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Interaction examples

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

This page was created to aid those curious about the interaction process by providing example interactions for them to use or study. Those familiar with interaction raws should feel free to add helpful/obscure information to the lists below to help members of the community less experienced with interactions.

General Tips

Synchronizing Adventure and Fort Mode syndrome timers

Fort mode runs 72 times faster than Adventure mode - which means that a syndrome that lasts a single tick in Fort Mode will last 72 ticks in Adventure Mode. For short-term syndromes, this will cause very different behaviors between the two modes. In order to ensure that a syndrome operates the same way regardless of mode, add DWF_STRETCH:72 to the end of the CE effect tag.

It is not possible to make a syndrome that lasts shorter than 72 ticks in Adventure Mode.

Syndromes with no effect

There are times you will want to create a syndrome that has no actual effect - generally in order to add a SYN_CLASS that renders the target untargetable by a different interaction. Syndromes disappear once their effects have expired, so to do this you will need to add an effect that does nothing. Some examples:

So if you see tags like this in the examples below, this is what they are for.

Material Emission Interactions

Following are several examples of material emission interactions.

Multiple Projectile Emission


By adding additional [I_EFFECT:MATERIAL_EMISSION] tags with their associated targets, you may stack additional projectiles.

Predefined Material Emissions

If a material is listed in this format, the creature will not need a [CDI:MATERIAL] tag in their creature raws in order to use it. This allows projectile attacks to be gained through substance ingestion, other interactions, etc.

Predefined Emissions of Different Types

This interaction fires both a solid glob of basalt and a liquid glob of granite magma.

Material Emissions With Immunity

Material emissions used in this format are affected by [IT_CANNOT_HAVE_SYNDROME_CLASS:X] tags (given above as the custom tag NO_EMISSION). This allows a modder to create immunity syndromes, disallowing a creature using the emission interaction from targeting the creature with immunity.

Timed Self-Destruct with Override Ability

This will allow the user to explode after spending a certain amount of time in combat. A few ticks before exploding, it will flash with a "!" as a warning. You can also replace the explosion with any other powerful ability that you want it to use only after a countdown. It also comes with a syndrome that will disable the explosion. This is intended to be used by non-playable units, like animals or zombies.

Syndrome Interactions

Following are examples of interactions that apply syndromes.

Emission Immunity

This interaction would prohibit a creature from being targeted by the emission interaction listed above.