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40d Talk:Creature token

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Children

Does anyone know which tag cause an animal to breed? I believe it's either [CHILD:] or [CHILDNAME:]Moonman 18:18, 23 July 2008 (EDT)

HOW DO I SHOT WEB?

first, does [WEBBER] imply the ability to shoot web, make webs or both? second (assuming the answer to at least one of the above is true), how would one use this in adventure mode?--YraelTalk20:12, 21 11 2024 (EDT)

  • it adds the ability to shoot web, but creatures will only shoot web at other creatures they are hostile to.Moonman 18:16, 23 July 2008 (EDT)

MAGICAL

I think this tag was meant for creatures not from natural origin. Its the same as Natural, but elves might react differently to it.
-Booken 06:22, 26 April 2008 (EST)

ITEMCORPSE

(see this forum thread)

[ITEMCORPSE:<type>:<subtype>:<material>:<matgloss>]

Does the sub-type field actually have a use, or is the only option "NO_SUBTYPE"?

Anyway, the USE_RACEGLOSS for the matgloss field seems to only work for some (built-in?) materials. For example, the Treants use the entry:

   [HAS_RACEGLOSS:WOOD]
   [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]

Treants will appear as "Mahogany treant", "Oak treant", etc.

However, when using a custom matgloss file, this functionality stops working, and treants (and there log remains) are undescriptive. I've tried creating a matgloss_treant.txt file and adding a few unique entries, like [MATGLOSS_WOOD:FOOBAR_TREE] and [MATGLOSS_WOOD:BAZ_TREE], and editing the [Treant] to:

   [HAS_RACEGLOSS:TREANT]
   [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]

...this doesn't seem to do anything. If I want the Treant to leave special remains, like my Foobar Tree, I have to change the creature tokens to:

   [HAS_RACEGLOSS:TREANT]
   [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:FOOBAR_TREE]

But here, I can only have "Foobar treants".

PACK_ANIMAL

Anybody happen to know anything about the [PACK_ANIMAL] tag? I noticed that muskoxen, mules and donkeys all share this distinction. I also noticed someone in the muskox page had said that muskoxen could serve as haulers. Has Toady implemented a tag for animal haulers and sneaked it past everyone? Perhaps they can only perform this function if they serve as a pet to haulers? Or is it simply that merchants can carry goods on them? Some1else 01:05, 19 February 2008 (EST)

It's only merchants, I believe. --Penguinofhonor 21:31, 29 July 2008 (EDT)

VERMIN_ tags

Made a new creature with VERMIN_CHASM and it spit out an unrecognised token message in my errorlog. Can someone confirm these work? Preferrably by pointing to a creature that has them? --Nunix 18:57, 16 March 2008 (EDT)

thats leftover from 2d. bats and such used to have it, but now have a biome tag instead -Chariot 19:09, 16 March 2008 (EDT)
Thanks. Do we know if that applies to any of the others? --Nunix 18:29, 22 March 2008 (EDT)

Litter size

I've been testing the [LITTER_SIZE] token, and according to my tests it indeed affects the number of children. I set a creature to have 5-10 litter size and it did indeed produce 6 and 7 children, while another creature had 3-5 and produced 3-5 children. I'm gonna remove the "untested" tag from the wiki, feel free to tell me off if it proves otherwise.--Eurytus 23:14, 5 April 2008 (EDT)

Redirect

In conformance with the Community Portal, I think this page should be moved to Creature tokens. It can keep the plural because people are usually concerned with all of the tokens instead of just one. Thoughts? --JT 22:26, 7 April 2008 (EDT)

defender

"DEFENDER Appears from the glowing pits after the magma river."

After the magma river? This seems to be left over from the 2d version, does this token still exist? If so we might want to adjust its description to the newest version

Yeah, I just noticed that this entire article seems to have been copypasta-ed from the old version and not updated. There's a number of tags listed there that no longer exist, such as all of the RIVERATTACK_* tags. I'll stick an "old" template on the page for now, since it'll take some doing to go through all of the tags and verify that they still exist/do the same thing as they used to. But to answer your specific question, yes, the DEFENDER tag does still exist. It's just the magma river that doesn't. --Morlark 12:14, 25 June 2008 (EDT)
Ok, I've had a bit of a search, and I've removed those tags which I've verified as non-existent. I should stress though that my search was not exhaustive, so it's possible that this article does still contain errors. --Morlark

Body parts

It would be nice if there was a list of available body parts, ive been trying to make a new creature and am stuck using dwarven body parts... --High tech dragon 22:59, 25 September 2008 (EDT)

Body_tokens --Ikkonoishi 08:28, 26 September 2008 (EDT)
There is, of course, always the option to make your own body parts by editing the raws, though. Just make sure you know what you doing. </ayb> --GreyMaria 16:02, 26 September 2008 (EDT)

Weapons and sizes

I'm curious as to what tags allow or disallow the use of bows or crossbows. It seems like it could be that the stout tag disallows the use of bows, and the narrow disallows the use of crossbows, as I believe the races that have neither tag (humans, goblins) can use both weapons. Anyone confirm/deny/antithesize before I accidentally mess up my raws trying to find out? --Zombiejustice 17:20, 6 October 2008 (EDT)

Catgirls

I'm attempting to put a new creature into the game - specifically, catgirls. They have the COMMON_DOMESTIC token, but won't show up in the embark menu. As directed by the guy who made them, I put the code into the creature_domestic_humanoid.txt and the body parts into body_domestic_humanoid.txt and there aren't any errors on world generation, so I assume the coding is right. Any help for someone with no real idea of what they're doing? --Simmura McCrea 16:58, 17 October 2008 (EDT)

OK, I put them into creature_domestic.txt this time, and they showed up, but they suffocated when I started playing. They have lungs, a throat and a mouth, so I can't think what they're missing. They're not aquatic or anything like that either, so I've no idea why they drowned. Here's the full code if you want to instantly pick out what I'm missing.
[CREATURE:CATHUMAN]

[NAME:catgirl:catgirls:catgirl] [TILE:'f'][COLOR:2:0:0] [FEMALE] [PETVALUE:400] [INTELLIGENT] [TRAPAVOID] [EXTRAVISION] [CANOPENDOORS] [COMMON_DOMESTIC][BENIGN][PET] [MISCHIEVIOUS] [PREFSTRING:cat ears] [BODY:2BIGEARS:HUMANOID:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS

THROAT:NECK:SPINE:

BRAIN:5FINGERS:5TOES:MOUTH] [SIZE:6] [MAXAGE:60:110] [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH] [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH] [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE] [FAT:1] [EQUIPS] [DIURNAL] [STANDARD_FLESH] [HOMEOTHERM:10067] [LAYERING:10] [SWIMS_INNATE][SWIM_SPEED:2500] [NOT_BUTCHERABLE] [CANNOT_UNDEAD] [PERSONALITY:ACTIVITY_LEVEL:50:75:100] [PERSONALITY:ADVENTUROUSNESS:0:60:100] [PERSONALITY:CHEERFULNESS:50:75:100] [PERSONALITY:EXCITEMENT_SEEKING:25:75:100] [PERSONALITY:FRIENDLINESS:50:75:100] [PERSONALITY:ORDERLINESS:0:20:40] [PERSONALITY:CAUTIOUSNESS:0:10:30] --Simmura McCrea 12:17, 20 October 2008 (EDT)

They have no brain? They need a [Nothought] tag for that i think. You need to check the linkings in the body folder too to make sure everything's attached as it should be. If they still dont work just check through each of the tokens with the wiki and you should find the problem.

They do have a brain and all the tokens seem to be fine. I added [CAN_LEARN] and [CAN_SPEAK] in case the [INTELLIGENT] tag was playing up, but it doesn't seem so. I'm a little stuck now, so I might have to go without catgirls for a while.--Simmura McCrea 08:41, 15 November 2008 (EST)
If you want a quick fix, just add [NOBREATHE]! That'll let you check the bodyparts in game (and in 99.9% of situations, it'll be the same as a more in-depth fix.) Putting the ears before the main body token might be the problem.--Navian 13:52, 15 November 2008 (EST)
Messing with the order of the body parts didn't do anything, so it'll have to be [NOBREATHE]. Ah well, thanks for the help. --Simmura McCrea 17:23, 16 November 2008 (EST)
Yeah, there's something weird going on. They're still suffocating. I generated a new wold after saving the [NOBREATHE] tag and my catgirls are still suffocating. It seems that catgirls can defy even DF's questionable physics. --Simmura McCrea 17:33, 16 November 2008 (EST)
I had a similar problem when attempting to introduce a novel species: They would spawn with no body parts and instantly suffocate (apparently you run out of oxygen before having to worry about a lack of blood or brains). The errorlog told me I'd mistyped the name for the main body. And then I forgot that you had to close DF and reopen it for the changes to take effect. But I digress. Two things: Firstly, those line breaks (if they're in the source) may be confusing the game. Try turning off "word wrap" or similar so that it's all on one line before saving it. Secondly, check the errorlog and see if it's throwing any errors. Make a world, embark to a site, let them all suffocate, and then open up errorlog.txt. You say there weren't any errors in worldgen, but seeing as you can apparently have 200-year-old civilizations of bodiless beings waging war and generally not dying due to massive everything failure, I don't think it checks for sanity until they appear on the sitemap.--Quil 17:53, 16 November 2008 (EST)
Yep, that's got it. Cheers! --Simmura McCrea 13:31, 17 November 2008 (EST)