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Difference between revisions of "Creature token"

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The <code>[OBJECT:CREATURE]</code> [[token]] defines the properties of [[creatures]]; <!-- The exact nature of this creatures is further specified by the ... tokens.--> this being a full list of all known creature tokens:
 
The <code>[OBJECT:CREATURE]</code> [[token]] defines the properties of [[creatures]]; <!-- The exact nature of this creatures is further specified by the ... tokens.--> this being a full list of all known creature tokens:
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| Caste
 
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| 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.
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| 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}}
  
 
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*Range
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*Range (6 values, low to high)
 
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]
 
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]
  
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| Caste
 
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| The creature radiates [[fire]]. It 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 trap]]s and [[cage]]s made of certain materials.
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| The creature radiates [[fire]]. It 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 trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).
  
 
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| Caste
 
| Caste
 
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|   
| Allows the creature to be used as a pack animal. Currently only used by [[trading|merchants]] without wagons. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!
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| 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!
  
 
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|  
 
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*value  
 
*value  
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version ranges from 1-3. A higher value is better at penetrating containers.
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| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.
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 +
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.
  
 
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*mindepth
 
*mindepth
 
*maxdepth  
 
*maxdepth  
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.
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| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.
  
 
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*[[Creature examples]]
 
*[[Creature examples]]
  
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[[ru:Creature token]]
 
[[ru:Creature token]]

Revision as of 21:40, 18 May 2022

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


The [OBJECT:CREATURE] token defines the properties of creatures; this being a full list of all known creature tokens:


Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

A

Token Type Arguments Description
ADOPTS_OWNER 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 cats in the vanilla game.
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 Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from [DIURNAL]/[NOCTURNAL]/[CREPUSCULAR], rather than implying them.[Verify]
ALTTILE Creature
  • 'character' or tile number
If set, the creature will blink between its [TILE] and its ALTTILE.
AMBUSHPREDATOR Caste Found on [LARGE_PREDATOR]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]
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 Caste
  • Range (6 values, low to high)
Forum post describing how description ranges work
APP_MOD_GENETIC_MODEL Caste
  • 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 Caste
  • number
Determines how important the appearance modifier is, for determining whether it shows up in the creature description.[Verify]
APP_MOD_NOUN Caste
  • noun
  • SINGULAR or PLURAL
Creates a noun for the appearance, and whether it is singular or plural.
APP_MOD_RATE Caste
  • 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
  • bodypart
  • selection criteria
  • location
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 occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.
Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

B

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.
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.

If the body is left undefined, the creature will cause a crash whenever it spawns.[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]. Adventurers with this token are currently unable to eat bones.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.
Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

C

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.
CAN_SPEAK Caste Can talk. Note that this is not necessary for a creature to gain social skills.
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 Allows the creature to open doors 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.
CARNIVORE 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.
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
Caste-specific [NAME].
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_SPEECH Caste
  • speech file
Caste-specific [SPEECH].
CASTE_TILE Caste
  • tile number or "letter"
Caste-specific [CREATURE_TILE].
CAVE_ADAPT Caste Gives the creature a bonus in caves. Also causes cave adaptation.
CDI Caste
  • Varies
Specifies details for the preceding [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. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to 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 without first being butchered/cleaned. Used by some water-dwelling vermin such as mussels, nautiluses and oysters.
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 Spec
  • CREATURE NAME
Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and animal people). Often used in combination with [APPLY_CREATURE_VARIATION] 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.
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 Sets the creature to be active at twilight 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 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.
Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

D

Token Type Arguments Description
DEMON Caste Found on generated demons. 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] v0.47.01. Could not be specified in user-defined raws until version 0.47.01.
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 Sets the creature to be active during the day 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]. It's also possible for another creature to transform into it.

Contents A B C D E F G H I J K L M N O P Q R S T U V W X Y Z top

E

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 3x3 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 colonise evil areas.
EXTRA_BUTCHER_OBJECT Caste
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • TYPE, CATEGORY, or TOKEN
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.
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F

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, 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]. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do. Could not be specified in user-defined raws until version 0.47.01.

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.

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).
FREQUENCY Creature
  • 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 [POP_RATIO].
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G

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.
  • <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 after 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. See Pasture for details on its issues.
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H

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.
HASSHELL Caste The creature has a shell. Seemingly no longer used - holdover from previous versions.
HFID Creature
  • Integer (generic token?)
Found on generated angels. This is the historical figure ID of the deity with which the angel is associated.
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.
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I

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. Keep booze away from critters with this tag. 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] but additionally keeps creatures from being butchered by the AI during worldgen and post-gen. In fortress mode, [CAN_LEARN] is enough.
ITEMCORPSE Caste Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).
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

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 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."
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 uneffected 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 The creature will generate light, such as in adventurer mode at night.
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].
LISP Caste Creature uses "sssssnake talk" (multiplies 'S' when talking - "My name isss Recisssiz."). Used by serpent men and reptile men in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.
LITTERSIZE Caste
  • minimum
  • maximum
Determines the number of offspring per one birth.
LOCAL_POPS_CONTROLLABLEv0.42.01 Creature Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.
LOCAL_POPS_PRODUCE_HEROESv0.42.01 Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.
LOCKPICKER Caste Lets a creature open doors that are set to forbidden in fortress mode.
LOOSE_CLUSTERS Creature The creatures will scatter if they have this tag, or form tight packs if they don't.
LOW_LIGHT_VISION Caste
  • number
Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.
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M

Token Type Arguments Description
MAGICAL Caste According to Toady One, this is completely interchangeable with [AT_PEACE_WITH_WILDLIFE] and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [2]
MAGMA_VISION Caste The creature is able to see while submerged in magma.
MALE Caste Makes the creature biologically male. Usually declared inside a caste.
MANNERISM_* Caste
  • occasionally body part
Adds a possible mannerism to the creature's profile. See creature mannerism token for further info.
MATERIAL Creature
  • material id
Begins defining a new material.[Verify]
MATERIAL_FORCE_MULTIPLIER Caste When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also [GENERAL_MATERIAL_FORCE_MULTIPLIER], which can be used to make this sort of effect applicable to all materials.
MATUTINAL Caste Sets the creature to be active at dawn in adventurer mode.
MAXAGE Caste
  • min
  • max
Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact tick!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [3].

Creatures which lack this token are naturally immortal. The NO_AGING syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.

MEANDERER Caste Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with [CAN_LEARN], will severely impact their pathfinding and lead the creature to move extremely slowly when not performing any task.
MEGABEAST Caste A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.Bug:10731 See megabeast page for more details.

Requires specifying a [BIOME] in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with [LARGE_ROAMING] and if both are used the creature will spawn as both historical bosses and as wild animals.

MENT_ATT_CAP_PERC Caste 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 Caste
  • ATTRIBUTE
  • lowest
  • lower
  • low
  • median
  • high
  • higher
  • highest
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 Caste
  • ATTRIBUTE Token
  • cost to improve
  • unused counter rate
  • rust counter rate
  • demotion counter rate
Mental attribute gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.
MILKABLE Caste Allows the creature to be milked in the farmer's workshop. The frequency is the amount of ticks the creature needs to "recharge" (i.e. how much time needs to pass before it can be milked again). Does not work on sentient creatures, regardless of ethics.
MISCHIEVIOUS Caste Alias for [MISCHIEVOUS].
MISCHIEVOUS Caste The creature spawns stealthed and will attempt to path into the fortress, pulling any levers it comes across. It will be invisible on the map and unit list until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by gremlins in the vanilla game. "They go on little missions to mess with various fortress buildings, not just levers."
MODVALUE Caste Seemingly no longer used.
MOUNT Caste Creature may be used as a mount. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.
MOUNT_EXOTIC Caste Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.
MULTIPART_FULL_VISION Caste Allows the creature to have all-around vision as long as it has multiple heads that can see.
MULTIPLE_LITTER_RARE Caste Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets with a 1/500 chance. Requires [FEMALE].
MUNDANE Creature Marks if the creature is an actual real-life creature. Only used for age-names at present.
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N

Token Type Arguments Description
NAME Creature
  • 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. If left undefined, the creature will be labeled as "nothing" by the game.
NATURAL Caste Animal is considered to be natural. NATURAL animals will not engage creatures tagged with [AT_PEACE_WITH_WILDLIFE] in combat unless they are members of a hostile entity and vice-versa.
NATURAL_ANIMAL Caste Alias of [NATURAL].
NATURAL_SKILL Caste 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.
NIGHT_CREATURE_BOGEYMAN Caste Creatures with this token can appear in bogeyman ambushes in adventure mode, where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into smoke after a short while. Note that setting the "Number of Bogeyman Types" in advanced world generation to 0 will only remove randomly-generated bogeymen.
NIGHT_CREATURE_EXPERIMENTERv0.47.01 Caste Found on some necromancers. Creatures with this tag may periodically "perform horrible experiments" offscreen, during which they can use creature-targeting interactions with an [I_SOURCE:EXPERIMENT] tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into ghouls and other experimental creatures, and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.
NIGHT_CREATURE_HUNTER Caste Found on night trolls and werebeasts. Implies that the creature is a night creature, and shows its description in legends mode entry. The creature is always hostile and will start no quarter combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in fortress mode except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.

Does stack with [LARGE_ROAMING] and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a [BIOME] in which the creature will live, and subterranean biomes are allowed.

This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to vampires. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).

NIGHT_CREATURE_NIGHTMAREv0.47.01 Caste Found on nightmares. Corpses and severed body parts derived from creatures with this token turn into smoke after a short while.
NO_AUTUMN Caste The creature caste does not appear in autumn.
NO_CONNECTIONS_FOR_MOVEMENT Caste Creature doesn't require connected body parts to move[Verify]; generally used on undead creatures with connections that have rotted away.
NO_DIZZINESS Caste Creature cannot become dizzy.
NO_DRINK Caste Creature does not need to drink.
NO_EAT Caste Creature does not need to eat. Seems to cause worldgen crashes if it is part of an entity with [PERMITTED_JOB:FISHERMAN][Verify]
NO_FEVERS Caste Creature cannot suffer fevers.
NO_GENDER Caste The creature is biologically sexless. Makes the creature unable to breed.
NO_PHYS_ATT_GAIN Caste The creature cannot raise any physical attributes.
NO_PHYS_ATT_RUST Caste The creature cannot lose any physical attributes.
NO_SLEEP Caste Creature does not need to sleep. Can still be rendered unconscious by other means.
NO_SPRING Caste The creature caste does not appear in spring.
NO_SUMMER Caste The creature caste does not appear in summer.
NO_THOUGHT_CENTER_FOR_MOVEMENT Caste Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.
NO_UNIT_TYPE_COLOR Caste Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).
NO_VEGETATION_PERTURB Caste[Verify] Likely prevents the creature from leaving broken vegetation tracks.[Verify]
NO_WINTER Caste The creature caste does not appear in winter.
NOBONES Caste Creature has no bones.
NOBREATHE Caste Creature doesn't need to breathe or have [BREATHE] parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.
NOCTURNAL Caste Sets the creature to be active at night in adventure mode.
NOEMOTION Caste Creature has no emotions. It is immune to the effects of stress and unable to rage, and its needs cannot be fulfilled in any way. Used on undead in the vanilla game.
NOEXERT 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.
NOFEAR Caste Creature doesn't feel fear and will never flee from battle, and will be immune to ghosts' attempts to 'scare it to death'. Additionally, it causes bogeymen and nightmares to become friendly towards the creature.
NOMEAT Caste Creature will not drop meat when butchered.
NONAUSEA Caste Creature isn't nauseated by gut hits and cannot vomit.
NOPAIN Caste Creature doesn't feel pain.
NOSKIN Caste Creature will not drop a hide when butchered.
NOSKULL Caste Creature will not drop a skull on butchering, rot, or decay of severed head.
NOSMELLYROT Caste Does not produce miasma when rotting.
NOSTUCKINS Caste Weapons can't get stuck in the creature.
NOSTUN Caste Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it will die.
NOT_BUTCHERABLE Caste Cannot be butchered.
NOT_LIVING Caste Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by vampires, mummies and inorganic creatures like the amethyst man and bronze colossus. Creatures who are [OPPOSED_TO_LIFE] (undead) will be docile towards creatures with this token.
NOTHOUGHT Caste Creature doesn't require a [THOUGHT] body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.
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O

Token Type Arguments Description
ODOR_LEVEL Caste
  • number
How easy the creature is to smell. The higher the number, the easier the creature can be smelt. Zero is odorless, default is 50.
ODOR_STRING Caste
  • string
What the creature smells like. If no odor st