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Editing 40d Talk:Creature token

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Does anyone know which tag cause an animal to breed? I believe it's either [CHILD:] or [CHILDNAME:][[User:Moonman|Moonman]] 18:18, 23 July 2008 (EDT)
 
Does anyone know which tag cause an animal to breed? I believe it's either [CHILD:] or [CHILDNAME:][[User:Moonman|Moonman]] 18:18, 23 July 2008 (EDT)
 
*[CHILD:?] sets the age that a child becomes an adult, [CHILDNAME:?] sets what children are called, example, calf instead of bull. [[User:i2amroy|i2amroy]] 19 January 2009
 
*[CHILD:?] sets the age that a child becomes an adult, [CHILDNAME:?] sets what children are called, example, calf instead of bull. [[User:i2amroy|i2amroy]] 19 January 2009
*I can most definitely say the tag that allows breeding is [CHILD:]. [[User:Smew|Smew]] 26 April 2009
 
  
 
== HOW DO I SHOT WEB? ==
 
== HOW DO I SHOT WEB? ==
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second (assuming the answer to at least one of the above is true), how would one use this in adventure mode?{{user:yrael/sig|DATE=12:45, 14 May 2008 (EDT)}}
 
second (assuming the answer to at least one of the above is true), how would one use this in adventure mode?{{user:yrael/sig|DATE=12:45, 14 May 2008 (EDT)}}
 
*it adds the ability to shoot web, but creatures will only shoot web at other creatures they are hostile to.[[User:Moonman|Moonman]] 18:16, 23 July 2008 (EDT)
 
*it adds the ability to shoot web, but creatures will only shoot web at other creatures they are hostile to.[[User:Moonman|Moonman]] 18:16, 23 July 2008 (EDT)
::Impossible to shoot webs in adventure mode--[[User:Zchris13|Zchris13]] 22:41, 7 April 2009 (UTC)
 
 
*It appears that one's chasm-dwelling WEBBERs (or perhaps THICKWEB creatures) leave webs outdoors and can be auto-collected and spun into silk. --[[User:TomiTapio|TomiTapio]] 11:34, 5 September 2009 (UTC)
 
**I've Done some testing and it seems as if it is the Thick web token that causes spiders to lay webs and the webber token that gives them the ability to shoot them. Currently trying to find if I can get a web layer who can't throw webs --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:07, 23 February 2010 (UTC)
 
On a related note, can you breath fire or fly in adventure mode? it would be great to make dragons playable and go around exterminating [[hippies]] --[[User:Drunken dwarf|Drunken dwarf]] 01:10, 1 October 2009 (UTC)
 
*No, it does not seem as if you could shoot fire.. I have played as a Dragon Adventurer, I just about tore everything to pieces, but no fire.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:07, 23 February 2010 (UTC)
 
  
 
== MAGICAL ==
 
== MAGICAL ==
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I think this tag was meant for creatures not from natural origin. Its the same as Natural, but elves might react differently to it. <br>
 
I think this tag was meant for creatures not from natural origin. Its the same as Natural, but elves might react differently to it. <br>
 
-Booken 06:22, 26 April 2008 (EST)
 
-Booken 06:22, 26 April 2008 (EST)
*Looks like it makes the creature [http://www.bay12games.com/forum/index.php?topic=24390.450  attract local wildlife in large numbers.]--[[User:Igfig|Igfig]] 21:01, 30 May 2009 (UTC)
 
  
 
== ITEMCORPSE ==
 
== ITEMCORPSE ==
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     [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:FOOBAR_TREE]
 
     [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:FOOBAR_TREE]
 
But here, I can only have "Foobar treants".
 
But here, I can only have "Foobar treants".
 
:The subtype field has a use for types with subtypes; for example, weapons or vermin. See [[item token]] for the few item types that have subtypes.
 
:The "WOOD" in [HAS_RACEGLOSS:WOOD] isn't a user-definable category; it matches the "WOOD" in MATGLOSS_WOOD. So you could probably set it to [HAS_RACEGLOSS:WOOD], [HAS_RACEGLOSS:STONE], [HAS_RACEGLOSS:METAL], or [HAS_RACEGLOSS:PLANT], but that's it.
 
:[[User:Darekun|Darekun]] 22:21, 7 April 2009 (UTC)
 
  
 
== PACK_ANIMAL ==
 
== PACK_ANIMAL ==
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Anybody happen to know anything about the [PACK_ANIMAL] tag?  I noticed that [[muskox|muskoxen]], [[mule|mules]] and [[donkey|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? [[User:Some1else|Some1else]] 01:05, 19 February 2008 (EST)
 
Anybody happen to know anything about the [PACK_ANIMAL] tag?  I noticed that [[muskox|muskoxen]], [[mule|mules]] and [[donkey|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? [[User:Some1else|Some1else]] 01:05, 19 February 2008 (EST)
 
:It's only merchants, I believe. --[[User:Penguinofhonor|Penguinofhonor]] 21:31, 29 July 2008 (EDT)
 
:It's only merchants, I believe. --[[User:Penguinofhonor|Penguinofhonor]] 21:31, 29 July 2008 (EDT)
::That's true for now, but it will probably have more importance when animal hauling is finally implemented...  --[[User:Arkenstone|Arkenstone]] 10:18, 7 August 2009 (EST)
 
  
 
== VERMIN_ tags ==
 
== VERMIN_ tags ==
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== Litter size ==
 
== 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.--[[User:Eurytus|Eurytus]] 23:14, 5 April 2008 (EDT)
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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.--[[IUser:Eurytus|Eurytus]] 23:14, 5 April 2008 (EDT)
  
 
== Redirect ==
 
== Redirect ==
  
In conformance with the [[Dwarf Fortress Wiki:Community Portal|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? --[[User:JT|JT]] 22:26, 7 April 2008 (EDT)
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In conformance with the [[DwarfFortressWiki:Community Portal|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? --[[User:JT|JT]] 22:26, 7 April 2008 (EDT)
  
 
== defender ==
 
== defender ==
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::Yeah, Notepad can be retarded like that. --[[User:GreyMario|GreyMaria]] 18:11, 18 November 2008 (EST)
 
::Yeah, Notepad can be retarded like that. --[[User:GreyMario|GreyMaria]] 18:11, 18 November 2008 (EST)
 
Simmura, if you're thinking this way, I have a friend that I've helped code in Felines, as an actual civilization, like elves, dwarves, etc.  It's close to release-level, I can let you know specially when he's willing to release it, if you'd like. --[[User:Aescula|Aescula]] 00:48, 24 February 2010 (UTC)
 
  
 
==World Gen and Megabeasts==
 
==World Gen and Megabeasts==
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About megabeast modding... after adding the TRAINABLE tag to some, and after one attacked and my Dungeon Master tamed it, we stopped having sieges. It's been 3 years now and we haven't even seen so much as a single thief or ambush. We count ourselves lucky to have continued to receive liaisons and caravans however. We're making plans to drop it into a bottomless pit to see if that fixes the problem however.
+
About megabeast modding... after adding the TRAINABLE tag to some, and after one attacked and my Dungeon Master tamed it, we stopped having sieges. It's been 3 years now and we haven't even seen so much as a single thief or ambush. We count ourselves lucky to have continued to receive liaisons and caravans however. --[[User:Unseenmage|Unseenmage]] 04:31, 03 February 2009 (EST)
--[[User:Unseenmage|Unseenmage]] 04:31, 03 February 2009 (EST)
 
 
 
The megabeast burst into pieces against a ledge within the bottomless pit and that spring a vile force of darkness arrived. Problem solved.
 
--[[User:Unseenmage|Unseenmage]] 05:00, 03 February 2009 (EST)
 
 
 
*Something that works for me is adding [SEMIMEGABEAST] to their entries, and upping the number of caves in the world. That way they'll take over caves similar to the way other semi-megas do, but still function as general megabeasts. Be warned: If you up the number of caves too much, you may end up in a world with all the civilizations eaten by dragons. Have fun! [[User:GenericOverusedName|GenericOverusedName]] 17:30, 31 October 2009 (UTC)
 
 
 
== Elf Cannibals ==
 
 
 
I can't seem to find the tag that makes elves (supposedly) eat sentient creatures.  As far as I can tell from the raws, they are not, in fact, cannibals.  Can anyone give insight?  --[[User:Smartmo|Smartmo]] 02:22, 3 May 2009 (UTC)
 
:Actually, it's the [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] tag in the entity_default that lets them eat sentient creatures that they kill. They won't eat sentients they don't kill, due to the [ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE] tag.--[[User:Drake1500|Drake1500]] 04:50, 6 May 2009 (UTC)
 
 
 
== Ivory showing up as a trade item.==
 
The material spawn may be broken, but there could be a chance of it showing up as a trade item because I have a game where I got a Hippo Ivory bracelet off  of a dwarven caravan that I deconstructed the depot on not too long ago.--[[User:Smjjames|Smjjames]] 19:04, 25 May 2009 (UTC)
 
 
 
== Biome ==
 
 
 
SAVAGE Determines whether creature can show up on "savage" maps.
 
 
 
"can"?!  Doesn't this tag mean they ''only'' show up there? (Or at least that's where they start, and then meander around across the game map.)  --[[User:Albedo|Albedo]] 22:05, 3 August 2009 (UTC)
 
 
 
== STOUT ==
 
"STOUT Creature has a resistance to being knocked over."
 
 
 
In DF Complete mod, the nords (north humans) have clothes like "stout Flax sandal", which seems to imply that STOUT is a equipment-tag like NARROW. --[[User:TomiTapio|TomiTapio]] 11:29, 5 September 2009 (UTC)
 
 
 
== FIREIMMUNE ==
 
 
 
Tested it in adventurer mode.  A vanilla "play now" skilless and naked human stood on an oak sapling, set fire to it, and waited.  After 58 waits, he started blistering.  At 65, he started burning.  At 75, he passed out.  Trial 2, humans with [FIREIMMUNE] added.  "Play now" again, stood on a chestnut sapling, set it on fire.  Blistering at 57, burning at 64, passed out at around 76.  There does appear to be no actual increase to fire or heat resistance, in 40D.  -[[User:Arrkhal|Arrkhal]] 15:29, 10 October 2009 (UTC)
 
:That would probably be because of/related to how all of the damage is (apparently) done by heat. That is, fire heats up the area around it, and that's the main reason as to why it's dangerous. (Just like in the real world.) So [FIREIMMUNE] might be antiquated now - however, I'm pretty sure the same effect can be achieved through use of the heat resistance related tokens. ~ [[User:Midna|Midna]] 22:08, 20 January 2010 (UTC)
 
::Hmm...  And if you leave [FIREIMMUNE] on, you might just possibly get to walk around with a human ON FIRE but not dying.  Can you say throwing fireballs that used to be clothes? :3 --[[User:Aescula|Aescula]] 00:54, 24 February 2010 (UTC)
 
 
 
== [VEGETATION]? ==
 
 
 
Any clue what this tag does? I found it on the grimeling and treant, which are supposed to be plant-like I suppose. But was exactly does it do? [[User:GenericOverusedName|GenericOverusedName]] 17:32, 31 October 2009 (UTC)
 
 
 
== Using the "Aquatic" tag to eliminate annoying animals ==
 
 
 
I was sick of cats leaving bits of dead vermin that lured my dwarves outdoors, so I added the [AQUATIC] tag to cats in the creature_domestic.txt file and loaded my save game. Every cat drowned (being out of water) within seconds, and that was that.
 
- [[User:Porkness|Porkness]] 10:47, 17 December 2009
 
 
 
== Lisp possibilities ==
 
 
 
Kinda something here in hopes that Toady will see it.
 
 
 
The [LISP] tag is something that could probably very easily be expanded.  Imagine, for, say, a feline race, being able to use [LISP:R] for a purring sound.  Nifty?--[[User:Aescula|Aescula]] 10:45, 14 February 2010 (UTC)
 
 
 
== Intelligence ==
 
 
 
Turns out, adding the [INTELLIGENT] tag allows the creature to learn new abilities such as after I added it to my dogs, they started learning Pacifier, negotiator, judge of intent etc I suppose thats because they can work jobs and always have the 'no job' thingo on, anyone have any ideas on how to allow for labour to be enable for animals?
 
 
 
==Combinatorial tokens==
 
Recently it was discovered that certain fish, particularly shad, undertake [http://www.bay12games.com/forum/index.php?topic=51864.msg1118876#msg1118876 biannual migratory salmon runs]. As shad have no particular token that appears to directly cause this behaviour (it's not [CLUSTER_NUMBER]), it's possible that a combination of tokens - in this case likely their biome tokens - creates this behaviour. Regardless, the matter bears further looking into. --[[User:Retro|Retro]] 22:20, 30 March 2010 (UTC)
 
:The matter ''was'' further looked into and has been proven [http://www.bay12games.com/forum/index.php?topic=51864.msg1122319#msg1122319 here] - a combination of CLUSTER_NUMBER and the temperate ocean/river biome tokens. Relevant information added to CLUSTER_NUMBER. --[[User:Retro|Retro]] 04:53, 1 April 2010 (UTC)
 

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