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Difference between revisions of "Creature token"

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{{Migrated_article}}
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{{Quality|Exceptional}}
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{{Modding}}
  
A full list of all known creature tokens.
+
The <code>[OBJECT:CREATURE]</code> [[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.  
  
__NOTOC__
+
Vanilla creature definitions can be found in <code>[[Game folder|<Dwarf Fortress>]]\data\vanilla\vanilla_creatures\</code>.
 +
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.
  
<div align="center">
+
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)
{{alphabetical TOC}}
+
 
</div>
+
__NOTOC__
 +
{{clear}}
 +
{{alphabetical TOC|style=margin: 1em auto;}}
  
 
==A==
 
==A==
Line 22: Line 26:
 
| Caste
 
| Caste
 
|
 
|
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}
+
| 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 "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".
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.
+
| 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.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.  
+
| 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}}.
  
 
|-
 
|-
 
| {{text anchor|ALTTILE}}
 
| {{text anchor|ALTTILE}}
 
| Creature
 
| Creature
|
+
|  
| If set, the creature will blink between its [TILE] and its [ALTTILE].  
+
*'character' or tile number
 +
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE.  
  
 
|-
 
|-
Line 46: Line 51:
 
| Caste
 
| Caste
 
|   
 
|   
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}
+
| 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}}
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to breathe with or without [[water]]. Implies [AQUATIC].
+
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].
  
 
|-
 
|-
 
| {{text anchor|APP_MOD_DESC_RANGE}}
 
| {{text anchor|APP_MOD_DESC_RANGE}}
| Caste
+
| Appearance Modifier
 
|
 
|
*Range
+
*Range (6 values, low to high)
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]
+
| 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.
 +
 
 +
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.
  
 
|-
 
|-
 
| {{text anchor|APP_MOD_GENETIC_MODEL}}
 
| {{text anchor|APP_MOD_GENETIC_MODEL}}
| Caste
+
| Appearance Modifier
 
|
 
|
 
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
 
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
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|-
 
|-
 
| {{text anchor|APP_MOD_IMPORTANCE}}
 
| {{text anchor|APP_MOD_IMPORTANCE}}
| Caste
+
| Appearance Modifier
 
|
 
|
 
*number
 
*number
Line 77: Line 84:
 
|-
 
|-
 
| {{text anchor|APP_MOD_NOUN}}
 
| {{text anchor|APP_MOD_NOUN}}
| Caste
+
| Appearance Modifier
 
|  
 
|  
 
*noun
 
*noun
 
*SINGULAR or PLURAL  
 
*SINGULAR or PLURAL  
| creates a noun for the appearance and whether it is singular or plural
+
| Creates a noun for the appearance, and whether it is singular or plural.
  
 
|-
 
|-
 
| {{text anchor|APP_MOD_RATE}}
 
| {{text anchor|APP_MOD_RATE}}
| Caste
+
| Appearance Modifier
 
|  
 
|  
 
*Rate (integer)
 
*Rate (integer)
*Scale (DAILY, YEARLY)
+
*Scale (DAILY, YEARLY)
*min:max of growth
+
*min (growth)
*start year:start day
+
*max (growth)
*end year:end day  
+
*start year
| setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.
+
*start day
 +
*end year
 +
*end day  
 +
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.
  
 
|-
 
|-
 
| {{text anchor|APPLY_CREATURE_VARIATION}}
 
| {{text anchor|APPLY_CREATURE_VARIATION}}
| Special
+
| Caste
 
|  
 
|  
*CV TEMPLATE NAME
+
*creature variation ID
| Loads the Creature Variation Template specified.
+
*(optional) any amount of arbitrary arguments
 +
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.
  
 
|-
 
|-
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| Special
 
| Special
 
|   
 
|   
| Applies loaded Creature Variation
+
| 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.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Creature can breathe in water, but air-drowns on dry land.  
+
| Enables the creature to breathe in water, but causes it to air-drown on dry land.  
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Does not appear in arena mode list.
+
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.
  
 
|-
 
|-
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| Creature
 
| Creature
 
|
 
|
| Can be kept in artificial hives by beekeepers.
+
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|
 
|
| Does not attack or frighten wildlife.
+
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.
  
 
|-
 
|-
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|  
 
|  
 
*token
 
*token
*bodypart
+
*selection criteria (it's complicated)
*selection criteria
 
*location
 
 
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens
 
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens
 
'''Example:'''<br />
 
'''Example:'''<br />
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]<br />
+
<code>[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]</code><br />
''GORE'' : name of the attack<br />
+
''GORE'' = name of the attack<br />
''BODYPART:BY_CATEGORY:HORN'' the horn is used to attack (presuming the creature has one)
+
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)
  
 
|-
 
|-
 
| {{text anchor|ATTACK_TRIGGER}}
 
| {{text anchor|ATTACK_TRIGGER}}
 
| Caste
 
| Caste
| pop:exported wealth:created wealth
+
|  
| Specifies when a [[megabeast]] will attack the fortress.
+
*population
 +
*exported wealth
 +
*created wealth
 +
| 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.
  
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==B==
 
==B==
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| {{text anchor|BABY}}
 
| {{text anchor|BABY}}
 
| Caste
 
| Caste
| integer  
+
|  
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.
+
*integer  
 +
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.
  
 
|-
 
|-
 
| {{text anchor|BABYNAME}}
 
| {{text anchor|BABYNAME}}
 
| Caste
 
| Caste
| singular:plural  
+
|  
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
+
*singular
 +
*plural  
 +
| 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}}.
  
 
|-
 
|-
 
| {{text anchor|BEACH_FREQUENCY}}
 
| {{text anchor|BEACH_FREQUENCY}}
 
| Caste
 
| Caste
|
+
|  
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature.  
+
*integer
 +
| 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.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.
+
| 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.
 +
 
 +
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.
  
 
|-
 
|-
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|  
 
|  
 
* [[biome token]]
 
* [[biome token]]
| Select a [[Biome]] the creature may appear in.
+
| Select a [[biome]] the creature may appear in.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|  
 
|  
* [[material token]]
+
* <[[material token]]>
*matter state (LIQUID, GAS, SOLID)
+
* <[[Material_definition_token#Material_States|material state]]>
 
| Specifies what the creature's blood is made of.
 
| Specifies what the creature's blood is made of.
  
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| Caste
 
| Caste
 
|  
 
|  
| Seems to be required to make the creature denouncable as a creature of the night.
+
| 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.
  
 
|-
 
|-
 
| {{text anchor|BODY}}
 
| {{text anchor|BODY}}
 
| Caste
 
| Caste
| body parts  
+
|  
 +
*body parts  
 
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
 
| Draws body parts from OBJECT:BODY files (such as body_default.txt)
 
'''Example:'''<br />
 
'''Example:'''<br />
 
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
 
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] <br />
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.
+
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.
 +
 
 +
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}}
  
 
|-
 
|-
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|  
 
|  
 
*ATTRIBUTE
 
*ATTRIBUTE
*lowest:lower:low:median:high:higher:highest  
+
*lowest
| 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.
+
*lower
 +
*low
 +
*median
 +
*high
 +
*higher
 +
*highest  
 +
| 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:'''<br />
 
'''Example:'''<br />
 
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br />
 
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] <br />
 
''HEIGHT'' : marks the height to be changed <br />
 
''HEIGHT'' : marks the height to be changed <br />
''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.
+
''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.
  
 
|-
 
|-
 
| {{text anchor|BODY_DETAIL_PLAN}}
 
| {{text anchor|BODY_DETAIL_PLAN}}
 
| Caste
 
| Caste
| PlanName, PlanName:type:type:type:etc.
+
|  
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.
+
*PlanName
 +
*Arguments
 +
| 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:'''<br />
 
'''Example:'''<br />
 
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
 
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
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| {{text anchor|BODY_SIZE}}
 
| {{text anchor|BODY_SIZE}}
 
| Caste
 
| Caste
| years:days:size  
+
|  
| 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.
+
*years
 +
*days
 +
*size  
 +
| 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:'''<br />
 
'''Example:'''<br />
 
[BODY_SIZE:0:0:10000]<br />
 
[BODY_SIZE:0:0:10000]<br />
 
[BODY_SIZE:1:168:50000]<br />
 
[BODY_SIZE:1:168:50000]<br />
 
[BODY_SIZE:12:0:220000]<br />
 
[BODY_SIZE:12:0:220000]<br />
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old he would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.
+
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm<sup>3</sup> (~10 kg). At 1 year and 168 days old it would be 50,000 cm<sup>3</sup> (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm<sup>3</sup> and weigh roughly 220 kg.
  
 
|-
 
|-
 
| {{text anchor|BODYGLOSS}}
 
| {{text anchor|BODYGLOSS}}
 
| Caste
 
| Caste
| gloss  
+
|  
 +
*gloss  
 
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
 
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
  
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| Caste
 
| Caste
 
|   
 
|   
| Creature eats bones. Implies CARNIVORE and has the same worldgen problem.
+
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}
 +
 
 +
|-
 +
| {{text anchor|BP_ADD_TYPE}}
 +
| Caste
 +
|
 +
| 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]].  
  
 
|-
 
|-
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|  
 
|  
 
*QUALITY
 
*QUALITY
*lowest:lower:low:median:high:higher:highest  
+
*lowest
| 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)
+
*lower
 +
*low
 +
*median
 +
*high
 +
*higher
 +
*highest  
 +
| 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)
  
 
|-
 
|-
| {{text anchor|BUILDINGDESTROYER}}
+
| {{text anchor|BP_REMOVE_TYPE}}
 
| Caste
 
| Caste
| 1 or 2  
+
|  
| 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.  
+
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}.
 +
 +
|-
 +
| {{text anchor|BUILDINGDESTROYER}}
 +
| Caste
 +
|
 +
*1 or 2  
 +
| 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.  
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==C==
 
==C==
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| {{text anchor|CAN_DO_INTERACTION}}
 
| {{text anchor|CAN_DO_INTERACTION}}
 
| Caste
 
| Caste
| interaction token
+
|  
| The creature can perform an interaction. See [[interaction token]].
+
*interaction token
 +
| The creature can perform an interaction. See [[interaction token]].
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.
+
| 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 talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}
+
| 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 traits, values, and dreams#Values|values]] and [[Personality traits, values, and dreams#Dreams|dreams]].
 +
 
 +
|-
 +
| {{text anchor|CANNOT_CLIMB}}
 +
| Caste
 +
 +
| Creature cannot [[climber|climb]], even if it has free grasp parts.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Creature cannot jump.
+
| Creature cannot [[jump]].
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Alias for NOT_LIVING
+
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to open doors.  
+
| 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}}
  
 
|-
 
|-
Line 332: Line 389:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature ''only'' eats meat. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Currently bugged in worldgen -- exclusively carnivore civilizations always starve out. Goblins and kobolds live off raw exceptions.
+
| 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.
  
 
|-
 
|-
Line 339: Line 396:
 
|  
 
|  
 
*name  
 
*name  
| Defines a caste.
+
| Defines a [[caste]].
  
 
|-
 
|-
Line 346: Line 403:
 
|
 
|
 
*tile number or "letter"
 
*tile number or "letter"
| Caste-specific ALT_TILE. Requires CASTE_TILE.
+
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.
  
 
|-
 
|-
Line 355: Line 412:
 
*bg
 
*bg
 
*brightness
 
*brightness
| Caste-specific COLOR.
+
| Caste-specific {{token|COLOR|c}}.
  
 
|-
 
|-
Line 364: Line 421:
 
*bg
 
*bg
 
*brightness
 
*brightness
| Caste-specific GLOWCOLOR.
+
| Caste-specific {{token|GLOWCOLOR|c}}.
  
 
|-
 
|-
Line 371: Line 428:
 
|
 
|
 
*tile value or "letter"
 
*tile value or "letter"
| Caste-specific GLOWTILE.
+
| Caste-specific {{token|GLOWTILE|c}}.
  
 
|-
 
|-
 
| {{text anchor|CASTE_NAME}}
 
| {{text anchor|CASTE_NAME}}
 
| Caste
 
| Caste
| singular:plural:adjective  
+
|  
| Caste-specific NAME.
+
*singular
 +
*plural
 +
*adjective  
 +
| 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 "nothing".
  
 
|-
 
|-
Line 386: Line 446:
 
*singular
 
*singular
 
*plural  
 
*plural  
| Caste-specific PROFESSION_NAME.
+
| Caste-specific {{token|PROFESSION_NAME|c}}.
  
 
|-
 
|-
 
| {{text anchor|CASTE_SOLDIER_ALTTILE}}
 
| {{text anchor|CASTE_SOLDIER_ALTTILE}}
 
| Caste
 
| Caste
| 'character' or tile number
+
|  
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.
+
*'character' or tile number
 +
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.
  
 
|-
 
|-
 
| {{text anchor|CASTE_SOLDIER_TILE}}
 
| {{text anchor|CASTE_SOLDIER_TILE}}
 
| Caste
 
| Caste
| 'character' or tile number
+
|  
| Caste-specific CREATURE_SOLDIER_TILE.
+
*'character' or tile number
 
+
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.
|-
 
| {{text anchor|CASTE_SPEECH}}
 
| Caste
 
| speech file
 
| Caste-specific SPEECH.
 
  
 
|-
 
|-
Line 411: Line 467:
 
|
 
|
 
* tile number or "letter"
 
* tile number or "letter"
| Caste-specific CREATURE_TILE.
+
| Caste-specific {{token|CREATURE_TILE|c}}.
  
 
|-
 
|-
Line 417: Line 473:
 
| Caste
 
| Caste
 
|   
 
|   
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].  
+
| 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!"
  
 
|-
 
|-
 
| {{text anchor|CDI}}
 
| {{text anchor|CDI}}
 
| Caste
 
| Caste
| Varies
+
|  
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].
+
*Varies
 +
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].
  
 
|-
 
|-
 
| {{text anchor|CHANGE_BODY_SIZE_PERC}}
 
| {{text anchor|CHANGE_BODY_SIZE_PERC}}
 
| Caste
 
| Caste
| integer
+
|  
 +
*integer
 
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.
 
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.
 +
 +
|-
 +
| {{text anchor|CHANGE_FREQUENCY_PERC}}
 +
| Creature
 +
|
 +
*integer
 +
| Multiplies frequency by a factor of (integer)%.
  
 
|-
 
|-
 
| {{text anchor|CHILD}}
 
| {{text anchor|CHILD}}
 
| Caste
 
| Caste
| integer  
+
|  
| age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode.
+
*integer  
 +
| 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.  
  
 
|-
 
|-
 
| {{text anchor|CHILDNAME}}
 
| {{text anchor|CHILDNAME}}
 
| Caste
 
| Caste
| singular:plural  
+
|  
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
+
*singular
 +
*plural  
 +
| 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}}.
  
 
|-
 
|-
Line 449: Line 518:
 
*min
 
*min
 
*max
 
*max
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.
+
| 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.
e.g. [CLUSTER_NUMBER:1:3]
 
  
 
|-
 
|-
Line 458: Line 526:
 
*min
 
*min
 
*max
 
*max
|Number of eggs laid in one sitting.
+
|Number of [[egg]]s laid in one sitting.
  
 
|-
 
|-
Line 469: Line 537:
 
| {{text anchor|COLOR}}
 
| {{text anchor|COLOR}}
 
| Creature
 
| Creature
| foreground:background:brightness  
+
|  
 +
*foreground
 +
*background
 +
*brightness  
 
| Color of the creature's tile. See [[Color]] for usage.
 
| Color of the creature's tile. See [[Color]] for usage.
  
Line 476: Line 547:
 
| Caste
 
| Caste
 
|   
 
|   
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures. Requires NATURAL tag?{{verify}}
+
| 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.
  
 
|-
 
|-
Line 482: Line 553:
 
| Caste
 
| Caste
 
|
 
|
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
+
| 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.
  
 
|-
 
|-
Line 488: Line 559:
 
| Caste
 
| Caste
 
|   
 
|   
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.
+
| 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.
  
 
|-
 
|-
Line 494: Line 565:
 
| Caste
 
| Caste
 
|  
 
|  
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.
+
| 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.
  
 
|-
 
|-
Line 500: Line 571:
 
| Special
 
| Special
 
|  
 
|  
*CREATURE NAME
+
*creature ID
| Copies tags from another specified creature.
+
| 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.
  
 
|-
 
|-
| {{text anchor|CREATURE_CLASS}}
+
| {{text anchor|CREATURE}}
 +
| Creature
 +
|
 +
*creature ID
 +
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.
 +
 
 +
|-
 +
| {{text anchor|CREATURE_CLASS}}
 
| Caste
 
| Caste
 
|
 
|
 
*classname
 
*classname
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.
+
| 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.
 +
 
 +
The full list of tokens that use creature classes is:
  
 +
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}
 +
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}
 +
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}
 +
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}
 +
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}
 
|-
 
|-
 
| {{text anchor|CREATURE_SOLDIER_TILE}}
 
| {{text anchor|CREATURE_SOLDIER_TILE}}
 
| Creature
 
| Creature
| 'character' or tile number
+
|  
| Creatures active in their civilization's military will use this tile instead.
+
*'character' or tile number
 +
| Creatures active in their civilization's [[military]] will use this tile instead.
  
 
|-
 
|-
 
| {{text anchor|CREATURE_TILE}}
 
| {{text anchor|CREATURE_TILE}}
 
| Creature
 
| Creature
| 'character' or tile number  
+
|  
 +
*'character' or tile number  
 
| The symbol of the creature in ASCII mode.
 
| The symbol of the creature in ASCII mode.
  
Line 526: Line 613:
 
| Caste
 
| Caste
 
|   
 
|   
| Sets if the creature is active at 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.
  
 
|-
 
|-
Line 532: Line 619:
 
| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to steal and eat edible items from a site.  
+
| 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.
  
 
|-
 
|-
Line 538: Line 625:
 
| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.
+
| 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.
  
 
|-
 
|-
Line 544: Line 631:
 
| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.
+
| 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.
  
 
|-
 
|-
Line 551: Line 638:
 
|  
 
|  
 
*TAG NAME  
 
*TAG NAME  
| Adds a tag. Used in conjunction with creature variation templates.
+
| Adds a tag. Used in conjunction with creature variation templates.
  
 
|-
 
|-
Line 561: Line 648:
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==D==
 
==D==
Line 577: Line 662:
 
| Caste
 
| Caste
 
|   
 
|   
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.
+
| 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}}.
  
 
|-
 
|-
 
| {{text anchor|DESCRIPTION}}
 
| {{text anchor|DESCRIPTION}}
 
| Caste
 
| Caste
| text  
+
|  
| A brief description of the creature type.
+
*text  
 +
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts & preferences]] screen.
  
 
|-
 
|-
Line 589: Line 675:
 
| Caste
 
| Caste
 
|
 
|
| Dies upon attacking. Used for [[bee]] stings.
+
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.
  
 
|-
 
|-
 
| {{text anchor|DIFFICULTY}}
 
| {{text anchor|DIFFICULTY}}
 
| Caste
 
| Caste
| integer  
+
|  
| Increases experience gain during adventure mode.  
+
*integer  
 +
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.
  
 
|-
 
|-
Line 601: Line 688:
 
| Caste
 
| Caste
 
|   
 
|   
| 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.
  
 
|-
 
|-
Line 607: Line 694:
 
| Caste
 
| Caste
 
|  
 
|  
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.
+
| 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.
  
 
|-
 
|-
Line 613: Line 700:
 
| Creature
 
| Creature
 
|   
 
|   
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.
+
| 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.
 +
 
 +
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.
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==E==
 
==E==
Line 631: Line 718:
 
| {{text anchor|EBO_ITEM}}
 
| {{text anchor|EBO_ITEM}}
 
| Caste
 
| Caste
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)
+
|  
| Defines the item that the creature drops upon being butchered. Used with EXTRA_BUTCHER_OBJECT.
+
*[[item token]]
 +
*[[material token]] (ANY_HARD_STONE can be used for the material)
 +
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.
  
 
|-
 
|-
 
| {{text anchor|EBO_SHAPE}}
 
| {{text anchor|EBO_SHAPE}}
 
| Caste
 
| Caste
| gem shape
+
|  
| The shape of the extra item of the creature upon butchering. Used with EXTRA_BUTCHER_OBJECT.
+
*gem shape
 +
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.
  
 
|-
 
|-
Line 644: Line 734:
 
| Caste
 
| Caste
 
|
 
|
* [[material token]]
+
* <[[material token]]>
*state (SOLID, LIQUID, or GAS)
+
* <[[Material_definition_token#Material_States|material state]]>
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.
+
| 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.
  
 
|-
 
|-
Line 653: Line 743:
 
|
 
|
 
*size
 
*size
| Determines the size of eggs.
+
| 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.
  
 
|-
 
|-
Line 659: Line 749:
 
| Creature
 
| Creature
 
|   
 
|   
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
+
| 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.
  
 
|-
 
|-
Line 671: Line 761:
 
| Creature
 
| Creature
 
|   
 
|   
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures.
+
| 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.
  
 
|-
 
|-
Line 679: Line 769:
 
* BY_CATEGORY, BY_TYPE, BY_TOKEN
 
* BY_CATEGORY, BY_TYPE, BY_TOKEN
 
* TYPE, CATEGORY, or TOKEN
 
* TYPE, CATEGORY, or TOKEN
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.
+
| 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}}
  
 
|-
 
|-
Line 692: Line 782:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature can see regardless of whether it has working eyes.  
+
| 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 "vanish" power.
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==F==
 
==F==
Line 711: Line 799:
 
| Creature
 
| Creature
 
|   
 
|   
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}
+
| 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}}.
  
 
|-
 
|-
Line 717: Line 805:
 
| Caste
 
| Caste
 
|
 
|
| Found on subterranean animal-man tribals.
+
| 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.
  
 
|-
 
|-
Line 723: Line 811:
 
| Caste
 
| Caste
 
|
 
|
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.
+
| 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.
 +
 
 +
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.
  
 
|-
 
|-
Line 729: Line 819:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is female and can bear young. Usually determined inside a caste.
+
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.
  
 
|-
 
|-
Line 735: Line 825:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is immune to FIREBALL and FIREJET attacks.
+
| 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).
  
 
|-
 
|-
Line 741: Line 831:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}.  
+
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks.  
  
 
|-
 
|-
Line 747: Line 837:
 
| Caste
 
| Caste
 
|   
 
|   
| Needs to be cleaned at a fishery
+
| 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 "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen).
 +
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.
  
 
|-
 
|-
 
| {{text anchor|FIXED_TEMP}}
 
| {{text anchor|FIXED_TEMP}}
 
| Caste
 
| Caste
| temperature  
+
|  
| The natural heat generated by the creature.
+
*temperature  
 +
| 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.
 +
 
 +
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.
  
 
|-
 
|-
Line 759: Line 853:
 
| Caste
 
| Caste
 
|   
 
|   
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.
+
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.
  
 
|-
 
|-
Line 765: Line 859:
 
| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.
+
| 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).
  
 
|-
 
|-
Line 772: Line 866:
 
|
 
|
 
*number, max 100
 
*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. Not to be confused with {{token|POP_RATIO|c}}.
+
| 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.
 +
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.
 +
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}}.
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
 
==G==
 
==G==
Line 788: Line 882:
  
 
|-
 
|-
| {{text anchor|GENERAL_BABY_NAME}}
+
| {{text anchor|GAIT}}
| Creature
+
| Caste
| singular:plural
+
|  
| BABYNAME applied regardless of caste.
+
* <gait type>
 +
* <gait name>
 +
* <max [[Gait#Speed|speed]]>
 +
* <build up time>
 +
* <max turning [[Gait#Speed|speed]]>
 +
* <start [[Gait#Speed|speed]]>
 +
* <energy expenditure>
 +
* <gait flag(s)>
 +
| 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]].
 +
 
 +
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait
 +
* <start speed> indicates the creature's speed when it starts moving using this gait
 +
* <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. 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.
 +
* <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.
 +
* <energy expenditure> 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]].
  
|-
+
'''NO_BUILD_UP''' can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are '''both''' omitted together.
| {{text anchor|GENERAL_CHILD_NAME}}
 
| Creature
 
| singular:plural
 
| CHILDNAME applied regardless of caste.
 
  
|-
+
It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}
 
| Caste
 
| A:B
 
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}
 
  
|-
 
| {{text anchor|GENERATED}}
 
| Creature
 
 
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.
 
  
|-
+
'''valid gait types:'''
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}
+
*'''WALK'''<br>
| Caste
+
Used for moving normally over ground tiles.
|
+
 
| Creature can get infections from necrotic tissue.
+
*'''CRAWL'''<br>
 +
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].
 +
 
 +
*'''SWIM'''<br>
 +
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7.
 +
 
 +
*'''FLY'''<br>
 +
Used for moving through [[open space]].
 +
 
 +
*'''CLIMB'''<br>
 +
Used for moving whilst [[Climber|climbing]].
 +
 
 +
 
 +
'''valid gait flags:'''
 +
* '''AGILITY'''<br>
 +
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.
 +
 
 +
* '''STRENGTH'''<br>
 +
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.
 +
 
 +
* '''LAYERS_SLOW'''<br>
 +
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.
  
|-
+
* '''STEALTH_SLOWS:'''<percentage><br>
| {{text anchor|GETS_WOUND_INFECTIONS}}
+
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].
| Caste
 
 
| This creature's wounds can become infected if left untreated for too long.
 
  
 
|-
 
|-
| {{text anchor|GLOWCOLOR}}
+
| {{text anchor|GENERAL_BABY_NAME}}
 
| Creature
 
| Creature
 
|  
 
|  
*foreground
+
*singular
*background
+
*plural
*brightness
+
| Like {{token|BABYNAME|c}}, but applied regardless of caste.
| The colour of the creature's GLOWTILE.
 
  
 
|-
 
|-
| {{text anchor|GLOWTILE}}
+
| {{text anchor|GENERAL_CHILD_NAME}}
 
| Creature
 
| Creature
| ascii 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. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.
+
*singular
 +
*plural
 +
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.
  
 
|-
 
|-
| {{text anchor|GNAWER}}
+
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}
 
| Caste
 
| Caste
| verb
+
|  
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}
+
*value A
 +
*value B
 +
| 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).
  
 
|-
 
|-
| {{text anchor|GOBBLE_VERMIN_CLASS}}
+
| {{text anchor|GENERATED}}
| Caste
+
| Creature
| class
+
|
| The creature eats vermin of the specified class.
+
| 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.
  
 
|-
 
|-
| {{text anchor|GOBBLE_VERMIN_CREATURE}}
+
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}
 
| Caste
 
| Caste
| creature:caste
 
| The creature eats a specified vermin.
 
 
|-
 
| {{text anchor|GO_TO_END}}
 
| Special
 
 
|   
 
|   
| When using tags from an existing creature, inserts new tags at the end of the creature.
+
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.
  
 
|-
 
|-
| {{text anchor|GO_TO_START}}
+
| {{text anchor|GETS_WOUND_INFECTIONS}}
| Special
+
| Caste
 
|   
 
|   
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
+
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.
  
 
|-
 
|-
| {{text anchor|GO_TO_TAG}}
+
| {{text anchor|GLOWCOLOR}}
| Special
+
| Creature
|
+
|  
| When using tags from an existing creature, inserts new tags after the specified tag.
+
*foreground
 +
*background
 +
*brightness
 +
| The colour of the creature's {{token|GLOWTILE|c}}.
  
 
|-
 
|-
| {{text anchor|GOOD}}
+
| {{text anchor|GLOWTILE}}
 
| Creature
 
| Creature
|
+
|  
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Presumably has no effect on cavern creatures.
+
*ascii character
 +
| 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 "glowing eyes" 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.
  
 
|-
 
|-
| {{text anchor|GRASSTRAMPLE}}
+
| {{text anchor|GNAWER}}
 
| Caste
 
| Caste
| value
+
|  
| 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.
+
*verb
 +
| 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).
  
 
|-
 
|-
| {{text anchor|GRAVITATE_BODY_SIZE}}
+
| {{text anchor|GOBBLE_VERMIN_CLASS}}
 
| Caste
 
| Caste
| target value
+
|  
| 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.
+
*class
 +
| The creature eats vermin of the specified class.
  
 
|-
 
|-
| {{text anchor|GRAZER}}
+
| {{text anchor|GOBBLE_VERMIN_CREATURE}}
 
| Caste
 
| Caste
|
+
|  
*number
+
*creature
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.
+
*caste
|}
+
| The creature eats a specified [[vermin]].
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==H==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
  
 
|-
 
|-
| {{text anchor|HABIT}}
+
| {{text anchor|GO_TO_END}}
| Caste
+
| Special
| type:probability
+
|
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.
+
| When using tags from an existing creature, inserts new tags at the end of the creature.
  
 
|-
 
|-
| {{text anchor|HABIT_NUM}}
+
| {{text anchor|GO_TO_START}}
| Caste
+
| Special
| number or TEST_ALL
+
|
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".<sup>[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]</sup> All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
+
| When using tags from an existing creature, inserts new tags at the beginning of the creature.
  
 
|-
 
|-
| {{text anchor|HAS_NERVES}}
+
| {{text anchor|GO_TO_TAG}}
| Caste
+
| Special
 
|   
 
|   
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.
+
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.
  
 
|-
 
|-
| {{text anchor|HASSHELL}}
+
| {{text anchor|GOOD}}
| Caste
+
| Creature
 
|   
 
|   
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
+
| 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.
  
 
|-
 
|-
| {{text anchor|HIVE_PRODUCT}}
+
| {{text anchor|GRASSTRAMPLE}}
| Creature
+
| Caste
|
+
|  
*number
+
*value
*[[time]]
+
| 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.
*[[item token]]s
 
| What product is harvested from [[Beekeeping industry|beekeeping]].
 
  
 
|-
 
|-
| {{text anchor|HOMEOTHERM}}
+
| {{text anchor|GRAVITATE_BODY_SIZE}}
 
| Caste
 
| Caste
|
+
|  
| Default 'NONE'. The creature's normal body [[temperature]]
+
*target value
 +
| 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.
  
 
|-
 
|-
| {{text anchor|HUNTS_VERMIN}}
+
| {{text anchor|GRAZER}}
 
| Caste
 
| Caste
 
|
 
|
| Creature hunts and kills nearby vermin.
+
*number
 
+
| 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}}.
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
==I==
+
==H==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 972: Line 1,073:
  
 
|-
 
|-
| {{text anchor|IMMOBILE}}
+
| {{text anchor|HABIT}}
 
| Caste
 
| Caste
 
|  
 
|  
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are effected, if one is IMMOBILE no breeding will happen)
+
*type
 +
*probability
 +
| Defines certain behaviors for the creature. The habit types are:
 +
*COLLECT_TROPHIES
 +
*COOK_PEOPLE
 +
*COOK_VERMIN
 +
*GRIND_VERMIN
 +
*COOK_BLOOD
 +
*GRIND_BONE_MEAL
 +
*EAT_BONE_PORRIDGE
 +
*USE_ANY_MELEE_WEAPON
 +
*GIANT_NEST
 +
*COLLECT_WEALTH.
 +
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}}.
  
 
|-
 
|-
| {{text anchor|IMMOBILE_LAND}}
+
| {{text anchor|HABIT_NUM}}
 
| Caste
 
| Caste
|
+
|  
| The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land.
+
*number or TEST_ALL
 +
| "If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
  
 
|-
 
|-
| {{text anchor|IMMOLATE}}
+
| {{text anchor|HAS_NERVES}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials. Due to a bug, however, they will only escape from [[artifact]]s.{{bug|6117}}
+
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.
  
 
|-
 
|-
| {{text anchor|INTELLIGENT}}
+
| {{text anchor|HASSHELL}}
 
| Caste
 
| Caste
 
|   
 
|   
| Alias for [CAN_SPEAK] + [CAN_LEARN].
+
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
 +
 
 +
|-
 +
| {{text anchor|HIVE_PRODUCT}}
 +
| Creature
 +
|
 +
*number
 +
*[[time]]
 +
*[[item token]]s
 +
| What product is harvested from [[Beekeeping industry|beekeeping]].
  
 
|-
 
|-
| {{text anchor|ITEMCORPSE}}
+
| {{text anchor|HOMEOTHERM}}
 
| Caste
 
| Caste
|    
+
|  
* [[item token]]
+
*number or NONE
* [[material token]]
+
| 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.
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).
 
  
 
|-
 
|-
| {{text anchor|ITEMCORPSE_QUALITY}}
+
| {{text anchor|HUNTS_VERMIN}}
 
| Caste
 
| Caste
|
+
|
| The quality of an item-type corpse left behind; 5 is masterpiece-level.  
+
| 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.
 +
 
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
==L==
+
==I==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 1,023: Line 1,145:
  
 
|-
 
|-
| {{text anchor|LAIR}}
+
| {{text anchor|IMMOBILE}}
 
| Caste
 
| Caste
| type:probability
+
|  
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.
+
| 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).
  
 
|-
 
|-
| {{text anchor|LAIR_CHARACTERISTIC}}
+
| {{text anchor|IMMOBILE_LAND}}
 
| Caste
 
| Caste
| characteristic:probability
+
|
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
+
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.
  
 
|-
 
|-
| {{text anchor|LAIR_HUNTER}}
+
| {{text anchor|IMMOLATE}}
 
| Caste
 
| Caste
|
+
|
| This creature will actively hunt adventurers in its lair.
+
| 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).
  
 
|-
 
|-
| {{text anchor|LAIR_HUNTER_SPEECH}}
+
| {{text anchor|INTELLIGENT}}
 
| Caste
 
| Caste
| speech file
+
|
| What this creature says while hunting adventurers in its lair.
+
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.
  
 
|-
 
|-
| {{text anchor|LARGE_PREDATOR}}
+
| {{text anchor|ITEMCORPSE}}
 
| Caste
 
| Caste
 
|   
 
|   
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
+
* [[item token]]
 +
* [[material token]]
 +
| 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.
  
 
|-
 
|-
| {{text anchor|LARGE_ROAMING}}
+
| {{text anchor|ITEMCORPSE_QUALITY}}
| Creature
+
| Caste
|
+
|  
| In Fortress Mode, spawns outdoors and is not a vermin creature.  
+
* number
 +
| 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.
 +
|}
  
|-
+
{{alphabetical TOC|style=margin: 1em auto;}}
| {{text anchor|LAYS_EGGS}}
 
| Caste
 
|
 
| Creature lays eggs instead of giving birth to live young.
 
  
|-
+
==L==
| {{text anchor|LAYS_UNUSUAL_EGGS}}
+
{| {{prettytable}}
| Caste
+
|- bgcolor="#ddd"
|
+
! width="20%" | Token
* [[item token]]
+
! width="10%" | Type
* [[material token]]
+
! width="20%" | Arguments
| Creature lays a particular item instead of regular eggs.
+
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|LIGAMENTS}}
+
| {{text anchor|LAIR}}
 
| Caste
 
| Caste
 
|  
 
|  
* [[material token]]
+
*type
*healing rate
+
*probability
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.
+
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:
 
+
*SIMPLE_BURROW
 +
*SIMPLE_MOUND
 +
*WILDERNESS_LOCATION
 +
*SHRINE
 +
*LABYRINTH
  
 
|-
 
|-
| {{text anchor|LIGHT_GEN}}
+
| {{text anchor|LAIR_CHARACTERISTIC}}
 
| Caste
 
| Caste
|
+
|  
| The creature will generate light, such as in adventurer mode at night.  
+
*characteristic
 +
*probability
 +
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
  
 
|-
 
|-
| {{text anchor|LIKES_FIGHTING}}
+
| {{text anchor|LAIR_HUNTER}}
 
| Caste
 
| Caste
|
+
|
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.  
+
| This creature will actively hunt adventurers in its lair.
  
 
|-
 
|-
| {{text anchor|LISP}}
+
| {{text anchor|LAIR_HUNTER_SPEECH}}
 
| Caste
 
| Caste
 
|  
 
|  
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.")
+
*speech file
 +
| What this creature says while hunting adventurers in its lair.
  
 
|-
 
|-
| {{text anchor|LITTERSIZE}}
+
| {{text anchor|LARGE_PREDATOR}}
 
| Caste
 
| Caste
|  
+
|
* minimum
+
| Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of "large predators" (possibly two groups on "savage" 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. "ere the wolves get hungry."
* maximum
+
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.
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]
 
  
|-
+
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.
| {{text anchor|LOCKPICKER}}
 
| Caste
 
 
| Lets a creature open doors that are set to forbidden in Fortress Mode.
 
  
 
|-
 
|-
| {{text anchor|LOOSE_CLUSTERS}}
+
| {{text anchor|LARGE_ROAMING}}
 
| Creature
 
| Creature
 
|   
 
|   
| The creatures will scatter if they have this tag, or form tight packs if they don't.  
+
| 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.
 +
 
 +
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}}.
  
 
|-
 
|-
| {{text anchor|LOW_LIGHT_VISION}}
+
| {{text anchor|LAYS_EGGS}}
 
| Caste
 
| Caste
| number
+
|
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.
+
| Creature lays [[egg]]s instead of giving birth to live young.
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==M==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
  
 
|-
 
|-
| {{text anchor|MAGICAL}}
+
| {{text anchor|LAYS_UNUSUAL_EGGS}}
 
| Caste
 
| Caste
|
+
|
| Unknown.
+
* [[item token]]
 +
* [[material token]]
 +
| Creature lays the specified item instead of regular eggs.
  
 
|-
 
|-
| {{text anchor|MAGMA_VISION}}
+
| {{text anchor|LIGAMENTS}}
 
| Caste
 
| Caste
|
+
|  
| Creature's able to see while covered in magma.  
+
* [[material token]]
 +
*healing rate
 +
| 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.
  
 
|-
 
|-
| {{text anchor|MALE}}
+
| {{text anchor|LIGHT_GEN}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is male. Usually declared inside a caste.
+
| A vermin featuring this tag will remain visible to an adventurer even at night.  
  
|-
+
Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.
| {{text anchor|MANNERISM|MANNERISM_*}}
 
| Caste
 
|
 
*occasionally body part
 
| Adds a possible mannerism to the creature's profile.
 
See [[Creature mannerism token]] for further info.
 
  
 
|-
 
|-
| {{text anchor|MATERIAL}}
+
| {{text anchor|LIKES_FIGHTING}}
| Creature
+
| Caste
|
+
|
*material id
+
| 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}}.
| Begins defining a new material.{{verify}}
 
  
 
|-
 
|-
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}
+
| {{text anchor|LISP}}
 
| Caste
 
| Caste
 
|  
 
|  
*[[Material token]]
+
| Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). 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.
*A:B
 
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}
 
  
 
|-
 
|-
| {{text anchor|MATUTINAL}}
+
| {{text anchor|LITTERSIZE}}
 
| Caste
 
| Caste
 
|  
 
|  
| Sets if the creature is active in dawn.  
+
* minimum
 +
* maximum
 +
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.
  
 
|-
 
|-
| {{text anchor|MAXAGE}}
+
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}
| Caste
+
| Creature
| min:max
+
|
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.
+
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.
  
 
|-
 
|-
| {{text anchor|MEANDERER}}
+
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}
| Caste
+
| Creature
 +
|
 +
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.
 +
 
 +
|-
 +
| {{text anchor|LOCKPICKER}}
 +
| Caste
 
|   
 
|   
| Gives a creature random movement.  
+
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.
  
 
|-
 
|-
| {{text anchor|MEGABEAST}}
+
| {{text anchor|LOOSE_CLUSTERS}}
| Caste
+
| Creature
 
|   
 
|   
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.
+
| The creatures will scatter if they have this tag, or form tight packs if they don't.  
  
 
|-
 
|-
| {{text anchor|MENT_ATT_CAP_PERC}}
+
| {{text anchor|LOW_LIGHT_VISION}}
 
| Caste
 
| Caste
|
+
|  
*[[DF2012:Attribute|ATTRIBUTE]] Token
+
*number
*Cap %
+
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.
|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).
+
|}
 +
 
 +
{{alphabetical TOC|style=margin: 1em auto;}}
 +
 
 +
==M==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|MENT_ATT_RANGE}}
+
| {{text anchor|MAGICAL}}
 
| Caste
 
| Caste
|
+
|
*[[DF2012:Attribute|ATTRIBUTE]]
+
| 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]
*lowest:lower:low:median:high:higher:highest
 
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
 
  
 
|-
 
|-
| {{text anchor|MENT_ATT_RATES}}
+
| {{text anchor|MAGMA_VISION}}
 
| Caste
 
| Caste
|  
+
|
*[[DF2012:Attribute|ATTRIBUTE]] Token
+
| The creature is able to see while submerged in [[magma]].  
*cost to improve
 
*unused counter rate
 
*rust counter rate
 
*demotion counter rate
 
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.
 
  
 
|-
 
|-
| {{text anchor|MILKABLE}}
+
| {{text anchor|MALE}}
 +
| Caste
 +
 +
| Makes the creature biologically male. Usually declared inside a caste.
 +
 
 +
|-
 +
| {{text anchor|MANNERISM|MANNERISM_*}}
 
| Caste
 
| Caste
 
|  
 
|  
* [[material token]]
+
*occasionally body part
* frequency
+
| Adds a possible mannerism to the creature's profile. See [[creature mannerism token]] for further info.
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to "recharge".  
 
  
 
|-
 
|-
| {{text anchor|MISCHIEVIOUS}}
+
| {{text anchor|MATERIAL}}
| Caste
+
| Creature
 
|
 
|
| Alias for MISCHIEVOUS.
+
*material id
 +
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.
  
 
|-
 
|-
| {{text anchor|MISCHIEVOUS}}
+
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}
 
| Caste
 
| Caste
|
+
|  
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers."
+
*[[Material token]]
 +
*value A
 +
*value B
 +
| 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.
  
 
|-
 
|-
| {{text anchor|MODVALUE}}
+
| {{text anchor|MATUTINAL}}
 
| Caste
 
| Caste
|
+
|  
| Seemingly no longer used.
+
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.
  
 
|-
 
|-
| {{text anchor|MOUNT}}
+
| {{text anchor|MAXAGE}}
 
| Caste
 
| Caste
|
+
|  
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.
+
*min
 +
*max
 +
| 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].
 +
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.
  
 
|-
 
|-
| {{text anchor|MOUNT_EXOTIC}}
+
| {{text anchor|MEANDERER}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.
+
| 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}}.
  
 
|-
 
|-
| {{text anchor|MULTIPLE_LITTER_RARE}}
+
| {{text anchor|MEGABEAST}}
 
| Caste
 
| Caste
 
|   
 
|   
| Makes litters with more than one offspring rare. To ensure larger littlers, use [[DF2012:Creature_token#LITTERSIZE|LITTERSIZE]].
+
| 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.
 
 
|-
 
| {{text anchor|MUNDANE}}
 
| Creature
 
 
| Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
  
==N==
+
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.
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
  
 
|-
 
|-
| {{text anchor|NAME}}
+
| {{text anchor|MENT_ATT_CAP_PERC}}
| Creature
+
| Caste
| singular:plural:adjective
+
|
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as "nothing" by the game.
+
*[[Attribute|ATTRIBUTE]] Token
 +
*Cap %
 +
|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).
  
 
|-
 
|-
| {{text anchor|NATURAL}}
+
| {{text anchor|MENT_ATT_RANGE}}
 
| Caste
 
| Caste
|
+
|
| Animal is considered to be natural. Seems to be the default option and opposite to FANCIFUL.
+
*[[Attribute|ATTRIBUTE]]
 +
*lowest
 +
*lower
 +
*low
 +
*median
 +
*high
 +
*higher
 +
*highest
 +
| 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.
  
 
|-
 
|-
| {{text anchor|NATURAL_ANIMAL}}
+
| {{text anchor|MENT_ATT_RATES}}
 
| Caste
 
| Caste
 
|  
 
|  
| Alias of NATURAL.
+
*[[Attribute|ATTRIBUTE]] Token
 +
*cost to improve
 +
*unused counter rate
 +
*rust counter rate
 +
*demotion counter rate
 +
| [[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.
  
 
|-
 
|-
| {{text anchor|NATURAL_SKILL}}
+
| {{text anchor|MILKABLE}}
 
| Caste
 
| Caste
| [[Skill_token|Skill token]]:value
+
|  
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.
+
* [[material token]]
 +
* frequency
 +
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to "recharge" (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]].
  
 
|-
 
|-
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}
+
| {{text anchor|MISCHIEVIOUS}}
 
| Caste
 
| Caste
 
|
 
|
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.
+
| Alias for {{token|MISCHIEVOUS|c}}.
  
 
|-
 
|-
| {{text anchor|NIGHT_CREATURE_HUNTER}}
+
| {{text anchor|MISCHIEVOUS}}
 
| Caste
 
| Caste
|
+
|
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).  The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).
+
| 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. "They go on little missions to mess with various fortress buildings, not just levers."
 
 
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.
 
  
 
|-
 
|-
| {{text anchor|NO_AUTUMN}}
+
| {{text anchor|MODVALUE}}
 
| Caste
 
| Caste
 
|   
 
|   
| This creature caste does not appear in [[Calendar|autumn]].
+
| Seemingly no longer used.
  
 
|-
 
|-
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}
+
| {{text anchor|MOUNT}}
 
| Caste
 
| Caste
|  
+
|
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.
+
| 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.
  
 
|-
 
|-
| {{text anchor|NO_DIZZINESS}}
+
| {{text anchor|MOUNT_EXOTIC}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature cannot become dizzy.
+
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.
  
 
|-
 
|-
| {{text anchor|NO_DRINK}}
+
| {{text anchor|MULTIPART_FULL_VISION}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature does not need to drink.  
+
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.
  
 
|-
 
|-
| {{text anchor|NO_EAT}}
+
| {{text anchor|MULTIPLE_LITTER_RARE}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature does not need to eat.  
+
| 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}}.
  
 
|-
 
|-
| {{text anchor|NO_FEVERS}}
+
| {{text anchor|MUNDANE}}
| Caste
+
| Creature
 
|   
 
|   
| Creature cannot suffer fevers.
+
| Marks if the creature is an actual real-life creature. Only used for age-names at present.
 +
|}
 +
 
 +
{{alphabetical TOC|style=margin: 1em auto;}}
 +
 
 +
==N==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|NO_GENDER}}
+
| {{text anchor|NAME}}
| Caste
+
| Creature
|
+
|  
| Creature has no gender.
+
*singular
 +
*plural
 +
*adjective
 +
| 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 "nothing" by the game.
 +
 
 +
Some examples of adjective use:
 +
* "super''dwarven'' strength"
 +
* "the ''dwarven'' hillocks of X"
 +
* Deity species as in "''feline'' deity"
 +
* Megabeast attacks in worldgen. One with multiple dragons being a "''draconic'' rampage"
  
 
|-
 
|-
| {{text anchor|NO_PHYS_ATT_GAIN}}
+
| {{text anchor|NATURAL}}
 
| Caste
 
| Caste
|
+
|
| The affected caste cannot gain any physical skills.
+
| 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.
  
 
|-
 
|-
| {{text anchor|NO_PHYS_ATT_RUST}}
+
| {{text anchor|NATURAL_ANIMAL}}
 
| Caste
 
| Caste
 
|  
 
|  
| The affected caste cannot lose any physical skills.
+
| Alias of {{token|NATURAL|c}}.
  
 
|-
 
|-
| {{text anchor|NO_SLEEP}}
+
| {{text anchor|NATURAL_SKILL}}
 
| Caste
 
| Caste
|
+
|  
| Creature does not need to sleep.  
+
*[[Skill_token|Skill token]]
 +
*value
 +
| 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.
  
 
|-
 
|-
| {{text anchor|NO_SPRING}}
+
| {{text anchor|NIGHT_CREATURE}}
 
| Caste
 
| Caste
|
+
|
| This creature caste does not appear in [[Calendar|spring]].
+
| 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 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{{token|OPPOSED_TO_LIFE|c}}undead will not attack them. The check for this is specifically whether the unit is:
 +
*a ghost
 +
*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.)
 +
 
 +
<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>
  
 
|-
 
|-
| {{text anchor|NO_SUMMER}}
+
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}
 
| Caste
 
| Caste
|
+
|
| This creature caste does not appear in [[Calendar|summer]].
+
| 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 "Number of Bogeyman Types" in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.
  
 
|-
 
|-
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}
+
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}
 
| Caste
 
| Caste
|
+
|
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.
+
| Found on some [[necromancer]]s. Creatures with this tag may periodically "perform horrible experiments" offscreen, during which they can use creature-targeting interactions with an <code>[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]</code> 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.
  
 
|-
 
|-
| {{text anchor|NO_UNIT_TYPE_COLOR}}
+
| {{text anchor|NIGHT_CREATURE_HUNTER}}
 
| Caste
 
| Caste
|
+
|
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).
+
| 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.
 +
 
 +
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.
 +
 
 +
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).
  
 
|-
 
|-
| {{text anchor|NO_WINTER}}
+
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}
 
| Caste
 
| Caste
|
+
|
| This creature caste does not appear in [[Calendar|winter]].
+
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.
  
 
|-
 
|-
| {{text anchor|NOBONES}}
+
| {{text anchor|NO_AUTUMN}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature has no bones.
+
| The creature caste does not appear in [[Calendar|autumn]].
  
 
|-
 
|-
| {{text anchor|NOBREATHE}}
+
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}
 
| Caste
 
| Caste
|
+
|  
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled.  
+
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.
  
 
|-
 
|-
| {{text anchor|NOCTURNAL}}
+
| {{text anchor|NO_DIZZINESS}}
 
| Caste
 
| Caste
 
|   
 
|   
| Sets if the creature is active in night.  
+
| Creature cannot become [[Symptom#Dizziness|dizzy]].
  
 
|-
 
|-
| {{text anchor|NOEMOTION}}
+
| {{text anchor|NO_DRINK}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature has no emotions, and does not rage.
+
| Creature does not need to drink.  
  
 
|-
 
|-
| {{text anchor|NOEXERT}}
+
| {{text anchor|NO_EAT}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature can't become tired or over-exerted from taking too many combat actions.  
+
| Creature does not need to [[food|eat]].
  
 
|-
 
|-
| {{text anchor|NOFEAR}}
+
| {{text anchor|NO_FEVERS}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature doesn't feel fear and will never run away from battle.  
+
| Creature cannot suffer [[Symptom#Fever|fevers]].
  
 
|-
 
|-
| {{text anchor|NOMEAT}}
+
| {{text anchor|NO_GENDER}}
 
| Caste
 
| Caste
|
+
|
| Creature will not drop meat when butchered.
+
| The creature is biologically sexless, making it unable to [[breeding|breed]].
  
 
|-
 
|-
| {{text anchor|NONAUSEA}}
+
| {{text anchor|NO_PHYS_ATT_GAIN}}
 
| Caste
 
| Caste
|
+
|
| Creature isn't nauseated by gut hits and cannot vomit.
+
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].
  
 
|-
 
|-
| {{text anchor|NOPAIN}}
+
| {{text anchor|NO_PHYS_ATT_RUST}}
 
| Caste
 
| Caste
|
+
|  
| Creature doesn't feel pain.  
+
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].
  
 
|-
 
|-
| {{text anchor|NOSKIN}}
+
| {{text anchor|NO_SLEEP}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature will not drop a hide when butchered.  
+
| Creature does not need to sleep, but can still be rendered unconscious by other means.
  
 
|-
 
|-
| {{text anchor|NOSKULL}}
+
| {{text anchor|NO_SPRING}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature will not drop a skull on butcher, rot, or decay of severed head.
+
| The creature caste does not appear in [[Calendar|spring]].
  
 
|-
 
|-
| {{text anchor|NOSMELLYROT}}
+
| {{text anchor|NO_SUMMER}}
 
| Caste
 
| Caste
 
|   
 
|   
| Does not produce miasma when rotting.
+
| The creature caste does not appear in [[Calendar|summer]].
  
 
|-
 
|-
| {{text anchor|NOSTUCKINS}}
+
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}
 
| Caste
 
| Caste
 
|   
 
|   
| Weapons can't get stuck in creature.  
+
| 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.
  
 
|-
 
|-
| {{text anchor|NOSTUN}}
+
| {{text anchor|NO_UNIT_TYPE_COLOR}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.
+
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).
 +
 
 +
|-
 +
| {{text anchor|NO_VEGETATION_PERTURB}}
 +
| Caste{{Verify}}
 +
 +
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}
  
 
|-
 
|-
| {{text anchor|NOT_BUTCHERABLE}}
+
| {{text anchor|NO_WINTER}}
 
| Caste
 
| Caste
 
|   
 
|   
| Cannot be butchered
+
| The creature caste does not appear in [[Calendar|winter]].
  
 
|-
 
|-
| {{text anchor|NOT_LIVING}}
+
| {{text anchor|NOBONES}}
 
| Caste
 
| Caste
|  
+
|
| Cannot be raised from the dead.
+
| Creature has no bones.
  
 
|-
 
|-
| {{text anchor|NOTHOUGHT}}
+
| {{text anchor|NOBREATHE}}
 
| Caste
 
| Caste
 
|   
 
|   
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'.
+
| 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.
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==O==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
  
 
|-
 
|-
| {{text anchor|OPPOSED_TO_LIFE}}
+
| {{text anchor|NOCTURNAL}}
 
| Caste
 
| Caste
|  
+
|
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].
+
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode.
  
 
|-
 
|-
| {{text anchor|ORIENTATION}}
+
| {{text anchor|NOEMOTION}}
 
| Caste
 
| Caste
| number:number:number
+
|
| ?
+
| 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.
  
|}
+
|-
 
+
| {{text anchor|NOEXERT}}
<div align="center">
+
| Caste
{{alphabetical TOC}}
+
|
</div>
+
| Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time.
 
 
==P==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
  
 
|-
 
|-
| {{text anchor|PACK_ANIMAL}}
+
| {{text anchor|NOFEAR}}
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!
+
| 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.
  
 
|-
 
|-
| {{text anchor|PARALYZEIMMUNE}}
+
| {{text anchor|NOMEAT}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature is immune to all paralyzing special attacks.
+
| Creature will not be hunted or fed to wild beasts.
  
 
|-
 
|-
| {{text anchor|PATTERNFLIER}}
+
| {{text anchor|NONAUSEA}}
 
| Caste
 
| Caste
 
|   
 
|   
| Unknown. No creatures currently have this token.
+
| Creature isn't nauseated by gut hits and cannot vomit.
  
 
|-
 
|-
| {{text anchor|PEARL}}
+
| {{text anchor|NOPAIN}}
 
| Caste
 
| Caste
 
|   
 
|   
| In earlier versions, creature would generate pearls. Does nothing in the current version.
+
| Creature doesn't feel pain.  
  
 
|-
 
|-
| {{text anchor|PENETRATEPOWER}}
+
| {{text anchor|NOSKIN}}
 
| Caste
 
| Caste
| value
+
|
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.
+
| Creature will not drop a hide when [[butcher|butchered]].  
  
 
|-
 
|-
| {{text anchor|PERSONALITY}}
+
| {{text anchor|NOSKULL}}
 
| Caste
 
| Caste
|  
+
|
*ATTRIBUTE
+
| Creature will not drop a skull on butchering, rot, or decay of severed head.
*lowest:median:highest
 
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.
 
  
 
|-
 
|-
| {{text anchor|PET}}
+
| {{text anchor|NOSMELLYROT}}
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations that encounter it in worldgen will tame and domesticate it for their own use.
+
| Does not produce [[miasma]] when rotting.
  
 
|-
 
|-
| {{text anchor|PET_EXOTIC}}
+
| {{text anchor|NOSTUCKINS}}
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}}
+
| Weapons can't get stuck in the creature.  
  
 
|-
 
|-
| {{text anchor|PETVALUE}}
+
| {{text anchor|NOSTUN}}
 
| Caste
 
| Caste
| value
+
|
| 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.  
+
| 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 <b>will</b> die.
  
 
|-
 
|-
| {{text anchor|PETVALUE_DIVISOR}}
+
| {{text anchor|NOT_BUTCHERABLE}}
 
| Caste
 
| Caste
| value
+
|
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.
+
| Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however.
  
 
|-
 
|-
| {{text anchor|PHYS_ATT_CAP_PERC}}
+
| {{text anchor|NOT_LIVING}}
 
| Caste
 
| Caste
|
+
|  
*[[DF2012:Attribute|ATTRIBUTE]] Token
+
| 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.
*Cap %
 
|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).
 
  
 
|-
 
|-
| {{text anchor|PHYS_ATT_RANGE}}
+
| {{text anchor|NOTHOUGHT}}
 
| Caste
 
| Caste
|  
+
|
*[[DF2012:Attribute|ATTRIBUTE]]
+
| 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.
*lowest:lower:low:median:high:higher:highest
+
|}
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
+
 
 +
{{alphabetical TOC|style=margin: 1em auto;}}
 +
 
 +
==O==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|PHYS_ATT_RATES}}
+
| {{text anchor|ODOR_LEVEL}}
 
| Caste
 
| Caste
 
|  
 
|  
*[[DF2012:Attribute|ATTRIBUTE]] Token
+
*number
*cost to improve
+
| 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).
*unused counter rate
 
*rust counter rate
 
*demotion counter rate
 
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.
 
  
 
|-
 
|-
| {{text anchor|PLUS_BP_GROUP}}
+
| {{text anchor|ODOR_STRING}}
 
| Caste
 
| Caste
|
+
|  
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
+
*string
*body type, category, or token
+
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.
 
  
 
|-
 
|-
| {{text anchor|PLUS_MATERIAL}}
+
| {{text anchor|OPPOSED_TO_LIFE}}
| Creature
+
| Caste
 
|  
 
|  
*material
+
| 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.
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.
 
  
 
|-
 
|-
| {{text anchor|POP_RATIO}}
+
| {{text anchor|ORIENTATION}}
 
| Caste
 
| Caste
|
+
|  
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.
+
*MALE/FEMALE
 
+
*disinterested chance
|-
+
*casual chance
| {{text anchor|POPULATION_NUMBER}}
+
*strong chance
| Creature
+
| 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.
| min:max
 
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.
 
  
 
|-
 
|-
| {{text anchor|POWER}}
+
| {{text anchor|OUTSIDER_CONTROLLABLE}}
 
| Caste
 
| Caste
 
|
 
|
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.
+
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.
 +
 
 +
|}
  
|-
+
{{alphabetical TOC|style=margin: 1em auto;}}
| {{text anchor|PREFSTRING}}
 
| Creature
 
| string
 
| Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random
 
  
|-
+
==P==
| {{text anchor|PROFESSION_NAME}}
+
{| {{prettytable}}
| Creature
 
|
 
*[[Unit type token]] (Profession)
 
*singular
 
*plural
 
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.
 
 
 
|-
 
| {{text anchor|PRONE_TO_RAGE}}
 
| Caste
 
| Chance
 
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.
 
 
 
|-
 
| {{text anchor|PUS}}
 
| Caste
 
|
 
* [[material token]]
 
*matter state (LIQUID, GAS, SOLID)
 
| The creature has pus. Specifies the stuff secreted by infected wounds.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==R==
 
{| {{prettytable}}
 
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="20%" | Token
Line 1,727: Line 1,843:
  
 
|-
 
|-
| {{text anchor|RELSIZE}}
+
| {{text anchor|PACK_ANIMAL}}
 
| Caste
 
| Caste
|  
+
|
*BY_CATEGORY, BY_TYPE, BY_TOKEN
+
| 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}}.
*body category, type, or token
+
 
*Relsize
+
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.
 
  
 
|-
 
|-
| {{text anchor|REMAINS}}
+
| {{text anchor|PARALYZEIMMUNE}}
 
| Caste
 
| Caste
| singular:plural
+
|
| What creature's remains are called.
+
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.
  
 
|-
 
|-
| {{text anchor|REMAINS_COLOR}}
+
| {{text anchor|PATTERNFLIER}}
 
| Caste
 
| Caste
|
+
|
| What color creature's remains are.
+
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.
  
 
|-
 
|-
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}
+
| {{text anchor|PCG_LAYERING}}
| Caste
+
| Creature
 
|
 
|
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.
+
*[[Procedural graphics layer|Layering type]]
 +
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition.  
  
 
|-
 
|-
| {{text anchor|REMAINS_UNDETERMINED}}
+
| {{text anchor|PEARL}}
 
| Caste
 
| Caste
|
+
|
| Unknown.
+
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}
  
 
|-
 
|-
| {{text anchor|REMOVE_MATERIAL}}
+
| {{text anchor|PENETRATEPOWER}}
| Creature
+
| Caste
 
|  
 
|  
*material token
+
*value
| Removes a material from a creature.
+
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.
  
|-
+
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.
| {{text anchor|REMOVE_TISSUE}}
 
| Creature
 
|
 
*material token
 
| Removes a tissue from a creature.
 
  
 
|-
 
|-
| {{text anchor|RETRACT_INTO_BP}}
+
| {{text anchor|PERSONALITY}}
 
| Caste
 
| Caste
|
+
|  
*BY_TYPE, BY_CATEGORY or BY_TOKEN
+
*ATTRIBUTE
*TYPE, CATEGORY or TOKEN
+
*lowest
| 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.
+
*median
 +
*highest
 +
| 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.
  
 
|-
 
|-
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}
+
| {{text anchor|PET}}
|
+
| Caste
|
+
|
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.
+
| 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.
  
 
|-
 
|-
| {{text anchor|ROOT_AROUND}}
+
| {{text anchor|PET_EXOTIC}}
 
| Caste
 
| Caste
|  
+
|
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventure Mode, no practical effect known.
+
| 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]]).
 
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==S==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
  
 
|-
 
|-
| {{text anchor|SAVAGE}}
+
| {{text anchor|PETVALUE}}
| Creature
+
| Caste
|
+
|  
| The creature will only show up in "savage" biomes.
+
*value
 +
| 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.  
  
 
|-
 
|-
| {{text anchor|SECRETION}}
+
| {{text anchor|PETVALUE_DIVISOR}}
 
| Caste
 
| Caste
 
|  
 
|  
* [[material token]]
+
*value
*Material State
+
| 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.
*location secreted from (by_type, by_category, by_token)
 
*body part
 
*tissue layer
 
*trigger
 
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:
 
*CONTINUOUS
 
*EXTREME_EMOTION
 
*EXERTION
 
  
 +
|-
 +
| {{text anchor|PHYS_ATT_CAP_PERC}}
 +
| Caste
 +
|
 +
*[[Attribute|ATTRIBUTE]] Token
 +
*Cap %
 +
|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).
  
 
|-
 
|-
| {{text anchor|SELECT_ADDITIONAL_CASTE}}
+
| {{text anchor|PHYS_ATT_RANGE}}
| Creature
+
| Caste
 
|  
 
|  
*caste name
+
*[[Attribute|ATTRIBUTE]]
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.
+
*lowest
 +
*lower
 +
*low
 +
*median
 +
*high
 +
*higher
 +
*highest
 +
| 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.
  
 
|-
 
|-
| {{text anchor|SELECT_CASTE}}
+
| {{text anchor|PHYS_ATT_RATES}}
| Creature
+
| Caste
 
|  
 
|  
*caste name, or ALL
+
*[[Attribute|ATTRIBUTE]] Token
| selects a previously defined caste
+
*cost to improve
 +
*unused counter rate
 +
*rust counter rate
 +
*demotion counter rate
 +
| [[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.
 +
 
 +
|-
 +
| {{text anchor|PLUS_BP_GROUP}}
 +
| Caste
 +
|
 +
*BY_TYPE, BY_CATEGORY, or BY_TOKEN
 +
*body type, category, or token
 +
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.
  
 
|-
 
|-
| {{text anchor|SELECT_MATERIAL}}
+
| {{text anchor|PLUS_MATERIAL}}
 
| Creature
 
| Creature
 
|  
 
|  
*Material token
+
*material
| Selects a locally defined material. Can be ALL.
+
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.
  
 
|-
 
|-
| {{text anchor|SEMIMEGABEAST}}
+
| {{text anchor|POP_RATIO}}
 
| Caste
 
| Caste
|  
+
|
| Essentially the same as MEGABEAST, but more of them are created during worldgen.
+
*number (max 100000)
 +
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will not prevent a caste from spawning.
  
 
|-
 
|-
| {{text anchor|SENSE_CREATURE_CLASS}}
+
| {{text anchor|POPULATION_NUMBER}}
| Caste
+
| Creature
 
|  
 
|  
* Creature class
+
*min
* [[Tilesets|Tile]]
+
*max
* [[Color|Color]]
+
| 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.
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.
 
 
 
  
 
|-
 
|-
| {{text anchor|SET_BP_GROUP}}
+
| {{text anchor|POWER}}
 
| Caste
 
| Caste
 +
|
 +
| 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.).
 +
 +
|-
 +
| {{text anchor|PREFSTRING}}
 +
| Creature
 
|  
 
|  
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
+
*string
*category, type, or token
+
| Sets what other creatures [[Preferences|prefer]] about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.
| Begins a selection of body parts.
 
  
 
|-
 
|-
| {{text anchor|SET_TL_GROUP}}
+
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}
| Caste
+
| Creature
 
|  
 
|  
*TISSUE
+
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type
*BY_CATEGORY, BY_TYPE, BY_TOKEN
+
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.
*Location - category, type, or token
 
*tissue
 
| begins a selection of tissue layers
 
  
 
|-
 
|-
| {{text anchor|SHEARABLE_TISSUE_LAYER}}
+
| {{text anchor|PROFESSION_NAME}}
| Caste
+
| Creature
|
+
|  
* tissue modifier
+
*[[Unit type token]] (Profession)
* required value
+
*singular
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).
+
*plural
 +
| 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.
  
 
|-
 
|-
| {{text anchor|SKILL_LEARN_RATE}}
+
| {{text anchor|PRONE_TO_RAGE}}
 
| Caste
 
| Caste
| [[skill_token]]:percentage
+
|  
| The rate at which this creature learns this skill. Requires CAN_LEARN or INTELLIGENT to function.
+
*Chance
 +
| 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.
  
 
|-
 
|-
| {{text anchor|SKILL_LEARN_RATES}}
+
| {{text anchor|PUS}}
 
| Caste
 
| Caste
| percentage
+
|  
| The rate at which this creature learns all skills. Requires CAN_LEARN or INTELLIGENT to function.
+
* <[[material token]]>
 +
* <[[Material_definition_token#Material_States|material state]]>
 +
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].
 +
|}
 +
 
 +
{{alphabetical TOC|style=margin: 1em auto;}}
 +
 
 +
==R==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|SKILL_RATE}}
+
| {{text anchor|RELSIZE}}
 
| Caste
 
| Caste
| [[skill_token]]:percentage:value:value:value
+
|  
| As SKILL_RATES for individual skills. Requires CAN_LEARN or INTELLIGENT to function.
+
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*body category, type, or token
 +
*Relsize
 +
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.
  
 
|-
 
|-
| {{text anchor|SKILL_RATES}}
+
| {{text anchor|REMAINS}}
 
| Caste
 
| Caste
|
+
|  
*% of improvement points you get
+
*singular
*unused counter rate
+
*plural
*rust counter rate
+
| What the creature's [[remains]] are called.
*demotion counter rate
 
| 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.
 
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.
 
  
 
|-
 
|-
| {{text anchor|SKILL_RUST_RATE}}
+
| {{text anchor|REMAINS_COLOR}}
 
| Caste
 
| Caste
| [[skill_token]]:value:value:value
+
|
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
+
| What color the creature's [[remains]] are.
  
 
|-
 
|-
| {{text anchor|SKILL_RUST_RATES}}
+
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}
 
| Caste
 
| Caste
| value:value:value
+
|
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.
+
| 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.
  
 
|-
 
|-
| {{text anchor|SLOW_LEARNER}}
+
| {{text anchor|REMAINS_UNDETERMINED}}
 
| Caste
 
| Caste
|
+
|
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races.  
+
| Nothing.
  
 
|-
 
|-
| {{text anchor|SMALL_REMAINS}}
+
| {{text anchor|REMOVE_MATERIAL}}
| Caste
 
 
| Creature leaves a "remains" instead of a corpse. Used for vermin.
 
 
 
|-
 
| {{text anchor|SMELL_TRIGGER}}
 
 
| Creature
 
| Creature
| value
+
|  
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.
+
*material token
 +
| Removes a material from the creature.
  
 
|-
 
|-
| {{text anchor|SOLDIER_ALTTILE}}
+
| {{text anchor|REMOVE_TISSUE}}
 
| Creature
 
| Creature
| 'character' or tile number
+
|
| If this creature is active in its civilization's military, it will blink between its default tile and this one.
+
*tissue token
 +
| Removes a tissue from the creature.
  
 
|-
 
|-
| {{text anchor|SOUND}}
+
| {{text anchor|RETRACT_INTO_BP}}
 
| Caste
 
| Caste
 
|
 
|
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
+
*BY_TYPE, BY_CATEGORY or BY_TOKEN
* Sound range (in tiles)
+
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]
* Sound delay (lower values = sound is produced more often)
+
*Second person ("You") retract verb text
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)
+
*Third person ("The giant snail") retract verb text
* First-person description
+
*Second person cancel retract text
* Third-person description
+
*Third person cancel retract text
* Description when out of sight
+
| 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.
| Creature makes sounds periodically, which can be heard in Adventure mode.
+
 
 +
Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.
  
 +
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.
 
|-
 
|-
| {{text anchor|SPECIFIC_FOOD}}
+
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}
| Caste
+
| Creature
 
|
 
|
* PLANT or 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}}.
* Plant/creature ID
 
| Creature can will only graze or eat the designated plant or creature parts.
 
  
 
|-
 
|-
| {{text anchor|SPEECH}}
+
| {{text anchor|ROOT_AROUND}}
| Creature
+
| Caste
| speech file
+
|  
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.
+
*BY_TYPE, BY_CATEGORY or BY_TOKEN
 +
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]
 +
*Second person ("You") verb text
 +
*Third person ("The hen") verb text
 +
| 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:
 +
 
 +
[creature] [verb text] the [description of creature's location]
 +
 
 +
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.
 +
 
 +
|}
 +
 
 +
{{alphabetical TOC|style=margin: 1em auto;}}
  
|-
+
==S==
| {{text anchor|SPEECH_FEMALE}}
+
{| {{prettytable}}
| Creature
+
|- bgcolor="#ddd"
| speech file
+
! width="20%" | Token
| Boasting speeches relating to killing females of this creature.
+
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|SPEECH_MALE}}
+
| {{text anchor|SAVAGE}}
 
| Creature
 
| Creature
| speech file
+
|
| Boasting speeches relating to killing males of this creature.
+
| The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.
  
 
|-
 
|-
| {{text anchor|SPEED}}
+
| {{text anchor|SECRETION}}
 
| Caste
 
| Caste
| value
+
|  
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.
+
*<[[material token]]>
 +
*<[[Material_definition_token#Material_States|material state]]>
 +
*BY_TOKEN / BY_CATEGORY / BY_TYPE
 +
*<[[Body_token#BP|body part ID]]> / <[[Body_token#CATEGORY|category]]> or ALL / <type (e.g. [[Body_token#GRASP|GRASP]])>
 +
*<[[Body_detail_plan_token#BP_LAYERS|tissue layer]]> or ALL
 +
*<trigger>
 +
| 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:
 +
*'''CONTINUOUS'''
 +
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].
 +
*'''EXERTION'''
 +
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum <span style="font-size:75%">{{Tile|Tired|6:1}}</span> following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.
 +
*'''EXTREME_EMOTION'''
 +
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.
  
 
|-
 
|-
| {{text anchor|SPHERE}}
+
| {{text anchor|SELECT_ADDITIONAL_CASTE}}
 
| Creature
 
| Creature
 
|  
 
|  
*sphere name
+
*<caste>
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.
+
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.
  
 
|-
 
|-
| {{text anchor|SPOUSE_CONVERSION_TARGET}}
+
| {{text anchor|SELECT_CASTE}}
| Caste
+
| Creature
|
+
|  
| This creature can be converted by a night creature with SPOUSE_CONVERTED.
+
*<caste> or ALL
 +
| Selects a previously defined caste
  
 
|-
 
|-
| {{text anchor|SPOUSE_CONVERTER}}
+
| {{text anchor|SELECT_MATERIAL}}
| Caste
+
| Creature
|
+
|  
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen. It may also start families this way.
+
*<[[material token]]>
 +
| Selects a locally defined material. Can be ALL.
  
 
|-
 
|-
| {{text anchor|STANCE_CLIMBER}}
+
| {{text anchor|SELECT_TISSUE}}
| Caste {{verify}}
+
| Creature
 
|
 
|
| Allows a creature to climb using walking gaits {{verify}}.
+
*tissue token
 +
| Selects a tissue for editing.
  
 
|-
 
|-
| {{text anchor|SUPERNATURAL}}
+
| {{text anchor|SEMIMEGABEAST}}
 
| Caste
 
| Caste
 
|  
 
|  
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.
+
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.
  
 
|-
 
|-
| {{text anchor|SWIM_SPEED}}
+
| {{text anchor|SENSE_CREATURE_CLASS}}
 
| Caste
 
| Caste
 
|  
 
|  
*speed
+
* <[[Creature_token#CREATURE_CLASS|creature class]]>
| How fast the creature swims. Typically 2500 (0.38 times the default speed).  
+
* [[Tilesets|<tile value or character>]]
 +
* [[Color#Color_values|<foreground color>:<background color>:<foreground brightness>]]
 +
| 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.
  
 
|-
 
|-
| {{text anchor|SWIMS_INNATE}}
+
| {{text anchor|SET_BP_GROUP}}
 
| Caste
 
| Caste
|
+
|  
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there.  
+
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
 +
*category, type, or token
 +
| Begins a selection of body parts.
  
 
|-
 
|-
| {{text anchor|SWIMS_LEARNED}}
+
| {{text anchor|SKILL_LEARN_RATE}}
 
| Caste
 
| Caste
|
+
|  
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously.  
+
*<[[skill_token]]>
 +
*<percentage>
 +
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.
  
|}
+
|-
 
+
| {{text anchor|SKILL_LEARN_RATES}}
<div align="center">
+
| Caste
{{alphabetical TOC}}
+
|
</div>
+
*<percentage>
 
+
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.
==T==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
  
 
|-
 
|-
| {{text anchor|TENDONS}}
+
| {{text anchor|SKILL_RATE}}
 
| Caste
 
| Caste
 
|  
 
|  
* [[material token]]
+
*[[skill_token]]
*healing rate  
+
*<% of improvement points gained>
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.
+
*<unused counter rate>
 +
*<rust counter rate>
 +
*<demotion counter rate>
 +
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.
  
 
|-
 
|-
| {{text anchor|THICKWEB}}
+
| {{text anchor|SKILL_RATES}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature's webs can catch larger creatures.
+
*<% of improvement points gained>
 +
*<unused counter rate>
 +
*<rust counter rate>
 +
*<demotion counter rate>
 +
| 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.
 +
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.
  
 
|-
 
|-
| {{text anchor|TISSUE}}
+
| {{text anchor|SKILL_RUST_RATE}}
| Creature
 
| name
 
| Begins defining a tissue in the creature file.
 
 
 
|-
 
| {{text anchor|TITAN}}
 
 
| Caste
 
| Caste
|
+
|  
| Found on [[titan]]s. Cannot be specified in user-defined raws.
+
*[[skill_token]]
 +
*value
 +
*value
 +
*value
 +
| 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.
  
 
|-
 
|-
| {{text anchor|TL_COLOR_MODIFIER}}
+
| {{text anchor|SKILL_RUST_RATES}}
 
| Caste
 
| Caste
| COLOR:freq:COLOR:freq etc.  
+
|  
| Creates a list of color patterns, giving each a relative frequency.  
+
*value
 +
*value
 +
*value
 +
| 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.
  
 
|-
 
|-
| {{text anchor|TLCM_GENETIC_MODEL}}
+
| {{text anchor|SLAIN_CASTE_SPEECH}}
 
| Caste
 
| Caste
|
+
|  
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}
+
*[[Speech file|text set]]
 +
| Caste-specific {{token|SLAIN_SPEECH|c}}.
  
 
|-
 
|-
| {{text anchor|TLCM_IMPORTANCE}}
+
| {{text anchor|SLAIN_SPEECH}}
| Caste
+
| Creature
|
 
*number
 
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.
 
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.
 
 
 
|-
 
| {{text anchor|TLCM_NOUN}}
 
| Caste
 
 
|  
 
|  
*name
+
*[[Speech file|text set]]
*SINGULAR or PLURAL
+
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (<code>[SLAIN_SPEECH:SLAIN_DWARF]</code>) and text_elf.txt (<code>[SLAIN_SPEECH:SLAIN_ELF]</code>) in data\vanilla\vanilla_creatures\objects.
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts.  
 
  
 
|-
 
|-
| {{text anchor|TLCM_TIMING}}
+
| {{text anchor|SLOW_LEARNER}}
 
| Caste
 
| Caste
|  
+
|
*ROOT
+
| Shorthand for {{token|CAN_LEARN|c}} + <code>[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]</code>.{{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.
*start change window years:days:end change window years:days
 
| determines the point in the creature's life where the color change begins
 
  
 
|-
 
|-
| {{text anchor|TRADE_CAPACITY}}
+
| {{text anchor|SMALL_REMAINS}}
 
| Caste
 
| Caste
 
|   
 
|   
| How much the creature can carry when used by merchants.  
+
| Creature leaves "[[item token#REMAINS|remains]]" instead of a corpse. Used by [[vermin]].
  
 
|-
 
|-
| {{text anchor|TRAINABLE}}
+
| {{text anchor|SMELL_TRIGGER}}
 
| Caste
 
| Caste
|
+
|  
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
+
*value
 +
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.
  
 
|-
 
|-
| {{text anchor|TRAINABLE_HUNTING}}
+
| {{text anchor|SOLDIER_ALTTILE}}
| Caste
+
| Creature
|
+
|  
| Can be trained as a hunting beast, increasing speed.
+
*'character' or tile number
 +
| If this creature is active in its civilization's military, it will blink between its default tile and this one.
  
 
|-
 
|-
| {{text anchor|TRAINABLE_WAR}}
+
| {{text anchor|SOUND}}
 
| Caste
 
| Caste
|
+
|
| Can be trained as a war beast, increasing strength and endurance.
+
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
 +
* Sound range (in tiles)
 +
* Sound delay (lower values = sound is produced more often)
 +
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)
 +
* First-person description
 +
* Third-person description
 +
* Description when out of sight
 +
| Creature makes sounds periodically, which can be heard in Adventure mode.
 +
* First-person reads "You '''bark'''"
 +
* Third-person reads "The [[capybara]] '''barks'''"
 +
* Out of sight reads "You hear '''a loud bark'''"
 +
with the text in bold being the description arguments of the token.
  
 
|-
 
|-
| {{text anchor|TRANCES}}
+
| {{text anchor|SOURCE_HFID}}
| Caste
+
| Creature
|
+
|  
| Allows the creature to go into martial trances.
+
*Integer
 +
| 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.
  
 
|-
 
|-
| {{text anchor|TRAPAVOID}}
+
| {{text anchor|SPECIFIC_FOOD}}
 
| Caste
 
| Caste
|
+
|
| The creature is immune to traps. Probably every procedurally generated megabeast has this.
+
* PLANT or CREATURE
 +
* Plant/creature ID
 +
| 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.  
  
 
|-
 
|-
| {{text anchor|TRIGGERABLE_GROUP}}
+
| {{text anchor|SPHERE}}
 
| Creature
 
| Creature
| min:max
+
|  
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}
+
* [[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 the creature's name.
  
 
|-
 
|-
| {{text anchor|TSU_NOUN}}
+
| {{text anchor|SPOUSE_CONVERSION_TARGET}}
 
| Caste
 
| Caste
|  
+
|
*noun
+
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.
*SINGULAR or PLURAL
 
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==U==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
  
 
|-
 
|-
| {{text anchor|UBIQUITOUS}}
+
| {{text anchor|SPOUSE_CONVERTER}}
| Creature
+
| Caste
 
|
 
|
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags.
+
| 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.
  
 
|-
 
|-
| {{text anchor|UNDERGROUND_DEPTH}}
+
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}
| Creature
+
| Caste
 
|
 
|
*mindepth
+
| 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 doThe 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.
*maxdepth
 
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. A single argument may be used instead of min and max. Only magma creatures use 4 or 5 in the default rawsCivilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.
 
  
 
|-
 
|-
| {{text anchor|UNDERSWIM}}
+
| {{text anchor|STANCE_CLIMBER}}
 
| Caste
 
| Caste
|
+
|
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.
+
| Caste does not require <code>[[Body_token#GRASP|[GRASP]]]</code> body parts to climb -- it can climb with <code>[[Body_token#STANCE|[STANCE]]]</code> parts instead.
  
 
|-
 
|-
| {{text anchor|UNIQUE_DEMON}}
+
| {{text anchor|STANDARD_GRAZER}}
 
| Caste
 
| Caste
|
+
|
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.
+
| 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.
  
 
|-
 
|-
| {{text anchor|USE_CASTE}}
+
| {{text anchor|STRANGE_MOODS}}
| Creature
+
| Caste
 
|
 
|
*new caste token
+
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.
*old caste token
 
| 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: "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."
 
  
 
|-
 
|-
| {{text anchor|USE_MATERIAL}}
+
| {{text anchor|SUPERNATURAL}}
| Creature
+
| Caste
|
+
|  
*new material ID
+
| Gives the creature knowledge of any secrets with <code>[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]</code> that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.
*old material ID
 
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.
 
  
 
|-
 
|-
| {{text anchor|USE_MATERIAL_TEMPLATE}}
+
| {{text anchor|SWIMS_INNATE}}
| Creature
+
| Caste
|
+
|
*new material token
+
| 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.  
*material template
 
| Defines a new local creature material and populates it with all properties defined in the specified template.
 
  
 
|-
 
|-
| {{text anchor|USE_TISSUE}}
+
| {{text anchor|SWIMS_LEARNED}}
| Creature
+
| Caste
|
+
|
*new tissue token
+
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.
*old tissue id
 
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
 
  
 
|-
 
|-
| {{text anchor|USE_TISSUE_TEMPLATE}}
+
| {{text anchor|SYNDROME_DILUTION_FACTOR}}
| Creature
+
| Caste
|
+
| <[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]>:<percentage>
*new tissue token
+
| 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.
*tissue template
+
|}
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.
+
 
 
+
{{alphabetical TOC|style=margin: 1em auto;}}
|-
+
 
| {{text anchor|UTTERANCES}}
+
==T==
| Caste
 
 
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.
 
|}
 
 
 
<div align="center">
 
{{alphabetical TOC}}
 
</div>
 
 
 
==V==
 
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 2,277: Line 2,416:
  
 
|-
 
|-
| {{text anchor|VEGETATION}}
+
| {{text anchor|TENDONS}}
 
| Caste
 
| Caste
|
+
|  
| The creature is made of swamp stuff. Used for [[grimeling]]s.
+
* [[material token]]
 +
*healing rate
 +
| 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.
  
 
|-
 
|-
| {{text anchor|VERMIN_BITE}}
+
| {{text anchor|THICKWEB}}
 
| Caste
 
| Caste
|  
+
|
*chance of occurrence{{verify}}
+
| The creature's [[web]]s can catch larger creatures.
*verb (bitten, stung, etc.)
 
* [[material token]]
 
| Vermin bites, and injects something.
 
  
 
|-
 
|-
| {{text anchor|VERMIN_EATER}}
+
| {{text anchor|TISSUE}}
 
| Creature
 
| Creature
|
+
|  
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.
+
*name
 +
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.
  
 
|-
 
|-
| {{text anchor|VERMIN_FISH}}
+
| {{text anchor|TISSUE_LAYER}}
| Creature
+
| Caste
|
+
|  
| The vermin appears in water and will attempt to swim around.
+
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 +
*TYPE,CATEGORY, or TOKEN
 +
*TISSUE
 +
*LOCATION
 +
| Adds the tissue layer to wherever it is required.
 +
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
  
 
|-
 
|-
| {{text anchor|VERMIN_GROUNDER}}
+
| {{text anchor|TISSUE_LAYER_OVER}}
| Creature
 
 
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
 
 
 
|-
 
| {{text anchor|VERMIN_HATEABLE}}
 
 
| Caste
 
| Caste
 
|
 
|
| Some dwarves will hate the creature and get unhappy thoughts when around it.
+
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 +
*TYPE,CATEGORY, or TOKEN
 +
*TISSUE
 +
*LOCATION
 +
| Alias for TISSUE_LAYER
  
 
|-
 
|-
| {{text anchor|VERMIN_MICRO}}
+
| {{text anchor|TISSUE_LAYER_UNDER}}
 
| Caste
 
| Caste
|
+
|  
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).
+
*BY_TYPE, BY_CATEGORY, BY_TOKEN
 +
*TYPE,CATEGORY, or TOKEN
 +
*TISSUE
 +
| Adds the tissue layer under a given part.
 +
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:<br>
 +
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]
  
 
|-
 
|-
| {{text anchor|VERMIN_NOFISH}}
+
| {{text anchor|TITAN}}
 
| Caste
 
| Caste
|
+
|
| The creature cannot be caught by fishing.  
+
| Found on [[titan]]s. Cannot be specified in user-defined raws.
  
 
|-
 
|-
| {{text anchor|VERMIN_NOROAM}}
+
| {{text anchor|TRADE_CAPACITY}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature will not be observed randomly roaming about the map.  
+
*number
 +
| 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.
  
 
|-
 
|-
| {{text anchor|VERMIN_NOTRAP}}
+
| {{text anchor|TRAINABLE}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around.
+
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.
  
 
|-
 
|-
| {{text anchor|VERMIN_ROTTER}}
+
| {{text anchor|TRAINABLE_HUNTING}}
| Creature
+
| Caste
 
|   
 
|   
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}
+
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.
  
 
|-
 
|-
| {{text anchor|VERMIN_SOIL}}
+
| {{text anchor|TRAINABLE_WAR}}
| Creature
+
| Caste
 
|   
 
|   
| The creature randomly appears near dirt or mud.
+
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.
  
 
|-
 
|-
| {{text anchor|VERMIN_SOIL_COLONY}}
+
| {{text anchor|TRANCES}}
| Creature
 
 
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
 
 
 
|-
 
| {{text anchor|VERMINHUNTER}}
 
 
| Caste
 
| Caste
 
|   
 
|   
| Old shorthand for "does cat stuff". Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
+
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.
  
 
|-
 
|-
| {{text anchor|VESPERTINE}}
+
| {{text anchor|TRAPAVOID}}
 
| Caste
 
| Caste
 
|   
 
|   
| Sets if the creature is active in evening.
+
| 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.
  
 
|-
 
|-
| {{text anchor|VIEWRANGE}}
+
| {{text anchor|TRIGGERABLE_GROUP}}
 +
| Creature
 +
|
 +
*min
 +
*max
 +
| A large swarm of vermin can be disturbed, usually in adventurer mode.
 +
 
 +
|-
 +
| {{text anchor|TSU_NOUN}}
 
| Caste
 
| Caste
| value
+
|  
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.
+
*noun
 +
*SINGULAR or PLURAL
 +
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.
 
|}
 
|}
  
<div align="center">
+
{{alphabetical TOC|style=margin: 1em auto;}}
{{alphabetical TOC}}
 
</div>
 
  
==W==
+
==U==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 2,389: Line 2,539:
  
 
|-
 
|-
| {{text anchor|WAGON_PULLER}}
+
| {{text anchor|UBIQUITOUS}}
| Caste
+
| Creature
|
+
|
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.
+
| 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.
 +
 
 +
|-
 +
| {{text anchor|UNDERGROUND_DEPTH}}
 +
| Creature
 +
|
 +
*mindepth
 +
*maxdepth
 +
| 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.
  
 
|-
 
|-
| {{text anchor|WEBBER}}
+
| {{text anchor|UNDERSWIM}}
 
| Caste
 
| Caste
|  
+
|
* [[material token]]
+
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.
| Allows the creature to create webs, and defines what the webs are made of.
 
  
 
|-
 
|-
| {{text anchor|WEBIMMUNE}}
+
| {{text anchor|UNIQUE_DEMON}}
 
| Caste
 
| Caste
 
|   
 
|   
| The creature will not get caught in thick webs.
+
| 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.
|}
 
 
 
==Attack Tokens==
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
  
 
|-
 
|-
| {{text anchor|ATTACK_SKILL}}
+
| {{text anchor|USE_CASTE}}
| Caste
+
| Creature
|  
+
|
*[[Skill token]]
+
*new caste token
| Defines the skill used by the attack.
+
*old caste token
 +
| 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: "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."
 +
Roostre: "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." 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.  
  
 
|-
 
|-
| {{text anchor|ATTACK_VERB}}
+
| {{text anchor|USE_MATERIAL}}
| Caste
+
| Creature
| 2nd person:3rd person
+
|
| Descriptive text for the attack.
+
*new material ID
 +
*old material ID
 +
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.
  
 
|-
 
|-
| {{text anchor|ATTACK_CONTACT_PERC}}
+
| {{text anchor|USE_MATERIAL_TEMPLATE}}
| Caste
+
| Creature
|  
+
|
*% value
+
*new material token
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.
+
*material template
 +
| 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].
  
 
|-
 
|-
| {{text anchor|ATTACK_PENETRATION_PERC}}
+
| {{text anchor|USE_TISSUE}}
| Caste
+
| Creature
|  
+
|
*% value
+
*new tissue token
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.
+
*old tissue id
 +
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
  
 
|-
 
|-
| {{text anchor|ATTACK_PRIORITY}}
+
| {{text anchor|USE_TISSUE_TEMPLATE}}
| Caste
+
| Creature
|  
+
|
*MAIN or SECOND
+
*new tissue token
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.
+
*tissue template
 +
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.  
  
 
|-
 
|-
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}
+
| {{text anchor|UTTERANCES}}
| Caste
+
| Creature
| number
+
|
| The velocity multiplier of the attack, multiplied by 1000.
+
| 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'.
 +
|}
  
|-
+
{{alphabetical TOC|style=margin: 1em auto;}}
| {{text anchor|ATTACK_FLAG_CANLATCH}}
 
| Caste
 
 
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.
 
  
|-
+
==V==
| {{text anchor|ATTACK_FLAG_WITH}}
+
{| {{prettytable}}
| Caste
+
|- bgcolor="#ddd"
|
+
! width="20%" | Token
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.
+
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|ATTACK_FLAG_EDGE}}
+
| {{text anchor|VEGETATION}}
 
| Caste
 
| Caste
 
|   
 
|   
| The attack is edged, with all the effects on physical resistance and contact area that it entails.
+
| 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.
  
 
|-
 
|-
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}
+
| {{text anchor|VERMIN_BITE}}
 
| Caste
 
| Caste
 
|  
 
|  
 +
*chance of occurrence{{verify}}
 +
*verb (bitten, stung, etc.)
 
* [[material token]]
 
* [[material token]]
*state (SOLID, LIQUID, GAS)
+
* [[Material_definition_token#Material_States|material state]]
*min:max
+
| 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}}
| attack type addition that injects a material into the victim.
 
  
 
|-
 
|-
| {{text anchor|SPECIALATTACK_INTERACTION}}
+
| {{text anchor|VERMIN_EATER}}
| Caste
+
| Creature
| interaction
+
|
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work. This will take effect in worldgen as well.
+
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.
  
 
|-
 
|-
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}
+
| {{text anchor|VERMIN_FISH}}
| Caste
+
| Creature
| min:max
+
|
| 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.
+
| The vermin appears in [[water]] and will attempt to swim around.
|}
 
  
==Important Related Tokens==
+
|-
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)
+
| {{text anchor|VERMIN_GROUNDER}}
 
+
| Creature
===Tissue Modification===
+
|
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])
+
| The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
 
 
 
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
! width="20%" | Token
 
! width="10%" | Type
 
! width="20%" | Arguments
 
! width="50%" | Description
 
  
 
|-
 
|-
| {{text anchor|PLUS_TISSUE_LAYER}}
+
| {{text anchor|VERMIN_HATEABLE}}
 
| Caste
 
| Caste
|  
+
|
*TISSUE
+
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token
 
| Adds a tissue to those selected
 
  
 
|-
 
|-
| {{text anchor|PLUS_TL_GROUP}}
+
| {{text anchor|VERMIN_MICRO}}
 
| Caste
 
| Caste
|  
+
|
*TISSUE
+
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).
*BY_CATEGORY, BY_TYPE, BY_TOKEN
+
 
*Location - category, type, or token
 
*tissue
 
| continues a selection of tissue layers
 
 
 
 
|-
 
|-
| {{text anchor|SELECT_TISSUE}}
+
| {{text anchor|VERMIN_NOFISH}}
| Creature
+
| Caste
|
+
|
*tissue token
+
| The creature cannot be caught by [[fishing]].  
| Selects a tissue for editing.
 
  
 
|-
 
|-
| {{text anchor|SELECT_TISSUE_LAYER}}
+
| {{text anchor|VERMIN_NOROAM}}
 
| Caste
 
| Caste
|  
+
|
*TISSUE
+
| The creature will not be observed randomly roaming about the map.  
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 
*Location - category, type, or token | Selects a tissue at a location
 
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
 
| Selects a tissue layer for descriptor and cosmetic purposes.
 
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]
 
  
 
|-
 
|-
| {{text anchor|SET_LAYER_TISSUE}}
+
| {{text anchor|VERMIN_NOTRAP}}
 
| Caste
 
| Caste
|
+
|
| Sets a tissue layer to be made of a different tissue.
+
| The creature cannot be caught in baited [[animal trap]]s; however, a "[[Trapper|catch live land animal]]" task may still be able to capture one if a dwarf finds one roaming around.
  
 
|-
 
|-
| {{text anchor|TISSUE_LAYER}}
+
| {{text anchor|VERMIN_ROTTER}}
| Caste
+
| Creature
|  
+
|
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
| 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}}
*TYPE,CATEGORY, or TOKEN
+
 
*TISSUE
+
|-
*LOCATION
+
| {{text anchor|VERMIN_SOIL}}
| Adds the tissue layer to wherever it is required.
+
| Creature
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
+
 +
| 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 "Capture live land animal" task.
 +
 
 +
|-
 +
| {{text anchor|VERMIN_SOIL_COLONY}}
 +
| Creature
 +
 +
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
  
 
|-
 
|-
| {{text anchor|TISSUE_LAYER_OVER}}
+
| {{text anchor|VERMINHUNTER}}
 
| Caste
 
| Caste
|
+
|
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
| Old shorthand for "does cat stuff". Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.
*TYPE,CATEGORY, or TOKEN
 
*TISSUE
 
*LOCATION
 
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
 
  
 
|-
 
|-
| {{text anchor|TISSUE_LAYER_UNDER}}
+
| {{text anchor|VESPERTINE}}
 
| Caste
 
| Caste
|  
+
|
*BY_TYPE, BY_CATEGORY, BY_TOKEN
+
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
*TYPE,CATEGORY, or TOKEN
+
 
*TISSUE
 
| Adds the tissue layer under a given part.
 
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:<br>
 
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]
 
 
|-
 
|-
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}
+
| {{text anchor|VIEWRANGE}}
 
| Caste
 
| Caste
 
|  
 
|  
*QUALITY
+
*value
*lowest:lower:low:median:high:higher:highest
+
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
 
  
 
|-
 
|-
| {{text anchor|TISSUE_STYLE_UNIT}}
+
| {{text anchor|VISION_ARC}}
 
| Caste
 
| Caste
 
|  
 
|  
*tissue style unit ID
+
*binocular vision arc
*shaping
+
*non-binocular vision arc
| 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.
+
| 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.
 +
|}
 +
 
 +
{{alphabetical TOC|style=margin: 1em auto;}}
 +
 
 +
==W==
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|TL_CONNECTS}}
+
| {{text anchor|WAGON_PULLER}}
 
| Caste
 
| Caste
|
+
|
| Presumably gives the CONNECTS attribute to selected layers.
+
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.
  
 
|-
 
|-
| {{text anchor|TL_HEALING_RATE}}
+
| {{text anchor|WEBBER}}
 
| Caste
 
| Caste
|
+
|  
| Presumably changes the HEALING_RATE of the selected tissue layers.
+
* [[material token]]
 +
| Allows the creature to create [[web]]s, and defines what the webs are made of.
  
 
|-
 
|-
| {{text anchor|TL_MAJOR_ARTERIES}}
+
| {{text anchor|WEBIMMUNE}}
 
| Caste
 
| Caste
 +
 +
| 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.
 +
|}
 +
 +
==Attack Tokens==
 +
 +
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.
 +
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Part type token
 +
! width="30%" | Arguments
 +
! width="60%" | Description
 +
 +
|-
 +
| {{text anchor|BODYPART}}
 +
|
 +
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 +
* type/token/category
 +
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.
 +
 +
|-
 +
| {{text anchor|TISSUE_LAYER}}
 
|
 
|
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.
+
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 +
* type/token/category
 +
* tissue layer
 +
| 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.
  
 
|-
 
|-
| {{text anchor|TL_PAIN_RECEPTORS}}
+
| {{text anchor|CHILD_BODYPART_GROUP}}
| Caste
 
 
|
 
|
| Seems to set new number of pain receptors for selected tissue layers.
+
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 +
* type/token/category
 +
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 +
* type/token/category
 +
| 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).
  
 
|-
 
|-
| {{text anchor|TL_RELATIVE_THICKNESS}}
+
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}
| Caste
+
|  
|
+
* BY_TYPE/BY_TOKEN/BY_CATEGORY
| Seems to set new relative thickness for selected tissue layers.
+
* type/token/category
 +
* BY_TYPE/BY_TOKEN/BY_CATEGORY
 +
* type/token/category
 +
* tissue layer
 +
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.
 +
 
 +
|}
 +
 
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
  
 
|-
 
|-
| {{text anchor|TL_VASCULAR}}
+
| {{text anchor|ATTACK_SKILL}}
 +
| Caste
 +
|
 +
*[[Skill token]]
 +
| Defines the skill used by the attack.
 +
 
 +
|-
 +
| {{text anchor|ATTACK_VERB}}
 +
| Caste
 +
|
 +
*2nd person
 +
*3rd person
 +
| Descriptive text for the attack.
 +
 
 +
|-
 +
| {{text anchor|ATTACK_CONTACT_PERC}}
 +
| Caste
 +
|
 +
*% value
 +
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.
 +
 
 +
|-
 +
| {{text anchor|ATTACK_PENETRATION_PERC}}
 +
| Caste
 +
|
 +
*% value
 +
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.
 +
 
 +
|-
 +
| {{text anchor|ATTACK_PRIORITY}}
 +
| Caste
 +
|
 +
*MAIN or SECOND
 +
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.
 +
 
 +
|-
 +
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}
 +
| Caste
 +
|
 +
*number
 +
| The velocity multiplier of the attack, multiplied by 1000.
 +
 
 +
|-
 +
| {{text anchor|ATTACK_FLAG_CANLATCH}}
 +
| Caste
 +
 +
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.
 +
 
 +
|-
 +
| {{text anchor|ATTACK_FLAG_WITH}}
 +
| Caste
 +
 +
| Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".
 +
 
 +
|-
 +
| {{text anchor|ATTACK_FLAG_EDGE}}
 +
| Caste
 +
 +
| The attack is edged, with all the effects on physical resistance and contact area that it entails.
 +
 
 +
|-
 +
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}
 +
| Caste
 +
|
 +
* Preparation time
 +
* Recovery time
 +
| 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.
 +
 
 +
|-
 +
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}
 +
| Caste
 +
|
 +
| Multiple strikes with this attack cannot be performed effectively.
 +
 
 +
|-
 +
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}
 +
| Caste
 +
|
 +
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.
 +
 
 +
|-
 +
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}
 +
| Caste
 +
|
 +
*<[[material token]]>
 +
*<[[Material_definition_token#Material_States|material state]]>
 +
*<min quantity>
 +
*<max quantity>
 +
| 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.
 +
 
 +
|-
 +
| {{text anchor|SPECIALATTACK_INTERACTION}}
 +
| Caste
 +
|
 +
*interaction
 +
| 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'''.
 +
 
 +
|-
 +
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}
 +
| Caste
 +
|
 +
*min
 +
*max
 +
| 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.
 +
|}
 +
 
 +
==Tissue Layer Tokens==
 +
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]].
 +
 
 +
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 "actual" 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.
 +
 
 +
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].
 +
 
 +
{| {{prettytable}}
 +
|- bgcolor="#ddd"
 +
! width="20%" | Token
 +
! width="10%" | Type
 +
! width="20%" | Arguments
 +
! width="50%" | Description
 +
 
 +
|-
 +
| {{text anchor|SELECT_TISSUE_LAYER}}
 +
| Caste
 +
|
 +
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token | Selects a tissue at a location
 +
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
 +
| Begins a selection of tissue layers.
 +
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]
 +
 
 +
|-
 +
| {{text anchor|PLUS_TISSUE_LAYER}}
 +
| Caste
 +
|
 +
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token
 +
| Adds tissue layers to those selected.
 +
 
 +
|-
 +
| {{text anchor|SET_TL_GROUP}}
 +
| Caste
 +
|
 +
*TISSUE
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token
 +
*tissue
 +
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes.
 +
 
 +
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as "functional" 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.
 +
 
 +
|-
 +
| {{text anchor|PLUS_TL_GROUP}}
 +
| Caste
 +
|
 +
*BY_CATEGORY, BY_TYPE, BY_TOKEN
 +
*Location - category, type, or token
 +
*tissue
 +
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.
 +
 
 +
|-
 +
| {{text anchor|SET_LAYER_TISSUE}}
 +
| Caste
 +
|
 +
*TISSUE
 +
| Sets a selected tissue layer to be made of a different tissue.
 +
 
 +
|-
 +
| {{text anchor|SHEARABLE_TISSUE_LAYER}}
 
| Caste
 
| Caste
 
|
 
|
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.
+
* tissue modifier
 +
* required value
 +
| 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).
 +
 
 +
|-
 +
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}
 +
| Caste
 +
|
 +
*QUALITY
 +
*lowest
 +
*lower
 +
*low
 +
*median
 +
*high
 +
*higher
 +
*highest
 +
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
 +
 
 +
|-
 +
| {{text anchor|TISSUE_STYLE_UNIT}}
 +
| Caste
 +
|
 +
*tissue style unit ID
 +
*shaping
 +
| 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.
 +
 
 +
|-
 +
| {{text anchor|TL_COLOR_MODIFIER}}
 +
| Caste
 +
|
 +
*COLOR
 +
*freq
 +
*COLOR
 +
*freq etc.
 +
| 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 "transparent".
 +
 
 +
|-
 +
| {{text anchor|TLCM_GENETIC_MODEL}}
 +
| Caste
 +
|
 +
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}
 +
 
 +
|-
 +
| {{text anchor|TLCM_IMPORTANCE}}
 +
| Caste
 +
|
 +
*number
 +
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.
 +
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.
 +
 
 +
|-
 +
| {{text anchor|TLCM_NOUN}}
 +
| Caste
 +
|
 +
*name
 +
*SINGULAR or PLURAL
 +
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts.
 +
 
 +
|-
 +
| {{text anchor|TLCM_TIMING}}
 +
| Caste
 +
|
 +
*ROOT
 +
*start change window years
 +
*days
 +
*end change window years
 +
*days
 +
| Determines the point in the creature's life when the color change begins and ends.
 +
 
 +
|-
 +
| {{text anchor|TL_CONNECTS}}
 +
| Caste
 +
|
 +
| Gives the CONNECTS attribute to selected layers.
 +
 
 +
|-
 +
| {{text anchor|TL_HEALING_RATE}}
 +
| Caste
 +
|
 +
*value
 +
| Changes the HEALING_RATE of the selected tissue layers.
 +
 
 +
|-
 +
| {{text anchor|TL_MAJOR_ARTERIES}}
 +
| Caste
 +
|
 +
| Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.
 +
 
 +
|-
 +
| {{text anchor|TL_PAIN_RECEPTORS}}
 +
| Caste
 +
|
 +
*value
 +
| Changes the number of pain receptors for selected tissue layers.
 +
 
 +
|-
 +
| {{text anchor|TL_RELATIVE_THICKNESS}}
 +
| Caste
 +
|
 +
*value
 +
| Changes the relative thickness for selected tissue layers.
 +
 
 +
|-
 +
| {{text anchor|TL_VASCULAR}}
 +
| Caste
 +
|
 +
*value
 +
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.
  
 
|}
 
|}
Line 2,644: Line 3,105:
 
*[[Syndrome]]
 
*[[Syndrome]]
 
*[[Tissue definition token]]
 
*[[Tissue definition token]]
 +
*[[Creature examples]]
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}
 +
[[ru:Creature token]]

Latest revision as of 21:23, 11 November 2024

This article is about the current version of DF.
Note that some content may still need to be updated.


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)


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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
  • 'character' or tile number
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
  • Range (6 values, low to high)
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
  • Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.
APP_MOD_IMPORTANCE Appearance Modifier
  • number
Determines how important the appearance modifier is, for determining whether it shows up in the creature description.[Verify]
APP_MOD_NOUN Appearance Modifier
  • noun
  • SINGULAR or PLURAL
Creates a noun for the appearance, and whether it is singular or plural.
APP_MOD_RATE Appearance Modifier
  • Rate (integer)
  • Scale (DAILY, YEARLY)
  • min (growth)
  • max (growth)
  • start year
  • start day
  • end year
  • end day
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
  • creature variation ID
  • (optional) any amount of arbitrary arguments
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
  • token
  • selection criteria (it's complicated)
Defines the attack name, and the body part used. See below for valid subtokens

Example:
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]
GORE = name of the attack
BODYPART:BY_CATEGORY:HORN = the horn is used to attack (presuming the creature has one)

ATTACK_TRIGGER Caste
  • population
  • exported wealth
  • created wealth
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.
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B[edit]

Token Type Arguments Description
BABY Caste
  • integer
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
  • singular
  • plural
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
  • integer
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 [TRADE_CAPACITY] are required for [PACK_ANIMAL] to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.

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
  • body parts
Draws body parts from OBJECT:BODY files (such as body_default.txt)

Example:
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH]
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.

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
  • ATTRIBUTE
  • lowest
  • lower
  • low
  • median
  • high
  • higher
  • highest
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_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
HEIGHT : marks the height to be changed
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.

BODY_DETAIL_PLAN Caste
  • PlanName
  • Arguments
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_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
This creates the detailed body of a fox, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.
A maggot would only need:
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]

BODY_SIZE Caste
  • years
  • days
  • size
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:
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:168:50000]
[BODY_SIZE:12:0:220000]
This describes the size of a minotaur. Its birth size would be 10,000 cm3 (~10 kg). At 1 year and 168 days old it would be 50,000 cm3 (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm3 and weigh roughly 220 kg.

BODYGLOSS Caste
  • gloss
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
  • QUALITY
  • lowest
  • lower
  • low
  • median
  • high
  • higher
  • highest
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
  • 1 or 2
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.
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C[edit]

Token Type Arguments Description
CAN_DO_INTERACTION Caste
  • interaction token
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 but to make friends in fortress mode. 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
  • name
Defines a caste.
CASTE_ALTTILE Caste
  • tile number or "letter"
Caste-specific [ALTTILE]. Requires [CASTE_TILE].
CASTE_COLOR Caste
  • fg
  • bg
  • brightness
Caste-specific [COLOR].
CASTE_GLOWCOLOR Caste
  • fg
  • bg
  • brightness
Caste-specific [GLOWCOLOR].
CASTE_GLOWTILE Caste
  • tile value or "letter"
Caste-specific [GLOWTILE].
CASTE_NAME Caste
  • singular
  • plural
  • adjective
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
  • 'character' or tile number
Caste-specific [SOLDIER_ALTTILE]. Requires [CASTE_SOLDIER_TILE].
CASTE_SOLDIER_TILE Caste
  • 'character' or tile number
Caste-specific [CREATURE_SOLDIER_TILE].
CASTE_TILE Caste
  • tile number or "letter"
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
  • Varies
Specifies interaction details following a [CAN_DO_INTERACTION] token. See interaction token.
CHANGE_BODY_SIZE_PERC Caste
  • integer
Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.
CHANGE_FREQUENCY_PERC Creature
  • integer
Multiplies frequency by a factor of (integer)%.
CHILD Caste
  • integer
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
  • singular
  • plural
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
  • min
  • max
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
  • min
  • max
Number of eggs laid in one sitting.
COLONY_EXTERNAL Caste Caste hovers around colony.
COLOR Creature
  • foreground
  • background
  • brightness
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
  • creature ID
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
  • creature ID
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
  • classname
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:

CREATURE_SOLDIER_TILE Creature
  • 'character' or tile number
Creatures active in their civilization's military will use this tile instead.
CREATURE_TILE Creature
  • 'character' or tile number
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
  • TAG NAME
Adds a tag. Used in conjunction with creature variation templates.
CV_REMOVE_TAG Special
  • TAG NAME
Removes a tag. Used in conjunction with creature variation templates.
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D[edit]

Token Type Arguments Description
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
  • text
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
  • integer
Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.
DIURNAL Caste When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.
DIVE_HUNTS_VERMIN Caste The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as [HUNTS_VERMIN]. Found on peregrine falcons.
DOES_NOT_EXIST Creature Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as always present for a particular civilisation). For example, adding it to dogs 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 [FANCIFUL], artistic depictions of the creature will occur regardless. Used by centaurs, chimeras and griffons in the vanilla game.

Note: a creature tagged as DOES_NOT_EXIST can still be summoned successfully, as long as it has a body defined in its raws. [1]. It's also possible for another creature to transform into it.

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E[edit]

Token Type Arguments Description
EBO_ITEM Caste Defines the item that the creature drops upon being butchered. Used with [EXTRA_BUTCHER_OBJECT].
EBO_SHAPE Caste
  • gem shape
The shape of the creature's extra butchering drop. Used with [EXTRA_BUTCHER_OBJECT].
EGG_MATERIAL Caste Defines the material composition of eggs laid by the creature. 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.
EGG_SIZE Caste
  • size
Determines the size of laid eggs. 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.
EQUIPMENT_WAGON Creature Makes the creature appear as a large 3×3 wagon responsible for carrying trade goods, pulled by two [WAGON_PULLER] creatures and driven by a merchant.
EQUIPS Caste Allows the creature to wear or wield items.
EVIL Creature The creature is considered evil and will only show up in evil biomes. Civilizations with [USE_EVIL_ANIMALS] can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.
EXTRA_BUTCHER_OBJECT Caste
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • TYPE, CATEGORY, or TOKEN
The creature drops an additional object when butchered, as defined by [EBO_ITEM] and [EBO_SHAPE]. Used for gizzard stones in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALLBug:6355
EXTRACT Caste Defines a creature extract which can be obtained via small animal dissection.
EXTRAVISION Caste 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 "vanish" power.
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F[edit]

Token Type Arguments Description
FANCIFUL Creature 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 number of creatures. Conflicts with [COMMON_DOMESTIC].
FEATURE_ATTACK_GROUP Caste Found on subterranean animal-man tribals. Currently defunct. In previous versions[Verify], it caused these creatures to crawl out of chasms and underground rivers.
FEATURE_BEAST Caste Found on forgotten beasts. 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.

Requires specifying a [BIOME] in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with [LARGE_ROAMING] and if both are used the creature will not spawn. Appears to be incompatible with [DEMON] even if used in separate castes.

FEMALE Caste Makes the creature biologically female, enabling her to bear young. Usually specified inside a caste.
FIREIMMUNE Caste Makes the creature immune to FIREBALL and 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 materials - see the dragon raws for an example).
FIREIMMUNE_SUPER Caste Like [FIREIMMUNE], but also renders the creature immune to DRAGONFIRE attacks.
FISHITEM Caste The creature's corpse is a single FISH_RAW food item that needs to be cleaned (into a FISH item) at a fishery to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen).

Without this or [COOKABLE_LIVE], 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.

FIXED_TEMP Caste
  • temperature
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, 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.

Note that temperatures of 12000 and higher may cause pathfinding issues in fortress mode.

FLEEQUICK Caste If engaged in combat, the creature will flee at the first sign of resistance. Used by kobolds in the vanilla game.
FLIER Caste 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 FLIER token).
FREQUENCY Creature
  • number, max 100
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.

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. When a 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 [POP_RATIO].

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G[edit]

Token Type Arguments Description
GAIT Caste
  • <gait type>
  • <gait name>
  • <max speed>
  • <build up time>
  • <max turning speed>
  • <start speed>
  • <energy expenditure>
  • <gait flag(s)>
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 this subsection.
  • <max speed> indicates the maximum speed achievable by a creature using this gait
  • <start speed> indicates the creature's speed when it starts moving using this gait
  • <build up time> indicates how long it will take for a creature using this gait to go from <start speed> to <max speed>. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 tiles in a straight line over even terrain.
  • <max turning speed> indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to <max turning speed> if travelling at a higher speed than this before turning.
  • <energy expenditure> 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 collapse.

NO_BUILD_UP can be specified instead of a <start speed> value to make the <max speed> instantly achievable upon initiating movement (this is equivalent to a <build up time> of 0). Note that <build up time> and <max turning speed> are both ignored if specified alongside this (as NO_BUILD_UP trumps <build up time> and preserves <max speed> whilst turning, and <max turning speed> cannot exceed <max speed>) so it is permissible to omit them so long as they are both omitted together.

It's possible to specify a <start speed> greater than the <max speed>; the moving creature will decelerate towards its <max speed> in this case.


valid gait types:

  • WALK

Used for moving normally over ground tiles.

  • CRAWL

Used for moving over ground tiles whilst prone.

  • SWIM

Used for moving through tiles containing water or magma at a depth of at least 4/7.

  • FLY

Used for moving through open space.

  • CLIMB

Used for moving whilst climbing.


valid gait flags:

  • AGILITY

Speeds/slows movement depending on the creature's Agility stat.

  • STRENGTH

Speeds/slows movement depending on the creature's Strength stat.

  • LAYERS_SLOW

Makes THICKENS_ON_ENERGY_STORAGE and 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.

  • STEALTH_SLOWS:<percentage>

Slows movement by the specified percentage when the creature is sneaking.

GENERAL_BABY_NAME Creature
  • singular
  • plural
Like [BABYNAME], but applied regardless of caste.
GENERAL_CHILD_NAME Creature
  • singular
  • plural
Like [CHILDNAME], but applied regardless of caste.
GENERAL_MATERIAL_FORCE_MULTIPLIER Caste
  • value A
  • value B
Has the same function as [MATERIAL_FORCE_MULTIPLIER], but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER (werebeasts, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).
GENERATED Creature Found on procedurally generated creatures like forgotten beasts, titans, demons, angels, and night creatures. Cannot be specified in user-defined raws.
GETS_INFECTIONS_FROM_ROT Caste Makes the creature get infections from necrotic tissue.
GETS_WOUND_INFECTIONS Caste Makes the creature's wounds become infected if left untreated for too long.
GLOWCOLOR Creature
  • foreground
  • background
  • brightness
The colour of the creature's [GLOWTILE].
GLOWTILE Creature
  • ascii character
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 "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use [CASTE_GLOWTILE] instead.
GNAWER Caste
  • verb
The creature can and will gnaw its way out of animal traps and cages using the specified verb, depending on the material from which it is made (normally wood).
GOBBLE_VERMIN_CLASS Caste
  • class
The creature eats vermin of the specified class.
GOBBLE_VERMIN_CREATURE Caste
  • creature
  • caste
The creature eats a specified vermin.
GO_TO_END Special When using tags from an existing creature, inserts new tags at the end of the creature.
GO_TO_START Special When using tags from an existing creature, inserts new tags at the beginning of the creature.
GO_TO_TAG Special When using tags from an existing creature, inserts new tags before the specified tag.
GOOD Creature Creature is considered good and will only show up in good biomes - unicorns, for example. Civilizations with [USE_GOOD_ANIMALS] 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.
GRASSTRAMPLE Caste
  • value
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.
GRAVITATE_BODY_SIZE Caste
  • target value
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.
GRAZER Caste
  • number
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 [STANDARD_GRAZER] to fix Bug 4113.
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H[edit]

Token Type Arguments Description
HABIT Caste
  • type
  • probability
Defines certain behaviors for the creature. The habit types are:
  • COLLECT_TROPHIES
  • COOK_PEOPLE
  • COOK_VERMIN
  • GRIND_VERMIN
  • COOK_BLOOD
  • GRIND_BONE_MEAL
  • EAT_BONE_PORRIDGE
  • USE_ANY_MELEE_WEAPON
  • GIANT_NEST
  • COLLECT_WEALTH.

These require the creature to have a [LAIR] to work properly, and also don't seem to work on creatures who are not a [SEMIMEGABEAST], [MEGABEAST], or[NIGHT_CREATURE_HUNTER].

HABIT_NUM Caste
  • number or TEST_ALL
"If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.".[1] All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]
HAS_NERVES Caste The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.
HASSHELL Caste The creature has a shell. Seemingly no longer used - holdover from previous versions.
HIVE_PRODUCT Creature What product is harvested from beekeeping.
HOMEOTHERM Caste
  • number or NONE
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.
HUNTS_VERMIN Caste 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.
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I[edit]

Token Type Arguments Description
IMMOBILE Caste The creature cannot move. Found on sponges. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE; no breeding will happen).
IMMOBILE_LAND Caste The creature is immobile while on land. Only works on [AQUATIC] creatures which can't breathe on land.
IMMOLATE Caste 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 traps and cages made of any flammable materials (specifically ones that could be ignited by magma).
INTELLIGENT Caste Alias for [CAN_SPEAK] + [CAN_LEARN].
ITEMCORPSE Caste 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.
ITEMCORPSE_QUALITY Caste
  • number
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.
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L[edit]

Token Type Arguments Description
LAIR Caste
  • type
  • probability
Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:
  • SIMPLE_BURROW
  • SIMPLE_MOUND
  • WILDERNESS_LOCATION
  • SHRINE
  • LABYRINTH
LAIR_CHARACTERISTIC Caste
  • characteristic
  • probability
Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.
LAIR_HUNTER Caste This creature will actively hunt adventurers in its lair.
LAIR_HUNTER_SPEECH Caste
  • speech file
What this creature says while hunting adventurers in its lair.
LARGE_PREDATOR Caste Will attack other creatures that are smaller than it. In fortress mode, only one group of "large predators" (possibly two groups on "savage" 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. "ere the wolves get hungry."

A single biome supports 7 large predator species, picking randomly and rolling a d100 under its [FREQUENCY] to add it until all 7 slots are filled.

Incompatible with [PACK_ANIMAL] on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if [TRADE_CAPACITY] is present) in contrast to when the merchants depart.

LARGE_ROAMING Creature This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a [BIOME] in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.

This tag stacks with [MEGABEAST], [SEMIMEGABEAST], or [NIGHT_CREATURE_HUNTER]; 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 [FEATURE_BEAST] and if both are used the creature will not spawn. This tag is unaffected by [DEMON].

LAYS_EGGS Caste Creature lays eggs instead of giving birth to live young.
LAYS_UNUSUAL_EGGS Caste Creature lays the specified item instead of regular eggs.
LIGAMENTS Caste The creature has ligaments in its [CONNECTIVE_TISSUE_ANCHOR] tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.
LIGHT_GEN Caste A vermin featuring this tag will remain visible to an adventurer even at night.

Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.

LIKES_FIGHTING Caste 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 [LARGE_PREDATOR].
LISP Caste Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by serpent men and reptile men in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.
LITTERSIZE Caste
  • minimum
  • maximum
Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also [MULTIPLE_LITTER_RARE].
LOCAL_POPS_CONTROLLABLE Creature Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.
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.
LOCKPICKER Caste Lets a creature open doors that are set to forbidden in fortress mode.
LOOSE_CLUSTERS Creature The creatures will scatter if they have this tag, or form tight packs if they don't.
LOW_LIGHT_VISION Caste
  • number
Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.
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M[edit]

Token Type Arguments Description
MAGICAL Caste According to Toady One, this is completely interchangeable with [AT_PEACE_WITH_WILDLIFE] 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. [2]
MAGMA_VISION Caste The creature is able to see while submerged in magma.
MALE Caste Makes the creature biologically male. Usually declared inside a caste.
MANNERISM_* Caste
  • occasionally body part
Adds a possible mannerism to the creature's profile. See creature mannerism token for further info.
MATERIAL Creature
  • material id
Begins defining a new local material. Follow this with standard material definition tokens to define the material.
MATERIAL_FORCE_MULTIPLIER Caste 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 [GENERAL_MATERIAL_FORCE_MULTIPLIER], which can be used to make this sort of effect applicable to all materials.
MATUTINAL Caste When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.
MAXAGE Caste
  • min
  • max
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 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 [3].

Creatures which lack this token are naturally immortal. The 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.

MEANDERER Caste Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with [CAN_LEARN], 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 animalsBug:9588.
MEGABEAST Caste 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.

Requires specifying a [BIOME] in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with [LARGE_ROAMING] and if both are used the creature will spawn as both historical bosses and as wild animals.

MENT_ATT_CAP_PERC Caste 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).
MENT_ATT_RANGE Caste
  • ATTRIBUTE
  • lowest
  • lower
  • low
  • median
  • high
  • higher
  • highest
Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.
MENT_ATT_RATES Caste
  • ATTRIBUTE Token
  • cost to improve
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Mental attribute gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.
MILKABLE Caste Allows the creature to be milked in the farmer's workshop. The frequency is the amount of ticks the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on sentient creatures, regardless of ethics.
MISCHIEVIOUS Caste Alias for [MISCHIEVOUS].
MISCHIEVOUS Caste The creature spawns stealthed and will attempt to path into the fortress, pulling any levers 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 gremlins in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers."
MODVALUE Caste Seemingly no longer used.
MOUNT Caste 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.
MOUNT_EXOTIC Caste Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.
MULTIPART_FULL_VISION Caste Allows the creature to have all-around vision, as long as it has multiple heads that can see.
MULTIPLE_LITTER_RARE Caste Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the [LITTERSIZE] as usual. Requires [FEMALE].
MUNDANE Creature Marks if the creature is an actual real-life creature. Only used for age-names at present.
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N[edit]

Token Type Arguments Description
NAME Creature
  • singular
  • plural
  • adjective
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, [CASTE_NAME] is necessary. If left undefined, the creature will be labeled as "nothing" by the game.

Some examples of adjective use:

  • "superdwarven strength"
  • "the dwarven hillocks of X"
  • Deity species as in "feline deity"
  • Megabeast attacks in worldgen. One with multiple dragons being a "draconic rampage"
NATURAL Caste Animal is considered to be natural. NATURAL animals will not engage creatures tagged with [AT_PEACE_WITH_WILDLIFE] in combat unless they are members of a hostile entity and vice-versa.
NATURAL_ANIMAL Caste Alias of [NATURAL].
NATURAL_SKILL Caste 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.
NIGHT_CREATURE Caste Creatures with this token can appear as experiments.

Prevents [LOCAL_POPS_PRODUCE_HEROES] from functioning. Causes the creature to count as [NOT_LIVING]. 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 [LARGE_PREDATOR]. 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[OPPOSED_TO_LIFE]undead will not attack them. The check for this is specifically whether the unit is:

  • a ghost
  • an animated unit
  • a unit with the [NO_AGING] token added via [CE_ADD_TAG]. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)

This token should not be confused with other NIGHT_CREATURE_X tokens. This token is not well understood at the present time.

NIGHT_CREATURE_BOGEYMAN Caste Creatures with this token can appear in 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 "Number of Bogeyman Types" in advanced world generation to 0 will only remove randomly-generated bogeymen.
NIGHT_CREATURE_EXPERIMENTER Caste Found on some necromancers. Creatures with this tag may periodically "perform horrible experiments" offscreen, during which they can use creature-targeting interactions with an [I_SOURCE:EXPERIMENT] 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 ghouls and 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.
NIGHT_CREATURE_HUNTER Caste Found on night trolls and werebeasts. 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.

Does stack with [LARGE_ROAMING] and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a [BIOME] in which the creature will live, and subterranean biomes are allowed.

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 vampires. 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).

NIGHT_CREATURE_NIGHTMARE Caste Found on nightmares. Corpses and severed body parts derived from creatures with this token turn into smoke after a short while.
NO_AUTUMN Caste The creature caste does not appear in autumn.
NO_CONNECTIONS_FOR_MOVEMENT Caste Creature doesn't require connected body parts to move[Verify]; generally used on undead creatures with connections that have rotted away.
NO_DIZZINESS Caste Creature cannot become dizzy.
NO_DRINK Caste Creature does not need to drink.
NO_EAT Caste Creature does not need to eat.
NO_FEVERS Caste Creature cannot suffer fevers.
NO_GENDER Caste The creature is biologically sexless, making it unable to breed.
NO_PHYS_ATT_GAIN Caste The creature cannot raise any physical attributes.
NO_PHYS_ATT_RUST Caste The creature cannot lose any physical attributes.
NO_SLEEP Caste Creature does not need to sleep, but can still be rendered unconscious by other means.
NO_SPRING Caste The creature caste does not appear in spring.
NO_SUMMER Caste The creature caste does not appear in summer.
NO_THOUGHT_CENTER_FOR_MOVEMENT Caste Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.
NO_UNIT_TYPE_COLOR Caste Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).
NO_VEGETATION_PERTURB Caste[Verify] Likely prevents the creature from leaving broken vegetation tracks.[Verify]
NO_WINTER Caste The creature caste does not appear in winter.
NOBONES Caste Creature has no bones.
NOBREATHE Caste Creature doesn't need to breathe or have [BREATHE] parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.
NOCTURNAL Caste When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode.
NOEMOTION Caste Creature has no emotions. It is immune to the effects of stress and unable to rage, and its needs cannot be fulfilled in any way. Used on undead in the vanilla game.
NOEXERT 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.
NOFEAR Caste Creature doesn't feel fear and will never flee from battle, and will be immune to ghosts' attempts to 'scare it to death'. Additionally, it causes bogeymen and nightmares to become friendly towards the creature.
NOMEAT Caste Creature will not be hunted or fed to wild beasts.
NONAUSEA Caste Creature isn't nauseated by gut hits and cannot vomit.
NOPAIN Caste Creature doesn't feel pain.
NOSKIN Caste Creature will not drop a hide when butchered.
NOSKULL Caste Creature will not drop a skull on butchering, rot, or decay of severed head.
NOSMELLYROT Caste Does not produce miasma when rotting.
NOSTUCKINS Caste Weapons can't get stuck in the creature.
NOSTUN Caste 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 will die.
NOT_BUTCHERABLE Caste Corpses from this creature cannot be butchered. Does not prevent the creature from being slaughtered while alive, however.
NOT_LIVING Caste Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by vampires, mummies and inorganic creatures like the amethyst man and bronze colossus. Creatures who are [OPPOSED_TO_LIFE] (undead) will be docile towards creatures with this token.
NOTHOUGHT Caste Creature doesn't require a [THOUGHT] 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.
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O[edit]

Token Type Arguments Description
ODOR_LEVEL Caste
  • number
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).
ODOR_STRING Caste
  • string
What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.
OPPOSED_TO_LIFE Caste Is hostile to all creatures except undead and other non-living ones and will show Opposed to life in the unit list. Used by undead in the vanilla game. Functions without the [NOT_LIVING] 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.
ORIENTATION Caste
  • MALE/FEMALE
  • disinterested chance
  • casual chance
  • strong chance
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.
OUTSIDER_CONTROLLABLE Caste Lets you play as an outsider of this species in adventure mode.
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P[edit]

Token Type Arguments Description
PACK_ANIMAL Caste Allows the creature to be used as a pack animal. Used by 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 [COMMON_DOMESTIC].

Creatures with this tag but without [BENIGN], and/or with [LARGE_PREDATOR] leads to hauled items being dropped.

PARALYZEIMMUNE Caste The creature is immune to all paralyzing special attacks.
PATTERNFLIER Caste Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.
PCG_LAYERING Creature Adds a layer to the current [PROCEDURAL_CREATURE_GRAPHICS] definition.
PEARL Caste In earlier versions, creature would generate pearls. Does nothing in the current version.[Verify]
PENETRATEPOWER Caste
  • value
Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.

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.

PERSONALITY Caste
  • ATTRIBUTE
  • lowest
  • median
  • highest
Determines the range and chance of personality traits. Standard is 0:50:100. See personality traits for more info.
PET Caste Allows the creature to be 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 problems that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag.
PET_EXOTIC Caste Allows the creature to be 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 problems that entails. (Example).
PETVALUE Caste
  • value
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.
PETVALUE_DIVISOR Caste
  • value
Divides the creature's [PETVALUE] by the specified number. Used by honey bees to prevent a single hive from being worth a fortune.
PHYS_ATT_CAP_PERC Caste 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).
PHYS_ATT_RANGE Caste
  • ATTRIBUTE
  • lowest
  • lower
  • low
  • median
  • high
  • higher
  • highest
Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.
PHYS_ATT_RATES Caste
  • ATTRIBUTE Token
  • cost to improve
  • unused counter rate
  • rust counter rate
  • demotion counter rate
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.
PLUS_BP_GROUP Caste
  • BY_TYPE, BY_CATEGORY, or BY_TOKEN
  • body type, category, or token
Adds a body part group to selected body part group. Presumably used immediately after [SET_BP_GROUP].
PLUS_MATERIAL Creature
  • material
Adds a material to selected materials. Used immediately after [SELECT_MATERIAL].
POP_RATIO Caste
  • number (max 100000)
Weighted population of caste; Lower is rarer. Not to be confused with [FREQUENCY]. A weight of 0 will not prevent a caste from spawning.
POPULATION_NUMBER Creature
  • min
  • max
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.
POWER Caste 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 [CAN_SPEAK] to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. 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.).
PREFSTRING Creature
  • string
Sets what other creatures prefer about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.
PROCEDURAL_CREATURE_GRAPHICS Creature Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.
PROFESSION_NAME Creature The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use [CASTE_PROFESSION_NAME] instead.
PRONE_TO_RAGE Caste
  • Chance
Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.
PUS Caste The creature has pus. Specifies the stuff secreted by infected wounds.
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R[edit]

Token Type Arguments Description
RELSIZE Caste
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • body category, type, or token
  • Relsize
Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.
REMAINS Caste
  • singular
  • plural
What the creature's remains are called.
REMAINS_COLOR Caste What color the creature's remains are.
REMAINS_ON_VERMIN_BITE_DEATH Caste Goes with [VERMIN_BITE] and [DIE_WHEN_VERMIN_BITE], the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.
REMAINS_UNDETERMINED Caste Nothing.
REMOVE_MATERIAL Creature
  • material token
Removes a material from the creature.
REMOVE_TISSUE Creature
  • tissue token
Removes a tissue from the creature.
RETRACT_INTO_BP Caste
  • BY_TYPE, BY_CATEGORY or BY_TOKEN
  • body type, category, or token
  • Second person ("You") retract verb text
  • Third person ("The giant snail") retract verb text
  • Second person cancel retract text
  • Third person cancel retract text
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.

Second-person descriptions are used for adventurer mode natural ability. "<pro_pos>" can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.

Undead curled up creatures are buggy, specifically those that retract into their upper bodies: echidnas, hedgehogs and pangolins.Bug:11463Bug: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 [PREVENTS_PARENT_COLLAPSE]. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.

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 [HUNTS_VERMIN].
ROOT_AROUND Caste
  • BY_TYPE, BY_CATEGORY or BY_TOKEN
  • body type, category, or token
  • Second person ("You") verb text
  • Third person ("The hen") verb text
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:

[creature] [verb text] the [description of creature's location]

In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.

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S[edit]

Token Type Arguments Description
SAVAGE Creature The creature will only show up in "savage" biomes. Has no effect on cavern creatures. Cannot be combined with [GOOD] or [EVIL].
SECRETION Caste 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:
  • CONTINUOUS

Secretion occurs once every 40 ticks in fortress mode, and every tick in adventurer mode.

  • EXERTION

Secretion occurs continuously (at the rate described above) whilst the creature is at minimum Tired following physical exertion. Note that this cannot occur if the creature has [NOEXERT].

  • EXTREME_EMOTION

Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with [NOEMOTION].

SELECT_ADDITIONAL_CASTE Creature
  • <caste>
Adds an additional previously defined caste to the selection. Used after [SELECT_CASTE].
SELECT_CASTE Creature
  • <caste> or ALL
Selects a previously defined caste
SELECT_MATERIAL Creature Selects a locally defined material. Can be ALL.
SELECT_TISSUE Creature
  • tissue token
Selects a tissue for editing.
SEMIMEGABEAST Caste Essentially the same as [MEGABEAST], but more of them are created during worldgen. See the semi-megabeast page for details.
SENSE_CREATURE_CLASS Caste Gives the creature the ability to sense creatures belonging to the specified 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 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.
SET_BP_GROUP Caste
  • selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN
  • category, type, or token
Begins a selection of body parts.
SKILL_LEARN_RATE Caste The rate at which this creature learns this skill. Requires [CAN_LEARN] or [INTELLIGENT] to function.
SKILL_LEARN_RATES Caste
  • <percentage>
The rate at which this creature learns all skills. Requires [CAN_LEARN] or [INTELLIGENT] to function.
SKILL_RATE Caste
  • skill_token
  • <% of improvement points gained>
  • <unused counter rate>
  • <rust counter rate>
  • <demotion counter rate>
Like [SKILL_RATES], but applies to individual skills instead. Requires [CAN_LEARN] or [INTELLIGENT] to function.
SKILL_RATES Caste
  • <% of improvement points gained>
  • <unused counter rate>
  • <rust counter rate>
  • <demotion counter rate>
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.

Default is [SKILL_RATES:100:8:16:16]. Requires [CAN_LEARN] or [INTELLIGENT] to function.

SKILL_RUST_RATE Caste The rate at which this skill decays. Lower values cause the skill to decay faster. Requires [CAN_LEARN] or [INTELLIGENT] to function.
SKILL_RUST_RATES Caste
  • value
  • value
  • value
The rate at which all skills decay. Lower values cause the skills to decay faster. Requires [CAN_LEARN] or [INTELLIGENT] to function.
SLAIN_CASTE_SPEECH Caste Caste-specific [SLAIN_SPEECH].
SLAIN_SPEECH Creature Boasting speeches relating to killing this creature. Examples include text_dwarf.txt ([SLAIN_SPEECH:SLAIN_DWARF]) and text_elf.txt ([SLAIN_SPEECH:SLAIN_ELF]) in data\vanilla\vanilla_creatures\objects.
SLOW_LEARNER Caste Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].[Verify] Used by a number of 'primitive' creatures (like ogres, giants and troglodytes) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with [EVIL] will become servants of goblins in their civilizations, in the style of trolls.
SMALL_REMAINS Caste Creature leaves "remains" instead of a corpse. Used by vermin.
SMELL_TRIGGER Caste
  • value
Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.
SOLDIER_ALTTILE Creature
  • 'character' or tile number
If this creature is active in its civilization's military, it will blink between its default tile and this one.
SOUND Caste
  • Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)
  • Sound range (in tiles)
  • Sound delay (lower values = sound is produced more often)
  • VOCALIZATION or NONE (determines whether the sound requires breathing or not)
  • First-person description
  • Third-person description
  • Description when out of sight
Creature makes sounds periodically, which can be heard in Adventure mode.
  • First-person reads "You bark"
  • Third-person reads "The capybara barks"
  • Out of sight reads "You hear a loud bark"

with the text in bold being the description arguments of the token.

SOURCE_HFID Creature
  • Integer
Found on generated angels. 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.
SPECIFIC_FOOD Caste
  • PLANT or CREATURE
  • Plant/creature ID
Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as pandas and bamboo) will only eat that grass and nothing else, risking starvation if there's none available.
SPHERE Creature Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the creature's name.
SPOUSE_CONVERSION_TARGET Caste This creature can be converted by a night creature with [SPOUSE_CONVERTER].
SPOUSE_CONVERTER Caste If the creature has the [NIGHT_CREATURE_HUNTER] tag, it will kidnap [SPOUSE_CONVERSION_TARGET]s and transform them into the caste of its species with the [CONVERTED_SPOUSE] tag during worldgen. It may also start families this way.
SPREAD_EVIL_SPHERES_IF_RULER Caste If the creature rules over a site, it will cause the local landscape to be corrupted into evil surroundings associated with the creature's spheres. The creature must have at least one of the following spheres for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do. The last two get evil plants and evil animals sometimes. NIGHTMARES gets bogeymen. [4] Used by demons in the vanilla game.
STANCE_CLIMBER Caste Caste does not require [GRASP] body parts to climb -- it can climb with [STANCE] parts instead.
STANDARD_GRAZER Caste Acts as [GRAZER] 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.
STRANGE_MOODS Caste The creature will get strange moods in fortress mode and can produce artifacts.
SUPERNATURAL Caste Gives the creature knowledge of any secrets with [SUPERNATURAL_LEARNING_POSSIBLE] that match its spheres and also prevents it from becoming a vampire or werebeast. Other effects are unknown.
SWIMS_INNATE Caste The creature naturally knows how to swim perfectly and does not use the swimmer skill, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there.
SWIMS_LEARNED Caste The creature swims only as well as their present swimming skill allows them to.
SYNDROME_DILUTION_FACTOR Caste <syndrome identifier>:<percentage> 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.
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T[edit]

Token Type Arguments Description
TENDONS Caste The creature has tendons in its [CONNECTIVE_TISSUE_ANCHOR] tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.
THICKWEB Caste The creature's webs can catch larger creatures.
TISSUE Creature
  • name
Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.
TISSUE_LAYER Caste
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
  • LOCATION
Adds the tissue layer to wherever it is required.

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

TISSUE_LAYER_OVER Caste
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
  • LOCATION
Alias for TISSUE_LAYER
TISSUE_LAYER_UNDER Caste
  • BY_TYPE, BY_CATEGORY, BY_TOKEN
  • TYPE,CATEGORY, or TOKEN
  • TISSUE
Adds the tissue layer under a given part.

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:
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER]

TITAN Caste Found on titans. Cannot be specified in user-defined raws.
TRADE_CAPACITY Caste
  • number
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.
TRAINABLE Caste Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].
TRAINABLE_HUNTING Caste Can be trained as a hunting beast, increasing speed.
TRAINABLE_WAR Caste Can be trained as a war beast, increasing strength and endurance.
TRANCES Caste Allows the creature to go into martial trances. Used by dwarves in the vanilla game.
TRAPAVOID Caste The creature will never trigger traps it steps on. Used by a 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.
TRIGGERABLE_GROUP Creature
  • min
  • max
A large swarm of vermin can be disturbed, usually in adventurer mode.
TSU_NOUN Caste
  • noun
  • SINGULAR or PLURAL
Noun for the [TISSUE_STYLE_UNIT], used in the description of the tissue layer's style.
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U[edit]

Token Type Arguments Description
UBIQUITOUS Creature Creature will occur in every region with the correct biome. Does not apply to [EVIL]/[GOOD] tags. Supersedes [FREQUENCY] for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects [FREQUENCY] for the frequency of unit cluster spawns being of this species.
UNDERGROUND_DEPTH Creature
  • mindepth
  • maxdepth
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. Demons use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons, but without [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.
UNDERSWIM Caste The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.
UNIQUE_DEMON Caste Found on generated demons; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.
USE_CASTE Creature
  • new caste token
  • old caste token
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: "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."

Roostre: "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." 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.

USE_MATERIAL Creature
  • new material ID
  • old material ID
Defines a new local creature material and populates it with all properties defined in the specified local creature material.
USE_MATERIAL_TEMPLATE Creature
  • new material token
  • material template
Defines a new local creature material and populates it with all properties defined in the specified template. There seems to be a limit of 200 materials per creature.
USE_TISSUE Creature
  • new tissue token
  • old tissue id
Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.
USE_TISSUE_TEMPLATE Creature
  • new tissue token
  • tissue template
Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt.
UTTERANCES Creature Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a [SKULKING] civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.
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V[edit]

Token Type Arguments Description
VEGETATION Caste Like [AT_PEACE_WITH_WILDLIFE], but also makes the creature more valued in artwork by civilisations with the PLANT sphere. [5] Used by grimelings in the vanilla game.
VERMIN_BITE Caste Enables vermin to bite other creatures, injecting the specified material. See [SPECIALATTACK_INJECT_EXTRACT] for details about injection - this token presumably works in a similar manner.[Verify]
VERMIN_EATER Creature The vermin creature will attempt to eat exposed food. See [PENETRATEPOWER]. Distinct from [VERMIN_ROTTER].
VERMIN_FISH Creature The vermin appears in water and will attempt to swim around.
VERMIN_GROUNDER Creature The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).
VERMIN_HATEABLE Caste Some dwarves will hate the creature and get unhappy thoughts when around it. See the list of hateable vermin for details.
VERMIN_MICRO Caste This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).
VERMIN_NOFISH Caste The creature cannot be caught by fishing.
VERMIN_NOROAM Caste The creature will not be observed randomly roaming about the map.
VERMIN_NOTRAP Caste The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around.
VERMIN_ROTTER Creature 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]
VERMIN_SOIL Creature The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the [ROOT_AROUND] interaction such as geese and chickens. Dwarves will ignore the creature when given the "Capture live land animal" task.
VERMIN_SOIL_COLONY Creature The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.
VERMINHUNTER Caste Old shorthand for "does cat stuff". Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].
VESPERTINE Caste When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.
VIEWRANGE Caste
  • value
Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.
VISION_ARC Caste
  • binocular vision arc
  • non-binocular vision arc
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.
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W[edit]

Token Type Arguments Description
WAGON_PULLER Caste Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.
WEBBER Caste Allows the creature to create webs, and defines what the webs are made of.
WEBIMMUNE Caste The creature will not get caught in thick webs. Used by creatures who can shoot thick webs (such as giant cave spiders) in order to make them immune to their own attacks.

Attack Tokens[edit]

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.

Part type token Arguments Description
BODYPART
  • BY_TYPE/BY_TOKEN/BY_CATEGORY
  • type/token/category
This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.
TISSUE_LAYER
  • BY_TYPE/BY_TOKEN/BY_CATEGORY
  • type/token/category
  • tissue layer
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.
CHILD_BODYPART_GROUP
  • BY_TYPE/BY_TOKEN/BY_CATEGORY
  • type/token/category
  • BY_TYPE/BY_TOKEN/BY_CATEGORY
  • type/token/category
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).
CHILD_TISSUE_LAYER_GROUP
  • BY_TYPE/BY_TOKEN/BY_CATEGORY
  • type/token/category
  • BY_TYPE/BY_TOKEN/BY_CATEGORY
  • type/token/category
  • tissue layer
As CHILD_BODYPART_GROUP, but specifying a tissue, too.
Token Type Arguments Description
ATTACK_SKILL Caste Defines the skill used by the attack.
ATTACK_VERB Caste
  • 2nd person
  • 3rd person
Descriptive text for the attack.
ATTACK_CONTACT_PERC Caste
  • % value
The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.
ATTACK_PENETRATION_PERC Caste
  • % value
The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.
ATTACK_PRIORITY Caste
  • MAIN or SECOND
Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.
ATTACK_VELOCITY_MODIFIER Caste
  • number
The velocity multiplier of the attack, multiplied by 1000.
ATTACK_FLAG_CANLATCH Caste Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the "shake around" wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.
ATTACK_FLAG_WITH Caste Displays the name of the body part used to perform an attack while announcing it, e.g. "The weaver punches the bugbat with his right hand".
ATTACK_FLAG_EDGE Caste The attack is edged, with all the effects on physical resistance and contact area that it entails.
ATTACK_PREPARE_AND_RECOVER Caste
  • Preparation time
  • Recovery time
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.
ATTACK_FLAG_BAD_MULTIATTACK Caste Multiple strikes with this attack cannot be performed effectively.
ATTACK_FLAG_INDEPENDENT_MULTIATTACK Caste Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.
SPECIALATTACK_INJECT_EXTRACT Caste 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 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 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 [SYN_INJECTED] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [ENTERS_BLOOD] token, the attacked bodypart has no [VASCULAR] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead.
SPECIALATTACK_INTERACTION Caste
  • interaction
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.
SPECIALATTACK_SUCK_BLOOD Caste
  • min
  • max
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.

Tissue Layer Tokens[edit]

Tissue layers are added to a creature's body parts by the creature tokens TISSUE_LAYER, TISSUE_LAYER_OVER, TISSUE_LAYER_UNDER, and the body detail plan token TL_LAYERS.

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 "actual" 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.

Some tissue layer tokens are analogous to tissue definition tokens, e.g. TL_CONNECTS to CONNECTS.

Token Type Arguments Description
SELECT_TISSUE_LAYER Caste
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token | Selects a tissue at a location
  • (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.
Begins a selection of tissue layers.

[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]

PLUS_TISSUE_LAYER Caste
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
Adds tissue layers to those selected.
SET_TL_GROUP Caste
  • TISSUE
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
  • tissue
Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes.

Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as "functional" 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.

PLUS_TL_GROUP Caste
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • Location - category, type, or token
  • tissue
Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.
SET_LAYER_TISSUE Caste
  • TISSUE
Sets a selected tissue layer to be made of a different tissue.
SHEARABLE_TISSUE_LAYER Caste
  • tissue modifier
  • required value
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).
TISSUE_LAYER_APPEARANCE_MODIFIER Caste
  • QUALITY
  • lowest
  • lower
  • low
  • median
  • high
  • higher
  • highest
Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY
TISSUE_STYLE_UNIT Caste
  • tissue style unit ID
  • shaping
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.
TL_COLOR_MODIFIER Caste
  • COLOR
  • freq
  • COLOR
  • freq etc.
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 "transparent".
TLCM_GENETIC_MODEL Caste The way the color modifier is passed on to offspring. May or may not work right now.[Verify]
TLCM_IMPORTANCE Caste
  • number
Presumably modifies the importance of the tissue layer color modifier, for description purposes.

HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.

TLCM_NOUN Caste
  • name
  • SINGULAR or PLURAL
Names the tissue layer color modifier, and determines the noun. Also used by Stonesense for colouring body parts.
TLCM_TIMING Caste
  • ROOT
  • start change window years
  • days
  • end change window years
  • days
Determines the point in the creature's life when the color change begins and ends.
TL_CONNECTS Caste Gives the CONNECTS attribute to selected layers.
TL_HEALING_RATE Caste
  • value
Changes the HEALING_RATE of the selected tissue layers.
TL_MAJOR_ARTERIES Caste Gives the "major arteries" attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.
TL_PAIN_RECEPTORS Caste
  • value
Changes the number of pain receptors for selected tissue layers.
TL_RELATIVE_THICKNESS Caste
  • value
Changes the relative thickness for selected tissue layers.
TL_VASCULAR Caste
  • value
Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.

See Also[edit]