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v0.31:Creature token
This article is about an older version of DF. |
A full list of all known creature tokens.
A
Token | Arguments | Description |
---|---|---|
ADOPTS_OWNER | Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.[Verify] | |
ALCOHOL_DEPENDENT | Creature needs alcohol to get through the working day. | |
ALL_ACTIVE | Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. | |
ALTTILE | If set, the creature will blink between its [TILE] and its [ALTTILE]. | |
AMBUSHPREDATOR | Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.[Verify] | |
AMPHIBIOUS | Allows a creature to breathe with or without water. Implies [AQUATIC]. | |
APP_MOD_DESC_RANGE |
|
Forum post describing how description ranges work |
APP_MOD_GENETIC_MODEL |
|
Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present. |
APP_MOD_IMPORTANCE |
|
Determines how important the appearance modifier is, for determining whether it shows up in the creature description.[Verify] |
APP_MOD_NOUN |
|
creates a noun for the appearance and whether it is singular or plural |
APP_MOD_RATE |
|
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 |
|
Loads the Creature Variation Template specified. |
APPLY_CURRENT_CREATURE_VARIATION | Applies loaded Creature Variation | |
AQUATIC | Allows a creature to breathe underwater, but causes it to "drown" out of water. | |
ARENA_RESTRICTED | Does not appear in arena mode list | |
ARTIFICIAL_HIVEABLE | Can be kept in artificial hives by beekeepers. | |
AT_PEACE_WITH_WILDLIFE | Does not attack or frighten wildlife. | |
ATTACK |
|
Defines the attack name, and the body part used. See below for valid subtokens
Example: |
ATTACK_TRIGGER | pop:exported wealth:created wealth | Specifies when a megabeast will attack the fortress. |
B
Token | Arguments | Description |
---|---|---|
BABY | integer | Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage. |
BABYNAME | 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 | Whales and jellyfish have this. Controls the beaching frequency of the creature. | |
BENIGN | Determines whether creature can show up on "tame" maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). | |
BIOME | Select a Biome the creature may appear in. | |
BLOOD |
|
Specifies what the creature's blood is made of. |
BODY | body parts | Draws body parts from OBJECT:BODY files (such as body_default.txt)
Example: |
BODY_APPEARANCE_MODIFIER |
|
These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
Example: |
BODY_DETAIL_PLAN | PlanName, PlanName:type:type:type:etc | loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.
Example: |
BODY_SIZE | years:days:size | sets up size at a given time. Size is in cubic centimeters (milliliters), and for normal body materials is roughly equal to the creature's average weight in grams.
Example: |
BODYGLOSS | gloss | Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt) |
BONECARN | Creature eats bones. Implies CARNIVORE. Civilized creatures (e.g. Kobolds) with this tag tend to die out during world generation. | |
BP_APPEARANCE_MODIFIER |
|
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) |
BUILDINGDESTROYER | 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. |
C
Token | Arguments | Description |
---|---|---|
CAN_LEARN | The creature gets skills and professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start. | |
CAN_SPEAK | Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.[Verify] | |
CANNOT_UNDEAD | Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing. | |
CANOPENDOORS | Allows the creature to open doors. | |
CARNIVORE | Creature only eats meat. Note that carnivorous species will not be able to survive worldgen if they do not also have NO_EAT. | |
CASTE |
|
defines a caste |
CASTE_ALTTILE |
|
Caste-specific alternate tile. Expects CASTE_TILE |
CASTE_COLOR |
|
Creature tile color of the caste. |
CASTE_GLOWCOLOR |
|
GLOWTILE color of the caste. |
CASTE_GLOWTILE |
|
Caste-specific glowtile |
CASTE_NAME | singular:plural:adjective | The name of the caste of the creature in the game. |
CASTE_PROFESSION_NAME |
|
alters the name of the given profession, caste-specific |
CASTE_SOLDIER_ALTTILE | 'character' or tile number | Creatures of this caste active in their civilization's military will blink between their default tile and this one. |
CASTE_SOLDIER_TILE | 'character' or tile number | Creatures of this caste active in their civilization's military will use this tile instead. |
CASTE_SPEECH | speech file? | Possibly a caste-specific instance of the SPEECH token |
CASTE_TILE |
|
Caste-specific creature tile. |
CAVE_ADAPT | Gives the creature a bonus in caves. Also causes Cave adaptation. | |
CHANGE_BODY_SIZE_PERC | ||
CHILD | integer | age at which creature is considered an adult. One can think of this as the duration of the child stage. Without this token, a creature will not reproduce in Fortress mode. |
CHILDNAME | singular:plural | Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME. |
CLUSTER_NUMBER |
|
The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.
e.g. [CLUSTER_NUMBER:1:3] |
CLUTCH_SIZE |
|
Number of eggs laid in one sitting. |
COLONY_EXTERNAL | Caste hovers around colony. | |
COLOR | foreground:background:brightness | Color of the creature's tile. |
COMMON_DOMESTIC | Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT. In addition, the creature must be NATURAL rather than FANCIFUL | |
CONVERTED_SPOUSE | Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE. | |
COOKABLE_LIVE | Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned. | |
COPY_TAGS_FROM |
|
Copies tags from another specified creature. |
CREATURE_CLASS |
|
Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions. |
CREATURE_SOLDIER_TILE | 'character' or tile number | Creatures active in their civilization's military will use this tile instead. |
CREATURE_TILE | 'character' or tile number | The symbol of the creature in ASCII mode. |
CREPUSCULAR | Sets if the creature is active at twilight. | |
CURIOUSBEAST_EATER | Allows a creature to steal and eat edible items from a site. | |
CURIOUSBEAST_GUZZLER | Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. | |
CURIOUSBEAST_ITEM | Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items. | |
CV_ADD_TAG |
|
Adds a tag. Used in conjunction with creature variation templates. |
CV_REMOVE_TAG |
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Removes a tag. Used in conjunction with creature variation templates. |
D
Token | Arguments | Description |
---|---|---|
DEMON | Found on generated demons. Cannot be specified in user-defined raws. | |
DESCRIPTION | text | A brief description of the creature type. |
DIE_WHEN_VERMIN_BITE | Dies upon attacking. Used for bee stings. | |
DIFFICULTY | integer | Toady: "Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks." Also increases experience gain during adventure mode. |
DIURNAL | Sets if the creature is active in day. | |
DOES_NOT_EXIST | Creature does not actually exist; used for fanciful creatures. | |
DRAGONFIREBREATH | Creature breathes fire in a cone. |
E
Token | Arguments | Description |
---|---|---|
EGG_MATERIAL |
|
Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist. |
EGG_SIZE |
|
Determines how long it takes for eggs to hatch[Verify]. The larger the number, the longer it takes. |
EQUIPMENT_WAGON | Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant. | |
EQUIPS | Allows the creature to wear or wield items. | |
EVIL | Creature is considered evil and will only show up in evil biomes. Has no effect on cavern creatures.
| |
EXTRACT | Defines a creature extract which can be obtained via small animal dissection. | |
EXTRAVISION | Creature can see regardless of whether it has working eyes. |
F
Token | Arguments | Description |
---|---|---|
FANCIFUL | Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with [COMMON_DOMESTIC] | |
FEATURE_ATTACK_GROUP | Found on subterranean animalmen. | |
FEATURE_BEAST | Found on forgotten beasts. Cannot be specified in user-defined raws. | |
FEMALE | Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste. | |
FIREBREATH | The creature breathes long range fireballs and has a short range cone shaped fire breath attack. | |
FIREIMMUNE | The creature is immune to FIREBREATH and steam. | |
FIREIMMUNE_SUPER | The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. | |
FISHITEM | Needs to be cleaned at a fishery | |
FIXED_TEMP | temperature | The natural heat generated by the creature. |
FLEEQUICK | Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance. | |
FLIER | Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. | |
FREQUENCY |
|
Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a weight - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with POP_RATIO. |
G
Token | Arguments | Description |
---|---|---|
GENERAL_BABY_NAME | singular:plural | name at creature level |
GENERAL_CHILD_NAME | singular:plural | name at creature level |
GENERATED | Found on procedurally generated creatures like Forgotten beasts, (biome name) titans, Demons, and night creatures. | |
GETS_INFECTIONS_FROM_ROT | Creature can get infections from necrotic tissue. | |
GETS_WOUND_INFECTIONS | Creature's wounds can become infected. | |
GLOWCOLOR |
|
The colour of the GLOWTILE of the creature. |
GLOWTILE | ascii character | If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice "glowing eyes" effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead. |
GNAWER | verb (gnawed) | 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. Due to a bug, however, they will only escape from artifacts. |
GO_TO_END | When using tags from an existing creature, inserts new tags at the end of the creature. | |
GO_TO_START | When using tags from an existing creature, inserts new tags at the beginning of the creature. | |
GO_TO_TAG | When using tags from an existing creature, inserts new tags after the specified tag. | |
GOOD | Determines whether creature can show up on "good" areas. Eg. unicorn. | |
GRASSTRAMPLE | 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 | 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 |
|
Animals is a grazer. The higher the number, the less frequently it needs to eat in order to survive. |
H
Token | Arguments | Description |
---|---|---|
HABIT | type:probability | Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly. |
HABIT_NUM | 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.".http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL] |
HAS_NERVES | This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue. | |
HASSHELL | The creature has a shell. Seemingly no longer used - holdover from previous versions. | |
HIVE_PRODUCT |
|
What product is harvested from beekeeping. |
HOMEOTHERM | Default 'NONE'. The creature's normal body temperature | |
HUNTS_VERMIN | Creature hunts and kills nearby vermin. |
I
Token | Arguments | Description |
---|---|---|
IMMOBILE_LAND | The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land. | |
IMMOLATE | Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from animal traps and cages made of certain materials. Due to a bug, however, they will only escape from artifacts. | |
INTELLIGENT | Shortcut for [CAN_SPEAK] + [CAN_LEARN]. | |
ITEMCORPSE | Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc). | |
ITEMCORPSE_QUALITY | The quality of an item-type corpse left behind; 5 is masterpiece-level. |
L
Token | Arguments | Description |
---|---|---|
LAIR | type:probability | Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH. |
LAIR_CHARACTERISTIC | characteristic:probability | Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS. |
LAIR_HUNTER | This creature will actively hunt adventurers in its lair. | |
LAIR_HUNTER_SPEECH | speech file | What this creature says while hunting adventurers in its lair. |
LARGE_PREDATOR | Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry." | |
LARGE_ROAMING | In Fortress Mode, spawns outdoors and is not a vermin creature. | |
LAYS_EGGS | Creature lays eggs instead of giving birth to live young. | |
LAYS_UNUSUAL_EGGS | Creature lays a particular item instead of regular eggs. | |
LIGAMENTS |
|
Defines the material and healing rate of ligaments. |
LIGHT_GEN | A vermin featuring this tag will remain visible to an adventurer, even at night (without being dimmed in color along with the surrounding terrain), and from a distance (even outside the current vision cone). Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode. | |
LIKES_FIGHTING | The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. | |
LISP | Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz.") | |
LITTERSIZE |
|
Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2] |
LOCKPICKER | Lets a creature open doors that are set to forbidden in Fortress Mode. | |
LOOSE_CLUSTERS | The creatures will scatter if they have this tag, or form tight packs if they don't. |
M
Token | Arguments | Description |
---|---|---|
MAGICAL | Unknown. | |
MAGMA_VISION | Creature's able to see while covered in magma. | |
MALE | The species or caste is all male. | |
MANNERISM_?? |
|
Adds a possible mannerism to the creature's profile.
Refer to Creature mannerism tokens |
MATERIAL |
|
Begins defining a new material.[Verify] |
MATERIAL_BREATH_ATTACK |
|
Creates an attack referencing a material, using a given type of breath attack. |
MATUTINAL | Sets if the creature is active in dawn. | |
MAXAGE | min:max | Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age. |
MEANDERER | Gives a creature random movement. | |
MEGABEAST | Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped. | |
MENT_ATT_CAP_PERC |
|
Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher). |
MENT_ATT_RANGE |
|
Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000. |
MENT_ATT_RATES |
|
Mental attribute gain/decay rates. Defaults are 500:4:5:4. |
MILKABLE |
|
Allows the creature to be milked. |
MISCHIEVIOUS | Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. "They go on little missions to mess with various fortress buildings, not just levers." | |
MODVALUE | Seemingly no longer used - holdover from previous versions. | |
MOUNT | Creature may be used as a mount. | |
MOUNT_EXOTIC | You need the Dungeon master noble to mount the creature. | |
MULTIPLE_LITTER_RARE | Makes litters with more than one offspring rare, only happening with a 1/500 chance. | |
MULTIPLY_VALUE |
|
Multiplies value of materials. |
MUNDANE | Marks if the creature is an actual real-life creature. Only used for age-names at present, and determining whether a creature will attack creatures with the AT_PEACE_WITH_WILDLIFE token. |
N
Token | Arguments | Description |
---|---|---|
NAME | singular:plural:adjective | The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. |
NATURAL | Animal is considered to be natural. | |
NATURAL_SKILL | skill:value | The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. Requires CAN_LEARN or INTELLIGENT to function (changed in .25 or earlier that CAN_LEARN is no longer required). |
NIGHT_CREATURE_BOGEYMAN | Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. Setting the number of night creatures to zero in the world gen parameters will remove only the randomly-generated bogeymen. | |
NIGHT_CREATURE_HUNTER | If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET | |
NO_AUTUMN | does not appear this season. | |
NO_DIZZINESS | Creature cannot become dizzy | |
NO_DRINK | Creature does not need to drink. | |
NO_EAT | Creature does not need to eat. | |
NO_FEVERS | Creature cannot suffer fevers | |
NO_GENDER | Creature has no gender. | |
NO_SLEEP | Creature does not need to sleep. | |
NO_SPRING | does not appear this season. | |
NO_SUMMER | does not appear this season. | |
NO_THOUGHT_CENTER_FOR_MOVEMENT | Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains. | |
NO_WINTER | does not appear this season. | |
NOBONES | Creature has no bones. | |
NOBREATHE | Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. | |
NOCTURNAL | Sets if the creature is active in night. | |
NOEMOTION | The creature has no emotions, and does not rage. | |
NOEXERT | Creature can't become tired or over-exerted. | |
NOFEAR | Creature doesn't feel fear and will never run away from battle. | |
NOMEAT | Creature will not drop meat on butcher. | |
NONAUSEA | Creature can't vomit. | |
NOPAIN | Creature doesn't feel pain. | |
NOSKIN | Creature will not drop skin on butcher. | |
NOSKULL | Creature will not drop skull on butcher, rot, or decay of severed head. | |
NOSMELLYROT | Does not produce miasma when rotting | |
NOSTUCKINS | Weapons can't be stuck in creature. | |
NOSTUN | Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die. | |
NOT_BUTCHERABLE | Cannot be butchered | |
NOTHOUGHT | Creature doesn't think, or doesn't require a [BRAIN] body part. |
P
Token | Arguments | Description |
---|---|---|
PACK_ANIMAL | Allows the creature to be used as a pack animal. Currently only used by merchants. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures. | |
PARALYZEIMMUNE | The creature is immune to all paralyzing special attacks. | |
PATTERNFLIER | ||
PEARL | Creature will generate pearls. | |
PENETRATEPOWER | value | Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. |
PERSONALITY |
|
Determines the range and chance of personality traits. Standard is 0:50:100. See Personality trait for more info. |
PET | Allows the creature to be tamed. Also allows all females of the species to breed regardless of marital status. | |
PET_EXOTIC | Allows civilizations with [USE_ANY_PET_RACE] to tame this animal during worldgen.
| |
PETVALUE | value | How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. |
PETVALUE_DIVISOR | value | Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune. |
PHYS_ATT_CAP_PERC |
|
Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher). |
PHYS_ATT_RANGE |
|
Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000. |
PHYS_ATT_RATES |
|
Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE. |
PLUS_BP_GROUP |
|
Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP. |
PLUS_MATERIAL |
|
Adds a material to selected materials. Used immediately after SELECT_MATERIAL. |
POP_RATIO | Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY. | |
POPULATION_NUMBER | min:max | The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. |
POWER | Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location. | |
PREFSTRING | string | Sets what other creatures like about this creature. "Urist likes dwarves for their beards." Multiple entries will be chosen from at random |
PROFESSION_NAME |
|
The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead. |
PRONE_TO_RAGE | number | Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat. As described in file_changes.txt, creatures with this token "follow its normal behavior, but flip out on occasion, higher rate = more flipping out". |
PUS |
|
Specifies what the creature's wounds will ooze when infected. |
R
Token | Arguments | Description |
---|---|---|
RELSIZE |
|
Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers. |
REMAINS | singular:plural | What creature's remains are called. |
REMAINS_COLOR | What color creature's remains are. | |
REMAINS_ON_VERMIN_BITE_DEATH | Leaves remains when its attack causes it to die? Seems to go with DIE_WHEN_VERMIN_BITE. | |
REMAINS_UNDETERMINED | Unknown. | |
REMOVE_MATERIAL |
|
Removes a material from a creature. |
REMOVE_TISSUE |
|
Removes a tissue from a creature. |
RETURNS_VERMIN_KILLS_TO_OWNER | Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner. |
S
Token | Arguments | Description |
---|---|---|
SAVAGE | Allows creature to show up on (and limits it to) "savage" maps. | |
SECRETION |
|
creates a secreted material on given tissue on a given part of the body. |
SELECT_ADDITIONAL_CASTE |
|
adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE. |
SELECT_CASTE |
|
selects a previously defined caste |
SELECT_MATERIAL |
|
Selects a locally defined material. Can be ALL. |
SEMIMEGABEAST | Appears as boss creature in quests. Makes history by rampaging around towns. Appears on fortress territory in Fortress Mode occasionally. Possibly inhabits non-mountain caves. | |
SET_BP_GROUP |
|
Begins a selection of body parts. |
SET_TL_GROUP |
|
begins a selection of tissue layers |
SHEARABLE_TISSUE_LAYER |
|
Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable). |
SKILL_LEARN_RATE | skill_token:percentage | The rate at which this creature learns this skill. Requires CAN_LEARN or INTELLIGENT to function. |
SKILL_LEARN_RATES | percentage | The rate at which this creature learns all skills. Requires CAN_LEARN or INTELLIGENT to function. |
SKILL_RATE | skill_token:percentage:value:value:value | As SKILL_RATES for individual skills. Requires CAN_LEARN or INTELLIGENT to function. |
SKILL_RATES |
|
Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.
Default is [SKILL_RATES:100:8:16:16]. [SLOW_LEARNER] changes the 100 to a 50. Requires CAN_LEARN or INTELLIGENT to function. |
SKILL_RUST_RATE | skill_token:value:value:value | The rate at which this skill decays. Lower values cause the skill to decay faster. Requires CAN_LEARN or INTELLIGENT to function. |
SKILL_RUST_RATES | value:value:value | The rate at which all skills decay. Lower values cause the skills to decay faster. Requires CAN_LEARN or INTELLIGENT to function. |
SLOW_LEARNER | Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. | |
SMALL_REMAINS | If a creature has this token, it'll leave "remains" instead of a corpse. | |
SOLDIER_ALTTILE | 'character' or tile number | If this creature is active in its civilization's military, it will blink between its default tile and this one. |
SOUND |
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Creature makes sounds periodically, which can be heard in Adventure mode. |
SPECIFIC_FOOD |
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Indicates that the creature is only capable of eating a particular type of food. |
SPEECH | speech file | Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech. |
SPEECH_FEMALE | speech file | Boasting speeches relating to killing females of this creature. |
SPEECH_MALE | speech file | Boasting speeches relating to killing males of this creature. |
SPEED | value | Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed for more information. |
SPHERE |
|
Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the creature's name. |
SPOUSE_CONVERSION_TARGET | This creature can be converted by a night creature with SPOUSE_CONVERTED. | |
SPOUSE_CONVERTER | Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however. | |
SWIM_SPEED |
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How fast the creature swims. Typically 2500 (0.38 times the default speed). |
SWIMS_INNATE | The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. | |
SWIMS_LEARNED | The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. |
T
Token | Arguments | Description |
---|---|---|
TENDONS |
|
Defines the material and healing rate of tendons. |
THICKWEB | The creature's webs can catch larger creatures. | |
TISSUE | name | Begins defining a tissue in the creature file. |
TITAN | Found on titans. Cannot be specified in user-defined raws. | |
TL_COLOR_MODIFIER | COLOR:freq:COLOR:freq etc | Creates a list of color patterns, giving each a frequency. |
TLCM_GENETIC_MODEL | tissue layer color modifier is passed to offspring genetically? | |
TLCM_IMPORTANCE |
|
Presumably modifies the importance of the tissue layer color modifier, for description purposes.
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures. |
TLCM_NOUN |
|
names the tissue layer color modifier, and determines the noun |
TLCM_TIMING |
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determines the point in the creature's life where the color change begins |
TRADE_CAPACITY | How much the creature can carry when used by merchants. | |
TRAINABLE | Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR]. | |
TRAINABLE_HUNTING | Can be trained as hunting beasts by way of kennels. | |
TRAINABLE_WAR | Can be trained as war beasts by way of kennels. | |
TRANCES | Allows the creature to go into martial trances. | |
TRAPAVOID | The creature is immune to traps. Probably every procedurally generated megabeast has this. | |
TRIGGERABLE_GROUP | min:max | A large swarm of vermin can be disturbed, usually in Adventure mode.[Verify] |
TSU_NOUN |
|
Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style. |
U
Token | Arguments | Description |
---|---|---|
UBIQUITOUS | Creature will occur in every region with the correct biome. Does not apply to evil/good tags. | |
UNDERGROUND_DEPTH |
|
Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max. Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1. |
UNDERSWIM | Creature swims under the water and can't be seen. Currently appears to have no effect as of 31.25. | |
UNIQUE_DEMON | Typically found on generated demons; causes the game to create a single (or double, one per caste, if have two genders) named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws. | |
USE_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." |
USE_MATERIAL |
|
Defines a new local creature material and populates it with all properties defined in the specified local creature material. |
USE_MATERIAL_TEMPLATE |
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Defines a new local creature material and populates it with all properties defined in the specified template. |
USE_TISSUE |
|
Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument. |
USE_TISSUE_TEMPLATE |
|
Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. |
UTTERANCES | Changes the language of the creature into an unintelligible mess. |
V
Token | Arguments | Description |
---|---|---|
VEGETATION | unknown | |
VERMIN_BITE |
|
Vermin bites, and injects something. |
VERMIN_EATER | The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distict from VERMIN_ROTTER. | |
VERMIN_FISH | The vermin appears in water and will attempt to swim around. | |
VERMIN_GROUNDER | The creature appears in "general" surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag). | |
VERMIN_HATEABLE | Some dwarves will hate the creature and get unhappy thoughts when around it. | |
VERMIN_MICRO | This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. | |
VERMIN_NOFISH | The creature cannot be caught by fishing. | |
VERMIN_NOROAM | The creature will not be observed randomly roaming about the map. | |
VERMIN_NOTRAP | The creature cannot be caught in baited animal traps; however, a "catch live land animal" task may still be able to capture one if a dwarf finds one roaming around. | |
VERMIN_ROTTER | Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both. | |
VERMIN_SOIL | The creature randomly appears near dirt or mud. | |
VERMIN_SOIL_COLONY | The vermin will appear in a single tile cluster of many vermin, such as a colony of ants. | |
VERMINHUNTER | Shortcut for [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER]. | |
VESPERTINE | Sets if the creature is active in evening. | |
VIEWRANGE | value | Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20. |
W
Token | Arguments | Description |
---|---|---|
WAGON_PULLER | Allows the creature to pull caravan wagons. | |
WEBBER | Allows the creature to create webs, and defines what the webs are made of. | |
WEBIMMUNE | The creature will not get caught in thick webs. |
Attack Tokens
Token | Arguments | Description |
---|---|---|
ATTACK_SKILL |
|
defines the attack skill used |
ATTACK_VERB | 2nd person:3rd person | descriptive text for the attack |
ATTACK_CONTACT_PERC |
|
amount of available tissue used in attack, or possibly percent chance the attack makes contact |
ATTACK_PENETRATION_PERC |
|
probably amount of material that makes contact when penetration is done, or possibly percent chance the attack penetrates (as in sharp items. Default is 0, so it can be left out for blunt attacks, if this is what it does) |
ATTACK_PRIORITY |
|
use of the attack in combat. Secondary attacks are only used if main attacks are impossible. |
ATTACK_VELOCITY_MODIFIER | number | Modifies the attack velocity. Believed to be percent based (so 100 would be "normal"). May be on same scale as weapon velocity (where 1000 is "normal"). |
ATTACK_FLAG_CANLATCH | Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in its definition is made. | |
ATTACK_FLAG_WITH | In adventure mode, displays the name of the body part used by an attack when announcing the attack. | |
ATTACK_FLAG_EDGE | attack type | |
SPECIALATTACK_INJECT_EXTRACT |
|
attack type addition that injects a material into the victim. |
SPECIALATTACK_SUCK_BLOOD | min:max | Successful attack draws out an amount of blood randomized between the min and max value. |
Important Related Tokens
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)
Tissue Modification
This next group of tokens deals setting and modifying tissue properties. (See also Tissue definition token)
Token | Arguments | Description |
---|---|---|
INSULATION |
|
Tissue supplies the creature with heat insulation. Higher values result in more insulation. |
PLUS_TISSUE_LAYER |
|
Adds a tissue to those selected |
PLUS_TL_GROUP |
|
continues a selection of tissue layers |
SELECT_TISSUE |
|
Selects a tissue for editing. |
SELECT_TISSUE_LAYER |
|
Selects a tissue layer for descriptor and cosmetic purposes. |
SET_LAYER_TISSUE | Sets a tissue layer to be made of a different tissue. | |
TISSUE_LAYER |
|
Adds the tissue layer to wherever it is required.
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing |
TISSUE_LAYER_OVER |
|
Presumably a counterpart to TISSUE_LAYER_UNDER (see below). |
TISSUE_LAYER_UNDER |
|
Adds the tissue layer under a given part.
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man [TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] |
TISSUE_LAYER_APPEARANCE_MODIFIER |
|
sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY |
TISSUE_LEAKS | The selected tissue leaks out of the creature when the layers above it are pierced. As per an iron man's internal poison gas. | |
TISSUE_MATERIAL |
|
Defines the tissue material. VALUE can be LOCAL_CREATURE_MAT, INORGANIC etc. MATERIAL is a subtype of the material, e.g. [TISSUE_MATERIAL:INORGANIC:BRONZE] |
TISSUE_STYLE_UNIT |
|
sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS. |
TL_COLOR_MODIFIER | COLOR:freq:COLOR:freq etc | Creates a list of color patterns, giving each a frequency. |
TL_CONNECTS | Presumably gives the CONNECTS attribute to selected layers. | |
TL_HEALING_RATE | Presumably changes the HEALING_RATE of the selected tissue layers. | |
TL_MAJOR_ARTERIES | Gives Major Artery attribute to selected layers. | |
TL_PAIN_RECEPTORS | Seems to set new number of pain receptors for selected tissue layers. | |
TL_RELATIVE_THICKNESS | Seems to set new relative thickness for selected tissue layers. | |
TL_VASCULAR | Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers. |