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Difference between revisions of "23a:Creature token"

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| {{text anchor|ALL_ACTIVE}}
 
| {{text anchor|ALL_ACTIVE}}
 
|  
 
|  
| The creature is active both in day and night.
+
| When set, the creature will appear at any time of day in Adventurer mode. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.
  
 
|-
 
|-
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| {{text anchor|CREPUSCULAR}}
 
| {{text anchor|CREPUSCULAR}}
 
|  
 
|  
| Sets if the creature is active in twilight.
+
| 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.
  
 
|-
 
|-
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| {{text anchor|DIURNAL}}
 
| {{text anchor|DIURNAL}}
 
|  
 
|  
| Sets if the creature is active in day.
+
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.
  
 
|-
 
|-
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| {{text anchor|LIGHT_GEN}}
 
| {{text anchor|LIGHT_GEN}}
 
|  
 
|  
| The creature will generate light, such as in adventurer mode at night.
+
| A vermin featuring this tag will remain visible to an adventurer, even at night (without being dimmed in color along with the surrounding terrain), and from a distance (even outside your sight radius).
  
 
|-
 
|-
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| {{text anchor|MATUTINAL}}
 
| {{text anchor|MATUTINAL}}
 
|  
 
|  
| Sets if the creature is active in dawn.
+
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.
  
 
|-
 
|-
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| {{text anchor|NOCTURNAL}}
 
| {{text anchor|NOCTURNAL}}
 
|  
 
|  
| Sets if the creature is active in night.
+
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode.
  
 
|-
 
|-
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| {{text anchor|PATTERNFLIER}}
 
| {{text anchor|PATTERNFLIER}}
 
|  
 
|  
| Exact behavior unknown. Creatures with this flag will emerge from the [[cave river]], [[chasm]], or [[magma flow]] with the "Blowgunner" profession.
+
| Chasm dwellers with this creature will spawn at the very top or bottom of the map and fly toward you, rather than climbing directly out of the chasm. Additionally, these creatures are given the "Blowgunner" profession.
  
 
|-
 
|-
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| {{text anchor|REMAINS_UNDETERMINED}}
 
| {{text anchor|REMAINS_UNDETERMINED}}
 
|  
 
|  
| Unknown.
+
| Used on [[treant]]s. Effects unknown.
  
 
|-
 
|-
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* hard_min
 
* hard_min
 
* hard_max
 
* hard_max
| When used with {{token|LARGE_CAVERIVER|c}}, {{token|LARGE_CHASM|c}}, or {{token|LARGE_LAVA|c}}, defines the number of groups of creatures which will emerge to attack your fortress. The 3 ranges correspond to effective difficulty levels, increasing in magnitude as more attacks occur. Defaults to 1:1:1:1:1:1 if not specified.
+
| When used with {{token|LARGE_CAVERIVER|c}}, {{token|LARGE_CHASM|c}}, or {{token|LARGE_LAVA|c}}, defines the number of groups of creatures which will emerge to attack your fortress. The 3 ranges correspond to effective difficulty levels, increasing in magnitude as more attacks occur - the first 3 attacks are "easy", the next 3 are "medium", and all the rest are "hard". Defaults to 1:1:1:1:1:1 if not specified.
  
 
|-
 
|-
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| {{text anchor|RIVERATTACK_MOUNTS}}
 
| {{text anchor|RIVERATTACK_MOUNTS}}
 
|
 
|
| Used with RIVERATTACK, intended to allow the creatures to ride exotic mounts. Does not actually work - the game selects a random mount and then does nothing at all.
+
| Once a map feature has reached the "hard" difficulty level, '''all''' attacks from it will consist of creatures having this flag (if any exist - if not, all other creatures will remain eligible).
  
 
|-
 
|-
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| {{text anchor|VEGETATION}}
 
| {{text anchor|VEGETATION}}
 
|  
 
|  
| Unknown.
+
| The creature is made of swamp stuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game.
  
 
|-
 
|-
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| {{text anchor|VERMIN_EATER}}
 
| {{text anchor|VERMIN_EATER}}
 
|  
 
|  
| The creature can eat your food.
+
| This species of vermin can eat your food.
  
 
|-
 
|-
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| {{text anchor|VERMIN_GROUNDER}}
 
| {{text anchor|VERMIN_GROUNDER}}
 
|  
 
|  
| The creature lives on the ground (or in the air).
+
| Used for vermin, causes them to spawn on the ground (or in the air).
  
 
|-
 
|-
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| {{text anchor|VERMIN_NOROAM}}
 
| {{text anchor|VERMIN_NOROAM}}
 
|  
 
|  
| The creature will not be observed randomly roaming about the map.
+
| This species of vermin will not be observed randomly roaming about the map.
  
 
|-
 
|-
 
| {{text anchor|VERMIN_NOTRAP}}
 
| {{text anchor|VERMIN_NOTRAP}}
 
|  
 
|  
| The creature cannot be caught in baited animal traps.
+
| This species of vermin cannot be caught in baited [[animal trap]]s.
  
 
|-
 
|-
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| {{text anchor|VERMIN_SOIL}}
 
| {{text anchor|VERMIN_SOIL}}
 
|
 
|
| The creature randomly appears near dirt or mud.
+
| Used for vermin, causes them to randomly appear near dirt or mud.
  
 
|-
 
|-
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| {{text anchor|VESPERTINE}}
 
| {{text anchor|VESPERTINE}}
 
|  
 
|  
| Sets if the creature is active in evening.
+
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
  
 
|-
 
|-

Latest revision as of 19:20, 25 September 2024

This article is about an older version of DF.

Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment. This includes sentient creatures, but creature tokens should not be confused with entity tokens.


Tokens[edit]

Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

A[edit]

Token Arguments Description
ADD_VERSION version The version of the game in which said creature was introduced. The version number refers to the save version, with 1107 corresponding to 0.21.93.19a and 1169 corresponding to 0.23.130.23a (and other versions falling in between). Creatures which were added after a particular world was generated will be treated as if they do not exist.

All creatures in the stock raws were added before version 1107, so this generally has no effect.

ALCOHOL_DEPENDENT Creature needs alcohol to get through the working day.
ALL_ACTIVE When set, the creature will appear at any time of day in Adventurer mode. Overrides [DIURNAL], [NOCTURNAL], [CREPUSCULAR], [MATUTINAL], and [VESPERTINE].
ALTTILE character number or 'character' If set, the creature will blink between its TILE and its ALTTILE.

[ALTTILE:157] or [ALTTILE:'&']

AMBUSHPREDATOR Makes the creature stay where it appeared rather than hunting down its prey. When used with [WEBBER], it also causes the creature to lay a large quantity of hidden webs around its spawn point. Must be used with [RIVERATTACK_RESIDENT].
AMPHIBIOUS Allows a creature to breathe with or without water.
AQUATIC Creature can breathe in water, but air-drowns on dry land. Does not appear to work with large creatures, where it acts the same as [AMPHIBIOUS].
ATTACK Sets what natural attacks a creature has. See the Attacks section.
Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

B[edit]

Token Arguments Description
BABY age Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.

[BABY:1]

BABYNAME
  • singular
  • plural
Gives the baby a special name.
BENIGN Uncertain.
BIOME_* Sets the biomes the creature can appear in. See Biome tokens.
BLOODTYPE type Sets the creatures' blood type (default red):
  • R - Red blood
  • G - Green blood
  • B - Blue blood
  • M - Magenta blood
  • C - Cyan blood
  • Y - Yellow pus
  • W - White ichor
  • 0 - Black goo
  • VOMIT
  • SLIME

[BLOODTYPE:0]

BODY body tokens Sets the body parts a creature has. Can supply as many as you want.

[BODY:HUMANOID:2EYES:2EARS]

BODYGLOSS gloss A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.

[BODYGLOSS:HOOF]

BOILING_POINT temperature The temperature at which the creature boils into goo.
BONE_BOILING_POINT temperature The boiling point of the creature's bones.
BONE_COLDDAM_POINT temperature The temperature below which the creature's bones take cold damage.
BONE_FIXED_TEMP temperature The temperature that the creature's bones give off.
BONE_HEATDAM_POINT temperature The temperature above which the bones take heat damage.
BONE_IGNITE_POINT temperature The temperature at which the creature's bones burst into flame.
BONE_MELTING_POINT temperature The temperature at which the creature's bones melt.
BONE_SPEC_HEAT specific heat capacity Amount of energy required for the creature's bones to heat up or cool down.
BONECARN Creature eats bones. This tag implies [CARNIVORE].
BUILDINGDESTROYER value Allows a creature to destroy furniture and buildings. See Building destroyer for more information.
BUTCHERABLE_NONSTANDARD Allows a live creature to be slaughtered if it is tame, but does not permit butchering its corpse.
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C[edit]

Token Arguments Description
CAN_CIV Can create civilizations. This tag may activate hunger and thirst. [Verify]
CAN_LEARN A creature with this tag can gain skill experience.
CAN_SPEAK Can talk.
CANOPENDOORS Allows the creature to open doors.
CARNIVORE Creature only eats meat.
CAVE_ADAPT Gives the creature a bonus in caves. Also causes cave adaptation.
CHEESE_BOILING_POINT temperature The temperature at which the creature's cheese (if any) boils away.
CHEESE_COLDDAM_POINT temperature The temperature below which the creature's cheese (if any) takes cold damage.
CHEESE_FIXED_TEMP temperature The temperature emitted by one unit of the creature's cheese (if any).
CHEESE_HEATDAM_POINT temperature The temperature above which the cheese made from the creature's milk takes heat damage.
CHEESE_IGNITE_POINT temperature The temperature at which the creature's cheese bursts into flame.
CHEESE_MELTING_POINT temperature The temperature at which the creature's cheese melts into goo.
CHEESE_SPEC_HEAT specific heat capacity Amount of energy required for the creature's cheese to heat up or cool down.
CHEESE_VALUE value The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.
CHILD age Age at which a child becomes an adult. Creatures without a baby/child state cannot breed in this version.

[CHILD:12]

CHILDNAME
  • singular
  • plural
Gives the child a special name, eg "hippo calf" instead of "hippo child".

[CHILDNAME:hippo calf:hippo calves]

CHITIN When the creature's skin is tanned, it becomes chitin instead of leather.
CLUSTER_NUMBER
  • minimum
  • maximum
The minimum/maximum numbers of how many creatures per spawned cluster. Defaults to 1:1.

[CLUSTER_NUMBER:1:3]

COLDDAM_POINT temperature The temperature below which the creature starts taking damage from freezing.
COLOR
  • foreground
  • background
  • brightness
Color of the creature's tile.

[COLOR:3:0:0]

COMMON_DOMESTIC Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: [PET], [PACK_ANIMAL], [WAGON_PULLER], [MOUNT]
COOKABLE_LIVE Set this to allow the creature to be cooked in meals without first being cleaned.
CREPUSCULAR 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.
CURIOUSBEAST Allows a creature to steal and eat edible items from you.
CURIOUSBEAST_GUZZLER Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.
CURIOUSBEAST_ITEM Allows a creature to steal things (apparently the highest value it can find).
Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

D[edit]

Token Arguments Description
DAMBLOCK value How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.

[DAMBLOCK:1]

DEFENDER Appears from the glowing pits in a group.
DIFFICULTY number Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode.

[DIFFICULTY:2]

DIURNAL When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.
DRAGONFIREBREATH Creature breathes fire in a cone.
DRINK_BOILING_POINT temperature The temperature at which an alcoholic drink made from the creature will boil. Creature drinks are not implemented in this version of Dwarf Fortress.
DRINK_COLDDAM_POINT temperature The temperature below which said drink will take cold damage.
DRINK_FIXED_TEMP temperature The temperature emitted by one unit of the creature's drink.
DRINK_HEATDAM_POINT temperature The temperature above which aforementioned drink will take heat damage.
DRINK_IGNITE_POINT temperature The temperature at which the drink will ignite.
DRINK_MELTING_POINT temperature The temperature at which the drink will melt (or freeze).
DRINK_SPEC_HEAT specific heat capacity Amount of energy required for the drink to heat up or cool down.
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E[edit]

Token Arguments Description
ENDING Will show up in Adventurer mode once your fortress is Too Deeped.
EQUIPMENT_WAGON Implies 2 unknown flags, NOT_BUTCHERABLE, NOEXERT, NOPAIN, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOBREATHE, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER, RECKLESS
EQUIPS Allows the creature to wear or wield items.
EVIL Allows the creature to show up in "evil" regions. Cannot be used with [GOOD] or [SAVAGE].
EXTRACT
  • name
  • foreground color
  • background color
  • color brightness
Determines that something can be extracted from the creature, what it's called, and what color it is. Note, it appears that the extraction process is hard-coded into the game, and can't be altered from objects/raw.

[EXTRACT:cow's milk:7:0:1]

EXTRACT_ANTIDOTE
  • name
  • foreground color
  • background color
  • color brightness
  • value? (always 50 or 100)
Defines an antidote for the extract. Not actually used.

[EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]

EXTRACT_BOILING_POINT temperature The temperature value at which a unit of the creature's extract boils away.
EXTRACT_CHEESE
  • name
  • foreground color
  • background color
  • color brightness
The extract gotten from the creature can be made into cheese.

[EXTRACT_CHEESE:cow cheese:6:0:1]

EXTRACT_COLDDAM_POINT temperature The temperature below which the creature's extract takes cold damage.
EXTRACT_COOKABLE Extract is cookable.
EXTRACT_FIXED_TEMP temperature The temperature that the creature's extract generates on its own.
EXTRACT_HEATDAM_POINT temperature The temperature above which the creature's extract takes heat damage.
EXTRACT_IGNITE_POINT temperature The temperature at which the creature's extract bursts into flame (NOT the container it's in).
EXTRACT_MELTING_POINT temperature The temperature at which the creature's extract melts into goo.
EXTRACT_PARALYZE Extract is poisonous, causing paralysis that lasts until the extract wears off. Can be delivered by [SPECIALATTACK_INJECT_EXTRACT].
EXTRACT_PARALYZE_INTERMITTENT Extract is poisonous, causing paralysis on occasional intervals until the extract wears off. Can be delivered by [SPECIALATTACK_INJECT_EXTRACT].
EXTRACT_PERMANENT The effects of the creature's extract are permanent once applied and do not wear off naturally.
EXTRACT_SIZE size Unknown.

[EXTRACT_SIZE:10]

EXTRACT_SPEC_HEAT specific heat capacity Amount of energy required for the creature's extract to heat up or cool down.
EXTRACT_STUN Extract is poisonous, causing a permanent stun effect until the extract wears off. Can be delivered by [SPECIALATTACK_INJECT_EXTRACT].
EXTRACT_STUN_INTERMITTENT Extract is poisonous, causing temporary stuns on semi-occasional intervals. Can be delivered by [SPECIALATTACK_INJECT_EXTRACT].
EXTRACT_VALUE value The value per unit of the creature's extract.

[EXTRACT_VALUE:20]

EXTRAVISION Creature can see regardless of whether it has working eyes.
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F[edit]

Token Arguments Description
FANCIFUL Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.
FAT value How much fat a creature produces when it is butchered.

[FAT:3]

FEMALE The creature is always female. Note that a civilization created using an all-female creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.
FIREBREATH The creature breathes fire projectiles (as opposed to [DRAGONFIREBREATH], which is in a cone).
FIREIMMUNE The creature is immune to [FIREBREATH] as well as steam.
FIREIMMUNE_SUPER The creature is immune to [DRAGONFIREBREATH]. Implies [FIREIMMUNE].
FISHITEM Needs to be cleaned at a fishery.
FIXED_TEMP temperature The natural heat generated by the creature.
FLEEQUICK Determines how soon a creature flees in a losing battle.
FLIER Allows a creature to fly over rivers, chasms, the magma flow, and filled channels.
FREQUENCY
  • number, max 100
Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a weight - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified.
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G[edit]

Token Arguments Description
GENPOWER rate? Unknown.

[GENPOWER:3]

GLOWCOLOR
  • foreground
  • background
  • brightness
The colour of the GLOWTILE of the creature (see below).

[GLOWCOLOR:4:0:1]

GLOWTILE character number or 'character' If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect.

[GLOWTILE:'"']

GNAWER verb The creature can and will gnaw its way out of wooden animal traps and cages using the specified verb. Due to a bug, however, they will only escape from artifacts.
GOOD Allows the creature to show up in "good" regions. Cannot be used with [EVIL] or [SAVAGE].
GRASSTRAMPLE amount Determines the percentage chance of trampling grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. Defaults to 5.

Creatures who are currently sneaking or gathering shrubs will not trample grass.

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H[edit]

Token Arguments Description
HAS_RACEGLOSS gloss Links a material glossary to the creature. It is hardcoded, and there is only 1 type of tag.

[HAS_RACEGLOSS:WOOD]

HASSHELL Creature will leave behind a shell when eaten.
HEATDAM_POINT temperature The temperature above which the creature takes damage from heat.
HOMEOTHERM value Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live.
HORN Creature has horns which can be made into crafts by other civilizations.
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I[edit]

Token Arguments Description
IGNITE_POINT temperature The temperature at which the creature will burst into flames.
IMMOLATE Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the creature a high chance of escaping from animal traps and cages made of wood or glass. Due to a bug, however, they will only escape from artifacts.
INTELLIGENT Implies [CAN_CIV], [CAN_SPEAK], [CAN_LEARN].
ITEMCORPSE Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. "IRON" if the corpse type is "STATUE"). USE_RACEGLOSS will select a matgloss based on the creature's material if the creature specifies "HAS_RACEGLOSS". Standard matgloss values cannot be specified here.

[ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]

ITEMCORPSE_QUALITY quality The quality of an item-type corpse left behind; 5 is masterpiece-level.

[ITEMCORPSE_QUALITY:5]

IVORY Creature has ivory which can be made into crafts by other civilizations.
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L[edit]

Token Arguments Description
LARGE_CAVERIVER Lives in the cave river.
LARGE_CHASM Lives in the chasm. If RIVERATTACK is omitted, presumably only appears in Adventurer mode or during reclaims.
LARGE_LAVA Lives in the magma flow.
LARGE_PREDATOR Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will ever be on the map at any given moment. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
LARGE_ROAMING In Fortress Mode, spawns outdoors and is not a vermin creature.
LAYERING value How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all. Tropical animals have this at 100. Tundra creatures, 200 or 300; humans 10, dwarves 50.
LEATHER_BOILING_POINT temperature The temperature at which leather made from the creature's skins will boil away. Also affects severed body parts.
LEATHER_COLDDAM_POINT temperature The temperature below which leather made from the creature's skins will take cold damage. Also affects severed body parts.
LEATHER_FIXED_TEMP temperature The temperature that leather made from the creature's skins generates. Also affects severed body parts.
LEATHER_HEATDAM_POINT temperature The temperature above which leather made from the creature's skins will take heat damage. Also affects severed body parts.
LEATHER_IGNITE_POINT temperature The temperature at which leather made from the creature's skins will burst into flames. Also affects severed body parts.
LEATHER_MELTING_POINT temperature The temperature at which leather made from the creature's skins will melt away. Also affects severed body parts.
LEATHER_SPEC_HEAT specific heat capacity Amount of energy required for the creature's leather to heat up or cool down. Also affects severed body parts.
LIGHT_GEN A vermin featuring this tag will remain visible to an adventurer, even at night (without being dimmed in color along with the surrounding terrain), and from a distance (even outside your sight radius).
LIKES_FIGHTING The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.
LISP Creature uses "sssssnake talk" (multiplies 'S' when talking): "My name isss Recisssiz."
LITTERSIZE
  • minumum
  • maximum
Determines the number of offspring when giving birth. Defaults to 1:3.
LOCKPICKER Lets a creature open doors that are set to forbidden in Fortress Mode. Also grants trap immunity.
LOOSE_CLUSTERS Causes creatures to wander separately from each other; without it, they will form a chain behind a single leader.
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M[edit]

Token Arguments Description
MAGICAL Makes the creature attract local wildlife in large numbers.
MALE The creature is always male. Note that a civilization created using an all-male creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.
MATERIAL
MATUTINAL When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.
MAXAGE
  • minimum
  • maximum
Sets the minimum and maximum age at which a creature will die from old age. If not specified, creature is immortal.

[MAXAGE:150:170]

MEANDERER Gives a creature random movement.
MEGABEAST Appears on fortress territory in Fortress Mode occasionally.
MELTING_POINT temperature The temperature at which the creature will melt into goo.
MILKABLE frequency Allows the creature to be milked. Currently only works with vermin creatures.
MISCHIEVIOUS Will pull any levers it comes across. "They go on little missions to mess with various fortress buildings, not just levers." Also grants trap immunity.
MODVALUE number Multiplies the value of items made from the creature by the number in the tag.

[MODVALUE:2]

MOUNT Allows the creature to be mounted. Currently only works with siegers.
MOUNT_EXOTIC You need the Dungeon master noble to mount the creature.
MULTIPLE_LITTER_RARE Makes litters with more than one offspring extremely rare, only happening with a 1/500 chance.
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N[edit]

Token Arguments Description
NAME
  • singular noun
  • plural noun
  • adjective
What the creature is actually called in game.

[NAME:dwarf:dwarves:dwarven]

NARROW The creature can only wear narrow clothing.
NATURAL Animal
NO_AUTUMN Will not show up during the Autumn season.
NO_GENDER No gender will be selected for the creature. Note that a civilization created using a genderless creature will have no population, as they don't have breeding couples.
NO_SPRING Will not show up during the Spring season.
NO_SUMMER Will not show up during the Summer season.
NO_WINTER Will not show up during the Winter season.
NOBLEED Creature doesn't bleed.
NOBONES Creature will not drop bones on butcher, rot, or decay of severed body parts.
NOBREATHE Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.
NOCTURNAL When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode.
NOEMOTION The creature has no emotions, and does not rage.
NOEXERT Creature can't become tired or over-exerted.
NOFEAR Creature doesn't feel fear and will never run away from battle.
NOMEAT Creature will not drop meat on butcher.
NONAUSEA Creature can't vomit.
NOPAIN Creature doesn't feel pain.
NOSKIN Creature will not drop skin on butcher.
NOSKULL Creature will not drop skull on butcher, rot, or decay of severed head.
NOSMELLYROT Creature's corpse does not create miasma.
NOSTUCKINS Weapons can't be stuck in creature.
NOSTUN Creature can't be stunned.
NOT_BUTCHERABLE Creature can't be butchered.
NOTHOUGHT Creature doesn't think, or doesn't require a [BRAIN] body part.
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P[edit]

Token Arguments Description
PACK_ANIMAL Allows the creature to be used as a pack animal by merchants.
PARALYZEIMMUNE The creature is immune to all paralyzing special attacks.
PATTERNFLIER Chasm dwellers with this creature will spawn at the very top or bottom of the map and fly toward you, rather than climbing directly out of the chasm. Additionally, these creatures are given the "Blowgunner" profession.
PEARL Creature has pearls which can be made into crafts by other civilizations.
PENETRATEPOWER value Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Containers made of wood, cloth, or silk roll a 0-9 and, if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99.
PET Allows the creature to be tamed.
PET_EXOTIC You need a Dungeon master noble in your fortress for the creature to be tameable (but any Animal trainer can do the taming).
PETVALUE value How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained (War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the [COMMON_DOMESTIC] token.

[PETVALUE:42]

POPULATION_NUMBER
  • minimum
  • maximum
How many of these creatures can show up on a map per year. The actual population (within this range) is chosen only once, at the very beginning of your fortress. Defaults to 1:1. Only applies to outdoor animals and fish - all vermin and subterranean creatures have infinite populations.

[POPULATION_NUMBER:15:30]

PREFSTRING object Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random.

[PREFSTRING:beards]

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R[edit]

Token Arguments Description
RECKLESS Seemingly permits the creature to move into water even if there is a risk of drowning.
REMAINS
  • singular
  • plural
Changes the name of a creature's remains or "chunks".
REMAINS_COLOR
  • foreground
  • backbrightness
The color of the creature's remains.

[REMAINS_COLOR:6:0:0]

REMAINS_UNDETERMINED Used on treants. Effects unknown.
RIVERATTACK
  • easy_min
  • easy_max
  • medium_min
  • medium_max
  • hard_min
  • hard_max
When used with [LARGE_CAVERIVER], [LARGE_CHASM], or [LARGE_LAVA], defines the number of groups of creatures which will emerge to attack your fortress. The 3 ranges correspond to effective difficulty levels, increasing in magnitude as more attacks occur - the first 3 attacks are "easy", the next 3 are "medium", and all the rest are "hard". Defaults to 1:1:1:1:1:1 if not specified.
RIVERATTACK_CANUSEWELL Used with RIVERATTACK, allows the creature to also emerge from nearby wells.
RIVERATTACK_GROUP
  • min
  • max
Used with RIVERATTACK, specifies how many additional creatures should spawn with each attacker. Defaults to 0:0 if not specified, resulting in individual attackers.
RIVERATTACK_MOUNTS Once a map feature has reached the "hard" difficulty level, all attacks from it will consist of creatures having this flag (if any exist - if not, all other creatures will remain eligible).
RIVERATTACK_RESIDENT Used with RIVERATTACK, causes the creature to remain near its original location instead of seeking out your dwarves. Also causes dwarves to name the "resident creature" once discovered. No more than 5 resident creatures can emerge from each map feature at once.
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S[edit]

Token Arguments Description
SAVAGE Allows the creature to show up in "savage" regions. Cannot be used with [GOOD] or [EVIL].
SEMIMEGABEAST Appears as boss creature in quests.
SESSILE_LAND The creature is immobile while on land. Does not appear to work with large creatures.
SEVERONBREAKS Limbs and body parts sever on breakage.
SILK_BOILING_POINT temperature Temperature at which silk made from this creature's webs boils away.
SILK_COLDDAM_POINT temperature Temperature below which silk made from this creature's webs takes cold damage.
SILK_FIXED_TEMP temperature Temperature generated by the creature's web silk.
SILK_HEATDAM_POINT temperature Temperature above which silk made from this creature's webs takes heat damage.
SILK_IGNITE_POINT temperature Temperature at which silk made from this creature's webs bursts into flame.
SILK_MELTING_POINT temperature Temperature at which silk made from this creature's webs melts away.
SILK_SPEC_HEAT specific heat capacity Amount of energy required for the creature's silk to heat up or cool down.
SIZE value How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants. Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast. Defaults to 6.

[SIZE:6]

SMALL_REMAINS If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.
SMALLAQUATIC_CAVERIVER Used for fish, allows them to be fished from the cave river.
SMALLAQUATIC_OCEAN Used for fish, allows them to be fished from oceans by other civilizations.
SMALLAQUATIC_RIVER Used for fish, allows them to be fished from the outdoor river. Due to a bug, [SAVAGE] fish with this token will never appear.
SMALLAQUATIC_SWAMP Used for fish, allows them to be fished from murky pools.
SPEC_HEAT specific heat capacity Amount of energy required for the creature to heat up or cool down.

[SPEC_HEAT:409]

SPECNAME
  • token
  • singular noun
  • plural noun
  • adjective
Sets a special name for certain instances.

[SPECNAME:MALE:bull:bulls:bull]

SPEECH filename Sets what speech.txt to use when insulting the creature.

[SPEECH:dwarf.txt]

SPEECH_FEMALE filename Sets speech text file used only by females to insult creatures. Not used in vanilla.
SPEECH_MALE filename Sets speech text file used only by males to insult creatures.

[SPEECH_MALE:human_male.txt]

SPEED value Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. Defaults to 900. See Speed for more information.

[SPEED:400]

STANDARD_FLESH Sets the following properties:
(creature) LEATHER BONE
SPEC_HEAT 4181 1000 1000
HEATDAM_POINT 10120 10300 11468
COLDDAM_POINT 10020 9800 9800
IGNITE_POINT 10180 10180 NONE
MELTING_POINT NONE NONE NONE
BOILING_POINT NONE NONE NONE
FIXED_TEMP NONE NONE NONE
STOUT The creature can only wear stout clothing.
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T[edit]

Token Arguments Description
THICKWEB The creature's webs can catch larger creatures.
TILE character number or 'character' The graphical representation of the creature.

[TILE:157] or [TILE:'&']

TRAINABLE Allows a tame creature to be trained into a "War" or "Hunting" variation by way of kennels.
TRANCES Allows the creature to go into martial trances.
TRAPAVOID The creature is immune to traps.
TRIGGERABLE_GROUP
  • minimum
  • maximum
Allows the creature to occur in large hidden groups which can be disturbed and scattered by walking too close to them. Defaults to 1:1.

[TRIGGERABLE_GROUP:5:50]

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U[edit]

Token Arguments Description
UNDERSWIM Creature swims under the water and can't be seen.
UTTERANCES Changes the language of the creature into an unintelligible mess.

V[edit]

Token Arguments Description
VEGETATION The creature is made of swamp stuff. Doesn't appear to do anything in particular. Used by grimelings in the vanilla game.
VERMIN_BITE
  • chance to bite
  • verb
  • effect (USE_EXTRACT)
[VERMIN_BITE:10:bitten:USE_EXTRACT]

On very rare occasions (x/1000 chance per frame), someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender. Used by (tiny) cave spiders to inject their venom into the occasional dwarf.

VERMIN_CAVERIVER Used for vermin, causes them to live in the cave river.
VERMIN_CHASM Used for vermin, causes them to live in the chasm.
VERMIN_EATER This species of vermin can eat your food.
VERMIN_FLIES This makes the creature move in a swarms of creatures of the same race as it. Likely also means either the creature is attracted to rot, the creature speeds rotting, or both. Flies will also very quickly escape from any animal trap or cage not made of glass. Due to a bug, however, they will only escape from artifacts.
VERMIN_GROUNDER Used for vermin, causes them to spawn on the ground (or in the air).
VERMIN_HATEABLE Some dwarves will hate the creature and get unhappy thoughts when around it.
VERMIN_LAVA Used for vermin, causes them to live in the magma flow.
VERMIN_NOFISH The creature cannot be caught by fishing.
VERMIN_NOROAM This species of vermin will not be observed randomly roaming about the map.
VERMIN_NOTRAP This species of vermin cannot be caught in baited animal traps.
VERMIN_RIVER Intended to make a type of vermin appear in outdoor rivers. Not used by any default creatures, and doesn't actually work.
VERMIN_SOIL Used for vermin, causes them to randomly appear near dirt or mud.
VERMIN_SOIL_COLONY The vermin will occur in a single tile cluster of many vermin, such as a colony of ants.
VERMIN_SWAMPER Used for vermin, causes them to live in murky pools.
VERMINHUNTER Cat behavior. The creature will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal, the animal chooses its own owner instead. If assigned to a playable race, members of that race will ONLY be able to eat vermin.
VESPERTINE When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
VIEWRANGE value How far the creature can see. Defaults to 20.
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W[edit]

Token Arguments Description
WAGON_PULLER Allows the creature to pull caravan wagons.
WEBBER The creature will create webs. When used with [AMBUSHPREDATOR], it also causes the creature to lay a large quantity of hidden webs around its spawn point.
WEBIMMUNE The creature will not get caught in webs.

X[edit]

Token Arguments Description
X_NAME
  • singular
  • plural
Sets the name of profession X.

[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]

Permissible tags are:

CRAFTSMAN_NAME, FISHERMAN_NAME, HAMMERMAN_NAME, SPEARMAN_NAME, CROSSBOWMAN_NAME, AXEMAN_NAME, SWORDSMAN_NAME, MACEMAN_NAME, PIKEMAN_NAME, BOWMAN_NAME

Attacks[edit]

Token Arguments Description
ATTACK
  • MAIN or SECOND
  • BYTYPE:type or BYTOKEN:token
  • 2nd person verb
  • 3rd person verb
  • minimum damage
  • maximum damage
  • damage type
Sets what natural attacks a creature has.

MAIN: Sets the attack to act as the creatures' main attack.

SECOND: The creature will only use this attack if it can't use the MAIN attack(s).

BYTYPE: Sets what body part type to use for the attack. Possible values for "type" are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like. See Body token.

BYTOKEN: Sets the explicit body part ID to use for the attack. The token must exist as part of the creature's BODY token.

Damage type can be any of BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD

ATTACKFLAG_WITH Attacks in combat log inform which body part was used in the attack. "Ratman punches Urist with his right hand."
ATTACKFLAG_CANLATCH Allows the creature to latch on with the attack. "Crocodile latches on Urist's head firmly."
SPECIALATTACK_INJECT_EXTRACT
  • minimum
  • maximum
The creature injects an amount of its extract into a victim upon successfully using this attack. 50:100 is potency. This is an average extract if it's a poison it will take time to affect the target, then wears off some time after full effect, a slow poison would be 1:100, 100:100 is instant or very fast working poison (haven't tried 0 yet, going to further experiment with the max value)
SPECIALATTACK_SUCK_BLOOD
  • minimum
  • maximum
When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn? / Effectiveness?)

! It seems to only make the target creature bleed/heavy bleed. further testing]