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Difference between revisions of "Tissue definition token"

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{{Quality|Superior|12:23, 18 May 2015 (UTC)}}
+
{{Quality|Superior}}
 
{{av}}
 
{{av}}
 +
{{Modding}}
  
 
__TOC__
 
__TOC__
 +
{{clear}}
  
 +
==Tokens==
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#999999"
 
|- bgcolor="#999999"
Line 11: Line 14:
  
 
|-
 
|-
| TISSUE_NAME
+
| {{text anchor|TISSUE_NAME}}
 
|
 
|
 
*name
 
*name
*value
+
*plural
|name = name.
+
|plural can alternatively be NP (No Plural) or STP (Standard Plural, adds an 's' on the end).
value = plural name, NP (No Plural) or STP (Standard Plural, adds an 's' on the end).
 
  
 
|-
 
|-
| TISSUE_MATERIAL
+
| {{text anchor|TISSUE_MATERIAL}}
 
|  
 
|  
 
* [[material token]]
 
* [[material token]]
Line 25: Line 27:
  
 
|-
 
|-
| RELATIVE_THICKNESS
+
| {{text anchor|RELATIVE_THICKNESS}}
 
|  
 
|  
 
*value
 
*value
Line 31: Line 33:
  
 
|-
 
|-
| HEALING_RATE
+
| {{text anchor|HEALING_RATE}}
 
|  
 
|  
 
*value
 
*value
Line 37: Line 39:
  
 
|-
 
|-
| VASCULAR
+
| {{text anchor|VASCULAR}}
 
|  
 
|  
 
*value
 
*value
| Related to how much said tissue bleeds. Higher = More bleeding<br>
+
| Related to how much said tissue bleeds. Higher = More bleeding (Which is why the heart has the highest value.)
(Which is why the heart has the highest value.)
 
  
 
|-
 
|-
| PAIN_RECEPTORS
+
| {{text anchor|PAIN_RECEPTORS}}
 
|  
 
|  
 
*value
 
*value
| Related to how much pain your character will suffer when said tissue is damaged. Higher = More pain when damaged<br>
+
| Related to how much pain your character will suffer when said tissue is damaged. Higher = More pain when damaged (Which is why the bone tissue has a much higher value than other tissues. A broken bone hurts a lot more than a flesh cut.)
(Which is why the bone tissue has a much higher value than other tissues. A broken bone hurts a lot more than a cut.)
 
  
 
|-
 
|-
| THICKENS_ON_STRENGTH
+
| {{text anchor|THICKENS_ON_STRENGTH}}
| N/A
+
|
 
| The thickness of the tissue increases when character strength increases.
 
| The thickness of the tissue increases when character strength increases.
  
 
|-
 
|-
| THICKENS_ON_ENERGY_STORAGE
+
| {{text anchor|THICKENS_ON_ENERGY_STORAGE}}
| N/A
+
|
 
| Thickness of said tissue increases when the character eats and doesn't exercise sufficiently.
 
| Thickness of said tissue increases when the character eats and doesn't exercise sufficiently.
  
 
|-
 
|-
| ARTERIES
+
| {{text anchor|ARTERIES}}
| N/A
+
|
 
| The tissue contains arteries. Edged attacks have the chance to break an artery, increasing blood loss.
 
| The tissue contains arteries. Edged attacks have the chance to break an artery, increasing blood loss.
  
 
|-
 
|-
| SCARS
+
| {{text anchor|SCARS}}
| N/A
+
|
| Simply whether or not the tissue will be scarred once healed.
+
| Simply, whether or not the tissue will be scarred once healed.
  
 
|-
 
|-
| STRUCTURAL
+
| {{text anchor|STRUCTURAL}}
| N/A
+
|
 
| Holds the body part together. A cut or a fracture disables the body part it's in.
 
| Holds the body part together. A cut or a fracture disables the body part it's in.
  
 
|-
 
|-
| CONNECTIVE_TISSUE_ANCHOR
+
| {{text anchor|CONNECTIVE_TISSUE_ANCHOR}}
| N/A
+
|
 
| Any ligaments or tendons are part of this tissue. Vulnerable to edged attacks, damage disables the limb.
 
| Any ligaments or tendons are part of this tissue. Vulnerable to edged attacks, damage disables the limb.
  
 
|-
 
|-
| SETTABLE
+
| {{text anchor|SETTABLE}}
| N/A
+
|
| The tissue will not heal/heals slower until it is set by a bone doctor.
+
| The tissue will not heal, or heals slower, until it is set by a bone doctor.
  
 
|-
 
|-
| SPLINTABLE
+
| {{text anchor|SPLINTABLE}}
| N/A
+
|
 
| The broken tissue can be fixed with a cast or a splint to restore function while it heals.
 
| The broken tissue can be fixed with a cast or a splint to restore function while it heals.
  
 
|-
 
|-
| FUNCTIONAL
+
| {{text anchor|FUNCTIONAL}}
| N/A
+
|
 
| The tissue performs some sort of special function (e.g. sight, hearing, breathing, etc.)  An organ with such a function will stop working if a sufficient amount of damage is sustained by its FUNCTIONAL tissues. If an organ has no FUNCTIONAL tissues, it will stop working only if it is severed or destroyed entirely by heat or cold.
 
| The tissue performs some sort of special function (e.g. sight, hearing, breathing, etc.)  An organ with such a function will stop working if a sufficient amount of damage is sustained by its FUNCTIONAL tissues. If an organ has no FUNCTIONAL tissues, it will stop working only if it is severed or destroyed entirely by heat or cold.
  
 
|-
 
|-
| NERVOUS
+
| {{text anchor|NERVOUS}}
| N/A
+
|
| Unknown - not used.
+
| Nervous function - not used. This token is used in [[Body_token#NERVOUS|[OBJECT:BODY]]] tokens.
  
 
|-
 
|-
| THOUGHT
+
| {{text anchor|THOUGHT}}
| N/A
+
|
 
| If a creature has no functioning parts with the THOUGHT token, it will be unable to move or breathe.  NO_THOUGHT_CENTER_FOR_MOVEMENT bypasses this limitation.
 
| If a creature has no functioning parts with the THOUGHT token, it will be unable to move or breathe.  NO_THOUGHT_CENTER_FOR_MOVEMENT bypasses this limitation.
  
 
|-
 
|-
| MUSCULAR
+
| {{text anchor|MUSCULAR}}
| N/A
+
|
 
| Seems to affect where sensory or motor nerves are located, and whether damage to this tissue will render a limb useless.
 
| Seems to affect where sensory or motor nerves are located, and whether damage to this tissue will render a limb useless.
  
 
|-
 
|-
| SMELL
+
| {{text anchor|SMELL}}
| N/A
+
|
| Unknown - not used.
+
| Used to smell - not used. This token is used in [[Body_token#SMELL|[OBJECT:BODY]]] tokens.
  
 
|-
 
|-
| HEAR
+
| {{text anchor|HEAR}}
| N/A
+
|
| Unknown - not used.
+
| Used to hearing - not used. This token is used in [[Body_token#HEAR|[OBJECT:BODY]]] tokens.
  
 
|-
 
|-
| FLIGHT
+
| {{text anchor|FLIGHT}}
| N/A
+
|
| Unknown - not used.
+
| Unknown - not used. Most likely related to flying, see [[Body_token#FLIER|[FLIER] in [OBJECT:BODY]]].  
  
 
|-
 
|-
| BREATHE
+
| {{text anchor|BREATHE}}
| N/A
+
|
| Unknown - not used.
+
| Used to breathing - not used. This token is used in [[Body_token#BREATHE|[OBJECT:BODY]]] tokens.
  
 
|-
 
|-
| SIGHT
+
| {{text anchor|SIGHT}}
| N/A
+
|
| Unknown - not used.
+
| Used to seeing - not used. This token is used in [[Body_token#SIGHT|[OBJECT:BODY]]] tokens.
  
 
|-
 
|-
| CONNECTS
+
| {{text anchor|CONNECTS}}
| N/A
+
|
 
| Holds body parts together.  A body part will not be severed unless all of its component tissues with the CONNECTS tag are severed.
 
| Holds body parts together.  A body part will not be severed unless all of its component tissues with the CONNECTS tag are severed.
  
 
|-
 
|-
| MAJOR_ARTERIES
+
| {{text anchor|MAJOR_ARTERIES}}
| N/A
+
|
 
| Causes tissue to sometimes severely bleed when damaged.  This is independent of its VASCULAR value.
 
| Causes tissue to sometimes severely bleed when damaged.  This is independent of its VASCULAR value.
  
 
|-
 
|-
| INSULATION
+
| {{text anchor|INSULATION}}
 
|  
 
|  
 
*value
 
*value
Line 152: Line 152:
  
 
|-
 
|-
| COSMETIC
+
| {{text anchor|COSMETIC}}
| N/A
+
|
 
| ?
 
| ?
  
 
|-
 
|-
| STYLEABLE
+
| {{text anchor|STYLEABLE}}
| N/A
+
|
 
| The tissue can be styled as per a tissue style (defined in an [[Entity_token|entity]] entry)
 
| The tissue can be styled as per a tissue style (defined in an [[Entity_token|entity]] entry)
  
 
|-
 
|-
| TISSUE_SHAPE
+
| {{text anchor|TISSUE_SHAPE}}
 
|  
 
|  
 
*value
 
*value
Line 169: Line 169:
 
:Regular layer tissue.
 
:Regular layer tissue.
 
;STRANDS
 
;STRANDS
:Can be spun into thread at farmer's workshop. Edge attacks will pass right through the tissue.
+
:Can be spun into thread at a farmer's workshop. Edge attacks will pass right through the tissue.
 
;FEATHERS
 
;FEATHERS
 
:Edge attacks will pass right through the tissue.
 
:Edge attacks will pass right through the tissue.
Line 178: Line 178:
  
 
|-
 
|-
| SUBORDINATE_TO_TISSUE
+
| {{text anchor|SUBORDINATE_TO_TISSUE}}
 
|  
 
|  
 
*value
 
*value
| Tissue is implicitly attached to another tissue and will fall off that tissue layer is destroyed. Used for hair and feathers, which are subordinate to skin.
+
| Tissue is implicitly attached to another tissue and will fall off if that tissue layer is destroyed. Used for hair and feathers, which are subordinate to skin.
  
 
|-
 
|-
| TISSUE_MAT_STATE
+
| {{text anchor|TISSUE_MAT_STATE}}
 
|
 
|
 
*SOLID, SOLID_POWDER, LIQUID, or GAS<br>
 
*SOLID, SOLID_POWDER, LIQUID, or GAS<br>
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|-
 
|-
| TISSUE_LEAKS
+
| {{text anchor|TISSUE_LEAKS}}
| N/A
+
|
 
| The selected tissue leaks out of the creature when the layers above it are pierced.
 
| The selected tissue leaks out of the creature when the layers above it are pierced.
 +
|}
  
|}
+
== Tissue layer tokens ==
  
==Tissue Layer Tokens==
 
 
These are used in creature raws to override the above for whatever reason.
 
These are used in creature raws to override the above for whatever reason.
 +
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"
Line 206: Line 207:
  
 
|-
 
|-
|SET_LAYER_TISSUE
+
| {{text anchor|SET_LAYER_TISSUE}}
 
|
 
|
 
* tissue
 
* tissue
Line 212: Line 213:
  
 
|-
 
|-
|TL_RELATIVE_THICKNESS
+
| {{text anchor|TL_RELATIVE_THICKNESS}}
 
|
 
|
 
* value
 
* value
Line 218: Line 219:
  
 
|-
 
|-
|TL_CONNECTS
+
| {{text anchor|TL_CONNECTS}}
 
|
 
|
 
| Gives the CONNECTS attribute to selected layers.
 
| Gives the CONNECTS attribute to selected layers.
  
 
|-
 
|-
|TL_MAJOR_ARTERIES
+
| {{text anchor|TL_MAJOR_ARTERIES}}
 
|
 
|
 
| Gives Major Artery attribute to selected layers.
 
| Gives Major Artery attribute to selected layers.
  
 
|-
 
|-
|TL_HEALING_RATE
+
| {{text anchor|TL_HEALING_RATE}}
 
|
 
|
 
* value
 
* value
Line 234: Line 235:
  
 
|-
 
|-
|TL_VASCULAR
+
| {{text anchor|TL_VASCULAR}}
 
|
 
|
| Sets a new a VASCULAR value (which modulates bleeding) for selected tissue layers.
+
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.
  
 
|-
 
|-
|TL_PAIN_RECEPTORS
+
| {{text anchor|TL_PAIN_RECEPTORS}}
 
|
 
|
 
| Sets a new number of pain receptors for selected tissue layers.
 
| Sets a new number of pain receptors for selected tissue layers.
 +
|}
  
|}
+
== Default tissues ==
  
==Defaults==
+
=== Values ===
Default values (as of 0.43.05):
 
  
 
{| {{prettytable}}  style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; font-size: 70%;"
 
{| {{prettytable}}  style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; font-size: 70%;"
Line 329: Line 330:
 
|}
 
|}
  
Default flags (as of 0.43.05):
+
=== Flags ===
  
 
{| {{prettytable}}  style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; font-size: 70%;"
 
{| {{prettytable}}  style="margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; font-size: 70%;"
Line 339: Line 340:
 
| FAT_TEMPLATE || X || || || X || ||  || || || X || || || ||  
 
| FAT_TEMPLATE || X || || || X || ||  || || || X || || || ||  
 
|-
 
|-
| MUSCLE_TEMPLATE || || X || X || X || X || || || || X || || ||  
+
| MUSCLE_TEMPLATE || || X || X || X || X || || || || X || || || ||  
 
|-
 
|-
 
| BONE_TEMPLATE || || || || || || || X || X || X || X || X  || ||  
 
| BONE_TEMPLATE || || || || || || || X || X || X || X || X  || ||  
Line 365: Line 366:
 
| EYELASH_TEMPLATE || || || || || || || || || || || || X || X  
 
| EYELASH_TEMPLATE || || || || || || || || || || || || X || X  
 
|-
 
|-
| FEATHER_TEMPLATE || || || || || || || || || || || ||  
+
| FEATHER_TEMPLATE || || || || || || || || || || || || ||  
 
|-
 
|-
 
| SCALE_TEMPLATE || || || || X || || || || || X || || || ||  
 
| SCALE_TEMPLATE || || || || X || || || || || X || || || ||  
Line 408: Line 409:
 
|-
 
|-
 
| SPONGE_TEMPLATE || || || || X || || || || || X || || || ||  
 
| SPONGE_TEMPLATE || || || || X || || || || || X || || || ||  
 
 
|- bgcolor="#999999"  style="font-size: 70%;"
 
|- bgcolor="#999999"  style="font-size: 70%;"
 
! style="font-size: 150%;"| TISSUE_TEMPLATE !! THICKENS_ON_ENERGY_STORAGE !! THICKENS_ON_STRENGTH !! ARTERIES !! SCARS !! MUSCULAR !! FUNCTIONAL !!  STRUCTURAL !! CONNECTIVE_TISSUE_ANCHOR !! CONNECTS !! SETTABLE !! SPLINTABLE !! COSMETIC !! STYLEABLE  
 
! style="font-size: 150%;"| TISSUE_TEMPLATE !! THICKENS_ON_ENERGY_STORAGE !! THICKENS_ON_STRENGTH !! ARTERIES !! SCARS !! MUSCULAR !! FUNCTIONAL !!  STRUCTURAL !! CONNECTIVE_TISSUE_ANCHOR !! CONNECTS !! SETTABLE !! SPLINTABLE !! COSMETIC !! STYLEABLE  
 
|}
 
|}
  
==See Also==
+
==See also==
*[[Material definition token]]
+
* [[Material definition token]]
  
 
{{Category|Modding}}
 
{{Category|Modding}}
 
{{Category|Tokens}}
 
{{Category|Tokens}}
 +
[[ru:Tissue definition token]]

Latest revision as of 16:21, 2 April 2024

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


Tokens[edit]

Token Arguments Description
TISSUE_NAME
  • name
  • plural
plural can alternatively be NP (No Plural) or STP (Standard Plural, adds an 's' on the end).
TISSUE_MATERIAL Defines the tissue material.
RELATIVE_THICKNESS
  • value
The relative thickness of the tissue. A higher thickness is harder to penetrate, but raising a tissue's relative thickness decreases the thickness of all other tissues.
HEALING_RATE
  • value
Lower is faster. Omitting the token will result in a tissue that never heals.
VASCULAR
  • value
Related to how much said tissue bleeds. Higher = More bleeding (Which is why the heart has the highest value.)
PAIN_RECEPTORS
  • value
Related to how much pain your character will suffer when said tissue is damaged. Higher = More pain when damaged (Which is why the bone tissue has a much higher value than other tissues. A broken bone hurts a lot more than a flesh cut.)
THICKENS_ON_STRENGTH The thickness of the tissue increases when character strength increases.
THICKENS_ON_ENERGY_STORAGE Thickness of said tissue increases when the character eats and doesn't exercise sufficiently.
ARTERIES The tissue contains arteries. Edged attacks have the chance to break an artery, increasing blood loss.
SCARS Simply, whether or not the tissue will be scarred once healed.
STRUCTURAL Holds the body part together. A cut or a fracture disables the body part it's in.
CONNECTIVE_TISSUE_ANCHOR Any ligaments or tendons are part of this tissue. Vulnerable to edged attacks, damage disables the limb.
SETTABLE The tissue will not heal, or heals slower, until it is set by a bone doctor.
SPLINTABLE The broken tissue can be fixed with a cast or a splint to restore function while it heals.
FUNCTIONAL The tissue performs some sort of special function (e.g. sight, hearing, breathing, etc.) An organ with such a function will stop working if a sufficient amount of damage is sustained by its FUNCTIONAL tissues. If an organ has no FUNCTIONAL tissues, it will stop working only if it is severed or destroyed entirely by heat or cold.
NERVOUS Nervous function - not used. This token is used in [OBJECT:BODY] tokens.
THOUGHT If a creature has no functioning parts with the THOUGHT token, it will be unable to move or breathe. NO_THOUGHT_CENTER_FOR_MOVEMENT bypasses this limitation.
MUSCULAR Seems to affect where sensory or motor nerves are located, and whether damage to this tissue will render a limb useless.
SMELL Used to smell - not used. This token is used in [OBJECT:BODY] tokens.
HEAR Used to hearing - not used. This token is used in [OBJECT:BODY] tokens.
FLIGHT Unknown - not used. Most likely related to flying, see [FLIER] in [OBJECT:BODY].
BREATHE Used to breathing - not used. This token is used in [OBJECT:BODY] tokens.
SIGHT Used to seeing - not used. This token is used in [OBJECT:BODY] tokens.
CONNECTS Holds body parts together. A body part will not be severed unless all of its component tissues with the CONNECTS tag are severed.
MAJOR_ARTERIES Causes tissue to sometimes severely bleed when damaged. This is independent of its VASCULAR value.
INSULATION
  • value
Tissue supplies the creature with heat insulation. Higher values result in more insulation.
COSMETIC ?
STYLEABLE The tissue can be styled as per a tissue style (defined in an entity entry)
TISSUE_SHAPE
  • value
Value can be one of the following:
LAYER
Regular layer tissue.
STRANDS
Can be spun into thread at a farmer's workshop. Edge attacks will pass right through the tissue.
FEATHERS
Edge attacks will pass right through the tissue.
SCALES
?
CUSTOM
?
SUBORDINATE_TO_TISSUE
  • value
Tissue is implicitly attached to another tissue and will fall off if that tissue layer is destroyed. Used for hair and feathers, which are subordinate to skin.
TISSUE_MAT_STATE
  • SOLID, SOLID_POWDER, LIQUID, or GAS

(possibly others, as well. Needs testing.)

Sets/forces a default material state for the selected tissue.
TISSUE_LEAKS The selected tissue leaks out of the creature when the layers above it are pierced.

Tissue layer tokens[edit]

These are used in creature raws to override the above for whatever reason.

Token Arguments Description
SET_LAYER_TISSUE
  • tissue
Sets a tissue layer to be made of a different tissue.
TL_RELATIVE_THICKNESS
  • value
Sets a new relative thickness for selected tissue layers.
TL_CONNECTS Gives the CONNECTS attribute to selected layers.
TL_MAJOR_ARTERIES Gives Major Artery attribute to selected layers.
TL_HEALING_RATE
  • value
Sets a new HEALING_RATE of the selected tissue layers.
TL_VASCULAR Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.
TL_PAIN_RECEPTORS Sets a new number of pain receptors for selected tissue layers.

Default tissues[edit]

Values[edit]

TISSUE_TEMPLATE TISSUE_NAME TISSUE_MATERIAL TISSUE_MAT_STATE RELATIVE_THICKNESS HEALING_RATE VASCULAR PAIN_RECEPTORS SUBORDINATE_TO_TISSUE INSULATION TISSUE_SHAPE
SKIN_TEMPLATE skin:NP LOCAL_CREATURE_MAT:SKIN 1 100 1 5 LAYER
FAT_TEMPLATE fat:NP LOCAL_CREATURE_MAT:FAT 1 100 3 5 100 LAYER
MUSCLE_TEMPLATE muscle:muscles LOCAL_CREATURE_MAT:MUSCLE 3 100 5 5 LAYER
BONE_TEMPLATE bone:NP LOCAL_CREATURE_MAT:BONE 2 1000 3 50 LAYER
SHELL_TEMPLATE shell:NP LOCAL_CREATURE_MAT:SHELL 2 1000 LAYER
HORN_TEMPLATE horn:NP LOCAL_CREATURE_MAT:HORN 2 LAYER
HOOF_TEMPLATE hoof:NP LOCAL_CREATURE_MAT:HOOF 2 LAYER
CARTILAGE_TEMPLATE cartilage:NP LOCAL_CREATURE_MAT:CARTILAGE 2 LAYER
HAIR_TEMPLATE hair:NP LOCAL_CREATURE_MAT:HAIR 1 SKIN 100 STRANDS
CHEEK_WHISKERS_TEMPLATE cheek whisker:STP LOCAL_CREATURE_MAT:HAIR 2 SKIN STRANDS
CHIN_WHISKERS_TEMPLATE chin whisker:STP LOCAL_CREATURE_MAT:HAIR 2 SKIN STRANDS
MOUSTACHE_TEMPLATE moustache:NP LOCAL_CREATURE_MAT:HAIR 2 SKIN STRANDS
SIDEBURNS_TEMPLATE sideburns:NP LOCAL_CREATURE_MAT:HAIR 2 SKIN STRANDS
EYEBROW_TEMPLATE eyebrow:NP LOCAL_CREATURE_MAT:HAIR 2 SKIN STRANDS
EYELASH_TEMPLATE eyelash:eyelashes LOCAL_CREATURE_MAT:HAIR 2 SKIN STRANDS
FEATHER_TEMPLATE feather:STP LOCAL_CREATURE_MAT:FEATHER 2 SKIN 100 FEATHERS
SCALE_TEMPLATE scale:STP LOCAL_CREATURE_MAT:SCALE 1 100 1 5 SCALES
NAIL_TEMPLATE nail:NP LOCAL_CREATURE_MAT:NAIL 2 LAYER
CLAW_TEMPLATE claw:NP LOCAL_CREATURE_MAT:CLAW 2 LAYER
TALON_TEMPLATE talon:NP LOCAL_CREATURE_MAT:TALON 2 LAYER
TOOTH_TEMPLATE tooth:NP LOCAL_CREATURE_MAT:TOOTH 2 LAYER
IVORY_TEMPLATE ivory:NP LOCAL_CREATURE_MAT:IVORY 2 LAYER
EYE_TEMPLATE eye tissue:NP LOCAL_CREATURE_MAT:EYE 1 100 3 5 LAYER
NERVE_TEMPLATE nervous tissue:NP LOCAL_CREATURE_MAT:NERVE 1 3 LAYER
BRAIN_TEMPLATE brain tissue:NP LOCAL_CREATURE_MAT:BRAIN 1 3 LAYER
LUNG_TEMPLATE lung tissue:NP LOCAL_CREATURE_MAT:LUNG 1 100 8 5 LAYER
HEART_TEMPLATE heart tissue:NP LOCAL_CREATURE_MAT:HEART 1 100 10 5 LAYER
LIVER_TEMPLATE liver tissue:NP LOCAL_CREATURE_MAT:LIVER 1 100 8 5 LAYER
GUT_TEMPLATE gut:NP LOCAL_CREATURE_MAT:GUT 1 100 3 5 LAYER
STOMACH_TEMPLATE stomach tissue:NP LOCAL_CREATURE_MAT:STOMACH 1 100 3 5 LAYER
PANCREAS_TEMPLATE pancreatic tissue:NP LOCAL_CREATURE_MAT:PANCREAS 1 100 3 5 LAYER
SPLEEN_TEMPLATE spleen tissue:NP LOCAL_CREATURE_MAT:SPLEEN 1 100 5 5 LAYER
KIDNEY_TEMPLATE kidney tissue:NP LOCAL_CREATURE_MAT:KIDNEY 1 100 8 5 LAYER
FLAME_TEMPLATE flames:NP LOCAL_CREATURE_MAT:FLAME GAS 1 LAYER
CHITIN_TEMPLATE chitin:NP LOCAL_CREATURE_MAT:CHITIN 1 100 1 5 LAYER
SPINE_TEMPLATE spine:NP LOCAL_CREATURE_MAT:SPINE 2 LAYER
SPONGE_TEMPLATE sponge:NP LOCAL_CREATURE_MAT:SPONGE 1 100 3 5 100 LAYER
TISSUE_TEMPLATE TISSUE_NAME TISSUE_MATERIAL TISSUE_MAT_STATE RELATIVE_THICKNESS HEALING_RATE VASCULAR PAIN_RECEPTORS SUBORDINATE_TO_TISSUE INSULATION TISSUE_SHAPE

Flags[edit]

TISSUE_TEMPLATE THICKENS_ON_ENERGY_STORAGE THICKENS_ON_STRENGTH ARTERIES SCARS MUSCULAR FUNCTIONAL STRUCTURAL CONNECTIVE_TISSUE_ANCHOR CONNECTS SETTABLE SPLINTABLE COSMETIC STYLEABLE
SKIN_TEMPLATE X X
FAT_TEMPLATE X X X
MUSCLE_TEMPLATE X X X X X
BONE_TEMPLATE X X X X X
SHELL_TEMPLATE X X X X
HORN_TEMPLATE X X
HOOF_TEMPLATE X X
CARTILAGE_TEMPLATE X X
HAIR_TEMPLATE X X
CHEEK_WHISKERS_TEMPLATE X X
CHIN_WHISKERS_TEMPLATE X X
MOUSTACHE_TEMPLATE X X
SIDEBURNS_TEMPLATE X X
EYEBROW_TEMPLATE X X
EYELASH_TEMPLATE X X
FEATHER_TEMPLATE
SCALE_TEMPLATE X X
NAIL_TEMPLATE X X
CLAW_TEMPLATE X X
TALON_TEMPLATE X X
TOOTH_TEMPLATE X X
IVORY_TEMPLATE X X
EYE_TEMPLATE X X X X
NERVE_TEMPLATE X X X
BRAIN_TEMPLATE X X X X
LUNG_TEMPLATE X X X X
HEART_TEMPLATE X X X X
LIVER_TEMPLATE X X X X
GUT_TEMPLATE X X X X
STOMACH_TEMPLATE X X X X
PANCREAS_TEMPLATE X X X X
SPLEEN_TEMPLATE X X X X
KIDNEY_TEMPLATE X X X X
FLAME_TEMPLATE X X X X
CHITIN_TEMPLATE X X X X X X
SPINE_TEMPLATE X X
SPONGE_TEMPLATE X X
TISSUE_TEMPLATE THICKENS_ON_ENERGY_STORAGE THICKENS_ON_STRENGTH ARTERIES SCARS MUSCULAR FUNCTIONAL STRUCTURAL CONNECTIVE_TISSUE_ANCHOR CONNECTS SETTABLE SPLINTABLE COSMETIC STYLEABLE

See also[edit]