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Difference between revisions of "Creature token"
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| Caste | | Caste | ||
| | | | ||
− | | | + | | 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}}. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | 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. | + | | 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 traits, values, and dreams#Values|values]] and [[Personality traits, values, and dreams#Dreams|dreams]]. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills. | + | | Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality traits, values, and dreams#Values|values]] and [[Personality traits, values, and dreams#Dreams|dreams]]. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Causes [[cave adaptation]]. |
+ | Allows for creature's race to be involved in jokes that end in "And the [race] saw the sun and vomited on the spot!" | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | 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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| Caste | | Caste | ||
| | | | ||
− | | | + | | 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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| Caste | | Caste | ||
| | | | ||
− | | 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). | + | | 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). |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | A vermin featuring this tag will remain visible to an adventurer, even at night, and from a distance. | + | | 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 the current vision cone). Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode. |
|- | |- | ||
Line 1,300: | Line 1,301: | ||
|- | |- | ||
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}} | | {{text anchor|LOCAL_POPS_PRODUCE_HEROES}} | ||
− | | | + | | Creature |
| | | | ||
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans. | | Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans. | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Allows the creature to have all-around vision as long as it has multiple heads that can see. | + | | Allows the creature to have all-around vision, as long as it has multiple heads that can see. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creatures with this token can appear | + | | Creatures with this token can appear as [[experiment|experiments]]. |
− | 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 "hero" reputation. Adds the creature's description as part of the initial summary of their historical figure in legends. 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 "Night creature!" instead of "Ambush!" | + | 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 "hero" 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 "Night creature!" instead of "Ambush!" |
− | Prevents the AI from using ANIMATE interactions unless the newly-animated | + | 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: |
*a ghost | *a ghost | ||
*an animated unit | *an animated unit | ||
*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.) | *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.) | ||
− | <small>''This token should not be confused with other NIGHT_CREATURE_X tokens. This token is not | + | <small>''This token should not be confused with other NIGHT_CREATURE_X tokens.''</small> |
+ | <small>''This token is not well understood at the present time.''</small> | ||
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | The creature is biologically sexless | + | | The creature is biologically sexless, making it unable to [[breeding|breed]]. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | Creature does not need to sleep | + | | Creature does not need to sleep, but can still be rendered unconscious by other means. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | 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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| Caste | | Caste | ||
| | | | ||
− | | Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. | + | | Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however. |
|- | |- | ||
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*median | *median | ||
*highest | *highest | ||
− | | Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality | + | | Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality traits, values, and dreams#Traits|personality traits]] for more info. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | Nothing. |
|- | |- | ||
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|- | |- | ||
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}} | | {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}} | ||
− | | | + | | Creature |
| | | | ||
| 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}}. | | 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}}. | ||
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|- | |- | ||
| {{text anchor|SMELL_TRIGGER}} | | {{text anchor|SMELL_TRIGGER}} | ||
− | | | + | | Caste |
| | | | ||
*value | *value | ||
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| | | | ||
* [[Sphere#Available_spheres|sphere]] | * [[Sphere#Available_spheres|sphere]] | ||
− | | Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects | + | | 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. |
|- | |- | ||
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| | | | ||
*number | *number | ||
− | | How much the creature can carry when used by merchants. 1000 by default. | + | | 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. |
|- | |- | ||
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*min | *min | ||
*max | *max | ||
− | | A large swarm of vermin can be disturbed, usually in adventurer mode. | + | | A large swarm of vermin can be disturbed, usually in adventurer mode. |
|- | |- | ||
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| Caste | | Caste | ||
| | | | ||
− | | | + | | 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 18:32, 15 October 2024
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
Modding |
---|
Tokens |
Audio · Biome · Graphics · Interaction · Mod info · Plant · Speech · Sphere · Syndrome · World |
Body tokens |
Body · Body detail plan · Bodygloss · Tissue |
Creature tokens |
Creature · Creature mannerism · Personality · Creature variation · Procedural graphics layer |
Descriptor tokens |
Descriptor color · Color · Descriptor pattern · Descriptor shape |
Entity tokens |
Entity · Ethic · Language · Value · Position |
Job tokens |
Building · Labor · Reaction · Skill · Unit type |
Item tokens |
Item type · Item definition · Ammo · Armor · Instrument · Tool · Trap component · Weapon |
Material tokens |
Material type · Material definition · Inorganic material definition |
The [OBJECT:CREATURE]
token begins the definition of a Dwarf Fortress creature raw file. Each creature definition that follows begins with the [CREATURE: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.
Vanilla creature definitions can be found in <Dwarf Fortress>\data\vanilla\vanilla_creatures\
.
Creature ID is also used with graphics tokens to make customizable graphics sets.
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)
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 | Type | Arguments | Description |
---|---|---|---|
ADOPTS_OWNER | Caste | 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 cats in the vanilla game. When viewing a tame creature with this token, the message "This animal isn't interested in your wishes" will appear instead of "This [adorable] animal can't work" or "This animal is waiting to be trained". | |
ALCOHOL_DEPENDENT | Caste | 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. | |
ALL_ACTIVE | Caste | When set, the creature will appear at any time of day. Overrides [DIURNAL] , [NOCTURNAL] , [CREPUSCULAR] , [MATUTINAL] , and [VESPERTINE] .
| |
ALTTILE | Creature |
|
If set, the creature will blink between its [TILE] and its ALTTILE.
|
AMBUSHPREDATOR | Caste | Found on [LARGE_PREDATOR] 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]
| |
AMPHIBIOUS | Caste | Allows a creature to breathe both in and out of water (unlike [AQUATIC] ) - does not prevent drowning in magma.
| |
APP_MOD_DESC_RANGE | Appearance Modifier |
|
Based on info from 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.
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. |
APP_MOD_GENETIC_MODEL | Appearance Modifier |
|
Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present. |
APP_MOD_IMPORTANCE | Appearance Modifier |
|
Determines how important the appearance modifier is, for determining whether it shows up in the creature description.[Verify] |
APP_MOD_NOUN | Appearance Modifier |
|
Creates a noun for the appearance, and whether it is singular or plural. |
APP_MOD_RATE | Appearance Modifier |
|
Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely. |
APPLY_CREATURE_VARIATION | Caste |
|
Applies the specified creature variation. See Creature_variation_token#Arguments_and_conditional_tokens for how the subsequent arguments may be used. |
APPLY_CURRENT_CREATURE_VARIATION | Special | Applies the effects of all pending [CV_ADD_TAG] and [CV_REMOVE_TAG] tokens that have been defined in the current creature.
| |
AQUATIC | Caste | Enables the creature to breathe in water, but causes it to air-drown on dry land. | |
ARENA_RESTRICTED | Caste | Causes the creature to be excluded from the object testing arena's creature spawning list. Typically applied to spoileriffic creatures. | |
ARTIFICIAL_HIVEABLE | Creature | Enables the creature to be kept in artificial hives by beekeepers. | |
AT_PEACE_WITH_WILDLIFE | Caste | Prevents the creature from attacking or frightening creatures with the [NATURAL] tag.
| |
ATTACK | Caste |
|
Defines the attack name, and the body part used. See below for valid subtokens
Example: |
ATTACK_TRIGGER | Caste |
|
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. |
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 | Type | Arguments | Description |
---|---|---|---|
BABY | Caste |
|
Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage. |
BABYNAME | Caste |
|
Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see [GENERAL_BABY_NAME] .
|
BEACH_FREQUENCY | Caste |
|
Creature may be subject to beaching, becoming stranded on shores, where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be [AQUATIC] . Used by orcas, sperm whales and sea nettle jellyfish in the vanilla game.
|
BENIGN | Caste | 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 [LARGE_PREDATOR] tag. When tamed, animals with this tag will be useless for fortress defense.
This and | |
BIOME | Creature | Select a biome the creature may appear in. | |
BLOOD | Caste | Specifies what the creature's blood is made of. | |
BLOODSUCKER | Caste | Causes vampire-like behaviour; the creature will suck the blood of unconscious victims when its 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. | |
BODY | Caste |
|
Draws body parts from OBJECT:BODY files (such as body_default.txt)
Example: 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 "Body Token Recognized But Could Not Connect: HEART" 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. If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].[Verify] |
BODY_APPEARANCE_MODIFIER | Caste |
|
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.
Example: |
BODY_DETAIL_PLAN | Caste |
|
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.
Example: |
BODY_SIZE | Caste |
|
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.
Example: |
BODYGLOSS | Caste |
|
Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt) |
BONECARN | Caste | Creature eats bones. Implies [CARNIVORE] . Adventurers with this token are currently unable to eat bones.Bug:11069
| |
BP_ADD_TYPE | Caste | Adds a type to a body part - used with [SET_BP_GROUP] . In vanilla DF, this is used for adding the type 'GELDABLE' to the lower body of certain creatures.
| |
BP_APPEARANCE_MODIFIER | Caste |
|
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) |
BP_REMOVE_TYPE | Caste | Removes a type from a body part. Used with [SET_BP_GROUP] .
| |
BUILDINGDESTROYER | Caste |
|
Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. |
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 |
C[edit]
Token | Type | Arguments | Description |
---|---|---|---|
CAN_DO_INTERACTION | Caste |
|
The creature can perform an interaction. See interaction token. |
CAN_LEARN | Caste | The creature gains skills and can have 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 [CAN_SPEAK] token will be able to have values and dreams.
| |
CAN_SPEAK | Caste | Can talk. Note that this is not necessary for a creature to gain social skills. A creature with at least this token or the [CAN_LEARN] token will be able to have values and dreams.
| |
CANNOT_CLIMB | Caste | Creature cannot climb, even if it has free grasp parts. | |
CANNOT_JUMP | Caste | Creature cannot jump. | |
CANNOT_UNDEAD | Caste | Acts like [NOT_LIVING] , except that [OPPOSED_TO_LIFE] creatures will attack them.
| |
CANOPENDOORS | Caste | Allows the creature to open doors 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.v50.03 | |
CARNIVORE | Caste | 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. | |
CASTE | Creature |
|
Defines a caste. |
CASTE_ALTTILE | Caste |
|
Caste-specific [ALTTILE] . Requires [CASTE_TILE] .
|
CASTE_COLOR | Caste |
|
Caste-specific [COLOR] .
|
CASTE_GLOWCOLOR | Caste |
|
Caste-specific [GLOWCOLOR] .
|
CASTE_GLOWTILE | Caste |
|
Caste-specific [GLOWTILE] .
|
CASTE_NAME | Caste |
|
While [NAME] describes the name of the species, [CASTE_NAME] 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 "nothing".
|
CASTE_PROFESSION_NAME | Caste |
|
Caste-specific [PROFESSION_NAME] .
|
CASTE_SOLDIER_ALTTILE | Caste |
|
Caste-specific [SOLDIER_ALTTILE] . Requires [CASTE_SOLDIER_TILE] .
|
CASTE_SOLDIER_TILE | Caste |
|
Caste-specific [CREATURE_SOLDIER_TILE] .
|
CASTE_TILE | Caste |
|
Caste-specific [CREATURE_TILE] .
|
CAVE_ADAPT | Caste | Causes cave adaptation.
Allows for creature's race to be involved in jokes that end in "And the [race] saw the sun and vomited on the spot!" | |
CDI | Caste |
|
Specifies interaction details following a [CAN_DO_INTERACTION] token. See interaction token.
|
CHANGE_BODY_SIZE_PERC | Caste |
|
Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles. |
CHANGE_FREQUENCY_PERC | Creature |
|
Multiplies frequency by a factor of (integer)%. |
CHILD | Caste |
|
Age at which creature is considered an adult - one can think of this as the duration of the child stage. Allows the creature's offspring to be rendered fully tame if trained during their childhood. |
CHILDNAME | Caste |
|
Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see [GENERAL_CHILD_NAME] .
|
CLUSTER_NUMBER | Creature |
|
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 will perform seasonal migrations. Defaults to 1:1 if not specified. |
CLUTCH_SIZE | Caste |
|
Number of eggs laid in one sitting. |
COLONY_EXTERNAL | Caste | Caste hovers around colony. | |
COLOR | Creature |
|
Color of the creature's tile. See Color for usage. |
COMMON_DOMESTIC | Caste | When combined with any of [PET] , [PACK_ANIMAL] , [WAGON_PULLER] and/or [MOUNT] , the creature is guaranteed to be domesticated by any civilization with [COMMON_DOMESTIC_PET] , [COMMON_DOMESTIC_PACK] , [COMMON_DOMESTIC_PULL] and/or [COMMON_DOMESTIC_MOUNT] respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on [FANCIFUL] creatures.
| |
CONVERTED_SPOUSE | Caste | Creatures of this caste's species with the [SPOUSE_CONVERTER] and [NIGHT_CREATURE_HUNTER] tokens will kidnap [SPOUSE_CONVERSION_TARGET] s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
| |
COOKABLE_LIVE | Caste | Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as mussels, nautiluses and oysters. | |
CRAZED | Caste | Creature is 'berserk' and will attack all other creatures, except members of its own species that also have the CRAZED tag. It will show Berserk in the unit list. Berserk creatures go on rampages during worldgen much more frequently than non-berserk ones. | |
COPY_TAGS_FROM | Special |
|
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 [APPLY_CREATURE_VARIATION] to import standard variations from a file. The vanilla giant animals and animal peoples are examples of this token combination.
|
CREATURE | Creature |
|
A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws. |
CREATURE_CLASS | Caste |
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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 [GOBBLE_VERMIN_CLASS] ), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.
The full list of tokens that use creature classes is:
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CREATURE_SOLDIER_TILE | Creature |
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Creatures active in their civilization's military will use this tile instead. |
CREATURE_TILE | Creature |
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The symbol of the creature in ASCII mode. |
CREPUSCULAR | Caste | 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_EATER | Caste | Allows a creature to 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. | |
CURIOUSBEAST_GUZZLER | Caste | Allows a creature to (very quickly) 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. | |
CURIOUSBEAST_ITEM | Caste | Allows a creature to 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. | |
CV_ADD_TAG | Special |
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Adds a tag. Used in conjunction with creature variation templates. |
CV_REMOVE_TAG | Special |
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Removes a tag. Used in conjunction with creature variation templates. |
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Token | Type | Arguments | Description |
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DEMON | Caste | Found on generated demons. 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]. | |
DESCRIPTION | Caste |
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A brief description of the creature type, as displayed when viewing the creature's description/thoughts & preferences screen. |
DIE_WHEN_VERMIN_BITE | Caste | Causes the creature to die upon attacking. Used by honey bees to simulate them dying after using their stingers. | |
DIFFICULTY | Caste |
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Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode. |