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Difference between revisions of "Creature token"

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{{Quality|Unrated}}
+
{{Quality|Exceptional}}
 
{{av}}
 
{{av}}
 
{{Modding}}
 
{{Modding}}
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Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.
 
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.
  
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)
+
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 caste respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguishes tokens that can be applied to creature only, caste only, and both ('creature', 'CASTE-only', and 'CASTE' respectively)
  
 
__NOTOC__  
 
__NOTOC__  
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| Caste
 
| 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 [[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".
+
| Prevents the 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
 
|   
 
|   
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}
+
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| 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}}
+
| Makes the creature start out hidden and remain near its original location until its prey draws near. When combined with {{token|WEBBER|c}}, causes them to lay gigantic webs near their spawn location, though only for creatures present during embark.
  
 
|-
 
|-
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|-
 
|-
 
| {{text anchor|APP_MOD_DESC_RANGE}}
 
| {{text anchor|APP_MOD_DESC_RANGE}}
| Caste
+
| Appearance Modifier
 
|
 
|
 
*Range (6 values, low to high)
 
*Range (6 values, low to high)
| [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 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
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|-
 
|-
 
| {{text anchor|APP_MOD_NOUN}}
 
| {{text anchor|APP_MOD_NOUN}}
| Caste
+
| Appearance Modifier
 
|  
 
|  
 
*noun
 
*noun
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|-
 
|-
 
| {{text anchor|APP_MOD_RATE}}
 
| {{text anchor|APP_MOD_RATE}}
| Caste
+
| Appearance Modifier
 
|  
 
|  
 
*Rate (integer)
 
*Rate (integer)
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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 />
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*exported wealth
 
*exported wealth
 
*created wealth
 
*created wealth
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when at least one of the requirements is met. Setting a value to 0 disables the trigger.
+
| 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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|   
 
|   
 
| 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.
 
| 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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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.
  
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{verify}}
+
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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| Caste
 
| Caste
 
|   
 
|   
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}
+
| Creature eats bones. Implies {{token|CARNIVORE|c}}. Currently does not work due to a bug ({{Bug|11069}}).
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.
+
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start. A creature with at least this token or the {{token|CAN_SPEAK|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.
+
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills but to make friends in fortress mode. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| 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}}
+
| Defunct, as doors cannot be set as tightly closed anymore.
  
 
|-
 
|-
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| Caste
 
| 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.
+
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.
  
 
|-
 
|-
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*plural
 
*plural
 
*adjective  
 
*adjective  
| Caste-specific {{token|NAME|c}}.
+
| 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".
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Gives the creature a bonus in caves. Also causes [[cave adaptation]].  
+
| Causes the creature to develop [[cave adaptation]].
 +
 
 +
Allows for creature's race to be involved in jokes that end in "And the [race] saw the sun and vomited on the spot!"
  
 
|-
 
|-
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*background
 
*background
 
*brightness  
 
*brightness  
| Color of the creature's tile. See [[Color]] for usage.
+
| Color of the creature's tile. (See [[Color]] for usage.)
  
 
|-
 
|-
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| Caste
 
| 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 [[mussel]]s, [[nautilus]]es and [[oyster]]s.
+
| Set this to allow the creature to be cooked in meals while it is still alive, as well as when it's dead but not yet [[fishery|cleaned]]. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s. Currently does not work correctly when applied to non-{{token|FISHITEM|c}} vermin.{{bug|13200}}
  
 
|-
 
|-
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|  
 
|  
 
*creature ID
 
*creature ID
| Copies creature tags, including castes, from another specified creature. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people. COPY_TAGS_FROM cannot be added inside a creature variation and removes existing caste tags when used. Make sure the source creature has been defined before COPY_TAGS_FROM is invoked.
+
| 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.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Sets the creature to be active at twilight in adventurer mode.
+
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| 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}}.
+
| Found on generated [[demon]]s.
 +
 
 +
At least 1 demon generated, or custom must have the {{token|FLIER|c}} token in order for the [[Underworld|horrifying screams]] event to trigger.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Sets the creature to be active during the day in Adventurer Mode.
+
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in [[Adventurer mode]].
  
 
|-
 
|-
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| 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.  
 
| 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.
+
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], or, another creature can [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.
 
|}
 
|}
  
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| Creature
 
| Creature
 
|   
 
|   
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.
+
| 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.
  
 
|-
 
|-
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| Creature
 
| Creature
 
|   
 
|   
| 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.
+
| 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 colonize evil areas.
 +
 
 +
Civilizations which list evil creatures as one of their main population options will potentially emerge following an underworld mining disaster, with the added caveat that a demon will be in charge of the civ. The rules which govern which noble position the demon in charge adopts however, are unclear. It either picks one of the predefined positions, or simply makes its own.  
  
 
|-
 
|-
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| Caste
 
| Caste
 
|  
 
|  
* BY_CATEGORY, BY_TYPE, BY_TOKEN
+
* [[Body token#CATEGORY|BY_CATEGORY]] or [[Body token#CONTYPE|BY_TYPE]] or [[Body token#BP|BY_TOKEN]]
 
* TYPE, CATEGORY, or TOKEN
 
* TYPE, CATEGORY, or TOKEN
 
| 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}}
 
| 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}}
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| Caste
 
| 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.  
+
| 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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| Caste
 
| Caste
 
|
 
|
| 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.
+
| 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}}. Displays the creature's {{token|DESCRIPTION|c}} in its [[legends mode]] entry and 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.
 
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.
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|  
 
|  
 
*temperature  
 
*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.
+
| 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.
 
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.
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|   
 
|   
 
| 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).
 
| 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).
 +
 +
At least 1 [[Demon]] must have the flier token in order for the [[Underworld|horrifying screams]] event to trigger.
  
 
|-
 
|-
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|
 
|
 
*number, max 100
 
*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. 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}}.
+
| The {{token|FREQUENCY|c}} value plays two separate roles. The first is in determining the initial distribution of creatures across the world map. Each creature is randomly assigned a single x, y co-ordinate on the world map, which act as the epicenter for that creature's distribution. A square is drawn around that x, y co-ordinate with a Manhattan radius equal to the {{token|FREQUENCY|c}} value divided by 100 times the world map size. For example, in a 256 by 256 size world map, the [[lion]] might be assigned 14, 112. The [[lion]] has {{token|FREQUENCY:5|c}}, and so a square is drawn by moving 13 tiles in each direction from the [[lion]]'s x, y co-ordinate. This is the [[lion]]'s "territory".
 +
 
 +
Each sub-region in the world will attempt to fill lists of wildlife. There are five lists - {{token|VERMIN_GROUNDER|c}}, {{token|VERMIN_SOIL|c}}, {{token|VERMIN_SOIL_COLONY|c}}, {{token|LARGE_ROAMING|c}}, and {{token|LARGE_PREDATOR|c}}, corresponding with the relevant tokens. The game will attempt to place seven creatures in each list for each sub-region. The game will select the seven nearest valid creatures. Creatures are valid for sub-region's list if they have the requisite token for that list, if they have the valid token for that sub-region's biome (for example, the [lion] can only be selected for {{token|BIOME:SAVANNA_TROPICAL|c}}, {{token|BIOME:GRASSLAND_TROPICAL|c}}, and {{token|BIOME:SHRUBLAND_TROPICAL|c}}, and if their "territory" as defined by their random epicenter and {{token|FREQUENCY|c}} radius overlaps with that sub-region. These lists then determine the creatures that can actually appear within that sub-region during gameplay.
 +
 
 +
There are some exceptions to the above. If the game was not capable of filling all seven entries in a list, it will drop the overlapping territory requirement, and simply pull the nearest creature which has the correct token and biome availability. Conversely, if a creature has an epicenter but has not appeared on any of the list for any of the world map's sub-regions, the creature will be assigned to the relevant list for the nearest appropriate sub-region - meaning it is occasionally possible to have lists of eight creatures or more. This is more common in smaller worlds where there are less possible sub-regions to be assigned towards. Creatures with the {{token|GOOD|c}} and {{token|EVIL|c}} tokens ignore the epicenter distribution system altogether. They are always capable of appearing in appropriate biomes which are {{token|GOOD|b}} or {{token|EVIL|b}} respectively. This is not true for {{token|SAVAGE|c}}, which acts more like the biome tokens. Creatures with {{token|UBIQUITOUS|c}} have a "territory" which covers the entire map, regardless of their epicenter (although they can still fail to be chosen if there are 7 creatures which are eligible and have nearer epicenters to the sub-region in question).
 +
 
 +
The second use for {{token|FREQUENCY|c}} is to determine how often a creature actually appears on map. In Fortress Mode, the game will try and spawn large wildlife (creatures with {{token|LARGE_ROAMING|c}} or {{token|LARGE_PREDATOR|c}} in fairly regular waves. These waves include {{token|LARGE_ROAMING|c}}, {{token|LARGE_ROAMING|c}} combined with {{token|FLIER|c}}, {{token|LARGE_PREDATOR|c}}, and {{token|CURIOUS_BEAST|c}} - so a [[lion]] does not compete for selection with a [[gazelle]]. When the game decides it needs to spawn in a fresh wave of e.g. {{token|LARGE_ROAMING|c}} creatures, it will select one of the creatures available to it from the lists for that sub-region at random, with all creatures weighted equally. Once it has selected a creature, it then effectively rolls a d100 against the relevant creature's {{token|FREQUENCY|c}}. If the d100 is equal to the creature's {{token|FREQUENCY|c}} or less, that creature is then spawned in. If the d100 is above the creature's {{token|FREQUENCY|c}}, the game returns to the relevant list and selects again. {{token|UBIQUITOUS|c}} acts as {{token|FREQUENCY:100|c}} for these purposes - in other words, the creature cannot fail the d100 check and will always be spawned in if it is selected from the list.
 +
 
 
|}
 
|}
  
Line 886: Line 905:
 
* <energy expenditure>
 
* <energy expenditure>
 
* <gait flag(s)>
 
* <gait flag(s)>
| Defines a gait by which the creature can move. See [[Gait]] for more information.
+
| 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
 
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait
Line 1,025: Line 1,044:
 
| Special
 
| Special
 
|   
 
|   
| When using tags from an existing creature, inserts new tags after the specified tag.
+
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.
  
 
|-
 
|-
Line 1,095: Line 1,114:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.
+
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves, disabling the limb.
  
 
|-
 
|-
Line 1,123: Line 1,142:
 
| Caste
 
| Caste
 
|
 
|
| Creature hunts and kills nearby [[vermin]].
+
| 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.
  
 
|}
 
|}
Line 1,141: Line 1,160:
 
| Caste
 
| Caste
 
|  
 
|  
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).
+
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE; no breeding will happen).
  
 
|-
 
|-
Line 1,225: Line 1,244:
 
| Caste
 
| Caste
 
|   
 
|   
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."  
+
| Will attack other creatures that are smaller than it. Tamed large predators will still attack wildlife. 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 {{token|FREQUENCY|c}} to add it until all 7 slots are filled.
 +
 
 +
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.
  
 
|-
 
|-
Line 1,261: Line 1,283:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature will generate light, such as in adventurer mode at night.  
+
| A vermin featuring this tag will remain visible to an adventurer even at night.
 +
 
 +
Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.
  
 
|-
 
|-
Line 1,281: Line 1,305:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| Determines the number of offspring per one birth.
+
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.
  
 
|-
 
|-
Line 1,291: Line 1,315:
 
|-
 
|-
 
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}
 
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}
|
+
| Creature
 
|
 
|
 
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.
 
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.
Line 1,370: Line 1,394:
 
| Caste
 
| Caste
 
|  
 
|  
| Sets the creature to be active at dawn in adventurer mode.  
+
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in [[Adventurer mode]].
  
 
|-
 
|-
Line 1,470: Line 1,494:
 
| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to have all-around vision as long as it has multiple heads that can see.
+
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.
  
 
|-
 
|-
Line 1,502: Line 1,526:
 
*plural
 
*plural
 
*adjective  
 
*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 {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.
+
| 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"
  
 
|-
 
|-
Line 1,523: Line 1,553:
 
*value
 
*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.
 
| 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|NIGHT_CREATURE}}
 +
| Caste
 +
|
 +
| Creatures with this token can appear as [[experiment|experiments]]. 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. 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 creature behavior enabled by {{token|LARGE_PREDATOR|c}}
 +
 +
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>
  
 
|-
 
|-
Line 1,580: Line 1,628:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}
+
| Creature does not need to [[food|eat]].
  
 
|-
 
|-
Line 1,592: Line 1,640:
 
| Caste
 
| Caste
 
|
 
|
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].
+
| The creature is biologically sexless, making it unable to [[breeding|breed]].
  
 
|-
 
|-
Line 1,610: Line 1,658:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature does not need to sleep. Can still be rendered unconscious by other means.
+
| Creature does not need to sleep, but can still be rendered unconscious by other means.
  
 
|-
 
|-
Line 1,628: Line 1,676:
 
| Caste
 
| Caste
 
|   
 
|   
| 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.
+
| The bodyparts of this creature don't need to be connected to an organ with the {{token|THOUGHT|body}} tag in order to have motor function. Generally used on creatures that don't have brains. If a creature doesn't have a thought part and doesn't have this token, it will be unable to grasp or stand. Nautilus men experience this issue in vanilla.
  
 
|-
 
|-
Line 1,658: Line 1,706:
 
| Caste
 
| Caste
 
|   
 
|   
| 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.
+
| Creature doesn't need to breathe or have {{token|BREATHE|body}}parts in its body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.
  
 
|-
 
|-
Line 1,664: Line 1,712:
 
| Caste
 
| Caste
 
|   
 
|   
| Sets the creature to be active at night in adventure mode.  
+
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in [[Adventurer mode]].
  
 
|-
 
|-
Line 1,670: Line 1,718:
 
| Caste
 
| Caste
 
|   
 
|   
| 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.
+
| Creature has no emotions, thus; 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.
  
 
|-
 
|-
Line 1,676: Line 1,724:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time.  
+
| Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time.  
  
 
|-
 
|-
Line 1,736: Line 1,784:
 
| Caste
 
| Caste
 
|   
 
|   
| Cannot be [[butcher|butchered]].
+
| Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however.
  
 
|-
 
|-
Line 1,813: Line 1,861:
 
| Caste
 
| Caste
 
|   
 
|   
| 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!
+
| 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}}.
 +
 
 +
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.
  
 
|-
 
|-
Line 1,826: Line 1,876:
 
|   
 
|   
 
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.
 
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.
 +
 +
|-
 +
| {{text anchor|PCG_LAYERING}}
 +
| Creature
 +
|
 +
*[[Procedural graphics layer|Layering type]]
 +
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition.
  
 
|-
 
|-
Line 1,831: Line 1,888:
 
| Caste
 
| Caste
 
|   
 
|   
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}
+
| Does nothing.
  
 
|-
 
|-
Line 1,850: Line 1,907:
 
*median
 
*median
 
*highest  
 
*highest  
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.
+
| Determines the range and chance of personality facets. Standard is 0:50:100. See [[personality facet]] for more info.
  
 
|-
 
|-
Line 1,930: Line 1,987:
 
| Caste
 
| Caste
 
|   
 
|   
*number
+
*number (max 100000)
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.
+
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will{{version|51.06 experimental}} prevent a caste from spawning naturally. Regardless of pop ratio, [[Position token|Position]]s that only allow a certain caste can force it to spawn.
  
 
|-
 
|-
Line 1,939: Line 1,996:
 
*min
 
*min
 
*max  
 
*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.
+
| 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. If the creature's chosen {{token|CLUSTER_NUMBER|c}} happens to be larger, it will be used instead.
  
 
|-
 
|-
Line 1,945: Line 2,002:
 
| Caste
 
| Caste
 
|
 
|
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).
+
| 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.).
  
 
|-
 
|-
Line 1,953: Line 2,010:
 
*string
 
*string
 
| 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.
 
| 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.
 +
 +
|-
 +
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}
 +
| Creature
 +
|
 +
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type
 +
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.
  
 
|-
 
|-
Line 2,022: Line 2,086:
 
| Caste
 
| Caste
 
|
 
|
| Unknown.
+
| Nothing.
  
 
|-
 
|-
Line 2,048: Line 2,112:
 
*Second person cancel retract text
 
*Second person cancel retract text
 
*Third person cancel retract text
 
*Third person cancel retract text
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (e.g. Turtle, Hedgehog)
+
| 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.  
+
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{{bug|11463}}{{bug|10519}}.
+
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|RETURNS_VERMIN_KILLS_TO_OWNER}}
 
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}
 +
| Creature
 
|
 
|
|
+
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.
 
  
 
|-
 
|-
Line 2,069: Line 2,133:
 
| 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 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]
+
{{DFtext|[creature] [verb text] the [description of creature's location].|6:0}}
  
 
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.
 
In adventure mode, the "rooting around" ability will be included in the "natural abilities" menu, represented by its second person verb text.
Line 2,220: Line 2,284:
 
| Caste
 
| Caste
 
|  
 
|  
*speech file
+
*[[Speech file|text set]]
 
| Caste-specific {{token|SLAIN_SPEECH|c}}.
 
| Caste-specific {{token|SLAIN_SPEECH|c}}.
  
Line 2,227: Line 2,291:
 
| Creature
 
| Creature
 
|  
 
|  
*speech file  
+
*[[Speech file|text set]]
| Boasting speeches relating to killing this creature. Examples include text_dwarf.txt and text_elf.txt in data\vanilla\vanilla_creatures\objects.
+
| 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.
  
 
|-
 
|-
Line 2,244: Line 2,308:
 
|-
 
|-
 
| {{text anchor|SMELL_TRIGGER}}
 
| {{text anchor|SMELL_TRIGGER}}
| Creature
+
| Caste
 
|  
 
|  
 
*value
 
*value
Line 2,293: Line 2,357:
 
|  
 
|  
 
* [[Sphere#Available_spheres|sphere]]
 
* [[Sphere#Available_spheres|sphere]]
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.
+
| 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.
  
 
|-
 
|-
Line 2,406: Line 2,470:
 
*TISSUE
 
*TISSUE
 
*LOCATION  
 
*LOCATION  
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).
+
| Alias for TISSUE_LAYER
  
 
|-
 
|-
Line 2,430: Line 2,494:
 
|   
 
|   
 
*number
 
*number
| How much the creature can carry when used by merchants.  
+
| 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.
  
 
|-
 
|-
Line 2,468: Line 2,532:
 
*min
 
*min
 
*max  
 
*max  
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}
+
| A large swarm of vermin can be disturbed, usually in adventurer mode.
  
 
|-
 
|-
Line 2,493: Line 2,557:
 
| Creature
 
| Creature
 
|
 
|
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags.
+
| 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.
  
 
|-
 
|-
Line 2,522: Line 2,586:
 
*old 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."
 
| 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.
  
 
|-
 
|-
Line 2,640: Line 2,705:
 
| Creature
 
| 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}}
+
| 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.
  
 
|-
 
|-
Line 2,664: Line 2,729:
 
| Caste
 
| Caste
 
|   
 
|   
| Sets the creature to be active during the evening in adventurer mode.  
+
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].
  
 
|-
 
|-
Line 2,679: Line 2,744:
 
*binocular vision arc
 
*binocular vision arc
 
*non-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.
+
| 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.
 
|}
 
|}
  
Line 2,713: Line 2,778:
  
 
==Attack Tokens==
 
==Attack Tokens==
 +
 +
Attacks can use four different part selection criteria. Except for TISSUE_LAYER, the base game makes use of all of these in its attacks.
 +
 +
{| {{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, ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP will make it use any part that can hold onto an object.
 +
 +
|-
 +
| {{text anchor|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; ATTACK:SCRATCH:TISSUE_LAYER:BY_TYPE:GRASP:BONE will make it use the bone of the hands.
 +
 +
|-
 +
| {{text anchor|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; ATTACK:SLAP:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).
 +
 +
|-
 +
| {{text anchor|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; ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH
 +
 +
|}
 +
 
{| {{prettytable}}
 
{| {{prettytable}}
 
|- bgcolor="#ddd"
 
|- bgcolor="#ddd"

Latest revision as of 10:35, 19 August 2025

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 caste respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguishes tokens that can be applied to creature only, caste only, and both ('creature', 'CASTE-only', and 'CASTE' respectively)


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A[edit]

Token Type Arguments Description
 ADOPTS_OWNER Caste Prevents the 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 Makes the creature start out hidden and remain near its original location until its prey draws near. When combined with [WEBBER], causes them to lay gigantic webs near their spawn location, though only for creatures present during embark.
 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]. Currently does not work due to a bug (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 goals.
 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 goals.
 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 Defunct, as doors cannot be set as tightly closed anymore.
 CARNIVORE Caste Creature only eats meat. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.
 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 the creature to develop 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 while it is still alive, as well as when it's dead but not yet cleaned. Used by some water-dwelling vermin such as mussels, nautiluses and oysters. Currently does not work correctly when applied to non-[FISHITEM] vermin.Bug:13200
 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.

At least 1 demon generated, or custom must have the [FLIER] token in order for the horrifying screams event to trigger.

 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], or, another creature can 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 colonize evil areas.

Civilizations which list evil creatures as one of their main population options will potentially emerge following an underworld mining disaster, with the added caveat that a demon will be in charge of the civ. The rules which govern which noble position the demon in charge adopts however, are unclear. It either picks one of the predefined positions, or simply makes its own.

 EXTRA_BUTCHER_OBJECT Caste 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]. Displays the creature's [DESCRIPTION] in its legends mode entry and 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).

At least 1 Demon must have the flier token in order for the horrifying screams event to trigger.

 FREQUENCY Creature
  • number, max 100
The [FREQUENCY] value plays two separate roles. The first is in determining the initial distribution of creatures across the world map. Each creature is randomly assigned a single x, y co-ordinate on the world map, which act as the epicenter for that creature's distribution. A square is drawn around that x, y co-ordinate with a Manhattan radius equal to the [FREQUENCY] value divided by 100 times the world map size. For example, in a 256 by 256 size world map, the lion might be assigned 14, 112. The lion has [FREQUENCY:5], and so a square is drawn by moving 13 tiles in each direction from the lion's x, y co-ordinate. This is the lion's "territory".

Each sub-region in the world will attempt to fill lists of wildlife. There are five lists - [VERMIN_GROUNDER], [VERMIN_SOIL], [VERMIN_SOIL_COLONY], [LARGE_ROAMING], and [LARGE_PREDATOR], corresponding with the relevant tokens. The game will attempt to place seven creatures in each list for each sub-region. The game will select the seven nearest valid creatures. Creatures are valid for sub-region's list if they have the requisite token for that list, if they have the valid token for that sub-region's biome (for example, the [lion] can only be selected for [BIOME:SAVANNA_TROPICAL], [BIOME:GRASSLAND_TROPICAL], and [BIOME:SHRUBLAND_TROPICAL], and if their "territory" as defined by their random epicenter and [FREQUENCY] radius overlaps with that sub-region. These lists then determine the creatures that can actually appear within that sub-region during gameplay.

There are some exceptions to the above. If the game was not capable of filling all seven entries in a list, it will drop the overlapping territory requirement, and simply pull the nearest creature which has the correct token and biome availability. Conversely, if a creature has an epicenter but has not appeared on any of the list for any of the world map's sub-regions, the creature will be assigned to the relevant list for the nearest appropriate sub-region - meaning it is occasionally possible to have lists of eight creatures or more. This is more common in smaller worlds where there are less possible sub-regions to be assigned towards. Creatures with the [GOOD] and [EVIL] tokens ignore the epicenter distribution system altogether. They are always capable of appearing in appropriate biomes which are [GOOD] or [EVIL] respectively. This is not true for [SAVAGE], which acts more like the biome tokens. Creatures with [UBIQUITOUS] have a "territory" which covers the entire map, regardless of their epicenter (although they can still fail to be chosen if there are 7 creatures which are eligible and have nearer epicenters to the sub-region in question).

The second use for [FREQUENCY] is to determine how often a creature actually appears on map. In Fortress Mode, the game will try and spawn large wildlife (creatures with [LARGE_ROAMING] or [LARGE_PREDATOR] in fairly regular waves. These waves include [LARGE_ROAMING], [LARGE_ROAMING] combined with [FLIER], [LARGE_PREDATOR], and [CURIOUS_BEAST] - so a lion does not compete for selection with a gazelle. When the game decides it needs to spawn in a fresh wave of e.g. [LARGE_ROAMING] creatures, it will select one of the creatures available to it from the lists for that sub-region at random, with all creatures weighted equally. Once it has selected a creature, it then effectively rolls a d100 against the relevant creature's [FREQUENCY]. If the d100 is equal to the creature's [FREQUENCY] or less, that creature is then spawned in. If the d100 is above the creature's [FREQUENCY], the game returns to the relevant list and selects again. [UBIQUITOUS] acts as [FREQUENCY:100] for these purposes - in other words, the creature cannot fail the d100 check and will always be spawned in if it is selected from the list.

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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, disabling the limb.
 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. Tamed large predators will still attack wildlife. 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]