed in the colors they're drawn in.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the game selects from 16 colors (the [[color scheme]]) to decide the color: which of the 16 colors the game uses depends on the [[Color#Color_values|color value]] or [[Color#Color_tokens|color token]] of the material/item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{further information|Mod|Tilesets|Graphic set|Color scheme}}&lt;br /&gt;
====Repositories====&lt;br /&gt;
Users of the Steam version can subscribe to mods on Steam Workshop. The wiki has repositories for [[Main:Tileset_repository|tilesets]], [[Graphics_set_repository|graphic sets]], and [[color scheme]]s. You will find more in the [http://www.bay12forums.com/smf/index.php?board=28.0 bay 12 graphics subforum] and on [http://dffd.wimbli.com/ DFFD]. Some graphic sets and tilesets are additionally maintained on [https://github.com/DFgraphics github].&lt;br /&gt;
Often, tileset creators offer preinstalled downloads or folders you just have to drop into your DF folder and overwrite files when prompted. They usually come with installation instructions either in a readme file or in their respective forum thread. In addition, there are various [[Utilities#Launchers|launcher]] applications that let you install and change graphics automatically.&lt;br /&gt;
&lt;br /&gt;
For manual installation of the various components, see here:&lt;br /&gt;
&lt;br /&gt;
====Tileset====&lt;br /&gt;
Put the tileset you want to use into the data/art/ folder. Open up [[init.txt]] (in data/init/) with a text editor and change the entries FONT, FULLFONT, GRAPHICS_FONT, and GRAPHICS_FULLFONT to the filename of your new tileset.&lt;br /&gt;
&lt;br /&gt;
====Creature Graphics====&lt;br /&gt;
Put the graphic set ''into a subfolder'' in raw/graphics and the corresponding text file directly in raw/graphics. If you have an active save you will have to put them into the raw folder of your save as well (data/save/&amp;lt;your region&amp;gt;/raw/graphics). Finally, set GRAPHICS to YES in data/init/[[init.txt]]&lt;br /&gt;
&lt;br /&gt;
====Color Scheme====&lt;br /&gt;
Replace colors.txt in data/init with your new colors.&lt;br /&gt;
&lt;br /&gt;
===True Type Font===&lt;br /&gt;
Replace font.ttf in data/art with your new font.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Graphics&amp;diff=308599</id>
		<title>Graphics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Graphics&amp;diff=308599"/>
		<updated>2025-03-15T20:53:57Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Basic Graphics */ More info about CDI_LIST_ICON taken from kitfox discord convos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}{{av}}&lt;br /&gt;
[[File:graphics_v50_preview.png|209px|right]]&lt;br /&gt;
:{{for/see|a list of all Premium graphics tokens and basic usage|[[Graphics token]]}}&lt;br /&gt;
:{{for/see|a repository of all Classic tilesets used in DF|[[Tileset repository]]}}&lt;br /&gt;
:{{for/see|details on creating Classic tilesets|[[Tileset repository]]}}&lt;br /&gt;
&lt;br /&gt;
The '''graphics''' system in v50 is [https://github.com/Putnam3145/Dwarf-Fortress--libgraphics-- open-source]. It is a custom solution which appears to involve compositing graphics sets directly in C++ before texmapping them to SDL. This blitting approach is software rendered and so largely doesn't use hardware acceleration on graphics cards. This system means that despite graphics sets supporting rudimentary animation, there is no traditional sprite mapping, which places extensive limits on the types of graphics that are possible.  While the number of user editable graphics sets has increased significantly in v50, many game elements are still hard coded graphics sets, or using a tileset over the older style graphics from classic DF.&lt;br /&gt;
&lt;br /&gt;
= Premium Graphics =&lt;br /&gt;
:{{for/see|a list of all Premium graphics tokens and basic usage|[[Graphics token]]}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; object defines the use of various tile-based graphics in the game. As of version 50.01, graphics [[token]]s have been greatly expanded to accommodate the release of the Steam &amp;amp; Itch premium version. This section is a basic description of how to define various types of graphics.&lt;br /&gt;
&lt;br /&gt;
Making custom graphics requires multiple interacting files to function:&lt;br /&gt;
# An 8bit RGBA (sometimes called 32bit) &amp;quot;imagename.png&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# A &amp;quot;tile_page_name.txt&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# A &amp;quot;graphics_type_name.txt&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics&amp;lt;/code&amp;gt; folder&lt;br /&gt;
&lt;br /&gt;
Mods can reuse any graphics loaded ahead of them (including vanilla) by using the same tile page token.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tile Page ==&lt;br /&gt;
Tile pages link image files to a tile page token so they can be referenced by the graphics file. Just like all other [[Raw file]]s, Tile Pages must be defined from within a properly named &amp;quot;tile_page_&amp;lt;name&amp;gt;.txt&amp;quot; file and follow:&lt;br /&gt;
&lt;br /&gt;
 tile_page_&amp;lt;name&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:TILE_PAGE]&lt;br /&gt;
&lt;br /&gt;
After the object type is defined as above, any number of tile pages can be defined according to the format below.&lt;br /&gt;
&lt;br /&gt;
   [TILE_PAGE:&amp;lt;tile page identifier&amp;gt;]&lt;br /&gt;
      [FILE:images/imagename.png]&lt;br /&gt;
      [TILE_DIM:&amp;lt;tile x dim&amp;gt;:&amp;lt;tile y dim&amp;gt;]&lt;br /&gt;
      [PAGE_DIM_PIXELS:&amp;lt;page x dim&amp;gt;:&amp;lt;page y dim&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''tile page identifier'': The Internal ID being created for the image.&lt;br /&gt;
* ''imagename.png'': The file name of the 8bit RGBA (sometimes called 32bit) in the &amp;lt;code&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder of the mod.&lt;br /&gt;
* ''tile x dim'': The width of each tile in pixels (usually 32).&lt;br /&gt;
* ''tile y dim'': The height of each tile in pixels (usually 32).&lt;br /&gt;
* ''page x dim'': The width of the image file in pixels.&lt;br /&gt;
* ''page y dim'': The height of the image file in pixels.&lt;br /&gt;
&lt;br /&gt;
Known issues:&lt;br /&gt;
* Currently it is only recommended to use &amp;lt;code&amp;gt;[TILE_DIM:32:32]&amp;lt;/code&amp;gt;, as the game will resize other resolutions into a 32x32 tile. Depending on your zoom and interpolation settings, rescaled tiles can be subject to [Wikipedia:Artifact (error)|artefacting]].&lt;br /&gt;
* It is important that the &amp;lt;code&amp;gt;[PAGE_DIM_PIXELS:&amp;lt;x dim&amp;gt;:&amp;lt;y dim&amp;gt;]&amp;lt;/code&amp;gt; matches the size of the referenced image exactly - as the game will stretch tile pages with a dimension larger than the actual image by inserting blank lines, and a tile page smaller than the image will cause a crash to desktop.&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
{{for/see|a list of all known creature graphics tokens|[[Graphics token#Creature Graphics]]}}.&lt;br /&gt;
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered).  All graphics files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; token that tells the game that the file contains graphics definitions.&lt;br /&gt;
&lt;br /&gt;
=== Basic Graphics ===&lt;br /&gt;
[[File:Graphics_template_xy_positions.png|thumb|320px|right|An example of how X and Y positions are read, starting from the top left.]]&lt;br /&gt;
The most basic form of creature graphics is a single tile, defined below:&lt;br /&gt;
 [CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[Graphics_token#Basic_Conditions|condition]]'': The condition the creature needs to be in for this image to be displayed. Use &amp;lt;code&amp;gt;DEFAULT&amp;lt;/code&amp;gt; for generic graphics.&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left→right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top→bottom).&lt;br /&gt;
* ''color type'': (optional) Uncertain function, frequently replaced with &amp;lt;code&amp;gt;AS_IS&amp;lt;/code&amp;gt; in vanilla [[Raw|RAW]]s. ColorTypeEnum{{cite|DF language server|https://gitlab.com/df-modding-tools/df-raw-language-server/-/blob/dev/df_ls_structure/src/objects/graphics.rs}}&lt;br /&gt;
* ''[[Graphics_token#Basic_Conditions|secondary condition]]'': (optional) An additional condition that must be satisfied for the image to be displayed.&lt;br /&gt;
&lt;br /&gt;
When the condition {{token|DEFAULT|g}} is used, this graphic will be displayed for the creature in all conditions unless additional, more specific conditions are also defined.&lt;br /&gt;
&lt;br /&gt;
:'''Basic Conditions'''&lt;br /&gt;
Different graphics can be defined for the same creature based on some properties about it. Below is a list of the most common creature conditions tokens. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{token|DEFAULT|g}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CHILD|g}} || Yes || Will only be displayed if the creature is a {{token|CHILD|c}} or {{token|BABY|c}} and is younger than one of those ages.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|ANIMATED|g}} || Yes || Displayed if the creature is raised from the dead, although it is not known how this is decided. Raised status is not related to having a syndrome with the class from {{token|CONDITION_SYN_CLASS|g}} or from having {{token|NOT_LIVING|c}}/{{token|OPPOSED_TO_LIFE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CORPSE|g}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|LIST_ICON|g}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CDI_LIST_ICON|g}} || Yes || Displayed in interaction menus in Adventure Mode, overrides LIST_ICON when specified in a creature CAN_DO_INTERACTION using CDI:TOKEN:''token_name''.  Inputs are ''token_name'', graphics file token, graphics position values{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Caste Graphics ===&lt;br /&gt;
Creature caste graphics allow a simple alternative to [[#Layered Graphics|Layered Graphics]] to represent males and females (or other castes) of a creature with different images.&lt;br /&gt;
 [CREATURE_CASTE_GRAPHICS:&amp;lt;creature id&amp;gt;:&amp;lt;caste id&amp;gt;]&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''caste id'': The [[Caste|Caste ID]] of the caste whose graphics are being defined.&lt;br /&gt;
* All other parameters are identical to [[#Basic Graphics|basic graphics]].&lt;br /&gt;
&lt;br /&gt;
=== Large Graphics ===&lt;br /&gt;
[[File:Graphics_template_large_3x2.png|right|thumb|A 3x2 large image is rendered in the top center, with the central tile in red.]]&lt;br /&gt;
[[File:Graphics_template_large_2x1.png|right|thumb|A 2x1 large image is left-justified.]]&lt;br /&gt;
The only difference between graphics for large creatures and small creatures is the addition of &amp;lt;code&amp;gt;LARGE_IMAGE&amp;lt;/code&amp;gt; and additional coordinates to the line below:&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:LARGE_IMAGE:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''LARGE_IMAGE'': This tag allows a rectangular image with multiple tiles to be defined by its upper left and lower right tiles. Valid for 1x1 - 3x2 tiles.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': The x position of the lower right tile.&lt;br /&gt;
* ''y2'': The y position of the lower right tile.&lt;br /&gt;
* All other parameters are identical to [[#Basic Graphics|basic graphics]].&lt;br /&gt;
&lt;br /&gt;
Large images and small images can be used within the same &amp;lt;code&amp;gt;CREATURE_GRAPHICS&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;CREATURE_CASTE_GRAPHICS&amp;lt;/code&amp;gt; definition, and in fact it is often useful to include a single tile image to act as a {{token|LIST_ICON|g}} for menus.&lt;br /&gt;
&lt;br /&gt;
=== Statue Graphics ===&lt;br /&gt;
[[File:Graphics_template_statues.png|right|thumb]]&lt;br /&gt;
Statue graphics are the generic images placed on top of a pedestal whenever a creature is the primary subject of a statue. The image is implied to occupy multiple tiles, and all examples in vanilla are 1x2 vertical rectangles. Statue graphics are defined as below:&lt;br /&gt;
 [STATUE_CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
        [DEFAULT:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
 [STATUE_CREATURE_CASTE_GRAPHICS:&amp;lt;creature id&amp;gt;:&amp;lt;caste id&amp;gt;]&lt;br /&gt;
        [DEFAULT:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] the graphics represent.&lt;br /&gt;
* ''caste id'': The [[Caste|Caste ID]] of the caste whose graphics are being defined.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': The x position of the lower right tile.&lt;br /&gt;
* ''y2'': The y position of the lower right tile.&lt;br /&gt;
&lt;br /&gt;
Statue graphics will be automatically recolored based on how their [[Color#Color tokens|Color]] would appear in the default [[Graphics token#Palettes|palette]], like an item. The image (right) is an example of how a graphic would be aligned within the 1x2 grid. Vanilla statues customarily place the bottom row of pixels on the white line, with the gold box delineating where a 32px tall (exactly) sprite would fit.&lt;br /&gt;
&lt;br /&gt;
=== Layered Graphics ===&lt;br /&gt;
Layered graphics are a method for displaying overlapping body parts, equipment, clothing, professions, hairstyles.. etc. They allow much more freedom in conditions than normal [[#Basic Graphics|basic graphics]], and they allow combinations of many graphical variations within the same creature to give your graphics more personality and display more information about the individuals. All layered graphics started as shown below:&lt;br /&gt;
 [CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
 	[LAYER_SET:&amp;lt;condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.&lt;br /&gt;
* ''[[Graphics_token#LAYER_SET|condition]]'': The condition the creature needs to be in for this set of layers to be displayed.&lt;br /&gt;
&lt;br /&gt;
Once you start defining a Layer Set, you can begin adding individual layers from the bottom up to create your final image. For example, if you want to draw a helmet being worn on a head, you would define the head layer first, then define the helmet layer. Layers are defined according to this format:&lt;br /&gt;
&lt;br /&gt;
 [LAYER:&amp;lt;layer name&amp;gt;:&amp;lt;tile page id&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;]&lt;br /&gt;
 	[&amp;lt;layer condition(s)&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''layer name'': The internal name of the layer. Does not need to be unique. No known function at this time, but using a descriptive label is recommended. &lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left→right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top→bottom).&lt;br /&gt;
* ''[[#Large Graphics|LARGE_IMAGE]]:x1:y1:x2:y2'': (optional) Allows a multiple tile image to be displayed. Replaces &amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;.&lt;br /&gt;
* ''color type'': (optional) Uncertain function, frequently replaced with &amp;lt;code&amp;gt;AS_IS&amp;lt;/code&amp;gt; in vanilla [[Raw|RAW]]s. ColorTypeEnum{{cite|DF language server|https://gitlab.com/df-modding-tools/df-raw-language-server/-/blob/dev/df_ls_structure/src/objects/graphics.rs}}&lt;br /&gt;
* ''[[Graphics_token#Layered_Conditions|layer condition(s)]]'': One or more conditional tokens that define under what conditions the layer is displayed and how it interacts with other layers.&lt;br /&gt;
&lt;br /&gt;
====Portraits====&lt;br /&gt;
&lt;br /&gt;
96x96 portraits{{version|50.13}} are shown in [[Adventure mode]] and when viewing a creature's sheet. They use the same tokens as layered graphics to display a more detailed view of a creature.&lt;br /&gt;
&lt;br /&gt;
A single-layer portrait can be added to a [CREATURE_GRAPHICS] entry with this format:&lt;br /&gt;
&lt;br /&gt;
  [LAYER_SET:PORTRAIT]&lt;br /&gt;
     [LAYER_GROUP]&lt;br /&gt;
     [LAYER:MAIN:&amp;lt;tile page id&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;]&lt;br /&gt;
     [END_LAYER_GROUP]&lt;br /&gt;
&lt;br /&gt;
See above for the explanation of each argument.&lt;br /&gt;
&lt;br /&gt;
=== Procedural Creature Graphics ===&lt;br /&gt;
Procedural graphics define layered graphics based on which body parts are present in each [[Creature token#GENERATED|procedurally-generated]] forgotten beast, titan, or otherwise.&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS_RECTANGLE:&amp;lt;tile page id&amp;gt;:&amp;lt;x&amp;gt;:&amp;lt;y&amp;gt;:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;:&amp;lt;PCG layering token&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': Internal ID of the image defined in Tile Page.&lt;br /&gt;
* ''x'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''width'': How many tiles right the graphic spans. Usually this is 3.&lt;br /&gt;
* ''height'': How many tiles down the graphic spans. Usually this is 2.&lt;br /&gt;
* ''[[Creature token#PCG_LAYERING|PCG layering token]]'': The internal ID of a [[procedural graphics layer]], representing generated forgotten beast body types and body parts.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;TILE_GRAPHICS_RECTANGLE&amp;lt;/code&amp;gt; token displays a large image with the upper left corner being defined by &amp;lt;x&amp;gt;, &amp;lt;y&amp;gt; and the size defined by &amp;lt;width&amp;gt;, &amp;lt;height&amp;gt;. The PCG layering token is a conditional token that causes the graphics for each layer to be displayed only when the forgotten beast has that particular body type or part.&lt;br /&gt;
&lt;br /&gt;
Humanoid [[experiment]]s use &amp;lt;code&amp;gt;TILE_GRAPHICS&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;TILE_GRAPHICS_RECTANGLE&amp;lt;/code&amp;gt;, which omits the &amp;lt;width&amp;gt; and &amp;lt;height&amp;gt; parameters.&lt;br /&gt;
&lt;br /&gt;
The {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} token allows a creature to use the generation system for a given [[Graphics token#Basic creature sprite types|sprite type]] (which can be caste-specific), and each {{token|PCG_LAYERING|c}} entry will add that part to the assembled sprite.&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out.&lt;br /&gt;
&lt;br /&gt;
== Workshop Graphics ==&lt;br /&gt;
Workshop graphics are displayed during each stage of construction and when it is completed. There are two layers, the base layer and an OVERLAY layer. The base layer shows the floor, tables, chairs and other basic features. The overlay shows various decorations that give the workshop its unique appearance.&lt;br /&gt;
&lt;br /&gt;
base layer:&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;graphic tile x position&amp;gt;:&amp;lt;graphic tile y position&amp;gt;:WORKSHOP_CUSTOM:&amp;lt;workshop id&amp;gt;:&amp;lt;building stage&amp;gt;:&amp;lt;workshop tile x position&amp;gt;:&amp;lt;workshop tile y position&amp;gt;]&lt;br /&gt;
overlay layer:&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;graphic tile x position&amp;gt;:&amp;lt;graphic tile y position&amp;gt;:WORKSHOP_CUSTOM_OVERLAY:&amp;lt;workshop id&amp;gt;:&amp;lt;building stage&amp;gt;:&amp;lt;workshop tile x position&amp;gt;:&amp;lt;workshop tile y position&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''graphic tile x position'': The x position of the graphic in tiles counting from 0 (left→right).&lt;br /&gt;
* ''graphic tile y position'': The y position of the graphic in tiles counting from 0 (top→bottom).&lt;br /&gt;
* ''WORKSHOP_CUSTOM'' and ''WORKSHOP_CUSTOM_OVERLAY'': These tokens define the graphics as belonging to a custom workshop. These tokens do not exist in vanilla workshops except for the Soap maker and Screw press, which are used as examples for custom workshops.&lt;br /&gt;
* ''workshop id'': The ID of the workshop defined in its raws.&lt;br /&gt;
* ''building stage'': What building stage this graphic is displayed during.&lt;br /&gt;
* ''workshop tile x position'': The x position of the workshop tile where the graphic is displayed counting from 0 (left→right).&lt;br /&gt;
* ''workshop tile y position'': The y position of the workshop tile where the graphic is displayed counting from 0(top→bottom).&lt;br /&gt;
&lt;br /&gt;
Note that an extra Y row is defined above the workshop. This allows for graphics that extend into the tile above the workshop.&lt;br /&gt;
&lt;br /&gt;
Also note that currently custom furnaces do not properly work with premium graphics. The WORKSHOP_CUSTOM and WORKSHOP_CUSTOM_OVERLAY tokens ONLY work with custom workshops. If used with a custom furnace they give an error and the graphics will not appear in game. Custom furnaces can still be made to use graphics if they are defined as workshops in their raws. &lt;br /&gt;
&lt;br /&gt;
These values can be validated by checking the RAW vanilla file &amp;lt;code&amp;gt;[DF Installion]\data\vanilla\vanilla_buildings_graphics\graphics\graphics_workshops.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics come in two variations:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;graphic id&amp;gt;]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;graphic id&amp;gt;:&amp;lt;variation {1 - 5}&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left→right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top→bottom).&lt;br /&gt;
* ''graphic id'': The [[Graphics_token#World_Map_Graphics|Graphic Token]] of the world map tile the graphics represent.&lt;br /&gt;
* ''variation {1 - 5}'': For Graphic IDs that allow variants.&lt;br /&gt;
&lt;br /&gt;
These values can be validated by checking the RAW vanilla file &amp;lt;code&amp;gt;[DF Installion]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Palettes ==&lt;br /&gt;
[[File:palettes_v50.png|right]]&lt;br /&gt;
&lt;br /&gt;
[[Palette]]s are used by [[graphics]] to render colorized objects. This is usually based on [[Material definition token#STATE_COLOR|material colors]], though arbitrary palettes{{version|50.13}} can be created and applied with {{token|USE_PALETTE|g}}.&lt;br /&gt;
&lt;br /&gt;
    [PALETTE:&amp;lt;palette identifier&amp;gt;]&lt;br /&gt;
        [FILE:images/imagename.png]&lt;br /&gt;
        [PALETTE_DEFAULT:&amp;lt;row&amp;gt;] this is the one used in the images themselves&lt;br /&gt;
        [PALETTE_COLOR:&amp;lt;color&amp;gt;:&amp;lt;row&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''name'': The Internal ID being created for the image. DEFAULT is used by most objects and requires a PALETTE_COLOR entry for each [[Descriptor color token|raw-defined color]] that exists.&lt;br /&gt;
* ''imagename.png'': The file name of the 8bit RGBA (sometimes called 32bit) in the &amp;lt;code&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder of the mod.&lt;br /&gt;
* ''row'': The y position of the graphic to be displayed in pixels counting from 0 (top→bottom). It is customary to place the default palette at 0.&lt;br /&gt;
* ''color'': A [[Color#Color tokens|color]] token.&lt;br /&gt;
&lt;br /&gt;
Each row of the vanilla palettes.png file is a palette. The PALETTE_DEFAULT row is the row of colors (aka palette) used to in the internal graphics (which are loaded by a tile page) and get replaced by the colors of one of the other rows as specified in the palette_default.txt file. It isn't shown in-game, but the exact RGB values are replaced by the row specified by &amp;lt;code&amp;gt;[PALETTE_COLOR]&amp;lt;/code&amp;gt; or {{token|USE_PALETTE|g}}. Each palette supports up to 18 colors.&lt;br /&gt;
&lt;br /&gt;
Below is a set of color ramps used for vanilla graphics. The colors in the '''Metal''' and '''Wood''' columns will be replaced by the palette corresponding to the object's [[Material definition token#STATE_COLOR|material color]], and all other colors are off-palette and will not be colorized. '''Fake Metal''' is used for metallic details on non-metal objects, like the gray trim of a wooden buckler, and other ramps are used for workshop overlays. '''Handle''' is used throughout the game to represent brown materials, and wooden weapons are an example of how to convert it into the main palette.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PALETTE_DEFAULT source colors'''&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 0px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Metal'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #ffffff&amp;quot;&lt;br /&gt;
| #FFFFFF&lt;br /&gt;
|- style=&amp;quot;color: black; background: #C7C4B4&amp;quot;&lt;br /&gt;
| #C7C4B4&lt;br /&gt;
|- style=&amp;quot;color: black; background: #A5A6A5&amp;quot;&lt;br /&gt;
| #A5A6A5&lt;br /&gt;
|- style=&amp;quot;color: black; background: #8A9091&amp;quot;&lt;br /&gt;
| #8A9091&lt;br /&gt;
|- style=&amp;quot;color: white; background: #6B7076&amp;quot;&lt;br /&gt;
| #6B7076&lt;br /&gt;
|- style=&amp;quot;color: white; background: #5A5E65&amp;quot;&lt;br /&gt;
| #5A5E65&lt;br /&gt;
|- style=&amp;quot;color: white; background: #494C54&amp;quot;&lt;br /&gt;
| #494C54&lt;br /&gt;
|- style=&amp;quot;color: white; background: #3C3E46&amp;quot;&lt;br /&gt;
| #3C3E46&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2F3038&amp;quot;&lt;br /&gt;
| #2F3038&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Wood'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #D7D3D2&amp;quot;&lt;br /&gt;
| #D7D3D2&lt;br /&gt;
|- style=&amp;quot;color: black; background: #B3A59E&amp;quot;&lt;br /&gt;
| #B3A59E&lt;br /&gt;
|- style=&amp;quot;color: black; background: #94877E&amp;quot;&lt;br /&gt;
| #94877E&lt;br /&gt;
|- style=&amp;quot;color: black; background: #746A63&amp;quot;&lt;br /&gt;
| #746A63&lt;br /&gt;
|- style=&amp;quot;color: white; background: #605852&amp;quot;&lt;br /&gt;
| #605852&lt;br /&gt;
|- style=&amp;quot;color: white; background: #564F49&amp;quot;&lt;br /&gt;
| #564F49&lt;br /&gt;
|- style=&amp;quot;color: white; background: #4E4743&amp;quot;&lt;br /&gt;
| #4E4743&lt;br /&gt;
|- style=&amp;quot;color: white; background: #463E3D&amp;quot;&lt;br /&gt;
| #463E3D&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2F3038&amp;quot;&lt;br /&gt;
| #2F3038&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Off-palette color ramps'''&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Fake Metal'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #FFFEFF&amp;quot;&lt;br /&gt;
| #FFFEFF&lt;br /&gt;
|- style=&amp;quot;color: black; background: #CECAB9&amp;quot;&lt;br /&gt;
| #CECAB9&lt;br /&gt;
|- style=&amp;quot;color: black; background: #A9AAA9&amp;quot;&lt;br /&gt;
| #A9AAA9&lt;br /&gt;
|- style=&amp;quot;color: black; background: #8B9293&amp;quot;&lt;br /&gt;
| #8B9293&lt;br /&gt;
|- style=&amp;quot;color: white; background: #696F75&amp;quot;&lt;br /&gt;
| #696F75&lt;br /&gt;
|- style=&amp;quot;color: white; background: #565B62&amp;quot;&lt;br /&gt;
| #565B62&lt;br /&gt;
|- style=&amp;quot;color: white; background: #464951&amp;quot;&lt;br /&gt;
| #464951&lt;br /&gt;
|- style=&amp;quot;color: white; background: #3F434C&amp;quot;&lt;br /&gt;
| #3F434C&lt;br /&gt;
|- style=&amp;quot;color: white; background: #393B44&amp;quot;&lt;br /&gt;
| #393B44&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 0px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Fake Wood'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #D8B796&amp;quot;&lt;br /&gt;
| #D8B796&lt;br /&gt;
|- style=&amp;quot;color: black; background: #B7926C&amp;quot;&lt;br /&gt;
| #B7926C&lt;br /&gt;
|- style=&amp;quot;color: black; background: #A57D5E&amp;quot;&lt;br /&gt;
| #A57D5E&lt;br /&gt;
|- style=&amp;quot;color: black; background: #936850&amp;quot;&lt;br /&gt;
| #936850&lt;br /&gt;
|- style=&amp;quot;color: white; background: #815E50&amp;quot;&lt;br /&gt;
| #815E50&lt;br /&gt;
|- style=&amp;quot;color: white; background: #6F5450&amp;quot;&lt;br /&gt;
| #6F5450&lt;br /&gt;
|- style=&amp;quot;color: white; background: #5B4749&amp;quot;&lt;br /&gt;
| #5B4749&lt;br /&gt;
|- style=&amp;quot;color: white; background: #473941&amp;quot;&lt;br /&gt;
| #473941&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2F3038&amp;quot;&lt;br /&gt;
| #2F3038&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 0px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Handle'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #E1CEAF&amp;quot;&lt;br /&gt;
| #E1CEAF&lt;br /&gt;
|- style=&amp;quot;color: black; background: #CDAC85&amp;quot;&lt;br /&gt;
| #CDAC85&lt;br /&gt;
|- style=&amp;quot;color: black; background: #B98B5B&amp;quot;&lt;br /&gt;
| #B98B5B&lt;br /&gt;
|- style=&amp;quot;color: black; background: #9E674A&amp;quot;&lt;br /&gt;
| #9E674A&lt;br /&gt;
|- style=&amp;quot;color: white; background: #775653&amp;quot;&lt;br /&gt;
| #775653&lt;br /&gt;
|- style=&amp;quot;color: white; background: #60474B&amp;quot;&lt;br /&gt;
| #60474B&lt;br /&gt;
|- style=&amp;quot;color: black; background: white&amp;quot;&lt;br /&gt;
| n/a&lt;br /&gt;
|- style=&amp;quot;color: white; background: #483743&amp;quot;&lt;br /&gt;
| #483743&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2E2A38&amp;quot;&lt;br /&gt;
| #2E2A38&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 0px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Still'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #E5B076&amp;quot;&lt;br /&gt;
| #E5B076&lt;br /&gt;
|- style=&amp;quot;color: black; background: #D1894A&amp;quot;&lt;br /&gt;
| #D1894A&lt;br /&gt;
|- style=&amp;quot;color: black; background: #BF703C&amp;quot;&lt;br /&gt;
| #BF703C&lt;br /&gt;
|- style=&amp;quot;color: black; background: #A35D3A&amp;quot;&lt;br /&gt;
| #A35D3A&lt;br /&gt;
|- style=&amp;quot;color: white; background: #85534B&amp;quot;&lt;br /&gt;
| #85534B&lt;br /&gt;
|- style=&amp;quot;color: white; background: #644249&amp;quot;&lt;br /&gt;
| #644249&lt;br /&gt;
|- style=&amp;quot;color: white; background: #4B4047&amp;quot;&lt;br /&gt;
| #4B4047&lt;br /&gt;
|- style=&amp;quot;color: white; background: #293945&amp;quot;&lt;br /&gt;
| #293945&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2F3038&amp;quot;&lt;br /&gt;
| #2F3038&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Classic Graphics =&lt;br /&gt;
{{old}}&lt;br /&gt;
:{{for/see|a list of all tile characters used in DF|[[Tilesets]]}}&lt;br /&gt;
:{{for/see|a chart with the default ASCII characters|[[Main:Character table|Character table]]}}&lt;br /&gt;
:{{for/see|user-created creature tilesets|[[Main:Tileset repository|Tileset repository]]}}&lt;br /&gt;
:{{for/see|information about Graphic sets|[[Graphic set|Graphic set]]}}&lt;br /&gt;
:{{for/see|information on how tilesets get colored|[[color]]}}&lt;br /&gt;
=== General Information ===&lt;br /&gt;
Although commonly referred to as text or &amp;quot;ASCII&amp;quot;-graphics, classic DF uses a bitmap [[tilesets|tileset]]* with characters from the [[Main:Character table|IBM Code Page 437]], displayed with a foreground and background color picked from 16 predefined [[Color scheme|colors]]. Text files (and often hardcoded values) define the tile, and colors of all objects.&lt;br /&gt;
Both color scheme and tileset can be changed (see below), and definitions that are in text files can be modified. In addition, interface text can be displayed with a TrueType font and [[creatures]] (which normally are displayed as [[tilesets#list of creatures...|letters]]) can be assigned to separate tilesets called [[graphic set]]s. The main tileset is sometimes called &amp;quot;character tileset&amp;quot;, while the graphic sets are also referred to as &amp;quot;object tilesets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*except when using [[Technical_tricks#Video_Card_Options|PRINT_MODE:TEXT]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tileset ====&lt;br /&gt;
{{Main|Tilesets}}&lt;br /&gt;
The main tileset (also called 'character set' or just 'tileset') is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:character table|IBM Code Page 437]], which are used to display all objects, creatures, and UI elements in game. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. Creatures are displayed as [[Tilesets#Main_creature_tiles|colored letters]] (a white 'B' is a [[polar bear]], a brown 'd' a [[dog]], and a grey 'c' is a [[cat]]).&lt;br /&gt;
&lt;br /&gt;
As the tileset is limited to only 256 tiles, some objects share the same tile. Most notably, even with upper and lower case letters and 16 colors, a lot of creatures still look identical (goblin, goat, various gibbons, gremlin, goose, etc.). The tile for bins, up/down stairs and the cursor are the same; bags use the same tile as the symbol for &amp;quot;male&amp;quot;; and the &amp;quot;female&amp;quot; symbol shares a graphic with amulets. Roads and large rivers on the world map, minecart tracks and walls all share the same tiles as well.&lt;br /&gt;
&lt;br /&gt;
Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded.&lt;br /&gt;
&lt;br /&gt;
That also can be used to categorize custom tilesets: Those that are made for and come bundled with modified raws/init files, and those that are made for and work with the default raws. Usually, the latter are more symbolic, or 'ASCII-like', while the former are often more pictographic, detailed or &amp;quot;pixel-arty&amp;quot;. These sometimes are also bundled with their own creature graphics.&lt;br /&gt;
Tilesets that are made for default raws have the advantage that you can use them immediately without any work for any new version that is released. With modified raws, you need to manually edit the new raws again, or wait for the maintainer to do that.&lt;br /&gt;
&lt;br /&gt;
==== Graphic set ====&lt;br /&gt;
{{Main|Graphic set}}&lt;br /&gt;
Graphic sets are additional tilesets used to give objects different graphics. As opposed to the main tileset, any number of tiles can be arranged in any grid configuration. Currently, DF only supports graphic sets for creatures. Every graphic set needs a corresponding text file that assigns a tile to a creature.&lt;br /&gt;
&lt;br /&gt;
==== Color ====&lt;br /&gt;
{{Main|Color}}&lt;br /&gt;
In general, a tileset has white tiles with a transparent background. White pixels show the foreground color, transparent pixels (magenta pixels for .bmp) the background color. Black pixels remain black. Shades of grey, partial transparency and even colored tiles can be used for various effects. Additionally, creature graphics can be set to be displayed in the colors they're drawn in.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the game selects from 16 colors (the [[color scheme]]) to decide the color: which of the 16 colors the game uses depends on the [[Color#Color_values|color value]] or [[Color#Color_tokens|color token]] of the material/item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{further information|Mod|Tilesets|Graphic set|Color scheme}}&lt;br /&gt;
====Repositories====&lt;br /&gt;
Users of the Steam version can subscribe to mods on Steam Workshop. The wiki has repositories for [[Main:Tileset_repository|tilesets]], [[Graphics_set_repository|graphic sets]], and [[color scheme]]s. You will find more in the [http://www.bay12forums.com/smf/index.php?board=28.0 bay 12 graphics subforum] and on [http://dffd.wimbli.com/ DFFD]. Some graphic sets and tilesets are additionally maintained on [https://github.com/DFgraphics github].&lt;br /&gt;
Often, tileset creators offer preinstalled downloads or folders you just have to drop into your DF folder and overwrite files when prompted. They usually come with installation instructions either in a readme file or in their respective forum thread. In addition, there are various [[Utilities#Launchers|launcher]] applications that let you install and change graphics automatically.&lt;br /&gt;
&lt;br /&gt;
For manual installation of the various components, see here:&lt;br /&gt;
&lt;br /&gt;
====Tileset====&lt;br /&gt;
Put the tileset you want to use into the data/art/ folder. Open up [[init.txt]] (in data/init/) with a text editor and change the entries FONT, FULLFONT, GRAPHICS_FONT, and GRAPHICS_FULLFONT to the filename of your new tileset.&lt;br /&gt;
&lt;br /&gt;
====Creature Graphics====&lt;br /&gt;
Put the graphic set ''into a subfolder'' in raw/graphics and the corresponding text file directly in raw/graphics. If you have an active save you will have to put them into the raw folder of your save as well (data/save/&amp;lt;your region&amp;gt;/raw/graphics). Finally, set GRAPHICS to YES in data/init/[[init.txt]]&lt;br /&gt;
&lt;br /&gt;
====Color Scheme====&lt;br /&gt;
Replace colors.txt in data/init with your new colors.&lt;br /&gt;
&lt;br /&gt;
===True Type Font===&lt;br /&gt;
Replace font.ttf in data/art with your new font.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Interaction_token&amp;diff=308598</id>
		<title>Interaction token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Interaction_token&amp;diff=308598"/>
		<updated>2025-03-15T20:43:25Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Usage */ Added TOKEN; seems to be used to reference menu icons for the interaction in Adventure Mode?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The following [[token]]s can be used to define and use interactions. (''It appears that, at least in order to make the big list make a little more sense, [[Necromancer#Modding|some]]  [[Interaction_examples|examples]] of those may be necessary.'')&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Definitions==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Context&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTERACTION}}&lt;br /&gt;
| Global&lt;br /&gt;
| ID&lt;br /&gt;
| Used to start defining a new interaction. The term &amp;quot;interaction ID&amp;quot; refers to the text specified within this token; this is used to make reference to the interaction in various other places.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXPERIMENT_ONLY}}&lt;br /&gt;
| Global&lt;br /&gt;
| &lt;br /&gt;
| Disallows use of the interaction in play, but if the interaction animates or resurrects corpses, or has an I_SOURCE:EXPERIMENT tag, it can be used in worldgen. Animation and resurrection interactions do not need I_SOURCE:EXPERIMENT to work in worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|I_SOURCE}}&lt;br /&gt;
| Global&lt;br /&gt;
| type&lt;br /&gt;
| Defines what things are capable of triggering this interaction - multiple sources may be specified. Valid values:&lt;br /&gt;
* '''CREATURE_ACTION''' - Specifies that the interaction may be used in conjunction with [[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION]]] and [[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]], but it isn't actually necessary for this. It might exist simply to allow for the inclusion of IS_ tokens (detailed below) to be applied when the interaction is used in this context.&lt;br /&gt;
* '''ATTACK''' - Allows the interaction to be used in conjunction with [[Creature_token#SPECIALATTACK_INTERACTION|[SPECIALATTACK_INTERACTION]]] and [[Syndrome#CE_SPECIAL_ATTACK_INTERACTION|[CE_SPECIAL_ATTACK_INTERACTION]]].&lt;br /&gt;
* '''INGESTION''' - Allows the interaction to be used in conjunction with [[Syndrome#CE_BODY_MAT_INTERACTION|[CE_BODY_MAT_INTERACTION]]].&lt;br /&gt;
* '''DEITY''' - Allows the interaction to be inflicted upon mortals by the gods, for reasons dictated by [[Interaction_token#IS_USAGE_HINT|[IS_USAGE_HINT]]].&lt;br /&gt;
* '''SECRET''' - Allows the interaction to act as a secret which can be learnt and passed on to others, as specified via [[Interaction_token#IS_SECRET|[IS_SECRET]]]. Appropriate [[Interaction_token#I_EFFECT|interaction effects]] with a [[Interaction_token#IE_TARGET|creature target]] will be applied to individuals who learn the secret. It is possible to set restrictions on who may learn the secret by using creature target tokens as described below. Also see [[Interaction_token#IS_SECRET_GOAL|[IS_SECRET_GOAL]]] and [[Interaction_token#IS_SPHERE|[IS_SPHERE]]].&lt;br /&gt;
* '''REGION''' - Allows the interaction to take place spontaneously in regions specified using [[Interaction_token#IS_REGION|[IS_REGION]]]. Also see [[Interaction_token#IS_FREQUENCY|[IS_FREQUENCY]]] and [[Interaction_token#IE_INTERMITTENT|[IE_INTERMITTENT]]].&lt;br /&gt;
* '''DISTURBANCE''' - Allows the interaction to take place spontaneously in disturbed [[tomb|tombs]]; generated interactions with this token are used to create [[mummy|mummies]].&lt;br /&gt;
* '''UNDERGROUND_SPECIAL''' - Allows the interaction to take place spontaneously in [[Demonic fortress|curious underground structures]] (which no longer generate); generated interactions with this token used to be used to produce [[undead|zombies]] when creating the structure's inhabitants.&lt;br /&gt;
* '''EXPERIMENT''' - This can be used by NIGHT_CREATURE_EXPERIMENTERs while &amp;quot;performing horrible experiments&amp;quot; in worldgen. Only seems relevant for interactions that target living creatures. Note that all NIGHT_CREATURE_EXPERIMENTERs have access to generated experiments, and due to the large number of generated experiments available custom experiment interactions will tend to show up very rarely.&lt;br /&gt;
* '''MYTHICAL''' - Presumably used to upgrade creatures guarding a [[mysterious dungeon]].&lt;br /&gt;
* '''ITEM_POWER''' - Granted by a ◄[[magic]] item►. Currently can only be found on [[Primordial remnant#Equipment|remnant weapons]], which chooses a random interaction with this source.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_HIST_STRING_1}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Describes what the interaction did to a historical figure; this is displayed in legends mode following the name of the historical figure who performed the interaction and preceding the name of the targeted historical figure (or, in the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], the historical figure from whom the consumed material was extracted).&lt;br /&gt;
&lt;br /&gt;
[IS_HIST_STRING_1: cursed]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_HIST_STRING_2}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Describes what the interaction did to a historical figure; this is displayed in legends mode after the name of the historical figure who was targeted by the interaction. In the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], it is displayed after the name of the historical figure from whom the consumed material was extracted.&lt;br /&gt;
&lt;br /&gt;
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_TRIGGER_STRING}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Displayed as an announcement when the interaction is carried out during play. The text follows the name of the target unit, and is preceded by [[Interaction_token#IS_TRIGGER_STRING_SECOND|IS_TRIGGER_STRING_SECOND]] or [[Interaction_token#IS_TRIGGER_STRING_THIRD|IS_TRIGGER_STRING_THIRD]]. May be limited to [[Interaction_token#I_SOURCE|[I_SOURCE:DEITY]]] and [[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]] interactions at present; this still needs to be tested.&lt;br /&gt;
&lt;br /&gt;
[IS_TRIGGER_STRING: been infected with a contagious ghoulish condition]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_TRIGGER_STRING_SECOND}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the second person.&lt;br /&gt;
&lt;br /&gt;
[IS_TRIGGER_STRING_SECOND: have]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_TRIGGER_STRING_THIRD}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the third person.&lt;br /&gt;
&lt;br /&gt;
[IS_TRIGGER_STRING_THIRD: has]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_NAME}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| string&lt;br /&gt;
| Generally used with [[Interaction_token#I_SOURCE|[I_SOURCE:SECRET]]] interactions to describe what the secret is about (though it may be used to name any I_SOURCE). This name is engraved onto the appropriate secret-containing slabs from worldgen, and is used in legends mode when describing the secret being learnt by historical figures.&lt;br /&gt;
&lt;br /&gt;
[IS_NAME:the secrets of life and death]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_SPHERE}}&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Indicates the [[sphere]] to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, so several [I_SOURCE:SECRET] tokens are required to make a secret belong to multiple spheres.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_SECRET_GOAL}}&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| Secret Goal token&lt;br /&gt;
| Indicates why somebody would want to learn the secret. Valid values:&lt;br /&gt;
* '''STAY_ALIVE'''&lt;br /&gt;
* '''MAINTAIN_ENTITY_STATUS'''&lt;br /&gt;
* '''START_A_FAMILY'''&lt;br /&gt;
* '''RULE_THE_WORLD'''&lt;br /&gt;
* '''CREATE_A_GREAT_WORK_OF_ART'''&lt;br /&gt;
* '''CRAFT_A_MASTERWORK'''&lt;br /&gt;
* '''BRING_PEACE_TO_THE_WORLD'''&lt;br /&gt;
* '''BECOME_A_LEGENDARY_WARRIOR'''&lt;br /&gt;
* '''MASTER_A_SKILL'''&lt;br /&gt;
* '''FALL_IN_LOVE'''&lt;br /&gt;
* '''SEE_THE_GREAT_NATURAL_SITES'''&lt;br /&gt;
* '''IMMORTALITY'''&lt;br /&gt;
* '''MAKE_A_GREAT_DISCOVERY'''&lt;br /&gt;
* '''ATTAIN_RANK_IN_SOCIETY'''&lt;br /&gt;
* '''BATHE_WORLD_IN_CHAOS'''&lt;br /&gt;
However, currently only IMMORTALITY will result in a secret being pursued during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_SECRET}}&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| Secret Flag&lt;br /&gt;
| Indicates how the secret can be learned. Valid values:&lt;br /&gt;
* '''SUPERNATURAL_LEARNING_POSSIBLE''' - gods may gift the secret to their worshippers. Secrets with [[Interaction_token#IS_SPHERE|[IS_SPHERE]]] specified may only be granted by gods who have at least one matching sphere.&lt;br /&gt;
* '''MUNDANE_RESEARCH_POSSIBLE''' - the secret can be researched by mundane means. This doesn't do anything at present. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222].&lt;br /&gt;
* '''MUNDANE_TEACHING_POSSIBLE''' - the secret can be taught to apprentices&lt;br /&gt;
* '''MUNDANE_RECORDING_POSSIBLE:TITLE_SET:NAME_SET''' - the secret can be written in books whose title and name are taken from the specified text sets. If this tag is present, a slab will be created upon learning the secret by supernatural means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_USAGE_HINT}}&lt;br /&gt;
| Within I_SOURCE:DEITY&lt;br /&gt;
| Usage Hint token&lt;br /&gt;
| Indicates why a deity would choose to perform this interaction. See [[Interaction_token#USAGE_HINT|CDI:USAGE_HINT]] below for valid values - in this context, '''MINOR_BLESSING''', '''MEDIUM_BLESSING''', '''MINOR_CURSE''', '''MEDIUM_CURSE''', and '''MAJOR_CURSE''' are the only values that make sense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_REGION}}&lt;br /&gt;
| Within I_SOURCE:REGION&lt;br /&gt;
| Region type&lt;br /&gt;
| Indicates what types of regions are capable of performing this interaction. This token may be specified several times per I_SOURCE to permit multiple terrain/alignment types. Valid values:&lt;br /&gt;
&lt;br /&gt;
* '''ANY''' permits the interaction to occur in all regions, regardless of terrain or alignment&lt;br /&gt;
&lt;br /&gt;
[[Biome|Terrain]]:&lt;br /&gt;
&lt;br /&gt;
* '''DESERT'''&lt;br /&gt;
* '''FOREST'''&lt;br /&gt;
* '''GLACIER'''&lt;br /&gt;
* '''GRASSLAND'''&lt;br /&gt;
* '''HILLS'''&lt;br /&gt;
* '''LAKE'''&lt;br /&gt;
* '''MOUNTAINS'''&lt;br /&gt;
* '''OCEAN'''&lt;br /&gt;
* '''SWAMP'''&lt;br /&gt;
* '''TUNDRA'''&lt;br /&gt;
* '''ANY_TERRAIN''' permits the interaction to occur in all regions which meet alignment specifications&lt;br /&gt;
&lt;br /&gt;
[[Surroundings#Combinations &amp;amp; characteristics of surroundings|Alignment]]:&lt;br /&gt;
&lt;br /&gt;
* '''NORMAL_ALLOWED'''&lt;br /&gt;
* '''EVIL_ALLOWED'''&lt;br /&gt;
* '''GOOD_ALLOWED'''&lt;br /&gt;
* '''SAVAGE_ALLOWED'''&lt;br /&gt;
* '''EVIL_ONLY'''&lt;br /&gt;
* '''GOOD_ONLY'''&lt;br /&gt;
* '''SAVAGE_ONLY'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_FREQUENCY}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| Probability&lt;br /&gt;
| When used with [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]], determines how likely it is for the region(s) specified via [[Interaction_token#IS_REGION|[IS_REGION]]] to possess this interaction.&lt;br /&gt;
&lt;br /&gt;
Note: it appears that regions aren't allowed to possess more than a single regional interaction at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_POWER_LEVEL}}&lt;br /&gt;
| Within I_SOURCE:MYTHICAL&lt;br /&gt;
| 1-3&lt;br /&gt;
| Corresponds to the three tiers of [[mysterious dungeon]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_DESCRIPTION}}&lt;br /&gt;
| Within I_SOURCE:ITEM_POWER&lt;br /&gt;
| string&lt;br /&gt;
| Adds the given string to the affected item's description.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_CDI}}&lt;br /&gt;
| Within I_SOURCE:ITEM_POWER&lt;br /&gt;
| [[Interaction_token#Usage|CDI token]]&lt;br /&gt;
| Details the interaction that the item grants. Comparable to {{token|CAN_DO_INTERACTION}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|I_TARGET}}&lt;br /&gt;
| Global&lt;br /&gt;
| ID, type&lt;br /&gt;
| Defines the targets available for subsequent use with [[Interaction_token#I_EFFECT|[I_EFFECT]]] tokens. Multiple targets may be specified; the precise target(s) used with each interaction effect are indicated via their ID (see [[Interaction_token#IE_TARGET|[IE_TARGET]]]). Valid values:&lt;br /&gt;
* '''CORPSE''' - The target is a [[Item_token#CORPSE|CORPSE]] or [[Item_token#CORPSEPIECE|CORPSEPIECE]] item.&lt;br /&gt;
* '''CREATURE''' - The target is a [[Creature|unit]].&lt;br /&gt;
* '''MATERIAL''' - This is a valid target for use in [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] interaction effects, and is used to set the material or flow type of the emission. This information, in turn, is either obtained from an [[Interaction_token#IT_MATERIAL|[IT_MATERIAL]]] token or by using [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]]. Using the latter implies that the precise emission info will be provided when defining [[Interaction_token#Breath_attacks|how an interaction user can use the interaction in question via CDI tokens]], enabling one to create 'template' material emission interactions such as the MATERIAL_EMISSION and MATERIAL_EMISSION_WITH_HIDE interactions included in the vanilla raws.&lt;br /&gt;
* '''LOCATION''' - The target is a [[tile|local map tile]]. If used with [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]]], creatures at the target tile are also valid targets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_LOCATION}}&lt;br /&gt;
| Within I_TARGET&lt;br /&gt;
| Location&lt;br /&gt;
| This is often included after [[Interaction_token#I_TARGET|[I_TARGET]]] token to add more detail about the target. Valid values:&lt;br /&gt;
* '''CONTEXT_CREATURE''' - Used with CREATURE to target the whole unit.&lt;br /&gt;
* '''CONTEXT_BP''' - Used with CREATURE to target the body part specified in [[Interaction_token#BP_REQUIRED|[CDI:BP_REQUIRED]]].&lt;br /&gt;
* '''CONTEXT_LOCATION''' - Used with LOCATION to target only a tile.&lt;br /&gt;
* '''CONTEXT_CREATURE_OR_LOCATION''' - Used with LOCATION to allow for targetting of both creatures and tiles.&lt;br /&gt;
* '''CONTEXT_ITEM''' - Used with CORPSE.&lt;br /&gt;
* '''CONTEXT_REGION''' - Can only be used by [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]] interactions.&lt;br /&gt;
* '''CONTEXT_MATERIAL''' - Used with MATERIAL if you want an [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] to obtain the emission material/flow type from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].&lt;br /&gt;
* '''RANDOM_NEARBY_LOCATION''' - Used with LOCATION. Targets a location from somewhere random within a number of squares from another LOCATION target specified by its target ID. For example, [I_TARGET:B:LOCATION] with [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5] will randomly select a tile lying somewhere within a radius of 5 tiles from [I_TARGET:A:LOCATION]. A walkable path between the two locations must exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_MANUAL_INPUT}}&lt;br /&gt;
| Within I_TARGET&lt;br /&gt;
| text&lt;br /&gt;
| Tells the adventure mode player what they should be selecting. If not specified, the player will only be able to target themselves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_AFFECTED_CREATURE}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Specifies specific creatures the interaction can target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_AFFECTED_CLASS}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature class&lt;br /&gt;
| Specifies creature classes the interaction can target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_IMMUNE_CREATURE}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Specifies specific creatures the interaction cannot target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_IMMUNE_CLASS}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature class&lt;br /&gt;
| Specifies creature classes the interaction cannot target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_REQUIRES}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature token or property&lt;br /&gt;
| Indicates that the target must have the specified property. Valid values:&lt;br /&gt;
* '''FIT_FOR_ANIMATION''' - Any corpse or body part that can become a zombie (heads, hands, etc.)&lt;br /&gt;
* '''FIT_FOR_RESURRECTION''' - The target corpse's UPPERBODY must be attached.&lt;br /&gt;
* '''HAS_BLOOD'''&lt;br /&gt;
* '''MORTAL'''&lt;br /&gt;
* '''NO_AGING'''&lt;br /&gt;
* '''STERILE'''&lt;br /&gt;
* Creature token: '''BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, MISCHIEVOUS''' (or '''MISCHIEVIOUS'''), '''NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_FORBIDDEN}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature token or property&lt;br /&gt;
| Indicates that the target must not have the specified property. Valid values are the same as for IT_REQUIRES.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_CANNOT_TARGET_IF_ALREADY_AFFECTED}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| &lt;br /&gt;
| Prevents the interaction from targeting a creature that's already under the effect of the same interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_CANNOT_HAVE_SYNDROME_CLASS}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| [[Syndrome]] class&lt;br /&gt;
| Prevents the interaction from targeting a creature under the effects of a syndrome having the specified SYN_CLASS value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_MATERIAL}}&lt;br /&gt;
| Within I_TARGET:MATERIAL&lt;br /&gt;
| type&lt;br /&gt;
| Specifies the type of material the interaction targets; currently only used for [[Interaction_token#I_EFFECT|MATERIAL_EMISSION]] interaction effects. See [[Interaction_token#Breath_Attacks_Types|Breath Attack Types]]. Valid values:&lt;br /&gt;
* '''FLOW''':Breath attack token - The emission will consist of the specified special flow type.&lt;br /&gt;
* '''MATERIAL''':[[Material token]]:Breath attack token - The emission will consist of the specified material dispersed in the specified manner.&lt;br /&gt;
* '''CONTEXT_MATERIAL''' - Indicates the emission details should be obtained from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|I_EFFECT}}&lt;br /&gt;
| Global&lt;br /&gt;
| type&lt;br /&gt;
| Specifies what the interaction does to the targets. Multiple [I_EFFECT]s may be specified in a single interaction, and the same type may be used more than once. Valid values:&lt;br /&gt;
&lt;br /&gt;
* '''ADD_SYNDROME''' - Adds one or more syndromes to a valid creature target.  You must specify the syndrome details just below this interaction effect using the &amp;lt;code&amp;gt;[[Syndrome#SYNDROME|[SYNDROME]]]&amp;lt;/code&amp;gt; tag followed by the relevant syndrome tokens. See [[syndrome#The anatomy of a syndrome|here]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''ANIMATE''' - Raises the target corpse/bodypart as an [[undead]] unit. The zombie will always be hostile to life and will retain no information about its original personality/loyalties. Syndromes can also be specified within this tag. If a regional interaction contains this effect, affected regions will have undead wildlife.&lt;br /&gt;
&lt;br /&gt;
* '''RESURRECT''' - Takes a target corpse and returns the creature to life.  This can be used on parts that are not FIT_FOR_RESURRECTION, but only the main part (with an UPPERBODY attached) will remain loyal to its original faction.  Syndromes can also be specified within this tag.&lt;br /&gt;
&lt;br /&gt;
* '''CLEAN''' - Removes [[Contaminant|contaminants]] from a valid creature target. See {{token|IE_GRIME_LEVEL|in}}  and {{token|IE_SYNDROME_TAG|in}}.&lt;br /&gt;
&lt;br /&gt;
* '''CONTACT''' - Causes the creatures to touch.&lt;br /&gt;
&lt;br /&gt;
* '''MATERIAL_EMISSION''' - Causes a particular material to be emitted. Used by [[evil weather]] and the MATERIAL_EMISSION interaction.&lt;br /&gt;
&lt;br /&gt;
* '''HIDE''' - Allows the creature to [[Ambusher|hide]] even if another creature can see it.&lt;br /&gt;
&lt;br /&gt;
* '''CREATE_ITEM''' - Creates an item as described by {{token|IE_ITEM|in}} and {{token|IE_ITEM_QUALITY|in}}.&lt;br /&gt;
&lt;br /&gt;
* '''CHANGE_ITEM_QUALITY''' - Alters an item's quality level as indicated by either {{token|IE_CHANGE_QUALITY|in}} or {{token|IE_SET_QUALITY|in}}. When targeting a unit, all items equipped by that unit will be affected.&lt;br /&gt;
&lt;br /&gt;
* '''SUMMON_UNIT''' - Creates a new unit at the target. The type of unit can either be specified using the {{token|CREATURE|in}} token, or made to be randomly selected as indicated by a variety of flag-based tokens: {{token|IE_CREATURE_FLAG|in}}, {{token|IE_FORBIDDEN_CREATURE_FLAG|in}}, {{token|IE_CREATURE_CASTE_FLAG|in}}, {{token|IE_FORBIDDEN_CREATURE_CASTE_FLAG|in}}, {{token|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED|in}} and/or {{token|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED|in}}. See also {{token|IE_TIME_RANGE|in}} and {{token|IE_MAKE_PET_IF_POSSIBLE|in}}.&lt;br /&gt;
&lt;br /&gt;
* '''PROPEL_UNIT''' - Applies a force specified using {{token|IE_PROPEL_FORCE|in}} to a unit to knock it back.&lt;br /&gt;
&lt;br /&gt;
* '''CHANGE_WEATHER''' - Changes the weather as specified by {{token|IE_ADD_WEATHER|in}} and/or {{token|IE_REMOVE_WEATHER|in}}.&lt;br /&gt;
&lt;br /&gt;
* '''RAISE_GHOST''' - Present in version 0.47.01 and accepted as a valid I_EFFECT token, but does not have an effect currently.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_ARENA_NAME}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| text&lt;br /&gt;
| Allows the interaction effect to be applied directly to newly spawned creatures in [[object testing arena|arena mode]]. The specified name is used to represent it within the creature creation [[Object_testing_arena#Effects|effects list]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_TARGET}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| ID&lt;br /&gt;
| Specifies which [[Interaction_token#I_TARGET|I_TARGET]] a particular interaction effect will be applied to. For example, in an interaction with the token [I_TARGET:B:CREATURE], 'B' is the ID used to indicate this target option. [I_EFFECT:ADD_SYNDROME] followed by [IE_TARGET:B] would therefore apply the syndrome to this target. Certain types of interaction effects require multiple IE_TARGET tokens in a specific order to function properly. A few effects do not require a target at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_INTERMITTENT}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| Frequency&lt;br /&gt;
| Only appears to work with [I_SOURCE:REGION] interactions. Indicates that the effect happens intermittently and specifies roughly how often. Regional interactions aren't able to use effects which lack this token. Valid values:&lt;br /&gt;
* '''WEEKLY'''&lt;br /&gt;
&lt;br /&gt;
Note: DAILY, MONTHLY and YEARLY also exist in the string dump but don't appear to work at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_IMMEDIATE}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| Indicates that the effect happens immediately.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_LOCATION}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| Location Hint&lt;br /&gt;
| Prevents the interaction effect from manifesting unless the target is in a location which meets the specified criteria. &lt;br /&gt;
Valid values:&lt;br /&gt;
* '''IN_WATER'''&lt;br /&gt;
* '''IN_MAGMA'''&lt;br /&gt;
* '''NO_WATER'''&lt;br /&gt;
* '''NO_MAGMA'''&lt;br /&gt;
* '''NO_THICK_FOG'''&lt;br /&gt;
* '''OUTSIDE'''&lt;br /&gt;
A [[Water#Depth|depth]] of 1/7 is sufficient for IN_WATER and IN_MAGMA.&lt;br /&gt;
&lt;br /&gt;
Note: NO_THICK_FOG and OUTSIDE are accepted as valid location hints when specified with IE_LOCATION, but don't appear to work. It's possible that they're currently only implemented for use with &amp;lt;code&amp;gt;[[Interaction_token#LOCATION_HINT|[CDI:LOCATION_HINT]]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_ADD_WEATHER}}&lt;br /&gt;
| Within I_EFFECT:CHANGE_WEATHER&lt;br /&gt;
| type&lt;br /&gt;
| Indicates what type of weather is added. Valid values:&lt;br /&gt;
* '''FOG_MIST'''&lt;br /&gt;
* '''FOG_NORMAL'''&lt;br /&gt;
* '''FOG_THICK'''&lt;br /&gt;
* '''FRONT_WARM'''&lt;br /&gt;
* '''FRONT_COLD'''&lt;br /&gt;
* '''FRONT_OCCLUDED'''&lt;br /&gt;
* '''STRATUS_ALTO'''&lt;br /&gt;
* '''STRATUS_PROPER'''&lt;br /&gt;
* '''STRATUS_NIMBUS'''&lt;br /&gt;
* '''CUMULUS_MED'''&lt;br /&gt;
* '''CUMULUS_MULTI'''&lt;br /&gt;
* '''CUMULUS_NIMBUS'''&lt;br /&gt;
* '''CIRRUS'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_REMOVE_WEATHER}}&lt;br /&gt;
| Within I_EFFECT:CHANGE_WEATHER&lt;br /&gt;
| type&lt;br /&gt;
| Indicates what type of weather is removed. See [[Interaction_token#IE_ADD_WEATHER|above]] for a list of valid weather types.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_GRIME_LEVEL}}&lt;br /&gt;
| Within I_EFFECT:CLEAN&lt;br /&gt;
| amount?&lt;br /&gt;
| [IE_GRIME_LEVEL:2] appears in the default cleaning interaction, and may indicate amount of grime cleaned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_SYNDROME_TAG}}&lt;br /&gt;
| Within I_EFFECT:CLEAN&lt;br /&gt;
| syndrome trigger flag&lt;br /&gt;
| When a creature cleans off a [[contaminant]] which is associated with a [[syndrome]], the syndrome will be contracted if it has a matching [[Syndrome#The_anatomy_of_a_syndrome|trigger flag]]. This is what enables [[cat]]s to become slightly inebriated when licking off [[alcohol]]. '''SYN_INGESTED''' appears to be the only syndrome trigger flag that works in this context.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_PROPEL_FORCE}}&lt;br /&gt;
| Within I_EFFECT:PROPEL_UNIT&lt;br /&gt;
| amount&lt;br /&gt;
| Indicates the amount of force that the target will be propelled with.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_ITEM}}&lt;br /&gt;
| Within I_EFFECT:CREATE_ITEM&lt;br /&gt;
| &amp;lt;probability&amp;gt;:&amp;lt;quantity&amp;gt;:[[item token]]:[[material token]]&lt;br /&gt;
| Defines what item will be created.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_ITEM_QUALITY}}&lt;br /&gt;
| Within I_EFFECT:CREATE_ITEM&lt;br /&gt;
| &amp;lt;[[Item_quality|quality]]&amp;gt; OR &amp;lt;minimum [[Item_quality|quality]]&amp;gt;:&amp;lt;maximum [[Item_quality|quality]]&amp;gt;&lt;br /&gt;
| Defines what [[Item quality|quality]] the created item shall have. Can either be specified in the form of a single, fixed quality (it seems that ARTIFACT can only be used in this manner), or a minimum and maximum level (in which case the quality is selected randomly). Valid values (numerals only except for ARTIFACT):&lt;br /&gt;
* '''0''' = ordinary&lt;br /&gt;
* '''1''' = well-crafted&lt;br /&gt;
* '''2''' = finely crafted&lt;br /&gt;
* '''3''' = superior quality&lt;br /&gt;
* '''4''' = exceptional&lt;br /&gt;
* '''5''' = masterwork&lt;br /&gt;
* '''ARTIFACT'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_SET_QUALITY}}&lt;br /&gt;
| Within I_EFFECT:CHANGE_ITEM_QUALITY&lt;br /&gt;
| [[Interaction_token#IE_ITEM_QUALITY|quality level]]&lt;br /&gt;
| Defines a fixed [[Item_quality|quality]] level which the affected item(s) will be set to (decreasing or increasing in quality as necessary). See [[Interaction_token#IE_ITEM_QUALITY|above]] for a list of valid quality levels (but note that ARTIFACT cannot be used in this effect).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_CHANGE_QUALITY}}&lt;br /&gt;
| Within I_EFFECT:CHANGE_ITEM_QUALITY&lt;br /&gt;
| amount&lt;br /&gt;
| Determines how much the [[Item_quality|quality]] of the item(s) will be changed. For instance, improving a well-crafted -item- ([[Interaction_token#IE_ITEM_QUALITY|quality level]] 1) by 2 will turn it into a superior-quality *item* (quality level 3). A negative value can be used to decrease quality. Quality cannot be increased beyond level 5 (masterwork) or decreased below level 0 (ordinary).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;creature token&amp;gt;:&amp;lt;caste token&amp;gt;&lt;br /&gt;
| Indicates which specific creature will be created when using this interaction. ANY can be used in place of a specific caste token. Only one [CREATURE] may currently be specified per interaction effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_CREATURE_FLAG}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;&lt;br /&gt;
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_FORBIDDEN_CREATURE_FLAG}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;&lt;br /&gt;
| When this token is added to a random creature summoning effect, any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] will be excluded from the selection. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_CREATURE_CASTE_FLAG}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;&lt;br /&gt;
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_FORBIDDEN_CREATURE_CASTE_FLAG}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;&lt;br /&gt;
| When this token is added to a random creature summoning effect, it excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;minimum [[Gait#Speed|gait speed]]&amp;gt;&lt;br /&gt;
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] less than or equal to the specified &amp;lt;minimum gait speed&amp;gt; (&amp;quot;less than&amp;quot; because lower is faster in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;maximum [[Gait#Speed|gait speed]]&amp;gt;&lt;br /&gt;
| When this token is added to a random creature summoning effect, it excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] value less than or equal to the specified &amp;lt;maximum gait speed&amp;gt; (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_TIME_RANGE}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;minimum [[Time|ticks]]&amp;gt;:&amp;lt;maximum [[Time|ticks]]&amp;gt;&lt;br /&gt;
| The summoned unit vanishes in a puff of smoke once a certain amount of time has elapsed. The time limit is a randomly selected number of ticks within the specified minimum-maximum time range. The unit will persist indefinitely if this token is omitted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_MAKE_PET_IF_POSSIBLE}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
|&lt;br /&gt;
| Makes the summoned unit behave as a pet of the unit who performed the summoning interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Global&lt;br /&gt;
| &lt;br /&gt;
| Indicates that this is a generated interaction. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
To enable a particular type of creature to use an interaction directly, the [[creature token]] &amp;lt;code&amp;gt;[[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION:&amp;lt;interaction name&amp;gt;]]]&amp;lt;/code&amp;gt; should be added to its creature raws (replacing '&amp;lt;interaction name&amp;gt;' with the ID of the desired interaction; for an interaction called &amp;lt;code&amp;gt;[INTERACTION:CLEANING]&amp;lt;/code&amp;gt; in the raws, the ID would be &amp;quot;CLEANING&amp;quot;), followed by a series of [CDI:...] tokens as detailed below.&lt;br /&gt;
&lt;br /&gt;
Interactions can also be granted to individual creatures via [[syndrome]]s using the syndrome effect token &amp;lt;code&amp;gt;[[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]]&amp;lt;/code&amp;gt; followed by &amp;lt;code&amp;gt;[[Interaction_token#INTERACTION|[CDI:INTERACTION:&amp;lt;interaction name&amp;gt;]]]&amp;lt;/code&amp;gt; and additional CDI tokens as required.&lt;br /&gt;
&lt;br /&gt;
The following is a list of valid CDI tokens. Precede them with &amp;quot;CDI:&amp;quot; in the style of &amp;lt;code&amp;gt;[CDI:ADV_NAME:Clean]&amp;lt;/code&amp;gt;, for example.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTERACTION}}&lt;br /&gt;
| ID&lt;br /&gt;
| Specifies which interaction can be performed. This is only needed following [[Syndrome#Special_Effects|CE_CAN_DO_INTERACTION]]; there's no need to include this after [[Creature_token#CAN_DO_INTERACTION|CAN_DO_INTERACTION]] as the latter allows you to specify the interaction directly (as explained [[Interaction_token#Usage|above]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADV_NAME}}&lt;br /&gt;
| text&lt;br /&gt;
| Specifies the name of the interaction as it will appear on the [[Adventurer_mode|adventure mode]] 'powers/abilities' menu.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOKEN}}&lt;br /&gt;
| ID&lt;br /&gt;
| Specifies a reference for the interaction graphics icon as it will appear on the [[Adventurer_mode|adventure mode]] 'powers/abilities' menu{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TARGET}}&lt;br /&gt;
| target ID, target types&lt;br /&gt;
| Specifies how the creature chooses what to target. Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls.  Valid target types:&lt;br /&gt;
* '''LINE_OF_SIGHT''' - the source needs to be able to see the target&lt;br /&gt;
* '''TOUCHABLE''' - the source needs to be able to touch the target&lt;br /&gt;
* '''DISTURBER_ONLY''' - the target must be whoever disturbed the source (this is currently only relevant to [[mummy|mummies]], allowing them to curse solely the unit who disturbed their [[tomb|resting place]])&lt;br /&gt;
* '''SELF_ALLOWED''' - the target can be the source&lt;br /&gt;
* '''SELF_ONLY''' - the target '''must''' be the source&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TARGET_RANGE}}&lt;br /&gt;
| target ID, range&lt;br /&gt;
| Determines the maximum distance from the interaction user (in [[tile]]s) at which something can be considered a valid target. For [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], [[Interaction_token#SHARP_ROCK|SHARP_ROCK]], [[Interaction_token#LIQUID_GLOB|LIQUID_GLOB]] and [[Interaction_token#FIREBALL|FIREBALL]] breath attacks, also determines how far the projectiles can fly before falling to the ground.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_TARGET_NUMBER}}&lt;br /&gt;
| ID, number&lt;br /&gt;
| Specifies the maximum number of things that can be selected for a particular I_TARGET.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCATION_HINT}}&lt;br /&gt;
| Location Hint&lt;br /&gt;
| Prevents CPU-controlled creatures from using the interaction unless they are in a location which meets the specified criteria. See [[Interaction_token#IE_LOCATION|above]] for a list of valid location hint values.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USAGE_HINT}}&lt;br /&gt;
| Usage hint token&lt;br /&gt;
| Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified in fortress mode, the interaction will be performed at every opportunity in combat. Multiple usage hints may be specified. Valid values:&lt;br /&gt;
* '''GREETING''' - Creatures will target 'friendly' creatures, usually at random.&lt;br /&gt;
* '''ATTACK''' - Targets enemy creatures in combat.  If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it.&lt;br /&gt;
* '''DEFEND''' - Used in combat. Creature will target itself.&lt;br /&gt;
* '''FLEEING''' - Used when fleeing an enemy.  Creature will target itself.&lt;br /&gt;
* '''CLEAN_SELF''' - Creature targets itself when its body is covered with [[contaminant]]s.&lt;br /&gt;
* '''CLEAN_FRIEND''' - As above, but targets other friendly units instead.&lt;br /&gt;
* '''NEGATIVE_SOCIAL_RESPONSE''' - Used when a creature is expressing contempt (for example, to a murderer). This is used in the default spitting interaction, for example.&lt;br /&gt;
* '''TORMENT''' - This is also used in the default spitting interaction, and is presumably used in a similar context.&lt;br /&gt;
* '''MINOR_BLESSING''' - Used in divination dice blessings. Targets the roller.&lt;br /&gt;
* '''MEDIUM_BLESSING''' - Used in divination dice blessings. Targets the roller.&lt;br /&gt;
* '''MINOR_CURSE''' - Used in divination dice curses. Targets the roller.&lt;br /&gt;
* '''MEDIUM_CURSE''' - Used in divination dice curses. Targets the roller.&lt;br /&gt;
* '''MAJOR_CURSE''' - Used in disturbance and deity curses.  Targets the tomb disturber/temple defiler.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAIT_PERIOD}}&lt;br /&gt;
| number&lt;br /&gt;
| The creature must wait the specified number of [[time|ticks]] before being able to use the interaction again. The delay defaults to 20 ticks if this is omitted. Setting it to 0 removes the delay altogether.&lt;br /&gt;
Note: A WAIT_PERIOD of 10 is 10 ticks long in [[fortress mode]], but only 1 tick long in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREE_ACTION}}&lt;br /&gt;
|&lt;br /&gt;
| Indicates that performing the interaction doesn't take any time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REQUIRED}}&lt;br /&gt;
| Body part criteria&lt;br /&gt;
| Indicates that a particular body part must be present in order to perform the interaction. Criteria are '''BY_CATEGORY:'''[[Body_token#CATEGORY|category]], '''BY_TYPE:'''type (GRASP, for example),  or '''BY_TOKEN:'''[[Body_token#BP|token]] (uses the body part ID). See [[Body_token|body token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERBAL}}&lt;br /&gt;
| &lt;br /&gt;
| Only creatures that [[Creature_token#CAN_SPEAK|can speak]] will be able to use the interaction.  Might also be needed for VERBAL_SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERBAL_SPEECH}}&lt;br /&gt;
| text set&lt;br /&gt;
| Specifies what the creature says when they perform the interaction. Text sets are defined in text_* raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_BE_MUTUAL}}&lt;br /&gt;
| &lt;br /&gt;
| Presumably allows two creatures with the same interaction to use it on each other simultaneously, for example, cats cleaning each other.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERB}}&lt;br /&gt;
| self:other:mutual&lt;br /&gt;
| When a creature uses the interaction, a combat report message will be displayed in the form:&lt;br /&gt;
&lt;br /&gt;
[interaction user(s)] [VERB text] [target creature (if applicable)]&lt;br /&gt;
&lt;br /&gt;
The 'self' text is presented when describing the interaction in the second person (that is, when the interaction is carried out by the player character in [[adventure mode]]), the 'other' text is presented when describing it in the third person, and the 'mutual' text is presented when the interaction is carried out in a [[Interaction_token#CAN_BE_MUTUAL|mutual]] fashion.&lt;br /&gt;
&lt;br /&gt;
[CDI:VERB:lick:licks:lick each other]&lt;br /&gt;
&lt;br /&gt;
[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERB_REVERSE}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TARGET_VERB}}&lt;br /&gt;
| self:other&lt;br /&gt;
| When a creature uses the interaction, a message will display, describing the target as doing this.&lt;br /&gt;
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLOW}}&lt;br /&gt;
| [[#Breath Attack Types|Breath attack token]]&lt;br /&gt;
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit a special flow type. Valid values:&lt;br /&gt;
* '''[[Interaction_token#FIREBALL|FIREBALL]]'''&lt;br /&gt;
* '''[[Interaction_token#FIREJET|FIREJET]]'''&lt;br /&gt;
* '''[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| [[Material token]]:[[Interaction_token#Breath_Attack_Types|Breath attack token]]&lt;br /&gt;
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit the specified material in the manner described by the [[Interaction_token#Breath_Attack_Types|breath attack token]] used.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Breath attacks==&lt;br /&gt;
Breath attacks are controlled by the MATERIAL_EMISSION interaction, like so:&lt;br /&gt;
&lt;br /&gt;
  [CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
  		[CDI:ADV_NAME:Breath custom material]&lt;br /&gt;
  		[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
  		[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]&lt;br /&gt;
  		[CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]&lt;br /&gt;
  		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
  		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
  		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
  		[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
The most important part is this line:&lt;br /&gt;
&lt;br /&gt;
  [CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]&lt;br /&gt;
&lt;br /&gt;
The CDI refers to CAN_DO_INTERACTION; the MATERIAL states that this line shows what the material is. LOCAL_CREATURE_MAT:CUSTOMMATERIAL is your material, and TRAILING_VAPOR_FLOW refers to the breath attack type. Other types are seen below. Also important is this line:&lt;br /&gt;
&lt;br /&gt;
  [CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
&lt;br /&gt;
LINE_OF_SIGHT refers to where the target C may be; others include SELF_ALLOWED (presumably like LINE_OF_SIGHT, but with the creature allowed to target itself), SELF_ONLY (preferable for undirected attacks) and TOUCHABLE (for up-close attacks, as trailing flows tend to be).&lt;br /&gt;
&lt;br /&gt;
===Breath Attack Types===&lt;br /&gt;
&lt;br /&gt;
    '''[CDI:MATERIAL:&amp;lt;[[material token]]&amp;gt;:&amp;lt;material emission type&amp;gt;]'''&lt;br /&gt;
&lt;br /&gt;
Is used to emit a specific material in a specific manner. A list of valid emission types can be found below.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
    [CDI:MATERIAL:INORGANIC:GABBRO:[[Interaction_token#SHARP_ROCK|SHARP_ROCK]]]&lt;br /&gt;
shoots a sharp [[gabbro]] rock&lt;br /&gt;
    [CDI:MATERIAL:PLANT_MAT:GRASS_CAVE_WHEAT:MILL:[[Interaction_token#UNDIRECTED_DUST|UNDIRECTED_DUST]]]&lt;br /&gt;
releases a cloud of [[Cave wheat|dwarven wheat flour]]&lt;br /&gt;
    [CDI:MATERIAL:CREATURE_MAT:DWARF:TEARS:[[Interaction_token#SPATTER_LIQUID|SPATTER_LIQUID]]]&lt;br /&gt;
creates a pool of [[dwarf|dwarven]] tears&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    '''[CDI:FLOW:&amp;lt;flow emission type&amp;gt;]'''&lt;br /&gt;
&lt;br /&gt;
Is used to emit one of the special hardcoded flow types ([[Interaction_token#FIREBALL|FIREBALL]], [[Interaction_token#FIREJET|FIREJET]]  or [[Interaction_token#DRAGONFIRE|DRAGONFIRE]]).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
    [CDI:FLOW:[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Usage Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAILING_DUST_FLOW}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Shoots a trail of solid dust at the target. Appears to use [[cave-in]] dust physics, as the dust cloud will fling around anything it comes in contact with (including the creature who emitted it), making it capable of smashing creatures into the ground and flinging them over walls. Creatures caught in the dust cloud will be [[contaminant|covered]] with dust; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAILING_VAPOR_FLOW}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Shoots a trail of liquid mist at the target. Creatures caught in the vapor will be [[contaminant|covered]] with the condensed liquid; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAILING_GAS_FLOW}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Shoots a trail of gaseous substance at the target. This can be inhaled, triggering any associated [[Syndrome#SYN_INHALED|inhalation syndromes]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAILING_ITEM_FLOW}}:[[item token]]&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Shoots a &amp;quot;cloud&amp;quot; of items at the target, leaving piles of this item on the floor.  Note that this does ''not'' create the actual items or use falling item mechanics (meaning no flying daggers or Touhou-style barrages, unfortunately).  Instead, this token acts as [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], except that the material will use its ''normal'' temperature - for example, a breath attack of steel anvils will envelop the target in a &amp;quot;burst of steel&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDIRECTED_DUST}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| The creature releases a cloud of solid dust which spreads and dissipates. Similar to [[Interaction_token#TRAILING_DUST_FLOW|TRAILING_DUST_FLOW]], but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. &amp;lt;s&amp;gt;DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.&amp;lt;/s&amp;gt; You know you want to.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDIRECTED_VAPOR}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| The creature releases a cloud of liquid mist which spreads and dissipates. Similar to [[Interaction_token#TRAILING_VAPOR_FLOW|TRAILING_VAPOR_FLOW]], but undirected, thus affecting a larger area but losing the distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDIRECTED_GAS}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| The creature releases a cloud of gaseous material which spreads and dissipates. Similar to [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], but undirected, thus affecting a larger area but losing the distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDIRECTED_ITEM_CLOUD}}:[[item token]]&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| The creature releases a &amp;quot;cloud&amp;quot; of items at the target, leaving piles of this item on the floor.  The same comments apply as [[Interaction_token#TRAILING_ITEM_FLOW|TRAILING_ITEM_FLOW]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_CREEPING_DUST}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creates a cloud of creeping dust. Not usable by creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_CREEPING_VAPOR}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creates a cloud of creeping vapor. Not usable by creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_CREEPING_GAS}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_FALLING_MATERIAL}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Causes it to start raining a particular material. If the material is solid at the outdoor temperatures, it will snow the material instead. Can transfer [[Syndrome#SYN_CONTACT|contact syndromes]]. Regardless of the nature of the material, being caught in it will give dwarves the negative [[thought]] of being 'caught in freakish weather lately'. Not usable by creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLID_GLOB}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Shoots a [[Item_token#GLOB|solid glob]] of spinning substance at the target, leaving a symbol similar to broken arrows, if it misses. Essentially a projectile weapon. If the [[Interaction_token#WAIT_PERIOD|cooldown rate]] is short enough, some creatures with this breath attack will not move, preferring instead to hold position and shoot globs at their enemies, even when they are right next to them.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHARP_ROCK}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Just like [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], but more harmful, as it shoots a sharpened [[Item_token#ROCK|solid chunk]] of material instead.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIQUID_GLOB}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Shoots a [[Item_token#LIQUID_MISC|liquid glob]] of substance at the target.  [[Syndrome#SYN_CONTACT|Contact syndromes]] will take effect if the glob hits the target's exposed skin.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPATTER_POWDER}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creates a [[contaminant|pile of powder]] at the specified location.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPATTER_LIQUID}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creates a [[contaminant|pool of liquid]] at the specified location.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEB_SPRAY}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Emits a burst of [[web]]s that entangle target creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRAGONFIRE}}&lt;br /&gt;
| FLOW&lt;br /&gt;
| Emits a wide cone of [[dragon]] [[fire]] that burns target creatures at a scorching {{ct|50000}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREJET}}&lt;br /&gt;
| FLOW&lt;br /&gt;
| Emits a narrow cone of [[fire]] that burns target creatures at {{ct|11000}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREBALL}}&lt;br /&gt;
| FLOW&lt;br /&gt;
| Emits a fireball that burns the target creature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you can give a creature multiple breath attacks, which appears to make the creature choose between them at random.  Creatures cannot use the WEATHER effects, these being reserved for regional interactions.&lt;br /&gt;
&lt;br /&gt;
One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist.  So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire.  You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points.&lt;br /&gt;
&lt;br /&gt;
If you give a creature a material breath attack, be aware that it will be caught in the attack more frequently than its targets.  Make sure to make your creatures immune to their own breath weapons!&lt;br /&gt;
&lt;br /&gt;
==Creature and Caste Flags==&lt;br /&gt;
&lt;br /&gt;
Certain interaction and syndrome effects (currently limited to [[Interaction_token#I_EFFECT|[IE_SUMMON_UNIT]]] and [[Syndrome#CE_BODY_TRANSFORMATION|[CE_BODY_TRANSFORMATION]]]) permit modders to specify the required/forbidden creature and caste flags of the desired creature(s). These are a collection of internal flags which are derived from [[Creature_token|creature tokens]] but are not necessarily identical to them. The following lists contain creature and caste flag names as provided by Toady One in a FotF reply [http://www.bay12forums.com/smf//index.php?topic=169696.msg8099138#msg8099138] (valid as of 0.47.04).&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Creature Flags|&lt;br /&gt;
ALL_CASTES_ALIVE&lt;br /&gt;
ARTIFICIAL_HIVEABLE&lt;br /&gt;
BIOME_DESERT_BADLAND&lt;br /&gt;
BIOME_DESERT_ROCK&lt;br /&gt;
BIOME_DESERT_SAND&lt;br /&gt;
BIOME_FOREST_TAIGA&lt;br /&gt;
BIOME_FOREST_TEMPERATE_BROADLEAF&lt;br /&gt;
BIOME_FOREST_TEMPERATE_CONIFER&lt;br /&gt;
BIOME_FOREST_TROPICAL_CONIFER&lt;br /&gt;
BIOME_FOREST_TROPICAL_DRY_BROADLEAF&lt;br /&gt;
BIOME_FOREST_TROPICAL_MOIST_BROADLEAF&lt;br /&gt;
BIOME_GLACIER&lt;br /&gt;
BIOME_GRASSLAND_TEMPERATE&lt;br /&gt;
BIOME_GRASSLAND_TROPICAL&lt;br /&gt;
BIOME_LAKE_TEMPERATE_BRACKISHWATER&lt;br /&gt;
BIOME_LAKE_TEMPERATE_FRESHWATER&lt;br /&gt;
BIOME_LAKE_TEMPERATE_SALTWATER&lt;br /&gt;
BIOME_LAKE_TROPICAL_BRACKISHWATER&lt;br /&gt;
BIOME_LAKE_TROPICAL_FRESHWATER&lt;br /&gt;
BIOME_LAKE_TROPICAL_SALTWATER&lt;br /&gt;
BIOME_MARSH_TEMPERATE_FRESHWATER&lt;br /&gt;
BIOME_MARSH_TEMPERATE_SALTWATER&lt;br /&gt;
BIOME_MARSH_TROPICAL_FRESHWATER&lt;br /&gt;
BIOME_MARSH_TROPICAL_SALTWATER&lt;br /&gt;
BIOME_MOUNTAIN&lt;br /&gt;
BIOME_OCEAN_ARCTIC&lt;br /&gt;
BIOME_OCEAN_TEMPERATE&lt;br /&gt;
BIOME_OCEAN_TROPICAL&lt;br /&gt;
BIOME_POOL_TEMPERATE_BRACKISHWATER&lt;br /&gt;
BIOME_POOL_TEMPERATE_FRESHWATER&lt;br /&gt;
BIOME_POOL_TEMPERATE_SALTWATER&lt;br /&gt;
BIOME_POOL_TROPICAL_BRACKISHWATER&lt;br /&gt;
BIOME_POOL_TROPICAL_FRESHWATER&lt;br /&gt;
BIOME_POOL_TROPICAL_SALTWATER&lt;br /&gt;
BIOME_RIVER_TEMPERATE_BRACKISHWATER&lt;br /&gt;
BIOME_RIVER_TEMPERATE_FRESHWATER&lt;br /&gt;
BIOME_RIVER_TEMPERATE_SALTWATER&lt;br /&gt;
BIOME_RIVER_TROPICAL_BRACKISHWATER&lt;br /&gt;
BIOME_RIVER_TROPICAL_FRESHWATER&lt;br /&gt;
BIOME_RIVER_TROPICAL_SALTWATER&lt;br /&gt;
BIOME_SAVANNA_TEMPERATE&lt;br /&gt;
BIOME_SAVANNA_TROPICAL&lt;br /&gt;
BIOME_SHRUBLAND_TEMPERATE&lt;br /&gt;
BIOME_SHRUBLAND_TROPICAL&lt;br /&gt;
BIOME_SUBTERRANEAN_CHASM&lt;br /&gt;
BIOME_SUBTERRANEAN_LAVA&lt;br /&gt;
BIOME_SUBTERRANEAN_WATER&lt;br /&gt;
BIOME_SWAMP_MANGROVE&lt;br /&gt;
BIOME_SWAMP_TEMPERATE_FRESHWATER&lt;br /&gt;
BIOME_SWAMP_TEMPERATE_SALTWATER&lt;br /&gt;
BIOME_SWAMP_TROPICAL_FRESHWATER&lt;br /&gt;
BIOME_SWAMP_TROPICAL_SALTWATER&lt;br /&gt;
BIOME_TUNDRA&lt;br /&gt;
DOES_NOT_EXIST&lt;br /&gt;
EQUIPMENT&lt;br /&gt;
EQUIPMENT_WAGON&lt;br /&gt;
EVIL&lt;br /&gt;
FANCIFUL&lt;br /&gt;
GENERATED&lt;br /&gt;
GOOD&lt;br /&gt;
HAS_ANY_BENIGN&lt;br /&gt;
HAS_ANY_CANNOT_BREATHE_AIR&lt;br /&gt;
HAS_ANY_CANNOT_BREATHE_WATER&lt;br /&gt;
HAS_ANY_CAN_SWIM&lt;br /&gt;
HAS_ANY_CARNIVORE&lt;br /&gt;
HAS_ANY_COMMON_DOMESTIC&lt;br /&gt;
HAS_ANY_CURIOUS_BEAST&lt;br /&gt;
HAS_ANY_DEMON&lt;br /&gt;
HAS_ANY_FEATURE_BEAST&lt;br /&gt;
HAS_ANY_FLIER&lt;br /&gt;
HAS_ANY_FLY_RACE_GAIT&lt;br /&gt;
HAS_ANY_GRASP&lt;br /&gt;
HAS_ANY_GRAZER&lt;br /&gt;
HAS_ANY_HAS_BLOOD&lt;br /&gt;
HAS_ANY_IMMOBILE&lt;br /&gt;
HAS_ANY_INTELLIGENT_LEARNS&lt;br /&gt;
HAS_ANY_INTELLIGENT_SPEAKS&lt;br /&gt;
HAS_ANY_LARGE_PREDATOR&lt;br /&gt;
HAS_ANY_LOCAL_POPS_CONTROLLABLE&lt;br /&gt;
HAS_ANY_LOCAL_POPS_PRODUCE_HEROES&lt;br /&gt;
HAS_ANY_MEGABEAST&lt;br /&gt;
HAS_ANY_MISCHIEVIOUS&lt;br /&gt;
HAS_ANY_NATURAL_ANIMAL&lt;br /&gt;
HAS_ANY_NIGHT_CREATURE&lt;br /&gt;
HAS_ANY_NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
HAS_ANY_NIGHT_CREATURE_EXPERIMENTER&lt;br /&gt;
HAS_ANY_NIGHT_CREATURE_HUNTER&lt;br /&gt;
HAS_ANY_NIGHT_CREATURE_NIGHTMARE&lt;br /&gt;
HAS_ANY_NOT_FIREIMMUNE&lt;br /&gt;
HAS_ANY_NOT_FLIER&lt;br /&gt;
HAS_ANY_NOT_LIVING&lt;br /&gt;
HAS_ANY_OUTSIDER_CONTROLLABLE&lt;br /&gt;
HAS_ANY_POWER&lt;br /&gt;
HAS_ANY_RACE_GAIT&lt;br /&gt;
HAS_ANY_SEMIMEGABEAST&lt;br /&gt;
HAS_ANY_SLOW_LEARNER&lt;br /&gt;
HAS_ANY_SUPERNATURAL&lt;br /&gt;
HAS_ANY_TITAN&lt;br /&gt;
HAS_ANY_UNIQUE_DEMON&lt;br /&gt;
HAS_ANY_UTTERANCES&lt;br /&gt;
HAS_ANY_VERMIN_HATEABLE&lt;br /&gt;
HAS_ANY_VERMIN_MICRO&lt;br /&gt;
HAS_FEMALE&lt;br /&gt;
HAS_MALE&lt;br /&gt;
LARGE_ROAMING&lt;br /&gt;
LOOSE_CLUSTERS&lt;br /&gt;
MATES_TO_BREED&lt;br /&gt;
MUNDANE&lt;br /&gt;
OCCURS_AS_ENTITY_RACE&lt;br /&gt;
SAVAGE&lt;br /&gt;
SMALL_RACE - applies to any vermin creature&lt;br /&gt;
TWO_GENDERS&lt;br /&gt;
UBIQUITOUS&lt;br /&gt;
VERMIN_EATER&lt;br /&gt;
VERMIN_FISH&lt;br /&gt;
VERMIN_GROUNDER&lt;br /&gt;
VERMIN_ROTTER&lt;br /&gt;
VERMIN_SOIL&lt;br /&gt;
VERMIN_SOIL_COLONY&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Caste Flags|&lt;br /&gt;
ADOPTS_OWNER&lt;br /&gt;
ALCOHOL_DEPENDENT&lt;br /&gt;
ALL_ACTIVE&lt;br /&gt;
AMBUSHPREDATOR&lt;br /&gt;
AQUATIC_UNDERSWIM&lt;br /&gt;
ARENA_RESTRICTED&lt;br /&gt;
AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
BENIGN&lt;br /&gt;
BLOODSUCKER&lt;br /&gt;
BONECARN&lt;br /&gt;
CANNOT_BREATHE_AIR&lt;br /&gt;
CANNOT_CLIMB&lt;br /&gt;
CANNOT_JUMP&lt;br /&gt;
CANOPENDOORS&lt;br /&gt;
CAN_BREATHE_WATER&lt;br /&gt;
CAN_LEARN / INTELLIGENT_LEARNS&lt;br /&gt;
CAN_SPEAK / INTELLIGENT_SPEAKS&lt;br /&gt;
CAN_SWIM&lt;br /&gt;
CAN_SWIM_INNATE&lt;br /&gt;
CARNIVORE&lt;br /&gt;
CAVE_ADAPT&lt;br /&gt;
COLONY_EXTERNAL&lt;br /&gt;
COMMON_DOMESTIC&lt;br /&gt;
CONVERTED_SPOUSE&lt;br /&gt;
COOKABLE_LIVE&lt;br /&gt;
CRAZED&lt;br /&gt;
CREPUSCULAR&lt;br /&gt;
CURIOUS_BEAST&lt;br /&gt;
CURIOUS_BEAST_EATER&lt;br /&gt;
CURIOUS_BEAST_GUZZLER&lt;br /&gt;
CURIOUS_BEAST_ITEM&lt;br /&gt;
DEMON&lt;br /&gt;
DIE_WHEN_VERMIN_BITE&lt;br /&gt;
DIURNAL&lt;br /&gt;
DIVE_HUNTS_VERMIN&lt;br /&gt;
EQUIPS&lt;br /&gt;
EXTRAVISION&lt;br /&gt;
FEATURE_ATTACK_GROUP&lt;br /&gt;
FEATURE_BEAST&lt;br /&gt;
FIREIMMUNE&lt;br /&gt;
FIREIMMUNE_SUPER&lt;br /&gt;
FISHITEM&lt;br /&gt;
FLEEQUICK&lt;br /&gt;
FLIER&lt;br /&gt;
GELDABLE&lt;br /&gt;
GETS_INFECTIONS_FROM_ROT&lt;br /&gt;
GETS_WOUND_INFECTIONS&lt;br /&gt;
GNAWER&lt;br /&gt;
GRAZER&lt;br /&gt;
HASSHELL&lt;br /&gt;
HAS_BABYSTATE&lt;br /&gt;
HAS_BLOOD&lt;br /&gt;
HAS_CHILDSTATE&lt;br /&gt;
HAS_COLOR&lt;br /&gt;
HAS_FLY_RACE_GAIT&lt;br /&gt;
HAS_GLOW_COLOR&lt;br /&gt;
HAS_GLOW_TILE&lt;br /&gt;
HAS_GRASP&lt;br /&gt;
HAS_NERVES&lt;br /&gt;
HAS_PUS&lt;br /&gt;
HAS_RACE_GAIT&lt;br /&gt;
HAS_ROTTABLE&lt;br /&gt;
HAS_SECRETION&lt;br /&gt;
HAS_SOLDIER_TILE&lt;br /&gt;
HAS_SOUND_ALERT&lt;br /&gt;
HAS_SOUND_PEACEFUL_INTERMITTENT&lt;br /&gt;
HAS_TILE&lt;br /&gt;
HUNTS_VERMIN&lt;br /&gt;
IMMOBILE&lt;br /&gt;
IMMOBILE_LAND&lt;br /&gt;
IMMOLATE&lt;br /&gt;
ITEMCORPSE&lt;br /&gt;
LAIR_HUNTER&lt;br /&gt;
LARGE_PREDATOR&lt;br /&gt;
LAYS_EGGS&lt;br /&gt;
LAYS_UNUSUAL_EGGS&lt;br /&gt;
LIGAMENTS&lt;br /&gt;
LIGHT_GEN&lt;br /&gt;
LISP&lt;br /&gt;
LOCAL_POPS_CONTROLLABLE&lt;br /&gt;
LOCAL_POPS_PRODUCE_HEROES&lt;br /&gt;
LOCKPICKER&lt;br /&gt;
MAGICAL&lt;br /&gt;
MAGMA_VISION&lt;br /&gt;
MANNERISM_BREATH&lt;br /&gt;
MANNERISM_EYELIDS&lt;br /&gt;
MANNERISM_LAUGH&lt;br /&gt;
MANNERISM_POSTURE&lt;br /&gt;
MANNERISM_SIT&lt;br /&gt;
MANNERISM_SMILE&lt;br /&gt;
MANNERISM_STRETCH&lt;br /&gt;
MANNERISM_WALK&lt;br /&gt;
MATUTINAL&lt;br /&gt;
MEANDERER&lt;br /&gt;
MEGABEAST&lt;br /&gt;
MILKABLE&lt;br /&gt;
MISCHIEVIOUS&lt;br /&gt;
MOUNT&lt;br /&gt;
MOUNT_EXOTIC&lt;br /&gt;
MULTIPART_FULL_VISION&lt;br /&gt;
MULTIPLE_LITTER_RARE&lt;br /&gt;
NATURAL_ANIMAL&lt;br /&gt;
NIGHT_CREATURE&lt;br /&gt;
NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
NIGHT_CREATURE_EXPERIMENTER&lt;br /&gt;
NIGHT_CREATURE_HUNTER&lt;br /&gt;
NIGHT_CREATURE_NIGHTMARE&lt;br /&gt;
NOBONES&lt;br /&gt;
NOBREATHE&lt;br /&gt;
NOCTURNAL&lt;br /&gt;
NOEMOTION&lt;br /&gt;
NOEXERT&lt;br /&gt;
NOFEAR&lt;br /&gt;
NOMEAT&lt;br /&gt;
NONAUSEA&lt;br /&gt;
NOPAIN&lt;br /&gt;
NOSKIN&lt;br /&gt;
NOSKULL&lt;br /&gt;
NOSMELLYROT&lt;br /&gt;
NOSTUCKINS&lt;br /&gt;
NOSTUN&lt;br /&gt;
NOTHOUGHT&lt;br /&gt;
NOT_BUTCHERABLE&lt;br /&gt;
NOT_LIVING&lt;br /&gt;
NO_AUTUMN&lt;br /&gt;
NO_CONNECTIONS_FOR_MOVEMENT&lt;br /&gt;
NO_DIZZINESS&lt;br /&gt;
NO_DRINK&lt;br /&gt;
NO_EAT&lt;br /&gt;
NO_FEVERS&lt;br /&gt;
NO_PHYS_ATT_GAIN&lt;br /&gt;
NO_PHYS_ATT_RUST&lt;br /&gt;
NO_SLEEP&lt;br /&gt;
NO_SPRING&lt;br /&gt;
NO_SUMMER&lt;br /&gt;
NO_THOUGHT_CENTER_FOR_MOVEMENT&lt;br /&gt;
NO_UNIT_TYPE_COLOR&lt;br /&gt;
NO_VEGETATION_PERTURB&lt;br /&gt;
NO_WINTER&lt;br /&gt;
OPPOSED_TO_LIFE&lt;br /&gt;
OUTSIDER_CONTROLLABLE&lt;br /&gt;
PACK_ANIMAL&lt;br /&gt;
PARALYZEIMMUNE&lt;br /&gt;
PATTERNFLIER&lt;br /&gt;
PEARL&lt;br /&gt;
PET&lt;br /&gt;
PET_EXOTIC&lt;br /&gt;
POWER&lt;br /&gt;
REMAINS_ON_VERMIN_BITE_DEATH&lt;br /&gt;
REMAINS_UNDETERMINED&lt;br /&gt;
RETURNS_VERMIN_KILLS_TO_OWNER&lt;br /&gt;
SEMIMEGABEAST&lt;br /&gt;
SLOW_LEARNER&lt;br /&gt;
SPOUSE_CONVERSION_TARGET&lt;br /&gt;
SPOUSE_CONVERTER&lt;br /&gt;
SPREAD_EVIL_SPHERES_IF_RULER&lt;br /&gt;
STANCE_CLIMBER&lt;br /&gt;
STRANGE_MOODS&lt;br /&gt;
SUPERNATURAL&lt;br /&gt;
TENDONS&lt;br /&gt;
THICKWEB&lt;br /&gt;
TITAN&lt;br /&gt;
TRAINABLE_HUNTING&lt;br /&gt;
TRAINABLE_WAR&lt;br /&gt;
TRANCES&lt;br /&gt;
TRAPAVOID&lt;br /&gt;
UNIQUE_DEMON&lt;br /&gt;
UTTERANCES&lt;br /&gt;
VEGETATION&lt;br /&gt;
VERMIN_GOBBLER&lt;br /&gt;
VERMIN_HATEABLE&lt;br /&gt;
VERMIN_MICRO&lt;br /&gt;
VERMIN_NOFISH&lt;br /&gt;
VERMIN_NOROAM&lt;br /&gt;
VERMIN_NOTRAP&lt;br /&gt;
VESPERTINE&lt;br /&gt;
WAGON_PULLER&lt;br /&gt;
WEBBER&lt;br /&gt;
WEBIMMUNE&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Syndrome]]&lt;br /&gt;
* [[Interaction examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Interaction token]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Graphics&amp;diff=308597</id>
		<title>Graphics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Graphics&amp;diff=308597"/>
		<updated>2025-03-15T20:37:23Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Basic Graphics */ Added CDI_LIST_ICON, actual usage is unclear, related to icons in interaction menus in Adventure Mode?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}{{av}}&lt;br /&gt;
[[File:graphics_v50_preview.png|209px|right]]&lt;br /&gt;
:{{for/see|a list of all Premium graphics tokens and basic usage|[[Graphics token]]}}&lt;br /&gt;
:{{for/see|a repository of all Classic tilesets used in DF|[[Tileset repository]]}}&lt;br /&gt;
:{{for/see|details on creating Classic tilesets|[[Tileset repository]]}}&lt;br /&gt;
&lt;br /&gt;
The '''graphics''' system in v50 is [https://github.com/Putnam3145/Dwarf-Fortress--libgraphics-- open-source]. It is a custom solution which appears to involve compositing graphics sets directly in C++ before texmapping them to SDL. This blitting approach is software rendered and so largely doesn't use hardware acceleration on graphics cards. This system means that despite graphics sets supporting rudimentary animation, there is no traditional sprite mapping, which places extensive limits on the types of graphics that are possible.  While the number of user editable graphics sets has increased significantly in v50, many game elements are still hard coded graphics sets, or using a tileset over the older style graphics from classic DF.&lt;br /&gt;
&lt;br /&gt;
= Premium Graphics =&lt;br /&gt;
:{{for/see|a list of all Premium graphics tokens and basic usage|[[Graphics token]]}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; object defines the use of various tile-based graphics in the game. As of version 50.01, graphics [[token]]s have been greatly expanded to accommodate the release of the Steam &amp;amp; Itch premium version. This section is a basic description of how to define various types of graphics.&lt;br /&gt;
&lt;br /&gt;
Making custom graphics requires multiple interacting files to function:&lt;br /&gt;
# An 8bit RGBA (sometimes called 32bit) &amp;quot;imagename.png&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# A &amp;quot;tile_page_name.txt&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics&amp;lt;/code&amp;gt; folder&lt;br /&gt;
# A &amp;quot;graphics_type_name.txt&amp;quot; in the &amp;lt;code&amp;gt;\&amp;lt;mod_id&amp;gt;\graphics&amp;lt;/code&amp;gt; folder&lt;br /&gt;
&lt;br /&gt;
Mods can reuse any graphics loaded ahead of them (including vanilla) by using the same tile page token.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tile Page ==&lt;br /&gt;
Tile pages link image files to a tile page token so they can be referenced by the graphics file. Just like all other [[Raw file]]s, Tile Pages must be defined from within a properly named &amp;quot;tile_page_&amp;lt;name&amp;gt;.txt&amp;quot; file and follow:&lt;br /&gt;
&lt;br /&gt;
 tile_page_&amp;lt;name&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:TILE_PAGE]&lt;br /&gt;
&lt;br /&gt;
After the object type is defined as above, any number of tile pages can be defined according to the format below.&lt;br /&gt;
&lt;br /&gt;
   [TILE_PAGE:&amp;lt;tile page identifier&amp;gt;]&lt;br /&gt;
      [FILE:images/imagename.png]&lt;br /&gt;
      [TILE_DIM:&amp;lt;tile x dim&amp;gt;:&amp;lt;tile y dim&amp;gt;]&lt;br /&gt;
      [PAGE_DIM_PIXELS:&amp;lt;page x dim&amp;gt;:&amp;lt;page y dim&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''tile page identifier'': The Internal ID being created for the image.&lt;br /&gt;
* ''imagename.png'': The file name of the 8bit RGBA (sometimes called 32bit) in the &amp;lt;code&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder of the mod.&lt;br /&gt;
* ''tile x dim'': The width of each tile in pixels (usually 32).&lt;br /&gt;
* ''tile y dim'': The height of each tile in pixels (usually 32).&lt;br /&gt;
* ''page x dim'': The width of the image file in pixels.&lt;br /&gt;
* ''page y dim'': The height of the image file in pixels.&lt;br /&gt;
&lt;br /&gt;
Known issues:&lt;br /&gt;
* Currently it is only recommended to use &amp;lt;code&amp;gt;[TILE_DIM:32:32]&amp;lt;/code&amp;gt;, as the game will resize other resolutions into a 32x32 tile. Depending on your zoom and interpolation settings, rescaled tiles can be subject to [Wikipedia:Artifact (error)|artefacting]].&lt;br /&gt;
* It is important that the &amp;lt;code&amp;gt;[PAGE_DIM_PIXELS:&amp;lt;x dim&amp;gt;:&amp;lt;y dim&amp;gt;]&amp;lt;/code&amp;gt; matches the size of the referenced image exactly - as the game will stretch tile pages with a dimension larger than the actual image by inserting blank lines, and a tile page smaller than the image will cause a crash to desktop.&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
{{for/see|a list of all known creature graphics tokens|[[Graphics token#Creature Graphics]]}}.&lt;br /&gt;
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered).  All graphics files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; token that tells the game that the file contains graphics definitions.&lt;br /&gt;
&lt;br /&gt;
=== Basic Graphics ===&lt;br /&gt;
[[File:Graphics_template_xy_positions.png|thumb|320px|right|An example of how X and Y positions are read, starting from the top left.]]&lt;br /&gt;
The most basic form of creature graphics is a single tile, defined below:&lt;br /&gt;
 [CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[Graphics_token#Basic_Conditions|condition]]'': The condition the creature needs to be in for this image to be displayed. Use &amp;lt;code&amp;gt;DEFAULT&amp;lt;/code&amp;gt; for generic graphics.&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left→right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top→bottom).&lt;br /&gt;
* ''color type'': (optional) Uncertain function, frequently replaced with &amp;lt;code&amp;gt;AS_IS&amp;lt;/code&amp;gt; in vanilla [[Raw|RAW]]s. ColorTypeEnum{{cite|DF language server|https://gitlab.com/df-modding-tools/df-raw-language-server/-/blob/dev/df_ls_structure/src/objects/graphics.rs}}&lt;br /&gt;
* ''[[Graphics_token#Basic_Conditions|secondary condition]]'': (optional) An additional condition that must be satisfied for the image to be displayed.&lt;br /&gt;
&lt;br /&gt;
When the condition {{token|DEFAULT|g}} is used, this graphic will be displayed for the creature in all conditions unless additional, more specific conditions are also defined.&lt;br /&gt;
&lt;br /&gt;
:'''Basic Conditions'''&lt;br /&gt;
Different graphics can be defined for the same creature based on some properties about it. Below is a list of the most common creature conditions tokens. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{token|DEFAULT|g}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CHILD|g}} || Yes || Will only be displayed if the creature is a {{token|CHILD|c}} or {{token|BABY|c}} and is younger than one of those ages.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|ANIMATED|g}} || Yes || Displayed if the creature is raised from the dead, although it is not known how this is decided. Raised status is not related to having a syndrome with the class from {{token|CONDITION_SYN_CLASS|g}} or from having {{token|NOT_LIVING|c}}/{{token|OPPOSED_TO_LIFE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CORPSE|g}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|LIST_ICON|g}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{token|CDI_LIST_ICON|g}} || Yes || Displayed in interaction menus in Adventure Mode{{verify}}. Seems to reference CDI:TOKEN:''token_name'' in CAN_DO_INTERACTION in creature definitions.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Caste Graphics ===&lt;br /&gt;
Creature caste graphics allow a simple alternative to [[#Layered Graphics|Layered Graphics]] to represent males and females (or other castes) of a creature with different images.&lt;br /&gt;
 [CREATURE_CASTE_GRAPHICS:&amp;lt;creature id&amp;gt;:&amp;lt;caste id&amp;gt;]&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''caste id'': The [[Caste|Caste ID]] of the caste whose graphics are being defined.&lt;br /&gt;
* All other parameters are identical to [[#Basic Graphics|basic graphics]].&lt;br /&gt;
&lt;br /&gt;
=== Large Graphics ===&lt;br /&gt;
[[File:Graphics_template_large_3x2.png|right|thumb|A 3x2 large image is rendered in the top center, with the central tile in red.]]&lt;br /&gt;
[[File:Graphics_template_large_2x1.png|right|thumb|A 2x1 large image is left-justified.]]&lt;br /&gt;
The only difference between graphics for large creatures and small creatures is the addition of &amp;lt;code&amp;gt;LARGE_IMAGE&amp;lt;/code&amp;gt; and additional coordinates to the line below:&lt;br /&gt;
    [&amp;lt;condition&amp;gt;:&amp;lt;tile page identifier&amp;gt;:LARGE_IMAGE:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;:&amp;lt;color type&amp;gt;:&amp;lt;secondary condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''LARGE_IMAGE'': This tag allows a rectangular image with multiple tiles to be defined by its upper left and lower right tiles. Valid for 1x1 - 3x2 tiles.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': The x position of the lower right tile.&lt;br /&gt;
* ''y2'': The y position of the lower right tile.&lt;br /&gt;
* All other parameters are identical to [[#Basic Graphics|basic graphics]].&lt;br /&gt;
&lt;br /&gt;
Large images and small images can be used within the same &amp;lt;code&amp;gt;CREATURE_GRAPHICS&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;CREATURE_CASTE_GRAPHICS&amp;lt;/code&amp;gt; definition, and in fact it is often useful to include a single tile image to act as a {{token|LIST_ICON|g}} for menus.&lt;br /&gt;
&lt;br /&gt;
=== Statue Graphics ===&lt;br /&gt;
[[File:Graphics_template_statues.png|right|thumb]]&lt;br /&gt;
Statue graphics are the generic images placed on top of a pedestal whenever a creature is the primary subject of a statue. The image is implied to occupy multiple tiles, and all examples in vanilla are 1x2 vertical rectangles. Statue graphics are defined as below:&lt;br /&gt;
 [STATUE_CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
        [DEFAULT:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
 [STATUE_CREATURE_CASTE_GRAPHICS:&amp;lt;creature id&amp;gt;:&amp;lt;caste id&amp;gt;]&lt;br /&gt;
        [DEFAULT:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x1&amp;gt;:&amp;lt;y1&amp;gt;:&amp;lt;x2&amp;gt;:&amp;lt;y2&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] the graphics represent.&lt;br /&gt;
* ''caste id'': The [[Caste|Caste ID]] of the caste whose graphics are being defined.&lt;br /&gt;
* ''x1'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y1'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''x2'': The x position of the lower right tile.&lt;br /&gt;
* ''y2'': The y position of the lower right tile.&lt;br /&gt;
&lt;br /&gt;
Statue graphics will be automatically recolored based on how their [[Color#Color tokens|Color]] would appear in the default [[Graphics token#Palettes|palette]], like an item. The image (right) is an example of how a graphic would be aligned within the 1x2 grid. Vanilla statues customarily place the bottom row of pixels on the white line, with the gold box delineating where a 32px tall (exactly) sprite would fit.&lt;br /&gt;
&lt;br /&gt;
=== Layered Graphics ===&lt;br /&gt;
Layered graphics are a method for displaying overlapping body parts, equipment, clothing, professions, hairstyles.. etc. They allow much more freedom in conditions than normal [[#Basic Graphics|basic graphics]], and they allow combinations of many graphical variations within the same creature to give your graphics more personality and display more information about the individuals. All layered graphics started as shown below:&lt;br /&gt;
 [CREATURE_GRAPHICS:&amp;lt;creature id&amp;gt;]&lt;br /&gt;
 	[LAYER_SET:&amp;lt;condition&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''creature id'': The [[Creature token|Creature ID]] of the creature the graphics represent.&lt;br /&gt;
* ''[[Graphics_token#LAYER_SET|condition]]'': The condition the creature needs to be in for this set of layers to be displayed.&lt;br /&gt;
&lt;br /&gt;
Once you start defining a Layer Set, you can begin adding individual layers from the bottom up to create your final image. For example, if you want to draw a helmet being worn on a head, you would define the head layer first, then define the helmet layer. Layers are defined according to this format:&lt;br /&gt;
&lt;br /&gt;
 [LAYER:&amp;lt;layer name&amp;gt;:&amp;lt;tile page id&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;color type&amp;gt;]&lt;br /&gt;
 	[&amp;lt;layer condition(s)&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''layer name'': The internal name of the layer. Does not need to be unique. No known function at this time, but using a descriptive label is recommended. &lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left→right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top→bottom).&lt;br /&gt;
* ''[[#Large Graphics|LARGE_IMAGE]]:x1:y1:x2:y2'': (optional) Allows a multiple tile image to be displayed. Replaces &amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;.&lt;br /&gt;
* ''color type'': (optional) Uncertain function, frequently replaced with &amp;lt;code&amp;gt;AS_IS&amp;lt;/code&amp;gt; in vanilla [[Raw|RAW]]s. ColorTypeEnum{{cite|DF language server|https://gitlab.com/df-modding-tools/df-raw-language-server/-/blob/dev/df_ls_structure/src/objects/graphics.rs}}&lt;br /&gt;
* ''[[Graphics_token#Layered_Conditions|layer condition(s)]]'': One or more conditional tokens that define under what conditions the layer is displayed and how it interacts with other layers.&lt;br /&gt;
&lt;br /&gt;
====Portraits====&lt;br /&gt;
&lt;br /&gt;
96x96 portraits{{version|50.13}} are shown in [[Adventure mode]] and when viewing a creature's sheet. They use the same tokens as layered graphics to display a more detailed view of a creature.&lt;br /&gt;
&lt;br /&gt;
A single-layer portrait can be added to a [CREATURE_GRAPHICS] entry with this format:&lt;br /&gt;
&lt;br /&gt;
  [LAYER_SET:PORTRAIT]&lt;br /&gt;
     [LAYER_GROUP]&lt;br /&gt;
     [LAYER:MAIN:&amp;lt;tile page id&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;]&lt;br /&gt;
     [END_LAYER_GROUP]&lt;br /&gt;
&lt;br /&gt;
See above for the explanation of each argument.&lt;br /&gt;
&lt;br /&gt;
=== Procedural Creature Graphics ===&lt;br /&gt;
Procedural graphics define layered graphics based on which body parts are present in each [[Creature token#GENERATED|procedurally-generated]] forgotten beast, titan, or otherwise.&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS_RECTANGLE:&amp;lt;tile page id&amp;gt;:&amp;lt;x&amp;gt;:&amp;lt;y&amp;gt;:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;:&amp;lt;PCG layering token&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': Internal ID of the image defined in Tile Page.&lt;br /&gt;
* ''x'': The x position of the upper left tile counting from 0 from the left of the tile page.&lt;br /&gt;
* ''y'': The y position of the upper left tile counting from 0 from the top of the tile page.&lt;br /&gt;
* ''width'': How many tiles right the graphic spans. Usually this is 3.&lt;br /&gt;
* ''height'': How many tiles down the graphic spans. Usually this is 2.&lt;br /&gt;
* ''[[Creature token#PCG_LAYERING|PCG layering token]]'': The internal ID of a [[procedural graphics layer]], representing generated forgotten beast body types and body parts.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;TILE_GRAPHICS_RECTANGLE&amp;lt;/code&amp;gt; token displays a large image with the upper left corner being defined by &amp;lt;x&amp;gt;, &amp;lt;y&amp;gt; and the size defined by &amp;lt;width&amp;gt;, &amp;lt;height&amp;gt;. The PCG layering token is a conditional token that causes the graphics for each layer to be displayed only when the forgotten beast has that particular body type or part.&lt;br /&gt;
&lt;br /&gt;
Humanoid [[experiment]]s use &amp;lt;code&amp;gt;TILE_GRAPHICS&amp;lt;/code&amp;gt; instead of &amp;lt;code&amp;gt;TILE_GRAPHICS_RECTANGLE&amp;lt;/code&amp;gt;, which omits the &amp;lt;width&amp;gt; and &amp;lt;height&amp;gt; parameters.&lt;br /&gt;
&lt;br /&gt;
The {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} token allows a creature to use the generation system for a given [[Graphics token#Basic creature sprite types|sprite type]] (which can be caste-specific), and each {{token|PCG_LAYERING|c}} entry will add that part to the assembled sprite.&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out.&lt;br /&gt;
&lt;br /&gt;
== Workshop Graphics ==&lt;br /&gt;
Workshop graphics are displayed during each stage of construction and when it is completed. There are two layers, the base layer and an OVERLAY layer. The base layer shows the floor, tables, chairs and other basic features. The overlay shows various decorations that give the workshop its unique appearance.&lt;br /&gt;
&lt;br /&gt;
base layer:&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;graphic tile x position&amp;gt;:&amp;lt;graphic tile y position&amp;gt;:WORKSHOP_CUSTOM:&amp;lt;workshop id&amp;gt;:&amp;lt;building stage&amp;gt;:&amp;lt;workshop tile x position&amp;gt;:&amp;lt;workshop tile y position&amp;gt;]&lt;br /&gt;
overlay layer:&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;graphic tile x position&amp;gt;:&amp;lt;graphic tile y position&amp;gt;:WORKSHOP_CUSTOM_OVERLAY:&amp;lt;workshop id&amp;gt;:&amp;lt;building stage&amp;gt;:&amp;lt;workshop tile x position&amp;gt;:&amp;lt;workshop tile y position&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''graphic tile x position'': The x position of the graphic in tiles counting from 0 (left→right).&lt;br /&gt;
* ''graphic tile y position'': The y position of the graphic in tiles counting from 0 (top→bottom).&lt;br /&gt;
* ''WORKSHOP_CUSTOM'' and ''WORKSHOP_CUSTOM_OVERLAY'': These tokens define the graphics as belonging to a custom workshop. These tokens do not exist in vanilla workshops except for the Soap maker and Screw press, which are used as examples for custom workshops.&lt;br /&gt;
* ''workshop id'': The ID of the workshop defined in its raws.&lt;br /&gt;
* ''building stage'': What building stage this graphic is displayed during.&lt;br /&gt;
* ''workshop tile x position'': The x position of the workshop tile where the graphic is displayed counting from 0 (left→right).&lt;br /&gt;
* ''workshop tile y position'': The y position of the workshop tile where the graphic is displayed counting from 0(top→bottom).&lt;br /&gt;
&lt;br /&gt;
Note that an extra Y row is defined above the workshop. This allows for graphics that extend into the tile above the workshop.&lt;br /&gt;
&lt;br /&gt;
Also note that currently custom furnaces do not properly work with premium graphics. The WORKSHOP_CUSTOM and WORKSHOP_CUSTOM_OVERLAY tokens ONLY work with custom workshops. If used with a custom furnace they give an error and the graphics will not appear in game. Custom furnaces can still be made to use graphics if they are defined as workshops in their raws. &lt;br /&gt;
&lt;br /&gt;
These values can be validated by checking the RAW vanilla file &amp;lt;code&amp;gt;[DF Installion]\data\vanilla\vanilla_buildings_graphics\graphics\graphics_workshops.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics come in two variations:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;graphic id&amp;gt;]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;graphic id&amp;gt;:&amp;lt;variation {1 - 5}&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Tile Page|tile page identifier]]'': The Internal ID of the image defined in the Tile Page.&lt;br /&gt;
* ''x position'': The x position of the graphic to be displayed in tiles counting from 0 (left→right).&lt;br /&gt;
* ''y position'': The y position of the graphic to be displayed in tiles counting from 0 (top→bottom).&lt;br /&gt;
* ''graphic id'': The [[Graphics_token#World_Map_Graphics|Graphic Token]] of the world map tile the graphics represent.&lt;br /&gt;
* ''variation {1 - 5}'': For Graphic IDs that allow variants.&lt;br /&gt;
&lt;br /&gt;
These values can be validated by checking the RAW vanilla file &amp;lt;code&amp;gt;[DF Installion]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Palettes ==&lt;br /&gt;
[[File:palettes_v50.png|right]]&lt;br /&gt;
&lt;br /&gt;
[[Palette]]s are used by [[graphics]] to render colorized objects. This is usually based on [[Material definition token#STATE_COLOR|material colors]], though arbitrary palettes{{version|50.13}} can be created and applied with {{token|USE_PALETTE|g}}.&lt;br /&gt;
&lt;br /&gt;
    [PALETTE:&amp;lt;palette identifier&amp;gt;]&lt;br /&gt;
        [FILE:images/imagename.png]&lt;br /&gt;
        [PALETTE_DEFAULT:&amp;lt;row&amp;gt;] this is the one used in the images themselves&lt;br /&gt;
        [PALETTE_COLOR:&amp;lt;color&amp;gt;:&amp;lt;row&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''name'': The Internal ID being created for the image. DEFAULT is used by most objects and requires a PALETTE_COLOR entry for each [[Descriptor color token|raw-defined color]] that exists.&lt;br /&gt;
* ''imagename.png'': The file name of the 8bit RGBA (sometimes called 32bit) in the &amp;lt;code&amp;gt;\graphics\images&amp;lt;/code&amp;gt; folder of the mod.&lt;br /&gt;
* ''row'': The y position of the graphic to be displayed in pixels counting from 0 (top→bottom). It is customary to place the default palette at 0.&lt;br /&gt;
* ''color'': A [[Color#Color tokens|color]] token.&lt;br /&gt;
&lt;br /&gt;
Each row of the vanilla palettes.png file is a palette. The PALETTE_DEFAULT row is the row of colors (aka palette) used to in the internal graphics (which are loaded by a tile page) and get replaced by the colors of one of the other rows as specified in the palette_default.txt file. It isn't shown in-game, but the exact RGB values are replaced by the row specified by &amp;lt;code&amp;gt;[PALETTE_COLOR]&amp;lt;/code&amp;gt; or {{token|USE_PALETTE|g}}. Each palette supports up to 18 colors.&lt;br /&gt;
&lt;br /&gt;
Below is a set of color ramps used for vanilla graphics. The colors in the '''Metal''' and '''Wood''' columns will be replaced by the palette corresponding to the object's [[Material definition token#STATE_COLOR|material color]], and all other colors are off-palette and will not be colorized. '''Fake Metal''' is used for metallic details on non-metal objects, like the gray trim of a wooden buckler, and other ramps are used for workshop overlays. '''Handle''' is used throughout the game to represent brown materials, and wooden weapons are an example of how to convert it into the main palette.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''PALETTE_DEFAULT source colors'''&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 0px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Metal'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #ffffff&amp;quot;&lt;br /&gt;
| #FFFFFF&lt;br /&gt;
|- style=&amp;quot;color: black; background: #C7C4B4&amp;quot;&lt;br /&gt;
| #C7C4B4&lt;br /&gt;
|- style=&amp;quot;color: black; background: #A5A6A5&amp;quot;&lt;br /&gt;
| #A5A6A5&lt;br /&gt;
|- style=&amp;quot;color: black; background: #8A9091&amp;quot;&lt;br /&gt;
| #8A9091&lt;br /&gt;
|- style=&amp;quot;color: white; background: #6B7076&amp;quot;&lt;br /&gt;
| #6B7076&lt;br /&gt;
|- style=&amp;quot;color: white; background: #5A5E65&amp;quot;&lt;br /&gt;
| #5A5E65&lt;br /&gt;
|- style=&amp;quot;color: white; background: #494C54&amp;quot;&lt;br /&gt;
| #494C54&lt;br /&gt;
|- style=&amp;quot;color: white; background: #3C3E46&amp;quot;&lt;br /&gt;
| #3C3E46&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2F3038&amp;quot;&lt;br /&gt;
| #2F3038&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Wood'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #D7D3D2&amp;quot;&lt;br /&gt;
| #D7D3D2&lt;br /&gt;
|- style=&amp;quot;color: black; background: #B3A59E&amp;quot;&lt;br /&gt;
| #B3A59E&lt;br /&gt;
|- style=&amp;quot;color: black; background: #94877E&amp;quot;&lt;br /&gt;
| #94877E&lt;br /&gt;
|- style=&amp;quot;color: black; background: #746A63&amp;quot;&lt;br /&gt;
| #746A63&lt;br /&gt;
|- style=&amp;quot;color: white; background: #605852&amp;quot;&lt;br /&gt;
| #605852&lt;br /&gt;
|- style=&amp;quot;color: white; background: #564F49&amp;quot;&lt;br /&gt;
| #564F49&lt;br /&gt;
|- style=&amp;quot;color: white; background: #4E4743&amp;quot;&lt;br /&gt;
| #4E4743&lt;br /&gt;
|- style=&amp;quot;color: white; background: #463E3D&amp;quot;&lt;br /&gt;
| #463E3D&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2F3038&amp;quot;&lt;br /&gt;
| #2F3038&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Off-palette color ramps'''&amp;lt;/center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 1px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Fake Metal'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #FFFEFF&amp;quot;&lt;br /&gt;
| #FFFEFF&lt;br /&gt;
|- style=&amp;quot;color: black; background: #CECAB9&amp;quot;&lt;br /&gt;
| #CECAB9&lt;br /&gt;
|- style=&amp;quot;color: black; background: #A9AAA9&amp;quot;&lt;br /&gt;
| #A9AAA9&lt;br /&gt;
|- style=&amp;quot;color: black; background: #8B9293&amp;quot;&lt;br /&gt;
| #8B9293&lt;br /&gt;
|- style=&amp;quot;color: white; background: #696F75&amp;quot;&lt;br /&gt;
| #696F75&lt;br /&gt;
|- style=&amp;quot;color: white; background: #565B62&amp;quot;&lt;br /&gt;
| #565B62&lt;br /&gt;
|- style=&amp;quot;color: white; background: #464951&amp;quot;&lt;br /&gt;
| #464951&lt;br /&gt;
|- style=&amp;quot;color: white; background: #3F434C&amp;quot;&lt;br /&gt;
| #3F434C&lt;br /&gt;
|- style=&amp;quot;color: white; background: #393B44&amp;quot;&lt;br /&gt;
| #393B44&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 0px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Fake Wood'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #D8B796&amp;quot;&lt;br /&gt;
| #D8B796&lt;br /&gt;
|- style=&amp;quot;color: black; background: #B7926C&amp;quot;&lt;br /&gt;
| #B7926C&lt;br /&gt;
|- style=&amp;quot;color: black; background: #A57D5E&amp;quot;&lt;br /&gt;
| #A57D5E&lt;br /&gt;
|- style=&amp;quot;color: black; background: #936850&amp;quot;&lt;br /&gt;
| #936850&lt;br /&gt;
|- style=&amp;quot;color: white; background: #815E50&amp;quot;&lt;br /&gt;
| #815E50&lt;br /&gt;
|- style=&amp;quot;color: white; background: #6F5450&amp;quot;&lt;br /&gt;
| #6F5450&lt;br /&gt;
|- style=&amp;quot;color: white; background: #5B4749&amp;quot;&lt;br /&gt;
| #5B4749&lt;br /&gt;
|- style=&amp;quot;color: white; background: #473941&amp;quot;&lt;br /&gt;
| #473941&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2F3038&amp;quot;&lt;br /&gt;
| #2F3038&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 0px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Handle'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #E1CEAF&amp;quot;&lt;br /&gt;
| #E1CEAF&lt;br /&gt;
|- style=&amp;quot;color: black; background: #CDAC85&amp;quot;&lt;br /&gt;
| #CDAC85&lt;br /&gt;
|- style=&amp;quot;color: black; background: #B98B5B&amp;quot;&lt;br /&gt;
| #B98B5B&lt;br /&gt;
|- style=&amp;quot;color: black; background: #9E674A&amp;quot;&lt;br /&gt;
| #9E674A&lt;br /&gt;
|- style=&amp;quot;color: white; background: #775653&amp;quot;&lt;br /&gt;
| #775653&lt;br /&gt;
|- style=&amp;quot;color: white; background: #60474B&amp;quot;&lt;br /&gt;
| #60474B&lt;br /&gt;
|- style=&amp;quot;color: black; background: white&amp;quot;&lt;br /&gt;
| n/a&lt;br /&gt;
|- style=&amp;quot;color: white; background: #483743&amp;quot;&lt;br /&gt;
| #483743&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2E2A38&amp;quot;&lt;br /&gt;
| #2E2A38&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;text-align: center; border-spacing: 0 1px; margin: 0 auto; background: black; border-left: 0px solid black; border-right: 1px solid black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| '''Still'''&lt;br /&gt;
|- style=&amp;quot;color: black; background: #E5B076&amp;quot;&lt;br /&gt;
| #E5B076&lt;br /&gt;
|- style=&amp;quot;color: black; background: #D1894A&amp;quot;&lt;br /&gt;
| #D1894A&lt;br /&gt;
|- style=&amp;quot;color: black; background: #BF703C&amp;quot;&lt;br /&gt;
| #BF703C&lt;br /&gt;
|- style=&amp;quot;color: black; background: #A35D3A&amp;quot;&lt;br /&gt;
| #A35D3A&lt;br /&gt;
|- style=&amp;quot;color: white; background: #85534B&amp;quot;&lt;br /&gt;
| #85534B&lt;br /&gt;
|- style=&amp;quot;color: white; background: #644249&amp;quot;&lt;br /&gt;
| #644249&lt;br /&gt;
|- style=&amp;quot;color: white; background: #4B4047&amp;quot;&lt;br /&gt;
| #4B4047&lt;br /&gt;
|- style=&amp;quot;color: white; background: #293945&amp;quot;&lt;br /&gt;
| #293945&lt;br /&gt;
|- style=&amp;quot;color: white; background: #2F3038&amp;quot;&lt;br /&gt;
| #2F3038&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Classic Graphics =&lt;br /&gt;
{{old}}&lt;br /&gt;
:{{for/see|a list of all tile characters used in DF|[[Tilesets]]}}&lt;br /&gt;
:{{for/see|a chart with the default ASCII characters|[[Main:Character table|Character table]]}}&lt;br /&gt;
:{{for/see|user-created creature tilesets|[[Main:Tileset repository|Tileset repository]]}}&lt;br /&gt;
:{{for/see|information about Graphic sets|[[Graphic set|Graphic set]]}}&lt;br /&gt;
:{{for/see|information on how tilesets get colored|[[color]]}}&lt;br /&gt;
=== General Information ===&lt;br /&gt;
Although commonly referred to as text or &amp;quot;ASCII&amp;quot;-graphics, classic DF uses a bitmap [[tilesets|tileset]]* with characters from the [[Main:Character table|IBM Code Page 437]], displayed with a foreground and background color picked from 16 predefined [[Color scheme|colors]]. Text files (and often hardcoded values) define the tile, and colors of all objects.&lt;br /&gt;
Both color scheme and tileset can be changed (see below), and definitions that are in text files can be modified. In addition, interface text can be displayed with a TrueType font and [[creatures]] (which normally are displayed as [[tilesets#list of creatures...|letters]]) can be assigned to separate tilesets called [[graphic set]]s. The main tileset is sometimes called &amp;quot;character tileset&amp;quot;, while the graphic sets are also referred to as &amp;quot;object tilesets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;*except when using [[Technical_tricks#Video_Card_Options|PRINT_MODE:TEXT]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tileset ====&lt;br /&gt;
{{Main|Tilesets}}&lt;br /&gt;
The main tileset (also called 'character set' or just 'tileset') is an image in BMP or PNG format that contains the 256 different tiles, corresponding to the [[Main:character table|IBM Code Page 437]], which are used to display all objects, creatures, and UI elements in game. The tiles are always arranged in a 16x16 grid, but its dimensions can be varied. You can have both square and non-square tiles, with 16x16 pixels being the most common size. Creatures are displayed as [[Tilesets#Main_creature_tiles|colored letters]] (a white 'B' is a [[polar bear]], a brown 'd' a [[dog]], and a grey 'c' is a [[cat]]).&lt;br /&gt;
&lt;br /&gt;
As the tileset is limited to only 256 tiles, some objects share the same tile. Most notably, even with upper and lower case letters and 16 colors, a lot of creatures still look identical (goblin, goat, various gibbons, gremlin, goose, etc.). The tile for bins, up/down stairs and the cursor are the same; bags use the same tile as the symbol for &amp;quot;male&amp;quot;; and the &amp;quot;female&amp;quot; symbol shares a graphic with amulets. Roads and large rivers on the world map, minecart tracks and walls all share the same tiles as well.&lt;br /&gt;
&lt;br /&gt;
Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardcoded.&lt;br /&gt;
&lt;br /&gt;
That also can be used to categorize custom tilesets: Those that are made for and come bundled with modified raws/init files, and those that are made for and work with the default raws. Usually, the latter are more symbolic, or 'ASCII-like', while the former are often more pictographic, detailed or &amp;quot;pixel-arty&amp;quot;. These sometimes are also bundled with their own creature graphics.&lt;br /&gt;
Tilesets that are made for default raws have the advantage that you can use them immediately without any work for any new version that is released. With modified raws, you need to manually edit the new raws again, or wait for the maintainer to do that.&lt;br /&gt;
&lt;br /&gt;
==== Graphic set ====&lt;br /&gt;
{{Main|Graphic set}}&lt;br /&gt;
Graphic sets are additional tilesets used to give objects different graphics. As opposed to the main tileset, any number of tiles can be arranged in any grid configuration. Currently, DF only supports graphic sets for creatures. Every graphic set needs a corresponding text file that assigns a tile to a creature.&lt;br /&gt;
&lt;br /&gt;
==== Color ====&lt;br /&gt;
{{Main|Color}}&lt;br /&gt;
In general, a tileset has white tiles with a transparent background. White pixels show the foreground color, transparent pixels (magenta pixels for .bmp) the background color. Black pixels remain black. Shades of grey, partial transparency and even colored tiles can be used for various effects. Additionally, creature graphics can be set to be displayed in the colors they're drawn in.&lt;br /&gt;
&lt;br /&gt;
Otherwise, the game selects from 16 colors (the [[color scheme]]) to decide the color: which of the 16 colors the game uses depends on the [[Color#Color_values|color value]] or [[Color#Color_tokens|color token]] of the material/item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Installation===&lt;br /&gt;
{{further information|Mod|Tilesets|Graphic set|Color scheme}}&lt;br /&gt;
====Repositories====&lt;br /&gt;
Users of the Steam version can subscribe to mods on Steam Workshop. The wiki has repositories for [[Main:Tileset_repository|tilesets]], [[Graphics_set_repository|graphic sets]], and [[color scheme]]s. You will find more in the [http://www.bay12forums.com/smf/index.php?board=28.0 bay 12 graphics subforum] and on [http://dffd.wimbli.com/ DFFD]. Some graphic sets and tilesets are additionally maintained on [https://github.com/DFgraphics github].&lt;br /&gt;
Often, tileset creators offer preinstalled downloads or folders you just have to drop into your DF folder and overwrite files when prompted. They usually come with installation instructions either in a readme file or in their respective forum thread. In addition, there are various [[Utilities#Launchers|launcher]] applications that let you install and change graphics automatically.&lt;br /&gt;
&lt;br /&gt;
For manual installation of the various components, see here:&lt;br /&gt;
&lt;br /&gt;
====Tileset====&lt;br /&gt;
Put the tileset you want to use into the data/art/ folder. Open up [[init.txt]] (in data/init/) with a text editor and change the entries FONT, FULLFONT, GRAPHICS_FONT, and GRAPHICS_FULLFONT to the filename of your new tileset.&lt;br /&gt;
&lt;br /&gt;
====Creature Graphics====&lt;br /&gt;
Put the graphic set ''into a subfolder'' in raw/graphics and the corresponding text file directly in raw/graphics. If you have an active save you will have to put them into the raw folder of your save as well (data/save/&amp;lt;your region&amp;gt;/raw/graphics). Finally, set GRAPHICS to YES in data/init/[[init.txt]]&lt;br /&gt;
&lt;br /&gt;
====Color Scheme====&lt;br /&gt;
Replace colors.txt in data/init with your new colors.&lt;br /&gt;
&lt;br /&gt;
===True Type Font===&lt;br /&gt;
Replace font.ttf in data/art with your new font.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Inorganic_material_definition_token&amp;diff=308577</id>
		<title>Inorganic material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Inorganic_material_definition_token&amp;diff=308577"/>
		<updated>2025-03-15T00:31:07Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: Added brief description INORGANIC raw function and format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used in inorganic material definitions, generally for stones, gems, and metals, but ''not'' with materials attached to plants or creatures.&lt;br /&gt;
&lt;br /&gt;
When creating inorganic material definitions, the &amp;lt;code&amp;gt;[OBJECT:INORGANIC]&amp;lt;/code&amp;gt; [[token]] begins the definition of an inorganic [[raw file]].  Following this, each new inorganic material definition begins with the &amp;lt;code&amp;gt;[INORGANIC:material_name]&amp;lt;/code&amp;gt; token, where &amp;lt;code&amp;gt;material_name&amp;lt;/code&amp;gt; is a unique identifier for the material; and that material's properties are then defined using the tokens listed below, in addition to the tokens listed under [[Material definition token]].&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAFERS}}|| ||Used on metals, causes the metal to be made into wafers instead of [[bar]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEEP_SPECIAL}}|| || Causes the stone to form hollow tubes leading to the [[Underworld]]. Used for [[raw adamantine]]. When mined, stone has a 100% yield. If no material with this token exists, hollow veins will instead be made of the first available inorganic, usually [[iron]]. Implies {{token|SPECIAL|Inorganic}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_ORE}}|| metal:chance || Allows the ore to be [[smelter|smelted]] into metal in the smelter. Each token with a non-zero chance causes the game to roll d100 four times, each time creating one bar of the type requested on success.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THREAD_METAL}}|| metal:chance ||Allows strands to be extracted from the metal at a [[craftsdwarf's workshop]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEEP_SURFACE}}|| ||Causes the stone to line the landscape of the [[Underworld]]. Used for [[slade]]. When mined (if it's mineable), stone has a 100% yield. If no material with this token exists, other materials will be used in place of slade. Underworld spires will still be referred to as a &amp;quot;spire of slade&amp;quot; in the world's history.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUIFER}}|| ||Allows the stone to support an [[aquifer]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAMORPHIC}}|| ||Causes the material to form [[metamorphic layer]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEDIMENTARY}}|| ||Causes the material to form [[sedimentary layer]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOIL}}|| ||Causes the material to form [[soil]] layers, allowing it to appear in (almost) any biome. Mining is faster and produces no stones.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOIL_OCEAN}}|| ||Causes the material to form [[soil|pelagic sediment]] layers beneath deep oceans. Mining is faster and produces no stones.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOIL_SAND}}|| ||Causes the material to form [[sand]] layers, allowing it to appear in [[sand desert]]s and shallow [[ocean]]s. Mining is faster and produces no stones. Sand layers can also be used for making [[glass]]. Can be combined with [SOIL].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEDIMENTARY_OCEAN_SHALLOW}}|| ||Permits an already [SEDIMENTARY] stone layer to appear underneath shallow ocean regions.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEDIMENTARY_OCEAN_DEEP}}|| ||Permits an already [SEDIMENTARY] stone layer to appear underneath deep ocean regions.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IGNEOUS_INTRUSIVE}}|| || Causes the material to form [[igneous intrusive layer]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IGNEOUS_EXTRUSIVE}}|| || Causes the material to form [[igneous extrusive layer]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ENVIRONMENT}}|| class:type:freq ||Specifies what types of layers will contain this mineral. Multiple instances of the same token segment will cause the rock type to occur more frequently, but won't increase its abundance in the specified environment. See below.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ENVIRONMENT_SPEC}}|| stone:type:freq ||Specifies which specific minerals will contain this mineral. See below.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAVA}}|| ||Specifies that the stone is created when combining [[water]] and [[magma]], also causing it to line the edges of [[magma]] pools and volcanoes. If multiple minerals are marked as lava stones, a different one will be used in each biome or geological region.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIAL}}|| ||Prevents the material from showing up in certain places. AI-controlled entities won't use the material to make items and don't bring it in caravans, though the player can use it as normal. Also, inorganic generated creatures (forgotten beasts, titans, demons) will never be composed of this material. Explicitly set by all [[evil weather]] materials and implied by {{token|DEEP_SURFACE|Inorganic}} and {{token|DEEP_SPECIAL|Inorganic}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}|| ||Indicates that this is a generated material. Cannot be specified in user-defined raws.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE}}|| ||Found on random-generated metals and cloth.  Marks this material as usable by [[Deity]]-created generated entities.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}|| [[sphere]] ||Found on divine materials.  Presumably links the material to a god of the same sphere.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MYTHICAL}}{{version|51.01-beta26}}|| ||Implied by {{token|MYTHICAL_REMNANT|Inorganic}} and {{token|MYTHICAL_SUBSTANCE|Inorganic}}, all usable in written raws.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MYTHICAL_REMNANT}}{{version|51.01-beta26}}|| ||Found on [[primordial remnant]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MYTHICAL_SUBSTANCE}}{{version|51.01-beta26}}|| ||Found on [[mythical substance]]s. If a creature has a [[liquid]] or a [[glob]] of this in their inventory, they will consume it in the ``COMBAT`` (aka ``DEFEND``) and ``FLEEING``[[Interaction token#USAGE_HINT|contexts]] after suffering a major injury.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ENVIRONMENT and ENVIRONMENT_SPEC==&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
* [ENVIRONMENT:&amp;lt;class&amp;gt;:&amp;lt;inclusion type&amp;gt;:&amp;lt;frequency&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Possible values for class:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! Environment class token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_STONE}}||Will appear in every stone.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IGNEOUS_ALL}}, {{text anchor|IGNEOUS_INTRUSIVE}}, {{text anchor|IGNEOUS_EXTRUSIVE}}||Will appear in igneous layers, either [[igneous intrusive]], [[igneous extrusive]], or both.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOIL}}, {{text anchor|SOIL_OCEAN}}, {{text anchor|SOIL_SAND}}||Will appear in soil. SOIL_OCEAN is oceans specifically and SOIL_SAND is sand specifically.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAMORPHIC}}||Will appear in [[metamorphic]] layers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEDIMENTARY}}||Will appear in [[sedimentary]] layers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALLUVIAL}}||Will appear in [[alluvial]] layers. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Possible values for inclusion type:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! Inclusion type token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER}}||Large ovoids that occupy their entire 48x48 embark tile. [[Microcline]] is an example. When mined, stone has a 25% yield (as with layer stones).&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_SMALL}}||Blobs of 3-9 tiles. Will always be successfully mined. [[Red pyrope]]s are an example. When mined, stone has a 100% yield.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_ONE}}||Single tiles. Will always be successfully mined. [[Clear diamond]]s are an example. When mined, stone has a 100% yield.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEIN}}||Large streaks of stone. [[Native gold]] is an example. When mined, stone has a 33% yield instead of the usual 25%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An inclusion may be contained within a larger inclusion.  For example, diamond small clusters are found within kimberlite veins.&lt;br /&gt;
&lt;br /&gt;
The frequency number varies from 1 to 100 and determines the relative frequency at which the stone will be chosen to appear - if all frequency values are the same, then all stones will be equally likely to appear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ENVIRONMENT_SPEC follows much the same format, but takes a specific stone material ID where ENVIRONMENT would take a class token. What you can use will depend on what inorganic raws are around.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Material definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Inorganic material definition token]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Material_definition_token&amp;diff=308576</id>
		<title>Material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Material_definition_token&amp;diff=308576"/>
		<updated>2025-03-15T00:31:02Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: Added brief description of MATERIAL_TEMPLATE raw function and format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The following [[token]]s can be used in creating new [[:Category:material template raw pages|material templates]], as well as in [[material]] definitions (whether for inorganics or those within plants and creatures).&lt;br /&gt;
&lt;br /&gt;
Material templates are used to define broad classes of materials (eg. &amp;quot;stone&amp;quot;, or &amp;quot;milk&amp;quot;), the properties of which can be imported into other more specific material definitions (eg. &amp;quot;granite&amp;quot;, or &amp;quot;llama milk&amp;quot;) using the &amp;lt;code&amp;gt;[USE_MATERIAL_TEMPLATE:template_name]&amp;lt;/code&amp;gt; token.  When creating material templates, the &amp;lt;code&amp;gt;[OBJECT:MATERIAL_TEMPLATE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a material template [[raw file]].  Following this, each new material template definition begins with the &amp;lt;code&amp;gt;[MATERIAL_TEMPLATE:template_name]&amp;lt;/code&amp;gt; token, where &amp;lt;code&amp;gt;template_name&amp;lt;/code&amp;gt; is a unique identifier for the template, and that material's properties are then defined using the tokens listed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Urist asks|q=Materials use specific, often bespoke, units. Are there any tools to help convert from real-world values?|a=&lt;br /&gt;
Here are some web-based [[utilities]] designed for raw authoring.&lt;br /&gt;
&lt;br /&gt;
For [[material science|yield]] and [[strain at yield|elasticity]]: https://putnam3145.github.io/helper&lt;br /&gt;
&lt;br /&gt;
For [[temperature]]: https://jose96xd.github.io/DF_Tools/Modules/TemperatureConverter.html&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Material properties==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;template name&amp;gt;&lt;br /&gt;
| Resets all material tokens back to their default values, then imports the tokens of the specified preexisting material template (overriding any tokens defined prior to itself in the material). This means USE_MATERIAL_TEMPLATE should be the first token present in any material using it. It cannot be used inside of a [MATERIAL_TEMPLATE:X] which prevents the creation of nested material template structures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PREFIX}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;prefix&amp;gt; or NONE&lt;br /&gt;
| Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STONE_NAME}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;name&amp;gt;&lt;br /&gt;
| Overrides the name of [[Item_token#BOULDER|BOULDER]] items (i.e. mined-out stones) made of the material (used for native copper/silver/gold/platinum to make them be called &amp;quot;nuggets&amp;quot; instead of &amp;quot;boulders&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_GEM}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;name&amp;gt;&lt;br /&gt;
* &amp;lt;plural&amp;gt;&lt;br /&gt;
* OVERWRITE_SOLID (optional)&lt;br /&gt;
| Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be &amp;quot;STP&amp;quot; to automatically append an &amp;quot;s&amp;quot; to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TEMP_DIET_INFO}}&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;type&amp;gt;&lt;br /&gt;
| Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy [[thought]]s. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_DYE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_tokens|color token]]&amp;gt;&lt;br /&gt;
| Allows the material to be used as [[dye]], and defines color of dyed items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE}}&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[Main:Character table|tile value or character]]&amp;gt;&lt;br /&gt;
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Main:Character table|tile value or character]]&amp;gt;&lt;br /&gt;
| Specifies the tile that will be used to represent [[Item_token#BOULDER|BOULDER]] items made of this material. Generally only used with stones. Defaults to 7 ('•').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DISPLAY_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|background color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The on-screen color of the material. Uses a standard 3-digit [[Color|color token]]. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BUILD_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|background color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|background color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BASIC_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_tokens|color token]]&amp;gt;&lt;br /&gt;
| Determines the color of the material at the specified state. See [[Material_definition_token#Material states|below]] for a list of valid material states. Color comes from descriptor_color_standard.txt. The nearest color value is used to display contaminants and body parts made of this material in ASCII and to color items and constructions made from this material with graphics. Example:&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;name&amp;gt;&lt;br /&gt;
| Determines the name of the material at the specified state, as displayed in-game.&lt;br /&gt;
[STATE_NAME:ALL_SOLID:stone]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_ADJ}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;adjective&amp;gt;&lt;br /&gt;
| Like [[Material_definition_token#STATE_NAME|STATE_NAME]], but used in different situations. Equipment made from the material uses the state adjective and not the state name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_NAME_ADJ}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;name&amp;gt;&lt;br /&gt;
*&amp;lt;adjective&amp;gt;&lt;br /&gt;
| Sets both [[Material_definition_token#STATE_NAME|STATE_NAME]] and [[Material_definition_token#STATE_ADJ|STATE_ADJ]] at the same time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ABSORPTION}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard of an impact (in kPa) the material can withstand before it will start deforming permanently. Used for blunt-force combat. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard of an impact the material can withstand before it will fail entirely. Used for blunt-force combat. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_STRAIN_AT_YIELD}} or {{text_anchor|IMPACT_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Strain at yield|strain]]&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given (in parts-per-100000) when the yield point is reached. Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value &amp;gt;= 50000), torn (value between 25000 and 49999), or fractured (value &amp;lt;= 24999)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be compressed before it will start deforming permanently. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be compressed before it will fail entirely. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_STRAIN_AT_YIELD}} or {{text_anchor|COMPRESSIVE_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Strain at yield|strain]]&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when it has been compressed to its yield point. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be stretched before it will start deforming permanently. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be stretched before it will fail entirely. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_STRAIN_AT_YIELD}} or {{text_anchor|TENSILE_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Strain at yield|strain]]&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when it is stretched to its yield point. Determines a tissue's resistance to a latching and tearing bite. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack (certain generated creatures can do this).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack (certain generated creatures can do this).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_STRAIN_AT_YIELD}} or {{text_anchor|TORSION_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Strain at yield|strain]]&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when it is twisted to its yield point. Used for latching and shaking with a blunt attack (certain generated creatures can do this).  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be sheared before it will start deforming permanently. Used for cutting calculations. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be sheared before it will fail entirely. Used for cutting calculations. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_STRAIN_AT_YIELD}} or {{text_anchor|SHEAR_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Strain at yield|strain]]&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when sheared to its yield point. Used for cutting calculations. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be bent before it will start deforming permanently. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be bent before it will fail entirely. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_STRAIN_AT_YIELD}} or {{text_anchor|BENDING_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Strain at yield|strain]]&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when bent to its yield point. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MAX_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MATERIAL_VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[item value]]&amp;gt;&lt;br /&gt;
| Value modifier for the material. Defaults to 1. This number can be made negative by placing a &amp;quot;-&amp;quot; in front, resulting in things that you are paid to buy and must pay to sell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MULTIPLY_VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[item value]]&amp;gt;&lt;br /&gt;
| Multiplies the value of the material. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SPEC_HEAT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;specific heat capacity&amp;gt;&lt;br /&gt;
| Rate at which the material heats up or cools down (in  J⋅kg&amp;lt;sup&amp;gt;−1&amp;lt;/sup&amp;gt;⋅K&amp;lt;sup&amp;gt;−1&amp;lt;/sup&amp;gt;.). If set to NONE, the temperature will be fixed at its initial value. See [[Temperature]] for more information. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HEATDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it will burn for a very long time (9 months and 16.8 days). Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COLDDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Temperature below which the material takes damage from cold. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IGNITE_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Temperature at which the material will catch fire. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MELTING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Temperature at which the material melts. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOILING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Temperature at which the material boils. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MAT_FIXED_TEMP}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Items composed of this material will initially have this temperature. Used in conjunction with &amp;lt;code&amp;gt;[SPEC_HEAT:NONE]&amp;lt;/code&amp;gt; to make material's temperature fixed at the specified value. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_HEATDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_COLDDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_IGNITE_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_MELTING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_BOILING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_MAT_FIXED_TEMP}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOLID_DENSITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[density]]&amp;gt;&lt;br /&gt;
| Specifies the density (in kg/m³) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of weak-in-impact-yield blunt attacks to pierce armor. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_DENSITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[density]]&amp;gt;&lt;br /&gt;
| Specifies the density of the material when in liquid form. Defaults to NONE. Also affects combat calculations; affects blunt force damage like SOLID_DENSITY, but only for attacks made by liquids (e.g. forgotten beasts made of water).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MOLAR_MASS}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies (in kg/mol) the molar mass of the material in gaseous form. Only affects combat calculations like the densities, and only for attacks made by gases (e.g. forgotten beasts made of steam).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EXTRACT_STORAGE}}&lt;br /&gt;
| * BARREL or FLASK&lt;br /&gt;
| Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] [[plant token]]s. Defaults to BARREL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BUTCHER_SPECIAL}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[item token]]&amp;gt;&lt;br /&gt;
| Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MEAT_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;prefix&amp;gt;&lt;br /&gt;
*&amp;lt;name&amp;gt;&lt;br /&gt;
*&amp;lt;adjective&amp;gt;&lt;br /&gt;
| When a creature is butchered, meat yielded from organs made from this material will be named via this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BLOCK_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;singular&amp;gt;&lt;br /&gt;
*&amp;lt;plural&amp;gt;&lt;br /&gt;
| Specifies the name of [[block]]s made from this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WAFERS}}&lt;br /&gt;
|&lt;br /&gt;
| The material forms &amp;quot;wafers&amp;quot; instead of &amp;quot;[[bar]]s&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MATERIAL_REACTION_PRODUCT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;reaction reference&amp;gt;&lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Used with reaction raws to associate a reagent material with a product material. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.&lt;br /&gt;
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_REACTION_PRODUCT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;item reference&amp;gt;&lt;br /&gt;
*&amp;lt;[[item token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Used with reaction raws to associate a reagent material with a complete item.  The first argument is used by HAS_ITEM_REACTION_PRODUCT and GET_ITEM_DATA_FROM_REAGENT in reaction raws.  The rest refers to the type of item, then its material.&lt;br /&gt;
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|REACTION_CLASS}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;reaction class name&amp;gt;&lt;br /&gt;
| Used to classify all items made of the material, so that reactions can use them as generic reagents.&lt;br /&gt;
In default raws, the following are used:&lt;br /&gt;
* FAT, TALLOW, SOAP, PARCHMENT, PAPER_PLANT, PAPER_SLURRY, MILK, CHEESE, WAX&lt;br /&gt;
* CAN_GLAZE - items made from this material can be glazed.&lt;br /&gt;
* FLUX - can be used as [[flux]] in pig iron and steel making.&lt;br /&gt;
* GYPSUM - can be processed into [[gypsum plaster]].&lt;br /&gt;
* CALCIUM_CARBONATE - can be used in production of [[quicklime]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|METAL_ORE}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;inorganic material name e.g. [[lead|LEAD]]&amp;gt;&lt;br /&gt;
* &amp;lt;value&amp;gt;&lt;br /&gt;
| Makes BOULDER acceptable as a [[Reactions#Reagents|reagent]] in reactions that require [[Item_token#Related_Tokens|&amp;quot;METAL_ORE:MATERIAL_NAME&amp;quot;]], as well as [[Smelter|smelting]] directly into metal [[bar]]s.&amp;lt;br /&amp;gt; Places the material under &amp;quot;Metal Ores&amp;quot; in Stone stockpiles.&amp;lt;br /&amp;gt; The specified value determines the probability for this product (see [[Tetrahedrite]] or [[Galena]] for details).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|THREAD_METAL}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;inorganic material name e.g. [[Raw_adamantine|RAW_ADAMANTINE]]&amp;gt;&lt;br /&gt;
* &amp;lt;value&amp;gt;&lt;br /&gt;
| Makes BOULDER items made of the material acceptable for [[Strand extractor|strand extraction]] into threads; see also STOCKPILE_THREAD_METAL. Value presumably determines the probability of this product extracted.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HARDENS_WITH_WATER}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Allows the material to be used to make [[healthcare|casts]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOAP_LEVEL}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Determines effectiveness of soap - if the amount of grime on a body part is more than 3-SOAP_LEVEL, it sets it to 3-SOAP_LEVEL; as such setting it above 3 is bad. [[Soap]] has [SOAP_LEVEL:2]. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYNDROME}}&lt;br /&gt;
|&lt;br /&gt;
| Begins defining a [[syndrome]] applied by the material. Multiple syndromes can be specified. See [[Syndrome token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ANTLER}}&lt;br /&gt;
|&lt;br /&gt;
| Found in the raws of several antler-wielding animals. It is used to show an antler as bodypart.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HAIR}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FEATHER}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SCALE}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HOOF}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHITIN}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CARTILAGE}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|NERVOUS_TISSUE}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MEAT_CATEGORY}}&lt;br /&gt;
| category&lt;br /&gt;
| Probably used in graphics. The following values for &amp;quot;category&amp;quot; are used in the vanilla raws: STANDARD, EYE, BRIAN, LUNG, HEART, LIVER, INTESTINES, STOMACH, GIZZARD, PANCREAS, SPLEEN, KIDNEY.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Material states===&lt;br /&gt;
&lt;br /&gt;
The following is a list of valid material states:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|'''SOLID'''&lt;br /&gt;
|-&lt;br /&gt;
|'''LIQUID'''&lt;br /&gt;
|-&lt;br /&gt;
|'''GAS'''&lt;br /&gt;
|-&lt;br /&gt;
|'''POWDER''' (or '''SOLID_POWDER''')&lt;br /&gt;
|-&lt;br /&gt;
|'''PASTE''' (or '''SOLID_PASTE''')&lt;br /&gt;
|-&lt;br /&gt;
|'''PRESSED''' (or '''SOLID_PRESSED''')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following can be specified within tokens such as [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_NAME_ADJ|STATE_NAME_ADJ]] and [[Material_definition_token#STATE_ADJ|STATE_ADJ]] to make them apply to several of the above material states simultaneously:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''ALL'''&lt;br /&gt;
|Denotes all possible material states.&lt;br /&gt;
|-&lt;br /&gt;
|'''ALL_SOLID'''&lt;br /&gt;
|Denotes 'SOLID', 'POWDER', 'PASTE' and 'PRESSED'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material usage tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPLIES_ANIMAL_KILL}}&lt;br /&gt;
|&lt;br /&gt;
| Lets the game know that an animal was likely killed in the production of this item. Entities opposed to killing animals ([[elf|Elves]] in vanilla) will refuse to accept these items in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant-based alcohol, allowing its storage in food stockpiles under &amp;quot;Drink (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as animal-based alcohol, allowing its storage in food stockpiles under &amp;quot;Drink (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant-based cheese,  allowing its storage in food stockpiles under &amp;quot;Cheese (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as animal-based cheese, allowing its storage in food stockpiles under &amp;quot;Cheese (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant powder, allowing its storage in food stockpiles under &amp;quot;Milled Plant&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as creature powder, allowing its storage in food stockpiles under &amp;quot;Bone Meal&amp;quot;. Unlike milled plants, such as sugar and flour, &amp;quot;Bone Meal&amp;quot; barrels or pots may not contain bags. Custom reactions using this product better use buckets or jugs instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB}} or {{text_anchor|STOCKPILE_GLOB_SOLID}}&lt;br /&gt;
|&lt;br /&gt;
| Permits globs of the material in solid form to be stored in food stockpiles under &amp;quot;Fat&amp;quot; - without it, dwarves will come by and &amp;quot;clean&amp;quot; the items, destroying them (unless [DO_NOT_CLEAN_GLOB] is also included).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB_PASTE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as milled paste, allowing its storage in food stockpiles under &amp;quot;Paste&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as pressed goods, allowing its storage in food stockpiles under &amp;quot;Pressed Material&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_PLANT_GROWTH}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant growth (e.g. fruits, leaves), allowing its storage in food stockpiles under Plant Growth/Fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant extract, allowing its storage in food stockpiles under &amp;quot;Extract (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a creature extract, allowing its storage in food stockpiles under &amp;quot;Extract (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_OTHER}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a miscellaneous liquid, allowing its storage in food stockpiles under &amp;quot;Misc. Liquid&amp;quot; along with lye.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STRUCTURAL_PLANT_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant, allowing its storage in food stockpiles under &amp;quot;Plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SEED_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant seed, allowing its storage in food stockpiles under &amp;quot;Seeds&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BONE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as bone, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as wood, allowing its use for carpenters and storage in wood stockpiles. Entities opposed to killing plants (i.e. [[Elf|Elves]]) will refuse to accept these items in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|THREAD_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant fiber, allowing its use for clothiers and storage in cloth stockpiles under &amp;quot;Thread (Plant)&amp;quot; and &amp;quot;Cloth (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as tooth, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HORN}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as horn, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HAIR}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as hair, allowing for its use for spinners and restriction from refuse stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PEARL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as pearl, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHELL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as shell, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LEATHER}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as leather, allowing its use for leatherworkers and storage in leather stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SILK}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as silk, allowing its use for clothiers and storage in cloth stockpiles under &amp;quot;Thread (Silk)&amp;quot; and &amp;quot;Cloth (Silk)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOAP}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as soap, allowing it to be used as a bath detergent and stored in bar/block stockpiles under &amp;quot;Bars: Other Materials&amp;quot;.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GENERATES_MIASMA}}&lt;br /&gt;
|&lt;br /&gt;
| Material generates miasma when it rots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MEAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as edible meat.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROTS}}&lt;br /&gt;
|&lt;br /&gt;
| Material will rot if not stockpiled appropriately. Currently only affects [[food]] and [[refuse]], other items made of this material will not rot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|NERVOUS_TISSUE}}&lt;br /&gt;
|&lt;br /&gt;
| In most living creatures, it controls many bodily functions and movements by sending signals around the body. See: [[Nervous tissue]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BLOOD_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;blood&amp;quot; in Adventurer mode tile descriptions (&amp;quot;Here we have a Dwarf in a slurry of blood.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ICHOR_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;ichor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GOO_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;goo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SLIME_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;slime&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PUS_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;pus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SWEAT_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;sweat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TEARS_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;tears&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SPIT_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;spit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EVAPORATES}}&lt;br /&gt;
|&lt;br /&gt;
| Contaminants composed of this material evaporate over time, slowly disappearing from the map. Used internally by water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ENTERS_BLOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Used for materials which cause [[syndrome]]s, causes it to enter the creature's blood instead of simply spattering on the surface.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_VERMIN}}&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_RAW}}&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_COOKED}}&lt;br /&gt;
|&lt;br /&gt;
| Can be cooked and then eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DO_NOT_CLEAN_GLOB}}&lt;br /&gt;
|&lt;br /&gt;
| Prevents globs made of this material from being cleaned up and destroyed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|NO_STONE_STOCKPILE}}&lt;br /&gt;
|&lt;br /&gt;
| Prevents the material from showing up in Stone stockpile settings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| The material can be made into minecarts, wheelbarrows, and stepladders at the metalsmith's forge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_BARRED}}&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_HARD. Given to [[bone]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SCALED}}&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_HARD. Given to [[shell]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_LEATHER}}&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_SOFT. Given to [[leather]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SOFT}}&lt;br /&gt;
|&lt;br /&gt;
| The material can be made into clothing, amulets, bracelets, earrings, backpacks, and quivers, contingent on which workshops accept the material. Given to [[plant fiber]], [[silk]] and [[wool]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_HARD}}&lt;br /&gt;
|&lt;br /&gt;
| The material can be made into furniture, crafts, mechanisms, and blocks, contingent on which workshops accept the material. Random [[finished goods|crafts]] made from this material include all seven items. Given to [[stone]], [[wood]], [[bone]], [[shell]], [[chitin]], [[nail|claws]], [[tooth|teeth]], [[horn|horns]], [[horn|hooves]] and [[wax|beeswax]]. [[Hair]], [[pearl|pearls]] and eggshells also have the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_STONE}}&lt;br /&gt;
|&lt;br /&gt;
| Used to define that the material is a stone. Allows its usage in [[masonry]] and [[stonecrafting]] and storage in stone stockpiles, among other effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|UNDIGGABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Used for a stone that cannot be dug into.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DISPLAY_UNGLAZED}}&lt;br /&gt;
|&lt;br /&gt;
| Causes containers made of this material to be prefixed with &amp;quot;unglazed&amp;quot; if they have not yet been [[glaze]]d.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|YARN}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as yarn, allowing its use for clothiers and its storage in cloth stockpiles under &amp;quot;Thread (Yarn)&amp;quot; and &amp;quot;Cloth (Yarn)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_THREAD_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under &amp;quot;Thread (Metal)&amp;quot; and &amp;quot;Cloth (Metal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| Defines the material as being metal, allowing it to be used at forges.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_GLASS}}&lt;br /&gt;
|&lt;br /&gt;
| Used internally by green glass, clear glass, and crystal glass. Appears to only affect the [[Reaction#GLASS_MATERIAL|[GLASS_MATERIAL]]] reaction token. Does not cause the game to treat the material like glass, i.e being referred to as &amp;quot;raw&amp;quot; instead of &amp;quot;rough&amp;quot; in its raw form or being displayed in the &amp;quot;glass&amp;quot; trade/embark category.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_CERAMIC}}&lt;br /&gt;
|&lt;br /&gt;
| Defines the material as a ceramic. Examples include CERAMIC_EARTHENWARE, CERAMIC_STONEWARE and CERAMIC_PORCELAIN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CRYSTAL_GLASSABLE}}&lt;br /&gt;
|&lt;br /&gt;
| Can be used in the production of crystal glass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_WEAPON}}&lt;br /&gt;
| &lt;br /&gt;
| Melee [[Weapon#Manufactured weapons|weapons]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_WEAPON_RANGED}}&lt;br /&gt;
|&lt;br /&gt;
| Ranged weapons can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_ANVIL}}&lt;br /&gt;
|&lt;br /&gt;
| [[Anvil]]s can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_AMMO}}&lt;br /&gt;
|&lt;br /&gt;
| [[Weapon#Ammunition|Ammunition]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_DIGGER}}&lt;br /&gt;
|&lt;br /&gt;
| [[Weapon#Dwarf-manufactured weapons|Picks]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| [[Armor]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_DELICATE}}&lt;br /&gt;
|&lt;br /&gt;
| Used internally by amber and coral. Functionally equivalent to ITEMS_HARD.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SIEGE_ENGINE}}&lt;br /&gt;
|&lt;br /&gt;
| Siege engine parts can be made out of this material. Does not appear to work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_QUERN}}&lt;br /&gt;
|&lt;br /&gt;
| Querns and millstones can be made out of this material. Does not appear to work.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Syndrome tokens==&lt;br /&gt;
Below is a table with some of the tokens you can use when declaring a [SYNDROME] token. For all the tokens you can use, see the [[Syndrome token]] page.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_NAME &lt;br /&gt;
| &lt;br /&gt;
* text &lt;br /&gt;
| Defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYN_INJECTED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by injection (by a creature)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_CONTACT}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted on contact (e.g. poison dust or liquid)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_INHALED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by inhalation (e.g. poison vapor or gas)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYN_INGESTED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by ingestion (when the material is eaten in solid or liquid form)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_AFFECTED_CLASS}}&lt;br /&gt;
| &lt;br /&gt;
* creature class name&lt;br /&gt;
| Adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_IMMUNE_CLASS}}&lt;br /&gt;
| &lt;br /&gt;
* creature class name&lt;br /&gt;
| Makes the class of creatures immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_AFFECTED_CREATURE}}&lt;br /&gt;
| &lt;br /&gt;
* creature name&lt;br /&gt;
* caste name or ALL&lt;br /&gt;
| Adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_IMMUNE_CREATURE}}&lt;br /&gt;
| &lt;br /&gt;
* creature name&lt;br /&gt;
* caste name or ALL&lt;br /&gt;
| Makes the creature immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CE_PAIN&amp;lt;br /&amp;gt;CE_SWELLING&amp;lt;br /&amp;gt;CE_OOZING&amp;lt;br /&amp;gt;CE_BRUISING&amp;lt;br /&amp;gt;CE_BLISTERS&amp;lt;br /&amp;gt;CE_NUMBNESS&amp;lt;br /&amp;gt;CE_PARALYSIS&amp;lt;br /&amp;gt;CE_FEVER&amp;lt;br /&amp;gt;CE_BLEEDING&amp;lt;br /&amp;gt;CE_COUGH_BLOOD&amp;lt;br /&amp;gt;CE_VOMIT_BLOOD&amp;lt;br /&amp;gt;CE_NAUSEA&amp;lt;br /&amp;gt;CE_UNCONSCIOUSNESS&amp;lt;br /&amp;gt;CE_NECROSIS&amp;lt;br /&amp;gt;CE_IMPAIR_FUNCTION&amp;lt;br /&amp;gt;CE_DROWSINESS&amp;lt;br /&amp;gt;CE_DIZZINESS&lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place affected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:BY_CATEGORY:category:tissue (optional)&lt;br /&gt;
*BP:BY_TYPE:type:tissue (optional)&lt;br /&gt;
*BP:BY_TOKEN:token:tissue (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:effect start time&lt;br /&gt;
*Peak:effect peak time&lt;br /&gt;
*End:effect end time&lt;br /&gt;
| Specifies the way that a syndrome affects a creature -- more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Inorganic material definition token]]&lt;br /&gt;
* [[Syndrome]]&lt;br /&gt;
* [[Hardcoded material]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Material definition token]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=308519</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=308519"/>
		<updated>2025-03-12T20:16:22Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Tokens */ Linked BY_CATEGORY, BY_TYPE, BY_TOKEN to body token entries for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&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;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&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;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&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;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*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;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&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;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&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;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*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 {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*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;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from 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;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*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]]. Its 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 it 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) it 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;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*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;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start. A creature with at least this token or the {{token|CAN_SPEAK|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills but to make friends in fortress mode. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Defunct, as doors cannot be set as tightly closed anymore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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 {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes [[cave adaptation]].&lt;br /&gt;
Allows for creature's race to be involved in jokes that end in &amp;quot;And the [race] saw the sun and vomited on the spot!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game 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;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[Body token#CATEGORY|BY_CATEGORY]] or [[Body token#CONTYPE|BY_TYPE]] or [[Body token#BP|BY_TOKEN]]&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, 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 {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &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 {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|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. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 affected, if one is IMMOBILE; no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*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:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*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;
| {{text anchor|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;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. Tamed large predators will still attack wildlife. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer 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;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer even at night. &lt;br /&gt;
&lt;br /&gt;
Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|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.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[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;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|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;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[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;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &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;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear as [[experiment|experiments]]. &lt;br /&gt;
Prevents {{token|LOCAL_POPS_PRODUCE_HEROES|c}} from functioning. Causes the creature to count as {{token|NOT_LIVING|c}}. Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends mode. Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions, unless the newly-animated{{token|OPPOSED_TO_LIFE|c}}undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''This token should not be confused with other NIGHT_CREATURE_X tokens.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;''This token is not well understood at the present time.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless, making it unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep, but can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The bodyparts of this creature don't need to be connected to an organ with the {{token|THOUGHT|body}} tag in order to have motor function. Generally used on creatures that don't have brains. If a creature doesn't have a thought part and doesn't have this token, it will be unable to grasp or stand. Nautilus men experience this issue in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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, or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality facets. Standard is 0:50:100. See [[personality facet]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[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;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|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;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[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;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. 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;
| {{text anchor|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 {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will{{version|51.06 experimental}} prevent a caste from spawning naturally. Regardless of pop ratio, [[Position token|Position]]s that only allow a certain caste can force it to spawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_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 of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Not used by any creatures in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, 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;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
| Creature&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 their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&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 {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|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;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} 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;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 the 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;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. Completely ignored if the animal does not also have PACK_ANIMAL or WAGON, instead using BODY_SIZE^(2/3)/20, even if they're a pack animal due to ANIMAL_ALWAYS_PACK_ANIMAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&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 {{token|SKULKING|e}} 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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|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;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria. Except for TISSUE_LAYER, the base game makes use of all of these in its attacks.&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; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; ATTACK:SCRATCH:TISSUE_LAYER:BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; ATTACK:SLAP:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too; ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH&lt;br /&gt;
&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;
| {{text anchor|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;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|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;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&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;
| {{text anchor|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;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*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;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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 [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new 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;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Body_detail_plan_token&amp;diff=308518</id>
		<title>Body detail plan token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Body_detail_plan_token&amp;diff=308518"/>
		<updated>2025-03-12T20:13:33Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
|&lt;br /&gt;
* identifier&lt;br /&gt;
| Create a new body detail plan with the specified identifier.  The rest of the tokens in this table are then used to define this body detail plan's properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADD_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
* identifier&lt;br /&gt;
* material template&lt;br /&gt;
| Adds a new material to the creature based on the specified template and assigned to the specified identifier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADD_TISSUE}}&lt;br /&gt;
|&lt;br /&gt;
* identifier&lt;br /&gt;
* tissue template&lt;br /&gt;
| Adds a new tissue to the creature based on the specified template and assigned to the specified identifier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_LAYERS}}&lt;br /&gt;
|&lt;br /&gt;
*[[Body token#CATEGORY|BY_CATEGORY]] or [[Body token#CONTYPE|BY_TYPE]] or [[Body token#BP|BY_TOKEN]]&lt;br /&gt;
*body part&lt;br /&gt;
*tissue name or tissue ARG# for innermost tissue&lt;br /&gt;
*tissue thickness&lt;br /&gt;
*tissue name or tissue ARG# for second innermost tissue&lt;br /&gt;
*tissue thickness&lt;br /&gt;
*tissue name or tissue ARG# for third innermost tissue&lt;br /&gt;
*tissue thickness&lt;br /&gt;
etc...&lt;br /&gt;
| Defines a series of tissue layers. Alternatively to specifying a tissue, variable arguments can be entered (numbered arbitrarily to a max of 5) to be filled with tissues when the plan is called in the creature entry. The SELECT_TISSUE creature token with TL_RELATIVE_THICKNESS can change tissue thickness, but tissue ''layering'' is hard to do without a new detail plan.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_LAYERS_OVER}}&lt;br /&gt;
|&lt;br /&gt;
| Works like BP_LAYERS, but defines layers over existing layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_LAYERS_UNDER}}&lt;br /&gt;
|&lt;br /&gt;
| Works like BP_LAYERS, but defines layers under existing layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_POSITION}}&lt;br /&gt;
|&lt;br /&gt;
*BY_CATEGORY or BY_TYPE or BY_TOKEN&lt;br /&gt;
*body part&lt;br /&gt;
*position token&lt;br /&gt;
| Defines a position for the specified body part relative to its parent part (the nose is assigned the position FRONT, as it's on the front of the face). This has some effects on combat, attacks and the like. Valid position tokens are FRONT, BACK, LEFT, RIGHT, TOP and BOTTOM. The position token SIDES is of unverified validity.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_RELATION}}&lt;br /&gt;
|&lt;br /&gt;
*BY_CATEGORY or BY_TYPE or BY_TOKEN&lt;br /&gt;
*body part to be affected&lt;br /&gt;
*relation token&lt;br /&gt;
*BY_CATEGORY or BY_TYPE or BY_TOKEN&lt;br /&gt;
*parent body part&lt;br /&gt;
*coverage&lt;br /&gt;
| Defines a positional relationship between one body part and another (the right eyelid is AROUND the right eye with coverage 50, as it only partially covers the eye). This has some effects on combat, attacks and the like. Valid relation tokens are AROUND, SURROUNDED_BY, ABOVE, BELOW, IN_FRONT, BEHIND, CLEANS, and CLEANED_BY. The lattermost two tokens are used when specifying parts that clean each other (such as eyelids to eyes).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_RELSIZE}}&lt;br /&gt;
|&lt;br /&gt;
*BY_CATEGORY (or, presumably, BY_TYPE or BY_TOKEN)&lt;br /&gt;
*body part&lt;br /&gt;
*relsize&lt;br /&gt;
| Defines a relsize for the selected body part for the current body detail plan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Body detail plan token]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Body_detail_plan_token&amp;diff=308517</id>
		<title>Body detail plan token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Body_detail_plan_token&amp;diff=308517"/>
		<updated>2025-03-12T20:10:44Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Tokens */ Linked BY_CATEGORY, BY_TYPE, BY_TOKEN to body token entries for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
|&lt;br /&gt;
* identifier&lt;br /&gt;
| Create a new body detail plan with the specified identifier.  The rest of the tokens in this table are then used to define this body detail plan's properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADD_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
* identifier&lt;br /&gt;
* material template&lt;br /&gt;
| Adds a new material to the creature based on the specified template and assigned to the specified identifier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADD_TISSUE}}&lt;br /&gt;
|&lt;br /&gt;
* identifier&lt;br /&gt;
* tissue template&lt;br /&gt;
| Adds a new tissue to the creature based on the specified template and assigned to the specified identifier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_LAYERS}}&lt;br /&gt;
|&lt;br /&gt;
*[[Body token#CATEGORY|BY_CATEGORY]] or [[Body token#CONTYPE|BY_TYPE]] or [[Body token#BP|BY_TOKEN]] (ID of a specific body part)&lt;br /&gt;
*body part&lt;br /&gt;
*tissue name or tissue ARG# for innermost tissue&lt;br /&gt;
*tissue thickness&lt;br /&gt;
*tissue name or tissue ARG# for second innermost tissue&lt;br /&gt;
*tissue thickness&lt;br /&gt;
*tissue name or tissue ARG# for third innermost tissue&lt;br /&gt;
*tissue thickness&lt;br /&gt;
etc...&lt;br /&gt;
| Defines a series of tissue layers. Alternatively to specifying a tissue, variable arguments can be entered (numbered arbitrarily to a max of 5) to be filled with tissues when the plan is called in the creature entry. The SELECT_TISSUE creature token with TL_RELATIVE_THICKNESS can change tissue thickness, but tissue ''layering'' is hard to do without a new detail plan.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_LAYERS_OVER}}&lt;br /&gt;
|&lt;br /&gt;
| Works like BP_LAYERS, but defines layers over existing layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_LAYERS_UNDER}}&lt;br /&gt;
|&lt;br /&gt;
| Works like BP_LAYERS, but defines layers under existing layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_POSITION}}&lt;br /&gt;
|&lt;br /&gt;
*BY_CATEGORY or BY_TYPE or BY_TOKEN&lt;br /&gt;
*body part&lt;br /&gt;
*position token&lt;br /&gt;
| Defines a position for the specified body part relative to its parent part (the nose is assigned the position FRONT, as it's on the front of the face). This has some effects on combat, attacks and the like. Valid position tokens are FRONT, BACK, LEFT, RIGHT, TOP and BOTTOM. The position token SIDES is of unverified validity.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_RELATION}}&lt;br /&gt;
|&lt;br /&gt;
*BY_CATEGORY or BY_TYPE or BY_TOKEN&lt;br /&gt;
*body part to be affected&lt;br /&gt;
*relation token&lt;br /&gt;
*BY_CATEGORY or BY_TYPE or BY_TOKEN&lt;br /&gt;
*parent body part&lt;br /&gt;
*coverage&lt;br /&gt;
| Defines a positional relationship between one body part and another (the right eyelid is AROUND the right eye with coverage 50, as it only partially covers the eye). This has some effects on combat, attacks and the like. Valid relation tokens are AROUND, SURROUNDED_BY, ABOVE, BELOW, IN_FRONT, BEHIND, CLEANS, and CLEANED_BY. The lattermost two tokens are used when specifying parts that clean each other (such as eyelids to eyes).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_RELSIZE}}&lt;br /&gt;
|&lt;br /&gt;
*BY_CATEGORY (or, presumably, BY_TYPE or BY_TOKEN)&lt;br /&gt;
*body part&lt;br /&gt;
*relsize&lt;br /&gt;
| Defines a relsize for the selected body part for the current body detail plan&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Body detail plan token]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Building&amp;diff=305825</id>
		<title>Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Building&amp;diff=305825"/>
		<updated>2025-01-07T17:48:48Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|02:57, 9 April 2023 (CST)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Building menu v50.png|right|thumb|500px|The building menu, now with a mouse interface!]]&lt;br /&gt;
&lt;br /&gt;
The '''Building menu''' can be accessed from the main menu by pressing the {{Menu icon|b}} key. This allows your dwarves to build anything listed within the menu, provided you have access to the proper materials. This list also contains several sub-menus which expand to show further building options.&lt;br /&gt;
&lt;br /&gt;
Any item within this list, once built, can then be interacted with by clicking on it. All buildings can be disassembled into their original parts and removed by clicking on them, then clicking on the button near the top-right of the pop-up that shows a house that is crossed out. The same pop-up window gives you all of the building's details, and allows you to look at the items currently stored within an individual building as well as which items were used to construct that particular building. &lt;br /&gt;
&lt;br /&gt;
The exception to this rule are items located under the {{Menu icon|b|n|sep=-}} Constructions sub-menu. These items are considered [[Construction|constructions]], and as such, have no interactions available. These items are removed using the {{Menu icon|m|x|sep=-}} Remove Construction option in the mining menu. For more detail on how buildings and constructions interact, please see the [[Construction]] article.&lt;br /&gt;
&lt;br /&gt;
Graphically, each building's color palette will match that of the material used to construct the building. For example, a workshop made of [[copper]] will appear as a reddish-brown, a kiln made from [[adamantine]] will appear as light blue, etc.&lt;br /&gt;
==List of buildings==&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Building !!Hotkey&lt;br /&gt;
|-style=&amp;quot;background-color:darkgray&amp;quot;&lt;br /&gt;
|[[Workshop]]s&lt;br /&gt;
|{{Menu icon|b|o|sep=-}}&lt;br /&gt;
|--style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
|Clothing and leather&lt;br /&gt;
|{{Menu icon|b|o|l|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[leather works|Leather]]&lt;br /&gt;
|{{Menu icon|b|o|l|l|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Loom]]&lt;br /&gt;
|{{Menu icon|b|o|l|o|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Clothier's shop|Clothes]]&lt;br /&gt;
|{{Menu icon|b|o|l|k|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dyer's shop|Dyer]]&lt;br /&gt;
|{{Menu icon|b|o|l|y|sep=-}}&lt;br /&gt;
|-style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
|[[Farming]]&lt;br /&gt;
|{{Menu icon|b|o|f|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Farm plot]]&lt;br /&gt;
|{{Menu icon|b|o|f|p|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Still]]&lt;br /&gt;
|{{Menu icon|b|o|f|l|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Butcher's shop|Butcher]]&lt;br /&gt;
|{{Menu icon|b|o|f|b|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Tanner's shop|Tanner]]&lt;br /&gt;
|{{Menu icon|b|o|f|t|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Fishery]]&lt;br /&gt;
|{{Menu icon|b|o|f|y|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Kitchen]]&lt;br /&gt;
|{{Menu icon|b|o|f|k|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Farmer's workshop|Farmer]]&lt;br /&gt;
|{{Menu icon|b|o|f|f|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Quern]]&lt;br /&gt;
|{{Menu icon|b|o|f|q|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Vermin catcher's shop|Vermin Catcher's Shop]]&lt;br /&gt;
|{{Menu icon|b|o|f|v|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Nest box]]&lt;br /&gt;
|{{Menu icon|b|o|f|n|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Hive]]&lt;br /&gt;
|{{Menu icon|b|o|f|h|sep=-}}&lt;br /&gt;
|-style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
|[[Furnace]]s&lt;br /&gt;
|{{Menu icon|b|o|u|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Glass furnace]]&lt;br /&gt;
|{{Menu icon|b|o|u|g|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Kiln]]&lt;br /&gt;
|{{Menu icon|b|o|u|k|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Magma glass furnace]]&lt;br /&gt;
|{{Menu icon|b|o|u|G|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Magma kiln]]&lt;br /&gt;
|{{Menu icon|b|o|u|K|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Magma smelter]]&lt;br /&gt;
|{{Menu icon|b|o|u|L|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Smelter]]&lt;br /&gt;
|{{Menu icon|b|o|u|l|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Wood furnace]]&lt;br /&gt;
|{{Menu icon|b|o|u|f|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Ashery]]&lt;br /&gt;
|{{Menu icon|b|o|y|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowyer's workshop|Bowyer]]&lt;br /&gt;
|{{Menu icon|b|o|b|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Carpenter's workshop|Carpenter]]&lt;br /&gt;
|{{Menu icon|b|o|p|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Craftsdwarf's workshop|Crafts]]&lt;br /&gt;
|{{Menu icon|b|o|r|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Jeweler's workshop|Jeweler]]&lt;br /&gt;
|{{Menu icon|b|o|j|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Magma Forge]]&lt;br /&gt;
|{{Menu icon|b|o|I|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Mechanic's workshop|Mechanic]]&lt;br /&gt;
|{{Menu icon|b|o|h|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Metalsmith's forge|Metalsmith]]&lt;br /&gt;
|{{Menu icon|b|o|i|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Screw press]]&lt;br /&gt;
|{{Menu icon|b|o|R|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Siege workshop|Siege]]&lt;br /&gt;
|{{Menu icon|b|o|g|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Soap maker's workshop|Soap Maker's Workshop]]&lt;br /&gt;
|{{Menu icon|b|o|P|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Stoneworker's workshop|Stoneworker]]&lt;br /&gt;
|{{Menu icon|b|o|t|sep=-}}&lt;br /&gt;
|-style=&amp;quot;background-color:darkgray&amp;quot;&lt;br /&gt;
|[[Furniture]]&lt;br /&gt;
|{{Menu icon|b|f|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Bed]]&lt;br /&gt;
|{{Menu icon|b|f|b|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Chair]]&lt;br /&gt;
|{{Menu icon|b|f|r|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Table]]&lt;br /&gt;
|{{Menu icon|b|f|t|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Chest]]&lt;br /&gt;
|{{Menu icon|b|f|h|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Cabinet]]&lt;br /&gt;
|{{Menu icon|b|f|n|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Coffin|Burial]]&lt;br /&gt;
|{{Menu icon|b|f|x|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Slab]]&lt;br /&gt;
|{{Menu icon|b|f|l|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Statue]]&lt;br /&gt;
|{{Menu icon|b|f|u|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Traction bench]]&lt;br /&gt;
|{{Menu icon|b|f|T|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Bookcase]]&lt;br /&gt;
|{{Menu icon|b|f|o|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Display case|Display]]&lt;br /&gt;
|{{Menu icon|b|f|y|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Altar|Offering place]]&lt;br /&gt;
|{{Menu icon|b|f|p|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Instruments]]&lt;br /&gt;
|{{Menu icon|b|f|i|sep=-}}&lt;br /&gt;
|-style=&amp;quot;background-color:darkgray&amp;quot;&lt;br /&gt;
|Doors/hatches&lt;br /&gt;
|{{Menu icon|b|p|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Door]]&lt;br /&gt;
|{{Menu icon|b|p|r|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Floor hatch]]&lt;br /&gt;
|{{Menu icon|b|p|h|sep=-}}&lt;br /&gt;
|-style=&amp;quot;background-color:darkgray&amp;quot;&lt;br /&gt;
|[[Constructions]]&lt;br /&gt;
|{{Menu icon|b|n|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Wall]]&lt;br /&gt;
|{{Menu icon|b|n|l|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Floor]]&lt;br /&gt;
|{{Menu icon|b|n|f|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Ramp]]&lt;br /&gt;
|{{Menu icon|b|n|r|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Stair]]s&lt;br /&gt;
|{{Menu icon|b|n|t|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Bridge]]&lt;br /&gt;
|{{Menu icon|b|n|b|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Paved road]]&lt;br /&gt;
|{{Menu icon|b|n|o|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Dirt road]]&lt;br /&gt;
|{{Menu icon|b|n|O|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Fortification]]&lt;br /&gt;
|{{Menu icon|b|n|F|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Wall grate]]&lt;br /&gt;
|{{Menu icon|b|n|G|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Floor grate]]&lt;br /&gt;
|{{Menu icon|b|n|g|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical bars]]&lt;br /&gt;
|{{Menu icon|b|n|M|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Floor bars]]&lt;br /&gt;
|{{Menu icon|b|n|m|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Glass window]]&lt;br /&gt;
|{{Menu icon|b|n|y|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Gem window]]&lt;br /&gt;
|{{Menu icon|b|n|Y|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Support]]&lt;br /&gt;
|{{Menu icon|b|n|p|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Track]]&lt;br /&gt;
|{{Menu icon|b|n|k|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Minecart#Track_Stops|Track stop]]&lt;br /&gt;
|{{Menu icon|b|n|K|sep=-}}&lt;br /&gt;
|-style=&amp;quot;background-color:darkgray&amp;quot;&lt;br /&gt;
|[[Machine component|Machine]]s and [[Fluid]]s&lt;br /&gt;
|{{Menu icon|b|m|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Lever]]&lt;br /&gt;
|{{Menu icon|b|m|l|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Well]]&lt;br /&gt;
|{{Menu icon|b|m|L|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Floodgate]]&lt;br /&gt;
|{{Menu icon|b|m|f|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Screw pump]]&lt;br /&gt;
|{{Menu icon|b|m|p|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Water wheel]]&lt;br /&gt;
|{{Menu icon|b|m|h|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Windmill]]&lt;br /&gt;
|{{Menu icon|b|m|m|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Gear assembly]]&lt;br /&gt;
|{{Menu icon|b|m|g|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Axle]]&lt;br /&gt;
|{{Menu icon|b|m|a|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical axle]]&lt;br /&gt;
|{{Menu icon|b|m|A|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Millstone]]&lt;br /&gt;
|{{Menu icon|b|m|n|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Roller]]s&lt;br /&gt;
|{{Menu icon|b|m|r|sep=-}}&lt;br /&gt;
|-style=&amp;quot;background-color:darkgray&amp;quot;&lt;br /&gt;
|Cages/restraints&lt;br /&gt;
|{{Menu icon|b|r|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Restraint|Rope/chain]]&lt;br /&gt;
|{{Menu icon|b|r|h|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Cage]]&lt;br /&gt;
|{{Menu icon|b|r|g|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Animal trap]]&lt;br /&gt;
|{{Menu icon|b|r|t|sep=-}}&lt;br /&gt;
|-style=&amp;quot;background-color:darkgray&amp;quot;&lt;br /&gt;
|[[Trap]]s&lt;br /&gt;
|{{Menu icon|b|t|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Pressure plate]]&lt;br /&gt;
|{{Menu icon|b|t|p|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Stone-fall trap|Stone-fall]]&lt;br /&gt;
|{{Menu icon|b|t|t|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon trap|Weapon]]&lt;br /&gt;
|{{Menu icon|b|t|o|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Cage trap|Cage]]&lt;br /&gt;
|{{Menu icon|b|t|g|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Trap#Upright spear/spike|Upright weapon/spike]]&lt;br /&gt;
|{{Menu icon|b|t|u|sep=-}}&lt;br /&gt;
|-style=&amp;quot;background-color:darkgray&amp;quot;&lt;br /&gt;
|[[Military]]&lt;br /&gt;
|{{Menu icon|b|y|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Archery target]]&lt;br /&gt;
|{{Menu icon|b|y|t|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon rack]]&lt;br /&gt;
|{{Menu icon|b|y|r|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Armor stand]]&lt;br /&gt;
|{{Menu icon|b|y|n|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Siege engine|Ballista]]&lt;br /&gt;
|{{Menu icon|b|y|b|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Siege engine|Catapult]]&lt;br /&gt;
|{{Menu icon|b|y|p|sep=-}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Trade depot]]&lt;br /&gt;
|{{Menu icon|b|T|sep=-}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* When a building gets designated for construction, the items designated to be used in the construction will be reserved for that building, meaning that other dwarves will not haul or use that specific item for something else.&lt;br /&gt;
* A [[Stockpile]] is considered a building for the purposes of construction. A stockpile must be removed or repainted to allow the construction of things such as floors, stairs, and workshops.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Building token]]&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Buildings| }}&lt;br /&gt;
[[ru:Building]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=295304</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=295304"/>
		<updated>2023-09-27T18:49:38Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* G */ GO_TO_TAG inserts before indicated tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&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;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&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;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&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;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*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;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&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;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&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;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when at least one of the requirements is met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*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 {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*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;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from 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;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*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]]. Its 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 it 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) it 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;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*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;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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 {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| Caste-specific {{token|NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game 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;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &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 {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|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. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 affected, if one is IMMOBILE no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*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:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*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;
| {{text anchor|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;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|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; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. 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;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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 - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|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.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[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;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|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;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[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;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &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;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*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 {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. Can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in adventure mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be [[butcher|butchered]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. 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;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*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;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[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;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|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;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[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;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. 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;
| {{text anchor|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 {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_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 of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, 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;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&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 {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text set&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*text set&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include text_dwarf.txt and text_elf.txt in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|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;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} 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;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 the 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;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 {{token|EVIL|c}}/{{token|GOOD|c}} tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&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 {{token|SKULKING|e}} 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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|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;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.&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; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.&lt;br /&gt;
&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;
| {{text anchor|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;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|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;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&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;
| {{text anchor|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;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*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;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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 [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new 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;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=293263</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=293263"/>
		<updated>2023-05-04T21:10:49Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* G */ GO_TO_TAG needs verification - may add tags *before* specified tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&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;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&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;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&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;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*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;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&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;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&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;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when at least one of the requirements is met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*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 {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*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;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from 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;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*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]]. Its 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 it 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) it 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;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*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;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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 {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| Caste-specific {{token|NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game 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;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &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 {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after{{verify}} the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|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. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 affected, if one is IMMOBILE no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*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:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*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;
| {{text anchor|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;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|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; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. 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;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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 - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|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.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[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;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|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;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[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;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &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;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*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 {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. Can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in adventure mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be [[butcher|butchered]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. 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;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*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;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[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;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|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;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[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;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. 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;
| {{text anchor|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 {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_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 of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, 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;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&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. (e.g. Turtle, Hedgehog)&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. &lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&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 {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text set&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*text set&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include text_dwarf.txt and text_elf.txt in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|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;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} 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;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 the 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;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 {{token|EVIL|c}}/{{token|GOOD|c}} tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&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 {{token|SKULKING|e}} 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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|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;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.&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; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.&lt;br /&gt;
&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;
| {{text anchor|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;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|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;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&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;
| {{text anchor|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;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*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;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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 [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new 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;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=292701</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=292701"/>
		<updated>2023-03-27T21:40:16Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Shearing animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[File:Work order premium.png|thumb|300px|right|A busy fortress' work order menu.]]&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work order menubutton (the clipboard icon in the bottom left). Keyboard shortcut : {{k|o}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| Bag-processable items ||  || For the &amp;quot;Process plant to bag&amp;quot; order&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
|Empty items || Leather Bag, Large Green Glass Pot || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
|Fat items || Pig Fat, Yak Fat, Crundle Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
|Flux items || Chalk Stone, Limestone Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
|Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
|Glass items || Green Glass Goblet, Raw Clear Glass || Can be used when cutting raw glass into gems to get a set number of glass gems&lt;br /&gt;
|-&lt;br /&gt;
|Glazable items || Stoneware Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
|Glaze items || || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
|Gold-bearing items || Gold Nuggets || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
|Hair/wool items || Yak Thread, Horse Thread || Not the same as Yarn items. Can be used for suturing, but not turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
|Horn items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|-&lt;br /&gt;
|Iron-bearing items || Hematite, Magnetite || Better to use the specific ores, unless you want to make rock objects out of iron containing ore.&lt;br /&gt;
|-&lt;br /&gt;
|Ivory/tooth items || || Used for ivory crafts and decorating items with teeth.&lt;br /&gt;
|-&lt;br /&gt;
|Lead bearing items || Galena || Same as using Galena material&lt;br /&gt;
|-&lt;br /&gt;
|Lye-bearing items || || Used for checking amount of lye for soap and potash creation&lt;br /&gt;
|-&lt;br /&gt;
|Lye/milk-free items || Willow Bucket || Used for getting milk and lye, can also use Empty adjective&lt;br /&gt;
|-&lt;br /&gt;
|Melt-designated items || || Used for checking if there's enough melt-designated objects for 'melt a metal object' order&lt;br /&gt;
|-&lt;br /&gt;
|Milk items || Yak Milk || Used for making cheese, can check how much milk you have for milk jobs&lt;br /&gt;
|-&lt;br /&gt;
| Milkable items || Purring Maggots || Only for milking Purring Maggots. Cows are not milkable items.&lt;br /&gt;
|-&lt;br /&gt;
| Millable items || Hide root plant, Cave Wheat plant || For milling at a quern&lt;br /&gt;
|-&lt;br /&gt;
| Nickel-bearing items || Garnierite || Same as using material Garnierite&lt;br /&gt;
|-&lt;br /&gt;
| Non-pressed || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| Oil-bearing items || || Used in soap making from oil&lt;br /&gt;
|-&lt;br /&gt;
| Paper-slurry || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| Paper-slurryable || Pig Tail, Rope Reed || Used in Mash plant into slurry order, for checking if plants are available for making slurry&lt;br /&gt;
|-&lt;br /&gt;
| Plant items || Hemp, Hide Root, Sweet Pod, Pig Tail Cloth || Useful for cloth orders. Can check if an item is made of plant cloth through this adjective&lt;br /&gt;
|- &lt;br /&gt;
| Processable (to barrel) items || || Used for the Process to Barrel order&lt;br /&gt;
|-&lt;br /&gt;
| Processable (to vial) items || || Used for the Process to vial items&lt;br /&gt;
|-&lt;br /&gt;
| Renderable items || ||&lt;br /&gt;
|-&lt;br /&gt;
| Sand-bearing items || Red Sand Bag || Not to be confused with Sand items, which only selects the sand in a bag. For jobs to collect Sand, Sand-bearing items is the one that works&lt;br /&gt;
|-&lt;br /&gt;
| Shell items || ||&lt;br /&gt;
|-&lt;br /&gt;
| Silk items || || Useful for cloth orders. Can check if an item is made of silk cloth through this adjective&lt;br /&gt;
|-&lt;br /&gt;
| Silver-bearing items || Galena Ore || Used for making alloys with Silver&lt;br /&gt;
|-&lt;br /&gt;
| Soap items || || Can be added to type Bars to check for amount of soap&lt;br /&gt;
|-&lt;br /&gt;
| Tallow items || || Used for checking if there's enough tallow for soap making jobs&lt;br /&gt;
|-&lt;br /&gt;
| Tin-bearing items || Cassiterite Ore || same as Cassiterite Material&lt;br /&gt;
|-&lt;br /&gt;
| Unimproved items || Any item without encrusting || In theory could be used for checking if there's items available to be encrusted&lt;br /&gt;
|-&lt;br /&gt;
| Written-on items || Written on Quire || Used for checking a quire is ready to be bound into a codex&lt;br /&gt;
|-&lt;br /&gt;
| Yarn items || Alpaca Wool Bag, Sheep wool thread ||  Useful for cloth orders. Can check if an item is made of yarn cloth through this adjective&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependency===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most work orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
===Make Full Suits of Armor===&lt;br /&gt;
Using a repeating order and some clever dependencies, metals can be automatically turned into full suits of armor without an excess number of *«+steel greaves+»*:&lt;br /&gt;
&lt;br /&gt;
#Create a 'Forge' work order, such as 'Forge Steel Breastplate'. Set the amount to 1. This will be the first job used to activate the others&lt;br /&gt;
##Under the suggested conditions, select the Bars condition, such as Steel Bars for the above Forge Steel Breastplate. Set the amount at 'at least 13'. You'll have to catch this job while it's running, below, so it's recommended to start with an amount you already have. You'll be revisiting this number later, but 13 should cover any viable kit and then some.&lt;br /&gt;
#For each other armor piece, Create a 'Forge' job. Set the amount to 1. Boots and gauntlets are made in pairs, so don't worry about adjusting for those jobs&lt;br /&gt;
##Under the conditions, make the job depend on the first. Set to 'When Activated'. This will ensure that multiple forges can make each item in parallel&lt;br /&gt;
##Set the job to repeat, since depending on another work order does ''not'' automatically make the job repeatable.&lt;br /&gt;
##Not all civilizations have access to all pieces of armor, such as High Boots, so you may have to adjust your ideal suit accordingly. See [[Armor]] for a full list of recommended coverage and bar costs.&lt;br /&gt;
#Optionally, add a job for Forging a weapon to go with the suit of armor. '''This is not recommended to leave up indefinitely''', as [[Weapon|weapon usefulness varies so greatly as to make it more viable to have squadrons outfitted with differing weaponry]]. If you must do it this way, use Steel Battleaxes&lt;br /&gt;
#While the first set of armour is being made, '''before any of them complete''', edit the first job.&lt;br /&gt;
##Make it depend on each other job in the suit. Leave these conditions 'When Completed.' This will ensure the first job does not continue running because there's &amp;quot;enough&amp;quot; metal when that metal is going towards other pieces in the same suit.&lt;br /&gt;
##Adjust the trigger amount at least cover a full kit. This will avoid cancellation spam.&lt;br /&gt;
##Adjust the trigger amount higher if you want to keep some material in reserve or keep weapons on a separate set of jobs.&lt;br /&gt;
##Add further conditions if you're mixing materials, such as leather caps or bronze greaves.&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'.&lt;br /&gt;
#(Optional) Shear Animal Conditions:&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', and 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and 'unrotten tallow fatty glob' to 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'.&lt;br /&gt;
#Create a new Item condition, set the amount to 5.&lt;br /&gt;
#Set the Material of the new item condition to 'Lye'.&lt;br /&gt;
#Set the Type of the new item condition to 'Liquid'.&lt;br /&gt;
&lt;br /&gt;
===Make bone bolts===&lt;br /&gt;
&lt;br /&gt;
Creating bone bolts if you do not have 50 bone bolts, and have at least 5 bones.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make bone bolts' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'bolts' and 'unrotten bone body part'.&lt;br /&gt;
#Set the amount on 'unrotten bone body part' to 5.&lt;br /&gt;
#Set the amount on 'bolts' to 50.&lt;br /&gt;
#Add the adjective 'Bone items' to the 'bolts' condition.&lt;br /&gt;
&lt;br /&gt;
===Make wooden furniture based on amount of wooden furniture available===&lt;br /&gt;
&lt;br /&gt;
For creating a variety of wooden furniture not of a specific material, the Plant adjective can be used to check that a certain amount of wood furniture has been created. This example talks about Tables, but this can be applied to any wooden item.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make wooden table' work order.&lt;br /&gt;
#From suggested conditions, select 'Amount of tables'.&lt;br /&gt;
#On the 'Amount of Tables' condition, add the 'Plant items' adjective.&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
A new bug with v.50 is when selecting a material type for a job. If you select a material type but do not do it fast enough or pause the game and the job is confirmed by the manager before you change it then any material will be used for the job instead of the restricted material. An example is when setting up a job to make only rock salt doors but you do not select rock salt before the job is confirmed or you go back later and decide you only want rock salt doors, the material type is not respected and any stone will continue to be used until you cancel the order. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Manager]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=292700</id>
		<title>Work orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Work_orders&amp;diff=292700"/>
		<updated>2023-03-27T21:39:49Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Work Order Examples */ Punctuation corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[File:Work order premium.png|thumb|300px|right|A busy fortress' work order menu.]]&lt;br /&gt;
&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a [[Manager]]. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The work order screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the work order menubutton (the clipboard icon in the bottom left). Keyboard shortcut : {{k|o}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
&lt;br /&gt;
Work Order Conditions are incredibly versatile and equal parts daunting. There are various options that can be selected as conditions:&lt;br /&gt;
===Frequency Condition===&lt;br /&gt;
This decides how often (if any) the work order will repeat. If there are no other conditions, the options are:&lt;br /&gt;
&lt;br /&gt;
* One-time order&lt;br /&gt;
* Restarts if completed, checked daily&lt;br /&gt;
* Restarts if completed, checked monthly&lt;br /&gt;
* Restarts if completed, checked seasonally&lt;br /&gt;
* Restarts if completed, checked yearly&lt;br /&gt;
&lt;br /&gt;
If there are other conditions, the options are:&lt;br /&gt;
* One-time order, conditions checked daily&lt;br /&gt;
* One-time order, conditions checked monthly&lt;br /&gt;
* One-time order, conditions checked seasonally&lt;br /&gt;
* One-time order, conditions checked yearly&lt;br /&gt;
* Restarts if completed, conditions checked daily&lt;br /&gt;
* Restarts if completed, conditions checked monthly&lt;br /&gt;
* Restarts if completed, conditions checked seasonally&lt;br /&gt;
* Restarts if completed, conditions checked yearly&lt;br /&gt;
&lt;br /&gt;
===Item Condition===&lt;br /&gt;
&lt;br /&gt;
By far the most complex condition, and the most common one used.&lt;br /&gt;
&lt;br /&gt;
Each Item condition has a set of parameters:&lt;br /&gt;
&lt;br /&gt;
* Amount&lt;br /&gt;
* Equality&lt;br /&gt;
* Type&lt;br /&gt;
* Material&lt;br /&gt;
* Adjective&lt;br /&gt;
&lt;br /&gt;
Unless specifically stated, the Type, Materials and Adjectives default to 'Any' &lt;br /&gt;
&lt;br /&gt;
====Amount and Equality====&lt;br /&gt;
The part of the condition that states when it is true or false. Amount is the number it activates on, equality is one of the following:&lt;br /&gt;
&lt;br /&gt;
* At Least (At Least 5 will activate on 5 or more)&lt;br /&gt;
* At Most (At Most 5 will activate on 5 or less)&lt;br /&gt;
* Greater Than (Greater Than 5 will activate on 6 or more)&lt;br /&gt;
* Less Than (Less Than 5 will activate on 4 or less)&lt;br /&gt;
* Exactly (Exactly 5 will activate on only 5)&lt;br /&gt;
* Not (Not 5 will activate on any number other than 5)&lt;br /&gt;
&lt;br /&gt;
====Type====&lt;br /&gt;
&lt;br /&gt;
The type of object. Examples include Thread, Bar, Cloth, Breastplate, Stone, Fish, Plants.&lt;br /&gt;
&lt;br /&gt;
====Material====&lt;br /&gt;
&lt;br /&gt;
The exact material an object is made from. Examples include Yak Tallow, Cat Soap, Hide Root Plant, Hide Root Seed, Steel, Hematite.&lt;br /&gt;
&lt;br /&gt;
====Adjectives====&lt;br /&gt;
&lt;br /&gt;
A bunch of definitions for items that range from the 'type' of material (e.g. Yarn, which includes Sheep, Alpaca and Llama wool) to the state of the object (e.g. Empty, for an Empty bag or Empty Barrel). An Item can have multiple adjectives. Adjectives can be very powerful, but are also not entirely obvious what they are. Some useful Adjectives, examples of items with said adjectives, and uses of said adjectives are listed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Adjective !! Example !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Aluminium-bearing items || Native Aluminium || Same as using 'Native Aluminium' material&lt;br /&gt;
|-&lt;br /&gt;
| Bag-processable items ||  || For the &amp;quot;Process plant to bag&amp;quot; order&lt;br /&gt;
|-&lt;br /&gt;
| Bismuth-bearing items|| Bismuthinite || Same as using 'Bismuthinite' material&lt;br /&gt;
|-&lt;br /&gt;
| Bone items || Yak Bone, Elf Bone, Horse Bone || For checking you have bones before doing bone crafts or making bone bolts. Can also be used to set a minimum number of bone bolts you want &lt;br /&gt;
|-&lt;br /&gt;
| Clay items || Fire Clay stone, Clay Loam Mug || Useful in combination with 'Stone' type to check how much Clay you have available &lt;br /&gt;
|-&lt;br /&gt;
| Cookable items || Turkey Egg, Pig Meat, Plump Helmet || Used for checking if you have enough items to make roasts&lt;br /&gt;
|-&lt;br /&gt;
| Copper-bearing items || Tetrahedrite, Malachite || Used for checking if you have copper ores for making alloy metals out of ores&lt;br /&gt;
|-&lt;br /&gt;
|Dye Items || Dimple Cup Dye, Hide Root Dye || Used for checking for dye for dye jobs, can be used to set a condition on 'mill plants' jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyable items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking for items to dye with dye jobs&lt;br /&gt;
|-&lt;br /&gt;
|Dyed items || Pig Tail Cloth, Cave Spider Silk Thread || Used for checking how much dyed items exist&lt;br /&gt;
|-&lt;br /&gt;
|Empty items || Leather Bag, Large Green Glass Pot || Useful for checking for barrels for brew jobs, and checking for empty bags for jobs that require bags to store objects in&lt;br /&gt;
|-&lt;br /&gt;
|Fat items || Pig Fat, Yak Fat, Crundle Fat || The adjective for fat that gets turned into Tallow&lt;br /&gt;
|- &lt;br /&gt;
|Flux items || Chalk Stone, Limestone Stone || Used in Steel and Pig Iron creation&lt;br /&gt;
|-&lt;br /&gt;
|Food Storage items || Large Gabbro Pot, Oak Barrel || Listed twice in adjectives, unknown why or what difference there is between the two&lt;br /&gt;
|-&lt;br /&gt;
|Glass items || Green Glass Goblet, Raw Clear Glass || Can be used when cutting raw glass into gems to get a set number of glass gems&lt;br /&gt;
|-&lt;br /&gt;
|Glazable items || Stoneware Large Pot || Used for checking if there's items to glaze&lt;br /&gt;
|-&lt;br /&gt;
|Glaze items || || Used for checking there's items to glaze clay items with&lt;br /&gt;
|-&lt;br /&gt;
|Gold-bearing items || Gold Nuggets || Same as using 'Gold Nugget' material&lt;br /&gt;
|- &lt;br /&gt;
|Hair/wool items || Yak Thread, Horse Thread || Not the same as Yarn items. Can be used for suturing, but not turned into cloth&lt;br /&gt;
|-&lt;br /&gt;
|Horn items || Yak Horn || Used for checking items required to make horn crafts&lt;br /&gt;
|-&lt;br /&gt;
|Iron-bearing items || Hematite, Magnetite || Better to use the specific ores, unless you want to make rock objects out of iron containing ore.&lt;br /&gt;
|-&lt;br /&gt;
|Ivory/tooth items || || Used for ivory crafts and decorating items with teeth.&lt;br /&gt;
|-&lt;br /&gt;
|Lead bearing items || Galena || Same as using Galena material&lt;br /&gt;
|-&lt;br /&gt;
|Lye-bearing items || || Used for checking amount of lye for soap and potash creation&lt;br /&gt;
|-&lt;br /&gt;
|Lye/milk-free items || Willow Bucket || Used for getting milk and lye, can also use Empty adjective&lt;br /&gt;
|-&lt;br /&gt;
|Melt-designated items || || Used for checking if there's enough melt-designated objects for 'melt a metal object' order&lt;br /&gt;
|-&lt;br /&gt;
|Milk items || Yak Milk || Used for making cheese, can check how much milk you have for milk jobs&lt;br /&gt;
|-&lt;br /&gt;
| Milkable items || Purring Maggots || Only for milking Purring Maggots. Cows are not milkable items.&lt;br /&gt;
|-&lt;br /&gt;
| Millable items || Hide root plant, Cave Wheat plant || For milling at a quern&lt;br /&gt;
|-&lt;br /&gt;
| Nickel-bearing items || Garnierite || Same as using material Garnierite&lt;br /&gt;
|-&lt;br /&gt;
| Non-pressed || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| Oil-bearing items || || Used in soap making from oil&lt;br /&gt;
|-&lt;br /&gt;
| Paper-slurry || Pig Tail Paper Slurry Glob || Used on Plant Slurry to Sheet jobs, can be added to Mash Plant jobs to limit how many Plant Slurry Globs are made&lt;br /&gt;
|-&lt;br /&gt;
| Paper-slurryable || Pig Tail, Rope Reed || Used in Mash plant into slurry order, for checking if plants are available for making slurry&lt;br /&gt;
|-&lt;br /&gt;
| Plant items || Hemp, Hide Root, Sweet Pod, Pig Tail Cloth || Useful for cloth orders. Can check if an item is made of plant cloth through this adjective&lt;br /&gt;
|- &lt;br /&gt;
| Processable (to barrel) items || || Used for the Process to Barrel order&lt;br /&gt;
|-&lt;br /&gt;
| Processable (to vial) items || || Used for the Process to vial items&lt;br /&gt;
|-&lt;br /&gt;
| Renderable items || ||&lt;br /&gt;
|-&lt;br /&gt;
| Sand-bearing items || Red Sand Bag || Not to be confused with Sand items, which only selects the sand in a bag. For jobs to collect Sand, Sand-bearing items is the one that works&lt;br /&gt;
|-&lt;br /&gt;
| Shell items || ||&lt;br /&gt;
|-&lt;br /&gt;
| Silk items || || Useful for cloth orders. Can check if an item is made of silk cloth through this adjective&lt;br /&gt;
|-&lt;br /&gt;
| Silver-bearing items || Galena Ore || Used for making alloys with Silver&lt;br /&gt;
|-&lt;br /&gt;
| Soap items || || Can be added to type Bars to check for amount of soap&lt;br /&gt;
|-&lt;br /&gt;
| Tallow items || || Used for checking if there's enough tallow for soap making jobs&lt;br /&gt;
|-&lt;br /&gt;
| Tin-bearing items || Cassiterite Ore || same as Cassiterite Material&lt;br /&gt;
|-&lt;br /&gt;
| Unimproved items || Any item without encrusting || In theory could be used for checking if there's items available to be encrusted&lt;br /&gt;
|-&lt;br /&gt;
| Written-on items || Written on Quire || Used for checking a quire is ready to be bound into a codex&lt;br /&gt;
|-&lt;br /&gt;
| Yarn items || Alpaca Wool Bag, Sheep wool thread ||  Useful for cloth orders. Can check if an item is made of yarn cloth through this adjective&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Work Order Dependency===&lt;br /&gt;
This creates a condition where the second work order (the one being created) will only activate if the first work order (the one selected as a condition) either is completed or activated.&lt;br /&gt;
&lt;br /&gt;
==Work Order Examples==&lt;br /&gt;
&lt;br /&gt;
Most work orders that a fortress will need are simple to create, but certain options that a fortress may want are more finicky to create. A set of example work orders for common needs are collated below.&lt;br /&gt;
&lt;br /&gt;
===Process Plants (Plant Thread) with a maximum Plant Thread condition===&lt;br /&gt;
&lt;br /&gt;
This work order will keep a minimum of 20 plant thread, and activate when there are greater than 5 processable plants available.&lt;br /&gt;
&lt;br /&gt;
# Create a 'Process Plants' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
# Ingredients Condition:&lt;br /&gt;
## In conditions, add the suggested condition 'unrotten processable plants'.&lt;br /&gt;
## adjust the number to be how many plants minimum you want available - in this case, 5 plants minimum will mean this activates only when all 5 process plants tasks can be accomplished.&lt;br /&gt;
# Plant Thread Condition:&lt;br /&gt;
## Add a Condition to the Work Order.&lt;br /&gt;
## Change Type to 'Thread'.&lt;br /&gt;
## Change Adj to 'Plant items'.&lt;br /&gt;
## Set the number to the maximum Plant Thread you want from this order - in this case, 20.&lt;br /&gt;
## Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'less than 20'.&lt;br /&gt;
&lt;br /&gt;
===Collect Sand if there is not enough sand===&lt;br /&gt;
&lt;br /&gt;
This work order will activate if there are at least 5 empty bags, and if there are less than 20 bags of sand.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Sand' work order. Set the number of times the task will be performed to 5.&lt;br /&gt;
#Empty Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to Bag (specifically 'Bag', not any other sort of bag that has been procedurally generated for instruments).&lt;br /&gt;
##Set the Adjective of the item to 'Empty items'.&lt;br /&gt;
##Set the amount on the bag condition to 5.&lt;br /&gt;
#Sand Bags condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Adjective of the item to 'Sand-Bearing Item'.&lt;br /&gt;
##Set the amount on the sand bearing item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collect Clay if there is not enough clay===&lt;br /&gt;
&lt;br /&gt;
A work order that will collect clay if there's less than 20 clay available.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Collect Clay' work order.&lt;br /&gt;
#Clay Condition:&lt;br /&gt;
##Add a Condition to the Work Order.&lt;br /&gt;
##Set the Type of the item to 'Stones'.&lt;br /&gt;
##Set the Adjective of the item to 'Clay items'.&lt;br /&gt;
##Set the amount on the Clay Stones item condition to 20.&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most 20' or 'greater than 20'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Make Steel Bars automatically===&lt;br /&gt;
&lt;br /&gt;
Using two repeating work orders, steel can be set to automatically be created. In this case the order will make 20 steel bars if there are less than 40 steel bars.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make Pig Iron Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Pig Iron Bars Conditions:&lt;br /&gt;
##Under suggested Conditions, select Pig Iron Bars, Iron Bars, Flux Stones, and Refined Coal conditions.&lt;br /&gt;
##For Pig Iron Bars, change the Material to 'Steel'. This will change this condition to be based on how much Steel the fortress has. Set the amount on this to 40.&lt;br /&gt;
##Set Iron Bars, Flux Stones, and Refined Coal conditions to be '''20'''. This will be the amount of ingredients needed to do 10 Pig Iron bar orders, and then 10 Steel bar orders.&lt;br /&gt;
#Create a 'Make Steel Bars' work order. Leave the amount at 10.&lt;br /&gt;
#Steel Bars Conditions:&lt;br /&gt;
##Select 'Make the activation of the work order depend on the status of another work order'. From this list, select the Pig Iron Bars work order that was already created.&lt;br /&gt;
##Press 'Change the frequency that the conditions are checked' once, to make the steel bars order repeat upon completion.&lt;br /&gt;
#(Optional, makes things smoother) When the pig iron bars work order activates, add a 'Make the activation of the work order depend on the status of another work order' condition to the Pig Iron Bars work order, to require the Steel bars order to be completed. This will make the two orders loop on each other.&lt;br /&gt;
&lt;br /&gt;
===Make Full Suits of Armor===&lt;br /&gt;
Using a repeating order and some clever dependencies, metals can be automatically turned into full suits of armor without an excess number of *«+steel greaves+»*:&lt;br /&gt;
&lt;br /&gt;
#Create a 'Forge' work order, such as 'Forge Steel Breastplate'. Set the amount to 1. This will be the first job used to activate the others&lt;br /&gt;
##Under the suggested conditions, select the Bars condition, such as Steel Bars for the above Forge Steel Breastplate. Set the amount at 'at least 13'. You'll have to catch this job while it's running, below, so it's recommended to start with an amount you already have. You'll be revisiting this number later, but 13 should cover any viable kit and then some.&lt;br /&gt;
#For each other armor piece, Create a 'Forge' job. Set the amount to 1. Boots and gauntlets are made in pairs, so don't worry about adjusting for those jobs&lt;br /&gt;
##Under the conditions, make the job depend on the first. Set to 'When Activated'. This will ensure that multiple forges can make each item in parallel&lt;br /&gt;
##Set the job to repeat, since depending on another work order does ''not'' automatically make the job repeatable.&lt;br /&gt;
##Not all civilizations have access to all pieces of armor, such as High Boots, so you may have to adjust your ideal suit accordingly. See [[Armor]] for a full list of recommended coverage and bar costs.&lt;br /&gt;
#Optionally, add a job for Forging a weapon to go with the suit of armor. '''This is not recommended to leave up indefinitely''', as [[Weapon|weapon usefulness varies so greatly as to make it more viable to have squadrons outfitted with differing weaponry]]. If you must do it this way, use Steel Battleaxes&lt;br /&gt;
#While the first set of armour is being made, '''before any of them complete''', edit the first job.&lt;br /&gt;
##Make it depend on each other job in the suit. Leave these conditions 'When Completed.' This will ensure the first job does not continue running because there's &amp;quot;enough&amp;quot; metal when that metal is going towards other pieces in the same suit.&lt;br /&gt;
##Adjust the trigger amount at least cover a full kit. This will avoid cancellation spam.&lt;br /&gt;
##Adjust the trigger amount higher if you want to keep some material in reserve or keep weapons on a separate set of jobs.&lt;br /&gt;
##Add further conditions if you're mixing materials, such as leather caps or bronze greaves.&lt;br /&gt;
&lt;br /&gt;
===Shearing animals===&lt;br /&gt;
&lt;br /&gt;
Animals with wool can be sheared roughly every 300 days. Creating a work order that runs each year will mean the animals get sheared whenever they are able to be sheared.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Shear Animal' work order. Set the number to the number of shearable adults in the fortress.&lt;br /&gt;
#On the Shear Animal Order, go into conditions and press 'Change the frequency that the conditions are checked' until the order is set to 'Restarts if completed, checked yearly'.&lt;br /&gt;
#(Optional) Shear Animal Conditions&lt;br /&gt;
##Add an item condition.&lt;br /&gt;
##Set the type to 'Thread'.&lt;br /&gt;
##Set the Adjective to 'Yarn items'.&lt;br /&gt;
##Set the amount to the maximum yarn thread wanted (&amp;lt;x&amp;gt;).&lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at most &amp;lt;x&amp;gt;' or 'greater than &amp;lt;x&amp;gt;'.&lt;br /&gt;
#Create a 'Spin Thread' work order. Set the amount to 5.&lt;br /&gt;
#Spin Thread Conditions:&lt;br /&gt;
##Under Spin Thread Suggested Conditions, select 'Amount of unrotten hair/wool body part'.&lt;br /&gt;
##Set the amount to 5. &lt;br /&gt;
##Press 'Change the inequality of the condition' until the condition says 'at least &amp;lt;x&amp;gt;'. This will mean if there are exactly 5 wool body parts it will activate, whereas if the condition is left on 'greater than' it will not.&lt;br /&gt;
&lt;br /&gt;
===Make Soap bars===&lt;br /&gt;
&lt;br /&gt;
Creating Soap if there is not enough soap. In this case, the minimum soap required is 20, and uses Tallow. The same applies to Oil based soap.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make soap from tallow' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'amount of bars', and 'unrotten tallow fatty glob'.&lt;br /&gt;
#Set 'amount of bars' to be 20, and 'unrotten tallow fatty glob' to 5.&lt;br /&gt;
#Select the adjective of 'amount of bars' to be 'Soap items'.&lt;br /&gt;
#Create a new Item condition, set the amount to 5.&lt;br /&gt;
#Set the Material of the new item condition to 'Lye'.&lt;br /&gt;
#Set the Type of the new item condition to 'Liquid'.&lt;br /&gt;
&lt;br /&gt;
===Make bone bolts===&lt;br /&gt;
&lt;br /&gt;
Creating bone bolts if you do not have 50 bone bolts, and have at least 5 bones.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make bone bolts' work order. Set the amount to 5.&lt;br /&gt;
#From suggested conditions, select 'bolts' and 'unrotten bone body part'.&lt;br /&gt;
#Set the amount on 'unrotten bone body part' to 5.&lt;br /&gt;
#Set the amount on 'bolts' to 50.&lt;br /&gt;
#Add the adjective 'Bone items' to the 'bolts' condition.&lt;br /&gt;
&lt;br /&gt;
===Make wooden furniture based on amount of wooden furniture available===&lt;br /&gt;
&lt;br /&gt;
For creating a variety of wooden furniture not of a specific material, the Plant adjective can be used to check that a certain amount of wood furniture has been created. This example talks about Tables, but this can be applied to any wooden item.&lt;br /&gt;
&lt;br /&gt;
#Create a 'Make wooden table' work order.&lt;br /&gt;
#From suggested conditions, select 'Amount of tables'.&lt;br /&gt;
#On the 'Amount of Tables' condition, add the 'Plant items' adjective.&lt;br /&gt;
&lt;br /&gt;
==Bugs/Finicky UI==&lt;br /&gt;
===Adjectives===&lt;br /&gt;
When changing the adjective of an item condition in a work order, because you can select multiple adjectives there is no automatic return to the work order conditions. To leave, you will want to Right-Click, which'll take you back to the Work Order menu, and then select the work order you're working on again.&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
A new bug with v.50 is when selecting a material type for a job. If you select a material type but do not do it fast enough or pause the game and the job is confirmed by the manager before you change it then any material will be used for the job instead of the restricted material. An example is when setting up a job to make only rock salt doors but you do not select rock salt before the job is confirmed or you go back later and decide you only want rock salt doors, the material type is not respected and any stone will continue to be used until you cancel the order. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Manager]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Caravan&amp;diff=291996</id>
		<title>Caravan</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Caravan&amp;diff=291996"/>
		<updated>2023-03-05T21:50:06Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Movement &amp;amp; Access to Depot */ Added info about stairs/traps blocking wagon access.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Oregon trail.png|thumb|Illustration of a caravan]]&lt;br /&gt;
'''Caravans''' facilitate the transfer of goods between [[site]]s. Merchant caravans from the Mountainhome and neighboring friendly civilizations will arrive throughout the year, looking to [[trade]], and if you &amp;quot;make contact&amp;quot; with other civilizations by sending a [[raid]] to &amp;quot;demand tribute&amp;quot;, those civilizations' sites might be convinced to send a caravan of their own afterwards, *on top* of [[tribute]] 'caravans' and even if your demand fails. This means you could have multiple caravans in the same season for a given race, possibly at the same time. &lt;br /&gt;
&lt;br /&gt;
Merchant caravans often use pack animals and [[wagon]]s to carry their goods, accompanied by guards for protection. An arrival of a caravan will trigger an announcement message (at the bottom of your screen) informing you that a caravan has arrived. They will appear on the edge of the map and proceed to move towards the [[trade depot]] where they will unload their goods. If caravans are unable to find a path to your trade depot (or if you have not built a depot at all), they will bypass your site. They may also turn around if they become spooked by wildlife or corpses, ambushed by [[goblin]]s or any other [[siege|enemy forces]], or if it takes too long to reach the trade depot (though that would require weeks of travel while on the map).&lt;br /&gt;
&lt;br /&gt;
Caravans will embark on their journey back exactly one month (28 days) after their arrival, whether they have succeeded in reaching the depot or not. Note that if the caravan team or their animals are delayed and prevented from leaving, they will eventually go [[insane]]. Merchants and diplomats go insane if they are unable to reach the map edge within 25 days of having finished their business at your fortress; for diplomats, this is when they end the meeting and try to leave, and with merchants it's when they've finished packing everything up. &lt;br /&gt;
&lt;br /&gt;
== Types of Caravans ==&lt;br /&gt;
=== Trade === &lt;br /&gt;
: ''Further: [[Trade]]''&lt;br /&gt;
&lt;br /&gt;
Trading caravans are useful for getting supplies not available in the player's fortress area. A caravan from the mountainhome and various friendly civilization you are in contact with will visit the fortress on a yearly basis, linked to one season, which is spring for elves, summer for humans, and autumn for dwarves - no race trades in winter by default.&lt;br /&gt;
&lt;br /&gt;
Caravans will only show up if that race considers the fortress site both accessible (as denoted on the embark screen) and &amp;quot;worth the effort&amp;quot; (as determined by the [PROGRESS_TRIGGER_*] tokens in the entity definition), with the exception of dwarves, who always arrive unless they are extinct.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
: ''Further: [[Mission#Tribute]]''&lt;br /&gt;
&lt;br /&gt;
If your fortress performs a successful [[Mission]] to &amp;quot;demand tribute&amp;quot;, whether it be one-time or annual, that site will also send a caravan, once a year. They usually arrive at the start of a season, and that season can be specified by you  (including Winter) at the time of the mission. No actual &amp;quot;trading&amp;quot; or [[broker]] is involved, they simply drop off the goods at your depot and then leave, without speaking to any of your dwarves. [[Tribute]] caravans tend to be relatively small, but they are guarded. You don't have any control over the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins such as [[beak dog]]s for instance.&lt;br /&gt;
&lt;br /&gt;
As stated above, tributes are also one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war and therefore ensure that it will send out regular caravans afterwards, *on top* of the tribute caravans it'll be sending and even if your tribute demand failed. &lt;br /&gt;
&lt;br /&gt;
: (* &amp;quot;Tribute&amp;quot; caravans do not Trade - they simply arrive, drop their tribute off at your depot and leave, no Broker or conversation involved or possible.)&lt;br /&gt;
&lt;br /&gt;
== Mechanic ==&lt;br /&gt;
=== Movement &amp;amp; Access to Depot===&lt;br /&gt;
Caravans appear to enter the map from a random direction, one which does not necessarily coincide with the relative direction of the originating [[civilization]] on the world map, and they may appear from different directions and z-levels each year. However, they will always arrive at a location with a wagon-navigable path to the [[Trade depot|Trade Depot]] when one is available. Site-bisecting features like rivers will limit them to appear on a specific side, if only one side has an accessible path to your Depot. While caravan traders and pack animals may use stairs and cross traps in order to access your depot, wagons cannot do so and will not spawn if a clear path without stairs or traps is not available.&lt;br /&gt;
&lt;br /&gt;
Caravans can usually be restricted to show up in a specific spot on the map edge, but under some circumstances they will insist on showing up on one particular side of the map. The current theory is that this is caused by major rivers on the world map (i.e. the caravan can't cross the river outside your embark region, so it always shows up on one side).&lt;br /&gt;
&lt;br /&gt;
Also worth mentioning is the [[path]]ing behavior of the entire caravan. If one member of the caravan reaches an obstacle in their chosen path (i.e. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one. This behavior can be useful when attempting to free &amp;quot;stuck&amp;quot; wagons - a trader on foot encountering a locked door will cause the stuck wagons to turn around and path to a different entrance/exit, if available.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Caravans caught in a [[cave-in]] will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. If a caravan becomes terrified by wildlife or horrified by corpses it will turn around and flee the map. Any event resulting in the death of any merchant or pack animal will also cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Ambushing or seizing a caravan and letting a survivor escape seems to have a more detrimental effect than simply annihilating the whole caravan. (Presumably because you've left a witness to report what happened.)&lt;br /&gt;
&lt;br /&gt;
Overall, a given caravan visit can have a number of &amp;quot;problems&amp;quot; which will affect your relations with their civilization:&lt;br /&gt;
#&amp;quot;never seen again&amp;quot; - The entire caravan was destroyed and nobody left the map.&lt;br /&gt;
#&amp;quot;suffered hardships&amp;quot; - One or more merchants were killed, but some of them survived long enough to leave the map.&lt;br /&gt;
#&amp;quot;seized goods&amp;quot; - You seized goods from the caravan and they left.&lt;br /&gt;
#&amp;quot;offended&amp;quot; - You tried to trade wooden items to the Elves.&lt;br /&gt;
#&amp;quot;missing goods&amp;quot; - The value of the caravan's goods when they left was less than what it was when they arrived (i.e. they had a net loss).&lt;br /&gt;
&lt;br /&gt;
All of these will make the parent civilization unhappy, though some more than others. They take offence to both accidents and hostile acts - accidents just annoy them slightly less. In the case of elven merchants, they will take offence to your actions and bring fewer goods next year, do it too many times and they will declare war on you.&lt;br /&gt;
&lt;br /&gt;
=== Caravan Delay ===&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about two months after they finished packing up their goods, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the merchants out of the depot. If your fortress and depot are in the middle of the map, this will give the merchants quite a head-start to get away.&lt;br /&gt;
&lt;br /&gt;
Merchants can leave the map from any map edge-- including underground and aboveground map edges.  If an unobstructed path through your fortress reaches a cavern edge, then blocking all overland paths will cause the merchants to depart underground.  This can be useful, if you're suffering a prolonged siege; it can also be dangerous, if your underground regions are less secure than your surface. While it requires more preparation, an elevated bridge to a map edge can also allow merchants to depart in peace.&lt;br /&gt;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals can, however.&lt;br /&gt;
&lt;br /&gt;
If a large amount of items is sold / offered to the caravan, it may take a while to load it all, especially if you chose to keep your precious bins and traded your items individually.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*Caravans become terrified/horrified very easily, abandon their wagons, and flee. {{bug|7185}}&lt;br /&gt;
*Wagons can occasionally become &amp;quot;stuck&amp;quot; on other wagons, walls, etc. Stuck wagons eventually deconstruct, leaving their merchandise behind. {{Bug|5687}}&lt;br /&gt;
*If a caravan attempts to leave in late Winter/early Spring, they may try to path over any large frozen body of water. If the water thaws while the caravan is on it, the caravan will become magically stuck in mid-air until either the water refreezes or a floor is built underneath it. At this point, if they are still alive, they will leave the map normally.&lt;br /&gt;
*When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast.&lt;br /&gt;
*If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade| }}&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=291005</id>
		<title>Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=291005"/>
		<updated>2023-02-17T01:58:29Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Dwarven rocket elevator */ Corrected minecart link to v50 version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that ''[[Dwarf Fortress]]'' is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players, there is much discussion about what actually should be considered an exploit, ranging from making [[dwarven syrup]] instead of [[dwarven sugar]], growing crops in winter, or even underground, at the one extreme, to justifying 'water wheel batteries' at the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
= Fortress mode exploits =&lt;br /&gt;
&lt;br /&gt;
== Atom smasher ==&lt;br /&gt;
{{main|Dwarven atom smasher}}&lt;br /&gt;
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it, with some exceptions:&lt;br /&gt;
&lt;br /&gt;
* Atom smashing a creature with a size over 1200000 will destroy the drawbridge.&lt;br /&gt;
* [[Contaminant]]s are unaffected.&lt;br /&gt;
* Smashing a bag of something will destroy the bag, but spill its contents.&lt;br /&gt;
* [[Artifact]]s have a special exception; whereby upon being atom-smashed, they will be &amp;quot;hidden&amp;quot; and inaccessible for the rest of the playthrough.  See the main article for further details.&lt;br /&gt;
&lt;br /&gt;
==Manager exercise program==&lt;br /&gt;
As a [[manager]], skill is gained as tasks are ''approved'', not completed. Simply by queuing lots of jobs ({{key|j}} {{key|m}} {{key|q}}) and providing a meager office, the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant swindles==&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s. All amount to naked theft, and the civilization responsible for the caravan will recognize this. Merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them (Verification: See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post]). So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Trading#Seizing_items|Seizing goods via the trade dialog]] is most straightforward way to select specific items to steal; but there are more entertaining methods detailed below.&lt;br /&gt;
&lt;br /&gt;
* Tearing down the [[trade depot]] while the merchants are there is the easiest way to seize all merchant goods at once.&lt;br /&gt;
&lt;br /&gt;
* Marking items for [[dump]]ing, using view creature mode ({{key|v}}), the stocks menu ({{key|z}}), items in room mode ({{key|t}}), or mass dump mode ({{key|d}})-({{key|b}})-({{key|d}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
* You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
{{main|Quantum stockpile}}&lt;br /&gt;
A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, and stocktaking at a glance with look {{K|k}}.&lt;br /&gt;
&lt;br /&gt;
== Building destroyer door ==&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== HFS's back door ==&lt;br /&gt;
{{main|Semi-molten rock#Tunnelling down through multiple layers of Semi-molten rock|l1=Semi-molten rock § Tunnelling down through multiple layers of Semi-molten rock}}&lt;br /&gt;
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals. See the page [[semi-molten rock]] for details.&lt;br /&gt;
&lt;br /&gt;
== Forgotten beast zoo ==&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;br /&gt;
&lt;br /&gt;
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. &lt;br /&gt;
&lt;br /&gt;
== Dwarven water reactor ==&lt;br /&gt;
{{main|Water wheel#Perpetual motion|l1=Water wheel § Perpetual motion}}&lt;br /&gt;
A [[screw pump]] requires 10 power to move water; a [[water wheel]] supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get [[Water wheel#Perpetual motion|perpetual motion]] going - with a surplus of [[power]] available.&lt;br /&gt;
&lt;br /&gt;
== And we'll throw in the barrel or bag for free ==&lt;br /&gt;
On [[embark]], buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[Creature#Aquatic|fish]]. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.&lt;br /&gt;
&lt;br /&gt;
The same thing goes for things stored in [[bag]]s. Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.&lt;br /&gt;
&lt;br /&gt;
One down side is that all those containers then need to be individually hauled from the wagon to where ever you want them.&lt;br /&gt;
&lt;br /&gt;
== Infinite metal ==&lt;br /&gt;
Because one bar of metal produces 25 bolts, and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt_Splitting_Operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.&lt;br /&gt;
&lt;br /&gt;
Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted. &lt;br /&gt;
&lt;br /&gt;
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Mint a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time-consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time-consuming.&lt;br /&gt;
&lt;br /&gt;
Recent dwarven !!SCIENCE!! has shown that certain visitors react badly to being trapped in a vault of treasure and can be used to [https://www.reddit.com/r/dwarffortress/comments/fql316/infinite_adamantine_using_elf_labor/ rapidly split stacks of coins]. Be careful what you wish for.&lt;br /&gt;
&lt;br /&gt;
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, enormous corkscrews, menacing spikes, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.&lt;br /&gt;
&lt;br /&gt;
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.&lt;br /&gt;
&lt;br /&gt;
== Quick trade goods ==&lt;br /&gt;
[[Bolt|Bolts]], having a high stack size and being affected by quality modifiers, make excellent trade goods when made by a highly trained woodcrafter or metalsmith. This is because quality adds a flat amount to ''each bolt'''s value, going as high as 375☼ on exceptional, and 750☼ on masterwork bolts, making even cheap wooden bolts a quick way of buying out caravans.&lt;br /&gt;
&lt;br /&gt;
[[Prepared meal]]s can be quick and valuable trade goods - purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals, then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.&lt;br /&gt;
&lt;br /&gt;
Single task [[instruments]] can also be a very lucrative business, although glass instruments have lower gains.&lt;br /&gt;
&lt;br /&gt;
== Silk farm ==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a &amp;quot;bait&amp;quot; creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the &amp;quot;bait&amp;quot; by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.&lt;br /&gt;
&lt;br /&gt;
== Dwarven road-dar ==&lt;br /&gt;
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the caverns are before you designate your carefully planned, fully symmetric living quarters!&lt;br /&gt;
&lt;br /&gt;
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].&lt;br /&gt;
&lt;br /&gt;
== Danger room ==&lt;br /&gt;
{{Main|Danger room}}&lt;br /&gt;
An [[Trap#Upright Spear/Spike|upright spike trap]] full of non-masterwork training spears (''not'' menacing spikes or metal spears, or even [[elf|elven]] wooden spears) is linked to a [[lever]], which is pulled repeatedly, and dwarves are stationed on the trap. The dwarves quickly learn how to dodge, block and parry these &amp;quot;attacks&amp;quot;, gaining [[combat skill]]s much more quickly than through normal [[training]], unless they die.&lt;br /&gt;
&lt;br /&gt;
This exploit does not work in newer versions due to changes to damage propagation.{{version|0.43.04}}&lt;br /&gt;
&lt;br /&gt;
== Coinstar room ==&lt;br /&gt;
{{Main|Danger room#Coinstar room|l1=Danger room § Coinstar room}}&lt;br /&gt;
A coinstar or popcorn room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of various small objects such as [[coin]]s, [[seed]]s, [[sock]]s, [[leaves]], or other small, light objects. Channel a 1x2 trench (leaving ramps), and build two 1x1 '''retracting''' bridges on the bottom of the trench. Connect the bridges to a lever. Add coins (stacks of 15 or smaller are 100% safe) and dwarves.&lt;br /&gt;
&lt;br /&gt;
This exploit does not work in newer versions due to changes to damage propagation.{{version|0.43.04}}&lt;br /&gt;
&lt;br /&gt;
== Wildlife control ==&lt;br /&gt;
Wild animals will not spawn when a certain number of them are still present on the map (2 for default 4x4 embark, for larger sites it's higher). This works also for cavern creatures (each cavern independently), or even for roaming [[HFS]] denizens, and can be exploited to prevent new creatures from a particular layer from spawning. Capture enough wild creatures in [[cage trap]]s, and release them somewhere they couldn't escape from. As long as they're there, no more beasts will show up. Note that thieving and [[gremlin|mischievous]] creatures are an exception to this, as their arrival is timed and unaffected by the number of other wildlife.&lt;br /&gt;
&lt;br /&gt;
== Portable drain ==&lt;br /&gt;
Due to buggy [[minecart]] interactions, a minecart on a [[Minecart#Track_Stops|track stop]] set to dump into a wall tile will constantly fill and empty, removing large amounts of liquid from the game. This is generally much more convenient than digging a tunnel and carving a fortification at the edge of the map. The effect can be controlled by linking a [[lever]] to the track stop (or by adding/removing the minecart in some manner). The portable drain will only reduce the fluid in its tile to below the minimum necessary to fill the cart (6/7); the remaining fluid will need to be dealt with in some other fashion. &lt;br /&gt;
&lt;br /&gt;
([http://www.bay12forums.com/smf/index.php?topic=154537.msg6657752#msg6657752 original forum post])&lt;br /&gt;
&lt;br /&gt;
== Dwarven rocket elevator  ==&lt;br /&gt;
By exploiting quirks in dwarven physics, minecarts can be accelerated without an external power source (beyond an initial push) to travel independently, or to ascend dozens of Z levels upwards very quickly. Details at [[Minecart#Impulse_ramps]].&lt;br /&gt;
&lt;br /&gt;
== Infinite layer stone without magma ==&lt;br /&gt;
&lt;br /&gt;
Constructed walls can be designated for both fortification carving and deconstruction. When the latter designation is completed, the former is kept. When the former is completed after that, stone floor becomes a natural stone fortification. This makes a cycle for infinite stone:&lt;br /&gt;
&lt;br /&gt;
Stone floor → Build Constructed Wall → Designate for removal and fortification carving → Deconstruct → Stone Floor (still designated as fortification) → Stone fortification → Dug out, stone floor + free stone boulder. (Disable engraving on all dwarves to delay the fortification carving.)&lt;br /&gt;
&lt;br /&gt;
The material used to construct the wall is reclaimed when it is deconstructed. Since mining doesn't always drop stone there is only a chance of getting stone from the fortification.&lt;br /&gt;
&lt;br /&gt;
Using this, one can also retrieve stone from surface boulders, though as deconstruction leaves behind layer stone it will not duplicate adamantine or anything else. Soil gets carved, but remains as a floor, thus providing no gain.&lt;br /&gt;
&lt;br /&gt;
([http://www.bay12forums.com/smf/index.php?topic=145317.msg8091746#msg8091746 Original forum post])&lt;br /&gt;
&lt;br /&gt;
== Alternate water purification methods ==&lt;br /&gt;
&lt;br /&gt;
Contamination in the form of salty or stagnant water is apparently unable to climb stairs.  Lacking the materials to build a screw pump, you can instead purify water by forcing it to pass through a vertical u-bend made of stairs.&lt;br /&gt;
&lt;br /&gt;
Flowing fresh water destroys stagnant water on contact, converting it into fresh water.  Oddly enough, flowing salt water also destroys stagnant water on contact, converting it to fresh water, so connecting your murky pools to the sea paradoxically provides clean drinking water.&lt;br /&gt;
&lt;br /&gt;
= Adventure mode exploits =&lt;br /&gt;
&lt;br /&gt;
== Urist McAdventurer the shield-wall ==&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;br /&gt;
&lt;br /&gt;
This exploit was made more complicated due to the addition of the ability to holster/draw weapons and shields, which is needed for [[climber|climbing]] and to avoid hostility from local guards. While an infinite number of weapons or shields can be strapped to your body, only the first two such items will be drawn, requiring a free hand for each. Retrieving multiple shields after unequipping them requires manually drawing each individual shield.&lt;br /&gt;
&lt;br /&gt;
== Infinite drink ==&lt;br /&gt;
One's thirst can be quenched indefinitely by emptying a waterskin when you only have 1 unit of liquid left, and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill the waterskin with some, as alcohol never freezes in cold weather.  One can also make a potable pool of water, by emptying a waterskin containing saltwater.&lt;br /&gt;
&lt;br /&gt;
== Backpack of holding ==&lt;br /&gt;
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack - it will still affect your weight and speed, however.&lt;br /&gt;
&lt;br /&gt;
== Pack adventurer ==&lt;br /&gt;
You could hold items of any weight, but they affect your speed - except when you're riding a mount. &lt;br /&gt;
&lt;br /&gt;
{{Category|Game}}&lt;br /&gt;
[[ru:Exploit]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Silk_farming&amp;diff=290743</id>
		<title>Silk farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Silk_farming&amp;diff=290743"/>
		<updated>2023-02-14T01:54:43Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Passive cave spider silk farm */ Typo correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
'''Silk farming''' is the process of harvesting large quantities of [[Silk|silk]] from [[web]]slinging creatures like [[giant cave spider]]s. Several setups have been devised to farm silk quickly and safely, but successful silk farms have a few traits in common:&lt;br /&gt;
&lt;br /&gt;
# The webslinging creature must be aggressive toward the bait, and willing to web it.  Tame giant cave spiders are not willing to web invaders{{verify}}, while wild spiders appear to only be willing to web ''active military'' dwarves or invaders{{verify}}. [[forgotten beast|Various other untamable creatures]] remain willing to web most tame animals (with [[cat]]s being a possible exception). Tame spiders are not aggressive toward animals on restraints.&lt;br /&gt;
# The webslinging creature must not be able to reach its bait; if it can, the bait (or creature) will die and no further silk will be generated. Spiders can destroy wooden doors but not stone or metal doors. They cannot pass through forbidden doors. Other silk-spewing creatures can destroy all non-[[artifact]] doors, requiring drawbridges or walls for containment&lt;br /&gt;
# Web collection cannot occur in sight of wild webslingers or invaders serving as bait; either  will cause dwarves to interrupt collection.  Drawbridges work well to block line of sight in either case, as webs will not prevent them from raising.&lt;br /&gt;
&lt;br /&gt;
==Cave spider silk farm==&lt;br /&gt;
&lt;br /&gt;
Cave spider silk farms are probably the easiest silk farms to set up since the spiders are so small that they don't represent a serious danger to your dwarves. &lt;br /&gt;
&lt;br /&gt;
# Trap a dozen or more cave spiders via kennel.&lt;br /&gt;
# Release them into an enclosed area - mined out vein does the job - with access through a hatch from above. Precaution is necessary to prevent vermin hunters like cats from entering the area.&lt;br /&gt;
# Place a loom close to the access and assign it to a single weaver. Let it collect webs on repeat.&lt;br /&gt;
&lt;br /&gt;
Since occasional bites are unavoidable, assigning the loom to a single weaver is important. Best use a dwarf already bitten by a cave spider and affected by the resulting dizziness. Despite the slowing effect of cave spider dizziness this farm will produce a steady stream of silk.&lt;br /&gt;
&lt;br /&gt;
===Passive cave spider silk farm===&lt;br /&gt;
All cavern layers spawn webs ([http://www.bay12forums.com/smf/index.php?topic=176521.msg8147034#msg8147034 1]). All that is needed for a modest but very safe supply of silk, is to mine out vast areas of the cavern layers. These don't need physical connection to the cavern, it suffices that they are in the same layer as the cavern. Silk webs will start to appear in them as well - that makes it very easy and safe to collect silk. If mined soon after embark, this can significantly boost the early supply of silk.&lt;br /&gt;
&lt;br /&gt;
==Simple silk farm==&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
╔═════════╗&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++╠═╗&lt;br /&gt;
║+++++++++┼+║&lt;br /&gt;
┼++++++++[#080]╥║[#0F0]^║&lt;br /&gt;
║++++++++[#080]║[#F00]╬┼╣&lt;br /&gt;
║++++++++[#080]║[#F00]╬S║&lt;br /&gt;
║++++++++[#080]║[#F00]╬═╝&lt;br /&gt;
┼++++++++[#080]╨║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
║+++++++++║&lt;br /&gt;
╚═════════╝&lt;br /&gt;
}}&lt;br /&gt;
# Dig out (and optionally smooth) a sufficiently large room (example shown is 9x11)&lt;br /&gt;
# Build a [[cage]] containing an '''untamed''' spider at the gray &amp;quot;S&amp;quot;, and link it to a lever&lt;br /&gt;
# Build a '''non-wooden''' [[door]] above the spider cage, and mark it forbidden and pet-inaccessible&lt;br /&gt;
# Recommended: build a [[cage trap]] on the green &amp;quot;^&amp;quot; to recapture your spider later&lt;br /&gt;
# [[Construction|Construct]] all of the red [[fortification]]s&lt;br /&gt;
# Build the green [[bridge]], raising lengthwise to form a long wall.&lt;br /&gt;
# Build a [[lever]] somewhere convenient in your fortress and link it to the green bridge&lt;br /&gt;
# Pull the lever linked to the cage to release the spider &lt;br /&gt;
# Order a '''non-ranged''' military dwarf to station or patrol in the room (but '''not''' on the green bridge)&lt;br /&gt;
# Raise the green bridge periodically to allow your bait dwarf to escape, then lower it again to resume production&lt;br /&gt;
# Your weavers ''may'' collect webs during production if they have sufficient discipline; if not, leave the green bridge raised while they collect the webs&lt;br /&gt;
# Set pull lever on repeat to have automatic production and collection&lt;br /&gt;
&lt;br /&gt;
There is a small chance of injury if the creature gets hit by the projectile silk, but having the creature stand more than 3 tiles away from your spider seems to prevent this.&lt;br /&gt;
&lt;br /&gt;
==High-volume silk farm==&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
     z             z-1        z-2  &lt;br /&gt;
 ╔═════╦┼══╗   ╔═════╗      ╔═════╗ &lt;br /&gt;
 ║[#080]╔[#080]═[#080]═[#080]═[#080]╗┼+++║   ║[#0AA]╔[#0AA]═[#0AA]═[#0AA]═[#0AA]╗┼      ║+++++┼ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+║[#0F0]^║   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║╠═┼╗   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+╠[#888]┼╣   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬[#FF0]H[#F00]╬[#CCC]S║   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+╠═╝   ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║║++║   ║+++++║ &lt;br /&gt;
 ║[#080]║[#080]+[#080]+[#080]+[#080]║[#F00]╬+║     ║[#0AA]║[#0AA]+[#0AA]+[#0AA]+[#0AA]║╠══╝   ║+++++║ &lt;br /&gt;
 ║[#080]╚[#080]═[#080]═[#080]═[#080]╝║[#59F]!║     ║[#0AA]╚[#0AA]═[#0AA]═[#0AA]═[#0AA]╝║      ║+++++║ &lt;br /&gt;
 ╚═════╩═╝     ╚═════╝      ╚═════╝ &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
# Dig out the three chambers as shown.&lt;br /&gt;
# Smooth and carve the red [[fortification]]s.&lt;br /&gt;
# [[Channel]] out the areas in green and cyan, linking all three levels&lt;br /&gt;
# Build the large green [[bridge]] (retracting) and large cyan bridge (retracting)&lt;br /&gt;
# Construct a [[pressure plate]] in a well-traveled area (or a [[repeater]]) and link it to the green bridge&lt;br /&gt;
# Build a [[lever]] and link it to the cyan bridge&lt;br /&gt;
# Build a [[cage]] containing an '''untamed''' spider at the gray &amp;quot;S&amp;quot;, and link it to a lever&lt;br /&gt;
# Build a '''non-wooden''' [[door]] above the spider cage, and mark it forbidden.&lt;br /&gt;
# Channel the yellow &amp;quot;H&amp;quot;, build a [[hatch cover]] there, and link it to a lever. This will allow you to remove the bait dwarf and stop production.&lt;br /&gt;
# Recommended: build a [[cage trap]] on the green &amp;quot;^&amp;quot; to recapture your spider later&lt;br /&gt;
# Evacuate the upper two chambers and forbid the bridge-access doors&lt;br /&gt;
# Pull the lever linked to the cage to release the spider&lt;br /&gt;
# Station or order a melee dwarf to patrol to the blue '!'; lock the door after he enters the chamber&lt;br /&gt;
# The spider will blast the bait with webs. When the green bridge automatically retracts, the webs will fall and stack on the cyan bridge&lt;br /&gt;
# Pull the lever linked to the cyan bridge to drop the stacked webs to the bottom level for collection&lt;br /&gt;
# Remember to release your bait dwarf periodically&lt;br /&gt;
&lt;br /&gt;
Note that a simple pit in the harvesting chamber will not work--the bridge is required to cause the &amp;quot;web objects&amp;quot; to drop to the next level (and stack). Because falling items are deadly, it is necessary to collect the webs on the &amp;quot;holding&amp;quot; bridge and only drop them into the collection chamber when your weavers are clear. Also, webs &amp;quot;tossed&amp;quot; by the retracting bridge can injure anything they hit, so your bait dwarf may require occasional replacement. One spider can easily keep several weavers busy, and collecting all the webs provides a great opportunity for [[cross-training]].&lt;br /&gt;
&lt;br /&gt;
'''Extra automation of the silk farm'''&lt;br /&gt;
#Station a weredwarf or vampire as spiderbait. Now your melee dwarf does not need to be replaced and can be totally locked in.&lt;br /&gt;
#Use an enemy invader instead of a dwarf as the web target{{verify}}. Recapture it with a cage, similarly to how the spider is recaptured.&lt;br /&gt;
&lt;br /&gt;
==Notes on exotic webslingers==&lt;br /&gt;
&lt;br /&gt;
Farming silk from other [[forgotten beast|procedurally]] [[titan|generated]] creatures is somewhat more difficult and less rewarding. As level 2 [[building destroyer]]s, these creatures can only be contained by [[bridge]]s or [[artifact]] [[door]]ways. They are also immune to [[trap]]s, making positioning in the farm rather more complicated. Finally, without a value modifier, the collected silk will be equivalent in [[value]] to common [[cave spider]] silk. They do still provide a nearly-inexhaustible source of silk thread, and with some effort their webs can also be used to [[cage trap|cage]] other trap immune creatures. Also, webslingers with modified material properties (e.g. IGNITE_POINT) can produce webs that retain those properties (e.g. fire-safe or magma-safe silk).&lt;br /&gt;
&lt;br /&gt;
[[File:silk_farming_preview.jpg|thumb|400px|center|Silk farming in China, 1700s.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nesteth ivom | elvish = yarare tòbafí | goblin = egod gotåm | human = sushsath ab}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Silk farming]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trade_depot&amp;diff=290726</id>
		<title>Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trade_depot&amp;diff=290726"/>
		<updated>2023-02-13T21:25:57Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: Removed migrated article template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
{{Building|name=Trade depot|key=T&lt;br /&gt;
|job= &lt;br /&gt;
* [[Broker]] noble (optional)&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 [[Building material]]s (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
Depending on material:&lt;br /&gt;
* [[Metalsmithing]]&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with [[caravan|merchants]].&lt;br /&gt;
}}{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
A '''trade depot''' is a [[building]] that allows you to engage in [[trading]] with [[caravan]]s that arrive at your fortress. Trade depots can be created from almost any building material. Three materials must be used to build the trade depot, with the oldest* material chosen serving as the main material to determine color and &amp;quot;material&amp;quot; as labeled; the color is visible immediately upon confirming the construction order. &lt;br /&gt;
&lt;br /&gt;
(* i.e. the first material created or imported on your map, by chronological order.{{cite forum|134816/4867108}})&lt;br /&gt;
&lt;br /&gt;
There must be at least 10 spaces between the depot and the edge of the map. They can be built on top of [[construction|constructed]] floors and walls, allowing you to make a trade depot which is elevated above the surrounding land. Should they be deconstructed, the depot itself generates an implied walkable floor.&lt;br /&gt;
&lt;br /&gt;
The visiting merchant(s) always stands at the upper side of the center table of the depot, while the player's [[broker]] stands at the opposide lower side. Graphically, the left side of the depot will show the visitor merchants' trade goods, while the right side shows items the player is setting up to trade.&lt;br /&gt;
== Depot accessibility ==&lt;br /&gt;
&lt;br /&gt;
In v50, there is no visual indicator of wagon accessibility. For a tile to be “Wagon accessible” it must be navigable between both the tile and the depot *and* the tile and the map edge. If you are trying to constrain wagons to a certain path, ''only'' the desired path should be accessible. ''Warning:'' If the map has an extremely large amount of [[tree]]s (Heavily Forested) there may not be any way for the caravan to get to your depot, unless you chop down a path for the wagons.&lt;br /&gt;
&lt;br /&gt;
Also note that [[trap]]s will block [[wagon]] access (although not merchants with pack animals), so you cannot easily use them to defend your depot.&lt;br /&gt;
&lt;br /&gt;
[[Boulder]]s (the natural kind) and [[minecart|track]]s also block wagons. Boulders can be removed by [[engraving|smooth]]ing ({{k|v}}-{{k|m}}) or constructing and removing a [[wall]]. [[Bridge]]s can serve as an alternative for tracks.&lt;br /&gt;
&lt;br /&gt;
In v50, wagons park next to the trade depot and need a parking space of 3×4 adjacent to the depot.&lt;br /&gt;
&lt;br /&gt;
Forbidding the trade depot (by forbidding any material used to construct it) will make it inaccessible to traders. If inaccessible during the arrival of the caravan, it will cause the wagons to bypass your location.&lt;br /&gt;
&lt;br /&gt;
== Depot building UI options ==&lt;br /&gt;
&lt;br /&gt;
Press {{Menu icon|b|T}} to build a depot. Depots occupy a 5x5 area. Click on the depot to gain access to the following options:&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the [[stocks]] menu ({{K|z}} - Stocks).  This is where you select what items you want to trade with the caravan.  If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it. This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option.  The move to depot screen will not show things that violate an export [[mandate]].  By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your [[mayor]] has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.&lt;br /&gt;
&lt;br /&gt;
Items stored in [[bin]]s, [[bag]]s or [[barrel]]s will be shown under the category of their respective containers, not under the category of the items themselves. For instance, if all of your [[gem]]s are stored in a wooden bin, no &amp;quot;gem&amp;quot; category will appear in the move goods menu; the gems will be found under &amp;quot;bins.&amp;quot; It is not possible to move these items individually. To bring them to the trading depot, you must select the entire container.&lt;br /&gt;
&lt;br /&gt;
Items stored in bins can be traded individually once they have been brought to the trading depot. Items stored in bags/barrels can only be traded as a whole. This is also true of the merchant's wares.&lt;br /&gt;
&lt;br /&gt;
After selecting items and exiting the screen, [[job]]s will be queued to move the items to the depot.  All adult dwarves, regardless of [[labor]] settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING].&lt;br /&gt;
&lt;br /&gt;
Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal. If you don't want all the items to be returned to their stockpiles, you can optionally {{K|f}}orbid them by looking at the [[Controls_guide#View_items_in_buildings.2C_t|i{{K|t}}ems]] in the depot.&lt;br /&gt;
&lt;br /&gt;
(Note that the &amp;quot;Move goods to depot&amp;quot; screen allows mouse controls, including controls like right-clicking on a list to scroll down, and double-clicking on a tab to select all items in that tab.)&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot ''or'' Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a job will be created for a dwarf to make their way to the depot and remain there until released with this setting, or the job is interrupted, such as by the dwarf deciding to drink, sleep, or eat.  The Trade at Depot job is fairly low-priority, so [[labor]]s may have to be disabled in order to get the broker to begin the job, or the broker can be temporarily added to a burrow which covers only the depot.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade ''or'' Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the broker [[noble]] will respond to the trader request. This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[appraisal]] skill will receive poorer deals when trading. If '''anyone may trade''' is selected, and someone other than the broker becomes a better appraiser than the broker, the broker's appraisal skill is still used.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan unloading their goods at the depot and your trader is at the depot; it begins [[trading]]. If more than one set of merchants is using the trade depot, you will be given the option of who you want to trade with.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Setting a [[Activity zone#Meeting area|meeting area]] over a depot, then removing it, will cause dwarves to act as though it were still a meeting area. This is irreversible.&lt;br /&gt;
* Merchants in a trade depot who are accosted by hostile creatures may then refuse to trade. If any merchant is unable to make it to the depot, all the other merchants will similarly refuse to trade.&lt;br /&gt;
* Dumping items belonging to the merchants will result in the depot thinking the merchants are gone, when they are actually hanging around.&lt;br /&gt;
* [[Forbid]]ding a depot, or slating it for removal immediately after causing the caravan trader to be unwilling to do business with your dwarves (e.g. trading wood to the elves) will cause the caravan to leave all their items and embark on their journey, leaving you to claim the items for yourself. This is treated by the game as seizing the items and will incur diplomatic penalties on the player, unless done to a dwarven caravan (as you cannot have bad relations with your own civilization).&lt;br /&gt;
* The game behaves poorly when multiple trade depots are available. Merchants with wagons may path to one depot, while those with pack animals path to the other; then both groups will insist on waiting for the rest of their party to arrive. One of the wagons will scuttle upon arriving at a trade depot if there are multiple depots, causing the caravan to leave immediately. For this reason, it is recommended to build only one trade depot.&lt;br /&gt;
* If you slate a depot for removal while merchants are in the process of leaving, the wagons will never leave and eventually the animals and remaining traders will go mad.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Syndrome&amp;diff=290501</id>
		<title>DF2014 Talk:Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Syndrome&amp;diff=290501"/>
		<updated>2023-02-11T03:42:14Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Multi-caste/multi-creature body transformations */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not quite sure where to add the new syndrome tokens into here, file changes in v0.42.01 list the following as new syndrome tokens (direct copy/past from file changes):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&lt;br /&gt;
new syndrome tokens&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:&amp;lt;amount&amp;gt;:&amp;lt;max&amp;gt;]&lt;br /&gt;
				each 100 of amount will contribute SEV in general to each effect (before dilution), max goes up to 1000&lt;br /&gt;
				the concentration does not decrease, but will stay at the maximum attained until the syndrome wears off&lt;br /&gt;
			[SYN_IDENTIFIER:&amp;lt;token&amp;gt;]&lt;br /&gt;
				causes these syndromes to use the same concentration pool, first one in wins (the rest just stack)&lt;br /&gt;
				would be better to make syndromes their own raw at this point to needing this, will happen later&lt;br /&gt;
			[SYN_NO_HOSPITAL]&lt;br /&gt;
				affected creature will not go to the hospital for effects no matter how bad they get&lt;br /&gt;
			base effect tokens&lt;br /&gt;
				ABRUPT_START, ABRUPT_END -- without these, effects will generally build toward the peak and then drop off&lt;br /&gt;
				DWF_STRETCH:&amp;lt;factor&amp;gt; -- this makes effects last longer in dwarf mode&lt;br /&gt;
			new effects&lt;br /&gt;
				[CE_CHANGE_PERSONALITY:FACET:&amp;lt;facet token&amp;gt;:&amp;lt;amount&amp;gt;:&amp;lt;base effect tokens&amp;gt;]&lt;br /&gt;
					can have multiple facets in one effect by listing them as FACET:&amp;lt;token&amp;gt;:&amp;lt;amount&amp;gt; over and over -- see inebriation&lt;br /&gt;
				[CE_FEEL_EMOTION:EMOTION:&amp;lt;emotion token&amp;gt;:SEV:&amp;lt;amount&amp;gt;:&amp;lt;base effect tokens&amp;gt;]&lt;br /&gt;
					due to the way emotions work, you'll need additional effects for each emotion you want to stack&lt;br /&gt;
				[CE_ERRATIC_BEHAVIOR:SEV:&amp;lt;amount&amp;gt;:&amp;lt;base effect tokens&amp;gt;]&lt;br /&gt;
&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Briefish summery of above (I can't recall the formatting to make it more neat to read, edit mode looks nicer):&lt;br /&gt;
* Increases severity in general based to each effect, prior to dilution, on concentration amount (I think?) until syndrome wears off&lt;br /&gt;
* Setting syndromes to use same concentration pool, 1st one in wins rest stack&lt;br /&gt;
* Make creatures not go to hospital for it at all&lt;br /&gt;
* Making effects start/stop suddenly, rather than building up to a peak and dropping off.&lt;br /&gt;
* make effects last longer in dwarf mode&lt;br /&gt;
* Personality/Emotion changes (This looks interesting)&lt;br /&gt;
* Erratic Behavior&lt;br /&gt;
[[User:Aranna|Aranna]] ([[User talk:Aranna|talk]]) 08:17, 4 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CAN_BE_HIDDEN ==&lt;br /&gt;
&lt;br /&gt;
Some of the generated Rawfiles for vampire curses seem to suggest that there's a CAN_BE_HIDDEN syndrome token for some CE_X tags - more exploration is needed, but the two CE_X tags in the &amp;quot;deity vampire curse&amp;quot; generated interaction raw using this syndrome are as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[CE_DISPLAY_TILE:TILE:165:4:0:0:START:0:CAN_BE_HIDDEN:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
[CE_DISPLAY_NAME:NAME:vampire:vampires:vampiric:START:0:CAN_BE_HIDDEN:ABRUPT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, as mentioned (partially) above, ABRUPT is another token that seemingly needs a little more love.&lt;br /&gt;
&lt;br /&gt;
--[[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 04:39, 21 May 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== NEEDS HELP! ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to make ogresses both milkable and learnable. So I add continuous blood on heart secretions and try to add syndrome. But how make syndrome that remove CAN_LEARN when MILK_COUNTER become 0 and give CAN_LEARN back only if MILK_COUNTER become 20000 (when ogress milked)? [[Special:Contributions/35.191.3.167|35.191.3.167]] 00:52, 30 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multi-caste/multi-creature body transformations ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't the probabilities in this all be 25, except for the last one? [[User:Qeveren|Qeveren]] ([[User talk:Qeveren|talk]]) 03:42, 11 February 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Gear_assembly&amp;diff=290298</id>
		<title>Talk:Gear assembly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Gear_assembly&amp;diff=290298"/>
		<updated>2023-02-08T02:54:09Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Disconnected gears */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Disconnected gears ===&lt;br /&gt;
&lt;br /&gt;
As far as I can tell, windmills and waterwheels supported solely by a gear assembly do NOT deconstruct when the gear assemblies are disabled.  I've hung a waterwheel off of a gear assembly, built a windmill supported from below by a gear assembly, and hung vertical axles from a gear assembly.  This applies to 47.05 and 50.05. [[User:Qeveren|Qeveren]] ([[User talk:Qeveren|talk]]) 10:46, 3 February 2023 (UTC)&lt;br /&gt;
: Looks like you can't construct machinery to be suspended from a disabled gear assembly, but disabling it after construction does not cause it to deconstruct. [[User:Qeveren|Qeveren]] ([[User talk:Qeveren|talk]]) 20:10, 3 February 2023 (UTC)&lt;br /&gt;
:: Looks like machines hanging from disconnected gears do deconstruct, but only on map load or when another machine component is forced to update by being deconstructed. [[User:Qeveren|Qeveren]] ([[User talk:Qeveren|talk]]) 02:21, 8 February 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Gear_assembly&amp;diff=290297</id>
		<title>Talk:Gear assembly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Gear_assembly&amp;diff=290297"/>
		<updated>2023-02-08T02:21:04Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Disconnected gears */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Disconnected gears ===&lt;br /&gt;
&lt;br /&gt;
As far as I can tell, windmills and waterwheels supported solely by a gear assembly do NOT deconstruct when the gear assemblies are disabled.  I've hung a waterwheel off of a gear assembly, built a windmill supported from below by a gear assembly, and hung vertical axles from a gear assembly.  This applies to 47.05 and 50.05. [[User:Qeveren|Qeveren]] ([[User talk:Qeveren|talk]]) 10:46, 3 February 2023 (UTC)&lt;br /&gt;
: Looks like you can't construct machinery to be suspended from a disabled gear assembly, but disabling it after construction does not cause it to deconstruct. [[User:Qeveren|Qeveren]] ([[User talk:Qeveren|talk]]) 20:10, 3 February 2023 (UTC)&lt;br /&gt;
:: Looks like machines hanging from disconnected gears do deconstruct, but only on map load? [[User:Qeveren|Qeveren]] ([[User talk:Qeveren|talk]]) 02:21, 8 February 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Gear_assembly&amp;diff=289574</id>
		<title>Talk:Gear assembly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Gear_assembly&amp;diff=289574"/>
		<updated>2023-02-03T20:10:15Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Disconnected gears ===&lt;br /&gt;
&lt;br /&gt;
As far as I can tell, windmills and waterwheels supported solely by a gear assembly do NOT deconstruct when the gear assemblies are disabled.  I've hung a waterwheel off of a gear assembly, built a windmill supported from below by a gear assembly, and hung vertical axles from a gear assembly.  This applies to 47.05 and 50.05. [[User:Qeveren|Qeveren]] ([[User talk:Qeveren|talk]]) 10:46, 3 February 2023 (UTC)&lt;br /&gt;
: Looks like you can't construct machinery to be suspended from a disabled gear assembly, but disabling it after construction does not cause it to deconstruct. [[User:Qeveren|Qeveren]] ([[User talk:Qeveren|talk]]) 20:10, 3 February 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=289572</id>
		<title>Graphics token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=289572"/>
		<updated>2023-02-03T19:08:45Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Layered Conditions */ Added LAYER_SET&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam &amp;amp; Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered). All graphics files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; type that tells the game that the file contains graphics definitions. A more detailed explanation on how to use these can be found in [[Graphics#Creature_Graphics|creature graphics]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. &lt;br /&gt;
&lt;br /&gt;
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for {{token|MALE|c}} and {{token|FEMALE|c}} castes.&lt;br /&gt;
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].&lt;br /&gt;
&lt;br /&gt;
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]]. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Graphics for a 3x2 rectangle that is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Conditions ===&lt;br /&gt;
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all conditions that can be used for creature graphics that accept a ''condition'' token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}} || Yes || Will only be displayed if the creature is a {{token|CHILD|c}} or {{token|BABY|c}} and is younger than one of those ages.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMATED}} || Yes || Displayed if the creature is raised from the dead, although it is not known how this is decided. Raised status is not related to having a syndrome with the class from {{token|CONDITION_SYN_CLASS|g}} or from having {{token|NOT_LIVING|c}}/{{token|OPPOSED_TO_LIFE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Layered Conditions ===&lt;br /&gt;
Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_SET}} ||&lt;br /&gt;
* condition&lt;br /&gt;
| Creature&amp;lt;br&amp;gt;Graphics&lt;br /&gt;
| Begins defining a layer set for a creature's graphics.  Valid values of ''condition'' are DEFAULT, CORPSE, and ANIMATED.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Begins defining a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|END_LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| marks the end of a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_ITEM_WORN}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_DYE}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_DYED}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_X_MATERIAL&lt;br /&gt;
:with X being:&lt;br /&gt;
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* NOT_ARTIFACT&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
* METAL_ITEM_MATERIAL&lt;br /&gt;
* GLASS_MATERIAL&lt;br /&gt;
* FIRE_BUILD_SAFE&lt;br /&gt;
* MAGMA_BUILD_SAFE&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; where copper can be replaced with any weapons-grade metal. Initial testing has shown that some [[material token]]s are not functional. {{token|CONDITION_MATERIAL_FLAG}} is a better option for any material condition other than metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||&lt;br /&gt;
* [[Unit type token|profession token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| Checks the profession of the creature to act as a condition. Multiple profession tokens can be chained together.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||&lt;br /&gt;
* body part&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is a child or baby.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_GHOST}} || General ||&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_SYN_CLASS}} ||&lt;br /&gt;
* [[Syndrome#SYN_CLASS|SYN_CLASS]]&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MIN_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAX_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_SWAP}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER}} group must also include a {{token|TISSUE_MIN_LENGTH}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin Conditions ===&lt;br /&gt;
Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || Necessary for defining graphics that use the tokens below.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc. in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. Descriptions of the token functions is provisional.&lt;br /&gt;
&lt;br /&gt;
Item graphics currently do not support LARGE_IMAGE.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOULDER_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROUGH_GEM_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BARS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID or item ID&lt;br /&gt;
| Defines tile graphics variants to use for BAR items by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FOOD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for FOOD items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ARMOR_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GLOVES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HELM_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for HELM items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PANTS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOY_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics for TOY items.  Material ID in this case is one of STONE, WOOD, METAL, or GLASS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for installed upright spike traps. These comprise two-tile graphics: # is replaced with the number of spikes, 1-10; X is replaced with T (for top graphic tile) or B (bottom graphic tile). This follows the tile graphics definition of either MENACINGSPIKE or SPEAR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for SIEGEAMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for AMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for WEAPON items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines default graphics for TOOL items; also begins defining variant graphics for material or container conditions when followed by tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ADD_TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Adds graphics to an existing tool defined with TOOL_GRAPHICS, followed by the tool graphics material or container condition tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for wooden TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_STONE}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for stone TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for metal TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_GLASS}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for glass TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that have hives installed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that are ready to be harvested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}&lt;br /&gt;
| &lt;br /&gt;
* Shape ID&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for shaped items; currently used for dice.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics are defined in &amp;lt;code&amp;gt;[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
Tokens that accept variants have 5 of them:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:1]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:2]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:3]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:4]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:5]&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
   [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Gear_assembly&amp;diff=289493</id>
		<title>Talk:Gear assembly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Gear_assembly&amp;diff=289493"/>
		<updated>2023-02-03T10:52:28Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Disconnected gears */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Disconnected gears ===&lt;br /&gt;
&lt;br /&gt;
As far as I can tell, windmills and waterwheels supported solely by a gear assembly do NOT deconstruct when the gear assemblies are disabled.  I've hung a waterwheel off of a gear assembly, built a windmill supported from below by a gear assembly, and hung vertical axles from a gear assembly.  This applies to 47.05 and 50.05. [[User:Qeveren|Qeveren]] ([[User talk:Qeveren|talk]]) 10:46, 3 February 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Gear_assembly&amp;diff=289492</id>
		<title>Talk:Gear assembly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Gear_assembly&amp;diff=289492"/>
		<updated>2023-02-03T10:46:56Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: Hanging machines don't deconstruct?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Disconnected gears ===&lt;br /&gt;
&lt;br /&gt;
As far as I can tell, windmills and waterwheels supported solely by a gear assembly do NOT deconstruct when the gear assemblies are disabled.  I've hung a waterwheel off of a gear assembly, and also built a windmill supported from below by a gear assembly.  This applies to 47.05 and 50.05. [[User:Qeveren|Qeveren]] ([[User talk:Qeveren|talk]]) 10:46, 3 February 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gear_assembly&amp;diff=289491</id>
		<title>Gear assembly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gear_assembly&amp;diff=289491"/>
		<updated>2023-02-03T10:46:36Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Disconnected gears */ marked verify; hanging machines do not seem to deconstruct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
&lt;br /&gt;
{{V50 machine|name=Gear assembly|key=g&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Mechanism]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic]]s&lt;br /&gt;
|power=Needs 5 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''gear assembly''' is a [[machine component]] that is used to transmit [[power]] from one adjacent machine component to another, such as [[water wheel]]s, [[windmill]]s, [[axle]]s, [[screw pump]]s, [[millstone]]s and other gear assemblies. Gear assemblies are required to change the direction of power flow, whether a horizontal '''x'''- and '''y'''-axis change on the same [[z-level]], or a change between vertical ('''z'''-axis) and horizontal (either '''x'''- ''or'' '''y'''-axis) to/from a different z-level – that is, any change of 90°.  A gear assembly is constructed from a single [[mechanism]].  A [[screw pump]] can be used to change the direction of power flow without using a mechanism (for instance when [[metal]] and [[stone]] are unavailable).&lt;br /&gt;
&lt;br /&gt;
Gear assemblies require 5 units of power each.&lt;br /&gt;
&lt;br /&gt;
Gear assemblies do not block unit movement and can be crossed by dwarves without danger. However, digging a channel to transfer the power (such as for an axle or a pump) below a gear assembly can result in a hole that cannot be crossed.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Gears can be constructed from the {{K|b}}uild menu under {{K|m}}achines/fluids and {{K|g}}ear. They require one [[mechanism]] to construct.&lt;br /&gt;
&lt;br /&gt;
After the gear assembly has been constructed, it will automatically draw power from an adjacent power source.  Further components can then be connected to the other available sides (East, West, North, South, Above, Below) of the gear assembly, and will automatically draw power from the power source via the assembly.  Note that gear assemblies do not transfer power diagonally; they only work orthogonally (N–S, E–W, up–down). &lt;br /&gt;
&lt;br /&gt;
In order to transfer power between [[z-level]]s with a gear assembly, you must first dig a channel, and then place the gear over the opening. Then place either another gear assembly, a vertical axle, or a machine (screw pump, etc.) on the z-level below in the same square, and power will be routed to it. They can also be built on [[stair]] tiles, however they will not transfer power through z-levels when placed like that.&lt;br /&gt;
&lt;br /&gt;
==Disconnected gears==&lt;br /&gt;
&lt;br /&gt;
Gears can be &amp;quot;disconnected&amp;quot; by being connected to a [[lever]], and then pulling that lever. However, be warned that if a device is supported entirely by a gear, it may collapse when the gear is disconnected. The same is true of a horizontally connected hanging device. An example is a windmill built directly on top of a gear with no floor: in this case, disconnecting the gear via the lever will cause the windmill construction to collapse.{{verify}} In order to avoid this, create a second gear adjacent to the linked gear but not otherwise connected to the system; this gear will support the windmill if the linked gear is disconnected, but will not transfer power, since it only draws it from the now-disconnected gear.&lt;br /&gt;
&lt;br /&gt;
Note that the above is only necessary if the machine component is entirely unsupported outside of the gear on which it rests.  Components which have &amp;quot;Stable foundation&amp;quot; in their {{K|q}} view should not collapse if a gear beneath them is disconnected.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = olon fidgam | elvish = fathala wemathè | goblin = sosleng ngod | human = ago corust}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Machine components}}&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reaction&amp;diff=289459</id>
		<title>Reaction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reaction&amp;diff=289459"/>
		<updated>2023-02-03T05:48:55Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: Missed one anchor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
'''Reactions''' are modular, editable formulas that take specific ingredients, or reagents, and use them to produce a desired item.  A lot of reactions are hardcoded—building beds or creating glass, for example—but a few are freely editable, and it's (sometimes) quite simple to add additional ones. There is a separate page with custom [[reaction examples]].&lt;br /&gt;
&lt;br /&gt;
== Reaction differences between modes ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], reactions are linked to specific buildings, and must be added to a civilization's [[entity token|entity file]] to be usable by that civilization. This has the useful effect of limiting new items and materials (such as special [[wood]] or [[metal]]) to civilizations that have the requisite reaction — so that if you give your custom civilization a reaction to produce &amp;quot;star metal&amp;quot; or some other custom material, only they will be able to use it.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], reactions are freely available in the {{k|x}} menu via the {{DFtext|create}} option, and any adventurer character can make free use of them. Reagents may be held in the hands or dropped on the ground, but cannot be used within a backpack or quiver. There are several bugs with adventure mode reactions, chief of which is the fact that you cannot select liquid reagents.{{verify}} &amp;lt;!-- reaction product tag works now, liquids and improvement quality don't --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Anatomy of a reaction ==&lt;br /&gt;
Reactions are found within reaction_x files (such as reaction_smelter or reaction_other).  All reaction files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:REACTION]&amp;lt;/code&amp;gt; token that tells the game that the file contains reaction definitions.&lt;br /&gt;
&lt;br /&gt;
The reactions themselves generally adhere to the following structure:&lt;br /&gt;
&lt;br /&gt;
   [REACTION:&amp;lt;identifier&amp;gt;]&lt;br /&gt;
      [NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
      [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
      [REAGENT:A:150:BAR:NONE:POTASH:NONE]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL] &lt;br /&gt;
      [SKILL:&amp;lt;SKILL TOKEN&amp;gt;]&lt;br /&gt;
      [MAX_MULTIPLIER:&amp;lt;multiplier&amp;gt;]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
      [ADVENTURE_MODE_ENABLED]&lt;br /&gt;
      [DESCRIPTION:&amp;lt;description&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Reaction identifier|identifier]]'': The internal ID of the reaction.&lt;br /&gt;
* ''[[#Reaction name|name]]'': The name of the reaction, visible to the player in the Fortress mode or Adventure mode menus.&lt;br /&gt;
* ''[[#Building|building]]'': The building ID that the reaction uses, and the relevant keyboard shortcut.&lt;br /&gt;
* ''[[#Reagents|...reagents...]]'': Zero or more reagents (ingredients) that are required to be in stock for the reaction to be possible.&lt;br /&gt;
* ''[[#Products|...products...]]'': Zero or more products that are created from the reaction.&lt;br /&gt;
* ''[[#Fuel|fuel]]'': (optional) If present, the reaction requires charcoal, coke or a magma-powered workshop.&lt;br /&gt;
* ''[[#Skill|skill]]'': (optional) The skill required and trained by the reaction.&lt;br /&gt;
* ''[[#Max multiplier|multiplier]]'': (optional) If present, the reaction will only be done the specified number of times per job; used to limit the output of reactions that accept stacks of items as reagents.&lt;br /&gt;
* ''[[#Automatic|automatic]]'': (optional) If present, the reaction will automatically be enqueued whenever it can possibly be performed.&lt;br /&gt;
* ''[[#Adventure mode enabled|adventure mode enabled]]'': (optional) If present, the reaction can be used by the player in Adventure mode.&lt;br /&gt;
* ''[[#Description|description]]'': (optional) If present, shows pop-up description when the reaction is selected in workshop (not working in v50).&lt;br /&gt;
&lt;br /&gt;
=== Reaction identifier ===&lt;br /&gt;
The REACTION token assigns a unique ID to your reaction.&lt;br /&gt;
    [REACTION:&amp;lt;reaction identifier&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The ''reaction identifier'' may be anything, so long as it is unique within the raw data files. A good habit to get into is to append a short prefix or suffix to each name related to the name of your mod, to ensure nobody else is going to make an identical reaction and thereby mess up the game if their mod is run alongside yours.  This is referenced in an entity definition via [[Entity_token#PERMITTED_REACTION|PERMITTED_REACTION]] to allow that entity to use the reaction.&lt;br /&gt;
&lt;br /&gt;
=== Reaction name ===&lt;br /&gt;
The REACTION_NAME token assigns a descriptive name to your reaction in-game.&lt;br /&gt;
    [REACTION_NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
This can be anything at all, and is how the reaction will appear in the job list of the building it is assigned to, and so should describe the reaction. '''Tan a hide''', for example, is the name of the default leather-producing reaction. Generally this should be written as a small descriptive verb phrase, with the first letter capitalized, for consistency with the existing reactions.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
The BUILDING token assigns the reaction to a building.  Adding multiple BUILDING tokens will cause the reaction to be available at all of the specified buildings.  Omitting the BUILDING token entirely will make the reaction unusable in Fortress mode (often used to restrict certain reactions to [[Reaction#Adventure_Mode_enabled|Adventure mode]]).&lt;br /&gt;
&lt;br /&gt;
    [BUILDING:&amp;lt;building name&amp;gt;:&amp;lt;building key&amp;gt;]&lt;br /&gt;
* [[#Building name|''building name:'']] The ID of the building the reaction appears in.&lt;br /&gt;
* [[#Building key|''building key:'']] The hotkey to queue up the reaction in the specified building.&lt;br /&gt;
&lt;br /&gt;
==== Building name ====&lt;br /&gt;
This is the ID of the building where the reaction will be carried out.  Valid building names are as follows:&lt;br /&gt;
&lt;br /&gt;
* ASHERY - [[Ashery]]&lt;br /&gt;
* BOWYER - [[Bowyer's workshop]]&lt;br /&gt;
* CARPENTER - [[Carpenter's workshop]]&lt;br /&gt;
* CLOTHES - [[Clothier's shop]]&lt;br /&gt;
* CRAFTSMAN - [[Craftsdwarf's workshop]]&lt;br /&gt;
* FARMER - [[Farmer's workshop]]&lt;br /&gt;
* GLASS - [[Glass furnace]]&lt;br /&gt;
* KILN - [[Kiln]] and [[Magma kiln]]&lt;br /&gt;
* KITCHEN - [[Kitchen]]&lt;br /&gt;
* LEATHER - [[Leather works]]&lt;br /&gt;
* MASON - [[Stoneworker's workshop]]&lt;br /&gt;
* METALSMITH - [[Metalsmith's forge]]&lt;br /&gt;
* MILLSTONE - [[Millstone]]&lt;br /&gt;
* QUERN - [[Quern]]&lt;br /&gt;
* SIEGE - [[Siege workshop]]&lt;br /&gt;
* SMELTER - [[Smelter]] and [[Magma smelter]]&lt;br /&gt;
* STILL - [[Still]]&lt;br /&gt;
* TANNER - [[Tanner's shop]]&lt;br /&gt;
* WOOD - [[Wood furnace]]&lt;br /&gt;
* Any custom (raw-defined) building, such as:&lt;br /&gt;
** SOAP_MAKER - [[Soap maker's workshop]]&lt;br /&gt;
** SCREW_PRESS - [[Screw press]]&lt;br /&gt;
&lt;br /&gt;
==== Building key ====&lt;br /&gt;
This defines the shortcut key(s) used to queue up the reaction in the workshop during gameplay in Classic mode only.  It can be NONE for no shortcut, or take the format of CUSTOM_X, where X can be: any uppercase letter, which shows as a lowercase letter in the building UI, eg. &amp;quot;CUSTOM_A&amp;quot; creates the shortcut {{k|a}}; or a valid modifier key (ALT, CTRL, or SHIFT) followed by an uppercase letter, eg. CUSTOM_SHIFT_A.&lt;br /&gt;
&lt;br /&gt;
=== Category ===&lt;br /&gt;
&lt;br /&gt;
Categories are custom submenus for buildings' reaction menus. A reaction doesn't require a category, but if you have a lot of reactions, categories can be invaluable for organizing and presenting those reactions to players.&lt;br /&gt;
&lt;br /&gt;
Categories can be nested indefinitely—you can have a category within a category within a category within a category within a category within... but as a practical matter, nesting categories more than 2 deep is not recommended.&lt;br /&gt;
&lt;br /&gt;
Categories will be displayed in alphabetical order, first off the file name and then off the category name.  &lt;br /&gt;
&lt;br /&gt;
Categories currently have no effect on adventure mode reactions.&lt;br /&gt;
&lt;br /&gt;
==== Defining a category ====&lt;br /&gt;
&lt;br /&gt;
Each category needs to be defined within a reaction, usually one which should appear within its menu. Categories only need to be defined once.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY || style=&amp;quot;vertical-align: top&amp;quot;| Category ID || The category ID is a unique identifier for the category. It is only used in the raws, and will not appear in the game.&lt;br /&gt;
&lt;br /&gt;
If you're defining multiple categories within the same reaction - for example, if you intend the reaction to be nested two deep, and haven't yet defined the super-category - the ''last'' CATEGORY token within the reaction definition is the one that the reaction will appear in.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_NAME || style=&amp;quot;vertical-align: top&amp;quot;| String || The name of the category as displayed in-game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_DESCRIPTION || style=&amp;quot;vertical-align: top&amp;quot;| String || Optional. If present, when the category is highlighted in a building menu, this string will be displayed in the Helpful Hint box.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_PARENT || style=&amp;quot;vertical-align: top&amp;quot;| Category ID || Optional. If present, this category will be a submenu of the indicated category, rather than a submenu of the reaction's building.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_KEY || style=&amp;quot;vertical-align: top&amp;quot;| Hotkey token || Optional. If present, this category can be selected from its parent menu (whether a building or a parent category) using the given hotkey.  Uses the same format as the BUILDING KEY described above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Adding reactions to an existing category ====&lt;br /&gt;
&lt;br /&gt;
Just include the tag [CATEGORY:&amp;lt;category_id&amp;gt;] within your reaction definition, and if the category exists, your reaction will be added to its menu. You can only add reactions to custom categories.&lt;br /&gt;
&lt;br /&gt;
Each reaction can belong to only one category.&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
&lt;br /&gt;
REAGENTs are a little bit complicated. They are the ingredients that the reaction will use.  You can define as many as you like within a reaction.&lt;br /&gt;
&lt;br /&gt;
    [REAGENT:&amp;lt;name&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;material token&amp;gt;][...modifiers...]&lt;br /&gt;
* ''[[#Reagent name|name]]'': The name of the reagent, local to the reaction.&lt;br /&gt;
* ''[[#Quantity|quantity]]'': The amount of the item that will be used in the reaction.&lt;br /&gt;
* ''[[#Item_token|item token]]'': The type (and subtype) of the item you require.&lt;br /&gt;
* ''[[#Material_token|material token]]'': The material the item should be made of.&lt;br /&gt;
* ''[[#Modifiers|...modifiers...]]'': Zero or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span id=&amp;quot;Reagent name&amp;quot;&amp;gt;Name&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The name field is a small string used to identify the reagent within the reaction. The name is not visible to the player. It is local to the reaction and does not need to be unique across all of the reactions, so you can reuse the same names over and over, although each reagent within the same individual reaction must have a different name.&lt;br /&gt;
&lt;br /&gt;
Most reagents are simply named '''A''', '''B''', and so forth in default reactions, although names such as '''TOOLSTONE''', '''FLUX''', or '''seeds''' will also work equally well. The PRODUCT may make reference to this name &amp;amp;ndash; for instance, if a container '''B''' is specified as a reagent, PRODUCT_TO_CONTAINER:B specifies that container.&lt;br /&gt;
&lt;br /&gt;
==== Quantity ====&lt;br /&gt;
&lt;br /&gt;
How many or how much of this reagent the reaction requires.  For most item types this is just the number of them required.  However, some other item types─specifically bars, cloth, thread, globs, liquids, powder, and sheets of paper or parchment─instead use numbers representing the size of the material within one (or more) of these items. For example, while REAGENT:A:'''''10''''':'''''TOY''''':NONE:NONE:NONE is ten unique, solid toy items, REAGENT:A:'''''10''''':'''''THREAD''''':NONE:NONE:NONE is an extremely tiny portion of a random spool of thread. One can see which items have what size quantities in the description of the [[Reaction#PRODUCT_DIMENSION|PRODUCT_DIMENSION]] token.&lt;br /&gt;
&lt;br /&gt;
If one of the reagents is in a stack, or the reaction is only using a fraction of the amount of a sized item, the reaction will consume the entire stack, or as much of the sized item as possible, and multiply the product accordingly.  This behaviour can be controlled using the [[Reaction#MAX_MULTIPLIER|MAX_MULTIPLIER]] token.&lt;br /&gt;
&lt;br /&gt;
==== Item token ====&lt;br /&gt;
&lt;br /&gt;
[[Item token]]s are of the form ITEM_TYPE:ITEM_SUBTYPE.&lt;br /&gt;
&lt;br /&gt;
The ITEM_TYPE is the category of item you require; WEAPON, TOY or SKIN_TANNED, for example.&lt;br /&gt;
&lt;br /&gt;
The ITEM_SUBTYPE is name of the exact item that you require. Examples are ITEM_WEAPON_SPEAR or ITEM_TOY_PUZZLEBOX. Some items, like quivers or backpacks, or chunks of stone or metal, have no subtype and only require the item token to be filled in; so if you're asking for those you should set the subtype to NONE. Subtypes are defined within the local raw data files and their exact names can be referenced by looking at the corresponding file.&lt;br /&gt;
&lt;br /&gt;
For reagents, the item token can also be set to ANY_RAW_MATERIAL:NONE (to permit BAR, BOULDER, POWDER_MISC, or GLOB) or ANY_CRAFT:NONE (to permit FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET). Internally, these special values are both converted to NONE:NONE and merely set special modifiers (similar to [BUILDMAT])—they cannot be used in any other context.&lt;br /&gt;
&lt;br /&gt;
For backwards compatibility, reagents can also accept &amp;quot;METAL_ORE:metal_id&amp;quot; in place of both the item and material tokens—this is equivalent to using the reagent BOULDER:NONE:NONE:NONE with the modifier [METAL_ORE:metal_id] (see below).&lt;br /&gt;
&lt;br /&gt;
==== Material token ====&lt;br /&gt;
&lt;br /&gt;
[[Material token]]s come in several forms. For most reagents, this will typically be INORGANIC:MATERIAL_ID or NONE:NONE (to allow multiple materials using other modifier tokens).&lt;br /&gt;
&lt;br /&gt;
Some reactions will allow the player to select specific materials after creating the job (or in [[Reaction#material_token_2|some cases]], armor size from the product), by clicking on the magnifying glass icon next to the job in the workshop queue.  To permit this behaviour in your reaction, the reagent materials must be specified as follows:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Item Type&lt;br /&gt;
! Material&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| BAR&amp;lt;br&amp;gt;BLOCKS&amp;lt;br&amp;gt;BOULDER&amp;lt;br&amp;gt;ROUGH&amp;lt;br&amp;gt;SMALLGEM || style=&amp;quot;vertical-align: top&amp;quot;| INORGANIC:NONE || style=&amp;quot;vertical-align: top&amp;quot;| These all appear as &amp;quot;stone&amp;quot; in the material selection menu, and list all inorganic materials regardless of any material modifier tokens, eg. [ITEMS_METAL]. BAR and BLOCKS made of organic materials, and BOULDER made of clay, are excluded.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKIN_TANNED or WOOD || style=&amp;quot;vertical-align: top&amp;quot;| NONE:NONE || &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Other Item Types || style=&amp;quot;vertical-align: top&amp;quot;| NONE:NONE || style=&amp;quot;vertical-align: top&amp;quot;| These will appear if a material modifier token other than [ANY_LEATHER_MATERIAL] is included. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Modifiers ====&lt;br /&gt;
&lt;br /&gt;
Reagents may also have extra tokens added on, following the REAGENT token, in order to modify their behaviour.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, if you set a field in a reagent to NONE, the reaction won't discriminate when it comes to that particular field. For example, if you require a BOULDER reagent but leave the material as NONE:NONE, it will grab any available BOULDER-type item regardless of material. Modifiers can then be used to restrict this to only certain broad classes of materials.&lt;br /&gt;
&lt;br /&gt;
The following is a list of all known reagent modifiers:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_BONE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [BONE] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_GEM_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [IS_GEM] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_HORN_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [HORN] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_LEATHER_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [LEATHER] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_PEARL_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [PEARL] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_PLANT_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be subordinate to a PLANT object.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_SHELL_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SHELL] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_SILK_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SILK] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_SOAP_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SOAP] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_STONE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [IS_STONE] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_STRAND_TISSUE&lt;br /&gt;
|&lt;br /&gt;
| Reagent is made of a tissue having TISSUE_SHAPE:STRANDS, intended for matching hair and wool. Must be used with USE_BODY_COMPONENT.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_TOOTH_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [TOOTH] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_WOOD_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [WOOD] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_YARN_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [YARN] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| BUILDMAT&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a general [[building material]] - BAR, BLOCKS, BOULDER, or WOOD.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CAN_USE_ARTIFACT&lt;br /&gt;
|&lt;br /&gt;
| Reagent can be an Artifact. Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CONTAINS&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
| Reagent is a container that holds the specified reagent (where ''Reagent name'' is the locally-defined name of the reagent).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CONTAINS_LYE&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a BARREL or TOOL which contains at least one item of type LIQUID_MISC made of LYE. Use of this token is discouraged, as it does not work with buckets (instead, use [CONTAINS:lye] &amp;amp;mdash; note the colon &amp;amp;mdash; and a corresponding lye reagent [REAGENT:lye:150:LIQUID_MISC:NONE:LYE]).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| DOES_NOT_ABSORB&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have ABSORPTION:0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| DOES_NOT_DETERMINE_PRODUCT_AMOUNT&lt;br /&gt;
|&lt;br /&gt;
| Reagent quantity is ignored for the purposes of producing extra outputs. Typically used for containers so that [[stack]]s of reagents will correctly produce additional outputs.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| EMPTY&lt;br /&gt;
|&lt;br /&gt;
| If the reagent is a container, it must be empty.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| FIRE_BUILD_SAFE&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be solid and stable at temperatures approaching 11000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| FOOD_STORAGE_CONTAINER&lt;br /&gt;
|&lt;br /&gt;
| Reagent is either a BARREL or a TOOL with the FOOD_STORAGE use.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| GLASS_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the IS_GLASS token. All 3 types of [[glass]] have this token hardcoded.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HARD_ITEM_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [ITEMS_HARD] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_EDGE&lt;br /&gt;
|&lt;br /&gt;
| Reagent must have an edge.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_ITEM_REACTION_PRODUCT&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* PRODUCT_ID&lt;br /&gt;
| Reagent material must have the item reaction product specified by PRODUCT_ID - [[Reaction#Item_reaction_products|see below]] for more details. This can be used interchangeably with HAS_MATERIAL_REACTION_PRODUCT.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_MATERIAL_REACTION_PRODUCT&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* PRODUCT_ID&lt;br /&gt;
| Reagent material must have the material reaction product specified by PRODUCT_ID - [[Reaction#Material_reaction_products|see below]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_TOOL_USE&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* [[Tool token#TOOL_USE|TOOL_USE]] value&lt;br /&gt;
| Reagent must be a [[tool]] with the specific TOOL_USE value. The reagent's item type must be TOOL:NONE for this to make any sense.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| IS_CRAFTED_ARTIFACT{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent item must be an artifact.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| IS_DIVINE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [DIVINE] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| IS_SAND_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SOIL_SAND] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| MAGMA_BUILD_SAFE&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be solid and stable at temperatures approaching 12000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| METAL_ITEM_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [ITEMS_METAL] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| METAL_ORE&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Metal ID&lt;br /&gt;
| Reagent material must be an ore of the specified metal.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| MIN_DIMENSION&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| Reagent's item size must be at least as large as ''Integer''. The reagent's item type must be BAR, POWDER_MISC, LIQUID_MISC, DRINK, THREAD, CLOTH, or GLOB for this to work.  See [[Reaction#PRODUCT_DIMENSION|PRODUCT_DIMENSION]] below.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NO_EDGE_ALLOWED&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not have an edge, so must be blunt. Sharp stones (produced using knapping) and most types of weapon/ammo can not be used with this token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_ARTIFACT{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent item must not be an artifact.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_CONTAIN_BARREL_ITEM&lt;br /&gt;
|&lt;br /&gt;
| If the reagent is a container, it must not contain [[lye]] or [[milk]]. Not necessary if specifying [EMPTY].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_ENGRAVED&lt;br /&gt;
|&lt;br /&gt;
| Reagent can not be engraved. For example, a memorial slab can not be engraved.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_IMPROVED&lt;br /&gt;
|&lt;br /&gt;
| Reagent has not been decorated.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_PRESSED&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be in the SOLID_PRESSED state.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_WEB&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be collected (to distinguish silk thread from webs). Only makes sense for items of type THREAD.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ON_GROUND&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be on the ground. Grabs from stockpiles. Does not grab from inventories (workshops, wagon) and causes infinite gathering for reactions in workshop.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| POTASHABLE (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| Alias for [CONTAINS_LYE].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRESERVE_REAGENT&lt;br /&gt;
|&lt;br /&gt;
| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| REACTION_CLASS&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* CLASS_ID&lt;br /&gt;
| Reagent material must have the reaction class specified by CLASS_ID - [[Reaction#Reaction_classes|see below]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| UNROTTEN&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be rotten, mainly for organic materials.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| USE_BODY_COMPONENT&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a body part (CORPSE or CORPSEPIECE). Must be used even if your reagent item type is CORPSE or CORPSEPIECE, otherwise it will match any item.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| WEB_ONLY&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be undisturbed (to distinguish silk thread from webs). Only makes sense for items of type THREAD.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| WORTHLESS_STONE_ONLY&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be non-[[economic]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| WOVEN_ITEM&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a clothing item made of a woven material, ie. plant, silk, or yarn cloth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
&lt;br /&gt;
Products are the end product of the reaction. A reaction can have as many products as it likes.&lt;br /&gt;
&lt;br /&gt;
Products are almost identical to reagents, except that they do not need to be named, can't have fields undefined, and don't use the quantity field to determine the product size. Instead, the token [PRODUCT_DIMENSION:X] is tacked on after the PRODUCT token, determining the size of the product.&lt;br /&gt;
&lt;br /&gt;
Products can be produced directly to a container using the [PRODUCT_TO_CONTAINER:''name''] token, where the ''name'' is the [[#Reagent name|name]] of a reagent. This requires the reagent to have the [PRESERVE_REAGENT] token.&lt;br /&gt;
&lt;br /&gt;
Restating this in the above style, we have:&lt;br /&gt;
   [PRODUCT:&amp;lt;probability&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;material token&amp;gt;][...modifiers...]&lt;br /&gt;
&lt;br /&gt;
==== Probability ====&lt;br /&gt;
&lt;br /&gt;
The percentage chance the product will be produced when the reaction is completed.&lt;br /&gt;
&lt;br /&gt;
==== Quantity ====&lt;br /&gt;
&lt;br /&gt;
Determines how many of the product will be produced. For the item types AMMO, REMAINS, MEAT, FISH, FISH_RAW, PLANT, PLANT_GROWTH, DRINK, CHEESE, LIQUID_MISC, COIN, and EGG, the resulting items will be created as a single [[stack]], while all other item types will produce multiple individual items.&lt;br /&gt;
&lt;br /&gt;
If a reaction can take stacks of input items, then it will attempt to perform the reaction enough times to consume as many full sets of reagents as it can—for example, if a reaction &amp;quot;1 piece of meat + 2 pieces of fish -&amp;gt; 3 pieces of cheese&amp;quot; is given a stack of 5 meat and 5 fish, it will produce 6 pieces of cheese and leave 3 meat and 1 fish behind. Using the token DOES_NOT_DETERMINE_PRODUCT_AMOUNT allows a reagent to be excluded from this calculation - for example, with the reaction &amp;quot;1 plant + 1 barrel -&amp;gt; 5 alcohol (into barrel)&amp;quot;, using this on the barrel allows the reaction to be performed as &amp;quot;5 plant + 1 barrel -&amp;gt; 25 alcohol&amp;quot; instead of &amp;quot;5 plant + 5 barrel -&amp;gt; 25 alcohol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Item token ====&lt;br /&gt;
&lt;br /&gt;
The [[item token]] and subtype of the item you produce.&lt;br /&gt;
&lt;br /&gt;
If your item has an [[Reaction#Item reaction products|item reaction product]] and you want the item type and material to be derived from one of the reagents, you can use GET_ITEM_DATA_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of both the item token ''and'' the material token (see next section). You can also specify GET_ITEM_DATA_FROM_REAGENT:reagent:NONE in order to make a direct copy of the source item, though this will not work for complex items such as corpses or prepared meals.&lt;br /&gt;
&lt;br /&gt;
For products, this can also be set to CRAFTS:NONE to produce up to three random [[craft]] items. This value cannot be used in any other context.&lt;br /&gt;
&lt;br /&gt;
==== Material token ====&lt;br /&gt;
&lt;br /&gt;
A [[material token]] describing what the product will be made of.&lt;br /&gt;
&lt;br /&gt;
If you want the product's material to be derived from one of the reagents, and the reagent has a [[Reaction#Material_reaction_products|material reaction product]] defined, you can use GET_MATERIAL_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of the material token. You can also specify GET_MATERIAL_FROM_REAGENT:reagent:NONE in order to directly use the reagent's own material.&lt;br /&gt;
&lt;br /&gt;
Similarly to choosing material types for a reagent, if the item product is armor/clothing, and has the appropriate [[Entity_token#Available_resources|armor token]] in the entity file, you will be able to choose the armor/clothing size for different creatures by clicking the magnifying glass of the workshop task. However, this will only work if the product material is [[Modding pitfalls#My_custom_armor.2Fclothing_reaction_won.27t_let_user_choose_size|cloth leather or certain metals]], and the item is also recognized by the related vanilla workshop reaction{{verify}}.&lt;br /&gt;
&lt;br /&gt;
==== Product modifiers ====&lt;br /&gt;
&lt;br /&gt;
Zero or more tokens which further set the properties or disposition of the resulting product item.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| FORCE_EDGE&lt;br /&gt;
|&lt;br /&gt;
| Product is given a sharp edge. Used for knapping.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_PASTE&lt;br /&gt;
|&lt;br /&gt;
| Product is created in the SOLID_PASTE state.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_PRESSED&lt;br /&gt;
|&lt;br /&gt;
| Product is created in the SOLID_PRESSED state.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_DIMENSION&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| Specifies the dimension of the product for those items that use dimensions. For items of type BAR, DRINK, GLOB, LIQUID_MISC, and POWDER_MISC, one item is dimension 150; one item of CLOTH or SHEET is dimension 10000; and one item of THREAD is dimension 15000. Has no effect on any other item types. Note: this is not the actual [[storage]] volume of the product, which is hard-coded by the item token. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_TO_CONTAINER&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* [[#Reagent name|Name]]&lt;br /&gt;
| Places the product in a container; ''Name'' must be the name of a reagent with the [PRESERVE_REAGENT] token and a container item type.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_TOKEN&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Name]]&lt;br /&gt;
| Allows the product to be referred to by the given name for the purpose of being passed down as and argument in other tokens, in the same fashion as reagent names.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| TRANSFER_ARTIFACT_STATUS&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Transfers artifact status from the reagent to the product.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
&lt;br /&gt;
Improvements are applied to existing reagents. A reaction can have as many improvements as it likes.&lt;br /&gt;
&lt;br /&gt;
Restating this in the above style, we have:&lt;br /&gt;
   [IMPROVEMENT:&amp;lt;probability&amp;gt;:&amp;lt;reagent name&amp;gt;:&amp;lt;improvement type&amp;gt;:&amp;lt;material token&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==== Probability ====&lt;br /&gt;
The percentage chance the improvement will be applied to the reagent when the reaction is completed.&lt;br /&gt;
&lt;br /&gt;
==== Reagent name ====&lt;br /&gt;
The [[#Reagent name|name]] of the reagent that will be improved. In order to be meaningful, this reagent must have [PRESERVE_REAGENT].&lt;br /&gt;
&lt;br /&gt;
==== Improvement type ====&lt;br /&gt;
The following improvement types can be used:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| COVERED&lt;br /&gt;
| Item is encrusted/studded/decorated with &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| GLAZED&lt;br /&gt;
| Item is glazed with &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| RINGS_HANGING&lt;br /&gt;
| Item is adorned with hanging rings of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| BANDS&lt;br /&gt;
| Item is encircled with bands of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| SPIKES&lt;br /&gt;
| Item menaces with spikes of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| PAGES&lt;br /&gt;
| Adds pages to a [[book]].&lt;br /&gt;
|-&lt;br /&gt;
| SPECIFIC&lt;br /&gt;
| With subtype ROLLERS, adds rollers of &amp;lt;material&amp;gt; to a [[scroll]]; with subtype HANDLE, adds a handle of &amp;lt;material&amp;gt; to an item; with subtype TRACTION_BENCH_CHAIN or TRACTION_BENCH_ROPE adds a chain or rope of &amp;lt;material&amp;gt; to an item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All other item improvement tokens (ART_IMAGE, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE, and ILLUSTRATION) are ignored.&lt;br /&gt;
&lt;br /&gt;
==== Material token ====&lt;br /&gt;
&lt;br /&gt;
A [[material token]] describing what the decoration will be made of.&lt;br /&gt;
&lt;br /&gt;
If you want the product's material to be derived from one of the reagents, and the reagent has a [[Reaction#Material_reaction_products|material reaction product]] defined, you can use GET_MATERIAL_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of the material token. You can also specify GET_MATERIAL_FROM_REAGENT:reagent:NONE in order to directly use the reagent's own material.&lt;br /&gt;
&lt;br /&gt;
=== Other tokens ===&lt;br /&gt;
&lt;br /&gt;
==== Fuel ====&lt;br /&gt;
&lt;br /&gt;
The FUEL token means that the reaction requires coke or charcoal to be performed. Fuel is not needed when the reaction is performed at a magma workshop (a [[magma kiln]], [[magma smelter]], or any custom building having [NEEDS_MAGMA]).&lt;br /&gt;
&lt;br /&gt;
==== Skill ====&lt;br /&gt;
&lt;br /&gt;
The [[Skill token|skill tokens]] determine what skill the reaction requires and trains; also how quickly skill is gained, how quickly those skill gains raise attributes, and how skill level affects the quality of the reaction product.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKILL&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[Skill token]] &lt;br /&gt;
| (Optional) This identifies the skill required to carry out the reaction and is trained when the reaction is performed.  Only one skill may be specified; if multiple skill tokens are defined only the last will be used.  A reaction with no product will yield no experience gain.  A reaction with no SKILL token will complete in a default amount of time.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKILL_IP&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| (Optional, requires SKILL token)  This adjusts the amount of skill gained each time the reaction is carried out.  The default value is 30; higher values increase the amount of skill gain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ATTRIBUTE_IP&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| (Optional, requires SKILL token)  This adjusts the amount of [[Attribute|attribute]] gain that skill gain from this reaction results in.  The default value is 10; higher values increase the amount of attribute gain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKILL_ROLL_RANGE&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Range&lt;br /&gt;
* Multiplier&lt;br /&gt;
| (Optional, requires SKILL token)  This changes how much skill level affects the quality of the reaction product.  The default is [SKILL_ROLL_RANGE:11:5]. The ''range'' is the base &amp;quot;die roll&amp;quot; and the ''multiplier'' determines how much the dwarf's skill can affect the reaction; the skill roll is random(range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1), where random(x) gives a random number from 0 to x-1, inclusive (which also means that the minimum for the range is 1). The higher result on the roll, the better. Both numbers can be lowered to make the skill check harder. For example, with the default values a dwarf who is proficient in a skill has a skill level of 5; their roll will be random(11)+random(13)+random(13), meaning this dwarf can roll anywhere from 0 to 34; similarly, unskilled dwarves can roll 0 to 10 while legendary+0 (skill 15) dwarves can roll 0 to 84. If this is changed to [SKILL_ROLL_RANGE:1:8], then instead a proficient dwarf will have random(1)+random(21)+random(21), giving a roll of 0 to 40, with unskilled dwarves always rolling 0 and legendary dwarves going all the way up to 120.&lt;br /&gt;
&lt;br /&gt;
As a consequence, increasing the multiplier will always make legendary dwarves more effective, even if base roll is reduced to its minimum of 1, with the default going up to 84 for default and 90 for [SKILL_ROLL_RANGE:1:6].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Max multiplier ====&lt;br /&gt;
&lt;br /&gt;
The [MAX_MULTIPLIER:&amp;lt;#&amp;gt;] token specifies how many times to do the reaction. This can be used to limit stacked reagent use to the specified quantity instead of the whole stack.&lt;br /&gt;
&lt;br /&gt;
==== Automatic ====&lt;br /&gt;
&lt;br /&gt;
The AUTOMATIC token means that the reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
This token only works with jobs performed at a [[kiln]], [[smelter]], [[tanner's shop]], [[kitchen]], or custom workshop, and [[standing orders]] allow you to limit which ones trigger; custom reactions performed at a [[quern]], [[millstone]]{{verify}}, [[still]]{{verify}} or [[craftsdwarf's workshop]]{{verify}} cannot be made automatic.&lt;br /&gt;
&lt;br /&gt;
==== Adventure mode enabled ====&lt;br /&gt;
&lt;br /&gt;
The ADVENTURE_MODE_ENABLED token means that this version of the reaction can be used by the wanderers of Adventure Mode without needing to also give the dwarves at home in a fortress access to it.  When using this token, it will be allowed for adventurers of any race, without editing entity files. This token does not prevent Fortress Mode usage assuming the reaction also has a usable building assigned and is a {{token|PERMITTED_REACTION|entity}} within the entity file.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
This feature is exclusive to Classic Mode, as no description window pops up when mousing over reactions in workshops in Premium.&lt;br /&gt;
&lt;br /&gt;
The [DESCRIPTION:&amp;lt;string&amp;gt;] token provides a text description of the reaction when it is highlighted in the building UI.  Multiple DESCRIPTION tokens can be defined in a reaction, and each will appear on a new line.  The pop-up box that contains the description is limited to 325 characters total.  Alternatively, this token can reference a DESCRIPTION token in an existing tool definition by replacing ''string'' with USE_TOOL:&amp;lt;ITEM_SUBTYPE&amp;gt;; or an existing instrument definition with USE_INSTRUMENT:&amp;lt;ITEM_SUBTYPE&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Reaction classes and products ==&lt;br /&gt;
&lt;br /&gt;
When you're doing things like tanning hides or brewing alcohol, having separate reactions for every single possible raw material is unwieldy and terrible. However, you can let the reaction itself ask the material for details and process them all with the same reaction. There are three types of tags to dictate this behavior.&lt;br /&gt;
&lt;br /&gt;
=== Reaction classes ===&lt;br /&gt;
&lt;br /&gt;
The simplest token is the reaction class. If it is tacked on a material, a reaction can limit reagents to only those materials that have the specified arbitrary [REACTION_CLASS:whatever] identifier.&lt;br /&gt;
&lt;br /&gt;
We want a reaction that smelts iron and flux into pig iron. However, there are a half-dozen different stones that count as flux. Instead of clogging up the smelter job menu with six nearly identical reactions that all take in either dolomite or limestone or marble for the same result, we use a reaction class.&lt;br /&gt;
&lt;br /&gt;
   [REACTION:PIG_IRON_MAKING]&lt;br /&gt;
      [NAME:make pig iron bars]&lt;br /&gt;
      [BUILDING:SMELTER:NONE]&lt;br /&gt;
      [REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]&lt;br /&gt;
      [REAGENT:B:1:BOULDER:NO_SUBTYPE:NONE:NONE]'''[REACTION_CLASS:FLUX]'''&lt;br /&gt;
      [REAGENT:C:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:PIG_IRON][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL]&lt;br /&gt;
      [SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
Note how reagent B asks for &amp;quot;NONE:NONE&amp;quot; as its material. This means &amp;quot;boulders of any kind as long as they have the reaction class named FLUX&amp;quot;. Stuff like calcite, here:&lt;br /&gt;
&lt;br /&gt;
   [INORGANIC:CALCITE]&lt;br /&gt;
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]&lt;br /&gt;
      [STATE_NAME_ADJ:ALL_SOLID:calcite][DISPLAY_COLOR:7:7:1][TILE:'&amp;quot;']&lt;br /&gt;
      '''[REACTION_CLASS:FLUX]'''&lt;br /&gt;
      [ENVIRONMENT_SPEC:LIMESTONE:CLUSTER_SMALL:100]&lt;br /&gt;
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]&lt;br /&gt;
      [MATERIAL_VALUE:2]&lt;br /&gt;
      [IS_STONE]&lt;br /&gt;
      [MELTING_POINT:12902]&lt;br /&gt;
      [SOLID_DENSITY:2930]&lt;br /&gt;
&lt;br /&gt;
The label itself can be absolutely anything. It's only used to find a match between the material and the reaction. Note that some reaction classes have special meanings to the game itself—notably, the [[site finder]] knows that &amp;quot;FLUX&amp;quot; should be connected to the &amp;quot;Flux stone&amp;quot; filter.&lt;br /&gt;
&lt;br /&gt;
=== Material reaction products ===&lt;br /&gt;
&lt;br /&gt;
But what if it's not all the same what materials the members of the reaction class put out? If a tanner starts working on a bear pelt, a horse hide, some dragon scales and a section of human skin, surely they all can't produce generic boot leather! No, the reaction must get the chance to ask the &amp;quot;reaction class&amp;quot; what the reagent should turn out as. We will declare a material reaction product.&lt;br /&gt;
&lt;br /&gt;
   [REACTION:TAN_A_HIDE]&lt;br /&gt;
      [NAME:tan a hide]&lt;br /&gt;
      [BUILDING:TANNER:CUSTOM_T]&lt;br /&gt;
         [REAGENT:flaps of skin:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]&lt;br /&gt;
            '''[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]'''&lt;br /&gt;
         [PRODUCT:100:1:SKIN_TANNED:NONE:'''GET_MATERIAL_FROM_REAGENT:flaps of skin:TAN_MAT''']&lt;br /&gt;
      [SKILL:TANNER]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
&lt;br /&gt;
Where you'd usually have some fresh bodypart with the TAN_MAT reaction class produce some generic SKIN_TANNED, this goes further. Instead of declaring a material, the spool of pattern-ready tailoring leather (SKIN_TANNED) now comes out as whatever the skin flaps' material reaction product (named TAN_MAT) says in the material's definition (GET_MATERIAL_FROM_REAGENT). And what does it say?&lt;br /&gt;
&lt;br /&gt;
   [MATERIAL_TEMPLATE:SKIN_TEMPLATE]&lt;br /&gt;
         [STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
         [STATE_NAME:ALL_SOLID:skin]&lt;br /&gt;
         [STATE_ADJ:ALL_SOLID:skin]&lt;br /&gt;
         ...&lt;br /&gt;
         [ABSORPTION:100]&lt;br /&gt;
         '''[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]'''&lt;br /&gt;
         [IMPLIES_ANIMAL_KILL]&lt;br /&gt;
         [ROTS]&lt;br /&gt;
&lt;br /&gt;
It says that the caller of the TAN_MAT hook always comes out as the LEATHER of whatever creature the skin has been peeled off of (LOCAL_CREATURE_MAT). For example, skin taken from a butchered dog would be turned into dog leather. Change the SKIN_TEMPLATE MATERIAL_REACTION_PRODUCT to TAN_MAT:INORGANIC:GOLD instead and your tanner turns into Midas.  Use your imagination.&lt;br /&gt;
&lt;br /&gt;
As with reaction classes, some MATERIAL_REACTION_PRODUCT identifiers have special meanings to the game itself - notably, the [[site finder]] knows that &amp;quot;FIRED_MAT&amp;quot; should be connected to the &amp;quot;Clay&amp;quot; filter, and &amp;quot;CHEESE_MAT&amp;quot; is used when making [[cheese]] from [[milk]].&lt;br /&gt;
&lt;br /&gt;
=== Item reaction products ===&lt;br /&gt;
&lt;br /&gt;
Item reaction products are an even more powerful form of the above. Where material reaction products can only affect what type of stuff the predestined end product is made of, item reaction products can decide the entire end result ahead of time. Item AND material.&lt;br /&gt;
&lt;br /&gt;
Let's assume for a moment that we're completely tired of leather earrings and hair crowns. We want a crafting reaction that takes cloth and only produces things that make sense.&lt;br /&gt;
&lt;br /&gt;
      [REACTION:TAILOR_THE_BEST_THING]&lt;br /&gt;
            [NAME:weave something that makes sense]&lt;br /&gt;
            [BUILDING:CRAFTSMAN]&lt;br /&gt;
            [REAGENT:woven fabric:1:CLOTH:NONE:NONE:NONE]&lt;br /&gt;
               '''[HAS_ITEM_REACTION_PRODUCT:BEST_OPTION]'''&lt;br /&gt;
            [PRODUCT:100:1:'''GET_ITEM_DATA_FROM_REAGENT:woven fabric:BEST_OPTION''']&lt;br /&gt;
            [SKILL:CLOTHIER]&lt;br /&gt;
&lt;br /&gt;
Now we need to come up with the counterpart tags in the materials. Hmmm... cotton is thin and soft, so it makes pretty good undergarments. An undershirt, maybe?&lt;br /&gt;
&lt;br /&gt;
         [PLANT:COTTON] Gossypium hirsutum / sp.&lt;br /&gt;
                  [NAME:cotton plant][NAME_PLURAL:cotton plants][ADJ:cotton plant]&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
                  [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
                  [DRY][BIOME:ANY_TROPICAL]&lt;br /&gt;
                  [VALUE:2]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]&lt;br /&gt;
                     [MATERIAL_VALUE:2]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:ARMOR:ITEM_ARMOR_TUNIC:LOCAL_PLANT_MAT:THREAD]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
Then jute fabric. Isn't that burlap? And what's about the only thing they make from burlap?&lt;br /&gt;
&lt;br /&gt;
         [PLANT:JUTE] Corchorus capsularis / Corchorus olitorius&lt;br /&gt;
                  [NAME:jute plant][NAME_PLURAL:jute plants][ADJ:jute plant]&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
                  [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
                  [DRY][BIOME:ANY_TROPICAL]&lt;br /&gt;
                  [VALUE:2]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]&lt;br /&gt;
                     [MATERIAL_VALUE:2]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:BOX:NONE:LOCAL_PLANT_MAT:THREAD]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
Sacks, of course! Wait, how about silk?&lt;br /&gt;
&lt;br /&gt;
         [CREATURE:SPIDER_CAVE]&lt;br /&gt;
                  [DESCRIPTION:A tiny underground bug, sought after for its thread.]&lt;br /&gt;
                  [NAME:cave spider:cave spiders:cave spider]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:PANTS:ITEM_PANTS_THONG:LOCAL_CREATURE_MAT:SILK]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
This goes on for as long as you let it. The ITEM_REACTION_PRODUCT declares the identifier and then the item and material with subtypes, just like a normal reaction's product line would.&lt;br /&gt;
&lt;br /&gt;
Do note that MATERIAL_REACTION_PRODUCT and ITEM_REACTION_PRODUCT use the same IDs, so you cannot have both a material and item reaction product of the same name. Also, though you cannot use GET_ITEM_DATA_FROM_REAGENT with a MATERIAL_REACTION_PRODUCT (there'd be no item type information), you ''can'' use GET_MATERIAL_FROM_REAGENT on an ITEM_REACTION_PRODUCT (in case you want to force your own item type).&lt;br /&gt;
&lt;br /&gt;
== Reactions and world generation ==&lt;br /&gt;
&lt;br /&gt;
There are several things to keep in mind when you're adding reactions to a game that already exists.&lt;br /&gt;
&lt;br /&gt;
* Most entity changes require a regen, but adding PERMITTED_REACTION tokens for reactions that existed at the time of world generation to the entity file in the save directory do not.&lt;br /&gt;
* Adding reactions to the raws in a save directory requires you to regen the world.&lt;br /&gt;
* You can alter an existing reaction in any way you like without regenning the world, so long as you don't alter the reaction identifier.&lt;br /&gt;
&lt;br /&gt;
== Full token list ==&lt;br /&gt;
&lt;br /&gt;
For the sake of convenience and readability, this is a complete compilation of the previously listed reaction tokens in alphabetical order:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ADVENTURE_MODE_ENABLED}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| This version of the reaction can be used by the wanderers of Adventure Mode without needing to also give the dwarves at home in a fortress access to it.  When using this token, it will be allowed for adventurers of any race, without editing entity files. This token does not prevent Fortress Mode usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_BONE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [BONE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_GEM_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [IS_GEM] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_HORN_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [HORN] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_LEATHER_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [LEATHER] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_PEARL_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [PEARL] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_PLANT_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must be subordinate to a PLANT object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_SHELL_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [SHELL] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_SILK_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [SILK] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_SOAP_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [SOAP] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_STONE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [IS_STONE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_STRAND_TISSUE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is made of a tissue having [TISSUE_SHAPE:STRANDS], intended for matching hair and wool. Must be used with [USE_BODY_COMPONENT].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_TOOTH_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [TOOTH] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_WOOD_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [WOOD] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_YARN_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [YARN] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ATTRIBUTE_IP}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Amount of attribute gain given per skill improvement. Default is 10.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|AUTOMATIC}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| The reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|BAG}} (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent has to be a bag. Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead. Deprecated as of Version 0.50.01 in favor of BAG:NONE [[item token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|BUILDING}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#building name|Building name]]&lt;br /&gt;
* [[#building key|In-building reaction hotkey]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Sets the building that the reaction will be performed in, and the button used to queue the reaction once that building's menu is accessed in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|BUILDMAT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is able to be used to build structures (Boulders, Wood, Blocks, Bars).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CAN_USE_ARTIFACT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent can be an Artifact.  Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CAN_USE_HOSPITAL_RESERVED}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Allows the reagent to be an item that is otherwise reserved for use by a [[healthcare|hospital]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CAN_USE_LOCATION_RESERVED}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Allows the reagent to be an item that is otherwise reserved for use by a [[locations|location]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Category ID &lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Puts the reaction in a category. Categories are custom submenus for reaction menus. The category ID is a unique identifier for the category. It is only used in the raws, and will not appear in the game.&lt;br /&gt;
&lt;br /&gt;
If you're defining multiple categories within the same reaction - for example, if you intend the reaction to be nested two deep, and haven't yet defined the super-category - the ''last'' CATEGORY token within the reaction definition is the one that the reaction will appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_NAME}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* String &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| The name of the category as displayed in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_DESCRIPTION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* String &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If present, when the category is highlighted in a building menu, this string will be displayed in the Helpful Hint box.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_PARENT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Category ID &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If present, this category will be a submenu of the indicated category, rather than a submenu of the reaction's building.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_KEY}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Hotkey&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If present, this category can be selected from its parent menu (whether a building or a parent category) using the given hotkey while playing in Classic mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CONTAINS}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is a container that holds the specified reagent.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CONTAINS_LYE}} (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If the reagent is a container, it must contain LYE. No longer used - instead, use one reagent for the LYE itself and another reagent with [CONTAINS:lye_reagent].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* String&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| A description of the reaction that appears when it is highlighted in the building UI.  ''String'' can also be replaced with a reference to existing DESCRIPTION tokens in tools (using USE_TOOL:&amp;lt;tool_id&amp;gt;) or musical instruments (using USE_TOOL:&amp;lt;instrument_id&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|DOES_NOT_ABSORB}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have [ABSORPTION:0].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|DOES_NOT_DETERMINE_PRODUCT_AMOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Performing a reaction with large [[stack]]s of inputs can allow multiple sets of outputs to be produced. Setting this flag causes the reagent to be ignored in this process - for example, with the reaction &amp;quot;1 plant + 1 barrel -&amp;gt; 5 alcohol (into barrel)&amp;quot;, using this on the barrel allows the reaction to be performed as &amp;quot;5 plant + 1 barrel -&amp;gt; 25 alcohol&amp;quot; instead of &amp;quot;5 plant + 5 barrel -&amp;gt; 25 alcohol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|EMPTY}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If the reagent is a container, it must be empty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FIRE_BUILD_SAFE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be considered [[fire-safe]] (stable [[temperature]] below {{ct|11000}}) - i.e. not wood, and not coal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FORCE_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product is given a sharp edge. Used for knapping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FOOD_STORAGE_CONTAINER}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be a barrel or any non-absorbing tool with [TOOL_USE:FOOD_STORAGE].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FUEL}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Requires that the reaction either use up a unit of coal or charcoal or else be performed at a magma workshop.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|GLASS_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material has [IS_GLASS].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be sharpened (used for carving).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_ITEM_REACTION_PRODUCT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* PRODUCT_ID (custom)&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Similar to HAS_MATERIAL_REACTION_PRODUCT, but requires the reagents material to have a matching ITEM_REACTION_PRODUCT entry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_MATERIAL_REACTION_PRODUCT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* PRODUCT_ID (custom)&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Similar to REACTION_CLASS, but requires the reagents material to have a matching [[Material definition token|MATERIAL_REACTION_PRODUCT]] entry. Intended for reactions which transform one class of material into another, such as skin-&amp;gt;leather and fat-&amp;gt;tallow.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_TOOL_USE}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[Tool token#TOOL_USE|TOOL_USE value]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be a [[tool]] with the specific TOOL_USE value. The reagents item type must be TOOL:NONE for this to make any sense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_WRITING_IMPROVEMENT}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must contain writing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|IMPROVEMENT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Probability&lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
* Improvement type&lt;br /&gt;
* Material Token&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Applies an improvement to the named reagent.  Only meaningful if said reagent has [PRESERVE_REAGENT]. Improvement types include BANDS, COVERED, GLAZED, PAGES, RINGS_HANGING, and SPIKES&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|IS_CRAFTED_ARTIFACT}}{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent item must be an artifact.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|IS_DIVINE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [DIVINE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|MAGMA_BUILD_SAFE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Currently broken - Reagent must be considered [[magma-safe]] (stable [[temperature]] below {{ct|12000}}).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|MAX_MULTIPLIER}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Sets the maximum number of times a reaction is allowed to run when using stacked reagents. This can be used to ensure that the reaction doesn't repeat until the entire stack is depleted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|METAL_ORE}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Inorganic material&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must be an ore of the specified metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|MIN_DIMENSION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Requires that the reagent have a size of at least ''integer''. Only effective with BAR, POWDER_MISC, LIQUID_MISC, DRINK, THREAD, CLOTH, and GLOB items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NAME}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#name|Name]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Defines the name used by the reaction in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NO_EDGE_ALLOWED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must not have an edge, so must be blunt. Sharp stones (produced using knapping) and most types of weapon/ammo can not be used with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_ARTIFACT}}{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent item must not be an artifact.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_CONTAIN_BARREL_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If the reagent is a Barrel, it must not contain an item that has to reside in a barrel.  Barrel items appear to be lye and milk.  Alcohol appears to be covered as part of [EMPTY].  A reaction which places an item in a barrel should probably have both tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_ENGRAVED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent has not been engraved i.e. a blank memorial slab.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_IMPROVED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent has not been decorated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must not be in the SOLID_PRESSED state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_WEB}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be &amp;quot;collected&amp;quot; - used with THREAD:NONE to exclude webs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ON_GROUND}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| Reagent must be on the ground. Grabs from stockpiles. Does not grab from bins in stockpiles, nor inventories (workshops, wagon). Causes infinite collection of items if reaction is in workshop, as reagents are no longer on ground when brought to workshop. Untested in adventure mode; possibly more useful for adv. mode reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|POTASHABLE}} (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Alias for [CONTAINS_LYE].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRESERVE_REAGENT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
*Probability of success (%)&lt;br /&gt;
*Quantity&lt;br /&gt;
*Item token:subtype&lt;br /&gt;
*Material token:subtype&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Defines a thing that comes out of the reaction. GET_MATERIAL_FROM_REAGENT and GET_ITEM_DATA_FROM_REAGENT can be used to defer the choice of material and/or item to the appropriate tag in a given reagent's material - the former comes in place of the material token, the latter replaces both the item and material tokens. See above for detailed information on how the hooks work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_DIMENSION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Size&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Specifies the amount of the product for those items that use dimension. For items of type BAR, DRINK, GLOB, LIQUID_MISC, and POWDER_MISC, one item is dimension 150; one item of CLOTH or SHEET is dimension 10000; and one item of THREAD is dimension 15000. Has no effect on any other item types. Note: this is not the actual [[storage]] volume of the product, which is hard-coded by the item token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_PASTE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product is created in the SOLID_PASTE state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product is created in the SOLID_PRESSED state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_TO_CONTAINER}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Places the product in a container; reagent name must be the name of a reagent with the [PRESERVE_REAGENT] token and a container item type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_TOKEN}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Name&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Allows the product to be referred to by the given name, for the purpose of being passed down as argument in other tokens in the same fashion as reagent names.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|REACTION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Identifier&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Defines a new reaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|REACTION_CLASS}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* CLASS_ID (custom)&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Requires the reagent's material to have a matching [[Material definition token|REACTION_CLASS]] entry. Intended for reactions which accept a variety of materials but where the input material does not determine the output material, such as FLUX (for making pig iron and steel) and GYPSUM (for producing plaster powder).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|REAGENT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
* [[#quantity|Quantity]]&lt;br /&gt;
* [[Item token]]&lt;br /&gt;
* [[Material token]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Specifies a given reagent as an input for a reaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|SKILL}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[Skill token]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill used by the reaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|SKILL_IP}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Amount of skill given per product made. Default is 30. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|SKILL_ROLL_RANGE}}&lt;br /&gt;
|  style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Range&lt;br /&gt;
* Multiplier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Determines how [[skill]] level affects [[quality]] of the reaction product.  The skill roll is random(range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1). random(x) returns a number between 0 and x-1, so range is always 1 or more.  The default is 11. The default multiplier is 5. Higher skill rolls give better results.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|TRANSFER_ARTIFACT_STATUS}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Transfers artifact status from the reagent to the product.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|UNROTTEN}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must not be rotten, mainly for organic materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|USE_BODY_COMPONENT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must come off a creature's body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WEB_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be &amp;quot;undisturbed&amp;quot; - used with THREAD:NONE to gather webs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WORTHLESS_STONE_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is not made of an economic stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WOVEN_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must be a woven material, eg. plant cloth, silk, yarn. This ''excludes'' CLOTH or THREAD items.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Reaction]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reaction&amp;diff=289458</id>
		<title>Reaction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reaction&amp;diff=289458"/>
		<updated>2023-02-03T05:47:06Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: Repaired anchor links, added max_multiplier and description to &amp;quot;Anatomy of a reaction&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
'''Reactions''' are modular, editable formulas that take specific ingredients, or reagents, and use them to produce a desired item.  A lot of reactions are hardcoded—building beds or creating glass, for example—but a few are freely editable, and it's (sometimes) quite simple to add additional ones. There is a separate page with custom [[reaction examples]].&lt;br /&gt;
&lt;br /&gt;
== Reaction differences between modes ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], reactions are linked to specific buildings, and must be added to a civilization's [[entity token|entity file]] to be usable by that civilization. This has the useful effect of limiting new items and materials (such as special [[wood]] or [[metal]]) to civilizations that have the requisite reaction — so that if you give your custom civilization a reaction to produce &amp;quot;star metal&amp;quot; or some other custom material, only they will be able to use it.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], reactions are freely available in the {{k|x}} menu via the {{DFtext|create}} option, and any adventurer character can make free use of them. Reagents may be held in the hands or dropped on the ground, but cannot be used within a backpack or quiver. There are several bugs with adventure mode reactions, chief of which is the fact that you cannot select liquid reagents.{{verify}} &amp;lt;!-- reaction product tag works now, liquids and improvement quality don't --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Anatomy of a reaction ==&lt;br /&gt;
Reactions are found within reaction_x files (such as reaction_smelter or reaction_other).  All reaction files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:REACTION]&amp;lt;/code&amp;gt; token that tells the game that the file contains reaction definitions.&lt;br /&gt;
&lt;br /&gt;
The reactions themselves generally adhere to the following structure:&lt;br /&gt;
&lt;br /&gt;
   [REACTION:&amp;lt;identifier&amp;gt;]&lt;br /&gt;
      [NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
      [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
      [REAGENT:A:150:BAR:NONE:POTASH:NONE]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL] &lt;br /&gt;
      [SKILL:&amp;lt;SKILL TOKEN&amp;gt;]&lt;br /&gt;
      [MAX_MULTIPLIER:&amp;lt;multiplier&amp;gt;]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
      [ADVENTURE_MODE_ENABLED]&lt;br /&gt;
      [DESCRIPTION:&amp;lt;description&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Reaction identifier|identifier]]'': The internal ID of the reaction.&lt;br /&gt;
* ''[[#Reaction name|name]]'': The name of the reaction, visible to the player in the Fortress mode or Adventure mode menus.&lt;br /&gt;
* ''[[#Building|building]]'': The building ID that the reaction uses, and the relevant keyboard shortcut.&lt;br /&gt;
* ''[[#Reagents|...reagents...]]'': Zero or more reagents (ingredients) that are required to be in stock for the reaction to be possible.&lt;br /&gt;
* ''[[#Products|...products...]]'': Zero or more products that are created from the reaction.&lt;br /&gt;
* ''[[#Fuel|fuel]]'': (optional) If present, the reaction requires charcoal, coke or a magma-powered workshop.&lt;br /&gt;
* ''[[#Skill|skill]]'': (optional) The skill required and trained by the reaction.&lt;br /&gt;
* ''[[#Max multiplier|multiplier]]'': (optional) If present, the reaction will only be done the specified number of times per job; used to limit the output of reactions that accept stacks of items as reagents.&lt;br /&gt;
* ''[[#Automatic|automatic]]'': (optional) If present, the reaction will automatically be enqueued whenever it can possibly be performed.&lt;br /&gt;
* ''[[#Adventure mode enabled|adventure mode enabled]]'': (optional) If present, the reaction can be used by the player in Adventure mode.&lt;br /&gt;
* ''[[#Description|description]]'': (optional) If present, shows pop-up description when the reaction is selected in workshop (not working in v50).&lt;br /&gt;
&lt;br /&gt;
=== Reaction identifier ===&lt;br /&gt;
The REACTION token assigns a unique ID to your reaction.&lt;br /&gt;
    [REACTION:&amp;lt;reaction identifier&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The ''reaction identifier'' may be anything, so long as it is unique within the raw data files. A good habit to get into is to append a short prefix or suffix to each name related to the name of your mod, to ensure nobody else is going to make an identical reaction and thereby mess up the game if their mod is run alongside yours.  This is referenced in an entity definition via [[Entity_token#PERMITTED_REACTION|PERMITTED_REACTION]] to allow that entity to use the reaction.&lt;br /&gt;
&lt;br /&gt;
=== Reaction name ===&lt;br /&gt;
The REACTION_NAME token assigns a descriptive name to your reaction in-game.&lt;br /&gt;
    [REACTION_NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
This can be anything at all, and is how the reaction will appear in the job list of the building it is assigned to, and so should describe the reaction. '''Tan a hide''', for example, is the name of the default leather-producing reaction. Generally this should be written as a small descriptive verb phrase, with the first letter capitalized, for consistency with the existing reactions.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
The BUILDING token assigns the reaction to a building.  Adding multiple BUILDING tokens will cause the reaction to be available at all of the specified buildings.  Omitting the BUILDING token entirely will make the reaction unusable in Fortress mode (often used to restrict certain reactions to [[Reaction#Adventure_Mode_enabled|Adventure mode]]).&lt;br /&gt;
&lt;br /&gt;
    [BUILDING:&amp;lt;building name&amp;gt;:&amp;lt;building key&amp;gt;]&lt;br /&gt;
* [[#Building name|''building name:'']] The ID of the building the reaction appears in.&lt;br /&gt;
* [[#Building key|''building key:'']] The hotkey to queue up the reaction in the specified building.&lt;br /&gt;
&lt;br /&gt;
==== Building name ====&lt;br /&gt;
This is the ID of the building where the reaction will be carried out.  Valid building names are as follows:&lt;br /&gt;
&lt;br /&gt;
* ASHERY - [[Ashery]]&lt;br /&gt;
* BOWYER - [[Bowyer's workshop]]&lt;br /&gt;
* CARPENTER - [[Carpenter's workshop]]&lt;br /&gt;
* CLOTHES - [[Clothier's shop]]&lt;br /&gt;
* CRAFTSMAN - [[Craftsdwarf's workshop]]&lt;br /&gt;
* FARMER - [[Farmer's workshop]]&lt;br /&gt;
* GLASS - [[Glass furnace]]&lt;br /&gt;
* KILN - [[Kiln]] and [[Magma kiln]]&lt;br /&gt;
* KITCHEN - [[Kitchen]]&lt;br /&gt;
* LEATHER - [[Leather works]]&lt;br /&gt;
* MASON - [[Stoneworker's workshop]]&lt;br /&gt;
* METALSMITH - [[Metalsmith's forge]]&lt;br /&gt;
* MILLSTONE - [[Millstone]]&lt;br /&gt;
* QUERN - [[Quern]]&lt;br /&gt;
* SIEGE - [[Siege workshop]]&lt;br /&gt;
* SMELTER - [[Smelter]] and [[Magma smelter]]&lt;br /&gt;
* STILL - [[Still]]&lt;br /&gt;
* TANNER - [[Tanner's shop]]&lt;br /&gt;
* WOOD - [[Wood furnace]]&lt;br /&gt;
* Any custom (raw-defined) building, such as:&lt;br /&gt;
** SOAP_MAKER - [[Soap maker's workshop]]&lt;br /&gt;
** SCREW_PRESS - [[Screw press]]&lt;br /&gt;
&lt;br /&gt;
==== Building key ====&lt;br /&gt;
This defines the shortcut key(s) used to queue up the reaction in the workshop during gameplay in Classic mode only.  It can be NONE for no shortcut, or take the format of CUSTOM_X, where X can be: any uppercase letter, which shows as a lowercase letter in the building UI, eg. &amp;quot;CUSTOM_A&amp;quot; creates the shortcut {{k|a}}; or a valid modifier key (ALT, CTRL, or SHIFT) followed by an uppercase letter, eg. CUSTOM_SHIFT_A.&lt;br /&gt;
&lt;br /&gt;
=== Category ===&lt;br /&gt;
&lt;br /&gt;
Categories are custom submenus for buildings' reaction menus. A reaction doesn't require a category, but if you have a lot of reactions, categories can be invaluable for organizing and presenting those reactions to players.&lt;br /&gt;
&lt;br /&gt;
Categories can be nested indefinitely—you can have a category within a category within a category within a category within a category within... but as a practical matter, nesting categories more than 2 deep is not recommended.&lt;br /&gt;
&lt;br /&gt;
Categories will be displayed in alphabetical order, first off the file name and then off the category name.  &lt;br /&gt;
&lt;br /&gt;
Categories currently have no effect on adventure mode reactions.&lt;br /&gt;
&lt;br /&gt;
==== Defining a category ====&lt;br /&gt;
&lt;br /&gt;
Each category needs to be defined within a reaction, usually one which should appear within its menu. Categories only need to be defined once.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY || style=&amp;quot;vertical-align: top&amp;quot;| Category ID || The category ID is a unique identifier for the category. It is only used in the raws, and will not appear in the game.&lt;br /&gt;
&lt;br /&gt;
If you're defining multiple categories within the same reaction - for example, if you intend the reaction to be nested two deep, and haven't yet defined the super-category - the ''last'' CATEGORY token within the reaction definition is the one that the reaction will appear in.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_NAME || style=&amp;quot;vertical-align: top&amp;quot;| String || The name of the category as displayed in-game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_DESCRIPTION || style=&amp;quot;vertical-align: top&amp;quot;| String || Optional. If present, when the category is highlighted in a building menu, this string will be displayed in the Helpful Hint box.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_PARENT || style=&amp;quot;vertical-align: top&amp;quot;| Category ID || Optional. If present, this category will be a submenu of the indicated category, rather than a submenu of the reaction's building.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_KEY || style=&amp;quot;vertical-align: top&amp;quot;| Hotkey token || Optional. If present, this category can be selected from its parent menu (whether a building or a parent category) using the given hotkey.  Uses the same format as the BUILDING KEY described above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Adding reactions to an existing category ====&lt;br /&gt;
&lt;br /&gt;
Just include the tag [CATEGORY:&amp;lt;category_id&amp;gt;] within your reaction definition, and if the category exists, your reaction will be added to its menu. You can only add reactions to custom categories.&lt;br /&gt;
&lt;br /&gt;
Each reaction can belong to only one category.&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
&lt;br /&gt;
REAGENTs are a little bit complicated. They are the ingredients that the reaction will use.  You can define as many as you like within a reaction.&lt;br /&gt;
&lt;br /&gt;
    [REAGENT:&amp;lt;name&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;material token&amp;gt;][...modifiers...]&lt;br /&gt;
* ''[[#Reagent name|name]]'': The name of the reagent, local to the reaction.&lt;br /&gt;
* ''[[#Quantity|quantity]]'': The amount of the item that will be used in the reaction.&lt;br /&gt;
* ''[[#Item_token|item token]]'': The type (and subtype) of the item you require.&lt;br /&gt;
* ''[[#Material_token|material token]]'': The material the item should be made of.&lt;br /&gt;
* ''[[#Modifiers|...modifiers...]]'': Zero or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span id=&amp;quot;Reagent name&amp;quot;&amp;gt;Name&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The name field is a small string used to identify the reagent within the reaction. The name is not visible to the player. It is local to the reaction and does not need to be unique across all of the reactions, so you can reuse the same names over and over, although each reagent within the same individual reaction must have a different name.&lt;br /&gt;
&lt;br /&gt;
Most reagents are simply named '''A''', '''B''', and so forth in default reactions, although names such as '''TOOLSTONE''', '''FLUX''', or '''seeds''' will also work equally well. The PRODUCT may make reference to this name &amp;amp;ndash; for instance, if a container '''B''' is specified as a reagent, PRODUCT_TO_CONTAINER:B specifies that container.&lt;br /&gt;
&lt;br /&gt;
==== Quantity ====&lt;br /&gt;
&lt;br /&gt;
How many or how much of this reagent the reaction requires.  For most item types this is just the number of them required.  However, some other item types─specifically bars, cloth, thread, globs, liquids, powder, and sheets of paper or parchment─instead use numbers representing the size of the material within one (or more) of these items. For example, while REAGENT:A:'''''10''''':'''''TOY''''':NONE:NONE:NONE is ten unique, solid toy items, REAGENT:A:'''''10''''':'''''THREAD''''':NONE:NONE:NONE is an extremely tiny portion of a random spool of thread. One can see which items have what size quantities in the description of the [[Reaction#PRODUCT_DIMENSION|PRODUCT_DIMENSION]] token.&lt;br /&gt;
&lt;br /&gt;
If one of the reagents is in a stack, or the reaction is only using a fraction of the amount of a sized item, the reaction will consume the entire stack, or as much of the sized item as possible, and multiply the product accordingly.  This behaviour can be controlled using the [[Reaction#MAX_MULTIPLIER|MAX_MULTIPLIER]] token.&lt;br /&gt;
&lt;br /&gt;
==== Item token ====&lt;br /&gt;
&lt;br /&gt;
[[Item token]]s are of the form ITEM_TYPE:ITEM_SUBTYPE.&lt;br /&gt;
&lt;br /&gt;
The ITEM_TYPE is the category of item you require; WEAPON, TOY or SKIN_TANNED, for example.&lt;br /&gt;
&lt;br /&gt;
The ITEM_SUBTYPE is name of the exact item that you require. Examples are ITEM_WEAPON_SPEAR or ITEM_TOY_PUZZLEBOX. Some items, like quivers or backpacks, or chunks of stone or metal, have no subtype and only require the item token to be filled in; so if you're asking for those you should set the subtype to NONE. Subtypes are defined within the local raw data files and their exact names can be referenced by looking at the corresponding file.&lt;br /&gt;
&lt;br /&gt;
For reagents, the item token can also be set to ANY_RAW_MATERIAL:NONE (to permit BAR, BOULDER, POWDER_MISC, or GLOB) or ANY_CRAFT:NONE (to permit FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET). Internally, these special values are both converted to NONE:NONE and merely set special modifiers (similar to [BUILDMAT])—they cannot be used in any other context.&lt;br /&gt;
&lt;br /&gt;
For backwards compatibility, reagents can also accept &amp;quot;METAL_ORE:metal_id&amp;quot; in place of both the item and material tokens—this is equivalent to using the reagent BOULDER:NONE:NONE:NONE with the modifier [METAL_ORE:metal_id] (see below).&lt;br /&gt;
&lt;br /&gt;
==== Material token ====&lt;br /&gt;
&lt;br /&gt;
[[Material token]]s come in several forms. For most reagents, this will typically be INORGANIC:MATERIAL_ID or NONE:NONE (to allow multiple materials using other modifier tokens).&lt;br /&gt;
&lt;br /&gt;
Some reactions will allow the player to select specific materials after creating the job (or in [[Reaction#material_token_2|some cases]], armor size from the product), by clicking on the magnifying glass icon next to the job in the workshop queue.  To permit this behaviour in your reaction, the reagent materials must be specified as follows:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Item Type&lt;br /&gt;
! Material&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| BAR&amp;lt;br&amp;gt;BLOCKS&amp;lt;br&amp;gt;BOULDER&amp;lt;br&amp;gt;ROUGH&amp;lt;br&amp;gt;SMALLGEM || style=&amp;quot;vertical-align: top&amp;quot;| INORGANIC:NONE || style=&amp;quot;vertical-align: top&amp;quot;| These all appear as &amp;quot;stone&amp;quot; in the material selection menu, and list all inorganic materials regardless of any material modifier tokens, eg. [ITEMS_METAL]. BAR and BLOCKS made of organic materials, and BOULDER made of clay, are excluded.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKIN_TANNED or WOOD || style=&amp;quot;vertical-align: top&amp;quot;| NONE:NONE || &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Other Item Types || style=&amp;quot;vertical-align: top&amp;quot;| NONE:NONE || style=&amp;quot;vertical-align: top&amp;quot;| These will appear if a material modifier token other than [ANY_LEATHER_MATERIAL] is included. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Modifiers ====&lt;br /&gt;
&lt;br /&gt;
Reagents may also have extra tokens added on, following the REAGENT token, in order to modify their behaviour.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, if you set a field in a reagent to NONE, the reaction won't discriminate when it comes to that particular field. For example, if you require a BOULDER reagent but leave the material as NONE:NONE, it will grab any available BOULDER-type item regardless of material. Modifiers can then be used to restrict this to only certain broad classes of materials.&lt;br /&gt;
&lt;br /&gt;
The following is a list of all known reagent modifiers:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_BONE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [BONE] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_GEM_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [IS_GEM] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_HORN_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [HORN] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_LEATHER_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [LEATHER] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_PEARL_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [PEARL] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_PLANT_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be subordinate to a PLANT object.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_SHELL_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SHELL] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_SILK_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SILK] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_SOAP_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SOAP] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_STONE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [IS_STONE] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_STRAND_TISSUE&lt;br /&gt;
|&lt;br /&gt;
| Reagent is made of a tissue having TISSUE_SHAPE:STRANDS, intended for matching hair and wool. Must be used with USE_BODY_COMPONENT.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_TOOTH_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [TOOTH] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_WOOD_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [WOOD] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_YARN_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [YARN] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| BUILDMAT&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a general [[building material]] - BAR, BLOCKS, BOULDER, or WOOD.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CAN_USE_ARTIFACT&lt;br /&gt;
|&lt;br /&gt;
| Reagent can be an Artifact. Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CONTAINS&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
| Reagent is a container that holds the specified reagent (where ''Reagent name'' is the locally-defined name of the reagent).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CONTAINS_LYE&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a BARREL or TOOL which contains at least one item of type LIQUID_MISC made of LYE. Use of this token is discouraged, as it does not work with buckets (instead, use [CONTAINS:lye] &amp;amp;mdash; note the colon &amp;amp;mdash; and a corresponding lye reagent [REAGENT:lye:150:LIQUID_MISC:NONE:LYE]).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| DOES_NOT_ABSORB&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have ABSORPTION:0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| DOES_NOT_DETERMINE_PRODUCT_AMOUNT&lt;br /&gt;
|&lt;br /&gt;
| Reagent quantity is ignored for the purposes of producing extra outputs. Typically used for containers so that [[stack]]s of reagents will correctly produce additional outputs.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| EMPTY&lt;br /&gt;
|&lt;br /&gt;
| If the reagent is a container, it must be empty.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| FIRE_BUILD_SAFE&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be solid and stable at temperatures approaching 11000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| FOOD_STORAGE_CONTAINER&lt;br /&gt;
|&lt;br /&gt;
| Reagent is either a BARREL or a TOOL with the FOOD_STORAGE use.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| GLASS_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the IS_GLASS token. All 3 types of [[glass]] have this token hardcoded.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HARD_ITEM_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [ITEMS_HARD] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_EDGE&lt;br /&gt;
|&lt;br /&gt;
| Reagent must have an edge.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_ITEM_REACTION_PRODUCT&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* PRODUCT_ID&lt;br /&gt;
| Reagent material must have the item reaction product specified by PRODUCT_ID - [[Reaction#Item_reaction_products|see below]] for more details. This can be used interchangeably with HAS_MATERIAL_REACTION_PRODUCT.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_MATERIAL_REACTION_PRODUCT&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* PRODUCT_ID&lt;br /&gt;
| Reagent material must have the material reaction product specified by PRODUCT_ID - [[Reaction#Material_reaction_products|see below]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_TOOL_USE&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* [[Tool token#TOOL_USE|TOOL_USE]] value&lt;br /&gt;
| Reagent must be a [[tool]] with the specific TOOL_USE value. The reagent's item type must be TOOL:NONE for this to make any sense.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| IS_CRAFTED_ARTIFACT{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent item must be an artifact.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| IS_DIVINE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [DIVINE] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| IS_SAND_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SOIL_SAND] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| MAGMA_BUILD_SAFE&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be solid and stable at temperatures approaching 12000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| METAL_ITEM_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [ITEMS_METAL] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| METAL_ORE&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Metal ID&lt;br /&gt;
| Reagent material must be an ore of the specified metal.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| MIN_DIMENSION&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| Reagent's item size must be at least as large as ''Integer''. The reagent's item type must be BAR, POWDER_MISC, LIQUID_MISC, DRINK, THREAD, CLOTH, or GLOB for this to work.  See [[Reaction#PRODUCT_DIMENSION|PRODUCT_DIMENSION]] below.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NO_EDGE_ALLOWED&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not have an edge, so must be blunt. Sharp stones (produced using knapping) and most types of weapon/ammo can not be used with this token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_ARTIFACT{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent item must not be an artifact.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_CONTAIN_BARREL_ITEM&lt;br /&gt;
|&lt;br /&gt;
| If the reagent is a container, it must not contain [[lye]] or [[milk]]. Not necessary if specifying [EMPTY].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_ENGRAVED&lt;br /&gt;
|&lt;br /&gt;
| Reagent can not be engraved. For example, a memorial slab can not be engraved.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_IMPROVED&lt;br /&gt;
|&lt;br /&gt;
| Reagent has not been decorated.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_PRESSED&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be in the SOLID_PRESSED state.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_WEB&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be collected (to distinguish silk thread from webs). Only makes sense for items of type THREAD.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ON_GROUND&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be on the ground. Grabs from stockpiles. Does not grab from inventories (workshops, wagon) and causes infinite gathering for reactions in workshop.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| POTASHABLE (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| Alias for [CONTAINS_LYE].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRESERVE_REAGENT&lt;br /&gt;
|&lt;br /&gt;
| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| REACTION_CLASS&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* CLASS_ID&lt;br /&gt;
| Reagent material must have the reaction class specified by CLASS_ID - [[Reaction#Reaction_classes|see below]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| UNROTTEN&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be rotten, mainly for organic materials.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| USE_BODY_COMPONENT&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a body part (CORPSE or CORPSEPIECE). Must be used even if your reagent item type is CORPSE or CORPSEPIECE, otherwise it will match any item.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| WEB_ONLY&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be undisturbed (to distinguish silk thread from webs). Only makes sense for items of type THREAD.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| WORTHLESS_STONE_ONLY&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be non-[[economic]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| WOVEN_ITEM&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a clothing item made of a woven material, ie. plant, silk, or yarn cloth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
&lt;br /&gt;
Products are the end product of the reaction. A reaction can have as many products as it likes.&lt;br /&gt;
&lt;br /&gt;
Products are almost identical to reagents, except that they do not need to be named, can't have fields undefined, and don't use the quantity field to determine the product size. Instead, the token [PRODUCT_DIMENSION:X] is tacked on after the PRODUCT token, determining the size of the product.&lt;br /&gt;
&lt;br /&gt;
Products can be produced directly to a container using the [PRODUCT_TO_CONTAINER:''name''] token, where the ''name'' is the [[#Reagent name|name]] of a reagent. This requires the reagent to have the [PRESERVE_REAGENT] token.&lt;br /&gt;
&lt;br /&gt;
Restating this in the above style, we have:&lt;br /&gt;
   [PRODUCT:&amp;lt;probability&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;material token&amp;gt;][...modifiers...]&lt;br /&gt;
&lt;br /&gt;
==== Probability ====&lt;br /&gt;
&lt;br /&gt;
The percentage chance the product will be produced when the reaction is completed.&lt;br /&gt;
&lt;br /&gt;
==== Quantity ====&lt;br /&gt;
&lt;br /&gt;
Determines how many of the product will be produced. For the item types AMMO, REMAINS, MEAT, FISH, FISH_RAW, PLANT, PLANT_GROWTH, DRINK, CHEESE, LIQUID_MISC, COIN, and EGG, the resulting items will be created as a single [[stack]], while all other item types will produce multiple individual items.&lt;br /&gt;
&lt;br /&gt;
If a reaction can take stacks of input items, then it will attempt to perform the reaction enough times to consume as many full sets of reagents as it can—for example, if a reaction &amp;quot;1 piece of meat + 2 pieces of fish -&amp;gt; 3 pieces of cheese&amp;quot; is given a stack of 5 meat and 5 fish, it will produce 6 pieces of cheese and leave 3 meat and 1 fish behind. Using the token DOES_NOT_DETERMINE_PRODUCT_AMOUNT allows a reagent to be excluded from this calculation - for example, with the reaction &amp;quot;1 plant + 1 barrel -&amp;gt; 5 alcohol (into barrel)&amp;quot;, using this on the barrel allows the reaction to be performed as &amp;quot;5 plant + 1 barrel -&amp;gt; 25 alcohol&amp;quot; instead of &amp;quot;5 plant + 5 barrel -&amp;gt; 25 alcohol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Item token ====&lt;br /&gt;
&lt;br /&gt;
The [[item token]] and subtype of the item you produce.&lt;br /&gt;
&lt;br /&gt;
If your item has an [[Reaction#Item reaction products|item reaction product]] and you want the item type and material to be derived from one of the reagents, you can use GET_ITEM_DATA_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of both the item token ''and'' the material token (see next section). You can also specify GET_ITEM_DATA_FROM_REAGENT:reagent:NONE in order to make a direct copy of the source item, though this will not work for complex items such as corpses or prepared meals.&lt;br /&gt;
&lt;br /&gt;
For products, this can also be set to CRAFTS:NONE to produce up to three random [[craft]] items. This value cannot be used in any other context.&lt;br /&gt;
&lt;br /&gt;
==== Material token ====&lt;br /&gt;
&lt;br /&gt;
A [[material token]] describing what the product will be made of.&lt;br /&gt;
&lt;br /&gt;
If you want the product's material to be derived from one of the reagents, and the reagent has a [[Reaction#Material_reaction_products|material reaction product]] defined, you can use GET_MATERIAL_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of the material token. You can also specify GET_MATERIAL_FROM_REAGENT:reagent:NONE in order to directly use the reagent's own material.&lt;br /&gt;
&lt;br /&gt;
Similarly to choosing material types for a reagent, if the item product is armor/clothing, and has the appropriate [[Entity_token#Available_resources|armor token]] in the entity file, you will be able to choose the armor/clothing size for different creatures by clicking the magnifying glass of the workshop task. However, this will only work if the product material is [[Modding pitfalls#My_custom_armor.2Fclothing_reaction_won.27t_let_user_choose_size|cloth leather or certain metals]], and the item is also recognized by the related vanilla workshop reaction{{verify}}.&lt;br /&gt;
&lt;br /&gt;
==== Product modifiers ====&lt;br /&gt;
&lt;br /&gt;
Zero or more tokens which further set the properties or disposition of the resulting product item.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| FORCE_EDGE&lt;br /&gt;
|&lt;br /&gt;
| Product is given a sharp edge. Used for knapping.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_PASTE&lt;br /&gt;
|&lt;br /&gt;
| Product is created in the SOLID_PASTE state.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_PRESSED&lt;br /&gt;
|&lt;br /&gt;
| Product is created in the SOLID_PRESSED state.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_DIMENSION&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| Specifies the dimension of the product for those items that use dimensions. For items of type BAR, DRINK, GLOB, LIQUID_MISC, and POWDER_MISC, one item is dimension 150; one item of CLOTH or SHEET is dimension 10000; and one item of THREAD is dimension 15000. Has no effect on any other item types. Note: this is not the actual [[storage]] volume of the product, which is hard-coded by the item token. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_TO_CONTAINER&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* [[#Reagent name|Name]]&lt;br /&gt;
| Places the product in a container; ''Name'' must be the name of a reagent with the [PRESERVE_REAGENT] token and a container item type.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_TOKEN&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Name]]&lt;br /&gt;
| Allows the product to be referred to by the given name for the purpose of being passed down as and argument in other tokens, in the same fashion as reagent names.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| TRANSFER_ARTIFACT_STATUS&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Transfers artifact status from the reagent to the product.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
&lt;br /&gt;
Improvements are applied to existing reagents. A reaction can have as many improvements as it likes.&lt;br /&gt;
&lt;br /&gt;
Restating this in the above style, we have:&lt;br /&gt;
   [IMPROVEMENT:&amp;lt;probability&amp;gt;:&amp;lt;reagent name&amp;gt;:&amp;lt;improvement type&amp;gt;:&amp;lt;material token&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==== Probability ====&lt;br /&gt;
The percentage chance the improvement will be applied to the reagent when the reaction is completed.&lt;br /&gt;
&lt;br /&gt;
==== Reagent name ====&lt;br /&gt;
The [[#Reagent name|name]] of the reagent that will be improved. In order to be meaningful, this reagent must have [PRESERVE_REAGENT].&lt;br /&gt;
&lt;br /&gt;
==== Improvement type ====&lt;br /&gt;
The following improvement types can be used:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| COVERED&lt;br /&gt;
| Item is encrusted/studded/decorated with &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| GLAZED&lt;br /&gt;
| Item is glazed with &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| RINGS_HANGING&lt;br /&gt;
| Item is adorned with hanging rings of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| BANDS&lt;br /&gt;
| Item is encircled with bands of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| SPIKES&lt;br /&gt;
| Item menaces with spikes of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| PAGES&lt;br /&gt;
| Adds pages to a [[book]].&lt;br /&gt;
|-&lt;br /&gt;
| SPECIFIC&lt;br /&gt;
| With subtype ROLLERS, adds rollers of &amp;lt;material&amp;gt; to a [[scroll]]; with subtype HANDLE, adds a handle of &amp;lt;material&amp;gt; to an item; with subtype TRACTION_BENCH_CHAIN or TRACTION_BENCH_ROPE adds a chain or rope of &amp;lt;material&amp;gt; to an item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All other item improvement tokens (ART_IMAGE, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE, and ILLUSTRATION) are ignored.&lt;br /&gt;
&lt;br /&gt;
==== Material token ====&lt;br /&gt;
&lt;br /&gt;
A [[material token]] describing what the decoration will be made of.&lt;br /&gt;
&lt;br /&gt;
If you want the product's material to be derived from one of the reagents, and the reagent has a [[Reaction#Material_reaction_products|material reaction product]] defined, you can use GET_MATERIAL_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of the material token. You can also specify GET_MATERIAL_FROM_REAGENT:reagent:NONE in order to directly use the reagent's own material.&lt;br /&gt;
&lt;br /&gt;
=== Other tokens ===&lt;br /&gt;
&lt;br /&gt;
==== Fuel ====&lt;br /&gt;
&lt;br /&gt;
The FUEL token means that the reaction requires coke or charcoal to be performed. Fuel is not needed when the reaction is performed at a magma workshop (a [[magma kiln]], [[magma smelter]], or any custom building having [NEEDS_MAGMA]).&lt;br /&gt;
&lt;br /&gt;
==== Skill ====&lt;br /&gt;
&lt;br /&gt;
The [[Skill token|skill tokens]] determine what skill the reaction requires and trains; also how quickly skill is gained, how quickly those skill gains raise attributes, and how skill level affects the quality of the reaction product.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKILL&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[Skill token]] &lt;br /&gt;
| (Optional) This identifies the skill required to carry out the reaction and is trained when the reaction is performed.  Only one skill may be specified; if multiple skill tokens are defined only the last will be used.  A reaction with no product will yield no experience gain.  A reaction with no SKILL token will complete in a default amount of time.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKILL_IP&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| (Optional, requires SKILL token)  This adjusts the amount of skill gained each time the reaction is carried out.  The default value is 30; higher values increase the amount of skill gain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ATTRIBUTE_IP&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| (Optional, requires SKILL token)  This adjusts the amount of [[Attribute|attribute]] gain that skill gain from this reaction results in.  The default value is 10; higher values increase the amount of attribute gain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKILL_ROLL_RANGE&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Range&lt;br /&gt;
* Multiplier&lt;br /&gt;
| (Optional, requires SKILL token)  This changes how much skill level affects the quality of the reaction product.  The default is [SKILL_ROLL_RANGE:11:5]. The ''range'' is the base &amp;quot;die roll&amp;quot; and the ''multiplier'' determines how much the dwarf's skill can affect the reaction; the skill roll is random(range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1), where random(x) gives a random number from 0 to x-1, inclusive (which also means that the minimum for the range is 1). The higher result on the roll, the better. Both numbers can be lowered to make the skill check harder. For example, with the default values a dwarf who is proficient in a skill has a skill level of 5; their roll will be random(11)+random(13)+random(13), meaning this dwarf can roll anywhere from 0 to 34; similarly, unskilled dwarves can roll 0 to 10 while legendary+0 (skill 15) dwarves can roll 0 to 84. If this is changed to [SKILL_ROLL_RANGE:1:8], then instead a proficient dwarf will have random(1)+random(21)+random(21), giving a roll of 0 to 40, with unskilled dwarves always rolling 0 and legendary dwarves going all the way up to 120.&lt;br /&gt;
&lt;br /&gt;
As a consequence, increasing the multiplier will always make legendary dwarves more effective, even if base roll is reduced to its minimum of 1, with the default going up to 84 for default and 90 for [SKILL_ROLL_RANGE:1:6].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Max multiplier ====&lt;br /&gt;
&lt;br /&gt;
The [MAX_MULTIPLIER:&amp;lt;#&amp;gt;] token specifies how many times to do the reaction. This can be used to limit stacked reagent use to the specified quantity instead of the whole stack.&lt;br /&gt;
&lt;br /&gt;
==== Automatic ====&lt;br /&gt;
&lt;br /&gt;
The AUTOMATIC token means that the reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
This token only works with jobs performed at a [[kiln]], [[smelter]], [[tanner's shop]], [[kitchen]], or custom workshop, and [[standing orders]] allow you to limit which ones trigger; custom reactions performed at a [[quern]], [[millstone]]{{verify}}, [[still]]{{verify}} or [[craftsdwarf's workshop]]{{verify}} cannot be made automatic.&lt;br /&gt;
&lt;br /&gt;
==== Adventure Mode enabled ====&lt;br /&gt;
&lt;br /&gt;
The ADVENTURE_MODE_ENABLED token means that this version of the reaction can be used by the wanderers of Adventure Mode without needing to also give the dwarves at home in a fortress access to it.  When using this token, it will be allowed for adventurers of any race, without editing entity files. This token does not prevent Fortress Mode usage assuming the reaction also has a usable building assigned and is a {{token|PERMITTED_REACTION|entity}} within the entity file.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
This feature is exclusive to Classic Mode, as no description window pops up when mousing over reactions in workshops in Premium.&lt;br /&gt;
&lt;br /&gt;
The [DESCRIPTION:&amp;lt;string&amp;gt;] token provides a text description of the reaction when it is highlighted in the building UI.  Multiple DESCRIPTION tokens can be defined in a reaction, and each will appear on a new line.  The pop-up box that contains the description is limited to 325 characters total.  Alternatively, this token can reference a DESCRIPTION token in an existing tool definition by replacing ''string'' with USE_TOOL:&amp;lt;ITEM_SUBTYPE&amp;gt;; or an existing instrument definition with USE_INSTRUMENT:&amp;lt;ITEM_SUBTYPE&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Reaction classes and products ==&lt;br /&gt;
&lt;br /&gt;
When you're doing things like tanning hides or brewing alcohol, having separate reactions for every single possible raw material is unwieldy and terrible. However, you can let the reaction itself ask the material for details and process them all with the same reaction. There are three types of tags to dictate this behavior.&lt;br /&gt;
&lt;br /&gt;
=== Reaction classes ===&lt;br /&gt;
&lt;br /&gt;
The simplest token is the reaction class. If it is tacked on a material, a reaction can limit reagents to only those materials that have the specified arbitrary [REACTION_CLASS:whatever] identifier.&lt;br /&gt;
&lt;br /&gt;
We want a reaction that smelts iron and flux into pig iron. However, there are a half-dozen different stones that count as flux. Instead of clogging up the smelter job menu with six nearly identical reactions that all take in either dolomite or limestone or marble for the same result, we use a reaction class.&lt;br /&gt;
&lt;br /&gt;
   [REACTION:PIG_IRON_MAKING]&lt;br /&gt;
      [NAME:make pig iron bars]&lt;br /&gt;
      [BUILDING:SMELTER:NONE]&lt;br /&gt;
      [REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]&lt;br /&gt;
      [REAGENT:B:1:BOULDER:NO_SUBTYPE:NONE:NONE]'''[REACTION_CLASS:FLUX]'''&lt;br /&gt;
      [REAGENT:C:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:PIG_IRON][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL]&lt;br /&gt;
      [SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
Note how reagent B asks for &amp;quot;NONE:NONE&amp;quot; as its material. This means &amp;quot;boulders of any kind as long as they have the reaction class named FLUX&amp;quot;. Stuff like calcite, here:&lt;br /&gt;
&lt;br /&gt;
   [INORGANIC:CALCITE]&lt;br /&gt;
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]&lt;br /&gt;
      [STATE_NAME_ADJ:ALL_SOLID:calcite][DISPLAY_COLOR:7:7:1][TILE:'&amp;quot;']&lt;br /&gt;
      '''[REACTION_CLASS:FLUX]'''&lt;br /&gt;
      [ENVIRONMENT_SPEC:LIMESTONE:CLUSTER_SMALL:100]&lt;br /&gt;
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]&lt;br /&gt;
      [MATERIAL_VALUE:2]&lt;br /&gt;
      [IS_STONE]&lt;br /&gt;
      [MELTING_POINT:12902]&lt;br /&gt;
      [SOLID_DENSITY:2930]&lt;br /&gt;
&lt;br /&gt;
The label itself can be absolutely anything. It's only used to find a match between the material and the reaction. Note that some reaction classes have special meanings to the game itself—notably, the [[site finder]] knows that &amp;quot;FLUX&amp;quot; should be connected to the &amp;quot;Flux stone&amp;quot; filter.&lt;br /&gt;
&lt;br /&gt;
=== Material reaction products ===&lt;br /&gt;
&lt;br /&gt;
But what if it's not all the same what materials the members of the reaction class put out? If a tanner starts working on a bear pelt, a horse hide, some dragon scales and a section of human skin, surely they all can't produce generic boot leather! No, the reaction must get the chance to ask the &amp;quot;reaction class&amp;quot; what the reagent should turn out as. We will declare a material reaction product.&lt;br /&gt;
&lt;br /&gt;
   [REACTION:TAN_A_HIDE]&lt;br /&gt;
      [NAME:tan a hide]&lt;br /&gt;
      [BUILDING:TANNER:CUSTOM_T]&lt;br /&gt;
         [REAGENT:flaps of skin:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]&lt;br /&gt;
            '''[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]'''&lt;br /&gt;
         [PRODUCT:100:1:SKIN_TANNED:NONE:'''GET_MATERIAL_FROM_REAGENT:flaps of skin:TAN_MAT''']&lt;br /&gt;
      [SKILL:TANNER]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
&lt;br /&gt;
Where you'd usually have some fresh bodypart with the TAN_MAT reaction class produce some generic SKIN_TANNED, this goes further. Instead of declaring a material, the spool of pattern-ready tailoring leather (SKIN_TANNED) now comes out as whatever the skin flaps' material reaction product (named TAN_MAT) says in the material's definition (GET_MATERIAL_FROM_REAGENT). And what does it say?&lt;br /&gt;
&lt;br /&gt;
   [MATERIAL_TEMPLATE:SKIN_TEMPLATE]&lt;br /&gt;
         [STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
         [STATE_NAME:ALL_SOLID:skin]&lt;br /&gt;
         [STATE_ADJ:ALL_SOLID:skin]&lt;br /&gt;
         ...&lt;br /&gt;
         [ABSORPTION:100]&lt;br /&gt;
         '''[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]'''&lt;br /&gt;
         [IMPLIES_ANIMAL_KILL]&lt;br /&gt;
         [ROTS]&lt;br /&gt;
&lt;br /&gt;
It says that the caller of the TAN_MAT hook always comes out as the LEATHER of whatever creature the skin has been peeled off of (LOCAL_CREATURE_MAT). For example, skin taken from a butchered dog would be turned into dog leather. Change the SKIN_TEMPLATE MATERIAL_REACTION_PRODUCT to TAN_MAT:INORGANIC:GOLD instead and your tanner turns into Midas.  Use your imagination.&lt;br /&gt;
&lt;br /&gt;
As with reaction classes, some MATERIAL_REACTION_PRODUCT identifiers have special meanings to the game itself - notably, the [[site finder]] knows that &amp;quot;FIRED_MAT&amp;quot; should be connected to the &amp;quot;Clay&amp;quot; filter, and &amp;quot;CHEESE_MAT&amp;quot; is used when making [[cheese]] from [[milk]].&lt;br /&gt;
&lt;br /&gt;
=== Item reaction products ===&lt;br /&gt;
&lt;br /&gt;
Item reaction products are an even more powerful form of the above. Where material reaction products can only affect what type of stuff the predestined end product is made of, item reaction products can decide the entire end result ahead of time. Item AND material.&lt;br /&gt;
&lt;br /&gt;
Let's assume for a moment that we're completely tired of leather earrings and hair crowns. We want a crafting reaction that takes cloth and only produces things that make sense.&lt;br /&gt;
&lt;br /&gt;
      [REACTION:TAILOR_THE_BEST_THING]&lt;br /&gt;
            [NAME:weave something that makes sense]&lt;br /&gt;
            [BUILDING:CRAFTSMAN]&lt;br /&gt;
            [REAGENT:woven fabric:1:CLOTH:NONE:NONE:NONE]&lt;br /&gt;
               '''[HAS_ITEM_REACTION_PRODUCT:BEST_OPTION]'''&lt;br /&gt;
            [PRODUCT:100:1:'''GET_ITEM_DATA_FROM_REAGENT:woven fabric:BEST_OPTION''']&lt;br /&gt;
            [SKILL:CLOTHIER]&lt;br /&gt;
&lt;br /&gt;
Now we need to come up with the counterpart tags in the materials. Hmmm... cotton is thin and soft, so it makes pretty good undergarments. An undershirt, maybe?&lt;br /&gt;
&lt;br /&gt;
         [PLANT:COTTON] Gossypium hirsutum / sp.&lt;br /&gt;
                  [NAME:cotton plant][NAME_PLURAL:cotton plants][ADJ:cotton plant]&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
                  [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
                  [DRY][BIOME:ANY_TROPICAL]&lt;br /&gt;
                  [VALUE:2]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]&lt;br /&gt;
                     [MATERIAL_VALUE:2]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:ARMOR:ITEM_ARMOR_TUNIC:LOCAL_PLANT_MAT:THREAD]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
Then jute fabric. Isn't that burlap? And what's about the only thing they make from burlap?&lt;br /&gt;
&lt;br /&gt;
         [PLANT:JUTE] Corchorus capsularis / Corchorus olitorius&lt;br /&gt;
                  [NAME:jute plant][NAME_PLURAL:jute plants][ADJ:jute plant]&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
                  [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
                  [DRY][BIOME:ANY_TROPICAL]&lt;br /&gt;
                  [VALUE:2]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]&lt;br /&gt;
                     [MATERIAL_VALUE:2]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:BOX:NONE:LOCAL_PLANT_MAT:THREAD]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
Sacks, of course! Wait, how about silk?&lt;br /&gt;
&lt;br /&gt;
         [CREATURE:SPIDER_CAVE]&lt;br /&gt;
                  [DESCRIPTION:A tiny underground bug, sought after for its thread.]&lt;br /&gt;
                  [NAME:cave spider:cave spiders:cave spider]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:PANTS:ITEM_PANTS_THONG:LOCAL_CREATURE_MAT:SILK]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
This goes on for as long as you let it. The ITEM_REACTION_PRODUCT declares the identifier and then the item and material with subtypes, just like a normal reaction's product line would.&lt;br /&gt;
&lt;br /&gt;
Do note that MATERIAL_REACTION_PRODUCT and ITEM_REACTION_PRODUCT use the same IDs, so you cannot have both a material and item reaction product of the same name. Also, though you cannot use GET_ITEM_DATA_FROM_REAGENT with a MATERIAL_REACTION_PRODUCT (there'd be no item type information), you ''can'' use GET_MATERIAL_FROM_REAGENT on an ITEM_REACTION_PRODUCT (in case you want to force your own item type).&lt;br /&gt;
&lt;br /&gt;
== Reactions and world generation ==&lt;br /&gt;
&lt;br /&gt;
There are several things to keep in mind when you're adding reactions to a game that already exists.&lt;br /&gt;
&lt;br /&gt;
* Most entity changes require a regen, but adding PERMITTED_REACTION tokens for reactions that existed at the time of world generation to the entity file in the save directory do not.&lt;br /&gt;
* Adding reactions to the raws in a save directory requires you to regen the world.&lt;br /&gt;
* You can alter an existing reaction in any way you like without regenning the world, so long as you don't alter the reaction identifier.&lt;br /&gt;
&lt;br /&gt;
== Full token list ==&lt;br /&gt;
&lt;br /&gt;
For the sake of convenience and readability, this is a complete compilation of the previously listed reaction tokens in alphabetical order:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ADVENTURE_MODE_ENABLED}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| This version of the reaction can be used by the wanderers of Adventure Mode without needing to also give the dwarves at home in a fortress access to it.  When using this token, it will be allowed for adventurers of any race, without editing entity files. This token does not prevent Fortress Mode usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_BONE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [BONE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_GEM_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [IS_GEM] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_HORN_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [HORN] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_LEATHER_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [LEATHER] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_PEARL_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [PEARL] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_PLANT_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must be subordinate to a PLANT object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_SHELL_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [SHELL] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_SILK_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [SILK] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_SOAP_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [SOAP] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_STONE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [IS_STONE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_STRAND_TISSUE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is made of a tissue having [TISSUE_SHAPE:STRANDS], intended for matching hair and wool. Must be used with [USE_BODY_COMPONENT].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_TOOTH_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [TOOTH] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_WOOD_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [WOOD] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_YARN_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [YARN] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ATTRIBUTE_IP}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Amount of attribute gain given per skill improvement. Default is 10.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|AUTOMATIC}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| The reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|BAG}} (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent has to be a bag. Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead. Deprecated as of Version 0.50.01 in favor of BAG:NONE [[item token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|BUILDING}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#building name|Building name]]&lt;br /&gt;
* [[#building key|In-building reaction hotkey]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Sets the building that the reaction will be performed in, and the button used to queue the reaction once that building's menu is accessed in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|BUILDMAT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is able to be used to build structures (Boulders, Wood, Blocks, Bars).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CAN_USE_ARTIFACT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent can be an Artifact.  Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CAN_USE_HOSPITAL_RESERVED}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Allows the reagent to be an item that is otherwise reserved for use by a [[healthcare|hospital]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CAN_USE_LOCATION_RESERVED}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Allows the reagent to be an item that is otherwise reserved for use by a [[locations|location]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Category ID &lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Puts the reaction in a category. Categories are custom submenus for reaction menus. The category ID is a unique identifier for the category. It is only used in the raws, and will not appear in the game.&lt;br /&gt;
&lt;br /&gt;
If you're defining multiple categories within the same reaction - for example, if you intend the reaction to be nested two deep, and haven't yet defined the super-category - the ''last'' CATEGORY token within the reaction definition is the one that the reaction will appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_NAME}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* String &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| The name of the category as displayed in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_DESCRIPTION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* String &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If present, when the category is highlighted in a building menu, this string will be displayed in the Helpful Hint box.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_PARENT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Category ID &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If present, this category will be a submenu of the indicated category, rather than a submenu of the reaction's building.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_KEY}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Hotkey&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If present, this category can be selected from its parent menu (whether a building or a parent category) using the given hotkey while playing in Classic mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CONTAINS}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is a container that holds the specified reagent.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CONTAINS_LYE}} (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If the reagent is a container, it must contain LYE. No longer used - instead, use one reagent for the LYE itself and another reagent with [CONTAINS:lye_reagent].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* String&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| A description of the reaction that appears when it is highlighted in the building UI.  ''String'' can also be replaced with a reference to existing DESCRIPTION tokens in tools (using USE_TOOL:&amp;lt;tool_id&amp;gt;) or musical instruments (using USE_TOOL:&amp;lt;instrument_id&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|DOES_NOT_ABSORB}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have [ABSORPTION:0].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|DOES_NOT_DETERMINE_PRODUCT_AMOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Performing a reaction with large [[stack]]s of inputs can allow multiple sets of outputs to be produced. Setting this flag causes the reagent to be ignored in this process - for example, with the reaction &amp;quot;1 plant + 1 barrel -&amp;gt; 5 alcohol (into barrel)&amp;quot;, using this on the barrel allows the reaction to be performed as &amp;quot;5 plant + 1 barrel -&amp;gt; 25 alcohol&amp;quot; instead of &amp;quot;5 plant + 5 barrel -&amp;gt; 25 alcohol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|EMPTY}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If the reagent is a container, it must be empty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FIRE_BUILD_SAFE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be considered [[fire-safe]] (stable [[temperature]] below {{ct|11000}}) - i.e. not wood, and not coal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FORCE_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product is given a sharp edge. Used for knapping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FOOD_STORAGE_CONTAINER}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be a barrel or any non-absorbing tool with [TOOL_USE:FOOD_STORAGE].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FUEL}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Requires that the reaction either use up a unit of coal or charcoal or else be performed at a magma workshop.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|GLASS_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material has [IS_GLASS].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be sharpened (used for carving).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_ITEM_REACTION_PRODUCT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* PRODUCT_ID (custom)&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Similar to HAS_MATERIAL_REACTION_PRODUCT, but requires the reagents material to have a matching ITEM_REACTION_PRODUCT entry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_MATERIAL_REACTION_PRODUCT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* PRODUCT_ID (custom)&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Similar to REACTION_CLASS, but requires the reagents material to have a matching [[Material definition token|MATERIAL_REACTION_PRODUCT]] entry. Intended for reactions which transform one class of material into another, such as skin-&amp;gt;leather and fat-&amp;gt;tallow.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_TOOL_USE}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[Tool token#TOOL_USE|TOOL_USE value]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be a [[tool]] with the specific TOOL_USE value. The reagents item type must be TOOL:NONE for this to make any sense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_WRITING_IMPROVEMENT}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must contain writing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|IMPROVEMENT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Probability&lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
* Improvement type&lt;br /&gt;
* Material Token&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Applies an improvement to the named reagent.  Only meaningful if said reagent has [PRESERVE_REAGENT]. Improvement types include BANDS, COVERED, GLAZED, PAGES, RINGS_HANGING, and SPIKES&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|IS_CRAFTED_ARTIFACT}}{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent item must be an artifact.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|IS_DIVINE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [DIVINE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|MAGMA_BUILD_SAFE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Currently broken - Reagent must be considered [[magma-safe]] (stable [[temperature]] below {{ct|12000}}).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|MAX_MULTIPLIER}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Sets the maximum number of times a reaction is allowed to run when using stacked reagents. This can be used to ensure that the reaction doesn't repeat until the entire stack is depleted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|METAL_ORE}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Inorganic material&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must be an ore of the specified metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|MIN_DIMENSION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Requires that the reagent have a size of at least ''integer''. Only effective with BAR, POWDER_MISC, LIQUID_MISC, DRINK, THREAD, CLOTH, and GLOB items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NAME}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#name|Name]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Defines the name used by the reaction in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NO_EDGE_ALLOWED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must not have an edge, so must be blunt. Sharp stones (produced using knapping) and most types of weapon/ammo can not be used with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_ARTIFACT}}{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent item must not be an artifact.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_CONTAIN_BARREL_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If the reagent is a Barrel, it must not contain an item that has to reside in a barrel.  Barrel items appear to be lye and milk.  Alcohol appears to be covered as part of [EMPTY].  A reaction which places an item in a barrel should probably have both tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_ENGRAVED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent has not been engraved i.e. a blank memorial slab.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_IMPROVED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent has not been decorated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must not be in the SOLID_PRESSED state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_WEB}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be &amp;quot;collected&amp;quot; - used with THREAD:NONE to exclude webs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ON_GROUND}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| Reagent must be on the ground. Grabs from stockpiles. Does not grab from bins in stockpiles, nor inventories (workshops, wagon). Causes infinite collection of items if reaction is in workshop, as reagents are no longer on ground when brought to workshop. Untested in adventure mode; possibly more useful for adv. mode reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|POTASHABLE}} (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Alias for [CONTAINS_LYE].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRESERVE_REAGENT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
*Probability of success (%)&lt;br /&gt;
*Quantity&lt;br /&gt;
*Item token:subtype&lt;br /&gt;
*Material token:subtype&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Defines a thing that comes out of the reaction. GET_MATERIAL_FROM_REAGENT and GET_ITEM_DATA_FROM_REAGENT can be used to defer the choice of material and/or item to the appropriate tag in a given reagent's material - the former comes in place of the material token, the latter replaces both the item and material tokens. See above for detailed information on how the hooks work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_DIMENSION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Size&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Specifies the amount of the product for those items that use dimension. For items of type BAR, DRINK, GLOB, LIQUID_MISC, and POWDER_MISC, one item is dimension 150; one item of CLOTH or SHEET is dimension 10000; and one item of THREAD is dimension 15000. Has no effect on any other item types. Note: this is not the actual [[storage]] volume of the product, which is hard-coded by the item token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_PASTE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product is created in the SOLID_PASTE state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product is created in the SOLID_PRESSED state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_TO_CONTAINER}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Places the product in a container; reagent name must be the name of a reagent with the [PRESERVE_REAGENT] token and a container item type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_TOKEN}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Name&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Allows the product to be referred to by the given name, for the purpose of being passed down as argument in other tokens in the same fashion as reagent names.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|REACTION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Identifier&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Defines a new reaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|REACTION_CLASS}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* CLASS_ID (custom)&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Requires the reagent's material to have a matching [[Material definition token|REACTION_CLASS]] entry. Intended for reactions which accept a variety of materials but where the input material does not determine the output material, such as FLUX (for making pig iron and steel) and GYPSUM (for producing plaster powder).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|REAGENT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
* [[#quantity|Quantity]]&lt;br /&gt;
* [[Item token]]&lt;br /&gt;
* [[Material token]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Specifies a given reagent as an input for a reaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|SKILL}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[Skill token]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill used by the reaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|SKILL_IP}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Amount of skill given per product made. Default is 30. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|SKILL_ROLL_RANGE}}&lt;br /&gt;
|  style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Range&lt;br /&gt;
* Multiplier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Determines how [[skill]] level affects [[quality]] of the reaction product.  The skill roll is random(range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1). random(x) returns a number between 0 and x-1, so range is always 1 or more.  The default is 11. The default multiplier is 5. Higher skill rolls give better results.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|TRANSFER_ARTIFACT_STATUS}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Transfers artifact status from the reagent to the product.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|UNROTTEN}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must not be rotten, mainly for organic materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|USE_BODY_COMPONENT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must come off a creature's body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WEB_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be &amp;quot;undisturbed&amp;quot; - used with THREAD:NONE to gather webs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WORTHLESS_STONE_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is not made of an economic stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WOVEN_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must be a woven material, eg. plant cloth, silk, yarn. This ''excludes'' CLOTH or THREAD items.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Reaction]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=289306</id>
		<title>Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=289306"/>
		<updated>2023-02-02T05:04:12Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Fruit */ edited list of fruit and nut producing trees&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = dák&lt;br /&gt;
| elvish  = thelire&lt;br /&gt;
| goblin  = tonspe&lt;br /&gt;
| human   = akan&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Trees''' are a multi-[[tile]] feature that can be found aboveground on all but the most arid or mountainous of maps, and below ground in the [[cavern]]s. The types of trees that grow in a given location depend on that location's [[biome]], as different species prefer different conditions. For example, tropical areas often have palm trees, while colder areas feature pines. Underground trees such as [[nether-cap]]s are an exception, as they will grow anywhere underground. The species of a tree in turn determines its properties, including its structure, the color and density of its wood and what kind of growths it produces. Note also that &amp;quot;trees&amp;quot; in ''Dwarf Fortress'' also covers things that are not actually trees, such as palms, cacti, large herbaceous plants (e.g. [[banana]]s), and large mushrooms (underground trees).&lt;br /&gt;
&lt;br /&gt;
Trees are used as a source of [[wood]], an essential resource in the game, irreplaceable (or hard to replace) for some applications. Thus, the amount of local trees greatly affects fortress development, as without a ready source of wood, the player will be forced to rely on [[trade]] to get it. Tree growth density on the [[embark]] site is determined by its [[biome]], so it is displayed with the rest of the biome properties (temperature, etc.) on the &amp;quot;Choose Fortress Location&amp;quot; screen at embark.&lt;br /&gt;
&lt;br /&gt;
[[File:trees_many.jpg|thumb|320px|right|Beautiful, until turned into [[table]]s. Then they are even more beautiful. OTOH, the forgoing being a [[dwarf|dwarven]] [[elf|opinion]]... ]]&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
[[File:Tree animated.gif|thumb|Animation of all z-levels of an [[Apricot]] tree]]&lt;br /&gt;
Trees consist of several types of tiles - '''roots''', '''trunk''' sections, '''thick branches''', '''branches''', and '''twigs''', that may be covered in a number of &amp;quot;growths&amp;quot; (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tile and the extent of the root system doesn't seem to vary with species.&lt;br /&gt;
&lt;br /&gt;
Graphically, vertical 1×1 trunk sections resemble wooden columns {{tile|O|6:0}}. The thicker trunks (2×2 and 3×3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden [[wall]]s {{tile|║|6:0}}. These can peter out into thick branches {{tile|│|6:0}} or end directly with branches {{tile|¼|2:0}}. The branches can extend further out, ending with twigs {{tile|;|2:0}}. A vertical trunk end, if not covered with a branch, is represented by a pointed cap {{tile|⌂|6:0}}.&lt;br /&gt;
&lt;br /&gt;
Root tiles ({{tile|¼|6:0}}) overlap a number of underground tiles below each tree. They can be designated for digging, but because they usually use the same brown color as the mining designation rectangle, the designation is not evident (the only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Dug-away roots of a tree can spawn twigs and fruits of the tree around them if there is space and grass/cave moss there. You can in principle access fruit trees from below the tree, without putting a dwarf in danger or walling off the tree.&lt;br /&gt;
&lt;br /&gt;
There are exceptions to the description above. [[Saguaro]]s don't have any leafy branches or twigs, just a trunk and thick branches. Mushroom cap trees that grow in the caverns underground don't have branches - instead they have a '''cap''' consisting of ramps that can be walked upon.&lt;br /&gt;
&lt;br /&gt;
Trees can be [[climb]]ed in both fortress and [[adventurer mode]]. In densely wooded areas, the overlapping tree crowns can form a continuous canopy that can be traversed by walking, climbing and/or jumping. Both thick and regular branches provide a floor-like support for walking. Twigs are too frail to support the weight of a dwarf, but they can be climbed through and jumped over. All kinds of trunk tiles are treated as solid barriers, except trunk tips - they can be climbed through and jumped over like twigs.&lt;br /&gt;
&lt;br /&gt;
On ground level, tree trunks are obstacles that prevent [[channel]]ing or the creation of [[wall]]s and other [[construction]]s on their tiles. This is problematic for caravan [[wagon]]s, which require a path at least three tiles wide in order to access your fortress; on heavily forested maps it may be necessary to check [[trade depot|depot]] access ({{k|D}}) every once in a while as trees continue to grow to make sure wagons can get through, and chop down ({{k|d}}-{{k|t}}) the impeding forest if they can't. Later on this can actually become a blessing, as if there is only one or a few pathways to the fortress it makes it easier to route incoming caravans down certain well-defended pathways, instead of allowing them to choose their own way across the map, where they may fall foul of ambushers or worse. It also makes building above-ground constructions more challenging, as any trees in the way must be chopped down first.&lt;br /&gt;
&lt;br /&gt;
A tree's branches and leaves will result in the tiles below them being considered &amp;quot;inside&amp;quot;, leading to the formation of [[miasma]] if corpse and body parts decay while under them. It is therefore advisable to ensure no trees grow in the immediate vicinity of your corpse stockpiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Heights of a tree&amp;quot; widths=&amp;quot;90px&amp;quot; heights=&amp;quot;90px&amp;quot; perrow=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
File:Tree-1.png|1 level below ground: roots in a [[Red sand]] wall on the side of a hill&lt;br /&gt;
File:Tree0.png|Ground level: trunk&lt;br /&gt;
File:Tree+1.png|1 level above ground, trunk, branches and twigs&lt;br /&gt;
File:Tree+2.png|2 levels above ground&lt;br /&gt;
File:Tree+3.png|3 levels above ground, includes some Open Space&lt;br /&gt;
File:Tree+4.png|4 levels above ground&lt;br /&gt;
File:Tree+5.png|5 levels above ground&lt;br /&gt;
File:Tree+6.png|6 levels above ground&lt;br /&gt;
File:Tree+7.png|7 levels above ground, only Open Space&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Growths ===&lt;br /&gt;
Growths are the things that grow ''on'' a tree, i.e: they are not an essential part of the tree's structure and can be shed or picked without destroying the tree. This includes leaves, needles, flowers, fruit, seed pods, catkins, cones, etc. Each tree species has at least one type of growth, the most common one, unsurprisingly, being leaves.&lt;br /&gt;
&lt;br /&gt;
The leaves of deciduous trees change color in the autumn, fall before the winter and grow back in the spring. Fallen leaves will color the tiles beneath their trees, turning the forest floor into a colorful patchwork.&lt;br /&gt;
&lt;br /&gt;
Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and examining the ground after that will show &amp;quot;&amp;lt;tree&amp;gt; flowers&amp;quot; in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it is possible that a young tree that has never flowered will give fruit.&lt;br /&gt;
&lt;br /&gt;
Fruit can be picked from trees in Adventure mode. Fortress mode harvesting is done with a [[stepladder]] (as long as the fruit-bearing tree is within a plant gathering zone) or by collecting fallen fruits. Fruit can be brewed at a [[still]]. Cutting down a tree with fruit causes the fruit to vanish{{verify}}.&lt;br /&gt;
&lt;br /&gt;
If a tree is set on fire in fortress mode and is described as 'dead' when examined, it will eventually rejuvenate itself and come back to life after a few years, starting from the trunk and leading out into the branches if left alone.&lt;br /&gt;
&lt;br /&gt;
== Chopping down trees ==&lt;br /&gt;
{{main|Woodcutting}}&lt;br /&gt;
&lt;br /&gt;
Trees can be cut down by dwarves to produce [[wood]]. It is enough to [[designations menu|designate]] only one trunk tile for cutting to chop down the whole tree it belongs to. Any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it is impossible to &amp;quot;prune&amp;quot; trees by chopping down only parts of them.&lt;br /&gt;
&lt;br /&gt;
Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).&lt;br /&gt;
&lt;br /&gt;
If you dug the tile below the trunk before cutting the tree, it will leave a hole to the surface, potentially allowing dangerous creatures to path into your underground fort. Avoid digging directly below one z-level in wooded areas before clearing out the trees, and make sure to check for open floor spaces {{Tile|·|0:1}} on the surface afterwards. If holes are present, construct [[floor]] tiles over the holes, which will prevent creatures from moving below. Constructing a wall below the open floor will work as well. Unexplained underground logs can alert you to the presence of these &amp;quot;guest entrances&amp;quot;. Moving a building preview all around the surface (kennels are good for their size) and inspecting any non-ramp or tree invalid tiles can sweep large areas.&lt;br /&gt;
&lt;br /&gt;
If you had [[smoothing|smoothed]] the wall below the trunk and then cut down the tree, it will leave an open floor above the smoothed wall, unlike constructed walls (see this [[tile#Walls|diagram]] for a visual illustration). If there is an open space adjacent to the smoothed wall, creatures can diagonally move below the adjacent space (by swimming, flying, or climbing) from the open floor above. Such occurrences should be uncommon, as it requires the tile below the tree to be made of stone (so it can be smoothed), and occur mainly in [[mountain]] biomes and areas affected by erosion.&lt;br /&gt;
&lt;br /&gt;
=== Objects and tiles in trees ===&lt;br /&gt;
&lt;br /&gt;
Some trees have been found to have objects or tiles contained within the branches.  Cutting down these trees can be hazardous to your dwarves.  You can check all the z-levels of every tree you wish to cut, or you can just take the risk and experience occasional fun!&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
=== Wood ===&lt;br /&gt;
{{main|Wood}}&lt;br /&gt;
&lt;br /&gt;
One of the variations between the different tree species is in the weight and color of their wood. Weight is often a minor concern but when using wood to create objects that will be moved, such as bins or buckets, choosing lighter wood is an advantage as it will be hauled faster. Heavier wood will make wooden weapons and siege engine projectiles more effective, while lighter wooden shields reduce penalties to speed while blocking just as well as heavier shields.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, all types of wood have the same (low) value (beyond the [[preference]]s of individual dwarves), although the [[color]] of the wood may matter for aesthetic purposes.&lt;br /&gt;
&lt;br /&gt;
=== Fruit ===&lt;br /&gt;
Various kinds of tree produce fruit.  In [[dwarf fortress mode]], they can be gathered with a [[stepladder]] in a designated [[zone#Gather/pick Fruit|plant gathering zone]], and [[Elf|elves]] will also bring fruit to [[trading|trade]].  Fruit can be eaten, producing [[seed]]s.  The following trees produce usable fruit in vanilla: apple, apricot, avocado, banana, bayberry, bitter orange, carambola, cashew, cherry, citron, coconut palm, coffee, custard-apple, date palm, desert lime, durian, finger lime, guava, kumquat, lime, lychee, mango, olive, orange, papaya, paradise nut, peach, pear, persimmon, plum, pomegranate, pomelo, rambutan, round lime, saguaro, and sand pear. Not all of these can be brewed; see [[alcohol]] for a list of brewable fruit.&lt;br /&gt;
&lt;br /&gt;
Instead of fruit some trees will produce nuts, which are actually seeds. Since tree seeds currently can't be planted, feel free to allow cooking of these. The nut-producing trees in vanilla are: almond, candlenut, chestnut, hazel, macadamia, oak, pecan, and walnut.&lt;br /&gt;
&lt;br /&gt;
== Growing trees ==&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on non-occupied tiles of a suitable biome; thus chopping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Saplings will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.&lt;br /&gt;
&lt;br /&gt;
Saplings can be killed by heavy [[traffic|foot traffic]] and removed by building a road on them, but not by flooding &amp;amp;mdash; they can survive submergence for extended periods of time and will still grow to maturity once the water level drops to 4/7{{verify}} or lower. Dead saplings will remain for some seasons, and then disappear, more quickly if heavy traffic tramples them away. Many underground trees are called &amp;quot;young &amp;amp;lt;tree&amp;amp;gt;&amp;quot; instead of sapling, but the concept is the same. Paved [[road]]s and (even unbuilt) [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil one z-level beneath them (currently observed to be at least one unmined tile within a two-tile radius); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone.&lt;br /&gt;
&lt;br /&gt;
Trees ''cannot'' be specifically &amp;quot;planted&amp;quot; ([http://www.bay12games.com/dwarves/dev.html as of yet]); even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. (Sadly, the [[elf|elves]] do not seem to comprehend this.) It is possible to [[tree farming|farm]] trees by walling off or engineering a patch of soil and locking it away so your dwarves don't trample all over it, but it will take a long time for the farm to yield results. After you expose the caverns, subterranean flora (including trees) will begin to grow on any exposed, previously-bare soil within your fortress; this can be annoying when a copse of [[blood thorn]]s suddenly appears in your [[sand#Glass|sand collection]] area, but allows you to easily mine out large subterranean [[Tree farming|tree farms]] full of colorful subterranean trees.&lt;br /&gt;
&lt;br /&gt;
If a sapling grows into a tree, it can block off narrow areas, such as one-tile-long hallways in a muddy cavern layer.  This can cause dwarves to take longer alternate routes to perform their jobs, or entrap them entirely.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
One can grow additional tree branches by digging away parts of tree roots and replacing them with grass or cave moss. Afterwards, when tree grows, it may spread (fruit-bearing) branches there.&lt;br /&gt;
&lt;br /&gt;
== Growth rate &amp;amp; wood yield == &lt;br /&gt;
&lt;br /&gt;
From the time a sapling appears, it takes about three years for a tree to grow. Trees make a growth check once every year, and then grow randomly - it's possible for a tree to reach eight z-levels of height in a decade, not have gone past five in three or avoid growing branches at all initially.&lt;br /&gt;
&lt;br /&gt;
Most tree raws currently specify exactly the same canopies. They'll yield more wood overall with sparser cutting, though the breakeven point is unknown presently. Each &amp;quot;tree trunk&amp;quot; tile will yield exactly one log, while light branches, twigs and (brown) heavy branches will give nothing. The size of aboveground trees at embark depends heavily on unknown factors beyond age and species; possibly temperature, latitude or biome?{{Verify}}&lt;br /&gt;
&lt;br /&gt;
For wood, branching trees with nonbranching trunks (Papayas, Ginkgos, Saguaros, Pines, Cedars, Fungiwoods, Alders, and Birches) should be cut down preferentially, as their branches will obscure saplings and their trunks grow slower. They will not yield any more wood past reaching their maximum trunk height (4-9 depending on species). Vice-versa, Glumprong trees are near-ideal for forestry, as they're all trunk, though their max height is limited to 8.&lt;br /&gt;
&lt;br /&gt;
Palm trees don't obscure other ones with canopies, so should be cut when wood is needed or when they reach their maximum height of 9.&lt;br /&gt;
&lt;br /&gt;
Mushroom caps of subterranean 'trees' don't contribute to their wood yield, and thus will never yield additional wood past their sprouting.&lt;br /&gt;
&lt;br /&gt;
== Aboveground trees ==&lt;br /&gt;
&lt;br /&gt;
Most of them bear fruits and nuts, which can be [[Activity zone#Gather/Pick Fruit|harvested]] for food and drinks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- default template (see Template:Multi-tile_tree_table_row for more details)&lt;br /&gt;
{{multi-tile tree table row|name=|symbol=|color=|decid=|biome=(|biome2=|biome3=...)|dry=|align=|dense=&lt;br /&gt;
  |tile1=&lt;br /&gt;
  |drink=|drinkv=|eat=|cook=&lt;br /&gt;
  |grow1=&lt;br /&gt;
  }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
{{multi-tile tree table row|name=Abaca|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} flower&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Acacia|symbol=♠|color=2:0|decid=No|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} seed pod&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Avocado|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.540&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Banana|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |drink=Banana beer|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:0}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Bitter orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cacao tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.430&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Candlenut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.140&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Carambola|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.550&lt;br /&gt;
  |drink=Carambola wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|3:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cashew|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.450&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Citron|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.700&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Coconut palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.680&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|*|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:0}} spathe&lt;br /&gt;
  |grow3={{tile|•|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Coffee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Custard-apple|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.360&lt;br /&gt;
  |drink=Custard-apple cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Date palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=b|dense=0.820&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |drink=Date wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|*|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|5:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Desert lime|symbol=♠|color=2:0|decid=No|biome=Tropical Grassland|biome2=Tropical Savanna|biome3=Tropical Shrubland|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Durian|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.520&lt;br /&gt;
  |drink=Durian wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:0}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Finger lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Guava|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.610&lt;br /&gt;
  |drink=Guava wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Kapok|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.260&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|•|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Kumquat|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Lychee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.880&lt;br /&gt;
  |drink=Lychee wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|5:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Macadamia|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.705&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mahogany|symbol=♠|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|6:1}} flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mango tree|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.520&lt;br /&gt;
  |drink=Mango wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} flower&lt;br /&gt;
  |grow3={{tile|•|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Olive|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.990&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|0:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Papaya|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.130&lt;br /&gt;
  |drink=Papaya wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Paradise nut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.820&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|6:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pomelo|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Rambutan|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620&lt;br /&gt;
  |drink=Rambutan wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Round lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Rubber tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.490&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tea|symbol=♣|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.560&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pomegranate|symbol=Γ|color=2:0|decid=Yes|biome=Any Tropical|dry=y|dense=0.770&lt;br /&gt;
  |drink=Pomegranate wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mangrove|symbol=♣|color=2:0|decid=No|biome=Mangrove Swamp|dry=n|dense=0.830&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|•|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cedar|symbol=↨|color=2:0|decid=No|biome=Temperate Coniferous Forest|biome2=Tropical Coniferous Forest|dry=y|dense=0.570&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}} scale-leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|5:0}} pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Feather tree|symbol=♣|color=7:1|decid=No|biome=Not Freezing|dry=y|align=Good|dense=0.100&lt;br /&gt;
  |tile1={{tile|O|7:1}}{{tile|═|7:1}}{{tile|⌂|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|─|7:1}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|7:1}} branches&lt;br /&gt;
  |tile4={{tile|;|7:1}} twigs&lt;br /&gt;
  |tile5={{tile|¼|7:1}} roots&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|7:1}} down&lt;br /&gt;
  |grow2={{tile|%|7:1}} egg&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Glumprong|symbol=┤|color=5:0|decid=No|biome=Not Freezing|dry=y|align=Evil|dense=1.200&lt;br /&gt;
  |tile1={{tile|O|5:0}}{{tile|═|5:0}}{{tile|⌂|5:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|5:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Highwood|symbol=¶|color=2:0|decid=No|biome=Not Freezing|dry=y|align=Savage|dense=0.500&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|3:1}} flower&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Saguaro|symbol=╞|color=2:0|decid=No|biome=Any Desert|dry=y|dense=0.430&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|2:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|2:0}} roots&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow2={{tile|•|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Willow|symbol=⌠|color=2:0|decid=No|biome=Any Temperate|biome2=Any Tropical Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|biome6=Tropical Freshwater Swamp|biome7=Tropical Saltwater Swamp|biome8=Tropical Freshwater Marsh|biome9=Tropical Saltwater Marsh|dry=n|dense=0.390&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|7:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|7:1}} seed catkin&lt;br /&gt;
  |grow4={{tile|*|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Alder|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.410&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|4:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  |grow4={{tile|*|6:0}} cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Almond|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |eat=Seed|super=4||cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Apple|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745&lt;br /&gt;
  |drink=Apple cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Apricot|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745&lt;br /&gt;
  |drink=Apricot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Ash (tree)|alt=Ash|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Birch|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.650&lt;br /&gt;
  |tile1={{tile|O|7:1}}{{tile|⌂|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|7:1}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cherry|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.425&lt;br /&gt;
  |drink=Cherry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Chestnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.430&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|7:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|7:1}} seed catkin&lt;br /&gt;
  |grow4={{tile|*|2:0}} burr&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Ginkgo|symbol=↑|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.450&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|7:1}} seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Hazel|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.500&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Maple|symbol=♣|color=2:0|decid=Yes|biome=Temperate Broadleaf Forest|biome2=Temperate Grassland|biome3=Temperate Savanna|biome4=Temperate Shrubland|dry=y|dense=0.540&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Oak|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.700&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:0}} flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} acorn&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Peach|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |drink=Peach cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600&lt;br /&gt;
  |drink=Perry|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pecan|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.735&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|2:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Persimmon|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.835&lt;br /&gt;
  |drink=Persimmon wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Plum|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |drink=Plum wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|5:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Sand pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.690&lt;br /&gt;
  |drink=Sand pear cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Walnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.562&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow4={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Bayberry|symbol=♠|color=2:0|decid=No|biome=Any Temperate|biome2=Taiga|dry=y|dense=0.700&lt;br /&gt;
  |drink=Bayberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  |grow4={{tile|%|5:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Larch|symbol=↑|color=2:0|decid=Yes|biome=Taiga|biome2=Temperate Coniferous Forest|dry=y|dense=0.590&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}}{{tile|*|6:1}}{{tile|*|4:1}}{{tile|*|4:0}} needle&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|2:0}} pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pine|symbol=↑|color=2:0|decid=No|biome=Taiga|biome2=Temperate Coniferous Forest|biome3=Tropical Coniferous Forest|dry=y|dense=0.510&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|*|2:0}} branches&lt;br /&gt;
  |tile3={{tile|*|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}} needle&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|4:0}} pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single fruit.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These trees do not produce wood when cut.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These trees only edible raw product is seed, which dwarves will not currently eat raw despite the tag.&lt;br /&gt;
&lt;br /&gt;
== Underground trees ==&lt;br /&gt;
&lt;br /&gt;
These are the trees that can grow in subterranean caverns. None of them produce growths.&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
{{multi-tile tree table row|name=Fungiwood|symbol=♣|color=6:1|decid=No|biome=Subterranean Water/Layers 1-2|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|6:1}}{{tile|⌂|6:1}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:1}} branches&lt;br /&gt;
  |tile3={{tile|;|6:1}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tower-cap|symbol=♠|color=7:1|decid=No|biome=Subterranean Water/Layers 1-2|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|7:1}}{{tile|║|7:1}}{{tile|▲|7:1}}{{tile|∙|7:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Black-cap|symbol=♠|color=0:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.650&lt;br /&gt;
  |tile1={{tile|O|0:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|0:1}}{{tile|║|0:1}}{{tile|▲|0:1}}{{tile|∙|0:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Goblin-cap|symbol=♠|color=4:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|4:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|4:1}}{{tile|║|4:1}}{{tile|▲|4:1}}{{tile|∙|4:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Spore tree|symbol=♣|color=3:0|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|3:0}}{{tile|═|3:0}}{{tile|⌂|3:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|3:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|3:0}} branches&lt;br /&gt;
  |tile4={{tile|;|3:0}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tunnel tube|symbol=│|color=5:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.500&lt;br /&gt;
  |tile1={{tile|O|5:1}}{{tile|═|5:1}}{{tile|⌂|5:1}} trunk&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Blood thorn|symbol=╡|color=4:0|decid=No|biome=Subterranean Water|biome2=Subterranean Chasm/Layer 3|dry=b|dense=1.250&lt;br /&gt;
  |tile1={{tile|O|4:0}}{{tile|═|4:0}}{{tile|⌂|4:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|4:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|4:0}} branches&lt;br /&gt;
  |tile4={{tile|;|4:0}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Nether-cap|symbol=♠|color=1:0|decid=No|biome=Subterranean Water/Layer 3|dry=b|dense=0.550&lt;br /&gt;
  |tile1={{tile|O|1:0}} trunk&lt;br /&gt;
  |tile2={{tile|O|1:0}}{{tile|║|1:0}}{{tile|▲|1:0}}{{tile|∙|1:0}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Trees grow through bridges. {{bug|7872}}&lt;br /&gt;
* Cutting down trees will leave a hole in the floor if the layer below has been mined (which has the potential for lots of fun, especially considering invaders). {{bug|8469}} &lt;br /&gt;
* Trees not yielding wood will not be generated. {{bug|10581}}&lt;br /&gt;
* Some underground trees will only give one log.  {{bug|7313}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*It is possible for animals to be stuck up in trees at the moment of embarking. This will cause them to starve to death after a while as they have no means of getting down. So the player should check higher z-levels above the wagon once the playing area is generated, and immediately cutting down any trees animals are stuck in.&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;br /&gt;
[[ru:Tree]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=289305</id>
		<title>Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tree&amp;diff=289305"/>
		<updated>2023-02-02T04:19:47Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Growths */ Removed reference to prev. version &amp;quot;look&amp;quot; keybind.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = dák&lt;br /&gt;
| elvish  = thelire&lt;br /&gt;
| goblin  = tonspe&lt;br /&gt;
| human   = akan&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Trees''' are a multi-[[tile]] feature that can be found aboveground on all but the most arid or mountainous of maps, and below ground in the [[cavern]]s. The types of trees that grow in a given location depend on that location's [[biome]], as different species prefer different conditions. For example, tropical areas often have palm trees, while colder areas feature pines. Underground trees such as [[nether-cap]]s are an exception, as they will grow anywhere underground. The species of a tree in turn determines its properties, including its structure, the color and density of its wood and what kind of growths it produces. Note also that &amp;quot;trees&amp;quot; in ''Dwarf Fortress'' also covers things that are not actually trees, such as palms, cacti, large herbaceous plants (e.g. [[banana]]s), and large mushrooms (underground trees).&lt;br /&gt;
&lt;br /&gt;
Trees are used as a source of [[wood]], an essential resource in the game, irreplaceable (or hard to replace) for some applications. Thus, the amount of local trees greatly affects fortress development, as without a ready source of wood, the player will be forced to rely on [[trade]] to get it. Tree growth density on the [[embark]] site is determined by its [[biome]], so it is displayed with the rest of the biome properties (temperature, etc.) on the &amp;quot;Choose Fortress Location&amp;quot; screen at embark.&lt;br /&gt;
&lt;br /&gt;
[[File:trees_many.jpg|thumb|320px|right|Beautiful, until turned into [[table]]s. Then they are even more beautiful. OTOH, the forgoing being a [[dwarf|dwarven]] [[elf|opinion]]... ]]&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
[[File:Tree animated.gif|thumb|Animation of all z-levels of an [[Apricot]] tree]]&lt;br /&gt;
Trees consist of several types of tiles - '''roots''', '''trunk''' sections, '''thick branches''', '''branches''', and '''twigs''', that may be covered in a number of &amp;quot;growths&amp;quot; (leaves, needles, flowers, fruit, cones, etc.), depending on species and season. A single tree is a structure that can span multiple tiles of each type in both horizontal and vertical directions. For example, a typical deciduous tree will have a single tile-wide trunk at ground level supporting a multiple-level crown of intertwined trunk sections, branches and twigs covered with leaves. Not all species follow the same scheme, though - palms have a high, naked trunk that doesn't branch and just a tuft of leaves on top of it, and some species can have trunks that are thicker than a single tile at ground level. Trees also have an underground system of roots, but there is only one kind of root tile and the extent of the root system doesn't seem to vary with species.&lt;br /&gt;
&lt;br /&gt;
Graphically, vertical 1×1 trunk sections resemble wooden columns {{tile|O|6:0}}. The thicker trunks (2×2 and 3×3) are represented by rounded double-line structures. Above the first ground level the trunk may branch out, producing horizontal trunk sections that resemble wooden [[wall]]s {{tile|║|6:0}}. These can peter out into thick branches {{tile|│|6:0}} or end directly with branches {{tile|¼|2:0}}. The branches can extend further out, ending with twigs {{tile|;|2:0}}. A vertical trunk end, if not covered with a branch, is represented by a pointed cap {{tile|⌂|6:0}}.&lt;br /&gt;
&lt;br /&gt;
Root tiles ({{tile|¼|6:0}}) overlap a number of underground tiles below each tree. They can be designated for digging, but because they usually use the same brown color as the mining designation rectangle, the designation is not evident (the only exceptions are trees with white roots). Some trees can have multiple tiles of roots, others just the one{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Dug-away roots of a tree can spawn twigs and fruits of the tree around them if there is space and grass/cave moss there. You can in principle access fruit trees from below the tree, without putting a dwarf in danger or walling off the tree.&lt;br /&gt;
&lt;br /&gt;
There are exceptions to the description above. [[Saguaro]]s don't have any leafy branches or twigs, just a trunk and thick branches. Mushroom cap trees that grow in the caverns underground don't have branches - instead they have a '''cap''' consisting of ramps that can be walked upon.&lt;br /&gt;
&lt;br /&gt;
Trees can be [[climb]]ed in both fortress and [[adventurer mode]]. In densely wooded areas, the overlapping tree crowns can form a continuous canopy that can be traversed by walking, climbing and/or jumping. Both thick and regular branches provide a floor-like support for walking. Twigs are too frail to support the weight of a dwarf, but they can be climbed through and jumped over. All kinds of trunk tiles are treated as solid barriers, except trunk tips - they can be climbed through and jumped over like twigs.&lt;br /&gt;
&lt;br /&gt;
On ground level, tree trunks are obstacles that prevent [[channel]]ing or the creation of [[wall]]s and other [[construction]]s on their tiles. This is problematic for caravan [[wagon]]s, which require a path at least three tiles wide in order to access your fortress; on heavily forested maps it may be necessary to check [[trade depot|depot]] access ({{k|D}}) every once in a while as trees continue to grow to make sure wagons can get through, and chop down ({{k|d}}-{{k|t}}) the impeding forest if they can't. Later on this can actually become a blessing, as if there is only one or a few pathways to the fortress it makes it easier to route incoming caravans down certain well-defended pathways, instead of allowing them to choose their own way across the map, where they may fall foul of ambushers or worse. It also makes building above-ground constructions more challenging, as any trees in the way must be chopped down first.&lt;br /&gt;
&lt;br /&gt;
A tree's branches and leaves will result in the tiles below them being considered &amp;quot;inside&amp;quot;, leading to the formation of [[miasma]] if corpse and body parts decay while under them. It is therefore advisable to ensure no trees grow in the immediate vicinity of your corpse stockpiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Heights of a tree&amp;quot; widths=&amp;quot;90px&amp;quot; heights=&amp;quot;90px&amp;quot; perrow=&amp;quot;5&amp;quot;&amp;gt;&lt;br /&gt;
File:Tree-1.png|1 level below ground: roots in a [[Red sand]] wall on the side of a hill&lt;br /&gt;
File:Tree0.png|Ground level: trunk&lt;br /&gt;
File:Tree+1.png|1 level above ground, trunk, branches and twigs&lt;br /&gt;
File:Tree+2.png|2 levels above ground&lt;br /&gt;
File:Tree+3.png|3 levels above ground, includes some Open Space&lt;br /&gt;
File:Tree+4.png|4 levels above ground&lt;br /&gt;
File:Tree+5.png|5 levels above ground&lt;br /&gt;
File:Tree+6.png|6 levels above ground&lt;br /&gt;
File:Tree+7.png|7 levels above ground, only Open Space&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Growths ===&lt;br /&gt;
Growths are the things that grow ''on'' a tree, i.e: they are not an essential part of the tree's structure and can be shed or picked without destroying the tree. This includes leaves, needles, flowers, fruit, seed pods, catkins, cones, etc. Each tree species has at least one type of growth, the most common one, unsurprisingly, being leaves.&lt;br /&gt;
&lt;br /&gt;
The leaves of deciduous trees change color in the autumn, fall before the winter and grow back in the spring. Fallen leaves will color the tiles beneath their trees, turning the forest floor into a colorful patchwork.&lt;br /&gt;
&lt;br /&gt;
Trees of fruit-producing species usually grow flowers in spring and fruit later in the year. Flowers will fall in a cloud during the transition from flowers to fruit; the cloud is shown falling, and examining the ground after that will show &amp;quot;&amp;lt;tree&amp;gt; flowers&amp;quot; in addition to other tile contents. Both flowers and fruit appear and fall at set times through the year, so it is possible that a young tree that has never flowered will give fruit.&lt;br /&gt;
&lt;br /&gt;
Fruit can be picked from trees in Adventure mode. Fortress mode harvesting is done with a [[stepladder]] (as long as the fruit-bearing tree is within a plant gathering zone) or by collecting fallen fruits. Fruit can be brewed at a [[still]]. Cutting down a tree with fruit causes the fruit to vanish{{verify}}.&lt;br /&gt;
&lt;br /&gt;
If a tree is set on fire in fortress mode and is described as 'dead' when examined, it will eventually rejuvenate itself and come back to life after a few years, starting from the trunk and leading out into the branches if left alone.&lt;br /&gt;
&lt;br /&gt;
== Chopping down trees ==&lt;br /&gt;
{{main|Woodcutting}}&lt;br /&gt;
&lt;br /&gt;
Trees can be cut down by dwarves to produce [[wood]]. It is enough to [[designations menu|designate]] only one trunk tile for cutting to chop down the whole tree it belongs to. Any trunk tile will do, even those that are above ground, or even a single tile of a multi-tile trunk. As a result, it is impossible to &amp;quot;prune&amp;quot; trees by chopping down only parts of them.&lt;br /&gt;
&lt;br /&gt;
Once a woodcutter is done with the first tile, the tree instantly converts to a number of free-floating logs that fall to the ground in a direction away from the cutter. Cutting a tree from a trunk section above ground level may result in the woodcutter losing their footing and crashing to the ground (similar to having a tile deconstructed under their feet).&lt;br /&gt;
&lt;br /&gt;
If you dug the tile below the trunk before cutting the tree, it will leave a hole to the surface, potentially allowing dangerous creatures to path into your underground fort. Avoid digging directly below one z-level in wooded areas before clearing out the trees, and make sure to check for open floor spaces {{Tile|·|0:1}} on the surface afterwards. If holes are present, construct [[floor]] tiles over the holes, which will prevent creatures from moving below. Constructing a wall below the open floor will work as well. Unexplained underground logs can alert you to the presence of these &amp;quot;guest entrances&amp;quot;. Moving a building preview all around the surface (kennels are good for their size) and inspecting any non-ramp or tree invalid tiles can sweep large areas.&lt;br /&gt;
&lt;br /&gt;
If you had [[smoothing|smoothed]] the wall below the trunk and then cut down the tree, it will leave an open floor above the smoothed wall, unlike constructed walls (see this [[tile#Walls|diagram]] for a visual illustration). If there is an open space adjacent to the smoothed wall, creatures can diagonally move below the adjacent space (by swimming, flying, or climbing) from the open floor above. Such occurrences should be uncommon, as it requires the tile below the tree to be made of stone (so it can be smoothed), and occur mainly in [[mountain]] biomes and areas affected by erosion.&lt;br /&gt;
&lt;br /&gt;
=== Objects and tiles in trees ===&lt;br /&gt;
&lt;br /&gt;
Some trees have been found to have objects or tiles contained within the branches.  Cutting down these trees can be hazardous to your dwarves.  You can check all the z-levels of every tree you wish to cut, or you can just take the risk and experience occasional fun!&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
=== Wood ===&lt;br /&gt;
{{main|Wood}}&lt;br /&gt;
&lt;br /&gt;
One of the variations between the different tree species is in the weight and color of their wood. Weight is often a minor concern but when using wood to create objects that will be moved, such as bins or buckets, choosing lighter wood is an advantage as it will be hauled faster. Heavier wood will make wooden weapons and siege engine projectiles more effective, while lighter wooden shields reduce penalties to speed while blocking just as well as heavier shields.&lt;br /&gt;
&lt;br /&gt;
Nonetheless, all types of wood have the same (low) value (beyond the [[preference]]s of individual dwarves), although the [[color]] of the wood may matter for aesthetic purposes.&lt;br /&gt;
&lt;br /&gt;
=== Fruit ===&lt;br /&gt;
Various kinds of tree produce fruit.  In [[dwarf fortress mode]], they can be gathered with a [[stepladder]] in a designated [[zone#Gather/pick Fruit|plant gathering zone]], and [[Elf|elves]] will also bring fruit to [[trading|trade]].  Fruit can be eaten, producing [[seed]]s.&lt;br /&gt;
list of 37 fruit trees: APPLE,APRICOT,AVOCADO,BANANA,BAYBERRY,BITTER_ORANGE,CARAMBOLA,CASHEW,CHERRY,CITRON,COFFEE,CUSTARD-APPLE,DATE_PALM,DESERT_LIME,DURIAN,FINGER_LIME,GUAVA,KAPOK,KUMQUAT,LIME,LYCHEE,MAHOGANY,MANGO,MANGROVE,OLIVE,ORANGE,PAPAYA,PARADISE_NUT,PEACH,PEAR,PERSIMMON,PLUM,POMEGRANATE,POMELO,RAMBUTAN,ROUND_LIME,SAND_PEAR (from graphics_individual_trees.txt)&lt;br /&gt;
&lt;br /&gt;
== Growing trees ==&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on non-occupied tiles of a suitable biome; thus chopping down a forest may create a clearing, but within a couple of years a new forest will have grown. Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Saplings will block the construction of farm plots unless there is also a dusting or pile of mud beneath them.&lt;br /&gt;
&lt;br /&gt;
Saplings can be killed by heavy [[traffic|foot traffic]] and removed by building a road on them, but not by flooding &amp;amp;mdash; they can survive submergence for extended periods of time and will still grow to maturity once the water level drops to 4/7{{verify}} or lower. Dead saplings will remain for some seasons, and then disappear, more quickly if heavy traffic tramples them away. Many underground trees are called &amp;quot;young &amp;amp;lt;tree&amp;amp;gt;&amp;quot; instead of sapling, but the concept is the same. Paved [[road]]s and (even unbuilt) [[farm plot]]s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Trees cannot grow on stairs or ramps, making it possible to keep trees out of your plumbing by using {{K|u}}p stairs instead of {{K|d}}igging (this does not reveal the tile above). Above-ground trees will only grow in areas where there is sufficient soil one z-level beneath them (currently observed to be at least one unmined tile within a two-tile radius); underground trees not only ignore this restriction for dry subterranean soil but will also grow on muddy subterranean stone.&lt;br /&gt;
&lt;br /&gt;
Trees ''cannot'' be specifically &amp;quot;planted&amp;quot; ([http://www.bay12games.com/dwarves/dev.html as of yet]); even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. (Sadly, the [[elf|elves]] do not seem to comprehend this.) It is possible to [[tree farming|farm]] trees by walling off or engineering a patch of soil and locking it away so your dwarves don't trample all over it, but it will take a long time for the farm to yield results. After you expose the caverns, subterranean flora (including trees) will begin to grow on any exposed, previously-bare soil within your fortress; this can be annoying when a copse of [[blood thorn]]s suddenly appears in your [[sand#Glass|sand collection]] area, but allows you to easily mine out large subterranean [[Tree farming|tree farms]] full of colorful subterranean trees.&lt;br /&gt;
&lt;br /&gt;
If a sapling grows into a tree, it can block off narrow areas, such as one-tile-long hallways in a muddy cavern layer.  This can cause dwarves to take longer alternate routes to perform their jobs, or entrap them entirely.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
One can grow additional tree branches by digging away parts of tree roots and replacing them with grass or cave moss. Afterwards, when tree grows, it may spread (fruit-bearing) branches there.&lt;br /&gt;
&lt;br /&gt;
== Growth rate &amp;amp; wood yield == &lt;br /&gt;
&lt;br /&gt;
From the time a sapling appears, it takes about three years for a tree to grow. Trees make a growth check once every year, and then grow randomly - it's possible for a tree to reach eight z-levels of height in a decade, not have gone past five in three or avoid growing branches at all initially.&lt;br /&gt;
&lt;br /&gt;
Most tree raws currently specify exactly the same canopies. They'll yield more wood overall with sparser cutting, though the breakeven point is unknown presently. Each &amp;quot;tree trunk&amp;quot; tile will yield exactly one log, while light branches, twigs and (brown) heavy branches will give nothing. The size of aboveground trees at embark depends heavily on unknown factors beyond age and species; possibly temperature, latitude or biome?{{Verify}}&lt;br /&gt;
&lt;br /&gt;
For wood, branching trees with nonbranching trunks (Papayas, Ginkgos, Saguaros, Pines, Cedars, Fungiwoods, Alders, and Birches) should be cut down preferentially, as their branches will obscure saplings and their trunks grow slower. They will not yield any more wood past reaching their maximum trunk height (4-9 depending on species). Vice-versa, Glumprong trees are near-ideal for forestry, as they're all trunk, though their max height is limited to 8.&lt;br /&gt;
&lt;br /&gt;
Palm trees don't obscure other ones with canopies, so should be cut when wood is needed or when they reach their maximum height of 9.&lt;br /&gt;
&lt;br /&gt;
Mushroom caps of subterranean 'trees' don't contribute to their wood yield, and thus will never yield additional wood past their sprouting.&lt;br /&gt;
&lt;br /&gt;
== Aboveground trees ==&lt;br /&gt;
&lt;br /&gt;
Most of them bear fruits and nuts, which can be [[Activity zone#Gather/Pick Fruit|harvested]] for food and drinks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- default template (see Template:Multi-tile_tree_table_row for more details)&lt;br /&gt;
{{multi-tile tree table row|name=|symbol=|color=|decid=|biome=(|biome2=|biome3=...)|dry=|align=|dense=&lt;br /&gt;
  |tile1=&lt;br /&gt;
  |drink=|drinkv=|eat=|cook=&lt;br /&gt;
  |grow1=&lt;br /&gt;
  }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
{{multi-tile tree table row|name=Abaca|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} flower&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Acacia|symbol=♠|color=2:0|decid=No|biome=Tropical Dry Broadleaf Forest|biome2=Tropical Grassland|biome3=Tropical Savanna|biome4=Tropical Shrubland|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} seed pod&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Avocado|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.540&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Banana|super=3|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |drink=Banana beer|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:0}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Bitter orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cacao tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.430&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Candlenut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.140&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Carambola|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.550&lt;br /&gt;
  |drink=Carambola wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|3:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cashew|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.450&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Citron|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.700&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Coconut palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.680&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|*|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:0}} spathe&lt;br /&gt;
  |grow3={{tile|•|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Coffee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Custard-apple|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.360&lt;br /&gt;
  |drink=Custard-apple cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Date palm|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=b|dense=0.820&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:0}} roots&lt;br /&gt;
  |drink=Date wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|*|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|5:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Desert lime|symbol=♠|color=2:0|decid=No|biome=Tropical Grassland|biome2=Tropical Savanna|biome3=Tropical Shrubland|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Durian|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.520&lt;br /&gt;
  |drink=Durian wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:0}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Finger lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Guava|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.610&lt;br /&gt;
  |drink=Guava wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Kapok|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.260&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|•|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Kumquat|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Lychee|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.880&lt;br /&gt;
  |drink=Lychee wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|5:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Macadamia|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.705&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mahogany|symbol=♠|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|6:1}} flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mango tree|symbol=Γ|color=2:0|decid=No|biome=Any Tropical Forest|dry=y|dense=0.520&lt;br /&gt;
  |drink=Mango wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} flower&lt;br /&gt;
  |grow3={{tile|•|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Olive|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.990&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|0:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Orange|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Papaya|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.130&lt;br /&gt;
  |drink=Papaya wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Paradise nut|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.820&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|6:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pomelo|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Rambutan|symbol=Γ|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.620&lt;br /&gt;
  |drink=Rambutan wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Round lime|symbol=♠|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.590&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Rubber tree|symbol=Γ|color=2:0|decid=No|biome=Tropical Moist Broadleaf Forest|dry=y|dense=0.490&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tea|symbol=♣|color=2:0|decid=No|biome=Any Tropical|dry=y|dense=0.560&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pomegranate|symbol=Γ|color=2:0|decid=Yes|biome=Any Tropical|dry=y|dense=0.770&lt;br /&gt;
  |drink=Pomegranate wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|4:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Mangrove|symbol=♣|color=2:0|decid=No|biome=Mangrove Swamp|dry=n|dense=0.830&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|•|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cedar|symbol=↨|color=2:0|decid=No|biome=Temperate Coniferous Forest|biome2=Tropical Coniferous Forest|dry=y|dense=0.570&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}} scale-leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|5:0}} pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Feather tree|symbol=♣|color=7:1|decid=No|biome=Not Freezing|dry=y|align=Good|dense=0.100&lt;br /&gt;
  |tile1={{tile|O|7:1}}{{tile|═|7:1}}{{tile|⌂|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|─|7:1}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|7:1}} branches&lt;br /&gt;
  |tile4={{tile|;|7:1}} twigs&lt;br /&gt;
  |tile5={{tile|¼|7:1}} roots&lt;br /&gt;
  |eat=n|cook=y&lt;br /&gt;
  |grow1={{tile|♠|7:1}} down&lt;br /&gt;
  |grow2={{tile|%|7:1}} egg&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Glumprong|symbol=┤|color=5:0|decid=No|biome=Not Freezing|dry=y|align=Evil|dense=1.200&lt;br /&gt;
  |tile1={{tile|O|5:0}}{{tile|═|5:0}}{{tile|⌂|5:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|5:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Highwood|symbol=¶|color=2:0|decid=No|biome=Not Freezing|dry=y|align=Savage|dense=0.500&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|3:1}} flower&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Saguaro|symbol=╞|color=2:0|decid=No|biome=Any Desert|dry=y|dense=0.430&lt;br /&gt;
  |tile1={{tile|O|2:0}}{{tile|⌂|2:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|2:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|2:0}} roots&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow2={{tile|•|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Willow|symbol=⌠|color=2:0|decid=No|biome=Any Temperate|biome2=Any Tropical Forest|biome3=Tropical Grassland|biome4=Tropical Savanna|biome5=Tropical Shrubland|biome6=Tropical Freshwater Swamp|biome7=Tropical Saltwater Swamp|biome8=Tropical Freshwater Marsh|biome9=Tropical Saltwater Marsh|dry=n|dense=0.390&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|7:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|7:1}} seed catkin&lt;br /&gt;
  |grow4={{tile|*|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Alder|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.410&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|4:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  |grow4={{tile|*|6:0}} cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Almond|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |eat=Seed|super=4||cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Apple|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745&lt;br /&gt;
  |drink=Apple cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Apricot|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.745&lt;br /&gt;
  |drink=Apricot wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Ash (tree)|alt=Ash|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.600&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Birch|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.650&lt;br /&gt;
  |tile1={{tile|O|7:1}}{{tile|⌂|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|¼|2:0}} branches&lt;br /&gt;
  |tile3={{tile|;|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|7:1}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Cherry|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.425&lt;br /&gt;
  |drink=Cherry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Chestnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.430&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|7:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|7:1}} seed catkin&lt;br /&gt;
  |grow4={{tile|*|2:0}} burr&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Ginkgo|symbol=↑|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.450&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|7:1}} seed&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Hazel|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.500&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Maple|symbol=♣|color=2:0|decid=Yes|biome=Temperate Broadleaf Forest|biome2=Temperate Grassland|biome3=Temperate Savanna|biome4=Temperate Shrubland|dry=y|dense=0.540&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Oak|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate Broadleaf|dry=y|dense=0.700&lt;br /&gt;
  |eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|2:0}} flower&lt;br /&gt;
  |grow3={{tile|•|6:0}} acorn&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Peach|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |drink=Peach cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|5:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.600&lt;br /&gt;
  |drink=Perry|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|2:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pecan|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.735&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|2:1}} pollen catkin&lt;br /&gt;
  |grow3={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Persimmon|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.835&lt;br /&gt;
  |drink=Persimmon wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|4:1}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Plum|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.795&lt;br /&gt;
  |drink=Plum wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|5:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Sand pear|symbol=♣|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.690&lt;br /&gt;
  |drink=Sand pear cider|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|♣|7:1}} flower&lt;br /&gt;
  |grow3={{tile|%|6:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Walnut|symbol=♠|color=2:0|decid=Yes|biome=Any Temperate|dry=y|dense=0.562&lt;br /&gt;
  |eat=Seed|super=4|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}}{{tile|♠|6:1}}{{tile|♠|4:1}}{{tile|♠|4:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|♣|2:1}} flower&lt;br /&gt;
  |grow4={{tile|%|6:0}} nut&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Bayberry|symbol=♠|color=2:0|decid=No|biome=Any Temperate|biome2=Taiga|dry=y|dense=0.700&lt;br /&gt;
  |drink=Bayberry wine|drinkv=10|eat=y|cook=y&lt;br /&gt;
  |grow1={{tile|♠|2:0}} leaf&lt;br /&gt;
  |grow2={{tile|*|6:0}} pollen catkin&lt;br /&gt;
  |grow3={{tile|*|6:0}} seed catkin&lt;br /&gt;
  |grow4={{tile|%|5:0}} fruit&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Larch|symbol=↑|color=2:0|decid=Yes|biome=Taiga|biome2=Temperate Coniferous Forest|dry=y|dense=0.590&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}}{{tile|*|6:1}}{{tile|*|4:1}}{{tile|*|4:0}} needle&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|2:0}} pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Pine|symbol=↑|color=2:0|decid=No|biome=Taiga|biome2=Temperate Coniferous Forest|biome3=Tropical Coniferous Forest|dry=y|dense=0.510&lt;br /&gt;
  |tile1={{tile|O|6:0}}{{tile|⌂|6:0}} trunk&lt;br /&gt;
  |tile2={{tile|*|2:0}} branches&lt;br /&gt;
  |tile3={{tile|*|2:0}} twigs&lt;br /&gt;
  |tile4={{tile|¼|6:0}} roots&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  |grow1={{tile|*|2:0}} needle&lt;br /&gt;
  |grow2={{tile|*|6:0}} seed cone&lt;br /&gt;
  |grow3={{tile|*|4:0}} pollen cone&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; This is the value for a stack of 5 units, which is the number rendered from a single fruit.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Anything that can be cooked is edible afterwards.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; These trees do not produce wood when cut.&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; These trees only edible raw product is seed, which dwarves will not currently eat raw despite the tag.&lt;br /&gt;
&lt;br /&gt;
== Underground trees ==&lt;br /&gt;
&lt;br /&gt;
These are the trees that can grow in subterranean caverns. None of them produce growths.&lt;br /&gt;
&lt;br /&gt;
{{multi-tile tree table head}}&lt;br /&gt;
{{multi-tile tree table row|name=Fungiwood|symbol=♣|color=6:1|decid=No|biome=Subterranean Water/Layers 1-2|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|6:1}}{{tile|⌂|6:1}} trunk&lt;br /&gt;
  |tile2={{tile|¼|6:1}} branches&lt;br /&gt;
  |tile3={{tile|;|6:1}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tower-cap|symbol=♠|color=7:1|decid=No|biome=Subterranean Water/Layers 1-2|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|7:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|7:1}}{{tile|║|7:1}}{{tile|▲|7:1}}{{tile|∙|7:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Black-cap|symbol=♠|color=0:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.650&lt;br /&gt;
  |tile1={{tile|O|0:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|0:1}}{{tile|║|0:1}}{{tile|▲|0:1}}{{tile|∙|0:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Goblin-cap|symbol=♠|color=4:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|4:1}} trunk&lt;br /&gt;
  |tile2={{tile|O|4:1}}{{tile|║|4:1}}{{tile|▲|4:1}}{{tile|∙|4:1}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Spore tree|symbol=♣|color=3:0|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.600&lt;br /&gt;
  |tile1={{tile|O|3:0}}{{tile|═|3:0}}{{tile|⌂|3:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|3:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|3:0}} branches&lt;br /&gt;
  |tile4={{tile|;|3:0}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Tunnel tube|symbol=│|color=5:1|decid=No|biome=Subterranean Water/Layers 2-3|dry=b|dense=0.500&lt;br /&gt;
  |tile1={{tile|O|5:1}}{{tile|═|5:1}}{{tile|⌂|5:1}} trunk&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Blood thorn|symbol=╡|color=4:0|decid=No|biome=Subterranean Water|biome2=Subterranean Chasm/Layer 3|dry=b|dense=1.250&lt;br /&gt;
  |tile1={{tile|O|4:0}}{{tile|═|4:0}}{{tile|⌂|4:0}} trunk&lt;br /&gt;
  |tile2={{tile|─|4:0}} thick branches&lt;br /&gt;
  |tile3={{tile|¼|4:0}} branches&lt;br /&gt;
  |tile4={{tile|;|4:0}} twigs&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
{{multi-tile tree table row|name=Nether-cap|symbol=♠|color=1:0|decid=No|biome=Subterranean Water/Layer 3|dry=b|dense=0.550&lt;br /&gt;
  |tile1={{tile|O|1:0}} trunk&lt;br /&gt;
  |tile2={{tile|O|1:0}}{{tile|║|1:0}}{{tile|▲|1:0}}{{tile|∙|1:0}} cap&lt;br /&gt;
  |eat=n|cook=n&lt;br /&gt;
  }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Trees grow through bridges. {{bug|7872}}&lt;br /&gt;
* Cutting down trees will leave a hole in the floor if the layer below has been mined (which has the potential for lots of fun, especially considering invaders). {{bug|8469}} &lt;br /&gt;
* Trees not yielding wood will not be generated. {{bug|10581}}&lt;br /&gt;
* Some underground trees will only give one log.  {{bug|7313}}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*It is possible for animals to be stuck up in trees at the moment of embarking. This will cause them to starve to death after a while as they have no means of getting down. So the player should check higher z-levels above the wagon once the playing area is generated, and immediately cutting down any trees animals are stuck in.&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;br /&gt;
[[ru:Tree]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=288835</id>
		<title>Graphics token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=288835"/>
		<updated>2023-01-31T08:07:11Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Item Graphics */ Note about lack of LARGE_IMAGE support&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam &amp;amp; Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered). All graphics files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; type that tells the game that the file contains graphics definitions. A more detailed explanation on how to use these can be found in [[Graphics#Creature_Graphics|creature graphics]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. &lt;br /&gt;
&lt;br /&gt;
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for {{token|MALE|c}} and {{token|FEMALE|c}} castes.&lt;br /&gt;
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].&lt;br /&gt;
&lt;br /&gt;
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]]. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Graphics for a 3x2 rectangle that is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Conditions ===&lt;br /&gt;
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all conditions that can be used for creature graphics that accept a ''condition'' token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}} || Yes || Will only be displayed if the creature is a {{token|CHILD|c}} or {{token|BABY|c}} and is younger than one of those ages.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMATED}} || Yes || Displayed if the creature is raised from the dead, although it is not known how this is decided. Raised status is not related to having a syndrome with the class from {{token|CONDITION_SYN_CLASS|g}} or from having {{token|NOT_LIVING|c}}/{{token|OPPOSED_TO_LIFE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Layered Conditions ===&lt;br /&gt;
Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Begins defining a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|END_LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| marks the end of a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_ITEM_WORN}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_DYE}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_DYED}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_X_MATERIAL&lt;br /&gt;
:with X being:&lt;br /&gt;
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* NOT_ARTIFACT&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
* METAL_ITEM_MATERIAL&lt;br /&gt;
* GLASS_MATERIAL&lt;br /&gt;
* FIRE_BUILD_SAFE&lt;br /&gt;
* MAGMA_BUILD_SAFE&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; where copper can be replaced with any weapons-grade metal. Initial testing has shown that some [[material token]]s are not functional. {{token|CONDITION_MATERIAL_FLAG}} is a better option for any material condition other than metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||&lt;br /&gt;
* [[Unit type token|profession token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| Checks the profession of the creature to act as a condition. Multiple profession tokens can be chained together.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||&lt;br /&gt;
* body part&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is a child or baby.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_GHOST}} || General ||&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_SYN_CLASS}} ||&lt;br /&gt;
* [[Syndrome#SYN_CLASS|SYN_CLASS]]&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MIN_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAX_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_SWAP}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER}} group must also include a {{token|TISSUE_MIN_LENGTH}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin Conditions ===&lt;br /&gt;
Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || Necessary for defining graphics that use the tokens below.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc. in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. Descriptions of the token functions is provisional.&lt;br /&gt;
&lt;br /&gt;
Item graphics currently do not support LARGE_IMAGE.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOULDER_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROUGH_GEM_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BARS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID or item ID&lt;br /&gt;
| Defines tile graphics variants to use for BAR items by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FOOD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for FOOD items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ARMOR_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GLOVES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HELM_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for HELM items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PANTS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOY_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics for TOY items.  Material ID in this case is one of STONE, WOOD, METAL, or GLASS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for installed upright spike traps. These comprise two-tile graphics: # is replaced with the number of spikes, 1-10; X is replaced with T (for top graphic tile) or B (bottom graphic tile). This follows the tile graphics definition of either MENACINGSPIKE or SPEAR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for SIEGEAMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for AMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for WEAPON items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines default graphics for TOOL items; also begins defining variant graphics for material or container conditions when followed by tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ADD_TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Adds graphics to an existing tool defined with TOOL_GRAPHICS, followed by the tool graphics material or container condition tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for wooden TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_STONE}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for stone TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for metal TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_GLASS}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for glass TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that have hives installed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that are ready to be harvested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}&lt;br /&gt;
| &lt;br /&gt;
* Shape ID&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for shaped items; currently used for dice.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics are defined in &amp;lt;code&amp;gt;[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
Tokens that accept variants have 5 of them:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:1]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:2]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:3]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:4]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:5]&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
   [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=288661</id>
		<title>Graphics token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=288661"/>
		<updated>2023-01-30T07:07:26Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Item Graphics */ Corrected ADD_TOOL_GRAPHICS description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam &amp;amp; Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered). All graphics files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; type that tells the game that the file contains graphics definitions. A more detailed explanation on how to use these can be found in [[Graphics#Creature_Graphics|creature graphics]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. &lt;br /&gt;
&lt;br /&gt;
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for {{token|MALE|c}} and {{token|FEMALE|c}} castes.&lt;br /&gt;
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].&lt;br /&gt;
&lt;br /&gt;
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]]. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Graphics for a 3x2 rectangle that is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Conditions ===&lt;br /&gt;
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all conditions that can be used for creature graphics that accept a ''condition'' token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}} || Yes || Will only be displayed if the creature is a {{token|CHILD|c}} or {{token|BABY|c}} and is younger than one of those ages.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMATED}} || Yes || Displayed if the creature is raised from the dead, although it is not known how this is decided. Raised status is not related to having a syndrome with the class from {{token|CONDITION_SYN_CLASS|g}} or from having {{token|NOT_LIVING|c}}/{{token|OPPOSED_TO_LIFE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Layered Conditions ===&lt;br /&gt;
Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Begins defining a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|END_LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| marks the end of a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_ITEM_WORN}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_DYE}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_DYED}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_X_MATERIAL&lt;br /&gt;
:with X being:&lt;br /&gt;
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* NOT_ARTIFACT&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
* METAL_ITEM_MATERIAL&lt;br /&gt;
* GLASS_MATERIAL&lt;br /&gt;
* FIRE_BUILD_SAFE&lt;br /&gt;
* MAGMA_BUILD_SAFE&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; where copper can be replaced with any weapons-grade metal. Initial testing has shown that some [[material token]]s are not functional. {{token|CONDITION_MATERIAL_FLAG}} is a better option for any material condition other than metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||&lt;br /&gt;
* [[Unit type token|profession token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| Checks the profession of the creature to act as a condition. Multiple profession tokens can be chained together.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||&lt;br /&gt;
* body part&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is a child or baby.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_GHOST}} || General ||&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_SYN_CLASS}} ||&lt;br /&gt;
* [[Syndrome#SYN_CLASS|SYN_CLASS]]&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MIN_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAX_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_SWAP}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER}} group must also include a {{token|TISSUE_MIN_LENGTH}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin Conditions ===&lt;br /&gt;
Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || Necessary for defining graphics that use the tokens below.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc. in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. Descriptions of the token functions is provisional.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOULDER_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROUGH_GEM_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BARS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID or item ID&lt;br /&gt;
| Defines tile graphics variants to use for BAR items by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FOOD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for FOOD items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ARMOR_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GLOVES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HELM_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for HELM items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PANTS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOY_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics for TOY items.  Material ID in this case is one of STONE, WOOD, METAL, or GLASS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for installed upright spike traps. These comprise two-tile graphics: # is replaced with the number of spikes, 1-10; X is replaced with T (for top graphic tile) or B (bottom graphic tile). This follows the tile graphics definition of either MENACINGSPIKE or SPEAR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for SIEGEAMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for AMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for WEAPON items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines default graphics for TOOL items; also begins defining variant graphics for material or container conditions when followed by tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ADD_TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Adds graphics to an existing tool defined with TOOL_GRAPHICS, followed by the tool graphics material or container condition tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for wooden TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_STONE}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for stone TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for metal TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_GLASS}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for glass TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that have hives installed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that are ready to be harvested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}&lt;br /&gt;
| &lt;br /&gt;
* Shape ID&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for shaped items; currently used for dice.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics are defined in &amp;lt;code&amp;gt;[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
Tokens that accept variants have 5 of them:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:1]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:2]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:3]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:4]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:5]&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
   [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=288657</id>
		<title>Graphics token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=288657"/>
		<updated>2023-01-30T06:02:02Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Item Graphics */ updated TOOL_GRAPHICS variants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam &amp;amp; Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered). All graphics files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; type that tells the game that the file contains graphics definitions. A more detailed explanation on how to use these can be found in [[Graphics#Creature_Graphics|creature graphics]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. &lt;br /&gt;
&lt;br /&gt;
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for {{token|MALE|c}} and {{token|FEMALE|c}} castes.&lt;br /&gt;
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].&lt;br /&gt;
&lt;br /&gt;
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]]. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Graphics for a 3x2 rectangle that is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Conditions ===&lt;br /&gt;
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all conditions that can be used for creature graphics that accept a ''condition'' token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}} || Yes || Will only be displayed if the creature is a {{token|CHILD|c}} or {{token|BABY|c}} and is younger than one of those ages.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMATED}} || Yes || Displayed if the creature is raised from the dead, although it is not known how this is decided. Raised status is not related to having a syndrome with the class from {{token|CONDITION_SYN_CLASS|g}} or from having {{token|NOT_LIVING|c}}/{{token|OPPOSED_TO_LIFE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Layered Conditions ===&lt;br /&gt;
Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Begins defining a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|END_LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| marks the end of a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_ITEM_WORN}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_DYE}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_DYED}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_X_MATERIAL&lt;br /&gt;
:with X being:&lt;br /&gt;
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* NOT_ARTIFACT&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
* METAL_ITEM_MATERIAL&lt;br /&gt;
* GLASS_MATERIAL&lt;br /&gt;
* FIRE_BUILD_SAFE&lt;br /&gt;
* MAGMA_BUILD_SAFE&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; where copper can be replaced with any weapons-grade metal. Initial testing has shown that some [[material token]]s are not functional. {{token|CONDITION_MATERIAL_FLAG}} is a better option for any material condition other than metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||&lt;br /&gt;
* [[Unit type token|profession token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| Checks the profession of the creature to act as a condition. Multiple profession tokens can be chained together.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||&lt;br /&gt;
* body part&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is a child or baby.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_GHOST}} || General ||&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_SYN_CLASS}} ||&lt;br /&gt;
* [[Syndrome#SYN_CLASS|SYN_CLASS]]&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MIN_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAX_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_SWAP}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER}} group must also include a {{token|TISSUE_MIN_LENGTH}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin Conditions ===&lt;br /&gt;
Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || Necessary for defining graphics that use the tokens below.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc. in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. Descriptions of the token functions is provisional.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOULDER_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROUGH_GEM_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BARS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID or item ID&lt;br /&gt;
| Defines tile graphics variants to use for BAR items by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FOOD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for FOOD items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ARMOR_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GLOVES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HELM_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for HELM items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PANTS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOY_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics for TOY items.  Material ID in this case is one of STONE, WOOD, METAL, or GLASS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for installed upright spike traps. These comprise two-tile graphics: # is replaced with the number of spikes, 1-10; X is replaced with T (for top graphic tile) or B (bottom graphic tile). This follows the tile graphics definition of either MENACINGSPIKE or SPEAR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for SIEGEAMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for AMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for WEAPON items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines default graphics for TOOL items; also begins defining variant graphics when followed by the tool graphics material tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ADD_TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Alternate method to using TOOL_GRAPHICS; does not set a default graphic, uses the tool graphics material tokens below to define graphics for each material. Player-added tools that use the built-in reactions (ie. included as a TOOL in the entity definition) can use this method to define the graphics for HARD_MAT tools.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for wooden TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_STONE}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for stone TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for metal TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_GLASS}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for glass TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that have hives installed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that are ready to be harvested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}&lt;br /&gt;
| &lt;br /&gt;
* Shape ID&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for shaped items; currently used for dice.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics are defined in &amp;lt;code&amp;gt;[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
Tokens that accept variants have 5 of them:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:1]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:2]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:3]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:4]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:5]&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
   [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=288656</id>
		<title>Graphics token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=288656"/>
		<updated>2023-01-30T05:55:45Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Item Graphics */ Confirmed use of variants in TOOL_GRAPHICS_&amp;lt;material&amp;gt;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam &amp;amp; Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered). All graphics files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; type that tells the game that the file contains graphics definitions. A more detailed explanation on how to use these can be found in [[Graphics#Creature_Graphics|creature graphics]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. &lt;br /&gt;
&lt;br /&gt;
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for {{token|MALE|c}} and {{token|FEMALE|c}} castes.&lt;br /&gt;
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].&lt;br /&gt;
&lt;br /&gt;
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]]. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Graphics for a 3x2 rectangle that is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
=== Basic Conditions ===&lt;br /&gt;
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all conditions that can be used for creature graphics that accept a ''condition'' token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}} || Yes || Will only be displayed if the creature is a {{token|CHILD|c}} or {{token|BABY|c}} and is younger than one of those ages.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMATED}} || Yes || Displayed if the creature is raised from the dead, although it is not known how this is decided. Raised status is not related to having a syndrome with the class from {{token|CONDITION_SYN_CLASS|g}} or from having {{token|NOT_LIVING|c}}/{{token|OPPOSED_TO_LIFE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Layered Conditions ===&lt;br /&gt;
Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Begins defining a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|END_LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| marks the end of a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_ITEM_WORN}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_DYE}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_DYED}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_X_MATERIAL&lt;br /&gt;
:with X being:&lt;br /&gt;
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* NOT_ARTIFACT&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
* METAL_ITEM_MATERIAL&lt;br /&gt;
* GLASS_MATERIAL&lt;br /&gt;
* FIRE_BUILD_SAFE&lt;br /&gt;
* MAGMA_BUILD_SAFE&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; where copper can be replaced with any weapons-grade metal. Initial testing has shown that some [[material token]]s are not functional. {{token|CONDITION_MATERIAL_FLAG}} is a better option for any material condition other than metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||&lt;br /&gt;
* [[Unit type token|profession token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| Checks the profession of the creature to act as a condition. Multiple profession tokens can be chained together.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||&lt;br /&gt;
* body part&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is a child or baby.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_GHOST}} || General ||&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_SYN_CLASS}} ||&lt;br /&gt;
* [[Syndrome#SYN_CLASS|SYN_CLASS]]&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MIN_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAX_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_SWAP}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER}} group must also include a {{token|TISSUE_MIN_LENGTH}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin Conditions ===&lt;br /&gt;
Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || Necessary for defining graphics that use the tokens below.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc. in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. Descriptions of the token functions is provisional.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOULDER_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROUGH_GEM_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BARS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID or item ID&lt;br /&gt;
| Defines tile graphics variants to use for BAR items by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FOOD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for FOOD items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ARMOR_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GLOVES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HELM_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for HELM items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PANTS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOY_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics for TOY items.  Material ID in this case is one of STONE, WOOD, METAL, or GLASS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for installed upright spike traps. These comprise two-tile graphics: # is replaced with the number of spikes, 1-10; X is replaced with T (for top graphic tile) or B (bottom graphic tile). This follows the tile graphics definition of either MENACINGSPIKE or SPEAR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for SIEGEAMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for AMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for WEAPON items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines default graphics for TOOL items; also begins defining variant graphics when followed by the tool graphics material tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ADD_TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Alternate method to using TOOL_GRAPHICS; does not set a default graphic, uses the tool graphics material tokens below to define graphics for each material. Player-added tools that use the built-in reactions (ie. included as a TOOL in the entity definition) can use this method to define the graphics for HARD_MAT tools.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Variant number{{verify}}&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for wooden TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Can accept up to seven variants; the resulting tool graphic is selected randomly from these.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_STONE}}&lt;br /&gt;
| &lt;br /&gt;
* Variant number{{verify}}&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for stone TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Can accept up to seven variants; the resulting tool graphic is selected randomly from these.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Variant number{{verify}}&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for metal TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Can accept up to seven variants; the resulting tool graphic is selected randomly from these.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_GLASS}}&lt;br /&gt;
| &lt;br /&gt;
* Variant number{{verify}}&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for glass TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Can accept up to seven variants; the resulting tool graphic is selected randomly from these.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that have hives installed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that are ready to be harvested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}&lt;br /&gt;
| &lt;br /&gt;
* Shape ID&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for shaped items; currently used for dice.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics are defined in &amp;lt;code&amp;gt;[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
Tokens that accept variants have 5 of them:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:1]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:2]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:3]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:4]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:5]&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
   [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=288644</id>
		<title>Graphics token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=288644"/>
		<updated>2023-01-30T04:16:02Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Item Graphics */ Added basic table of item graphics tokens. Descriptions may not be 100% accurate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam &amp;amp; Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered). All graphics files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; type that tells the game that the file contains graphics definitions. A more detailed explanation on how to use these can be found in [[Graphics#Creature_Graphics|creature graphics]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. &lt;br /&gt;
&lt;br /&gt;
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for {{token|MALE|c}} and {{token|FEMALE|c}} castes.&lt;br /&gt;
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].&lt;br /&gt;
&lt;br /&gt;
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]]. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Graphics for a 3x2 rectangle that is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Basic Conditions ===&lt;br /&gt;
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all conditions that can be used for creature graphics that accept a ''condition'' token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Accepts&amp;lt;br&amp;gt;Secondary&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || No || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}} || Yes || Will only be displayed if the creature is a {{token|CHILD|c}} or {{token|BABY|c}} and is younger than one of those ages.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMATED}} || Yes || Displayed if the creature is raised from the dead, although it is not known how this is decided. Raised status is not related to having a syndrome with the class from {{token|CONDITION_SYN_CLASS|g}} or from having {{token|NOT_LIVING|c}}/{{token|OPPOSED_TO_LIFE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Yes || Displayed as soon as the creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_HUNTER}} || Yes || Shown for hunting-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINED_WAR}} || Yes || Shown for war-trained versions of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIST_ICON}} || Unknown || Displayed in menus. Useful for large images that would extend beyond the menu boxes otherwise/&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON}} || Unknown || Decayed remains of the creature.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKELETON_WITH_SKULL}} || Unknown || Decayed remains of the creature with a skull.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Layered Conditions ===&lt;br /&gt;
Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Begins defining a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|END_LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| marks the end of a layer group. Current effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_ITEM_WORN}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_GLOVES:ITEM:GLOVES:MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_DYE}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_DYED}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_X_MATERIAL&lt;br /&gt;
:with X being:&lt;br /&gt;
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* NOT_ARTIFACT&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
* METAL_ITEM_MATERIAL&lt;br /&gt;
* GLASS_MATERIAL&lt;br /&gt;
* FIRE_BUILD_SAFE&lt;br /&gt;
* MAGMA_BUILD_SAFE&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; where copper can be replaced with any weapons-grade metal. Initial testing has shown that some [[material token]]s are not functional. {{token|CONDITION_MATERIAL_FLAG}} is a better option for any material condition other than metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||&lt;br /&gt;
* [[Unit type token|profession token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| Checks the profession of the creature to act as a condition. Multiple profession tokens can be chained together.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||&lt;br /&gt;
* body part&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer within the same group of body parts. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four slightly different heads to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is a child or baby.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_CHILD}} || General ||&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_GHOST}} || General ||&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_SYN_CLASS}} ||&lt;br /&gt;
* [[Syndrome#SYN_CLASS|SYN_CLASS]]&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MIN_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAX_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_SWAP}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER}} group must also include a {{token|TISSUE_MIN_LENGTH}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin Conditions ===&lt;br /&gt;
Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || Necessary for defining graphics that use the tokens below.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc. in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. Descriptions of the token functions is provisional.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOULDER_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROUGH_GEM_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BARS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID or item ID&lt;br /&gt;
| Defines tile graphics variants to use for BAR items by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FOOD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for FOOD items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ARMOR_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GLOVES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HELM_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for HELM items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PANTS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOY_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics for TOY items.  Material ID in this case is one of STONE, WOOD, METAL, or GLASS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for installed upright spike traps. These comprise two-tile graphics: # is replaced with the number of spikes, 1-10; X is replaced with T (for top graphic tile) or B (bottom graphic tile). This follows the tile graphics definition of either MENACINGSPIKE or SPEAR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for SIEGEAMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for AMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for WEAPON items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines default graphics for TOOL items; also begins defining variant graphics when followed by the tool graphics material tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ADD_TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Alternate method to using TOOL_GRAPHICS; does not set a default graphic, uses the tool graphics material tokens below to define graphics for each material. Player-added tools that use the built-in reactions (ie. included as a TOOL in the entity definition) can use this method to define the graphics for HARD_MAT tools.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Variant number{{verify}}&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for wooden TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Seems to require seven variants.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_STONE}}&lt;br /&gt;
| &lt;br /&gt;
* Variant number{{verify}}&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for stone TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Seems to require seven variants.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Variant number{{verify}}&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for metal TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Seems to require seven variants.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_GLASS}}&lt;br /&gt;
| &lt;br /&gt;
* Variant number{{verify}}&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for glass TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Seems to require seven variants.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that have hives installed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that are ready to be harvested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}&lt;br /&gt;
| &lt;br /&gt;
* Shape ID&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for shaped items; currently used for dice.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics are defined in &amp;lt;code&amp;gt;[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
Tokens that accept variants have 5 of them:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:1]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:2]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:3]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:4]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:5]&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
   [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=288431</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=288431"/>
		<updated>2023-01-28T07:12:39Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* T */ edited desc of TISSUE token&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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 (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*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;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&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;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*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 {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*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;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from 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;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*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]]. Its 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 it 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) it 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;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*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;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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 {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| Caste-specific {{token|NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| Caste-specific {{token|SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game 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;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &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 {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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 {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|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. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 affected, if one is IMMOBILE no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*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:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*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;
| {{text anchor|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;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|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; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. 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;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is uneffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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 - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|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.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[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;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|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;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[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;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &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;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*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 {{token|CASTE_NAME|c}} 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;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. Can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in adventure mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be [[butcher|butchered]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. 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;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*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;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[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;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|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;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[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;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. 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;
| {{text anchor|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 {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_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 of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, 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;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&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. (eg. Turtle, Hedgehog)&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. &lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&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 {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|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;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} 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;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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 the 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;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 {{token|EVIL|c}}/{{token|GOOD|c}} tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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 {{token|SKULKING|e}} 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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|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;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&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;
| {{text anchor|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;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|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;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&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;
| {{text anchor|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;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*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;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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 [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new 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;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=288429</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=288429"/>
		<updated>2023-01-28T07:11:04Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* M */ edited desc of MATERIAL token&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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 (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*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;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&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;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*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 {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*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;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from 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;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*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]]. Its 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 it 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) it 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;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*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;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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 {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| Caste-specific {{token|NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| Caste-specific {{token|SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game 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;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &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 {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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 {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|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. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 affected, if one is IMMOBILE no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*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:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*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;
| {{text anchor|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;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|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; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. 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;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is uneffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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 - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|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.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[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;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|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;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[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;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &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;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*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 {{token|CASTE_NAME|c}} 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;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. Can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in adventure mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be [[butcher|butchered]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. 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;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*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;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[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;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|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;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[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;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. 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;
| {{text anchor|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 {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_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 of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, 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;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&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. (eg. Turtle, Hedgehog)&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. &lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&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 {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|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;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} 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;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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 the 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;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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 {{token|EVIL|c}}/{{token|GOOD|c}} tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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 {{token|SKULKING|e}} 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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|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;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| {{text anchor|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;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&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;
| {{text anchor|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;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| {{text anchor|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;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&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;
| {{text anchor|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;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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 (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*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;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|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;
| {{text anchor|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 [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|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;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new 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;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modding&amp;diff=288331</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modding&amp;diff=288331"/>
		<updated>2023-01-28T04:00:43Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* See also */ See also: modding pitfalls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{For/see|a list of Dwarf Fortress mods|[[List of mods]]}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
'''Modding''', or creating [[mod]]s, refers to modifying the behavior of the base game (vanilla). ''Dwarf Fortress'' is remarkably moddable.&lt;br /&gt;
&lt;br /&gt;
== Resource Overview==&lt;br /&gt;
[[File:modding_icon.png|120px|right]]This section serves as a portal to all modding-related pages on the wiki. &lt;br /&gt;
&lt;br /&gt;
; Using Mods:&lt;br /&gt;
* [[Mod#Installing Mods|Installing mods]]&lt;br /&gt;
* [[Mod#Enabling Mods|Enabling mods in-game]]&lt;br /&gt;
&lt;br /&gt;
; Guides and references:&lt;br /&gt;
* [[Modding guide|Modding Guide]]&lt;br /&gt;
* [[Modding pitfalls]] for troubleshooting&lt;br /&gt;
&lt;br /&gt;
* [[Mod#Mod Format|Mod Format]] and [[Game folders and files]]&lt;br /&gt;
* [[Mod#Publish on Steam Workshop|Publish on Steam Workshop]]&lt;br /&gt;
* [[Memory hacking]], [[Main:Offset Finding Methods|Offset Finding Methods]]&lt;br /&gt;
* [[Character table]]&lt;br /&gt;
&lt;br /&gt;
; Where to get help?&lt;br /&gt;
* This [http://www.bay12games.com/forum/index.php?board=13.0 forum] is the official DF subforum dedicated to discussions about modding.&lt;br /&gt;
* [https://discord.com/channels/329272032778780672/629902895138996264 Kitfox modding discord] &lt;br /&gt;
* [https://docs.dfhack.org/en/stable/docs/Introduction.html#getting-help DFhack questions] &lt;br /&gt;
&lt;br /&gt;
; Modding tools&lt;br /&gt;
There are several [[Utilities#Modding_tools|utilities]] that assist in modding efforts. There is [http://www.bay12forums.com/smf/index.php?topic=28829.0 a list of them] on the [[Bay 12 Forums]].&lt;br /&gt;
* Text Editors are used in all areas of modding. Use a good text editor to edit files and search into multiple files (like th/e free [https://notepad-plus-plus.org/ Notepad++] for example) or more advanced editors capable of highlighting and formatting the displayed text (like [[Utilities#DF_RAW_Language_server|DF RAW Language server]])&lt;br /&gt;
* Image Editor will be needed for doing custom graphics. [https://www.getpaint.net/ Paint.NET], Photoshop and GIMP are the most used, but whatever supports the .png format will work.&lt;br /&gt;
&lt;br /&gt;
=== Documentation===&lt;br /&gt;
; [[Raw file]]s&lt;br /&gt;
&lt;br /&gt;
These object files, stored in &amp;lt;code&amp;gt;/data/vanilla/*/objects/&amp;lt;/code&amp;gt;, define various specifics of game items, materials, and creatures, and can be changed using mods to alter how the game behaves. These are text based and can be edited with any text editor, however, editing the vanilla raw files is now discouraged.&lt;br /&gt;
&lt;br /&gt;
See [[Token|Token reference]] - It's always good to refer to tokens on the wiki. Even experienced modders have to look up tokens! A list of articles about tokens can be found here.&lt;br /&gt;
&lt;br /&gt;
; [[Graphics|Graphics Files]]:&lt;br /&gt;
&lt;br /&gt;
The `/data/art/` subfolder of Dwarf Fortress is used to store user-customizable graphics sets.&lt;br /&gt;
&lt;br /&gt;
; [[Reaction]]s:&lt;br /&gt;
&lt;br /&gt;
; [[Language token|Language]] and [[Speech file]]:&lt;br /&gt;
&lt;br /&gt;
; [[Audio|Sound and Music files]]:&lt;br /&gt;
&lt;br /&gt;
All sound and music files used by ''Dwarf Fortress'' are stored in the [https://en.wikipedia.org/wiki/Ogg .ogg] format within the &amp;lt;code&amp;gt;/data/sound/&amp;lt;/code&amp;gt; subfolders. You can replace the existing ogg files with different ones. That has to be performed manually and isn't actually supported by the game. You can also change some of the definitions of when certain musical cues are played, using available [[music token]]s and [[sound token]]s in the raw files. However, you can't add new music or sounds other than replacing what's already there.&lt;br /&gt;
&lt;br /&gt;
=== Best practice ===&lt;br /&gt;
The current best practice is to not modify the original raw files, since most modifications can be made via mods. Mods can add new objects, add tokens to existing objects, and cut objects entirely.&lt;br /&gt;
&lt;br /&gt;
== Guide ==&lt;br /&gt;
This is intended to be a guide to inform those new to ''Dwarf Fortress'' modding on what elements of the game can be modified, and how. After reading through this guide, a user should be capable of editing creatures, entities, materials ''et al'', and creating their own.&lt;br /&gt;
&lt;br /&gt;
Generally, breaking stuff is fine - nothing that can be changed will affect the DF executable, and new additions can be easily removed.&lt;br /&gt;
&lt;br /&gt;
This guide is based on [[40d:Modding guide|Teldin's guide]], originally created for version 0.27.176.39c. Per wiki tradition, it has been updated through all the major releases since then; hopefully it reflects current knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Token reference ===&lt;br /&gt;
It's always good to refer to tokens on the wiki. Even experienced modders have to look up tokens! A list of articles about tokens can be found [[Token|here]].&lt;br /&gt;
&lt;br /&gt;
=== Basics of DF modding ===&lt;br /&gt;
To make a mod, one must put a folder into the &amp;lt;code&amp;gt;/mods/&amp;lt;/code&amp;gt; folder. The vast majority of modifications to the game can be done via this method. This folder should contain a file named &amp;quot;info.txt&amp;quot; and two subfolders: &amp;quot;graphics&amp;quot; (where you insert [[Graphics set repository|graphics sets]]), and &amp;quot;objects&amp;quot;, which contains all the data for, generally, everything in the game that is not hardcoded.&lt;br /&gt;
&lt;br /&gt;
The info.txt is formatted like so:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[ID:my_first_mod]&lt;br /&gt;
[NUMERIC_VERSION:1]&lt;br /&gt;
[DISPLAYED_VERSION:1.0.0]&lt;br /&gt;
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:1]&lt;br /&gt;
[EARLIEST_COMPATIBLE_DISPLAYED_VERSION:1.0.0]&lt;br /&gt;
[AUTHOR:Your Name Here]&lt;br /&gt;
[NAME:My First Mod]&lt;br /&gt;
[DESCRIPTION:A cool mod I made!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A mod should have all of these. There are a [[mod info token|few more tokens]], but the above are the important ones.&lt;br /&gt;
&lt;br /&gt;
Most of the game's vanilla content is in the same format as mods. Many text files can be found in the subfolders of the &amp;lt;code&amp;gt;/data/vanilla&amp;lt;/code&amp;gt; folder - these are the [[raw file|raw files]], and using them as a basis for modification is quite easy. For now, we will take a look at one of the existing files. For example, if you open &amp;lt;code&amp;gt;/data/vanilla/vanilla_creatures/creature_standard.txt&amp;lt;/code&amp;gt;, it should look something like this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 creature_standard&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:DWARF]&lt;br /&gt;
     [DESCRIPTION:A short, sturdy creature fond of drink and industry.]&lt;br /&gt;
     [NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
     [CASTE_NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
     [CREATURE_TILE:1][COLOR:3:0:0]&lt;br /&gt;
     [CREATURE_SOLDIER_TILE:2]&lt;br /&gt;
 ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
As you can see, each file comprises a header string stating the file name, a second header stating the type of object data it contains, followed by the contents of the file itself. These are all necessary elements of the file, and without them, the file will be ignored by the game. &lt;br /&gt;
&lt;br /&gt;
'''In other words, to be recognized by the game, a raw file must have all of the following:'''&lt;br /&gt;
&lt;br /&gt;
# A filename that refers to the type of objects contained therein. '''Creature files must start with creature_, entity files must start with entity_, and so on.'''&lt;br /&gt;
# The filename on the first line of the file.&lt;br /&gt;
# [OBJECT:type], where &amp;quot;type&amp;quot; is replaced with the relevant object type.&lt;br /&gt;
&lt;br /&gt;
Below the headers, there begins a list of entries. Each entry is made up of its own header (in this case, &amp;quot;[CREATURE:DWARF]&amp;quot;), again stating the type of object, and then the object's unique identifier - if an identifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. ([[Duplicated raws|For example...]])  Below that, we have the body of the entry, which determines the entry's specific properties.&lt;br /&gt;
&lt;br /&gt;
The body of an entry is made up of a series of &amp;quot;tokens&amp;quot;, which are essentially flags that can be added or removed to affect the entry's attributes. Most of these effects are hardcoded: for example, it's possible to make a creature only eat meat with the [CARNIVOROUS] token, but it's impossible to create your own token detailing a specific diet for the creature.&lt;br /&gt;
&lt;br /&gt;
Before we continue, a few key things to remember when modding the raw files:&lt;br /&gt;
&lt;br /&gt;
* Try to avoid modifying the existing raw files when possible. You should make a mod instead!&lt;br /&gt;
* When adding files, token identifiers are all you need to include to ensure proper references are maintained.  The game searches through all loaded raw files by tokens.  For example, you can add a new pair of leather boots and not even have to add it to a file named item_shoes.txt, but rather your own file, say item_shoes_new.txt and ensure you have the token listed, ex. [ITEM_SHOES:ITEM_SHOES_BOOTS_NEW].&lt;br /&gt;
&lt;br /&gt;
* When a new world is generated, the mods included are &amp;quot;baked in&amp;quot; and cannot be modified except to be updated--for this, the game checks that the mod used by the save is of a compatible NUMERIC_VERSION.&lt;br /&gt;
* There's nothing stopping you from just copying an existing creature/entity/whatever, changing the identifier, and modifying it. This can save you a lot of time, especially when it comes to entities.&lt;br /&gt;
&lt;br /&gt;
=== Modifying the vanilla objects ===&lt;br /&gt;
&lt;br /&gt;
You should not modify the vanilla raws where they originally are if you can help it. Instead, patch them using the patching functions now provided with ''Dwarf Fortress'' since v50.01.&lt;br /&gt;
&lt;br /&gt;
There are two patching functions: SELECT and CUT. When SELECT is used, it lets you make changes to an object without needing the entire entry to be present in your mod file. When CUT is used, it forces the game to not use that object, even though it is still found in the vanilla raws. Both of these functions take the form of tokens. These functions are not universally applicable to any token found in any entry, just the following list of objects:&lt;br /&gt;
&lt;br /&gt;
CREATURE, ENTITY, INTERACTION, ITEM, WORD, TRANSLATION, SYMBOL, INORGANIC, PLANT, MUSIC, REACTION, SOUND&lt;br /&gt;
&lt;br /&gt;
The syntax required for these functions is: '''['''&amp;lt;function&amp;gt;'''_'''&amp;lt;object&amp;gt;''':'''&amp;lt;specific object being affected&amp;gt;''']'''. For instance, [CUT_PLANT:MUSHROOM_HELMET_PLUMP] cuts the plump helmet object in the vanilla file plant_standard.txt, so the game will not use that object at all. However, [SELECT_ITEM_HELM:ITEM_HELM_HELM] does not select the helm object from the vanilla file item_helm.txt, even though that's how the object appears in that file, because there is no [SELECT_ITEM_HELM] token. Instead, the helm would be selected with [SELECT_ITEM:ITEM_HELM_HELM].&lt;br /&gt;
&lt;br /&gt;
For example, if you wanted to mod beards onto dwarven women while also removing elephants from the game:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
creature_mypatch&lt;br /&gt;
&lt;br /&gt;
[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[SELECT_CREATURE:DWARF] starts editing DWARF from the end of the entry&lt;br /&gt;
    [SELECT_CASTE:FEMALE]&lt;br /&gt;
        [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]&lt;br /&gt;
&lt;br /&gt;
[CUT_CREATURE:ELEPHANT] removes the ELEPHANT creature&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Or, say, add your own reaction and building to dwarves:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
entity_mypatch&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ENTITY]&lt;br /&gt;
&lt;br /&gt;
[SELECT_ENTITY:MOUNTAIN]&lt;br /&gt;
    [PERMITTED_REACTION:MY_REACTION]&lt;br /&gt;
    [PERMITTED_BUILDING:MY_BUILDING]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
And in any of these, one can add the token [LOG_CURRENT_ENTRY] somewhere under one of the objects of the file, which logs the full contents of the object in question to logs\current_entry.txt. This can be useful to make sure that the patch is doing what you think it is. For instance if [LOG_CURRENT_ENTRY] were added on the next line after [CREATURE:DWARF] in your mod file, then the dwarf object would be the object detailed in the log entry.&lt;br /&gt;
&lt;br /&gt;
...Speaking of, let's move on to modifying and adding entities.&lt;br /&gt;
&lt;br /&gt;
=== Modding civilizations (entities) ===&lt;br /&gt;
&lt;br /&gt;
Entities - the objects that determine how civilizations work - are stored in &amp;lt;code&amp;gt;vanilla_entities/entity_default.txt&amp;lt;/code&amp;gt; (though, like all other files, you may add more). They follow the same format as any other raw file:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 entity_default&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:ENTITY]&lt;br /&gt;
 &lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQUENCY]&lt;br /&gt;
     ...[OTHER TAGS]...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Most of the time, it doesn't matter which order these tokens are in or where they're placed so long as they're below the &amp;quot;ENTITY:&amp;quot; identifier, but there are some important exceptions in the case of other files, especially creatures, which can contain a lot of &amp;quot;nested&amp;quot; tokens.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[CREATURE:]&amp;quot; links the civilization with a specific creature defined in a creature file. This is the creature that'll be making up the entity's population, and, therefore, the creature you'll be playing as in fortress or adventure mode if the entity is a playable one. For example, if you wanted to do something silly, you could switch the &amp;quot;CREATURE:DWARF&amp;quot; entry in entity_default.txt with &amp;quot;CREATURE:ELF&amp;quot; and you would be marching elves around in fortress mode, although they would still use dwarven technology, language and names and so forth. Oh, and before you get any funny ideas - it ''is'' possible to define more than one creature for a civ, but that won't work in quite the way you probably expect; it will pick only one of the defined creatures at random to use for the civ. Later on, in the creature section, you'll learn about castes, which will provide a much more viable alternative, so try to bear with us until then.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[TRANSLATION:]&amp;quot; defines the language file that the entity will be using, which will determine what their untranslated words are for things. This doesn't determine which words they use for naming things, only the way those words are spelled. The default language files are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[BIOME_SUPPORT:]&amp;quot; defines the biomes that civs will attempt to settle in. The &amp;quot;FREQUENCY&amp;quot; value determines the likelihood of them building there, but also raises an important point: most of the values you'll be setting for things are relative to each other. If one were to type:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
 [BIOME_SUPPORT:SAVANNA:2]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This would have very much the same effect as:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BIOME_SUPPORT:ANY_FOREST:5]&lt;br /&gt;
 [BIOME_SUPPORT:SAVANNA:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This holds true for a lot of values throughout the files, excluding when it simply doesn't make sense, such as in materials.&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[entity token|here]]. &lt;br /&gt;
&lt;br /&gt;
Besides those mentioned, some fundamental ones are the &amp;lt;code&amp;gt;[SITE_CONTROLLABLE]&amp;lt;/code&amp;gt; token, which lets you control the civ in fortress mode, the &amp;lt;code&amp;gt;[OUTSIDER_CONTROLLABLE]&amp;lt;/code&amp;gt; token, which allows you to play in adventure mode as an outsider, and the &amp;lt;code&amp;gt;[ALL_MAIN_POPS_CONTROLLABLE]&amp;lt;/code&amp;gt; token, which allows you to play a civ native (non-outsider) in adventure mode. Other tokens that you should pay attention to are START_BIOME and the ones regarding sites, but in general, you can just run through the aforementioned list and add or remove what you want.&lt;br /&gt;
&lt;br /&gt;
If you have more than one civ with the &amp;lt;code&amp;gt;[SITE_CONTROLLABLE]&amp;lt;/code&amp;gt; token, all the available civs from those entities will appear in the group selection section on the embark screen. It may not be immediately obvious from which species each civ may be - while this can be determined from legends mode, the topmost species in the &amp;quot;neighbors&amp;quot; display in the embark screen is always the same as the currently selected species; if your group is dwarven, dwarves will be topmost, whilst (say) elves will be topmost if your chosen group is elven. By default, the game seems to choose a civ (and therefore a species if there is more than one) at random.&lt;br /&gt;
&lt;br /&gt;
You can also attempt to discern the civ yourself by the names it uses - this is the realm of &amp;quot;symbols&amp;quot;, collections of words centered around a specific concept. The civ will use the words comprising whatever symbols are applicable to it for various things. This association might be a little confusing at first, so, let's refer to the DWARF entity:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [SELECT_SYMBOL:WAR:NAME_WAR]&lt;br /&gt;
 [SUBSELECT_SYMBOL:WAR:VIOLENT]&lt;br /&gt;
 [SELECT_SYMBOL:BATTLE:NAME_BATTLE]&lt;br /&gt;
 [SUBSELECT_SYMBOL:BATTLE:VIOLENT]&lt;br /&gt;
 [SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
 [SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Here, we can see that dwarves will generally name their wars first after words in the &amp;quot;NAME_WAR&amp;quot; symbol group, and then, after words in the &amp;quot;VIOLENT&amp;quot; symbol group. This might, for example, result in a war being named &amp;quot;The War of Carnage&amp;quot;. The symbols used for the other types of conflict are arrayed in a similar fashion. It would be trivial to replace the instances of VIOLENT with, say, PEACE and end up with a battle called &amp;quot;The Clash of Calm&amp;quot; or something.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [SELECT_SYMBOL:ROAD:NAME_ROAD]&lt;br /&gt;
 [SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]&lt;br /&gt;
 [SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]&lt;br /&gt;
 [SELECT_SYMBOL:WALL:NAME_WALL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The above applies here. Dwarves are fond of naming their roads and tunnels after... roads and tunnels.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [SELECT_SYMBOL:REMAINING:ARTIFICE]&lt;br /&gt;
 [SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
 [CULL_SYMBOL:ALL:SUBORDINATE]&lt;br /&gt;
 [CULL_SYMBOL:ALL:EVIL]&lt;br /&gt;
 [CULL_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
 [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
 [CULL_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
 [CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
 [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This section deals with everything else. The things that haven't already been dealt with (hence the &amp;quot;REMAINING&amp;quot;) - such as site names, kingdom names, the names of individuals, and such - will have names from the ARTIFICE and EARTH symbol groups. After that, the dwarf entity is told to cull all inappropriate symbols - this applies to everything (hence the &amp;quot;ALL&amp;quot;) so if the game happens to choose a symbol associated with, say, EVIL for one of the battles, it'll scrap that name and try again. This sort of thing adds a lot of flavour to DF's entities and can account for a lot of a civ's perceived personality.&lt;br /&gt;
&lt;br /&gt;
Another basic thing to note: any entity token that's dealing with weapons, armor, clothing, etc., will state the items that the civ can build natively, not necessarily the ones they can wear or use. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them. &lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking. Remember to always change the civ's &amp;quot;ENTITY:&amp;quot; identifier! This can be anything, so long as it's not already existing.&lt;br /&gt;
&lt;br /&gt;
At the end of some of the default entries you'll find a list of positions, both ones that'll directly affect you in fort mode (such as nobles) and ones that'll primarily affect worldgen and adventure mode. A list of the tokens applicable to positions can be found [[position token|here]]; they don't require a great deal of explanation.&lt;br /&gt;
&lt;br /&gt;
==== Trade ====&lt;br /&gt;
The following [[entity token]]s affect the appearance of [[trading]] [[caravan]]s:&lt;br /&gt;
&lt;br /&gt;
* [[Entity token#ACTIVE_SEASON|[ACTIVE_SEASON]]] - Defines the seasons when an entity may visit your fortress.&lt;br /&gt;
* [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] - Defines the triggers which control when an entity will become interested in your fortress.&lt;br /&gt;
* [[Entity token#COMMON_DOMESTIC_PACK|[COMMON_DOMESTIC_PACK]]] - Allows the civilization to use domestic pack animals. If an entity lacks pack animals (or ability to pull wagons), it will be unable to send caravans (showing as {{DFtext|No Trade|6:1}} at the [[embark]] screen), unless it has domesticated any suitable animal species or is forced to use a non-suitable creature by the [ANIMAL] definition [ALWAYS_WAGON-PULLER] on creature, caste or class.&lt;br /&gt;
* [[Entity token#COMMON_DOMESTIC_PULL|[COMMON_DOMESTIC_PULL]]] - Allows the civilization to use domestic animals to pull [[wagon]]s, assuming their [[Ethic#KILL_PLANT|KILL_PLANT ethic]] permits them to use wagons in the first place.&lt;br /&gt;
* [[Entity token#MERCHANT_BODYGUARDS|[MERCHANT_BODYGUARDS]]] - Caravan will be guarded by [[soldier]]s.&lt;br /&gt;
&lt;br /&gt;
=== Modding creatures ===&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun – you can change nearly any aspect of a creature, or make your own completely from scratch.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is very similar to modding civs: it's just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all of the information about each and every non-random creature in the game, from animals to dwarves to goblins to even caravan wagons. A lot of the creature tokens are fairly self-explanatory; you can find a list of such tokens [[creature token|here]]. But before you start creating your own creatures, you'll want to learn how the tissues system works.&lt;br /&gt;
&lt;br /&gt;
==== Creature materials and tissues ====&lt;br /&gt;
&lt;br /&gt;
In the most basic sense, a creature is a series of body parts. These parts are defined in their own file, and we'll talk about them later, as a specific aspect of how creatures work, which throws off a lot of prospective modders, is the relationship between body parts, tissues, and materials. We're going to show you part of the creature entry for a bronze colossus (bear with us):&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 ...&lt;br /&gt;
 [BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
 [TISSUE:BRONZE]&lt;br /&gt;
     [TISSUE_NAME:bronze:bronze]&lt;br /&gt;
     [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
     [MUSCULAR]&lt;br /&gt;
     [FUNCTIONAL]&lt;br /&gt;
     [STRUCTURAL]&lt;br /&gt;
     [RELATIVE_THICKNESS:1]&lt;br /&gt;
     [CONNECTS]&lt;br /&gt;
     [TISSUE_SHAPE:LAYER]&lt;br /&gt;
 [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]&lt;br /&gt;
 ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
At the top, we can see the &amp;quot;BODY:&amp;quot; token, followed by a list of body parts. As you've probably guessed, these parts make up the physical form of the colossus. But the colossus has to be made out of something - it has to have tissues, and those tissues also have to be made out of something - in this case, bronze.&lt;br /&gt;
&lt;br /&gt;
Below the BODY token you'll see a TISSUE token, followed by an identifier, much like the others we've seen. The TISSUE block is determining how the tissue works, and which purposes it'll serve. As the colossus is just going to be made out of this one tissue, this tissue needs to act like bone, muscle, and everything else combined, hence the MUSCULAR, FUNCTIONAL and STRUCTURAL tokens. The tissue also references a material - INORGANIC:BRONZE - the properties of which are declared in the inorganic materials file, and the tissue is subsequently made out of this material. With us so far?&lt;br /&gt;
&lt;br /&gt;
Below the tissue definition is the TISSUE_LAYER line. TISSUE_LAYER allows you to control where each tissue is applied. Its first argument defines if it's to search by body part category (BY_CATEGORY), body part type (BY_TYPE), or look for a specific part (BY_TOKEN). That's followed by the parts argument itself, which is in this case ALL (so the game's looking for parts in all categories, which is to say, every body part). This is followed by the tissue to be applied, BRONZE. So the TISSUE_LAYER token is telling the game to select all body parts in every category and make them out of the tissue &amp;quot;BRONZE&amp;quot;. The colossus is now made of bronze.&lt;br /&gt;
&lt;br /&gt;
By now you're probably thinking &amp;quot;Wow, if this was for a creature made out of however many tissues, this would be amazingly longwinded&amp;quot; and you're right. Luckily, there are two methods by which we can speed things up a lot.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are material and tissue templates. Let's say you were going to make a lot of creatures out of bronze, and you didn't want to have to copy and paste the bronze tissue all over the place. Instead, you create a tissue template. This goes, as you've probably guessed, in a tissue template file.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [TISSUE_TEMPLATE:BRONZE_TEMPLATE]&lt;br /&gt;
     [TISSUE_NAME:bronze:bronze]&lt;br /&gt;
     [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
     [MUSCULAR]&lt;br /&gt;
     [FUNCTIONAL]&lt;br /&gt;
     [STRUCTURAL]&lt;br /&gt;
     [RELATIVE_THICKNESS:1]&lt;br /&gt;
     [CONNECTS]&lt;br /&gt;
     [TISSUE_SHAPE:LAYER]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Now, instead of applying the tissue to each and every bronze creature you're making, you can just refer to the template:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 ...&lt;br /&gt;
 [BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
 [USE_TISSUE_TEMPLATE:BRONZE:BRONZE_TEMPLATE]&lt;br /&gt;
 [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]&lt;br /&gt;
 ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Material templates work in the same way, but refer to materials instead of tissues.&lt;br /&gt;
&lt;br /&gt;
However, if we're looking at something like a dwarf, even with the templates, editing can get very slow indeed:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:CARTILAGE:CARTILAGE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:NERVE:NERVE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:BRAIN:BRAIN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:LUNG:LUNG_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:HEART:HEART_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:LIVER:LIVER_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:GUT:GUT_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:STOMACH:STOMACH_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:PANCREAS:PANCREAS_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:SPLEEN:SPLEEN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:KIDNEY:KIDNEY_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:FAT:FAT_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is where body detail plans, which have their own file, and are designed to help automate some of the more common processes in creature creation, come in. The first entry in b_detail_plan_default.txt does exactly what we've been trying to do above: it takes all the common materials and shoves them into one plan, which can be referenced with a single token.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Much easier. But what about the TISSUE_LAYER tokens? Will we have to type out all of those manually?&lt;br /&gt;
&lt;br /&gt;
Nope, detail plans have that covered as well. It's possible to place variable arguments into a detail plan. For example:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:ARM:ARG4:25:ARG3:25:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]&lt;br /&gt;
     ...&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:NOSE:ARG5:4:ARG1:1]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First an argument is placed in the plan (ARG1, ARG2 etc.), followed by the thickness of the tissue that will be inserted in place of the argument. So when we reference the VERTEBRATE_TISSUE_LAYERS plan, we'll be able to do something like this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
ARG1 in the detail plan is replaced by SKIN, the first tissue we entered. ARG2 is replaced by FAT, ARG3 by MUSCLE, ARG4 by BONE, and ARG5 by CARTILAGE. Hence, our creature's body part designated as BODY is made up of SKIN with thickness 1, FAT with thickness 5, and MUSCLE with thickness 50. Its nose is made up of SKIN (thickness 1) and CARTILAGE (thickness 4).&lt;br /&gt;
&lt;br /&gt;
Things left out of the body plans aside, our dwarf's entire body, material, tissue and tissue layer tokens have been boiled down to this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This can save you a lot of time and space if you're making lots of changes common to many creatures. In general, if you're making a creature that's fleshy or chitinous, there are detail plans already included in the game to help you out. You should only have to resort to declaring tissues individually (like our bronze colossus) if you're doing something really out-of-the-ordinary.&lt;br /&gt;
&lt;br /&gt;
Another great thing about templates (and so, detail plans) is that they can be modified after being declared. Let's say we wanted our dwarves to be perpetually on fire (don't ask). We leave the body stuff declared normally:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
We then, in our own mod, select the appropriate material:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[SELECT_CREATURE:DWARF]&lt;br /&gt;
     [SELECT_MATERIAL:SKIN]&lt;br /&gt;
         [MAT_FIXED_TEMP:10600]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
We don't want them burning to death, so we'll need to stop that from happening:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[SELECT_CREATURE:DWARF]&lt;br /&gt;
     [SELECT_MATERIAL:SKIN]&lt;br /&gt;
         [MAT_FIXED_TEMP:10600]&lt;br /&gt;
     [SELECT_MATERIAL:ALL]&lt;br /&gt;
         [HEATDAM_POINT:NONE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that this makes use of DF's built-in temperature scale. You can read more about that [[Temperature|on this page]]. We're also referencing material tokens, which we haven't gone over yet - we'll talk about making your own materials later.&lt;br /&gt;
&lt;br /&gt;
==== Creature castes ====&lt;br /&gt;
&lt;br /&gt;
Another potentially extremely powerful part of the creature raws is the caste system. The caste system handles both true biological castes and lesser variations, such as sexes.&lt;br /&gt;
&lt;br /&gt;
To understand the true potential of the caste system, we only need to take a look at the raws for antmen, found in creature_subterrenean.txt:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [CASTE:WORKER]&lt;br /&gt;
         [CASTE_NAME:worker ant woman:worker ant women:worker ant woman]&lt;br /&gt;
         Female, but non-breeding.&lt;br /&gt;
         [POP_RATIO:10000]&lt;br /&gt;
     [CASTE:SOLDIER]&lt;br /&gt;
         [CASTE_NAME:soldier ant woman:soldier ant women:soldier ant woman]&lt;br /&gt;
         Female, but non-breeding.&lt;br /&gt;
         [POP_RATIO:1000]&lt;br /&gt;
     [CASTE:DRONE]&lt;br /&gt;
         [MALE]&lt;br /&gt;
         [CASTE_NAME:drone ant man:drone ant men:drone ant man]&lt;br /&gt;
         [POP_RATIO:5]&lt;br /&gt;
     [CASTE:QUEEN]&lt;br /&gt;
         [FEMALE]&lt;br /&gt;
         [CASTE_NAME:queen ant woman:queen ant women:queen ant woman]&lt;br /&gt;
         [POP_RATIO:1]&lt;br /&gt;
     [SELECT_CASTE:WORKER]&lt;br /&gt;
      [SELECT_ADDITIONAL_CASTE:SOLDIER]&lt;br /&gt;
      [SELECT_ADDITIONAL_CASTE:QUEEN]&lt;br /&gt;
         [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
         [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
     [SELECT_CASTE:DRONE]&lt;br /&gt;
         [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]&lt;br /&gt;
         [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
         [FLIER]&lt;br /&gt;
     [SELECT_CASTE:ALL]&lt;br /&gt;
         [BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
         [BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
         [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
         [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
         [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
             [ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
             [ATTACK_VERB:punch:punches]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It's evident that the process of creating and editing castes is comparable to the modifications we were making to tissues and materials earlier: A caste is declared, and modifications to the base creature are made. Declared castes can be selected and subsequently modified, again, just like tissues and materials.&lt;br /&gt;
&lt;br /&gt;
In this case, each caste is declared, given its own name, and a POP_RATIO, which determines how commonly a birth results in that caste - for every 10000 workers born, there'll be an average of 1000 soldiers, 5 drones and one queen. You've probably also noticed that the DRONE and QUEEN castes have the MALE and FEMALE tokens respectively - these tokens determine how breeding works. A creature without both a MALE caste and a FEMALE caste will be unable to breed (no asexually reproducing creatures yet, unfortunately). As they lack FEMALE, the workers and soldiers are unable to breed with the male drones.&lt;br /&gt;
&lt;br /&gt;
After this, there are some modifications to bodyparts. In this case, the drones have wings and the FLIER token, which the other castes lack. It's entirely possible for creatures of different castes to have completely different body structures, even to the extent that they don't resemble each other at all. If you read the section of this guide that dealt with entities, you may remember a passing mention of multi-creature civilisations and how they don't quite work as you may think they would. The castes system is your workaround. You could create a caste that is, for all intents and purposes, a human, and another caste of the same creature that acts exactly like a giant cave spider, put the creature in a civ, and get a human-spider civ. The only flaw in this approach is that the castes will interbreed.&lt;br /&gt;
&lt;br /&gt;
That's the most complex components of creature creation out of the way. You should find the rest trivial by comparison.&lt;br /&gt;
&lt;br /&gt;
=== Modding items ===&lt;br /&gt;
&lt;br /&gt;
Items are fairly simple to deal with. By default, each item type is contained in its own file; this may help make browsing for a specific item easier, but from a purely technical point of view, it's possible to throw all items into one file. Unfortunately, [[Item definition token|item definition tokens]] don't seem to be especially well-documented (at least not as well as the other object types), but you should be able to figure out most things by way of our explanations and your assumptions.&lt;br /&gt;
&lt;br /&gt;
Let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
 [NAME:thong:thongs]&lt;br /&gt;
 [LAYER:UNDER]&lt;br /&gt;
 [COVERAGE:25]&lt;br /&gt;
 [LAYER_SIZE:10]&lt;br /&gt;
 [LAYER_PERMIT:30]&lt;br /&gt;
 [MATERIAL_SIZE:1]&lt;br /&gt;
 [SOFT]&lt;br /&gt;
 [LEATHER]&lt;br /&gt;
 [STRUCTURAL_ELASTICITY_WOVEN_THREAD]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries in the file. There's a layer for the item, determining where it's worn; a coverage value to determine how well it protects you from cold and other things; a size token to determine how much it counts for when it's under something else; a layer permit token to determine how much can be worn under it; and a material size token to determine how much raw material it takes to make it.&lt;br /&gt;
&lt;br /&gt;
Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere. Simple! These tokens work by tying into material properties - some materials are designated as suitable for making hard items, some for soft, etc..&lt;br /&gt;
&lt;br /&gt;
Weapons involve a little more detail:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
 [NAME:two-handed sword:two-handed swords]&lt;br /&gt;
 [SIZE:900]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [TWO_HANDED:67500]&lt;br /&gt;
 [MINIMUM_SIZE:62500]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
 [ATTACK:EDGE:100000:8000:slash:slashes:NO_SUB:1250]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 [ATTACK:EDGE:50:4000:stab:stabs:NO_SUB:1000]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 [ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 [ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
SIZE determines how heavy the weapon is. This has a substantial effect on weapon effectiveness. SKILL determines which skill is used in using the weapon; a list of skills can be found [[skill token|on this page]]. MINIMUM_SIZE determines the minimum size a creature must be before the weapon can be wielded, while TWO_HANDED determines how large a creature must be in order to wield the weapon with one hand.&lt;br /&gt;
&lt;br /&gt;
Attacks take a little more explanation. The first value determines the contact area of the weapon's attack; this should be high for slashing weapons and low for bludgeoning, piercing and poking ones. The second value determines how deep the weapon penetrates - for BLUNT attacks this value is ignored as they're not supposed to penetrate anyway, but in the case of EDGE attacks it should generally be lower for slashing attacks and higher for stabbing attacks.&lt;br /&gt;
&lt;br /&gt;
Following these are the nouns and verb used; they should be self-explanatory. Finally, we have the velocity modifier, which has a multiplying effect on the weapon's size for the purposes of determining how powerful it is in combat. But more accurate it describe distribution of momentum across length of weapon. So STAB perfomed with only muscular power and modifier is x1 (1000). SLASH performed with some rotating momentum of cutting edge, but sword is pretty balanced thru it's length and modifier is just x1.25 (1250). Axes, hammers and maces have more unbalanced mass distribution and weapon mass concentrated far from grasp, so higher modifiers.&lt;br /&gt;
&lt;br /&gt;
ATTACK_PREPARE_AND_RECOVER determine number of game frames to perform these actions. In vanilla almost not varies for different weapons.&lt;br /&gt;
&lt;br /&gt;
Other, more miscellaneous items are generally simple and shouldn't require any further explanation.&lt;br /&gt;
&lt;br /&gt;
Once you've made an item, you just add it to the civ entry so a civilization can actually craft it, and it's done.&lt;br /&gt;
&lt;br /&gt;
=== Modding language files ===&lt;br /&gt;
{{main|Language token}}&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species.  Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way!  If you want to create a whole new language, it is very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN].  After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word.  That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
All raw files use Code Page 437 encoding, and you should make sure you are editing these files in that format. As many text editors default to UTF-8, some characters with diacritical marks may fail to show properly. Saving one of the default language raw files in this state will overwrite these characters with the unicode question mark, which will corrupt the file. To fix this  replace the file with a clean one downloaded from the distributed version of DF.&lt;br /&gt;
&lt;br /&gt;
(Note that the name of the file doesn't actually matter; however, it's good form to name the file after a creature if only that creature speaks the language.)&lt;br /&gt;
&lt;br /&gt;
=== Modding body parts ===&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All of the default body definitions are located in body_default.txt and then linked to a creature in the creature's entry. We've talked about how bodyparts make up creatures earlier, in the creature section. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each body part will link itself to the appropriate connection automatically when the creature is first created.&lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a body part definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the, very simple, format:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:TOKENID:name][TOKENSGOHERE][DEFAULT_RELSIZE:][CATEGORY:WHATEVER]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The most important tokens are &amp;quot;CONTYPE&amp;quot; and &amp;quot;CON&amp;quot;: CONTYPE means the body part in question is connected to a certain ''type'' of body part, while CON means it's connected to a ''specific'' one. TOKENID is yet another identifier, which should be unique, as it's referenced every time something uses CON or BY_TOKEN. DEFAULT_RELSIZE defines, of course, what the body part's size is in relation to the other parts. CATEGORY defines a category for the part, which can be unique or shared with other parts. This is referenced whenever BY_CATEGORY is used.&lt;br /&gt;
&lt;br /&gt;
A list of body part tokens can be found [[body token|here]].&lt;br /&gt;
&lt;br /&gt;
Let's take a simple example, a head:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head:STP][CONTYPE:UPPERBODY][HEAD][CATEGORY:HEAD]&lt;br /&gt;
 [DEFAULT_RELSIZE:300]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It connects directly to an upper body.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:2EYES]&lt;br /&gt;
     [BP:REYE:right eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]&lt;br /&gt;
         [DEFAULT_RELSIZE:5]&lt;br /&gt;
     [BP:LEYE:left eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]&lt;br /&gt;
         [DEFAULT_RELSIZE:5]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These are a pair of eyes, connecting to the head.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:HUMANOID]&lt;br /&gt;
     [BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:1000]&lt;br /&gt;
     [BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:1000]&lt;br /&gt;
     [BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]&lt;br /&gt;
         [DEFAULT_RELSIZE:300]&lt;br /&gt;
     [BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]&lt;br /&gt;
         [DEFAULT_RELSIZE:80]&lt;br /&gt;
     [BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]&lt;br /&gt;
         [DEFAULT_RELSIZE:80]&lt;br /&gt;
     [BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:500]&lt;br /&gt;
     [BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:500]&lt;br /&gt;
     [BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:400]&lt;br /&gt;
     [BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:400]&lt;br /&gt;
     [BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]&lt;br /&gt;
         [DEFAULT_RELSIZE:120]&lt;br /&gt;
     [BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]&lt;br /&gt;
         [DEFAULT_RELSIZE:120]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An entire humanoid body. The foot bone's connected to the ankle bone...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BODYGLOSS&amp;quot; entries, which you can sometimes find applied to creature entries, are simply replacement words for specific part name strings in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in body_default.txt; you can then use this in a creature via &amp;quot;[BODYGLOSS:CLAW_HAND]&amp;quot; and it'll replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature. Be warned, however—if you were to, say make a bodygloss [BODYGLOSS:EARSTALK:ear:stalk:ears:stalk], it would not only change &amp;quot;ear&amp;quot; and &amp;quot;ears&amp;quot; to &amp;quot;stalk&amp;quot; and &amp;quot;stalks&amp;quot;, it would also change &amp;quot;h'''ear'''t&amp;quot; to &amp;quot;h'''stalk'''t&amp;quot;! For all intents and purposes the body part will still function as the proper part, though.&lt;br /&gt;
&lt;br /&gt;
=== Modding plants ===&lt;br /&gt;
&lt;br /&gt;
Plants are, again, not unlike creatures. With what you've learned so far in regard to tokens and the materials system, running through the notes included in plant_standard.txt should explain most things. [[Plant token|Here's the list of plant-specific tokens]].&lt;br /&gt;
&lt;br /&gt;
Below is the [[plump helmet]] raw description:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
 	[NAME:plump helmet][NAME_PLURAL:plump helmets][ADJ:plump helmet]&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 	[PICKED_TILE:161][PICKED_COLOR:6:13:0]&lt;br /&gt;
 	[GROWDUR:300][VALUE:2]&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
 		[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:LIQUID:dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:GAS:boiling dwarven wine]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 		[DISPLAY_COLOR:5:0:0]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 		[PREFIX:NONE]&lt;br /&gt;
 	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
 &lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:1]&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 	[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
 	[SPRING][SUMMER][AUTUMN][WINTER]&lt;br /&gt;
 	[FREQUENCY:100]&lt;br /&gt;
 	[CLUSTERSIZE:5]&lt;br /&gt;
 	[PREFSTRING:rounded tops]&lt;br /&gt;
 	[WET][DRY]&lt;br /&gt;
 	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
 	[UNDERGROUND_DEPTH:1:3]&lt;br /&gt;
 	[SHRUB_TILE:142]&lt;br /&gt;
 	[DEAD_SHRUB_TILE:28]&lt;br /&gt;
 	[SHRUB_COLOR:5:13:0]&lt;br /&gt;
 	[DEAD_SHRUB_COLOR:5:6:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Let's look at this line by line:&amp;lt;br&amp;gt;&lt;br /&gt;
First, we define its file name. In this case it's MUSHROOM_HELMET_PLUMP. Next we define its in-game name (plump helmet) and its adjective for if you were to craft with it (e.g. plump helmet earrings).&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This defines the structure and material of the plant. It references STRUCTURAL_PLANT_TEMPLATE in the first line, so if you were to say, add wings to the template, the plump helmet plant would be winged. This is for the plant itself, not the end plump helmets.&lt;br /&gt;
&lt;br /&gt;
After that we get our edible tokens. These say that vermin can eat the plant, and it can be eaten raw or cooked by your dwarves. So if you wanted a plant vermin would leave alone, you'd remove the [EDIBLE_VERMIN] token.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Next, [PICKED_TILE:161] is the character (161 in this case) shown when the crop is harvested. See [[Main:Character table|character table]] for a table of usable tiles. [PICKED_COLOR:6:13:0] is the color used for the crop's tile when harvested. It's in a foreground:background:brightness format. See [[color]] for the colors usable.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[PICKED_TILE:161][PICKED_COLOR:6:13:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[GROWDUR:300] is how long it takes for your crop to grow. There are 1008 growdur units in a season.&amp;lt;br&amp;gt;&lt;br /&gt;
[VALUE:2] Is the value of the harvested plant (default 1). &lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[GROWDUR:300][VALUE:2]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This defines the plant's alcohol states. [STATE_NAME_ADJ:ALL_SOLID:] is the frozen name, followed is the actual drink name, and then its boiling name. These are achieved by either Scorching or Freezing climates. [DISPLAY_COLOR] is, of course, color, and [EDIBLE_RAW] and [EDIBLE_COOKED] are saying you can drink the alcohol raw or cooked.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
 		[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:LIQUID:dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:GAS:boiling dwarven wine]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 		[DISPLAY_COLOR:5:0:0]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 		[PREFIX:NONE]&lt;br /&gt;
 	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
After that we get our seed template:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:1]&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 	[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
And all this says is that the seeds may be eaten by vermin or cooked. Then it gives the name of our plant's seed, its plural name, its foreground, background, and brightness colors, followed by its seed material; said material should have [SEED_MAT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
And finally for the last chunk we have this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[SPRING][SUMMER][AUTUMN][WINTER]&lt;br /&gt;
 	[FREQUENCY:100]&lt;br /&gt;
 	[CLUSTERSIZE:5]&lt;br /&gt;
 	[PREFSTRING:rounded tops]&lt;br /&gt;
 	[WET][DRY]&lt;br /&gt;
 	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
 	[UNDERGROUND_DEPTH:1:3]&lt;br /&gt;
 	[SHRUB_TILE:142]&lt;br /&gt;
 	[DEAD_SHRUB_TILE:28]&lt;br /&gt;
 	[SHRUB_COLOR:5:13:0]&lt;br /&gt;
 	[DEAD_SHRUB_COLOR:5:6:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First we define what season(s) the plant may grow in, then we define how frequently this plant is generated in a particular area, followed by how many harvested crop items may come from 1 plant. [PREFSTRING:] is what your dwarves like about the plant, which in this case is the rounded tops. [WET][DRY] are the conditions under which the plant can grow. Wet means it can grow close to water, dry means it can grow away from water. This does not mean you can grow the plant on dry stone however. It is just for natural spawning of the plant.&amp;lt;br&amp;gt;&lt;br /&gt;
[BIOME] Is what biome the plant grows in. [UNDERGROUND_DEPTH:Minimum:Maximum] Is the highest and lowest cavern levels that the plant can appear in if its biome is subterranean. Dwarven civilizations will only export (via the embark screen or caravans) things that are available at depth 1. Defaults to 0:0 (surface only).&amp;lt;br&amp;gt;&lt;br /&gt;
Lastly, [SHRUB_TILE] is the character used for the naturally spawning shrub of this plant, [DEAD_SHRUB] is the dead shrub character. [SHRUB_COLOR] Is the shrub's color, and [DEAD_SHRUB_COLOR] is, of course, the dead shrub's color.&lt;br /&gt;
&lt;br /&gt;
While this may or may not look like a lot of tokens, it's very easy. Just copy an existing plant and edit it to your new plant.&amp;lt;br&amp;gt;&lt;br /&gt;
For the rest of the tokens, see [[plant token]].&lt;br /&gt;
&lt;br /&gt;
==== Trees ====&lt;br /&gt;
&lt;br /&gt;
Trees are another kind of plant that can be modded. Being plants, they use many of the same tokens as edible crops, but differ in having a few tree-specific tokens.&lt;br /&gt;
&lt;br /&gt;
Below is the [[apple|apple tree]] raw description:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
  [PLANT:APPLE] malus sieversii&lt;br /&gt;
  	[NAME:apple tree][NAME_PLURAL:apple trees][ADJ:apple tree]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
  	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]&lt;br /&gt;
  		[STATE_NAME:ALL_SOLID:apple wood]&lt;br /&gt;
  		[STATE_ADJ:ALL_SOLID:apple wood]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  		[SOLID_DENSITY:745] *** http://www.csudh.edu/oliver/chemdata/woods.htm&lt;br /&gt;
  		[STATE_COLOR:ALL_SOLID:CHOCOLATE] *** http://www.forestryforum.com/board/index.php/topic,61009.0.html&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
    		[STATE_NAME_ADJ:ALL_SOLID:frozen apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:LIQUID:apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:GAS:boiling apple cider]&lt;br /&gt;
  		[MATERIAL_VALUE:2]&lt;br /&gt;
  		[DISPLAY_COLOR:6:0:0]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
    		[EDIBLE_COOKED]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:GREEN]&lt;br /&gt;
  		[DISPLAY_COLOR:2:0:0]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:ROSE]&lt;br /&gt;
  		[DISPLAY_COLOR:5:0:1]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:RUST]&lt;br /&gt;
  		[DISPLAY_COLOR:4:0:0]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
  		[EDIBLE_COOKED]&lt;br /&gt;
  		[STOCKPILE_PLANT_GROWTH]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
  		[MATERIAL_VALUE:1]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  	[SEED:apple seed:apple seeds:0:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
  	[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:5]&lt;br /&gt;
  	[TRUNK_PERIOD:10]&lt;br /&gt;
  	[HEAVY_BRANCH_DENSITY:25]&lt;br /&gt;
  	[BRANCH_DENSITY:50]&lt;br /&gt;
  	[MAX_TRUNK_HEIGHT:3]&lt;br /&gt;
  	[HEAVY_BRANCH_RADIUS:1]&lt;br /&gt;
  	[BRANCH_RADIUS:2]&lt;br /&gt;
  	[TRUNK_BRANCHING:2]&lt;br /&gt;
  	[MAX_TRUNK_DIAMETER:1]&lt;br /&gt;
  	[TRUNK_WIDTH_PERIOD:200]&lt;br /&gt;
  	[ROOT_DENSITY:5]&lt;br /&gt;
  	[ROOT_RADIUS:3]&lt;br /&gt;
  	[STANDARD_TILE_NAMES]&lt;br /&gt;
  	[PREFSTRING:fruit]&lt;br /&gt;
  	[DRY]&lt;br /&gt;
  	[BIOME:ANY_TEMPERATE]&lt;br /&gt;
  	[SAPLING]&lt;br /&gt;
  	[GROWTH:LEAVES]&lt;br /&gt;
  		[GROWTH_NAME:apple leaf:apple leaves]&lt;br /&gt;
  		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]&lt;br /&gt;
  		[GROWTH_DENSITY:1000]&lt;br /&gt;
  		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
  		[GROWTH_HOST_TILE:SAPLING]&lt;br /&gt;
  		[GROWTH_TIMING:0:300000]&lt;br /&gt;
  		[GROWTH_PRINT:0:6:2:0:0:0:209999:1]&lt;br /&gt;
  		[GROWTH_PRINT:0:6:6:0:1:210000:239999:1] autumn color&lt;br /&gt;
  		[GROWTH_PRINT:0:6:4:0:1:240000:269999:1]&lt;br /&gt;
 		[GROWTH_PRINT:0:6:4:0:0:270000:300000:1]&lt;br /&gt;
   		[GROWTH_DROPS_OFF]&lt;br /&gt;
  	[GROWTH:FLOWERS]&lt;br /&gt;
  		[GROWTH_NAME:apple flower:STP]&lt;br /&gt;
  		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]&lt;br /&gt;
  		[GROWTH_DENSITY:1000]&lt;br /&gt;
  		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
  		[GROWTH_TIMING:60000:119999]&lt;br /&gt;
  		[GROWTH_PRINT:5:5:5:0:1:60000:119999:2]&lt;br /&gt;
 	[GROWTH:FRUIT]&lt;br /&gt;
  		[GROWTH_NAME:apple:STP]&lt;br /&gt;
  		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]&lt;br /&gt;
  		[GROWTH_DENSITY:1000]&lt;br /&gt;
  		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
   		[GROWTH_TIMING:120000:200000]&lt;br /&gt;
  		[GROWTH_DROPS_OFF_NO_CLOUD]&lt;br /&gt;
  		[GROWTH_PRINT:'%':'%':4:0:0:120000:200000:3]&lt;br /&gt;
  		[GROWTH_HAS_SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first lines are the same as the ones we saw being used in the plump helmets, defining the plant object, giving it a name, and deciding that it should use the standard STRUCTURAL_PLANT material for its structure.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [PLANT:APPLE] malus sieversii&lt;br /&gt;
 	[NAME:apple tree][NAME_PLURAL:apple trees][ADJ:apple tree]&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Adding the token [[DF2014:Material_definition_token#DISPLAY_COLOR|DISPLAY_COLOR]] directly after [USE_MATERIAL_TEMPLATE] would allow us to change the color of the tree.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
        [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
        	[DISPLAY_COLOR:1:0:0]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
would give us a dark blue apple tree. This method is used by the game in [[birch|birches]] and [[spore tree|various]] [[nether-cap|underground]] [[blood thorn|trees]].&lt;br /&gt;
&lt;br /&gt;
Next come the definitions of various other materials used by the tree:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
        [USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]&lt;br /&gt;
  		[STATE_NAME:ALL_SOLID:apple wood]&lt;br /&gt;
  		[STATE_ADJ:ALL_SOLID:apple wood]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  		[SOLID_DENSITY:745] *** http://www.csudh.edu/oliver/chemdata/woods.htm&lt;br /&gt;
  		[STATE_COLOR:ALL_SOLID:CHOCOLATE] *** http://www.forestryforum.com/board/index.php/topic,61009.0.html&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
    		[STATE_NAME_ADJ:ALL_SOLID:frozen apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:LIQUID:apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:GAS:boiling apple cider]&lt;br /&gt;
  		[MATERIAL_VALUE:2]&lt;br /&gt;
  		[DISPLAY_COLOR:6:0:0]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
    		[EDIBLE_COOKED]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:GREEN]&lt;br /&gt;
  		[DISPLAY_COLOR:2:0:0]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:ROSE]&lt;br /&gt;
  		[DISPLAY_COLOR:5:0:1]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:RUST]&lt;br /&gt;
  		[DISPLAY_COLOR:4:0:0]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
  		[EDIBLE_COOKED]&lt;br /&gt;
  		[STOCKPILE_PLANT_GROWTH]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
  		[MATERIAL_VALUE:1]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  	[SEED:apple seed:apple seeds:0:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From them, we get to know what the parts of the tree can be used for, as well as how they will appear when separated from the tree. Any alterations that can be done to materials normally can be done here, such as changing the value or adding a [[syndrome]].&lt;br /&gt;
&lt;br /&gt;
 	[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:5]&lt;br /&gt;
&lt;br /&gt;
[TREE] is what turns your plant object into an actual tree. The following argument describes what material the harvested logs should be made of. If NONE, the felled tree will give no logs. [TREE_TILE] is the tile the tree shows up as on the world map.&lt;br /&gt;
&lt;br /&gt;
Note that all vanilla trees (that give logs) use the WOOD material defined above as the argument for [TREE], as opposed to the STRUCTURAL material. Thus, any changes to the properties of the wood harvested should be done to the WOOD material.&lt;br /&gt;
&lt;br /&gt;
The following tokens decide the dimensions of the tree, and how it grows.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
    [TRUNK_PERIOD:10]&lt;br /&gt;
 	[HEAVY_BRANCH_DENSITY:25]&lt;br /&gt;
 	[BRANCH_DENSITY:50]&lt;br /&gt;
 	[MAX_TRUNK_HEIGHT:3]&lt;br /&gt;
 	[HEAVY_BRANCH_RADIUS:1]&lt;br /&gt;
 	[BRANCH_RADIUS:2]&lt;br /&gt;
 	[TRUNK_BRANCHING:2]&lt;br /&gt;
 	[MAX_TRUNK_DIAMETER:1]&lt;br /&gt;
 	[TRUNK_WIDTH_PERIOD:200]&lt;br /&gt;
 	[ROOT_DENSITY:5]&lt;br /&gt;
 	[ROOT_RADIUS:3]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[TRUNK_PERIOD] and [TRUNK_WIDTH_PERIOD] determine how long it takes for the trunk to grow one tile taller respectively wider, in years. [MAX_TRUNK_HEIGHT:3] and [MAX_TRUNK_DIAMETER:1] determine the maximum value the above can reach. [TRUNK_BRANCHING] decides how &amp;quot;curvy&amp;quot; the tree is, with [TRUNK_BRANCHING:0] meaning the tree is entirely straight. &lt;br /&gt;
&lt;br /&gt;
[HEAVY_BRANCH_DENSITY:25], [HEAVY_BRANCH_RADIUS:1], [BRANCH_DENSITY:50], [BRANCH_RADIUS:2], [ROOT_DENSITY:5], and [ROOT_RADIUS:3] determine the density (how many are there, integer ranging 0-100) and radius (in tiles) away from the trunk, of heavy branches, normal branches and roots respectively.&lt;br /&gt;
&lt;br /&gt;
[STANDARD_TILE_NAMES] makes the tree use standard names for the trunk, branches etc. Otherwise custom ones can be used. (see [[Plant_token|full plant token list]])&lt;br /&gt;
&lt;br /&gt;
[SAPLING] ensures saplings of this tree are called &amp;quot;[tree name] sapling&amp;quot;, instead of the standard &amp;quot;young [tree name]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Lastly, we are introduced to the [GROWTH] token. [GROWTH] defines growths growing on a plant, in this case our apple tree. Apple trees have three growths: leaves, flowers and fruits.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
  [GROWTH:FRUIT]&lt;br /&gt;
 		[GROWTH_NAME:apple:STP]&lt;br /&gt;
 		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]&lt;br /&gt;
 		[GROWTH_DENSITY:1000]&lt;br /&gt;
 		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
  		[GROWTH_TIMING:120000:200000]&lt;br /&gt;
 		[GROWTH_DROPS_OFF_NO_CLOUD]&lt;br /&gt;
 		[GROWTH_PRINT:'%':'%':4:0:0:120000:200000:3]&lt;br /&gt;
 		[GROWTH_HAS_SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First comes the name of the growth. Then, with [GROWTH_ITEM], what kind of growth it is, in this case a PLANT_GROWTH made out of the local FRUIT material. [GROWTH_DENSITY] says how densely the growth grows, and [GROWTH_HOST_TILE] where on the tree it grows. [GROWTH_TIMING] decides when the growth appears, in annual ticks. The growth then drops off, leaving no clouds (items to be picked up by your dwarves). [GROWTH_PRINT] sets it to look like a red '%', and [GROWTH_HAS_SEED] implies that eating this growth will leave you with a seed.&lt;br /&gt;
&lt;br /&gt;
=== Workshops ===&lt;br /&gt;
&lt;br /&gt;
Workshops are raw-designed pretty differently from everything else in the game, being buildable structures rather than items or methods to gain items. However, they are fairly simple. For example, here's the raw for the [[soap maker's workshop]]:&lt;br /&gt;
&lt;br /&gt;
{{code|code=&lt;br /&gt;
[BUILDING_WORKSHOP:SOAP_MAKER]&lt;br /&gt;
	[NAME:Soap Maker's Workshop]&lt;br /&gt;
	[NAME_COLOR:7:0:1]&lt;br /&gt;
	[DIM:3:3]&lt;br /&gt;
	[WORK_LOCATION:2:2]&lt;br /&gt;
	[BUILD_LABOR:SOAP_MAKER]&lt;br /&gt;
	[BUILD_KEY:CUSTOM_SHIFT_P]&lt;br /&gt;
	[BLOCK:1:0:0:0] workbenches no longer block&lt;br /&gt;
	[BLOCK:2:0:0:0]&lt;br /&gt;
	[BLOCK:3:0:0:0]&lt;br /&gt;
	[TILE:0:1:' ':' ':150]&lt;br /&gt;
	[TILE:0:2:' ':' ':'/']&lt;br /&gt;
	[TILE:0:3:'-':' ':' ']&lt;br /&gt;
	[COLOR:0:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:0:2:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:0:3:6:0:0:0:0:0:0:0:0]&lt;br /&gt;
	[TILE:1:1:' ':' ':'=']&lt;br /&gt;
	[TILE:1:2:'-':' ':8]&lt;br /&gt;
	[TILE:1:3:' ':' ':150]&lt;br /&gt;
	[COLOR:1:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:1:2:6:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:1:3:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[TILE:2:1:'-':' ':8]&lt;br /&gt;
	[TILE:2:2:' ':' ':8]&lt;br /&gt;
	[TILE:2:3:' ':150:' ']&lt;br /&gt;
	[COLOR:2:1:6:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:2:2:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:2:3:0:0:0:6:0:0:0:0:0]&lt;br /&gt;
	[TILE:3:1:150:' ':8]&lt;br /&gt;
	[TILE:3:2:' ':' ':8]&lt;br /&gt;
	[TILE:3:3:' ':240:' ']&lt;br /&gt;
	[COLOR:3:1:6:0:0:0:0:0:6:7:0]&lt;br /&gt;
	[COLOR:3:2:0:0:0:0:0:0:6:7:0]&lt;br /&gt;
	[COLOR:3:3:0:0:0:7:0:1:0:0:0]&lt;br /&gt;
	[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]&lt;br /&gt;
	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
	[TOOLTIP:Use tallow (rendered fat) or oil here with lye to make soap.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A line-by-line breakdown:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[NAME:Soap Maker's Workshop]&lt;br /&gt;
 	[NAME_COLOR:7:0:1]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These are the name of the workshop (&amp;quot;Soap Maker's Workshop&amp;quot;) and [[color]] of the workshop's name when examined with 'q' (White with a black background).&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[DIM:3:3]&lt;br /&gt;
 	[WORK_LOCATION:2:2]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
DIM refers to how large the workshop will be, in this case 3 wide, 3 tall. WORK_LOCATION tells where the creature using it (usually a dwarf) will work, numbered from the top right--in this case, 2:2, or the middle. Multiple work locations can be defined, even outside the dim.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[BUILD_LABOR:SOAP_MAKER]&lt;br /&gt;
 	[BUILD_KEY:CUSTOM_SHIFT_S]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These refer to the worker required to build it (soap maker) and the key used to build it in the workshop menu (capital S).&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
  	[BLOCK:1:0:0:0]&lt;br /&gt;
 	...&lt;br /&gt;
}}&lt;br /&gt;
This is a bit more complex, and is where we get to the meaty part of workshop making--the tiles' properties. BLOCK refers to which tiles will be untraversable--1 means blocked, 0 means unblocked. The first number refers to row, and the next 3 refer to column, so 1:0:0:0 means that, on the first row, all tiles will be unblocked. This is the case for all vanilla workshops, as of now.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[TILE:0:1:' ':' ':150]&lt;br /&gt;
 	...&lt;br /&gt;
}}&lt;br /&gt;
The TILE token tells which tile will go where. note, however, that there are 5 entries here instead of 4. The first number, in this case, refers to build stage, numbered from 0 to 3; 3 or 1 is fully built (depending on whether there are stages), 0 is just placed, and 2 is always an intermediate stage, while 1 is usually an intermediate stage. Whether 1 is an intermediate stage or not depends on if there are a 2 and 3 stage; if 2 and 3 exist, 1 will be intermediate. The second number and beyond are similar to BLOCK; however, instead of 1s and 0s, you must input tiles. The tiles themselves can be given in quotes (as in ' ') or given as a number, which can be looked up [[Tilesets|here]]. Here, we have 150, which is û.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[COLOR:1:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
 	...&lt;br /&gt;
}}&lt;br /&gt;
Color is as TILE, but with colors instead of tiles; however, colors are made up of 3 numbers each or MAT. MAT refers to the color of the material used to make it; the 3 numbers refer to foreground:background:foreground brightness, and can be looked up [[Color|here]]. For example, 4:2:1 will give you bright red with a dark green background.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]&lt;br /&gt;
 	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
}}&lt;br /&gt;
These refer to items required to build the building. These are in the same format as [[Reaction|reaction reagents and products]]--quantity:[[Item token|item]]:[[Material token|material]]. You'll learn more about those on the article about [[Reaction|reactions]], though. The second BUILD_ITEM is special-- it uses modifiers exclusively to determine its requirements. BUILDMAT refers to wood logs, wood blocks, stone boulders, and stone blocks; WORTHLESS_STONE_ONLY means it can't use economic stone; CAN_USE_ARTIFACT means that it... can use artifacts. EMPTY, in the bucket's case, means that the bucket must be empty.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[TOOLTIP:Use tallow (rendered fat) or oil here with lye to make soap.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is the text in the tooltip shown when the building is highlighted by the mouse in the workshops list.&lt;br /&gt;
&lt;br /&gt;
More can be seen at the [[Building token|building tokens]] article.&lt;br /&gt;
&lt;br /&gt;
=== Reactions ===&lt;br /&gt;
&lt;br /&gt;
Reactions are the crafting recipes used in [[workshop]]s, and by the [[adventurer mode|adventurer]]. By adding new reactions you can make new items available, or enable you to get items or materials in new ways. The reactions can also be given to entities, in which case they will make use of them during both world gen and play; making a reaction that creates [[steel]] directly from [[plant fiber]]s, would allow the elves to craft steel and arrive clad in it in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Not all crafting reactions are defined in the raws, but some are, such as those for [[ceramic industry|pottery]] and [[Metal#Alloys_2|alloy]] making.&lt;br /&gt;
&lt;br /&gt;
An in-depth guide for reactions is available [[Reactions|here]].&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
&lt;br /&gt;
As we've seen when talking about creatures, materials are vital. Materials show up in two forms: material templates, which generally show up in creatures, and specific materials (designated as &amp;quot;inorganic&amp;quot;), which are (by default, at least) consigned purely to metal and stone types.&lt;br /&gt;
&lt;br /&gt;
Let's take a look at METAL_TEMPLATE in material_template_default.txt. It's evident that most of the basic properties of metals are already defined in the template - it goes red and melts at a high enough temperature, it's heavy, and (as noted by the very bottom token) is a metal. We already know just how useful templates can be to creatures, and the same applies to other materials.&lt;br /&gt;
&lt;br /&gt;
Now let's take a look at inorganic_metal.txt. You can see that the metals here refer to the templates, and, just like we did with creatures, then modify the properties of that template and expand upon it.&lt;br /&gt;
&lt;br /&gt;
Finally, let's look at inorganic_stone_mineral.txt. Here we can see that in addition to the changes made to the template, there are also ENVIRONMENT tokens - these tell the game where to place these minerals during worldgen.&lt;br /&gt;
&lt;br /&gt;
[[material definition token|Here's a list of material tokens]]. It should also help you out with any modifications you want to make regarding those creature modifications we were making a while back. See, it all ties together in the end. The beauty of the current materials system is that there's actually very little difference between, say, leather and iron - they're fundamentally the same thing, just with different properties, which is how things really should be.&lt;br /&gt;
&lt;br /&gt;
== Selecting and Cutting ==&lt;br /&gt;
&lt;br /&gt;
[[Modding#Modifying_the_vanilla_objects|As explained above]], existing raws can be altered with the use of SELECT, and can also be culled with CUT for more granular control,compared to simply unloading vanilla content in the mod loader. Token behavior when multiple tokens are added is dependent on the individual token. Removing tags from an object without cutting and recreating the object in question is typically impossible. Creatures can have tags removed without being removed and replaced by way of creature variations.&lt;br /&gt;
&lt;br /&gt;
The syntax for selecting and cutting objects is as follows:&lt;br /&gt;
&lt;br /&gt;
{{code|code=&lt;br /&gt;
Substitute X for the desired object.&lt;br /&gt;
&lt;br /&gt;
[SELECT_CREATURE:X]&lt;br /&gt;
[CUT_CREATURE:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_ENTITY:X]&lt;br /&gt;
[CUT_ENTITY:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_INTERACTION:X]&lt;br /&gt;
[CUT_INTERACTION:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_ITEM:X]&lt;br /&gt;
[CUT_ITEM:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_WORD:X]&lt;br /&gt;
[CUT_WORD:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_TRANSLATION:X]&lt;br /&gt;
[CUT_TRANSLATION:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:X]&lt;br /&gt;
[CUT_SYMBOL:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_INORGANIC:X] &lt;br /&gt;
[CUT_INORGANIC:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_PLANT:X]&lt;br /&gt;
[CUT_PLANT:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_MUSIC:X]&lt;br /&gt;
[CUT_MUSIC:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_REACTION:X]&lt;br /&gt;
[CUT_REACTION:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_SOUND:X]&lt;br /&gt;
[CUT_SOUND:X]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
:''Main articles: [[:Category:Modding_Examples]]''&lt;br /&gt;
&lt;br /&gt;
The Hydling below was made by Mysteryguye (and annotated, updated and separated into blocks by Putnam), to act as an example creature.&lt;br /&gt;
&lt;br /&gt;
{{code|code=&lt;br /&gt;
 [CREATURE:HYDLING]&lt;br /&gt;
 	[DESCRIPTION:A seven-headed small hairy thing, about the size of a dog. It is very loyal to its masters, and will promptly disembowel any enemy straying too close.]&lt;br /&gt;
 	This is the description that shows up in-game when viewing the creature.&lt;br /&gt;
&lt;br /&gt;
 	[NAME:hydling:hydlings:hydlish] If there were a civ made of hydlings, it would appear as &amp;quot;hydlings&amp;quot; in the neighbors screen.&lt;br /&gt;
&lt;br /&gt;
 	[CASTE_NAME:hydling:hydlings:hydlish]&lt;br /&gt;
&lt;br /&gt;
 	[CREATURE_TILE:'='][COLOR:2:0:1] Will appear as a light green &amp;quot;=&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 	[PETVALUE:40][NATURAL] Creature is known to be naturally occurring by the game. Will cost 40 embark points to buy.&lt;br /&gt;
&lt;br /&gt;
 	[LARGE_ROAMING] Will spawn outdoors, wandering around.&lt;br /&gt;
&lt;br /&gt;
 	[COMMON_DOMESTIC][TRAINABLE][PET] Can be bought on embark as a pet, war animal, or hunting animal.&lt;br /&gt;
&lt;br /&gt;
 	[BONECARN] Can eat meat and bones only--no vegetables.&lt;br /&gt;
&lt;br /&gt;
 	[PREFSTRING:loyalty] Dwarves will like it for its loyalty.&lt;br /&gt;
&lt;br /&gt;
 	[LARGE_PREDATOR] Will attack rather than flee.&lt;br /&gt;
&lt;br /&gt;
 	[BODY:BASIC_2PARTBODY:7HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:3TOES_FQ_REG:3TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_FANGS:RIBCAGE]&lt;br /&gt;
&lt;br /&gt;
 	Has a lower body, upper body, 4 legs, a tail, fourteen eyes, fourteen ears, seven noses, two lungs, a heart, guts, a pancreas etc., and 7 heads with all that goes with those.&lt;br /&gt;
&lt;br /&gt;
 	[BODYGLOSS:PAW] Feet will be called &amp;quot;paws&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:STANDARD_MATERIALS] Declares the standard materials that most creatures' tissues are made of.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:STANDARD_TISSUES] This declares the tissues that the creature's tissue layers are made of.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] And this describes the tissue layers that the creature is made of.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR] Creature will be covered with a layer of fur.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE] And it'll have nails.&lt;br /&gt;
&lt;br /&gt;
 	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
&lt;br /&gt;
 	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT] On the toe, specifically.&lt;br /&gt;
&lt;br /&gt;
 	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
 	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
 		[TL_MAJOR_ARTERIES] Heart and throat--called above--will cause heavy bleeding if ruptured.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS] Places eyes, ears and what-have-you into their correct placement, so that you don't have people punching out eyes from behind.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS] Sets the ribcage as being around lungs and heart.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE] Defines sinew so that...&lt;br /&gt;
 	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200] Tendons...&lt;br /&gt;
 	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200] ...And ligaments can be defined.&lt;br /&gt;
&lt;br /&gt;
 	[HAS_NERVES] Creature has nerves, and as such can be disabled by severing them.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] Defines the material BLOOD using the template BLOOD_TEMPLATE.&lt;br /&gt;
 	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID] Defines the creature's BLOOD as being made of the above-defined BLOOD material in a LIQUID state.&lt;br /&gt;
&lt;br /&gt;
 	[CREATURE_CLASS:GENERAL_POISON] Creature can be affected by syndromes that affect GENERAL_POISON.&lt;br /&gt;
&lt;br /&gt;
 	[GETS_WOUND_INFECTIONS] Pretty much self-explanatory. Creature can get infected from wounds.&lt;br /&gt;
 	[GETS_INFECTIONS_FROM_ROT] And from necrosis.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE] Defines PUS using PUS_TEMPLATE.&lt;br /&gt;
 	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID] Defines PUS as being made of PUS.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_SIZE:0:0:1000] Creature will be 1000 cubic centimeters at birth...&lt;br /&gt;
 	[BODY_SIZE:1:0:12500] 12500 cubic centimeters at 1 year old...&lt;br /&gt;
 	[BODY_SIZE:2:0:30000] and 30000 cubic centimeters at 2.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110] Creature can be anywhere from 90% to 110% as long as others.&lt;br /&gt;
 	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] As above, but with height.&lt;br /&gt;
 	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110] As above, but with broadness. This puts the minimum size of the creature (when fully grown) at 21870 and the maximum size at 39930.&lt;br /&gt;
&lt;br /&gt;
 	[MAXAGE:20:30] Creature will die of old age between the ages of 20 and 30, no later than 30, no sooner than 20.&lt;br /&gt;
&lt;br /&gt;
 	[CAN_DO_INTERACTION:MATERIAL_EMISSION] Creature can use the MATERIAL_EMISSION interaction.&lt;br /&gt;
 		[CDI:ADV_NAME:Hurl fireball] In adventurer mode, the MATERIAL_EMISSION interaction will appear as &amp;quot;Hurl fireball&amp;quot;.&lt;br /&gt;
 		[CDI:USAGE_HINT:ATTACK] Creature will use MATERIAL_EMISSION when it's attacking, on creatures that it's attacking.&lt;br /&gt;
 		[CDI:BP_REQUIRED:BY_CATEGORY:HEAD] Creature must have at least one HEAD to use MATERIAL_EMISSION.&lt;br /&gt;
 		[CDI:FLOW:FIREBALL] The MATERIAL_EMISSION will shoot a fireball.&lt;br /&gt;
 		[CDI:TARGET:C:LINE_OF_SIGHT] The target for the emission--a location--must be within the line of sight of the Hydling.&lt;br /&gt;
 		[CDI:TARGET_RANGE:C:15] And must be, at most, 15 tiles away.&lt;br /&gt;
 		[CDI:MAX_TARGET_NUMBER:C:1] The hydling can only shoot at one target at a time...&lt;br /&gt;
 		[CDI:WAIT_PERIOD:30] and only every 30 ticks (3 tenths of a second at 100 FPS)&lt;br /&gt;
&lt;br /&gt;
 	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH] Defines a BITE attack that uses teeth.&lt;br /&gt;
 		[ATTACK_SKILL:BITE] Attack uses the BITE skill.&lt;br /&gt;
 		[ATTACK_VERB:nom:noms] &amp;quot;The Hydling noms the Elf in the left first toe, tearing the muscle!&amp;quot;&lt;br /&gt;
 		[ATTACK_CONTACT_PERC:100] Will use all of the tooth. Note that this can be more than 100.&lt;br /&gt;
 		[ATTACK_PENETRATION_PERC:100] Will sink the tooth all the way in. This can also be more than 100.&lt;br /&gt;
 		[ATTACK_FLAG_EDGE] Attack is an EDGE attack.&lt;br /&gt;
 		[ATTACK_PRIORITY:MAIN] Attack is of priority MAIN. Other option is SECOND.&lt;br /&gt;
 		[ATTACK_FLAG_CANLATCH] Attack can latch on.&lt;br /&gt;
                [ATTACK_PREPARE_AND_RECOVER:3:3] Takes 3 ticks to wind up attack and 3 to recover from it.&lt;br /&gt;
                [ATTACK_FLAG_INDEPENDENT_MULTIATTACK] Can use each head independently.&lt;br /&gt;
&lt;br /&gt;
 	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL] As above, but for nail instead of teeth.&lt;br /&gt;
 		[ATTACK_SKILL:STANCE_STRIKE] Uses the kicking skill.&lt;br /&gt;
 		[ATTACK_VERB:slice:slices] &amp;quot;You slice the Elf in the left foot and the severed part sails off in an arc!&amp;quot;&lt;br /&gt;
 		[ATTACK_CONTACT_PERC:100] Uses the whole nail.&lt;br /&gt;
 		[ATTACK_PENETRATION_PERC:100] The whole nail goes in.&lt;br /&gt;
 		[ATTACK_FLAG_EDGE] Attack is an edge attack.&lt;br /&gt;
                [ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
&lt;br /&gt;
 	[CHILD:1] Hydling will become an adult at 1 year old.&lt;br /&gt;
&lt;br /&gt;
 	[GENERAL_CHILD_NAME:hydie:hydies] Children will appear as &amp;quot;hydies&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 	[DIURNAL] Is active during the daytime.&lt;br /&gt;
&lt;br /&gt;
 	[HOMEOTHERM:10070] Has a body temperature of 102 Fahrenheit.&lt;br /&gt;
&lt;br /&gt;
 	[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:730:561:351:1900:2900] Can run at 25 kph&lt;br /&gt;
 	[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:3512:2634:1756:878:4900:6900] Can swim at 10 kph&lt;br /&gt;
 	[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] Can crawl at 5 kph&lt;br /&gt;
 	[SWIMS_INNATE]Swims innately.&lt;br /&gt;
&lt;br /&gt;
 	[CASTE:FEMALE] Defines a caste called FEMALE.&lt;br /&gt;
 		[FEMALE] FEMALE caste is female.&lt;br /&gt;
&lt;br /&gt;
 	[CASTE:MALE] As above, but with male.&lt;br /&gt;
 		[MALE] See above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{catbox|DF2014:Modding}}&lt;br /&gt;
&lt;br /&gt;
* [[Raw file]]&lt;br /&gt;
* [[Token]]&lt;br /&gt;
* [[Modding pitfalls]]&lt;br /&gt;
* [[Cheating]]&lt;br /&gt;
* Bay 12 Guide: https://bay12games.com/dwarves/modding_guide.html&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
[[ru:Modding]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mod&amp;diff=288330</id>
		<title>Mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mod&amp;diff=288330"/>
		<updated>2023-01-28T03:59:49Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* Modding */ added main:Modding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{For/see|information on making mods|[[Modding]]}}&lt;br /&gt;
&lt;br /&gt;
A '''mod''' (short for modification) is an alteration of the game and the objective of modding. Modifications can range from small tweaks to complete overhauls.&lt;br /&gt;
&lt;br /&gt;
== Downloading Mods ==&lt;br /&gt;
&lt;br /&gt;
Mods can be acquired using the [https://steamcommunity.com/app/975370/workshop/ Steam Workshop] (if using the Steam version), a manual download from [[Bay 12 Forums]] or third party websites (like [https://dffd.bay12games.com/ DFFD]), or by [[Modding|creating]] one yourself. &lt;br /&gt;
&lt;br /&gt;
Users of the Steam version can subscribe to mods on the Steam Workshop, once the download is complete they will be available when creating a new world automatically. Otherwise, manually download the mod, then place the mod zip file or the unzipped mod folder into the ''Dwarf Fortress'' [[mod folder]] (if this folder doesn't exist, you can create it.)  You can have more than one mod in the mod folder, including different versions of the same mod. The game will detect all mods that are properly made in this folder and let the user select which mods to play (see below.)&lt;br /&gt;
&lt;br /&gt;
== Enabling/Installing Mods ==&lt;br /&gt;
[[File:Ui-p-mod-selection.png|thumb|world generation mod menu]] &lt;br /&gt;
&lt;br /&gt;
Mods are enabled per per world. When [[World generation|creating a world]] and choosing its initial parameters, if you have a mod available, there should be a '''Mods''' button at the bottom of the screen. Pressing this will let you select which mods you'd like to enable and what the load order should be. You should put mods at the end of the mod list after the vanilla objects if you don't have any further information, so that they can reference vanilla objects after those are loaded.&lt;br /&gt;
&lt;br /&gt;
Some mods might depend on other mods which have to be loaded before, refer to the mod description for information about that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;&amp;quot; style=&amp;quot;padding: 0.8em 1em; margin: 0.5rem 0; background: #fcf8e3; border-left: 5px solid #aa6708;&amp;quot;&amp;gt;&lt;br /&gt;
* Mods are enabled per world, and cannot be disabled afterwards, however, it is possibly to manually modify the game file, as we did in previous versions, by applying the mods directly to &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]/data/vanilla&amp;lt;/code&amp;gt;. Be ware this method has the disadvantage of being a permanent change for all worlds and may break your game. &lt;br /&gt;
&lt;br /&gt;
* Unlike the previous versions of ''Dwarf Fortress'', mods no longer live inside [[save]] and must be installed on every computer where saves using those mods are going to be loaded. Once a world is created that uses mods, the game will copy the relevant mods to the &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]/data/installed_mods&amp;lt;/code&amp;gt; folder. That is the version that the game actually uses. Installed mods will now show in the main menu-&amp;gt;mods screen as 'installed'.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Updating/missing Mods ==&lt;br /&gt;
[[File:mod_version_v50_prompt.png|thumb|possible update message]]&lt;br /&gt;
If a [[save]] is using a mod that's been updated, and is currently using an older version of that mod, the player will be prompted about this when a save is loading. When this happens, you have the choice of simply updating the mod, updating ''all'' mods at once, continuing to use the older version of the mod in question without updating, selecting the previous task but not updating ''any'' possibly outdated mods or simply returning to the title screen.&lt;br /&gt;
&lt;br /&gt;
If a save is using a mod that is missing, the player will be prompted about this when a save is loading. When this happens, try to reinstall the mods. Either by manually downloading them again or in case of Steam Workshop making sure you are subscribed and if you do by unsubscribing and subscribing again.&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
{{main|Modding}}&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' supports mods in the form of new objects and tiles. Each mod is a zip file or unzipped folder with the required format (see below.)&lt;br /&gt;
&lt;br /&gt;
=== Mod Format===&lt;br /&gt;
&lt;br /&gt;
Mods contain an [[info.txt file]] and either an &amp;quot;objects&amp;quot; folder or a &amp;quot;graphics&amp;quot; folder (or both.) All of the vanilla objects in the game use this format too. Your mod folder should look something like this:&lt;br /&gt;
&lt;br /&gt;
 [[File:Folder-orange.svg|20px|link=]] Mod Name&lt;br /&gt;
  ├ [[File:Text-x-generic.svg|20px|link=]] info.txt&lt;br /&gt;
  ├ [[File:Text-x-generic.svg|20px|link=]] preview.png&lt;br /&gt;
  ├ [[File:Folder.svg|20px|link=]] objects&lt;br /&gt;
  └ [[File:Folder.svg|20px|link=]] graphics&lt;br /&gt;
&lt;br /&gt;
=== Mod info ===&lt;br /&gt;
{{main|Mod info token}}&lt;br /&gt;
&lt;br /&gt;
Each mod must have a &amp;lt;code&amp;gt;info.txt&amp;lt;/code&amp;gt; at the root of your mod folder. It has a few fields defining basic metadata information about the mod and can be edited using any text editor (like notepad++). See Example:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[ID:wiki_example]&lt;br /&gt;
[NAME:Wiki Example Mod]&lt;br /&gt;
[NUMERIC_VERSION:5001]&lt;br /&gt;
[DISPLAYED_VERSION:50.01]&lt;br /&gt;
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:5001]&lt;br /&gt;
[EARLIEST_COMPATIBLE_DISPLAYED_VERSION:50.01]&lt;br /&gt;
[AUTHOR:Dwarf Fortress Wiki]&lt;br /&gt;
[DESCRIPTION:This is an example mod. This text shows up in-game.]&lt;br /&gt;
&lt;br /&gt;
[STEAM_TITLE:Wiki Example Mod]&lt;br /&gt;
[STEAM_DESCRIPTION:This text shows up on Steam Workshop.]&lt;br /&gt;
[STEAM_TAG:mod] &lt;br /&gt;
[STEAM_KEY_VALUE_TAG:test:stuff]&lt;br /&gt;
[STEAM_METADATA:metadata test]&lt;br /&gt;
[STEAM_CHANGELOG:Made some changes. Shown in 'Change Notes' tab.]&lt;br /&gt;
&lt;br /&gt;
[STEAM_FILE_ID:#########]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Only &amp;lt;code&amp;gt;ID&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;NAME&amp;lt;/code&amp;gt; are required to appear in the in-game mod menu.&lt;br /&gt;
&lt;br /&gt;
STEAM tags are only used by Steam. &lt;br /&gt;
* The &amp;lt;code&amp;gt;STEAM_FILE_ID&amp;lt;/code&amp;gt; used to identify the mod in the Workshop. This is automatically managed when uploading to Steam the first time. And required if you wish to update an existing Steam Workshop mod. &lt;br /&gt;
* The &amp;lt;code&amp;gt;STEAM_TAG&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;STEAM_KEY_VALUE_TAG&amp;lt;/code&amp;gt; are used by Steams search engine and the categorization. You can use as many entries you want, use a separate tag for each one.&lt;br /&gt;
* You can also create a thumbnail for your mod by creating an image called &amp;lt;code&amp;gt;preview.png&amp;lt;/code&amp;gt; in the same level as your info.txt file. This image will become the thumbnail when the mod is uploaded to steam workshop. The image should be less than 1MB in size.&lt;br /&gt;
&lt;br /&gt;
=== Objects and graphics folder ===&lt;br /&gt;
&lt;br /&gt;
At the root of your mod folder you can have a &amp;lt;code&amp;gt;objects\&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;graphics\&amp;lt;/code&amp;gt; folder, this is where all the [[raw file]]s or [[graphics]] goes (exactly the same as objects from previous versions of Dwarf Fortress) allowing you to tweak or add new content for the game. It's beyond the scope of this short guide to go into what specific tags do, but the vanilla objects and previous mods by members of the community will give you plenty of examples to work with. See: [[modding]].&lt;br /&gt;
&lt;br /&gt;
The graphics filenames are not important, furthermore they can be arbitrarily nested into other sub-folders to help you organize your mod content.&lt;br /&gt;
&lt;br /&gt;
== Publishing mods ==&lt;br /&gt;
&lt;br /&gt;
There are two official platforms for publishing ''Dwarf Fortress'' mods, recommended because it's easy for people to find them there. These are [https://steamcommunity.com/app/975370/workshop/ Steam Workshop] and [https://dffd.bay12games.com/ the Dwarf Fortress File Depot (DFFD)].&lt;br /&gt;
&lt;br /&gt;
=== Publishing on Steam Workshop ===&lt;br /&gt;
&lt;br /&gt;
To upload a mod to Steam Workshop, you need to add STEAM tags to the &amp;lt;code&amp;gt;info.txt&amp;lt;/code&amp;gt; file (see above.) Afterward, you put the unzipped mod folder in the &amp;quot;&amp;lt;code&amp;gt;mods/mod_upload&amp;lt;/code&amp;gt;&amp;quot; folder. Then select Mods from the title menu, and upload your mods using the button you'll see there. Other Steam users will be able to subscribe to your mod immediately once it is uploaded.&lt;br /&gt;
&lt;br /&gt;
Once the upload process is completed successfully, you'll find a &amp;lt;code&amp;gt;[STEAM_FILE_ID:#########]&amp;lt;/code&amp;gt; appended to your info.txt. Make sure this entry is included for future uploads if you want to make changes to your mod and have it overwrite the existing entry on the workshop. Otherwise you'll create a new entry every time you upload.&lt;br /&gt;
&lt;br /&gt;
=== Publishing on DFFD ===&lt;br /&gt;
&lt;br /&gt;
In addition to Steam Workshop, it is recommended you upload your mod to DFFD. This allows people who play ''[[Classic|Dwarf Fortress Classic]]'', or ''[[Premium]]'' via Itch.io, to also download and play your mod. To publish/upload a file to DFFD you first need to create an account.&lt;br /&gt;
&lt;br /&gt;
For legal reasons, mods that contain graphics derived from the ''Premium'' graphics should not be uploaded outside Steam Workshop. For this reason, you might want to separate your mod into two parts: the first without graphics, which is uploaded to both DFFD and Steam Workshop, and the second with ''only'' the graphics, uploaded only to Workshop. Of course, this is not an issue if your graphics are not based off the ''Premium'' ones.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mod&amp;diff=288329</id>
		<title>Mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mod&amp;diff=288329"/>
		<updated>2023-01-28T03:58:22Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: Changed for/see template info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{For/see|information on making mods|[[Modding]]}}&lt;br /&gt;
&lt;br /&gt;
A '''mod''' (short for modification) is an alteration of the game and the objective of modding. Modifications can range from small tweaks to complete overhauls.&lt;br /&gt;
&lt;br /&gt;
== Downloading Mods ==&lt;br /&gt;
&lt;br /&gt;
Mods can be acquired using the [https://steamcommunity.com/app/975370/workshop/ Steam Workshop] (if using the Steam version), a manual download from [[Bay 12 Forums]] or third party websites (like [https://dffd.bay12games.com/ DFFD]), or by [[Modding|creating]] one yourself. &lt;br /&gt;
&lt;br /&gt;
Users of the Steam version can subscribe to mods on the Steam Workshop, once the download is complete they will be available when creating a new world automatically. Otherwise, manually download the mod, then place the mod zip file or the unzipped mod folder into the ''Dwarf Fortress'' [[mod folder]] (if this folder doesn't exist, you can create it.)  You can have more than one mod in the mod folder, including different versions of the same mod. The game will detect all mods that are properly made in this folder and let the user select which mods to play (see below.)&lt;br /&gt;
&lt;br /&gt;
== Enabling/Installing Mods ==&lt;br /&gt;
[[File:Ui-p-mod-selection.png|thumb|world generation mod menu]] &lt;br /&gt;
&lt;br /&gt;
Mods are enabled per per world. When [[World generation|creating a world]] and choosing its initial parameters, if you have a mod available, there should be a '''Mods''' button at the bottom of the screen. Pressing this will let you select which mods you'd like to enable and what the load order should be. You should put mods at the end of the mod list after the vanilla objects if you don't have any further information, so that they can reference vanilla objects after those are loaded.&lt;br /&gt;
&lt;br /&gt;
Some mods might depend on other mods which have to be loaded before, refer to the mod description for information about that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;&amp;quot; style=&amp;quot;padding: 0.8em 1em; margin: 0.5rem 0; background: #fcf8e3; border-left: 5px solid #aa6708;&amp;quot;&amp;gt;&lt;br /&gt;
* Mods are enabled per world, and cannot be disabled afterwards, however, it is possibly to manually modify the game file, as we did in previous versions, by applying the mods directly to &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]/data/vanilla&amp;lt;/code&amp;gt;. Be ware this method has the disadvantage of being a permanent change for all worlds and may break your game. &lt;br /&gt;
&lt;br /&gt;
* Unlike the previous versions of ''Dwarf Fortress'', mods no longer live inside [[save]] and must be installed on every computer where saves using those mods are going to be loaded. Once a world is created that uses mods, the game will copy the relevant mods to the &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]/data/installed_mods&amp;lt;/code&amp;gt; folder. That is the version that the game actually uses. Installed mods will now show in the main menu-&amp;gt;mods screen as 'installed'.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Updating/missing Mods ==&lt;br /&gt;
[[File:mod_version_v50_prompt.png|thumb|possible update message]]&lt;br /&gt;
If a [[save]] is using a mod that's been updated, and is currently using an older version of that mod, the player will be prompted about this when a save is loading. When this happens, you have the choice of simply updating the mod, updating ''all'' mods at once, continuing to use the older version of the mod in question without updating, selecting the previous task but not updating ''any'' possibly outdated mods or simply returning to the title screen.&lt;br /&gt;
&lt;br /&gt;
If a save is using a mod that is missing, the player will be prompted about this when a save is loading. When this happens, try to reinstall the mods. Either by manually downloading them again or in case of Steam Workshop making sure you are subscribed and if you do by unsubscribing and subscribing again.&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' supports mods in the form of new objects and tiles. Each mod is a zip file or unzipped folder with the required format (see below.)&lt;br /&gt;
&lt;br /&gt;
=== Mod Format===&lt;br /&gt;
&lt;br /&gt;
Mods contain an [[info.txt file]] and either an &amp;quot;objects&amp;quot; folder or a &amp;quot;graphics&amp;quot; folder (or both.) All of the vanilla objects in the game use this format too. Your mod folder should look something like this:&lt;br /&gt;
&lt;br /&gt;
 [[File:Folder-orange.svg|20px|link=]] Mod Name&lt;br /&gt;
  ├ [[File:Text-x-generic.svg|20px|link=]] info.txt&lt;br /&gt;
  ├ [[File:Text-x-generic.svg|20px|link=]] preview.png&lt;br /&gt;
  ├ [[File:Folder.svg|20px|link=]] objects&lt;br /&gt;
  └ [[File:Folder.svg|20px|link=]] graphics&lt;br /&gt;
&lt;br /&gt;
=== Mod info ===&lt;br /&gt;
{{main|Mod info token}}&lt;br /&gt;
&lt;br /&gt;
Each mod must have a &amp;lt;code&amp;gt;info.txt&amp;lt;/code&amp;gt; at the root of your mod folder. It has a few fields defining basic metadata information about the mod and can be edited using any text editor (like notepad++). See Example:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[ID:wiki_example]&lt;br /&gt;
[NAME:Wiki Example Mod]&lt;br /&gt;
[NUMERIC_VERSION:5001]&lt;br /&gt;
[DISPLAYED_VERSION:50.01]&lt;br /&gt;
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:5001]&lt;br /&gt;
[EARLIEST_COMPATIBLE_DISPLAYED_VERSION:50.01]&lt;br /&gt;
[AUTHOR:Dwarf Fortress Wiki]&lt;br /&gt;
[DESCRIPTION:This is an example mod. This text shows up in-game.]&lt;br /&gt;
&lt;br /&gt;
[STEAM_TITLE:Wiki Example Mod]&lt;br /&gt;
[STEAM_DESCRIPTION:This text shows up on Steam Workshop.]&lt;br /&gt;
[STEAM_TAG:mod] &lt;br /&gt;
[STEAM_KEY_VALUE_TAG:test:stuff]&lt;br /&gt;
[STEAM_METADATA:metadata test]&lt;br /&gt;
[STEAM_CHANGELOG:Made some changes. Shown in 'Change Notes' tab.]&lt;br /&gt;
&lt;br /&gt;
[STEAM_FILE_ID:#########]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Only &amp;lt;code&amp;gt;ID&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;NAME&amp;lt;/code&amp;gt; are required to appear in the in-game mod menu.&lt;br /&gt;
&lt;br /&gt;
STEAM tags are only used by Steam. &lt;br /&gt;
* The &amp;lt;code&amp;gt;STEAM_FILE_ID&amp;lt;/code&amp;gt; used to identify the mod in the Workshop. This is automatically managed when uploading to Steam the first time. And required if you wish to update an existing Steam Workshop mod. &lt;br /&gt;
* The &amp;lt;code&amp;gt;STEAM_TAG&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;STEAM_KEY_VALUE_TAG&amp;lt;/code&amp;gt; are used by Steams search engine and the categorization. You can use as many entries you want, use a separate tag for each one.&lt;br /&gt;
* You can also create a thumbnail for your mod by creating an image called &amp;lt;code&amp;gt;preview.png&amp;lt;/code&amp;gt; in the same level as your info.txt file. This image will become the thumbnail when the mod is uploaded to steam workshop. The image should be less than 1MB in size.&lt;br /&gt;
&lt;br /&gt;
=== Objects and graphics folder ===&lt;br /&gt;
&lt;br /&gt;
At the root of your mod folder you can have a &amp;lt;code&amp;gt;objects\&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;graphics\&amp;lt;/code&amp;gt; folder, this is where all the [[raw file]]s or [[graphics]] goes (exactly the same as objects from previous versions of Dwarf Fortress) allowing you to tweak or add new content for the game. It's beyond the scope of this short guide to go into what specific tags do, but the vanilla objects and previous mods by members of the community will give you plenty of examples to work with. See: [[modding]].&lt;br /&gt;
&lt;br /&gt;
The graphics filenames are not important, furthermore they can be arbitrarily nested into other sub-folders to help you organize your mod content.&lt;br /&gt;
&lt;br /&gt;
== Publishing mods ==&lt;br /&gt;
&lt;br /&gt;
There are two official platforms for publishing ''Dwarf Fortress'' mods, recommended because it's easy for people to find them there. These are [https://steamcommunity.com/app/975370/workshop/ Steam Workshop] and [https://dffd.bay12games.com/ the Dwarf Fortress File Depot (DFFD)].&lt;br /&gt;
&lt;br /&gt;
=== Publishing on Steam Workshop ===&lt;br /&gt;
&lt;br /&gt;
To upload a mod to Steam Workshop, you need to add STEAM tags to the &amp;lt;code&amp;gt;info.txt&amp;lt;/code&amp;gt; file (see above.) Afterward, you put the unzipped mod folder in the &amp;quot;&amp;lt;code&amp;gt;mods/mod_upload&amp;lt;/code&amp;gt;&amp;quot; folder. Then select Mods from the title menu, and upload your mods using the button you'll see there. Other Steam users will be able to subscribe to your mod immediately once it is uploaded.&lt;br /&gt;
&lt;br /&gt;
Once the upload process is completed successfully, you'll find a &amp;lt;code&amp;gt;[STEAM_FILE_ID:#########]&amp;lt;/code&amp;gt; appended to your info.txt. Make sure this entry is included for future uploads if you want to make changes to your mod and have it overwrite the existing entry on the workshop. Otherwise you'll create a new entry every time you upload.&lt;br /&gt;
&lt;br /&gt;
=== Publishing on DFFD ===&lt;br /&gt;
&lt;br /&gt;
In addition to Steam Workshop, it is recommended you upload your mod to DFFD. This allows people who play ''[[Classic|Dwarf Fortress Classic]]'', or ''[[Premium]]'' via Itch.io, to also download and play your mod. To publish/upload a file to DFFD you first need to create an account.&lt;br /&gt;
&lt;br /&gt;
For legal reasons, mods that contain graphics derived from the ''Premium'' graphics should not be uploaded outside Steam Workshop. For this reason, you might want to separate your mod into two parts: the first without graphics, which is uploaded to both DFFD and Steam Workshop, and the second with ''only'' the graphics, uploaded only to Workshop. Of course, this is not an issue if your graphics are not based off the ''Premium'' ones.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modding_pitfalls&amp;diff=288324</id>
		<title>Modding pitfalls</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modding_pitfalls&amp;diff=288324"/>
		<updated>2023-01-28T03:35:11Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: Added inability of custom reactions to allow choosing armor size.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{For/see|a guide to getting started with modding|[[Modding]]}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
When making a mod, there's a ''lot'' of things that can go wrong. Here's a bunch of common pitfalls that people might fall into.&lt;br /&gt;
&lt;br /&gt;
== Errorlog ==&lt;br /&gt;
The errorlog is in a file called &amp;quot;errorlog.txt&amp;quot;, living in the same folder as Dwarf Fortress's executable. Check that before you read on; your problem may in fact be in there.&lt;br /&gt;
&lt;br /&gt;
== My mod won't load ==&lt;br /&gt;
Make sure you have an info.txt file and that your mod is in the ''base'' of the mods folder, ''not in the mod_upload folder''. Dwarf Fortress doesn't read that folder for using mods, only to publish them to the steam workshop.&lt;br /&gt;
&lt;br /&gt;
Make sure you have '''every [[Mod info token#Tokens|required token in your info.txt!]]'''&lt;br /&gt;
&lt;br /&gt;
Also make sure that the mod has a NUMERIC_VERSION which is an integer, and greater than or equal to EARLIEST_COMPATIBLE_NUMERIC_VERSION. So this is acceptable:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[NUMERIC_VERSION:1]&lt;br /&gt;
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:1]&lt;br /&gt;
}}&lt;br /&gt;
But this isn't:&lt;br /&gt;
{{code|&lt;br /&gt;
[NUMERIC_VERSION:1.05]&lt;br /&gt;
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:1.0]&lt;br /&gt;
}}&lt;br /&gt;
Nor is this:&lt;br /&gt;
{{code|&lt;br /&gt;
[NUMERIC_VERSION:1]&lt;br /&gt;
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:5005]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== My mod loads, but my creature/plant/entity won't ==&lt;br /&gt;
Make sure the file contains all of the following:&lt;br /&gt;
&lt;br /&gt;
# A filename that refers to the type of objects contained therein. '''Creature files must start with creature_, entity files must start with entity_, and so on.'''&lt;br /&gt;
# The filename on the first line of the file.&lt;br /&gt;
# [OBJECT:type], where &amp;quot;type&amp;quot; is replaced with the relevant object type, [OBJECT:CREATURE] etc&lt;br /&gt;
&lt;br /&gt;
If it does have all those, ask in one of the [[Modding#Resource Overview|many places there are where one may get help.]]&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
=== My civilization lives in &amp;quot;Nothing hamlets&amp;quot;, &amp;quot;Nothing fortresses&amp;quot; or similar ===&lt;br /&gt;
You forgot to add a NAME. These use NAME rather than CASTE_NAME, so if you have a CASTE_NAME but no NAME, you'll see the individuals having a correct species name but their sites not having one.&lt;br /&gt;
&lt;br /&gt;
== Reactions ==&lt;br /&gt;
&lt;br /&gt;
=== My custom armor/clothing reaction won't let user choose size ===&lt;br /&gt;
&lt;br /&gt;
Currently only the internal make armor/clothing tasks can set the product size via the Details screen; custom reactions cannot do this. If you want to be able to size things when ordering them to be made, they have to be included in the entity as [ARMOR], which will prevent you from limiting the material choices to anything other than cloth, leather, or weapon-grade metal.&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reaction&amp;diff=288323</id>
		<title>Reaction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reaction&amp;diff=288323"/>
		<updated>2023-01-28T03:27:55Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* item token */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
'''Reactions''' are modular, editable formulas that take specific ingredients, or reagents, and use them to produce a desired item.  A lot of reactions are hardcoded—building beds or creating glass, for example—but a few are freely editable, and it's (sometimes) quite simple to add additional ones. There is a separate page with custom [[reaction examples]].&lt;br /&gt;
&lt;br /&gt;
== Reaction differences between modes ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], reactions are linked to specific buildings, and must be added to a civilization's [[entity token|entity file]] to be usable by that civilization. This has the useful effect of limiting new items and materials (such as special [[wood]] or [[metal]]) to civilizations that have the requisite reaction — so that if you give your custom civilization a reaction to produce &amp;quot;star metal&amp;quot; or some other custom material, only they will be able to use it.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], reactions are freely available in the {{k|x}} menu via the {{DFtext|create}} option, and any adventurer character can make free use of them. Reagents may be held in the hands or dropped on the ground, but cannot be used within a backpack or quiver. There are several bugs with adventure mode reactions, chief of which is the fact that you cannot select liquid reagents.{{verify}} &amp;lt;!-- reaction product tag works now, liquids and improvement quality don't --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Anatomy of a reaction ==&lt;br /&gt;
&lt;br /&gt;
Reactions are found within reaction_x files (such as reaction_smelter or reaction_other).  All reaction files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:REACTION]&amp;lt;/code&amp;gt; token that tells the game that the file contains reaction definitions.&lt;br /&gt;
&lt;br /&gt;
The reactions themselves generally adhere to the following structure:&lt;br /&gt;
&lt;br /&gt;
   [REACTION:&amp;lt;identifier&amp;gt;]&lt;br /&gt;
      [NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
      [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
      [REAGENT:A:150:BAR:NONE:POTASH:NONE]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL] &lt;br /&gt;
      [SKILL:&amp;lt;SKILL TOKEN&amp;gt;]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
      [ADVENTURE_MODE_ENABLED]&lt;br /&gt;
* ''[[#Reaction identifier|identifier]]'': The internal ID of the reaction.&lt;br /&gt;
* ''[[#Reaction name|name]]'': The name of the reaction, visible to the player in the Fortress mode or Adventure mode menus.&lt;br /&gt;
* ''[[#Building|building]]'': The building ID that the reaction uses, and the relevant keyboard shortcut.&lt;br /&gt;
* ''[[#Reagents|...reagents...]]'': Zero or more reagents (ingredients) that are required to be in stock for the reaction to be possible.&lt;br /&gt;
* ''[[#Products|...products...]]'': Zero or more products that are created from the reaction.&lt;br /&gt;
* ''[[#fuel|fuel]]'': (optional) If present, the reaction requires charcoal, coke or a magma-powered workshop.&lt;br /&gt;
* ''[[#skill|skill]]'': (optional) The skill required and trained by the reaction.&lt;br /&gt;
* ''[[#automatic|automatic]]'': (optional) If present, the reaction will automatically be enqueued whenever it can possibly be performed.&lt;br /&gt;
* ''[[#adventure mode|adventure mode]]'': (optional) If present, the reaction can be used by the player in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Reaction identifier ===&lt;br /&gt;
The REACTION token assigns a unique ID to your reaction.&lt;br /&gt;
    [REACTION:&amp;lt;reaction identifier&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The ''reaction identifier'' may be anything, so long as it is unique within the raw data files. A good habit to get into is to append a short prefix or suffix to each name related to the name of your mod, to ensure nobody else is going to make an identical reaction and thereby mess up the game if their mod is run alongside yours.  This is referenced in an entity definition via [[Entity_token#PERMITTED_REACTION|PERMITTED_REACTION]] to allow that entity to use the reaction.&lt;br /&gt;
&lt;br /&gt;
=== Reaction name ===&lt;br /&gt;
The REACTION_NAME token assigns a descriptive name to your reaction in-game.&lt;br /&gt;
    [REACTION_NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==== name ====&lt;br /&gt;
This can be anything at all, and is how the reaction will appear in the job list of the building it is assigned to, and so should describe the reaction. '''Tan a hide''', for example, is the name of the default leather-producing reaction. Generally this should be written as a small descriptive verb phrase, with the first letter capitalized, for consistency with the existing reactions.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
The BUILDING token assigns the reaction to a building.  Adding multiple BUILDING tokens will cause the reaction to be available at all of the specified buildings.  Omitting the BUILDING token entirely will make the reaction unusable in Fortress mode (often used to restrict certain reactions to [[Reaction#Adventure_Mode_enabled|Adventure mode]]).&lt;br /&gt;
&lt;br /&gt;
    [BUILDING:&amp;lt;building name&amp;gt;:&amp;lt;building key&amp;gt;]&lt;br /&gt;
* [[#building name|''building name:'']] The ID of the building the reaction appears in.&lt;br /&gt;
* [[#building key|''building key:'']] The hotkey to queue up the reaction in the specified building.&lt;br /&gt;
&lt;br /&gt;
==== building name ====&lt;br /&gt;
This is the ID of the building where the reaction will be carried out.  Valid building names are as follows:&lt;br /&gt;
&lt;br /&gt;
* ASHERY - [[Ashery]]&lt;br /&gt;
* BOWYER - [[Bowyer's workshop]]&lt;br /&gt;
* CARPENTER - [[Carpenter's workshop]]&lt;br /&gt;
* CLOTHES - [[Clothier's shop]]&lt;br /&gt;
* CRAFTSMAN - [[Craftsdwarf's workshop]]&lt;br /&gt;
* FARMER - [[Farmer's workshop]]&lt;br /&gt;
* GLASS - [[Glass furnace]]&lt;br /&gt;
* KILN - [[Kiln]] and [[Magma kiln]]&lt;br /&gt;
* KITCHEN - [[Kitchen]]&lt;br /&gt;
* LEATHER - [[Leather works]]&lt;br /&gt;
* MASON - [[Stoneworker's workshop]]&lt;br /&gt;
* METALSMITH - [[Metalsmith's forge]]&lt;br /&gt;
* MILLSTONE - [[Millstone]]&lt;br /&gt;
* QUERN - [[Quern]]&lt;br /&gt;
* SIEGE - [[Siege workshop]]&lt;br /&gt;
* SMELTER - [[Smelter]] and [[Magma smelter]]&lt;br /&gt;
* STILL - [[Still]]&lt;br /&gt;
* TANNER - [[Tanner's shop]]&lt;br /&gt;
* WOOD - [[Wood furnace]]&lt;br /&gt;
* Any custom (raw-defined) building, such as:&lt;br /&gt;
** SOAP_MAKER - [[Soap maker's workshop]]&lt;br /&gt;
** SCREW_PRESS - [[Screw press]]&lt;br /&gt;
&lt;br /&gt;
==== building key ====&lt;br /&gt;
This defines the shortcut key(s) used to queue up the reaction in the workshop during gameplay in Classic mode only.  It can be NONE for no shortcut, or take the format of CUSTOM_X, where X can be: any uppercase letter, which shows as a lowercase letter in the building UI, eg. &amp;quot;CUSTOM_A&amp;quot; creates the shortcut {{k|a}}; or a valid modifier key (ALT, CTRL, or SHIFT) followed by an uppercase letter, eg. CUSTOM_SHIFT_A.&lt;br /&gt;
&lt;br /&gt;
=== Category ===&lt;br /&gt;
&lt;br /&gt;
Categories are custom submenus for buildings' reaction menus. A reaction doesn't require a category, but if you have a lot of reactions, categories can be invaluable for organizing and presenting those reactions to players.&lt;br /&gt;
&lt;br /&gt;
Categories can be nested indefinitely—you can have a category within a category within a category within a category within a category within... but as a practical matter, nesting categories more than 2 deep is not recommended.&lt;br /&gt;
&lt;br /&gt;
Categories will be displayed in alphabetical order, first off the file name and then off the category name.  &lt;br /&gt;
&lt;br /&gt;
Categories currently have no effect on adventure mode reactions.&lt;br /&gt;
&lt;br /&gt;
==== Defining a category ====&lt;br /&gt;
&lt;br /&gt;
Each category needs to be defined within a reaction, usually one which should appear within its menu. Categories only need to be defined once.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY || style=&amp;quot;vertical-align: top&amp;quot;| Category ID || The category ID is a unique identifier for the category. It is only used in the raws, and will not appear in the game.&lt;br /&gt;
&lt;br /&gt;
If you're defining multiple categories within the same reaction - for example, if you intend the reaction to be nested two deep, and haven't yet defined the super-category - the ''last'' CATEGORY token within the reaction definition is the one that the reaction will appear in.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_NAME || style=&amp;quot;vertical-align: top&amp;quot;| String || The name of the category as displayed in-game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_DESCRIPTION || style=&amp;quot;vertical-align: top&amp;quot;| String || Optional. If present, when the category is highlighted in a building menu, this string will be displayed in the Helpful Hint box.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_PARENT || style=&amp;quot;vertical-align: top&amp;quot;| Category ID || Optional. If present, this category will be a submenu of the indicated category, rather than a submenu of the reaction's building.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_KEY || style=&amp;quot;vertical-align: top&amp;quot;| Hotkey token || Optional. If present, this category can be selected from its parent menu (whether a building or a parent category) using the given hotkey.  Uses the same format as the BUILDING KEY described above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Adding reactions to an existing category ====&lt;br /&gt;
&lt;br /&gt;
Just include the tag [CATEGORY:&amp;lt;category_id&amp;gt;] within your reaction definition, and if the category exists, your reaction will be added to its menu. You can only add reactions to custom categories.&lt;br /&gt;
&lt;br /&gt;
Each reaction can belong to only one category.&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
&lt;br /&gt;
REAGENTs are a little bit complicated. They are the ingredients that the reaction will use.  You can define as many as you like within a reaction.&lt;br /&gt;
&lt;br /&gt;
    [REAGENT:&amp;lt;name&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;material token&amp;gt;][...modifiers...]&lt;br /&gt;
* ''[[#Reagent name|name]]'': The name of the reagent, local to the reaction.&lt;br /&gt;
* ''[[#quantity|quantity]]'': The amount of the item that will be used in the reaction.&lt;br /&gt;
* ''[[#item_token|item token]]'': The type (and subtype) of the item you require.&lt;br /&gt;
* ''[[#material_token|material token]]'': The material the item should be made of.&lt;br /&gt;
* ''[[#Modifiers|...modifiers...]]'': Zero or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span id=&amp;quot;Reagent name&amp;quot;&amp;gt;name&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The name field is a small string used to identify the reagent within the reaction. The name is not visible to the player. It is local to the reaction and does not need to be unique across all of the reactions, so you can reuse the same names over and over, although each reagent within the same individual reaction must have a different name.&lt;br /&gt;
&lt;br /&gt;
Most reagents are simply named '''A''', '''B''', and so forth in default reactions, although names such as '''TOOLSTONE''', '''FLUX''', or '''seeds''' will also work equally well. The PRODUCT may make reference to this name &amp;amp;ndash; for instance, if a container '''B''' is specified as a reagent, PRODUCT_TO_CONTAINER:B specifies that container.&lt;br /&gt;
&lt;br /&gt;
==== quantity ====&lt;br /&gt;
&lt;br /&gt;
How many or how much of this reagent the reaction requires.  For most item types this is just the number of them required.  However, some other item types─specifically bars, cloth, thread, globs, liquids, powder, and sheets of paper or parchment─instead use numbers representing the size of the material within one (or more) of these items. For example, while REAGENT:A:'''''10''''':'''''TOY''''':NONE:NONE:NONE is ten unique, solid toy items, REAGENT:A:'''''10''''':'''''THREAD''''':NONE:NONE:NONE is an extremely tiny portion of a random spool of thread. One can see which items have what size quantities in the description of the [[Reaction#PRODUCT_DIMENSION|PRODUCT_DIMENSION]] token.&lt;br /&gt;
&lt;br /&gt;
If one of the reagents is in a stack, or the reaction is only using a fraction of the amount of a sized item, the reaction will consume the entire stack, or as much of the sized item as possible, and multiply the product accordingly.  This behaviour can be controlled using the [[Reaction#MAX_MULTIPLIER|MAX_MULTIPLIER]] token.&lt;br /&gt;
&lt;br /&gt;
==== item token ====&lt;br /&gt;
&lt;br /&gt;
[[Item token]]s are of the form ITEM_TYPE:ITEM_SUBTYPE.&lt;br /&gt;
&lt;br /&gt;
The ITEM_TYPE is the category of item you require; WEAPON, TOY or SKIN_TANNED, for example.&lt;br /&gt;
&lt;br /&gt;
The ITEM_SUBTYPE is name of the exact item that you require. Examples are ITEM_WEAPON_SPEAR or ITEM_TOY_PUZZLEBOX. Some items, like quivers or backpacks, or chunks of stone or metal, have no subtype and only require the item token to be filled in; so if you're asking for those you should set the subtype to NONE. Subtypes are defined within the local raw data files and their exact names can be referenced by looking at the corresponding file.&lt;br /&gt;
&lt;br /&gt;
For reagents, the item token can also be set to ANY_RAW_MATERIAL:NONE (to permit BAR, BOULDER, POWDER_MISC, or GLOB) or ANY_CRAFT:NONE (to permit FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET). Internally, these special values are both converted to NONE:NONE and merely set special modifiers (similar to [BUILDMAT])—they cannot be used in any other context.&lt;br /&gt;
&lt;br /&gt;
For backwards compatibility, reagents can also accept &amp;quot;METAL_ORE:metal_id&amp;quot; in place of both the item and material tokens—this is equivalent to using the reagent BOULDER:NONE:NONE:NONE with the modifier [METAL_ORE:metal_id] (see below).&lt;br /&gt;
&lt;br /&gt;
A note on armor/clothing sizes: hard-coded tasks to make clothing and armor will allow the player to select what size to make it (ie. what species it will fit) via the details screen. Custom reactions currently have no way to do this, and such items will be produced based on the size of the unit performing the reaction.&lt;br /&gt;
&lt;br /&gt;
==== material token ====&lt;br /&gt;
&lt;br /&gt;
[[Material token]]s come in several forms. For most reagents, this will typically be INORGANIC:MATERIAL_ID or NONE:NONE (to allow multiple materials using other modifier tokens).&lt;br /&gt;
&lt;br /&gt;
Some reactions will allow the player to select specific materials after creating the job, by clicking on the magnifying glass icon next to the job in the workshop queue.  To permit this behaviour in your reaction, the reagent materials must be specified as follows:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Item Type&lt;br /&gt;
! Material&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| BAR&amp;lt;br&amp;gt;BLOCKS&amp;lt;br&amp;gt;BOULDER&amp;lt;br&amp;gt;ROUGH&amp;lt;br&amp;gt;SMALLGEM || style=&amp;quot;vertical-align: top&amp;quot;| INORGANIC:NONE || style=&amp;quot;vertical-align: top&amp;quot;| These all appear as &amp;quot;stone&amp;quot; in the material selection menu, and list all inorganic materials regardless of any material modifier tokens, eg. [ITEMS_METAL]. BAR and BLOCKS made of organic materials, and BOULDER made of clay, are excluded.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKIN_TANNED or WOOD || style=&amp;quot;vertical-align: top&amp;quot;| NONE:NONE || &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Other Item Types || style=&amp;quot;vertical-align: top&amp;quot;| NONE:NONE || style=&amp;quot;vertical-align: top&amp;quot;| These will appear if a material modifier token other than [ANY_LEATHER_MATERIAL] is included. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Modifiers ====&lt;br /&gt;
&lt;br /&gt;
Reagents may also have extra tokens added on, following the REAGENT token, in order to modify their behaviour.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, if you set a field in a reagent to NONE, the reaction won't discriminate when it comes to that particular field. For example, if you require a BOULDER reagent but leave the material as NONE:NONE, it will grab any available BOULDER-type item regardless of material. Modifiers can then be used to restrict this to only certain broad classes of materials.&lt;br /&gt;
&lt;br /&gt;
The following is a list of all known reagent modifiers:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_BONE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [BONE] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_GEM_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [IS_GEM] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_HORN_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [HORN] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_LEATHER_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [LEATHER] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_PEARL_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [PEARL] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_PLANT_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be subordinate to a PLANT object.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_SHELL_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SHELL] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_SILK_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SILK] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_SOAP_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SOAP] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_STONE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [IS_STONE] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_STRAND_TISSUE&lt;br /&gt;
|&lt;br /&gt;
| Reagent is made of a tissue having TISSUE_SHAPE:STRANDS, intended for matching hair and wool. Must be used with USE_BODY_COMPONENT.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_TOOTH_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [TOOTH] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_WOOD_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [WOOD] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_YARN_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [YARN] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| BUILDMAT&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a general [[building material]] - BAR, BLOCKS, BOULDER, or WOOD.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CAN_USE_ARTIFACT&lt;br /&gt;
|&lt;br /&gt;
| Reagent can be an Artifact. Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CONTAINS&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
| Reagent is a container that holds the specified reagent (where ''Reagent name'' is the locally-defined name of the reagent).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CONTAINS_LYE&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a BARREL or TOOL which contains at least one item of type LIQUID_MISC made of LYE. Use of this token is discouraged, as it does not work with buckets (instead, use [CONTAINS:lye] &amp;amp;mdash; note the colon &amp;amp;mdash; and a corresponding lye reagent [REAGENT:lye:150:LIQUID_MISC:NONE:LYE]).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| DOES_NOT_ABSORB&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have ABSORPTION:0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| DOES_NOT_DETERMINE_PRODUCT_AMOUNT&lt;br /&gt;
|&lt;br /&gt;
| Reagent quantity is ignored for the purposes of producing extra outputs. Typically used for containers so that [[stack]]s of reagents will correctly produce additional outputs.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| EMPTY&lt;br /&gt;
|&lt;br /&gt;
| If the reagent is a container, it must be empty.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| FIRE_BUILD_SAFE&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be solid and stable at temperatures approaching 11000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| FOOD_STORAGE_CONTAINER&lt;br /&gt;
|&lt;br /&gt;
| Reagent is either a BARREL or a TOOL with the FOOD_STORAGE use.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| GLASS_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the IS_GLASS token. All 3 types of [[glass]] have this token hardcoded.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HARD_ITEM_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [ITEMS_HARD] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_EDGE&lt;br /&gt;
|&lt;br /&gt;
| Reagent must have an edge.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_ITEM_REACTION_PRODUCT&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* PRODUCT_ID&lt;br /&gt;
| Reagent material must have the item reaction product specified by PRODUCT_ID - [[Reaction#Item_reaction_products|see below]] for more details. This can be used interchangeably with HAS_MATERIAL_REACTION_PRODUCT.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_MATERIAL_REACTION_PRODUCT&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* PRODUCT_ID&lt;br /&gt;
| Reagent material must have the material reaction product specified by PRODUCT_ID - [[Reaction#Material_reaction_products|see below]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_TOOL_USE&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* [[Tool token#TOOL_USE|TOOL_USE]] value&lt;br /&gt;
| Reagent must be a [[tool]] with the specific TOOL_USE value. The reagent's item type must be TOOL:NONE for this to make any sense.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| IS_CRAFTED_ARTIFACT{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent item must be an artifact.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| IS_DIVINE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [DIVINE] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| IS_SAND_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SOIL_SAND] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| MAGMA_BUILD_SAFE&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be solid and stable at temperatures approaching 12000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| METAL_ITEM_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [ITEMS_METAL] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| METAL_ORE&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Metal ID&lt;br /&gt;
| Reagent material must be an ore of the specified metal.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| MIN_DIMENSION&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| Reagent's item size must be at least as large as ''Integer''. The reagent's item type must be BAR, POWDER_MISC, LIQUID_MISC, DRINK, THREAD, CLOTH, or GLOB for this to work.  See [[Reaction#PRODUCT_DIMENSION|PRODUCT_DIMENSION]] below.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NO_EDGE_ALLOWED&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not have an edge, so must be blunt. Sharp stones (produced using knapping) and most types of weapon/ammo can not be used with this token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_ARTIFACT{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent item must not be an artifact.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_CONTAIN_BARREL_ITEM&lt;br /&gt;
|&lt;br /&gt;
| If the reagent is a container, it must not contain [[lye]] or [[milk]]. Not necessary if specifying [EMPTY].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_ENGRAVED&lt;br /&gt;
|&lt;br /&gt;
| Reagent can not be engraved. For example, a memorial slab can not be engraved.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_IMPROVED&lt;br /&gt;
|&lt;br /&gt;
| Reagent has not been decorated.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_PRESSED&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be in the SOLID_PRESSED state.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_WEB&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be collected (to distinguish silk thread from webs). Only makes sense for items of type THREAD.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ON_GROUND&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be on the ground. Grabs from stockpiles. Does not grab from inventories (workshops, wagon) and causes infinite gathering for reactions in workshop.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| POTASHABLE (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| Alias for [CONTAINS_LYE].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRESERVE_REAGENT&lt;br /&gt;
|&lt;br /&gt;
| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| REACTION_CLASS&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* CLASS_ID&lt;br /&gt;
| Reagent material must have the reaction class specified by CLASS_ID - [[Reaction#Reaction_classes|see below]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| UNROTTEN&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be rotten, mainly for organic materials.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| USE_BODY_COMPONENT&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a body part (CORPSE or CORPSEPIECE). Must be used even if your reagent item type is CORPSE or CORPSEPIECE, otherwise it will match any item.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| WEB_ONLY&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be undisturbed (to distinguish silk thread from webs). Only makes sense for items of type THREAD.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| WORTHLESS_STONE_ONLY&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be non-[[economic]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| WOVEN_ITEM&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a clothing item made of a woven material, ie. plant, silk, or yarn cloth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
&lt;br /&gt;
Products are the end product of the reaction. A reaction can have as many products as it likes.&lt;br /&gt;
&lt;br /&gt;
Products are almost identical to reagents, except that they do not need to be named, can't have fields undefined, and don't use the quantity field to determine the product size. Instead, the token [PRODUCT_DIMENSION:X] is tacked on after the PRODUCT token, determining the size of the product.&lt;br /&gt;
&lt;br /&gt;
Products can be produced directly to a container using the [PRODUCT_TO_CONTAINER:''name''] token, where the ''name'' is the [[#Reagent name|name]] of a reagent. This requires the reagent to have the [PRESERVE_REAGENT] token.&lt;br /&gt;
&lt;br /&gt;
Restating this in the above style, we have:&lt;br /&gt;
   [PRODUCT:&amp;lt;probability&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;material token&amp;gt;][...modifiers...]&lt;br /&gt;
&lt;br /&gt;
==== probability ====&lt;br /&gt;
&lt;br /&gt;
The percentage chance the product will be produced when the reaction is completed.&lt;br /&gt;
&lt;br /&gt;
==== quantity ====&lt;br /&gt;
&lt;br /&gt;
Determines how many of the product will be produced. For the item types AMMO, REMAINS, MEAT, FISH, FISH_RAW, PLANT, PLANT_GROWTH, DRINK, CHEESE, LIQUID_MISC, COIN, and EGG, the resulting items will be created as a single [[stack]], while all other item types will produce multiple individual items.&lt;br /&gt;
&lt;br /&gt;
If a reaction can take stacks of input items, then it will attempt to perform the reaction enough times to consume as many full sets of reagents as it can—for example, if a reaction &amp;quot;1 piece of meat + 2 pieces of fish -&amp;gt; 3 pieces of cheese&amp;quot; is given a stack of 5 meat and 5 fish, it will produce 6 pieces of cheese and leave 3 meat and 1 fish behind. Using the token DOES_NOT_DETERMINE_PRODUCT_AMOUNT allows a reagent to be excluded from this calculation - for example, with the reaction &amp;quot;1 plant + 1 barrel -&amp;gt; 5 alcohol (into barrel)&amp;quot;, using this on the barrel allows the reaction to be performed as &amp;quot;5 plant + 1 barrel -&amp;gt; 25 alcohol&amp;quot; instead of &amp;quot;5 plant + 5 barrel -&amp;gt; 25 alcohol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== item token ====&lt;br /&gt;
&lt;br /&gt;
The [[item token]] and subtype of the item you produce.&lt;br /&gt;
&lt;br /&gt;
If your item has an [[Reaction#Item reaction products|item reaction product]] and you want the item type and material to be derived from one of the reagents, you can use GET_ITEM_DATA_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of both the item token ''and'' the material token (see next section). You can also specify GET_ITEM_DATA_FROM_REAGENT:reagent:NONE in order to make a direct copy of the source item, though this will not work for complex items such as corpses or prepared meals.&lt;br /&gt;
&lt;br /&gt;
For products, this can also be set to CRAFTS:NONE to produce up to three random [[craft]] items. This value cannot be used in any other context.&lt;br /&gt;
&lt;br /&gt;
==== material token ====&lt;br /&gt;
&lt;br /&gt;
A [[material token]] describing what the product will be made of.&lt;br /&gt;
&lt;br /&gt;
If you want the product's material to be derived from one of the reagents, and the reagent has a [[Reaction#Material_reaction_products|material reaction product]] defined, you can use GET_MATERIAL_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of the material token. You can also specify GET_MATERIAL_FROM_REAGENT:reagent:NONE in order to directly use the reagent's own material.&lt;br /&gt;
&lt;br /&gt;
==== Product modifiers ====&lt;br /&gt;
&lt;br /&gt;
Zero or more tokens which further set the properties or disposition of the resulting product item.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| FORCE_EDGE&lt;br /&gt;
|&lt;br /&gt;
| Product is given a sharp edge. Used for knapping.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_PASTE&lt;br /&gt;
|&lt;br /&gt;
| Product is created in the SOLID_PASTE state.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_PRESSED&lt;br /&gt;
|&lt;br /&gt;
| Product is created in the SOLID_PRESSED state.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_DIMENSION&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| Specifies the dimension of the product for those items that use dimensions. For items of type BAR, DRINK, GLOB, LIQUID_MISC, and POWDER_MISC, one item is dimension 150; one item of CLOTH or SHEET is dimension 10000; and one item of THREAD is dimension 15000. Has no effect on any other item types. Note: this is not the actual [[storage]] volume of the product, which is hard-coded by the item token. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_TO_CONTAINER&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* [[#Reagent name|Name]]&lt;br /&gt;
| Places the product in a container; ''Name'' must be the name of a reagent with the [PRESERVE_REAGENT] token and a container item type.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_TOKEN&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Name]]&lt;br /&gt;
| Allows the product to be referred to by the given name for the purpose of being passed down as and argument in other tokens, in the same fashion as reagent names.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| TRANSFER_ARTIFACT_STATUS&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Transfers artifact status from the reagent to the product.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
&lt;br /&gt;
Improvements are applied to existing reagents. A reaction can have as many improvements as it likes.&lt;br /&gt;
&lt;br /&gt;
Restating this in the above style, we have:&lt;br /&gt;
   [IMPROVEMENT:&amp;lt;probability&amp;gt;:&amp;lt;reagent name&amp;gt;:&amp;lt;improvement type&amp;gt;:&amp;lt;material token&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==== probability ====&lt;br /&gt;
&lt;br /&gt;
The percentage chance the improvement will be applied to the reagent when the reaction is completed.&lt;br /&gt;
&lt;br /&gt;
==== reagent name ====&lt;br /&gt;
&lt;br /&gt;
The [[#Reagent name|name]] of the reagent that will be improved. In order to be meaningful, this reagent must have [PRESERVE_REAGENT].&lt;br /&gt;
&lt;br /&gt;
==== improvement type ====&lt;br /&gt;
&lt;br /&gt;
The following improvement types can be used:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| COVERED&lt;br /&gt;
| Item is encrusted/studded/decorated with &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| GLAZED&lt;br /&gt;
| Item is glazed with &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| RINGS_HANGING&lt;br /&gt;
| Item is adorned with hanging rings of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| BANDS&lt;br /&gt;
| Item is encircled with bands of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| SPIKES&lt;br /&gt;
| Item menaces with spikes of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| PAGES&lt;br /&gt;
| Adds pages to a [[book]].&lt;br /&gt;
|-&lt;br /&gt;
| SPECIFIC&lt;br /&gt;
| With subtype ROLLERS, adds rollers of &amp;lt;material&amp;gt; to a [[scroll]]; with subtype HANDLE, adds a handle of &amp;lt;material&amp;gt; to an item; with subtype TRACTION_BENCH_CHAIN or TRACTION_BENCH_ROPE adds a chain or rope of &amp;lt;material&amp;gt; to an item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All other item improvement tokens (ART_IMAGE, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE, and ILLUSTRATION) are ignored.&lt;br /&gt;
&lt;br /&gt;
==== material token ====&lt;br /&gt;
&lt;br /&gt;
A [[material token]] describing what the decoration will be made of.&lt;br /&gt;
&lt;br /&gt;
If you want the product's material to be derived from one of the reagents, and the reagent has a [[Reaction#Material_reaction_products|material reaction product]] defined, you can use GET_MATERIAL_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of the material token. You can also specify GET_MATERIAL_FROM_REAGENT:reagent:NONE in order to directly use the reagent's own material.&lt;br /&gt;
&lt;br /&gt;
=== Other tokens ===&lt;br /&gt;
&lt;br /&gt;
==== fuel ====&lt;br /&gt;
&lt;br /&gt;
The FUEL token means that the reaction requires coke or charcoal to be performed. Fuel is not needed when the reaction is performed at a magma workshop (a [[magma kiln]], [[magma smelter]], or any custom building having [NEEDS_MAGMA]).&lt;br /&gt;
&lt;br /&gt;
==== skill ====&lt;br /&gt;
&lt;br /&gt;
The [[Skill token|skill tokens]] determine what skill the reaction requires and trains; also how quickly skill is gained, how quickly those skill gains raise attributes, and how skill level affects the quality of the reaction product.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKILL&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[Skill token]] &lt;br /&gt;
| (Optional) This identifies the skill required to carry out the reaction and is trained when the reaction is performed.  Only one skill may be specified; if multiple skill tokens are defined only the last will be used.  A reaction with no product will yield no experience gain.  A reaction with no SKILL token will complete in a default amount of time.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKILL_IP&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| (Optional, requires SKILL token)  This adjusts the amount of skill gained each time the reaction is carried out.  The default value is 30; higher values increase the amount of skill gain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ATTRIBUTE_IP&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| (Optional, requires SKILL token)  This adjusts the amount of [[Attribute|attribute]] gain that skill gain from this reaction results in.  The default value is 10; higher values increase the amount of attribute gain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKILL_ROLL_RANGE&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Range&lt;br /&gt;
* Multiplier&lt;br /&gt;
| (Optional, requires SKILL token)  This changes how much skill level affects the quality of the reaction product.  The default is [SKILL_ROLL_RANGE:11:5]. The ''range'' is the base &amp;quot;die roll&amp;quot; and the ''multiplier'' determines how much the dwarf's skill can affect the reaction; the skill roll is random(range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1), where random(x) gives a random number from 0 to x-1, inclusive (which also means that the minimum for the range is 1). The higher result on the roll, the better. Both numbers can be lowered to make the skill check harder. For example, with the default values a dwarf who is proficient in a skill has a skill level of 5; their roll will be random(11)+random(13)+random(13), meaning this dwarf can roll anywhere from 0 to 34; similarly, unskilled dwarves can roll 0 to 10 while legendary+0 (skill 15) dwarves can roll 0 to 84. If this is changed to [SKILL_ROLL_RANGE:1:8], then instead a proficient dwarf will have random(1)+random(21)+random(21), giving a roll of 0 to 40, with unskilled dwarves always rolling 0 and legendary dwarves going all the way up to 120.&lt;br /&gt;
&lt;br /&gt;
As a consequence, increasing the multiplier will always make legendary dwarves more effective, even if base roll is reduced to its minimum of 1, with the default going up to 84 for default and 90 for [SKILL_ROLL_RANGE:1:6].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== automatic ====&lt;br /&gt;
&lt;br /&gt;
The AUTOMATIC token means that the reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
This token only works with jobs performed at a [[kiln]], [[smelter]], [[tanner's shop]], [[kitchen]], or custom workshop, and [[standing orders]] allow you to limit which ones trigger; custom reactions performed at a [[quern]], [[millstone]]{{verify}}, [[still]]{{verify}} or [[craftsdwarf's workshop]]{{verify}} cannot be made automatic.&lt;br /&gt;
&lt;br /&gt;
==== Adventure Mode enabled ====&lt;br /&gt;
&lt;br /&gt;
The ADVENTURE_MODE_ENABLED token means that this version of the reaction can be used by the wanderers of Adventure Mode without needing to also give the dwarves at home in a fortress access to it.  When using this token, it will be allowed for adventurers of any race, without editing entity files. This token does not prevent Fortress Mode usage assuming the reaction also has a usable building assigned and is a {{token|PERMITTED_REACTION|entity}} within the entity file.&lt;br /&gt;
&lt;br /&gt;
==== max multiplier ====&lt;br /&gt;
&lt;br /&gt;
The [MAX_MULTIPLIER:&amp;lt;#&amp;gt;] token specifies how many times to do the reaction. This can be used to limit stacked reagent use to the specified quantity instead of the whole stack.&lt;br /&gt;
&lt;br /&gt;
==== description ====&lt;br /&gt;
&lt;br /&gt;
This feature is exclusive to Classic Mode, as no description window pops up when mousing over reactions in workshops in Premium.&lt;br /&gt;
&lt;br /&gt;
The [DESCRIPTION:&amp;lt;string&amp;gt;] token provides a text description of the reaction when it is highlighted in the building UI.  Multiple DESCRIPTION tokens can be defined in a reaction, and each will appear on a new line.  The pop-up box that contains the description is limited to 325 characters total.  Alternatively, this token can reference a DESCRIPTION token in an existing tool definition by replacing ''string'' with USE_TOOL:&amp;lt;ITEM_SUBTYPE&amp;gt;; or an existing instrument definition with USE_INSTRUMENT:&amp;lt;ITEM_SUBTYPE&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Reaction classes and products ==&lt;br /&gt;
&lt;br /&gt;
When you're doing things like tanning hides or brewing alcohol, having separate reactions for every single possible raw material is unwieldy and terrible. However, you can let the reaction itself ask the material for details and process them all with the same reaction. There are three types of tags to dictate this behavior.&lt;br /&gt;
&lt;br /&gt;
=== Reaction classes ===&lt;br /&gt;
&lt;br /&gt;
The simplest token is the reaction class. If it is tacked on a material, a reaction can limit reagents to only those materials that have the specified arbitrary [REACTION_CLASS:whatever] identifier.&lt;br /&gt;
&lt;br /&gt;
We want a reaction that smelts iron and flux into pig iron. However, there are a half-dozen different stones that count as flux. Instead of clogging up the smelter job menu with six nearly identical reactions that all take in either dolomite or limestone or marble for the same result, we use a reaction class.&lt;br /&gt;
&lt;br /&gt;
   [REACTION:PIG_IRON_MAKING]&lt;br /&gt;
      [NAME:make pig iron bars]&lt;br /&gt;
      [BUILDING:SMELTER:NONE]&lt;br /&gt;
      [REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]&lt;br /&gt;
      [REAGENT:B:1:BOULDER:NO_SUBTYPE:NONE:NONE]'''[REACTION_CLASS:FLUX]'''&lt;br /&gt;
      [REAGENT:C:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:PIG_IRON][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL]&lt;br /&gt;
      [SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
Note how reagent B asks for &amp;quot;NONE:NONE&amp;quot; as its material. This means &amp;quot;boulders of any kind as long as they have the reaction class named FLUX&amp;quot;. Stuff like calcite, here:&lt;br /&gt;
&lt;br /&gt;
   [INORGANIC:CALCITE]&lt;br /&gt;
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]&lt;br /&gt;
      [STATE_NAME_ADJ:ALL_SOLID:calcite][DISPLAY_COLOR:7:7:1][TILE:'&amp;quot;']&lt;br /&gt;
      '''[REACTION_CLASS:FLUX]'''&lt;br /&gt;
      [ENVIRONMENT_SPEC:LIMESTONE:CLUSTER_SMALL:100]&lt;br /&gt;
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]&lt;br /&gt;
      [MATERIAL_VALUE:2]&lt;br /&gt;
      [IS_STONE]&lt;br /&gt;
      [MELTING_POINT:12902]&lt;br /&gt;
      [SOLID_DENSITY:2930]&lt;br /&gt;
&lt;br /&gt;
The label itself can be absolutely anything. It's only used to find a match between the material and the reaction. Note that some reaction classes have special meanings to the game itself—notably, the [[site finder]] knows that &amp;quot;FLUX&amp;quot; should be connected to the &amp;quot;Flux stone&amp;quot; filter.&lt;br /&gt;
&lt;br /&gt;
=== Material reaction products ===&lt;br /&gt;
&lt;br /&gt;
But what if it's not all the same what materials the members of the reaction class put out? If a tanner starts working on a bear pelt, a horse hide, some dragon scales and a section of human skin, surely they all can't produce generic boot leather! No, the reaction must get the chance to ask the &amp;quot;reaction class&amp;quot; what the reagent should turn out as. We will declare a material reaction product.&lt;br /&gt;
&lt;br /&gt;
   [REACTION:TAN_A_HIDE]&lt;br /&gt;
      [NAME:tan a hide]&lt;br /&gt;
      [BUILDING:TANNER:CUSTOM_T]&lt;br /&gt;
         [REAGENT:flaps of skin:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]&lt;br /&gt;
            '''[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]'''&lt;br /&gt;
         [PRODUCT:100:1:SKIN_TANNED:NONE:'''GET_MATERIAL_FROM_REAGENT:flaps of skin:TAN_MAT''']&lt;br /&gt;
      [SKILL:TANNER]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
&lt;br /&gt;
Where you'd usually have some fresh bodypart with the TAN_MAT reaction class produce some generic SKIN_TANNED, this goes further. Instead of declaring a material, the spool of pattern-ready tailoring leather (SKIN_TANNED) now comes out as whatever the skin flaps' material reaction product (named TAN_MAT) says in the material's definition (GET_MATERIAL_FROM_REAGENT). And what does it say?&lt;br /&gt;
&lt;br /&gt;
   [MATERIAL_TEMPLATE:SKIN_TEMPLATE]&lt;br /&gt;
         [STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
         [STATE_NAME:ALL_SOLID:skin]&lt;br /&gt;
         [STATE_ADJ:ALL_SOLID:skin]&lt;br /&gt;
         ...&lt;br /&gt;
         [ABSORPTION:100]&lt;br /&gt;
         '''[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]'''&lt;br /&gt;
         [IMPLIES_ANIMAL_KILL]&lt;br /&gt;
         [ROTS]&lt;br /&gt;
&lt;br /&gt;
It says that the caller of the TAN_MAT hook always comes out as the LEATHER of whatever creature the skin has been peeled off of (LOCAL_CREATURE_MAT). For example, skin taken from a butchered dog would be turned into dog leather. Change the SKIN_TEMPLATE MATERIAL_REACTION_PRODUCT to TAN_MAT:INORGANIC:GOLD instead and your tanner turns into Midas.  Use your imagination.&lt;br /&gt;
&lt;br /&gt;
As with reaction classes, some MATERIAL_REACTION_PRODUCT identifiers have special meanings to the game itself - notably, the [[site finder]] knows that &amp;quot;FIRED_MAT&amp;quot; should be connected to the &amp;quot;Clay&amp;quot; filter, and &amp;quot;CHEESE_MAT&amp;quot; is used when making [[cheese]] from [[milk]].&lt;br /&gt;
&lt;br /&gt;
=== Item reaction products ===&lt;br /&gt;
&lt;br /&gt;
Item reaction products are an even more powerful form of the above. Where material reaction products can only affect what type of stuff the predestined end product is made of, item reaction products can decide the entire end result ahead of time. Item AND material.&lt;br /&gt;
&lt;br /&gt;
Let's assume for a moment that we're completely tired of leather earrings and hair crowns. We want a crafting reaction that takes cloth and only produces things that make sense.&lt;br /&gt;
&lt;br /&gt;
      [REACTION:TAILOR_THE_BEST_THING]&lt;br /&gt;
            [NAME:weave something that makes sense]&lt;br /&gt;
            [BUILDING:CRAFTSMAN]&lt;br /&gt;
            [REAGENT:woven fabric:1:CLOTH:NONE:NONE:NONE]&lt;br /&gt;
               '''[HAS_ITEM_REACTION_PRODUCT:BEST_OPTION]'''&lt;br /&gt;
            [PRODUCT:100:1:'''GET_ITEM_DATA_FROM_REAGENT:woven fabric:BEST_OPTION''']&lt;br /&gt;
            [SKILL:CLOTHIER]&lt;br /&gt;
&lt;br /&gt;
Now we need to come up with the counterpart tags in the materials. Hmmm... cotton is thin and soft, so it makes pretty good undergarments. An undershirt, maybe?&lt;br /&gt;
&lt;br /&gt;
         [PLANT:COTTON] Gossypium hirsutum / sp.&lt;br /&gt;
                  [NAME:cotton plant][NAME_PLURAL:cotton plants][ADJ:cotton plant]&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
                  [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
                  [DRY][BIOME:ANY_TROPICAL]&lt;br /&gt;
                  [VALUE:2]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]&lt;br /&gt;
                     [MATERIAL_VALUE:2]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:ARMOR:ITEM_ARMOR_TUNIC:LOCAL_PLANT_MAT:THREAD]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
Then jute fabric. Isn't that burlap? And what's about the only thing they make from burlap?&lt;br /&gt;
&lt;br /&gt;
         [PLANT:JUTE] Corchorus capsularis / Corchorus olitorius&lt;br /&gt;
                  [NAME:jute plant][NAME_PLURAL:jute plants][ADJ:jute plant]&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
                  [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
                  [DRY][BIOME:ANY_TROPICAL]&lt;br /&gt;
                  [VALUE:2]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]&lt;br /&gt;
                     [MATERIAL_VALUE:2]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:BOX:NONE:LOCAL_PLANT_MAT:THREAD]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
Sacks, of course! Wait, how about silk?&lt;br /&gt;
&lt;br /&gt;
         [CREATURE:SPIDER_CAVE]&lt;br /&gt;
                  [DESCRIPTION:A tiny underground bug, sought after for its thread.]&lt;br /&gt;
                  [NAME:cave spider:cave spiders:cave spider]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:PANTS:ITEM_PANTS_THONG:LOCAL_CREATURE_MAT:SILK]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
This goes on for as long as you let it. The ITEM_REACTION_PRODUCT declares the identifier and then the item and material with subtypes, just like a normal reaction's product line would.&lt;br /&gt;
&lt;br /&gt;
Do note that MATERIAL_REACTION_PRODUCT and ITEM_REACTION_PRODUCT use the same IDs, so you cannot have both a material and item reaction product of the same name. Also, though you cannot use GET_ITEM_DATA_FROM_REAGENT with a MATERIAL_REACTION_PRODUCT (there'd be no item type information), you ''can'' use GET_MATERIAL_FROM_REAGENT on an ITEM_REACTION_PRODUCT (in case you want to force your own item type).&lt;br /&gt;
&lt;br /&gt;
== Reactions and world generation ==&lt;br /&gt;
&lt;br /&gt;
There are several things to keep in mind when you're adding reactions to a game that already exists.&lt;br /&gt;
&lt;br /&gt;
* Most entity changes require a regen, but adding PERMITTED_REACTION tokens for reactions that existed at the time of world generation to the entity file in the save directory do not.&lt;br /&gt;
* Adding reactions to the raws in a save directory requires you to regen the world.&lt;br /&gt;
* You can alter an existing reaction in any way you like without regenning the world, so long as you don't alter the reaction identifier.&lt;br /&gt;
&lt;br /&gt;
== Full token list ==&lt;br /&gt;
&lt;br /&gt;
For the sake of convenience and readability, this is a complete compilation of the previously listed reaction tokens in alphabetical order:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ADVENTURE_MODE_ENABLED}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| This version of the reaction can be used by the wanderers of Adventure Mode without needing to also give the dwarves at home in a fortress access to it.  When using this token, it will be allowed for adventurers of any race, without editing entity files. This token does not prevent Fortress Mode usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_BONE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [BONE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_GEM_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [IS_GEM] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_HORN_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [HORN] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_LEATHER_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [LEATHER] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_PEARL_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [PEARL] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_PLANT_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must be subordinate to a PLANT object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_SHELL_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [SHELL] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_SILK_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [SILK] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_SOAP_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [SOAP] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_STONE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [IS_STONE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_STRAND_TISSUE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is made of a tissue having [TISSUE_SHAPE:STRANDS], intended for matching hair and wool. Must be used with [USE_BODY_COMPONENT].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_TOOTH_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [TOOTH] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_WOOD_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [WOOD] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_YARN_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [YARN] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ATTRIBUTE_IP}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Amount of attribute gain given per skill improvement. Default is 10.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|AUTOMATIC}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| The reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|BAG}} (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent has to be a bag. Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead. Deprecated as of Version 0.50.01 in favor of BAG:NONE [[item token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|BUILDING}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#building name|Building name]]&lt;br /&gt;
* [[#building key|In-building reaction hotkey]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Sets the building that the reaction will be performed in, and the button used to queue the reaction once that building's menu is accessed in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|BUILDMAT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is able to be used to build structures (Boulders, Wood, Blocks, Bars).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CAN_USE_ARTIFACT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent can be an Artifact.  Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CAN_USE_HOSPITAL_RESERVED}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Allows the reagent to be an item that is otherwise reserved for use by a [[healthcare|hospital]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CAN_USE_LOCATION_RESERVED}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Allows the reagent to be an item that is otherwise reserved for use by a [[locations|location]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Category ID &lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Puts the reaction in a category. Categories are custom submenus for reaction menus. The category ID is a unique identifier for the category. It is only used in the raws, and will not appear in the game.&lt;br /&gt;
&lt;br /&gt;
If you're defining multiple categories within the same reaction - for example, if you intend the reaction to be nested two deep, and haven't yet defined the super-category - the ''last'' CATEGORY token within the reaction definition is the one that the reaction will appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_NAME}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* String &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| The name of the category as displayed in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_DESCRIPTION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* String &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If present, when the category is highlighted in a building menu, this string will be displayed in the Helpful Hint box.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_PARENT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Category ID &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If present, this category will be a submenu of the indicated category, rather than a submenu of the reaction's building.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_KEY}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Hotkey&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If present, this category can be selected from its parent menu (whether a building or a parent category) using the given hotkey while playing in Classic mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CONTAINS}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is a container that holds the specified reagent.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CONTAINS_LYE}} (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If the reagent is a container, it must contain LYE. No longer used - instead, use one reagent for the LYE itself and another reagent with [CONTAINS:lye_reagent].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* String&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| A description of the reaction that appears when it is highlighted in the building UI.  ''String'' can also be replaced with a reference to existing DESCRIPTION tokens in tools (using USE_TOOL:&amp;lt;tool_id&amp;gt;) or musical instruments (using USE_TOOL:&amp;lt;instrument_id&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|DOES_NOT_ABSORB}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have [ABSORPTION:0].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|DOES_NOT_DETERMINE_PRODUCT_AMOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Performing a reaction with large [[stack]]s of inputs can allow multiple sets of outputs to be produced. Setting this flag causes the reagent to be ignored in this process - for example, with the reaction &amp;quot;1 plant + 1 barrel -&amp;gt; 5 alcohol (into barrel)&amp;quot;, using this on the barrel allows the reaction to be performed as &amp;quot;5 plant + 1 barrel -&amp;gt; 25 alcohol&amp;quot; instead of &amp;quot;5 plant + 5 barrel -&amp;gt; 25 alcohol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|EMPTY}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If the reagent is a container, it must be empty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FIRE_BUILD_SAFE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be considered [[fire-safe]] (stable [[temperature]] below {{ct|11000}}) - i.e. not wood, and not coal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FORCE_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product is given a sharp edge. Used for knapping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FOOD_STORAGE_CONTAINER}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be a barrel or any non-absorbing tool with [TOOL_USE:FOOD_STORAGE].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FUEL}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Requires that the reaction either use up a unit of coal or charcoal or else be performed at a magma workshop.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|GLASS_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material has [IS_GLASS].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be sharpened (used for carving).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_ITEM_REACTION_PRODUCT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* PRODUCT_ID (custom)&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Similar to HAS_MATERIAL_REACTION_PRODUCT, but requires the reagents material to have a matching ITEM_REACTION_PRODUCT entry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_MATERIAL_REACTION_PRODUCT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* PRODUCT_ID (custom)&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Similar to REACTION_CLASS, but requires the reagents material to have a matching [[Material definition token|MATERIAL_REACTION_PRODUCT]] entry. Intended for reactions which transform one class of material into another, such as skin-&amp;gt;leather and fat-&amp;gt;tallow.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_TOOL_USE}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[Tool token#TOOL_USE|TOOL_USE value]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be a [[tool]] with the specific TOOL_USE value. The reagents item type must be TOOL:NONE for this to make any sense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_WRITING_IMPROVEMENT}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must contain writing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|IMPROVEMENT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Probability&lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
* Improvement type&lt;br /&gt;
* Material Token&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Applies an improvement to the named reagent.  Only meaningful if said reagent has [PRESERVE_REAGENT]. Improvement types include BANDS, COVERED, GLAZED, PAGES, RINGS_HANGING, and SPIKES&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|IS_CRAFTED_ARTIFACT}}{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent item must be an artifact.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|IS_DIVINE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [DIVINE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|MAGMA_BUILD_SAFE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Currently broken - Reagent must be considered [[magma-safe]] (stable [[temperature]] below {{ct|12000}}).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|MAX_MULTIPLIER}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Sets the maximum number of times a reaction is allowed to run when using stacked reagents. This can be used to ensure that the reaction doesn't repeat until the entire stack is depleted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|METAL_ORE}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Inorganic material&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must be an ore of the specified metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|MIN_DIMENSION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Requires that the reagent have a size of at least ''integer''. Only effective with BAR, POWDER_MISC, LIQUID_MISC, DRINK, THREAD, CLOTH, and GLOB items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NAME}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#name|Name]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Defines the name used by the reaction in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NO_EDGE_ALLOWED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must not have an edge, so must be blunt. Sharp stones (produced using knapping) and most types of weapon/ammo can not be used with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_ARTIFACT}}{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent item must not be an artifact.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_CONTAIN_BARREL_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If the reagent is a Barrel, it must not contain an item that has to reside in a barrel.  Barrel items appear to be lye and milk.  Alcohol appears to be covered as part of [EMPTY].  A reaction which places an item in a barrel should probably have both tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_ENGRAVED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent has not been engraved i.e. a blank memorial slab.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_IMPROVED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent has not been decorated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must not be in the SOLID_PRESSED state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_WEB}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be &amp;quot;collected&amp;quot; - used with THREAD:NONE to exclude webs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ON_GROUND}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| Reagent must be on the ground. Grabs from stockpiles. Does not grab from bins in stockpiles, nor inventories (workshops, wagon). Causes infinite collection of items if reaction is in workshop, as reagents are no longer on ground when brought to workshop. Untested in adventure mode; possibly more useful for adv. mode reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|POTASHABLE}} (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Alias for [CONTAINS_LYE].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRESERVE_REAGENT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
*Probability of success (%)&lt;br /&gt;
*Quantity&lt;br /&gt;
*Item token:subtype&lt;br /&gt;
*Material token:subtype&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Defines a thing that comes out of the reaction. GET_MATERIAL_FROM_REAGENT and GET_ITEM_DATA_FROM_REAGENT can be used to defer the choice of material and/or item to the appropriate tag in a given reagent's material - the former comes in place of the material token, the latter replaces both the item and material tokens. See above for detailed information on how the hooks work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_DIMENSION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Size&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Specifies the amount of the product for those items that use dimension. For items of type BAR, DRINK, GLOB, LIQUID_MISC, and POWDER_MISC, one item is dimension 150; one item of CLOTH or SHEET is dimension 10000; and one item of THREAD is dimension 15000. Has no effect on any other item types. Note: this is not the actual [[storage]] volume of the product, which is hard-coded by the item token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_PASTE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product is created in the SOLID_PASTE state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product is created in the SOLID_PRESSED state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_TO_CONTAINER}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Places the product in a container; reagent name must be the name of a reagent with the [PRESERVE_REAGENT] token and a container item type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_TOKEN}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Name&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Allows the product to be referred to by the given name, for the purpose of being passed down as argument in other tokens in the same fashion as reagent names.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|REACTION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Identifier&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Defines a new reaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|REACTION_CLASS}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* CLASS_ID (custom)&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Requires the reagent's material to have a matching [[Material definition token|REACTION_CLASS]] entry. Intended for reactions which accept a variety of materials but where the input material does not determine the output material, such as FLUX (for making pig iron and steel) and GYPSUM (for producing plaster powder).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|REAGENT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
* [[#quantity|Quantity]]&lt;br /&gt;
* [[Item token]]&lt;br /&gt;
* [[Material token]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Specifies a given reagent as an input for a reaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|SKILL}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[Skill token]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill used by the reaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|SKILL_IP}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Amount of skill given per product made. Default is 30. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|SKILL_ROLL_RANGE}}&lt;br /&gt;
|  style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Range&lt;br /&gt;
* Multiplier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Determines how [[skill]] level affects [[quality]] of the reaction product.  The skill roll is random(range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1). random(x) returns a number between 0 and x-1, so range is always 1 or more.  The default is 11. The default multiplier is 5. Higher skill rolls give better results.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|TRANSFER_ARTIFACT_STATUS}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Transfers artifact status from the reagent to the product.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|UNROTTEN}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must not be rotten, mainly for organic materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|USE_BODY_COMPONENT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must come off a creature's body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WEB_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be &amp;quot;undisturbed&amp;quot; - used with THREAD:NONE to gather webs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WORTHLESS_STONE_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is not made of an economic stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WOVEN_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must be a woven material, eg. plant cloth, silk, yarn. This ''excludes'' CLOTH or THREAD items.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Reaction]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reaction&amp;diff=288322</id>
		<title>Reaction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reaction&amp;diff=288322"/>
		<updated>2023-01-28T03:26:57Z</updated>

		<summary type="html">&lt;p&gt;Qeveren: /* item token */ Added note about armor size details being unavailable in custom reactions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
'''Reactions''' are modular, editable formulas that take specific ingredients, or reagents, and use them to produce a desired item.  A lot of reactions are hardcoded—building beds or creating glass, for example—but a few are freely editable, and it's (sometimes) quite simple to add additional ones. There is a separate page with custom [[reaction examples]].&lt;br /&gt;
&lt;br /&gt;
== Reaction differences between modes ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], reactions are linked to specific buildings, and must be added to a civilization's [[entity token|entity file]] to be usable by that civilization. This has the useful effect of limiting new items and materials (such as special [[wood]] or [[metal]]) to civilizations that have the requisite reaction — so that if you give your custom civilization a reaction to produce &amp;quot;star metal&amp;quot; or some other custom material, only they will be able to use it.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], reactions are freely available in the {{k|x}} menu via the {{DFtext|create}} option, and any adventurer character can make free use of them. Reagents may be held in the hands or dropped on the ground, but cannot be used within a backpack or quiver. There are several bugs with adventure mode reactions, chief of which is the fact that you cannot select liquid reagents.{{verify}} &amp;lt;!-- reaction product tag works now, liquids and improvement quality don't --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Anatomy of a reaction ==&lt;br /&gt;
&lt;br /&gt;
Reactions are found within reaction_x files (such as reaction_smelter or reaction_other).  All reaction files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:REACTION]&amp;lt;/code&amp;gt; token that tells the game that the file contains reaction definitions.&lt;br /&gt;
&lt;br /&gt;
The reactions themselves generally adhere to the following structure:&lt;br /&gt;
&lt;br /&gt;
   [REACTION:&amp;lt;identifier&amp;gt;]&lt;br /&gt;
      [NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
      [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
      [REAGENT:A:150:BAR:NONE:POTASH:NONE]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL] &lt;br /&gt;
      [SKILL:&amp;lt;SKILL TOKEN&amp;gt;]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
      [ADVENTURE_MODE_ENABLED]&lt;br /&gt;
* ''[[#Reaction identifier|identifier]]'': The internal ID of the reaction.&lt;br /&gt;
* ''[[#Reaction name|name]]'': The name of the reaction, visible to the player in the Fortress mode or Adventure mode menus.&lt;br /&gt;
* ''[[#Building|building]]'': The building ID that the reaction uses, and the relevant keyboard shortcut.&lt;br /&gt;
* ''[[#Reagents|...reagents...]]'': Zero or more reagents (ingredients) that are required to be in stock for the reaction to be possible.&lt;br /&gt;
* ''[[#Products|...products...]]'': Zero or more products that are created from the reaction.&lt;br /&gt;
* ''[[#fuel|fuel]]'': (optional) If present, the reaction requires charcoal, coke or a magma-powered workshop.&lt;br /&gt;
* ''[[#skill|skill]]'': (optional) The skill required and trained by the reaction.&lt;br /&gt;
* ''[[#automatic|automatic]]'': (optional) If present, the reaction will automatically be enqueued whenever it can possibly be performed.&lt;br /&gt;
* ''[[#adventure mode|adventure mode]]'': (optional) If present, the reaction can be used by the player in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Reaction identifier ===&lt;br /&gt;
The REACTION token assigns a unique ID to your reaction.&lt;br /&gt;
    [REACTION:&amp;lt;reaction identifier&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The ''reaction identifier'' may be anything, so long as it is unique within the raw data files. A good habit to get into is to append a short prefix or suffix to each name related to the name of your mod, to ensure nobody else is going to make an identical reaction and thereby mess up the game if their mod is run alongside yours.  This is referenced in an entity definition via [[Entity_token#PERMITTED_REACTION|PERMITTED_REACTION]] to allow that entity to use the reaction.&lt;br /&gt;
&lt;br /&gt;
=== Reaction name ===&lt;br /&gt;
The REACTION_NAME token assigns a descriptive name to your reaction in-game.&lt;br /&gt;
    [REACTION_NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==== name ====&lt;br /&gt;
This can be anything at all, and is how the reaction will appear in the job list of the building it is assigned to, and so should describe the reaction. '''Tan a hide''', for example, is the name of the default leather-producing reaction. Generally this should be written as a small descriptive verb phrase, with the first letter capitalized, for consistency with the existing reactions.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
The BUILDING token assigns the reaction to a building.  Adding multiple BUILDING tokens will cause the reaction to be available at all of the specified buildings.  Omitting the BUILDING token entirely will make the reaction unusable in Fortress mode (often used to restrict certain reactions to [[Reaction#Adventure_Mode_enabled|Adventure mode]]).&lt;br /&gt;
&lt;br /&gt;
    [BUILDING:&amp;lt;building name&amp;gt;:&amp;lt;building key&amp;gt;]&lt;br /&gt;
* [[#building name|''building name:'']] The ID of the building the reaction appears in.&lt;br /&gt;
* [[#building key|''building key:'']] The hotkey to queue up the reaction in the specified building.&lt;br /&gt;
&lt;br /&gt;
==== building name ====&lt;br /&gt;
This is the ID of the building where the reaction will be carried out.  Valid building names are as follows:&lt;br /&gt;
&lt;br /&gt;
* ASHERY - [[Ashery]]&lt;br /&gt;
* BOWYER - [[Bowyer's workshop]]&lt;br /&gt;
* CARPENTER - [[Carpenter's workshop]]&lt;br /&gt;
* CLOTHES - [[Clothier's shop]]&lt;br /&gt;
* CRAFTSMAN - [[Craftsdwarf's workshop]]&lt;br /&gt;
* FARMER - [[Farmer's workshop]]&lt;br /&gt;
* GLASS - [[Glass furnace]]&lt;br /&gt;
* KILN - [[Kiln]] and [[Magma kiln]]&lt;br /&gt;
* KITCHEN - [[Kitchen]]&lt;br /&gt;
* LEATHER - [[Leather works]]&lt;br /&gt;
* MASON - [[Stoneworker's workshop]]&lt;br /&gt;
* METALSMITH - [[Metalsmith's forge]]&lt;br /&gt;
* MILLSTONE - [[Millstone]]&lt;br /&gt;
* QUERN - [[Quern]]&lt;br /&gt;
* SIEGE - [[Siege workshop]]&lt;br /&gt;
* SMELTER - [[Smelter]] and [[Magma smelter]]&lt;br /&gt;
* STILL - [[Still]]&lt;br /&gt;
* TANNER - [[Tanner's shop]]&lt;br /&gt;
* WOOD - [[Wood furnace]]&lt;br /&gt;
* Any custom (raw-defined) building, such as:&lt;br /&gt;
** SOAP_MAKER - [[Soap maker's workshop]]&lt;br /&gt;
** SCREW_PRESS - [[Screw press]]&lt;br /&gt;
&lt;br /&gt;
==== building key ====&lt;br /&gt;
This defines the shortcut key(s) used to queue up the reaction in the workshop during gameplay in Classic mode only.  It can be NONE for no shortcut, or take the format of CUSTOM_X, where X can be: any uppercase letter, which shows as a lowercase letter in the building UI, eg. &amp;quot;CUSTOM_A&amp;quot; creates the shortcut {{k|a}}; or a valid modifier key (ALT, CTRL, or SHIFT) followed by an uppercase letter, eg. CUSTOM_SHIFT_A.&lt;br /&gt;
&lt;br /&gt;
=== Category ===&lt;br /&gt;
&lt;br /&gt;
Categories are custom submenus for buildings' reaction menus. A reaction doesn't require a category, but if you have a lot of reactions, categories can be invaluable for organizing and presenting those reactions to players.&lt;br /&gt;
&lt;br /&gt;
Categories can be nested indefinitely—you can have a category within a category within a category within a category within a category within... but as a practical matter, nesting categories more than 2 deep is not recommended.&lt;br /&gt;
&lt;br /&gt;
Categories will be displayed in alphabetical order, first off the file name and then off the category name.  &lt;br /&gt;
&lt;br /&gt;
Categories currently have no effect on adventure mode reactions.&lt;br /&gt;
&lt;br /&gt;
==== Defining a category ====&lt;br /&gt;
&lt;br /&gt;
Each category needs to be defined within a reaction, usually one which should appear within its menu. Categories only need to be defined once.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY || style=&amp;quot;vertical-align: top&amp;quot;| Category ID || The category ID is a unique identifier for the category. It is only used in the raws, and will not appear in the game.&lt;br /&gt;
&lt;br /&gt;
If you're defining multiple categories within the same reaction - for example, if you intend the reaction to be nested two deep, and haven't yet defined the super-category - the ''last'' CATEGORY token within the reaction definition is the one that the reaction will appear in.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_NAME || style=&amp;quot;vertical-align: top&amp;quot;| String || The name of the category as displayed in-game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_DESCRIPTION || style=&amp;quot;vertical-align: top&amp;quot;| String || Optional. If present, when the category is highlighted in a building menu, this string will be displayed in the Helpful Hint box.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_PARENT || style=&amp;quot;vertical-align: top&amp;quot;| Category ID || Optional. If present, this category will be a submenu of the indicated category, rather than a submenu of the reaction's building.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_KEY || style=&amp;quot;vertical-align: top&amp;quot;| Hotkey token || Optional. If present, this category can be selected from its parent menu (whether a building or a parent category) using the given hotkey.  Uses the same format as the BUILDING KEY described above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Adding reactions to an existing category ====&lt;br /&gt;
&lt;br /&gt;
Just include the tag [CATEGORY:&amp;lt;category_id&amp;gt;] within your reaction definition, and if the category exists, your reaction will be added to its menu. You can only add reactions to custom categories.&lt;br /&gt;
&lt;br /&gt;
Each reaction can belong to only one category.&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
&lt;br /&gt;
REAGENTs are a little bit complicated. They are the ingredients that the reaction will use.  You can define as many as you like within a reaction.&lt;br /&gt;
&lt;br /&gt;
    [REAGENT:&amp;lt;name&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;material token&amp;gt;][...modifiers...]&lt;br /&gt;
* ''[[#Reagent name|name]]'': The name of the reagent, local to the reaction.&lt;br /&gt;
* ''[[#quantity|quantity]]'': The amount of the item that will be used in the reaction.&lt;br /&gt;
* ''[[#item_token|item token]]'': The type (and subtype) of the item you require.&lt;br /&gt;
* ''[[#material_token|material token]]'': The material the item should be made of.&lt;br /&gt;
* ''[[#Modifiers|...modifiers...]]'': Zero or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span id=&amp;quot;Reagent name&amp;quot;&amp;gt;name&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The name field is a small string used to identify the reagent within the reaction. The name is not visible to the player. It is local to the reaction and does not need to be unique across all of the reactions, so you can reuse the same names over and over, although each reagent within the same individual reaction must have a different name.&lt;br /&gt;
&lt;br /&gt;
Most reagents are simply named '''A''', '''B''', and so forth in default reactions, although names such as '''TOOLSTONE''', '''FLUX''', or '''seeds''' will also work equally well. The PRODUCT may make reference to this name &amp;amp;ndash; for instance, if a container '''B''' is specified as a reagent, PRODUCT_TO_CONTAINER:B specifies that container.&lt;br /&gt;
&lt;br /&gt;
==== quantity ====&lt;br /&gt;
&lt;br /&gt;
How many or how much of this reagent the reaction requires.  For most item types this is just the number of them required.  However, some other item types─specifically bars, cloth, thread, globs, liquids, powder, and sheets of paper or parchment─instead use numbers representing the size of the material within one (or more) of these items. For example, while REAGENT:A:'''''10''''':'''''TOY''''':NONE:NONE:NONE is ten unique, solid toy items, REAGENT:A:'''''10''''':'''''THREAD''''':NONE:NONE:NONE is an extremely tiny portion of a random spool of thread. One can see which items have what size quantities in the description of the [[Reaction#PRODUCT_DIMENSION|PRODUCT_DIMENSION]] token.&lt;br /&gt;
&lt;br /&gt;
If one of the reagents is in a stack, or the reaction is only using a fraction of the amount of a sized item, the reaction will consume the entire stack, or as much of the sized item as possible, and multiply the product accordingly.  This behaviour can be controlled using the [[Reaction#MAX_MULTIPLIER|MAX_MULTIPLIER]] token.&lt;br /&gt;
&lt;br /&gt;
==== item token ====&lt;br /&gt;
&lt;br /&gt;
[[Item token]]s are of the form ITEM_TYPE:ITEM_SUBTYPE.&lt;br /&gt;
&lt;br /&gt;
The ITEM_TYPE is the category of item you require; WEAPON, TOY or SKIN_TANNED, for example.&lt;br /&gt;
&lt;br /&gt;
The ITEM_SUBTYPE is name of the exact item that you require. Examples are ITEM_WEAPON_SPEAR or ITEM_TOY_PUZZLEBOX. Some items, like quivers or backpacks, or chunks of stone or metal, have no subtype and only require the item token to be filled in; so if you're asking for those you should set the subtype to NONE. Subtypes are defined within the local raw data files and their exact names can be referenced by looking at the corresponding file.&lt;br /&gt;
&lt;br /&gt;
For reagents, the item token can also be set to ANY_RAW_MATERIAL:NONE (to permit BAR, BOULDER, POWDER_MISC, or GLOB) or ANY_CRAFT:NONE (to permit FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET). Internally, these special values are both converted to NONE:NONE and merely set special modifiers (similar to [BUILDMAT])—they cannot be used in any other context.&lt;br /&gt;
&lt;br /&gt;
For backwards compatibility, reagents can also accept &amp;quot;METAL_ORE:metal_id&amp;quot; in place of both the item and material tokens—this is equivalent to using the reagent BOULDER:NONE:NONE:NONE with the modifier [METAL_ORE:metal_id] (see below).&lt;br /&gt;
&lt;br /&gt;
A note on armor/clothing sizes: hard-coded tasks to make clothing and armor will allow the player to select what size to make it (ie. what species it will fit) via the details screen. Custom reactions currently have no way to do this.&lt;br /&gt;
&lt;br /&gt;
==== material token ====&lt;br /&gt;
&lt;br /&gt;
[[Material token]]s come in several forms. For most reagents, this will typically be INORGANIC:MATERIAL_ID or NONE:NONE (to allow multiple materials using other modifier tokens).&lt;br /&gt;
&lt;br /&gt;
Some reactions will allow the player to select specific materials after creating the job, by clicking on the magnifying glass icon next to the job in the workshop queue.  To permit this behaviour in your reaction, the reagent materials must be specified as follows:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Item Type&lt;br /&gt;
! Material&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| BAR&amp;lt;br&amp;gt;BLOCKS&amp;lt;br&amp;gt;BOULDER&amp;lt;br&amp;gt;ROUGH&amp;lt;br&amp;gt;SMALLGEM || style=&amp;quot;vertical-align: top&amp;quot;| INORGANIC:NONE || style=&amp;quot;vertical-align: top&amp;quot;| These all appear as &amp;quot;stone&amp;quot; in the material selection menu, and list all inorganic materials regardless of any material modifier tokens, eg. [ITEMS_METAL]. BAR and BLOCKS made of organic materials, and BOULDER made of clay, are excluded.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKIN_TANNED or WOOD || style=&amp;quot;vertical-align: top&amp;quot;| NONE:NONE || &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Other Item Types || style=&amp;quot;vertical-align: top&amp;quot;| NONE:NONE || style=&amp;quot;vertical-align: top&amp;quot;| These will appear if a material modifier token other than [ANY_LEATHER_MATERIAL] is included. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Modifiers ====&lt;br /&gt;
&lt;br /&gt;
Reagents may also have extra tokens added on, following the REAGENT token, in order to modify their behaviour.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, if you set a field in a reagent to NONE, the reaction won't discriminate when it comes to that particular field. For example, if you require a BOULDER reagent but leave the material as NONE:NONE, it will grab any available BOULDER-type item regardless of material. Modifiers can then be used to restrict this to only certain broad classes of materials.&lt;br /&gt;
&lt;br /&gt;
The following is a list of all known reagent modifiers:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_BONE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [BONE] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_GEM_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [IS_GEM] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_HORN_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [HORN] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_LEATHER_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [LEATHER] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_PEARL_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [PEARL] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_PLANT_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be subordinate to a PLANT object.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_SHELL_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SHELL] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_SILK_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SILK] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_SOAP_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SOAP] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_STONE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [IS_STONE] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_STRAND_TISSUE&lt;br /&gt;
|&lt;br /&gt;
| Reagent is made of a tissue having TISSUE_SHAPE:STRANDS, intended for matching hair and wool. Must be used with USE_BODY_COMPONENT.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_TOOTH_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [TOOTH] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_WOOD_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [WOOD] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_YARN_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [YARN] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| BUILDMAT&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a general [[building material]] - BAR, BLOCKS, BOULDER, or WOOD.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CAN_USE_ARTIFACT&lt;br /&gt;
|&lt;br /&gt;
| Reagent can be an Artifact. Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CONTAINS&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
| Reagent is a container that holds the specified reagent (where ''Reagent name'' is the locally-defined name of the reagent).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CONTAINS_LYE&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a BARREL or TOOL which contains at least one item of type LIQUID_MISC made of LYE. Use of this token is discouraged, as it does not work with buckets (instead, use [CONTAINS:lye] &amp;amp;mdash; note the colon &amp;amp;mdash; and a corresponding lye reagent [REAGENT:lye:150:LIQUID_MISC:NONE:LYE]).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| DOES_NOT_ABSORB&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have ABSORPTION:0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| DOES_NOT_DETERMINE_PRODUCT_AMOUNT&lt;br /&gt;
|&lt;br /&gt;
| Reagent quantity is ignored for the purposes of producing extra outputs. Typically used for containers so that [[stack]]s of reagents will correctly produce additional outputs.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| EMPTY&lt;br /&gt;
|&lt;br /&gt;
| If the reagent is a container, it must be empty.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| FIRE_BUILD_SAFE&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be solid and stable at temperatures approaching 11000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| FOOD_STORAGE_CONTAINER&lt;br /&gt;
|&lt;br /&gt;
| Reagent is either a BARREL or a TOOL with the FOOD_STORAGE use.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| GLASS_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the IS_GLASS token. All 3 types of [[glass]] have this token hardcoded.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HARD_ITEM_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [ITEMS_HARD] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_EDGE&lt;br /&gt;
|&lt;br /&gt;
| Reagent must have an edge.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_ITEM_REACTION_PRODUCT&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* PRODUCT_ID&lt;br /&gt;
| Reagent material must have the item reaction product specified by PRODUCT_ID - [[Reaction#Item_reaction_products|see below]] for more details. This can be used interchangeably with HAS_MATERIAL_REACTION_PRODUCT.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_MATERIAL_REACTION_PRODUCT&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* PRODUCT_ID&lt;br /&gt;
| Reagent material must have the material reaction product specified by PRODUCT_ID - [[Reaction#Material_reaction_products|see below]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_TOOL_USE&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* [[Tool token#TOOL_USE|TOOL_USE]] value&lt;br /&gt;
| Reagent must be a [[tool]] with the specific TOOL_USE value. The reagent's item type must be TOOL:NONE for this to make any sense.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| IS_CRAFTED_ARTIFACT{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent item must be an artifact.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| IS_DIVINE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [DIVINE] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| IS_SAND_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SOIL_SAND] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| MAGMA_BUILD_SAFE&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be solid and stable at temperatures approaching 12000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| METAL_ITEM_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [ITEMS_METAL] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| METAL_ORE&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Metal ID&lt;br /&gt;
| Reagent material must be an ore of the specified metal.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| MIN_DIMENSION&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| Reagent's item size must be at least as large as ''Integer''. The reagent's item type must be BAR, POWDER_MISC, LIQUID_MISC, DRINK, THREAD, CLOTH, or GLOB for this to work.  See [[Reaction#PRODUCT_DIMENSION|PRODUCT_DIMENSION]] below.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NO_EDGE_ALLOWED&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not have an edge, so must be blunt. Sharp stones (produced using knapping) and most types of weapon/ammo can not be used with this token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_ARTIFACT{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent item must not be an artifact.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_CONTAIN_BARREL_ITEM&lt;br /&gt;
|&lt;br /&gt;
| If the reagent is a container, it must not contain [[lye]] or [[milk]]. Not necessary if specifying [EMPTY].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_ENGRAVED&lt;br /&gt;
|&lt;br /&gt;
| Reagent can not be engraved. For example, a memorial slab can not be engraved.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_IMPROVED&lt;br /&gt;
|&lt;br /&gt;
| Reagent has not been decorated.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_PRESSED&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be in the SOLID_PRESSED state.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_WEB&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be collected (to distinguish silk thread from webs). Only makes sense for items of type THREAD.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ON_GROUND&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be on the ground. Grabs from stockpiles. Does not grab from inventories (workshops, wagon) and causes infinite gathering for reactions in workshop.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| POTASHABLE (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| Alias for [CONTAINS_LYE].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRESERVE_REAGENT&lt;br /&gt;
|&lt;br /&gt;
| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| REACTION_CLASS&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* CLASS_ID&lt;br /&gt;
| Reagent material must have the reaction class specified by CLASS_ID - [[Reaction#Reaction_classes|see below]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| UNROTTEN&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be rotten, mainly for organic materials.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| USE_BODY_COMPONENT&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a body part (CORPSE or CORPSEPIECE). Must be used even if your reagent item type is CORPSE or CORPSEPIECE, otherwise it will match any item.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| WEB_ONLY&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be undisturbed (to distinguish silk thread from webs). Only makes sense for items of type THREAD.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| WORTHLESS_STONE_ONLY&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be non-[[economic]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| WOVEN_ITEM&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a clothing item made of a woven material, ie. plant, silk, or yarn cloth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
&lt;br /&gt;
Products are the end product of the reaction. A reaction can have as many products as it likes.&lt;br /&gt;
&lt;br /&gt;
Products are almost identical to reagents, except that they do not need to be named, can't have fields undefined, and don't use the quantity field to determine the product size. Instead, the token [PRODUCT_DIMENSION:X] is tacked on after the PRODUCT token, determining the size of the product.&lt;br /&gt;
&lt;br /&gt;
Products can be produced directly to a container using the [PRODUCT_TO_CONTAINER:''name''] token, where the ''name'' is the [[#Reagent name|name]] of a reagent. This requires the reagent to have the [PRESERVE_REAGENT] token.&lt;br /&gt;
&lt;br /&gt;
Restating this in the above style, we have:&lt;br /&gt;
   [PRODUCT:&amp;lt;probability&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;material token&amp;gt;][...modifiers...]&lt;br /&gt;
&lt;br /&gt;
==== probability ====&lt;br /&gt;
&lt;br /&gt;
The percentage chance the product will be produced when the reaction is completed.&lt;br /&gt;
&lt;br /&gt;
==== quantity ====&lt;br /&gt;
&lt;br /&gt;
Determines how many of the product will be produced. For the item types AMMO, REMAINS, MEAT, FISH, FISH_RAW, PLANT, PLANT_GROWTH, DRINK, CHEESE, LIQUID_MISC, COIN, and EGG, the resulting items will be created as a single [[stack]], while all other item types will produce multiple individual items.&lt;br /&gt;
&lt;br /&gt;
If a reaction can take stacks of input items, then it will attempt to perform the reaction enough times to consume as many full sets of reagents as it can—for example, if a reaction &amp;quot;1 piece of meat + 2 pieces of fish -&amp;gt; 3 pieces of cheese&amp;quot; is given a stack of 5 meat and 5 fish, it will produce 6 pieces of cheese and leave 3 meat and 1 fish behind. Using the token DOES_NOT_DETERMINE_PRODUCT_AMOUNT allows a reagent to be excluded from this calculation - for example, with the reaction &amp;quot;1 plant + 1 barrel -&amp;gt; 5 alcohol (into barrel)&amp;quot;, using this on the barrel allows the reaction to be performed as &amp;quot;5 plant + 1 barrel -&amp;gt; 25 alcohol&amp;quot; instead of &amp;quot;5 plant + 5 barrel -&amp;gt; 25 alcohol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== item token ====&lt;br /&gt;
&lt;br /&gt;
The [[item token]] and subtype of the item you produce.&lt;br /&gt;
&lt;br /&gt;
If your item has an [[Reaction#Item reaction products|item reaction product]] and you want the item type and material to be derived from one of the reagents, you can use GET_ITEM_DATA_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of both the item token ''and'' the material token (see next section). You can also specify GET_ITEM_DATA_FROM_REAGENT:reagent:NONE in order to make a direct copy of the source item, though this will not work for complex items such as corpses or prepared meals.&lt;br /&gt;
&lt;br /&gt;
For products, this can also be set to CRAFTS:NONE to produce up to three random [[craft]] items. This value cannot be used in any other context.&lt;br /&gt;
&lt;br /&gt;
==== material token ====&lt;br /&gt;
&lt;br /&gt;
A [[material token]] describing what the product will be made of.&lt;br /&gt;
&lt;br /&gt;
If you want the product's material to be derived from one of the reagents, and the reagent has a [[Reaction#Material_reaction_products|material reaction product]] defined, you can use GET_MATERIAL_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of the material token. You can also specify GET_MATERIAL_FROM_REAGENT:reagent:NONE in order to directly use the reagent's own material.&lt;br /&gt;
&lt;br /&gt;
==== Product modifiers ====&lt;br /&gt;
&lt;br /&gt;
Zero or more tokens which further set the properties or disposition of the resulting product item.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| FORCE_EDGE&lt;br /&gt;
|&lt;br /&gt;
| Product is given a sharp edge. Used for knapping.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_PASTE&lt;br /&gt;
|&lt;br /&gt;
| Product is created in the SOLID_PASTE state.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_PRESSED&lt;br /&gt;
|&lt;br /&gt;
| Product is created in the SOLID_PRESSED state.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_DIMENSION&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| Specifies the dimension of the product for those items that use dimensions. For items of type BAR, DRINK, GLOB, LIQUID_MISC, and POWDER_MISC, one item is dimension 150; one item of CLOTH or SHEET is dimension 10000; and one item of THREAD is dimension 15000. Has no effect on any other item types. Note: this is not the actual [[storage]] volume of the product, which is hard-coded by the item token. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_TO_CONTAINER&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* [[#Reagent name|Name]]&lt;br /&gt;
| Places the product in a container; ''Name'' must be the name of a reagent with the [PRESERVE_REAGENT] token and a container item type.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_TOKEN&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Name]]&lt;br /&gt;
| Allows the product to be referred to by the given name for the purpose of being passed down as and argument in other tokens, in the same fashion as reagent names.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| TRANSFER_ARTIFACT_STATUS&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Transfers artifact status from the reagent to the product.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
&lt;br /&gt;
Improvements are applied to existing reagents. A reaction can have as many improvements as it likes.&lt;br /&gt;
&lt;br /&gt;
Restating this in the above style, we have:&lt;br /&gt;
   [IMPROVEMENT:&amp;lt;probability&amp;gt;:&amp;lt;reagent name&amp;gt;:&amp;lt;improvement type&amp;gt;:&amp;lt;material token&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==== probability ====&lt;br /&gt;
&lt;br /&gt;
The percentage chance the improvement will be applied to the reagent when the reaction is completed.&lt;br /&gt;
&lt;br /&gt;
==== reagent name ====&lt;br /&gt;
&lt;br /&gt;
The [[#Reagent name|name]] of the reagent that will be improved. In order to be meaningful, this reagent must have [PRESERVE_REAGENT].&lt;br /&gt;
&lt;br /&gt;
==== improvement type ====&lt;br /&gt;
&lt;br /&gt;
The following improvement types can be used:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| COVERED&lt;br /&gt;
| Item is encrusted/studded/decorated with &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| GLAZED&lt;br /&gt;
| Item is glazed with &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| RINGS_HANGING&lt;br /&gt;
| Item is adorned with hanging rings of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| BANDS&lt;br /&gt;
| Item is encircled with bands of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| SPIKES&lt;br /&gt;
| Item menaces with spikes of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| PAGES&lt;br /&gt;
| Adds pages to a [[book]].&lt;br /&gt;
|-&lt;br /&gt;
| SPECIFIC&lt;br /&gt;
| With subtype ROLLERS, adds rollers of &amp;lt;material&amp;gt; to a [[scroll]]; with subtype HANDLE, adds a handle of &amp;lt;material&amp;gt; to an item; with subtype TRACTION_BENCH_CHAIN or TRACTION_BENCH_ROPE adds a chain or rope of &amp;lt;material&amp;gt; to an item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All other item improvement tokens (ART_IMAGE, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE, and ILLUSTRATION) are ignored.&lt;br /&gt;
&lt;br /&gt;
==== material token ====&lt;br /&gt;
&lt;br /&gt;
A [[material token]] describing what the decoration will be made of.&lt;br /&gt;
&lt;br /&gt;
If you want the product's material to be derived from one of the reagents, and the reagent has a [[Reaction#Material_reaction_products|material reaction product]] defined, you can use GET_MATERIAL_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of the material token. You can also specify GET_MATERIAL_FROM_REAGENT:reagent:NONE in order to directly use the reagent's own material.&lt;br /&gt;
&lt;br /&gt;
=== Other tokens ===&lt;br /&gt;
&lt;br /&gt;
==== fuel ====&lt;br /&gt;
&lt;br /&gt;
The FUEL token means that the reaction requires coke or charcoal to be performed. Fuel is not needed when the reaction is performed at a magma workshop (a [[magma kiln]], [[magma smelter]], or any custom building having [NEEDS_MAGMA]).&lt;br /&gt;
&lt;br /&gt;
==== skill ====&lt;br /&gt;
&lt;br /&gt;
The [[Skill token|skill tokens]] determine what skill the reaction requires and trains; also how quickly skill is gained, how quickly those skill gains raise attributes, and how skill level affects the quality of the reaction product.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKILL&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[Skill token]] &lt;br /&gt;
| (Optional) This identifies the skill required to carry out the reaction and is trained when the reaction is performed.  Only one skill may be specified; if multiple skill tokens are defined only the last will be used.  A reaction with no product will yield no experience gain.  A reaction with no SKILL token will complete in a default amount of time.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKILL_IP&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| (Optional, requires SKILL token)  This adjusts the amount of skill gained each time the reaction is carried out.  The default value is 30; higher values increase the amount of skill gain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ATTRIBUTE_IP&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| (Optional, requires SKILL token)  This adjusts the amount of [[Attribute|attribute]] gain that skill gain from this reaction results in.  The default value is 10; higher values increase the amount of attribute gain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKILL_ROLL_RANGE&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Range&lt;br /&gt;
* Multiplier&lt;br /&gt;
| (Optional, requires SKILL token)  This changes how much skill level affects the quality of the reaction product.  The default is [SKILL_ROLL_RANGE:11:5]. The ''range'' is the base &amp;quot;die roll&amp;quot; and the ''multiplier'' determines how much the dwarf's skill can affect the reaction; the skill roll is random(range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1), where random(x) gives a random number from 0 to x-1, inclusive (which also means that the minimum for the range is 1). The higher result on the roll, the better. Both numbers can be lowered to make the skill check harder. For example, with the default values a dwarf who is proficient in a skill has a skill level of 5; their roll will be random(11)+random(13)+random(13), meaning this dwarf can roll anywhere from 0 to 34; similarly, unskilled dwarves can roll 0 to 10 while legendary+0 (skill 15) dwarves can roll 0 to 84. If this is changed to [SKILL_ROLL_RANGE:1:8], then instead a proficient dwarf will have random(1)+random(21)+random(21), giving a roll of 0 to 40, with unskilled dwarves always rolling 0 and legendary dwarves going all the way up to 120.&lt;br /&gt;
&lt;br /&gt;
As a consequence, increasing the multiplier will always make legendary dwarves more effective, even if base roll is reduced to its minimum of 1, with the default going up to 84 for default and 90 for [SKILL_ROLL_RANGE:1:6].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== automatic ====&lt;br /&gt;
&lt;br /&gt;
The AUTOMATIC token means that the reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
This token only works with jobs performed at a [[kiln]], [[smelter]], [[tanner's shop]], [[kitchen]], or custom workshop, and [[standing orders]] allow you to limit which ones trigger; custom reactions performed at a [[quern]], [[millstone]]{{verify}}, [[still]]{{verify}} or [[craftsdwarf's workshop]]{{verify}} cannot be made automatic.&lt;br /&gt;
&lt;br /&gt;
==== Adventure Mode enabled ====&lt;br /&gt;
&lt;br /&gt;
The ADVENTURE_MODE_ENABLED token means that this version of the reaction can be used by the wanderers of Adventure Mode without needing to also give the dwarves at home in a fortress access to it.  When using this token, it will be allowed for adventurers of any race, without editing entity files. This token does not prevent Fortress Mode usage assuming the reaction also has a usable building assigned and is a {{token|PERMITTED_REACTION|entity}} within the entity file.&lt;br /&gt;
&lt;br /&gt;
==== max multiplier ====&lt;br /&gt;
&lt;br /&gt;
The [MAX_MULTIPLIER:&amp;lt;#&amp;gt;] token specifies how many times to do the reaction. This can be used to limit stacked reagent use to the specified quantity instead of the whole stack.&lt;br /&gt;
&lt;br /&gt;
==== description ====&lt;br /&gt;
&lt;br /&gt;
This feature is exclusive to Classic Mode, as no description window pops up when mousing over reactions in workshops in Premium.&lt;br /&gt;
&lt;br /&gt;
The [DESCRIPTION:&amp;lt;string&amp;gt;] token provides a text description of the reaction when it is highlighted in the building UI.  Multiple DESCRIPTION tokens can be defined in a reaction, and each will appear on a new line.  The pop-up box that contains the description is limited to 325 characters total.  Alternatively, this token can reference a DESCRIPTION token in an existing tool definition by replacing ''string'' with USE_TOOL:&amp;lt;ITEM_SUBTYPE&amp;gt;; or an existing instrument definition with USE_INSTRUMENT:&amp;lt;ITEM_SUBTYPE&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Reaction classes and products ==&lt;br /&gt;
&lt;br /&gt;
When you're doing things like tanning hides or brewing alcohol, having separate reactions for every single possible raw material is unwieldy and terrible. However, you can let the reaction itself ask the material for details and process them all with the same reaction. There are three types of tags to dictate this behavior.&lt;br /&gt;
&lt;br /&gt;
=== Reaction classes ===&lt;br /&gt;
&lt;br /&gt;
The simplest token is the reaction class. If it is tacked on a material, a reaction can limit reagents to only those materials that have the specified arbitrary [REACTION_CLASS:whatever] identifier.&lt;br /&gt;
&lt;br /&gt;
We want a reaction that smelts iron and flux into pig iron. However, there are a half-dozen different stones that count as flux. Instead of clogging up the smelter job menu with six nearly identical reactions that all take in either dolomite or limestone or marble for the same result, we use a reaction class.&lt;br /&gt;
&lt;br /&gt;
   [REACTION:PIG_IRON_MAKING]&lt;br /&gt;
      [NAME:make pig iron bars]&lt;br /&gt;
      [BUILDING:SMELTER:NONE]&lt;br /&gt;
      [REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]&lt;br /&gt;
      [REAGENT:B:1:BOULDER:NO_SUBTYPE:NONE:NONE]'''[REACTION_CLASS:FLUX]'''&lt;br /&gt;
      [REAGENT:C:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:PIG_IRON][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL]&lt;br /&gt;
      [SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
Note how reagent B asks for &amp;quot;NONE:NONE&amp;quot; as its material. This means &amp;quot;boulders of any kind as long as they have the reaction class named FLUX&amp;quot;. Stuff like calcite, here:&lt;br /&gt;
&lt;br /&gt;
   [INORGANIC:CALCITE]&lt;br /&gt;
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]&lt;br /&gt;
      [STATE_NAME_ADJ:ALL_SOLID:calcite][DISPLAY_COLOR:7:7:1][TILE:'&amp;quot;']&lt;br /&gt;
      '''[REACTION_CLASS:FLUX]'''&lt;br /&gt;
      [ENVIRONMENT_SPEC:LIMESTONE:CLUSTER_SMALL:100]&lt;br /&gt;
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]&lt;br /&gt;
      [MATERIAL_VALUE:2]&lt;br /&gt;
      [IS_STONE]&lt;br /&gt;
      [MELTING_POINT:12902]&lt;br /&gt;
      [SOLID_DENSITY:2930]&lt;br /&gt;
&lt;br /&gt;
The label itself can be absolutely anything. It's only used to find a match between the material and the reaction. Note that some reaction classes have special meanings to the game itself—notably, the [[site finder]] knows that &amp;quot;FLUX&amp;quot; should be connected to the &amp;quot;Flux stone&amp;quot; filter.&lt;br /&gt;
&lt;br /&gt;
=== Material reaction products ===&lt;br /&gt;
&lt;br /&gt;
But what if it's not all the same what materials the members of the reaction class put out? If a tanner starts working on a bear pelt, a horse hide, some dragon scales and a section of human skin, surely they all can't produce generic boot leather! No, the reaction must get the chance to ask the &amp;quot;reaction class&amp;quot; what the reagent should turn out as. We will declare a material reaction product.&lt;br /&gt;
&lt;br /&gt;
   [REACTION:TAN_A_HIDE]&lt;br /&gt;
      [NAME:tan a hide]&lt;br /&gt;
      [BUILDING:TANNER:CUSTOM_T]&lt;br /&gt;
         [REAGENT:flaps of skin:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]&lt;br /&gt;
            '''[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]'''&lt;br /&gt;
         [PRODUCT:100:1:SKIN_TANNED:NONE:'''GET_MATERIAL_FROM_REAGENT:flaps of skin:TAN_MAT''']&lt;br /&gt;
      [SKILL:TANNER]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
&lt;br /&gt;
Where you'd usually have some fresh bodypart with the TAN_MAT reaction class produce some generic SKIN_TANNED, this goes further. Instead of declaring a material, the spool of pattern-ready tailoring leather (SKIN_TANNED) now comes out as whatever the skin flaps' material reaction product (named TAN_MAT) says in the material's definition (GET_MATERIAL_FROM_REAGENT). And what does it say?&lt;br /&gt;
&lt;br /&gt;
   [MATERIAL_TEMPLATE:SKIN_TEMPLATE]&lt;br /&gt;
         [STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
         [STATE_NAME:ALL_SOLID:skin]&lt;br /&gt;
         [STATE_ADJ:ALL_SOLID:skin]&lt;br /&gt;
         ...&lt;br /&gt;
         [ABSORPTION:100]&lt;br /&gt;
         '''[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]'''&lt;br /&gt;
         [IMPLIES_ANIMAL_KILL]&lt;br /&gt;
         [ROTS]&lt;br /&gt;
&lt;br /&gt;
It says that the caller of the TAN_MAT hook always comes out as the LEATHER of whatever creature the skin has been peeled off of (LOCAL_CREATURE_MAT). For example, skin taken from a butchered dog would be turned into dog leather. Change the SKIN_TEMPLATE MATERIAL_REACTION_PRODUCT to TAN_MAT:INORGANIC:GOLD instead and your tanner turns into Midas.  Use your imagination.&lt;br /&gt;
&lt;br /&gt;
As with reaction classes, some MATERIAL_REACTION_PRODUCT identifiers have special meanings to the game itself - notably, the [[site finder]] knows that &amp;quot;FIRED_MAT&amp;quot; should be connected to the &amp;quot;Clay&amp;quot; filter, and &amp;quot;CHEESE_MAT&amp;quot; is used when making [[cheese]] from [[milk]].&lt;br /&gt;
&lt;br /&gt;
=== Item reaction products ===&lt;br /&gt;
&lt;br /&gt;
Item reaction products are an even more powerful form of the above. Where material reaction products can only affect what type of stuff the predestined end product is made of, item reaction products can decide the entire end result ahead of time. Item AND material.&lt;br /&gt;
&lt;br /&gt;
Let's assume for a moment that we're completely tired of leather earrings and hair crowns. We want a crafting reaction that takes cloth and only produces things that make sense.&lt;br /&gt;
&lt;br /&gt;
      [REACTION:TAILOR_THE_BEST_THING]&lt;br /&gt;
            [NAME:weave something that makes sense]&lt;br /&gt;
            [BUILDING:CRAFTSMAN]&lt;br /&gt;
            [REAGENT:woven fabric:1:CLOTH:NONE:NONE:NONE]&lt;br /&gt;
               '''[HAS_ITEM_REACTION_PRODUCT:BEST_OPTION]'''&lt;br /&gt;
            [PRODUCT:100:1:'''GET_ITEM_DATA_FROM_REAGENT:woven fabric:BEST_OPTION''']&lt;br /&gt;
            [SKILL:CLOTHIER]&lt;br /&gt;
&lt;br /&gt;
Now we need to come up with the counterpart tags in the materials. Hmmm... cotton is thin and soft, so it makes pretty good undergarments. An undershirt, maybe?&lt;br /&gt;
&lt;br /&gt;
         [PLANT:COTTON] Gossypium hirsutum / sp.&lt;br /&gt;
                  [NAME:cotton plant][NAME_PLURAL:cotton plants][ADJ:cotton plant]&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
                  [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
                  [DRY][BIOME:ANY_TROPICAL]&lt;br /&gt;
                  [VALUE:2]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]&lt;br /&gt;
                     [MATERIAL_VALUE:2]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:ARMOR:ITEM_ARMOR_TUNIC:LOCAL_PLANT_MAT:THREAD]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
Then jute fabric. Isn't that burlap? And what's about the only thing they make from burlap?&lt;br /&gt;
&lt;br /&gt;
         [PLANT:JUTE] Corchorus capsularis / Corchorus olitorius&lt;br /&gt;
                  [NAME:jute plant][NAME_PLURAL:jute plants][ADJ:jute plant]&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
                  [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
                  [DRY][BIOME:ANY_TROPICAL]&lt;br /&gt;
                  [VALUE:2]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]&lt;br /&gt;
                     [MATERIAL_VALUE:2]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:BOX:NONE:LOCAL_PLANT_MAT:THREAD]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
Sacks, of course! Wait, how about silk?&lt;br /&gt;
&lt;br /&gt;
         [CREATURE:SPIDER_CAVE]&lt;br /&gt;
                  [DESCRIPTION:A tiny underground bug, sought after for its thread.]&lt;br /&gt;
                  [NAME:cave spider:cave spiders:cave spider]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:PANTS:ITEM_PANTS_THONG:LOCAL_CREATURE_MAT:SILK]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
This goes on for as long as you let it. The ITEM_REACTION_PRODUCT declares the identifier and then the item and material with subtypes, just like a normal reaction's product line would.&lt;br /&gt;
&lt;br /&gt;
Do note that MATERIAL_REACTION_PRODUCT and ITEM_REACTION_PRODUCT use the same IDs, so you cannot have both a material and item reaction product of the same name. Also, though you cannot use GET_ITEM_DATA_FROM_REAGENT with a MATERIAL_REACTION_PRODUCT (there'd be no item type information), you ''can'' use GET_MATERIAL_FROM_REAGENT on an ITEM_REACTION_PRODUCT (in case you want to force your own item type).&lt;br /&gt;
&lt;br /&gt;
== Reactions and world generation ==&lt;br /&gt;
&lt;br /&gt;
There are several things to keep in mind when you're adding reactions to a game that already exists.&lt;br /&gt;
&lt;br /&gt;
* Most entity changes require a regen, but adding PERMITTED_REACTION tokens for reactions that existed at the time of world generation to the entity file in the save directory do not.&lt;br /&gt;
* Adding reactions to the raws in a save directory requires you to regen the world.&lt;br /&gt;
* You can alter an existing reaction in any way you like without regenning the world, so long as you don't alter the reaction identifier.&lt;br /&gt;
&lt;br /&gt;
== Full token list ==&lt;br /&gt;
&lt;br /&gt;
For the sake of convenience and readability, this is a complete compilation of the previously listed reaction tokens in alphabetical order:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ADVENTURE_MODE_ENABLED}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| This version of the reaction can be used by the wanderers of Adventure Mode without needing to also give the dwarves at home in a fortress access to it.  When using this token, it will be allowed for adventurers of any race, without editing entity files. This token does not prevent Fortress Mode usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_BONE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [BONE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_GEM_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [IS_GEM] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_HORN_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [HORN] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_LEATHER_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [LEATHER] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_PEARL_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [PEARL] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_PLANT_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must be subordinate to a PLANT object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_SHELL_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [SHELL] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_SILK_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [SILK] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_SOAP_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [SOAP] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_STONE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [IS_STONE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_STRAND_TISSUE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is made of a tissue having [TISSUE_SHAPE:STRANDS], intended for matching hair and wool. Must be used with [USE_BODY_COMPONENT].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_TOOTH_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [TOOTH] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_WOOD_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [WOOD] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_YARN_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [YARN] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ATTRIBUTE_IP}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Amount of attribute gain given per skill improvement. Default is 10.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|AUTOMATIC}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| The reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|BAG}} (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent has to be a bag. Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead. Deprecated as of Version 0.50.01 in favor of BAG:NONE [[item token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|BUILDING}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#building name|Building name]]&lt;br /&gt;
* [[#building key|In-building reaction hotkey]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Sets the building that the reaction will be performed in, and the button used to queue the reaction once that building's menu is accessed in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|BUILDMAT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is able to be used to build structures (Boulders, Wood, Blocks, Bars).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CAN_USE_ARTIFACT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent can be an Artifact.  Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CAN_USE_HOSPITAL_RESERVED}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Allows the reagent to be an item that is otherwise reserved for use by a [[healthcare|hospital]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CAN_USE_LOCATION_RESERVED}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Allows the reagent to be an item that is otherwise reserved for use by a [[locations|location]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Category ID &lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Puts the reaction in a category. Categories are custom submenus for reaction menus. The category ID is a unique identifier for the category. It is only used in the raws, and will not appear in the game.&lt;br /&gt;
&lt;br /&gt;
If you're defining multiple categories within the same reaction - for example, if you intend the reaction to be nested two deep, and haven't yet defined the super-category - the ''last'' CATEGORY token within the reaction definition is the one that the reaction will appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_NAME}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* String &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| The name of the category as displayed in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_DESCRIPTION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* String &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If present, when the category is highlighted in a building menu, this string will be displayed in the Helpful Hint box.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_PARENT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Category ID &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If present, this category will be a submenu of the indicated category, rather than a submenu of the reaction's building.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_KEY}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Hotkey&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If present, this category can be selected from its parent menu (whether a building or a parent category) using the given hotkey while playing in Classic mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CONTAINS}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is a container that holds the specified reagent.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CONTAINS_LYE}} (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If the reagent is a container, it must contain LYE. No longer used - instead, use one reagent for the LYE itself and another reagent with [CONTAINS:lye_reagent].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* String&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| A description of the reaction that appears when it is highlighted in the building UI.  ''String'' can also be replaced with a reference to existing DESCRIPTION tokens in tools (using USE_TOOL:&amp;lt;tool_id&amp;gt;) or musical instruments (using USE_TOOL:&amp;lt;instrument_id&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|DOES_NOT_ABSORB}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have [ABSORPTION:0].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|DOES_NOT_DETERMINE_PRODUCT_AMOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Performing a reaction with large [[stack]]s of inputs can allow multiple sets of outputs to be produced. Setting this flag causes the reagent to be ignored in this process - for example, with the reaction &amp;quot;1 plant + 1 barrel -&amp;gt; 5 alcohol (into barrel)&amp;quot;, using this on the barrel allows the reaction to be performed as &amp;quot;5 plant + 1 barrel -&amp;gt; 25 alcohol&amp;quot; instead of &amp;quot;5 plant + 5 barrel -&amp;gt; 25 alcohol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|EMPTY}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If the reagent is a container, it must be empty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FIRE_BUILD_SAFE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be considered [[fire-safe]] (stable [[temperature]] below {{ct|11000}}) - i.e. not wood, and not coal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FORCE_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product is given a sharp edge. Used for knapping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FOOD_STORAGE_CONTAINER}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be a barrel or any non-absorbing tool with [TOOL_USE:FOOD_STORAGE].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FUEL}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Requires that the reaction either use up a unit of coal or charcoal or else be performed at a magma workshop.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|GLASS_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material has [IS_GLASS].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be sharpened (used for carving).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_ITEM_REACTION_PRODUCT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* PRODUCT_ID (custom)&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Similar to HAS_MATERIAL_REACTION_PRODUCT, but requires the reagents material to have a matching ITEM_REACTION_PRODUCT entry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_MATERIAL_REACTION_PRODUCT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* PRODUCT_ID (custom)&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Similar to REACTION_CLASS, but requires the reagents material to have a matching [[Material definition token|MATERIAL_REACTION_PRODUCT]] entry. Intended for reactions which transform one class of material into another, such as skin-&amp;gt;leather and fat-&amp;gt;tallow.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_TOOL_USE}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[Tool token#TOOL_USE|TOOL_USE value]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be a [[tool]] with the specific TOOL_USE value. The reagents item type must be TOOL:NONE for this to make any sense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_WRITING_IMPROVEMENT}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must contain writing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|IMPROVEMENT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Probability&lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
* Improvement type&lt;br /&gt;
* Material Token&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Applies an improvement to the named reagent.  Only meaningful if said reagent has [PRESERVE_REAGENT]. Improvement types include BANDS, COVERED, GLAZED, PAGES, RINGS_HANGING, and SPIKES&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|IS_CRAFTED_ARTIFACT}}{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent item must be an artifact.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|IS_DIVINE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [DIVINE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|MAGMA_BUILD_SAFE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Currently broken - Reagent must be considered [[magma-safe]] (stable [[temperature]] below {{ct|12000}}).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|MAX_MULTIPLIER}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Sets the maximum number of times a reaction is allowed to run when using stacked reagents. This can be used to ensure that the reaction doesn't repeat until the entire stack is depleted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|METAL_ORE}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Inorganic material&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must be an ore of the specified metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|MIN_DIMENSION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Requires that the reagent have a size of at least ''integer''. Only effective with BAR, POWDER_MISC, LIQUID_MISC, DRINK, THREAD, CLOTH, and GLOB items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NAME}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#name|Name]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Defines the name used by the reaction in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NO_EDGE_ALLOWED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must not have an edge, so must be blunt. Sharp stones (produced using knapping) and most types of weapon/ammo can not be used with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_ARTIFACT}}{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent item must not be an artifact.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_CONTAIN_BARREL_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If the reagent is a Barrel, it must not contain an item that has to reside in a barrel.  Barrel items appear to be lye and milk.  Alcohol appears to be covered as part of [EMPTY].  A reaction which places an item in a barrel should probably have both tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_ENGRAVED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent has not been engraved i.e. a blank memorial slab.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_IMPROVED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent has not been decorated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must not be in the SOLID_PRESSED state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_WEB}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be &amp;quot;collected&amp;quot; - used with THREAD:NONE to exclude webs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ON_GROUND}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| Reagent must be on the ground. Grabs from stockpiles. Does not grab from bins in stockpiles, nor inventories (workshops, wagon). Causes infinite collection of items if reaction is in workshop, as reagents are no longer on ground when brought to workshop. Untested in adventure mode; possibly more useful for adv. mode reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|POTASHABLE}} (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Alias for [CONTAINS_LYE].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRESERVE_REAGENT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
*Probability of success (%)&lt;br /&gt;
*Quantity&lt;br /&gt;
*Item token:subtype&lt;br /&gt;
*Material token:subtype&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Defines a thing that comes out of the reaction. GET_MATERIAL_FROM_REAGENT and GET_ITEM_DATA_FROM_REAGENT can be used to defer the choice of material and/or item to the appropriate tag in a given reagent's material - the former comes in place of the material token, the latter replaces both the item and material tokens. See above for detailed information on how the hooks work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_DIMENSION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Size&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Specifies the amount of the product for those items that use dimension. For items of type BAR, DRINK, GLOB, LIQUID_MISC, and POWDER_MISC, one item is dimension 150; one item of CLOTH or SHEET is dimension 10000; and one item of THREAD is dimension 15000. Has no effect on any other item types. Note: this is not the actual [[storage]] volume of the product, which is hard-coded by the item token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_PASTE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product is created in the SOLID_PASTE state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product is created in the SOLID_PRESSED state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_TO_CONTAINER}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Places the product in a container; reagent name must be the name of a reagent with the [PRESERVE_REAGENT] token and a container item type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_TOKEN}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Name&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Allows the product to be referred to by the given name, for the purpose of being passed down as argument in other tokens in the same fashion as reagent names.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|REACTION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Identifier&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Defines a new reaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|REACTION_CLASS}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* CLASS_ID (custom)&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Requires the reagent's material to have a matching [[Material definition token|REACTION_CLASS]] entry. Intended for reactions which accept a variety of materials but where the input material does not determine the output material, such as FLUX (for making pig iron and steel) and GYPSUM (for producing plaster powder).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|REAGENT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
* [[#quantity|Quantity]]&lt;br /&gt;
* [[Item token]]&lt;br /&gt;
* [[Material token]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Specifies a given reagent as an input for a reaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|SKILL}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[Skill token]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill used by the reaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|SKILL_IP}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Amount of skill given per product made. Default is 30. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|SKILL_ROLL_RANGE}}&lt;br /&gt;
|  style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Range&lt;br /&gt;
* Multiplier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Determines how [[skill]] level affects [[quality]] of the reaction product.  The skill roll is random(range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1). random(x) returns a number between 0 and x-1, so range is always 1 or more.  The default is 11. The default multiplier is 5. Higher skill rolls give better results.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|TRANSFER_ARTIFACT_STATUS}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Transfers artifact status from the reagent to the product.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|UNROTTEN}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must not be rotten, mainly for organic materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|USE_BODY_COMPONENT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must come off a creature's body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WEB_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be &amp;quot;undisturbed&amp;quot; - used with THREAD:NONE to gather webs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WORTHLESS_STONE_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is not made of an economic stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WOVEN_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must be a woven material, eg. plant cloth, silk, yarn. This ''excludes'' CLOTH or THREAD items.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Reaction]]&lt;/div&gt;</summary>
		<author><name>Qeveren</name></author>
	</entry>
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