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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Greiger</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Greiger"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Greiger"/>
	<updated>2026-05-07T17:21:50Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dwarf_cancels_task:_Job_item_lost_or_destroyed&amp;diff=152550</id>
		<title>v0.31:Dwarf cancels task: Job item lost or destroyed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dwarf_cancels_task:_Job_item_lost_or_destroyed&amp;diff=152550"/>
		<updated>2011-08-22T02:51:46Z</updated>

		<summary type="html">&lt;p&gt;Greiger: Basic description, and some possible causes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A dwarf attempted to use an object in a job that has either ceased to exist or has moved since the job was created.&lt;br /&gt;
&lt;br /&gt;
Shallower flowing water will often move items, and large channeling projects can cause this kind of trouble with masons when a particular stone they wanted gets channeled under and drops a z-level, causing the mason to lose track of where their stone went.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Miner_cancels_dig:_Inappropriate_dig_square&amp;diff=152549</id>
		<title>v0.31:Miner cancels dig: Inappropriate dig square</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Miner_cancels_dig:_Inappropriate_dig_square&amp;diff=152549"/>
		<updated>2011-08-22T02:43:51Z</updated>

		<summary type="html">&lt;p&gt;Greiger: Basic description of the error message and a common cause.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Happens occasionally with ramp and channel digging.  A miner was moving to dig out a square and found that it was already dug out from above or below with a channel or ramp.  &lt;br /&gt;
&lt;br /&gt;
Only seems to happen with multiple miners, and is mostly harmless.  The miner will just find another tile to dig out after a moment of thought.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Equipment_mismatch&amp;diff=152547</id>
		<title>v0.31:Equipment mismatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Equipment_mismatch&amp;diff=152547"/>
		<updated>2011-08-22T02:03:36Z</updated>

		<summary type="html">&lt;p&gt;Greiger: Basic description of the error message with what seems to be the most common cause.  May need more detail, and formatting from a more skilled editor.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Usually not as bad as it sounds, this most often means that a military dwarf was on their way to pick up a piece of gear when when a more appropriate or better piece of gear than what they were on their way to collect becomes available.  &lt;br /&gt;
&lt;br /&gt;
For example a military dwarf assigned to wear metal leggings is on their way to pick up some copper leggings when your armorsmith finishes making some steel leggings.  The military dwarf will cancel the collection of the copper leggings with this message and then move to collect the steel ones instead.&lt;br /&gt;
&lt;br /&gt;
Happens fairly often when your smiths are cranking out a large number of military items and your soldiers hustle about to collect and distribute the higher quality items.  Though it was also reported to be related to older military equipping bugs in the past.&lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=118692</id>
		<title>v0.31 Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=118692"/>
		<updated>2010-06-16T01:09:09Z</updated>

		<summary type="html">&lt;p&gt;Greiger: /* Spike Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had a horse-mounted goblin swordsman pass over six layers of cage traps and at least 20 layers of stonefall traps without triggering any of them.  The prior year, against unmounted goblins, the traps worked fine (with reduced effectiveness compared to earlier versions, as has been reported), though I did have to flood the passage to kill them because three of them simply stopped moving and started shooting cats, waiting for dwarves to come for their pets, apparently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have had goats, goblins and alligators happily walk right through a stone trap bomb carpet of 3-5 layers (per person) and walk away wounded, but still walking. This certainly seems new.&lt;br /&gt;
&lt;br /&gt;
Experiences with this? --[[User:Birthright|Birthright]] 19:42, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maybe that´s because they deal only blunt damage (I think), which has been severely nerfed (because it seldom deals critical wounds and bleeding). I had the same experience with a goblin siege in year 2, which then also doomed my entire fortress (because I only got mildly trained soldiers with leather armor and copper weapons and marksdwarfs are bugged). &amp;lt;br&amp;gt; I think they will regain their usefulness, when damage types get balanced again. On the other hand, they really were quite overpowered before, considering the needed setup-time and material. ~ [[User:Felcis|Felcis]] 20:34, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Makes sense. I'm not even complaining - I like a challenge. The wooden spears, bows and arrows in my weapon traps btw may be a bit overpowered now.&lt;br /&gt;
&lt;br /&gt;
== Spike Trap ==&lt;br /&gt;
Spike traps seem to be seriously dependent on weapon material now for their damage. The same 10x glass menacing spike will cause serious damage to a clothes-wearing dwarf (several red external and internal wounds), but will do nothing to a Goblin wearing copper armour. Well, after about 50 spikings all his fingers and toes were red, as was his nose and ears, and for some reason right lower leg, but the rest of him was fine - or was once he'd had time to heal the bruises.&lt;br /&gt;
&lt;br /&gt;
Also, they appear to train people being attacked by them, as said Goblin pikeman became a pikemaster before I let him out, and was able to bat spikes out of the way before they touched him.--[[Special:Contributions/131.111.254.209|131.111.254.209]] 05:01, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Someone posted this under spike traps:&lt;br /&gt;
&lt;br /&gt;
`An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed. &lt;br /&gt;
&lt;br /&gt;
From 40d that is not correct.  Did this change?--[[User:Kwieland|Kwieland]] 18:18, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
(I'm new at this wiki editing stuff I'm afraid, sorry if I don't format this right.)  &lt;br /&gt;
Actually I'm fairly certain it was wrong that spike traps didn't damage things that fell on them in 40D as well. It wasn't actually 40D but I remember back when DC's combat reports worked a creature falling onto a deployed spike did indeed take a hit from the spike before it hit the ground. I cannot locate the quote, but I recall Toady specifically mentioning he built that into their functionality when they were implemented during the 2D to 3D update.  And I recently confirmed it to still be the case in version .31 prompting me to make the edit.  I've had dwarves accidentally fall into a pit that has a spike at the bottom, and it generates a one like combat report of the &amp;quot;spinning&amp;quot; spike striking the target before they hit the ground.  It should actually be easy to test now, if folks don't believe me.  Dig a pit 2 or 3 tiles deep put a spike trap at the bottom and pit some animal in there.  That should generate a combat report of the animal hitting the spike. Even without the combat log, it should be easy to identify the stab wound from the bludgeoning falling wounds. EDIT: Located the quote. &amp;quot;falling damage and corpse impalement for unretracted spike buildings&amp;quot; from the devlog, 10/16/2007--[[User:Greiger|Greiger]]&lt;br /&gt;
&lt;br /&gt;
== Stonefall ==&lt;br /&gt;
&lt;br /&gt;
It's my recollection that stonefall traps outright destroy the stone when they are triggered, so they always need to be reloaded with a fresh rock from somewhere else. --[[User:Quietust|Quietust]] 20:56, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, try it out? Certainly not the case here, and never was IIRC. --[[User:Birthright|Birthright]] 21:20, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I second that. I always have the stone of the trap lying on it after it was triggered, so it was not destroyed. I´m not even sure if the dwarfes always need a different one, but I never payed close attention to that. ~ [[User:Felcis|Felcis]] 21:26, 14 April 2010 (UTC)&lt;br /&gt;
:::I think the wisdom of the old ages on that was that the reloader picks the closest stone at the time he is tasked with the job. So if one guy reloads 6 traps he might well pick some of the stones right there - never checked really. --[[Special:Contributions/92.202.32.216|92.202.32.216]] 02:02, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, been playing DF for a long while but the improvements in the latest versions have inspired me to try to contribute a bit to the wiki for the first time. If you think any information is incorrect then feel free to shout out about it. [[User:Akkie|Akkie]] 18:23, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can ARROWS be loaded in weapon traps, or only BOLTS?&lt;br /&gt;
--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:07, 28 May 2010 (UTC)&lt;br /&gt;
::Arrows used to be fine (40d) not sure about the newest version.  I don't use weapon traps that often, they generate too many body parts/mess for cleanup!--[[User:Kwieland|Kwieland]] 16:42, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cage Traps? ==&lt;br /&gt;
&lt;br /&gt;
are they still as effective as in 40d?  the current article doesn't have anything on them  .-Slothen--[[Special:Contributions/99.96.100.228|99.96.100.228]] 21:29, 18 April 2010 (UTC)&lt;br /&gt;
: Yes they are: Dragons as well as colossi are no threat as long as you have cage traps at your entrance - wooden cages are still sufficient to contain them savely. --[[User:Doub|Doub]] 21:47, 18 April 2010 (UTC)&lt;br /&gt;
::I was attempting to test all this in my latest fort. Can someone else please verify that this is still the case by writing in here that they've seen it happen. I know that titans(not sure about traditional megabeasts) have &amp;quot;trap avoid&amp;quot; tags and are not affected by stone-fall or weapon traps (I've tested that myself in a previous fort) but have yet to try to cage them.  -- [[User:Akkie|Akkie]] 15:01, 19 April 2010 (UTC)&lt;br /&gt;
:::I can verify that Dragons are still captured, as of 0.31.06.  None of the Forgotten Beasts that I've encountered have been captured, though.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
::Forgotten beast safely traveled through a corridor with two cage traps in it. I hardly had time to build a floor above the stairway to the caverns, pheeew... Damn it was such a brilliant idea to get a Beast for my zoo! --[[User:Peregarrett|Peregarrett]] 13:52, 21 April 2010 (UTC)&lt;br /&gt;
:::Ok thanks, I think I'll just say &amp;quot;Some rare creatures&amp;quot; are immune to cage traps to avoid any spoiler action. People can put all that spoilery stuff in the forgotten beast section! [[User:Akkie|Akkie]] 18:32, 21 April 2010 (UTC)&lt;br /&gt;
::::i have several (20+) cage traps leading into the back entrance of my fort, and a forgotten beast was not captured by any of them. infact, quite the opposite; at the end of the long, narrow stretch of traps lay a crew of soldiers awaiting it. and after a bit of a skirmish, i've ended up with TWO 'dwarf cage's - should this be in the article, too? seems relatively important to me, and the poor soldiers trapped inside..--[[User:DJ Devil|DJ Devil]] 02:15, 26 May 2010 (UTC)&lt;br /&gt;
:::::Unconscious dwarves will fall victim to otherwise 'friendly' traps. --[[Special:Contributions/67.163.255.238|67.163.255.238]] 02:33, 26 May 2010 (UTC)&lt;br /&gt;
::::i didnt know that. both were severely injured, so them being unconscious was highly likely. should that fact be on the page?--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cage traps require a certain skill to reload.  It is either mechanics or masonry (I'm assuming mechanics but haven't been able to verify yet since my traps aren't being used atm).  Would be nice to include this in the article.&lt;br /&gt;
:I'm 99% sure it's mechanics.  I'll edit it in, someone correct me if it's wrong.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==taming==&lt;br /&gt;
I'm not sure who put the &amp;quot;taming isn't working&amp;quot; notice up, but I have tamed mountain goats caught in a trap in my latest fort. What evidence are you basing this on? Has anyone else not been able to tame creatures? Remember '''some''' creatures (with [PET_EXOTIC]) require the dungeonmaster (who seems to never turn up at the moment) to tame.&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=118690</id>
		<title>v0.31 Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=118690"/>
		<updated>2010-06-16T01:07:28Z</updated>

		<summary type="html">&lt;p&gt;Greiger: /* Spike Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had a horse-mounted goblin swordsman pass over six layers of cage traps and at least 20 layers of stonefall traps without triggering any of them.  The prior year, against unmounted goblins, the traps worked fine (with reduced effectiveness compared to earlier versions, as has been reported), though I did have to flood the passage to kill them because three of them simply stopped moving and started shooting cats, waiting for dwarves to come for their pets, apparently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have had goats, goblins and alligators happily walk right through a stone trap bomb carpet of 3-5 layers (per person) and walk away wounded, but still walking. This certainly seems new.&lt;br /&gt;
&lt;br /&gt;
Experiences with this? --[[User:Birthright|Birthright]] 19:42, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maybe that´s because they deal only blunt damage (I think), which has been severely nerfed (because it seldom deals critical wounds and bleeding). I had the same experience with a goblin siege in year 2, which then also doomed my entire fortress (because I only got mildly trained soldiers with leather armor and copper weapons and marksdwarfs are bugged). &amp;lt;br&amp;gt; I think they will regain their usefulness, when damage types get balanced again. On the other hand, they really were quite overpowered before, considering the needed setup-time and material. ~ [[User:Felcis|Felcis]] 20:34, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Makes sense. I'm not even complaining - I like a challenge. The wooden spears, bows and arrows in my weapon traps btw may be a bit overpowered now.&lt;br /&gt;
&lt;br /&gt;
== Spike Trap ==&lt;br /&gt;
Spike traps seem to be seriously dependent on weapon material now for their damage. The same 10x glass menacing spike will cause serious damage to a clothes-wearing dwarf (several red external and internal wounds), but will do nothing to a Goblin wearing copper armour. Well, after about 50 spikings all his fingers and toes were red, as was his nose and ears, and for some reason right lower leg, but the rest of him was fine - or was once he'd had time to heal the bruises.&lt;br /&gt;
&lt;br /&gt;
Also, they appear to train people being attacked by them, as said Goblin pikeman became a pikemaster before I let him out, and was able to bat spikes out of the way before they touched him.--[[Special:Contributions/131.111.254.209|131.111.254.209]] 05:01, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Someone posted this under spike traps:&lt;br /&gt;
&lt;br /&gt;
`An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed. &lt;br /&gt;
&lt;br /&gt;
From 40d that is not correct.  Did this change?--[[User:Kwieland|Kwieland]] 18:18, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
(I'm new at this wiki editing stuff I'm afraid, sorry if I don't format this right.)  &lt;br /&gt;
Actually I'm fairly certain it was wrong that spike traps didn't damage things that fell on them in 40D as well. It wasn't actually 40D but I remember back when DC's combat reports worked a creature falling onto a deployed spike did indeed take a hit from the spike before it hit the ground. I cannot locate the quote, but I recall Toady specifically mentioning he built that into their functionality when they were implemented during the 2D to 3D update.  And I recently confirmed it to still be the case in version .31 prompting me to make the edit.  I've had dwarves accidentally fall into a pit that has a spike at the bottom, and it generates a one like combat report of the &amp;quot;spinning&amp;quot; spike striking the target before they hit the ground.  It should actually be easy to test now, if folks don't believe me.  Dig a pit 2 or 3 tiles deep put a spike trap at the bottom and pit some animal in there.  That should generate a combat report of the animal hitting the spike. EDIT: Located the quote. &amp;quot;falling damage and corpse impalement for unretracted spike buildings&amp;quot; from the devlog, 10/16/2007--[[User:Greiger|Greiger]]&lt;br /&gt;
&lt;br /&gt;
== Stonefall ==&lt;br /&gt;
&lt;br /&gt;
It's my recollection that stonefall traps outright destroy the stone when they are triggered, so they always need to be reloaded with a fresh rock from somewhere else. --[[User:Quietust|Quietust]] 20:56, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, try it out? Certainly not the case here, and never was IIRC. --[[User:Birthright|Birthright]] 21:20, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I second that. I always have the stone of the trap lying on it after it was triggered, so it was not destroyed. I´m not even sure if the dwarfes always need a different one, but I never payed close attention to that. ~ [[User:Felcis|Felcis]] 21:26, 14 April 2010 (UTC)&lt;br /&gt;
:::I think the wisdom of the old ages on that was that the reloader picks the closest stone at the time he is tasked with the job. So if one guy reloads 6 traps he might well pick some of the stones right there - never checked really. --[[Special:Contributions/92.202.32.216|92.202.32.216]] 02:02, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, been playing DF for a long while but the improvements in the latest versions have inspired me to try to contribute a bit to the wiki for the first time. If you think any information is incorrect then feel free to shout out about it. [[User:Akkie|Akkie]] 18:23, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can ARROWS be loaded in weapon traps, or only BOLTS?&lt;br /&gt;
--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:07, 28 May 2010 (UTC)&lt;br /&gt;
::Arrows used to be fine (40d) not sure about the newest version.  I don't use weapon traps that often, they generate too many body parts/mess for cleanup!--[[User:Kwieland|Kwieland]] 16:42, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cage Traps? ==&lt;br /&gt;
&lt;br /&gt;
are they still as effective as in 40d?  the current article doesn't have anything on them  .-Slothen--[[Special:Contributions/99.96.100.228|99.96.100.228]] 21:29, 18 April 2010 (UTC)&lt;br /&gt;
: Yes they are: Dragons as well as colossi are no threat as long as you have cage traps at your entrance - wooden cages are still sufficient to contain them savely. --[[User:Doub|Doub]] 21:47, 18 April 2010 (UTC)&lt;br /&gt;
::I was attempting to test all this in my latest fort. Can someone else please verify that this is still the case by writing in here that they've seen it happen. I know that titans(not sure about traditional megabeasts) have &amp;quot;trap avoid&amp;quot; tags and are not affected by stone-fall or weapon traps (I've tested that myself in a previous fort) but have yet to try to cage them.  -- [[User:Akkie|Akkie]] 15:01, 19 April 2010 (UTC)&lt;br /&gt;
:::I can verify that Dragons are still captured, as of 0.31.06.  None of the Forgotten Beasts that I've encountered have been captured, though.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
::Forgotten beast safely traveled through a corridor with two cage traps in it. I hardly had time to build a floor above the stairway to the caverns, pheeew... Damn it was such a brilliant idea to get a Beast for my zoo! --[[User:Peregarrett|Peregarrett]] 13:52, 21 April 2010 (UTC)&lt;br /&gt;
:::Ok thanks, I think I'll just say &amp;quot;Some rare creatures&amp;quot; are immune to cage traps to avoid any spoiler action. People can put all that spoilery stuff in the forgotten beast section! [[User:Akkie|Akkie]] 18:32, 21 April 2010 (UTC)&lt;br /&gt;
::::i have several (20+) cage traps leading into the back entrance of my fort, and a forgotten beast was not captured by any of them. infact, quite the opposite; at the end of the long, narrow stretch of traps lay a crew of soldiers awaiting it. and after a bit of a skirmish, i've ended up with TWO 'dwarf cage's - should this be in the article, too? seems relatively important to me, and the poor soldiers trapped inside..--[[User:DJ Devil|DJ Devil]] 02:15, 26 May 2010 (UTC)&lt;br /&gt;
:::::Unconscious dwarves will fall victim to otherwise 'friendly' traps. --[[Special:Contributions/67.163.255.238|67.163.255.238]] 02:33, 26 May 2010 (UTC)&lt;br /&gt;
::::i didnt know that. both were severely injured, so them being unconscious was highly likely. should that fact be on the page?--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cage traps require a certain skill to reload.  It is either mechanics or masonry (I'm assuming mechanics but haven't been able to verify yet since my traps aren't being used atm).  Would be nice to include this in the article.&lt;br /&gt;
:I'm 99% sure it's mechanics.  I'll edit it in, someone correct me if it's wrong.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==taming==&lt;br /&gt;
I'm not sure who put the &amp;quot;taming isn't working&amp;quot; notice up, but I have tamed mountain goats caught in a trap in my latest fort. What evidence are you basing this on? Has anyone else not been able to tame creatures? Remember '''some''' creatures (with [PET_EXOTIC]) require the dungeonmaster (who seems to never turn up at the moment) to tame.&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=118683</id>
		<title>v0.31 Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=118683"/>
		<updated>2010-06-16T00:36:22Z</updated>

		<summary type="html">&lt;p&gt;Greiger: /* Spike Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had a horse-mounted goblin swordsman pass over six layers of cage traps and at least 20 layers of stonefall traps without triggering any of them.  The prior year, against unmounted goblins, the traps worked fine (with reduced effectiveness compared to earlier versions, as has been reported), though I did have to flood the passage to kill them because three of them simply stopped moving and started shooting cats, waiting for dwarves to come for their pets, apparently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have had goats, goblins and alligators happily walk right through a stone trap bomb carpet of 3-5 layers (per person) and walk away wounded, but still walking. This certainly seems new.&lt;br /&gt;
&lt;br /&gt;
Experiences with this? --[[User:Birthright|Birthright]] 19:42, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maybe that´s because they deal only blunt damage (I think), which has been severely nerfed (because it seldom deals critical wounds and bleeding). I had the same experience with a goblin siege in year 2, which then also doomed my entire fortress (because I only got mildly trained soldiers with leather armor and copper weapons and marksdwarfs are bugged). &amp;lt;br&amp;gt; I think they will regain their usefulness, when damage types get balanced again. On the other hand, they really were quite overpowered before, considering the needed setup-time and material. ~ [[User:Felcis|Felcis]] 20:34, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Makes sense. I'm not even complaining - I like a challenge. The wooden spears, bows and arrows in my weapon traps btw may be a bit overpowered now.&lt;br /&gt;
&lt;br /&gt;
== Spike Trap ==&lt;br /&gt;
Spike traps seem to be seriously dependent on weapon material now for their damage. The same 10x glass menacing spike will cause serious damage to a clothes-wearing dwarf (several red external and internal wounds), but will do nothing to a Goblin wearing copper armour. Well, after about 50 spikings all his fingers and toes were red, as was his nose and ears, and for some reason right lower leg, but the rest of him was fine - or was once he'd had time to heal the bruises.&lt;br /&gt;
&lt;br /&gt;
Also, they appear to train people being attacked by them, as said Goblin pikeman became a pikemaster before I let him out, and was able to bat spikes out of the way before they touched him.--[[Special:Contributions/131.111.254.209|131.111.254.209]] 05:01, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Someone posted this under spike traps:&lt;br /&gt;
&lt;br /&gt;
`An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed. &lt;br /&gt;
&lt;br /&gt;
From 40d that is not correct.  Did this change?--[[User:Kwieland|Kwieland]] 18:18, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
(I'm new at this wiki editing stuff I'm afraid, sorry if I don't format this right.)  &lt;br /&gt;
Actually I'm fairly certain it was wrong that spike traps didn't damage things that fell on them in 40D as well. It wasn't actually 40D but I remember back when DC's combat reports worked a creature falling onto a deployed spike did indeed take a hit from the spike before it hit the ground. I cannot locate the quote, but I recall Toady specifically mentioning he built that into their functionality when they were implemented during the 2D to 3D update.  And I recently confirmed it to still be the case in version .31 prompting me to make the edit.  I've had dwarves accidentally fall into a pit that has a spike at the bottom, and it generates a one like combat report of the &amp;quot;spinning&amp;quot; spike striking the target before they hit the ground.  It should actually be easy to test now, if folks don't believe me.  Dig a pit 2 or 3 tiles deep put a spike trap at the bottom and pit some animal in there.  That should generate a combat report of the animal hitting the spike. --[[User:Greiger|Greiger]]&lt;br /&gt;
&lt;br /&gt;
== Stonefall ==&lt;br /&gt;
&lt;br /&gt;
It's my recollection that stonefall traps outright destroy the stone when they are triggered, so they always need to be reloaded with a fresh rock from somewhere else. --[[User:Quietust|Quietust]] 20:56, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, try it out? Certainly not the case here, and never was IIRC. --[[User:Birthright|Birthright]] 21:20, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I second that. I always have the stone of the trap lying on it after it was triggered, so it was not destroyed. I´m not even sure if the dwarfes always need a different one, but I never payed close attention to that. ~ [[User:Felcis|Felcis]] 21:26, 14 April 2010 (UTC)&lt;br /&gt;
:::I think the wisdom of the old ages on that was that the reloader picks the closest stone at the time he is tasked with the job. So if one guy reloads 6 traps he might well pick some of the stones right there - never checked really. --[[Special:Contributions/92.202.32.216|92.202.32.216]] 02:02, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, been playing DF for a long while but the improvements in the latest versions have inspired me to try to contribute a bit to the wiki for the first time. If you think any information is incorrect then feel free to shout out about it. [[User:Akkie|Akkie]] 18:23, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can ARROWS be loaded in weapon traps, or only BOLTS?&lt;br /&gt;
--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:07, 28 May 2010 (UTC)&lt;br /&gt;
::Arrows used to be fine (40d) not sure about the newest version.  I don't use weapon traps that often, they generate too many body parts/mess for cleanup!--[[User:Kwieland|Kwieland]] 16:42, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cage Traps? ==&lt;br /&gt;
&lt;br /&gt;
are they still as effective as in 40d?  the current article doesn't have anything on them  .-Slothen--[[Special:Contributions/99.96.100.228|99.96.100.228]] 21:29, 18 April 2010 (UTC)&lt;br /&gt;
: Yes they are: Dragons as well as colossi are no threat as long as you have cage traps at your entrance - wooden cages are still sufficient to contain them savely. --[[User:Doub|Doub]] 21:47, 18 April 2010 (UTC)&lt;br /&gt;
::I was attempting to test all this in my latest fort. Can someone else please verify that this is still the case by writing in here that they've seen it happen. I know that titans(not sure about traditional megabeasts) have &amp;quot;trap avoid&amp;quot; tags and are not affected by stone-fall or weapon traps (I've tested that myself in a previous fort) but have yet to try to cage them.  -- [[User:Akkie|Akkie]] 15:01, 19 April 2010 (UTC)&lt;br /&gt;
:::I can verify that Dragons are still captured, as of 0.31.06.  None of the Forgotten Beasts that I've encountered have been captured, though.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
::Forgotten beast safely traveled through a corridor with two cage traps in it. I hardly had time to build a floor above the stairway to the caverns, pheeew... Damn it was such a brilliant idea to get a Beast for my zoo! --[[User:Peregarrett|Peregarrett]] 13:52, 21 April 2010 (UTC)&lt;br /&gt;
:::Ok thanks, I think I'll just say &amp;quot;Some rare creatures&amp;quot; are immune to cage traps to avoid any spoiler action. People can put all that spoilery stuff in the forgotten beast section! [[User:Akkie|Akkie]] 18:32, 21 April 2010 (UTC)&lt;br /&gt;
::::i have several (20+) cage traps leading into the back entrance of my fort, and a forgotten beast was not captured by any of them. infact, quite the opposite; at the end of the long, narrow stretch of traps lay a crew of soldiers awaiting it. and after a bit of a skirmish, i've ended up with TWO 'dwarf cage's - should this be in the article, too? seems relatively important to me, and the poor soldiers trapped inside..--[[User:DJ Devil|DJ Devil]] 02:15, 26 May 2010 (UTC)&lt;br /&gt;
:::::Unconscious dwarves will fall victim to otherwise 'friendly' traps. --[[Special:Contributions/67.163.255.238|67.163.255.238]] 02:33, 26 May 2010 (UTC)&lt;br /&gt;
::::i didnt know that. both were severely injured, so them being unconscious was highly likely. should that fact be on the page?--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cage traps require a certain skill to reload.  It is either mechanics or masonry (I'm assuming mechanics but haven't been able to verify yet since my traps aren't being used atm).  Would be nice to include this in the article.&lt;br /&gt;
:I'm 99% sure it's mechanics.  I'll edit it in, someone correct me if it's wrong.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==taming==&lt;br /&gt;
I'm not sure who put the &amp;quot;taming isn't working&amp;quot; notice up, but I have tamed mountain goats caught in a trap in my latest fort. What evidence are you basing this on? Has anyone else not been able to tame creatures? Remember '''some''' creatures (with [PET_EXOTIC]) require the dungeonmaster (who seems to never turn up at the moment) to tame.&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=118682</id>
		<title>v0.31 Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=118682"/>
		<updated>2010-06-16T00:34:46Z</updated>

		<summary type="html">&lt;p&gt;Greiger: /* Spike Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had a horse-mounted goblin swordsman pass over six layers of cage traps and at least 20 layers of stonefall traps without triggering any of them.  The prior year, against unmounted goblins, the traps worked fine (with reduced effectiveness compared to earlier versions, as has been reported), though I did have to flood the passage to kill them because three of them simply stopped moving and started shooting cats, waiting for dwarves to come for their pets, apparently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have had goats, goblins and alligators happily walk right through a stone trap bomb carpet of 3-5 layers (per person) and walk away wounded, but still walking. This certainly seems new.&lt;br /&gt;
&lt;br /&gt;
Experiences with this? --[[User:Birthright|Birthright]] 19:42, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maybe that´s because they deal only blunt damage (I think), which has been severely nerfed (because it seldom deals critical wounds and bleeding). I had the same experience with a goblin siege in year 2, which then also doomed my entire fortress (because I only got mildly trained soldiers with leather armor and copper weapons and marksdwarfs are bugged). &amp;lt;br&amp;gt; I think they will regain their usefulness, when damage types get balanced again. On the other hand, they really were quite overpowered before, considering the needed setup-time and material. ~ [[User:Felcis|Felcis]] 20:34, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Makes sense. I'm not even complaining - I like a challenge. The wooden spears, bows and arrows in my weapon traps btw may be a bit overpowered now.&lt;br /&gt;
&lt;br /&gt;
== Spike Trap ==&lt;br /&gt;
Spike traps seem to be seriously dependent on weapon material now for their damage. The same 10x glass menacing spike will cause serious damage to a clothes-wearing dwarf (several red external and internal wounds), but will do nothing to a Goblin wearing copper armour. Well, after about 50 spikings all his fingers and toes were red, as was his nose and ears, and for some reason right lower leg, but the rest of him was fine - or was once he'd had time to heal the bruises.&lt;br /&gt;
&lt;br /&gt;
Also, they appear to train people being attacked by them, as said Goblin pikeman became a pikemaster before I let him out, and was able to bat spikes out of the way before they touched him.--[[Special:Contributions/131.111.254.209|131.111.254.209]] 05:01, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Someone posted this under spike traps:&lt;br /&gt;
&lt;br /&gt;
`An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed. &lt;br /&gt;
&lt;br /&gt;
From 40d that is not correct.  Did this change?--[[User:Kwieland|Kwieland]] 18:18, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Actually I'm fairly certain it was wrong that spike traps didn't damage things that fell on them in 40D as well. It wasn't actually 40D but I remember back when DC's combat reports worked a creature falling onto a deployed spike did indeed take a hit from the spike before it hit the ground. I cannot locate the quote, but I recall Toady specifically mentioning he built that into their functionality when they were implemented during the 2D to 3D update.  And I recently confirmed it to still be the case in version .31 prompting me to make the edit.  I've had dwarves accidentally fall into a pit that has a spike at the bottom, and it generates a one like combat report of the &amp;quot;spinning&amp;quot; spike striking the target before they hit the ground.  It should actually be easy to test now, if folks don't believe me.  Dig a pit 2 or 3 tiles deep put a spike trap at the bottom and pit some animal in there.  That should generate a combat report of the animal hitting the spike. --[[User:Greiger|Greiger]]&lt;br /&gt;
&lt;br /&gt;
== Stonefall ==&lt;br /&gt;
&lt;br /&gt;
It's my recollection that stonefall traps outright destroy the stone when they are triggered, so they always need to be reloaded with a fresh rock from somewhere else. --[[User:Quietust|Quietust]] 20:56, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, try it out? Certainly not the case here, and never was IIRC. --[[User:Birthright|Birthright]] 21:20, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I second that. I always have the stone of the trap lying on it after it was triggered, so it was not destroyed. I´m not even sure if the dwarfes always need a different one, but I never payed close attention to that. ~ [[User:Felcis|Felcis]] 21:26, 14 April 2010 (UTC)&lt;br /&gt;
:::I think the wisdom of the old ages on that was that the reloader picks the closest stone at the time he is tasked with the job. So if one guy reloads 6 traps he might well pick some of the stones right there - never checked really. --[[Special:Contributions/92.202.32.216|92.202.32.216]] 02:02, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, been playing DF for a long while but the improvements in the latest versions have inspired me to try to contribute a bit to the wiki for the first time. If you think any information is incorrect then feel free to shout out about it. [[User:Akkie|Akkie]] 18:23, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can ARROWS be loaded in weapon traps, or only BOLTS?&lt;br /&gt;
--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:07, 28 May 2010 (UTC)&lt;br /&gt;
::Arrows used to be fine (40d) not sure about the newest version.  I don't use weapon traps that often, they generate too many body parts/mess for cleanup!--[[User:Kwieland|Kwieland]] 16:42, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cage Traps? ==&lt;br /&gt;
&lt;br /&gt;
are they still as effective as in 40d?  the current article doesn't have anything on them  .-Slothen--[[Special:Contributions/99.96.100.228|99.96.100.228]] 21:29, 18 April 2010 (UTC)&lt;br /&gt;
: Yes they are: Dragons as well as colossi are no threat as long as you have cage traps at your entrance - wooden cages are still sufficient to contain them savely. --[[User:Doub|Doub]] 21:47, 18 April 2010 (UTC)&lt;br /&gt;
::I was attempting to test all this in my latest fort. Can someone else please verify that this is still the case by writing in here that they've seen it happen. I know that titans(not sure about traditional megabeasts) have &amp;quot;trap avoid&amp;quot; tags and are not affected by stone-fall or weapon traps (I've tested that myself in a previous fort) but have yet to try to cage them.  -- [[User:Akkie|Akkie]] 15:01, 19 April 2010 (UTC)&lt;br /&gt;
:::I can verify that Dragons are still captured, as of 0.31.06.  None of the Forgotten Beasts that I've encountered have been captured, though.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
::Forgotten beast safely traveled through a corridor with two cage traps in it. I hardly had time to build a floor above the stairway to the caverns, pheeew... Damn it was such a brilliant idea to get a Beast for my zoo! --[[User:Peregarrett|Peregarrett]] 13:52, 21 April 2010 (UTC)&lt;br /&gt;
:::Ok thanks, I think I'll just say &amp;quot;Some rare creatures&amp;quot; are immune to cage traps to avoid any spoiler action. People can put all that spoilery stuff in the forgotten beast section! [[User:Akkie|Akkie]] 18:32, 21 April 2010 (UTC)&lt;br /&gt;
::::i have several (20+) cage traps leading into the back entrance of my fort, and a forgotten beast was not captured by any of them. infact, quite the opposite; at the end of the long, narrow stretch of traps lay a crew of soldiers awaiting it. and after a bit of a skirmish, i've ended up with TWO 'dwarf cage's - should this be in the article, too? seems relatively important to me, and the poor soldiers trapped inside..--[[User:DJ Devil|DJ Devil]] 02:15, 26 May 2010 (UTC)&lt;br /&gt;
:::::Unconscious dwarves will fall victim to otherwise 'friendly' traps. --[[Special:Contributions/67.163.255.238|67.163.255.238]] 02:33, 26 May 2010 (UTC)&lt;br /&gt;
::::i didnt know that. both were severely injured, so them being unconscious was highly likely. should that fact be on the page?--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cage traps require a certain skill to reload.  It is either mechanics or masonry (I'm assuming mechanics but haven't been able to verify yet since my traps aren't being used atm).  Would be nice to include this in the article.&lt;br /&gt;
:I'm 99% sure it's mechanics.  I'll edit it in, someone correct me if it's wrong.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==taming==&lt;br /&gt;
I'm not sure who put the &amp;quot;taming isn't working&amp;quot; notice up, but I have tamed mountain goats caught in a trap in my latest fort. What evidence are you basing this on? Has anyone else not been able to tame creatures? Remember '''some''' creatures (with [PET_EXOTIC]) require the dungeonmaster (who seems to never turn up at the moment) to tame.&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Greiger&amp;diff=103892</id>
		<title>User:Greiger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Greiger&amp;diff=103892"/>
		<updated>2010-05-05T20:14:00Z</updated>

		<summary type="html">&lt;p&gt;Greiger: My old user page still exists?  Wow thats a big suprise.  Guess I'll edit it then.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Howdy.&lt;br /&gt;
&lt;br /&gt;
Been playing DF since 2D.  Also have been modding since 2D.&lt;br /&gt;
&lt;br /&gt;
I dabble a little in programming, though I haven't used any 'real' programming languages yet.  So far I have used RPGMaker, GameMaker, Visual Logic, and Alice.  Unfortunately, good wiki editing is still a little beyond my capability.&lt;br /&gt;
&lt;br /&gt;
I love Dr Pepper.  And I am A student at Daytona State College.   Going for my Computer Hardware Engineering AS degree.&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Content_repository&amp;diff=103890</id>
		<title>Utility:Stonesense/Content repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Stonesense/Content_repository&amp;diff=103890"/>
		<updated>2010-05-05T20:07:08Z</updated>

		<summary type="html">&lt;p&gt;Greiger: Slight edit to comments for my dracon entry.  Also moved the entry to the bottum of the list.  Other entries are more likely to be usable than my own.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
=== Seuss's Tweaked Vegetation ===&lt;br /&gt;
&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:STV1.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1699 DFFD File]&lt;br /&gt;
|author=Seuss&lt;br /&gt;
|installation=Replace vegetation folder in your stonesense directory with this one and make sure the line &amp;quot;vegetation/index.txt&amp;quot; is above &amp;quot;terrain/index.txt&amp;quot; in the main index file.&lt;br /&gt;
|comments=These are the vegetation files I use. I edit and change stuff as I play so this may be more updated than the official vegetation files.&lt;br /&gt;
&lt;br /&gt;
An Important note:&lt;br /&gt;
There is a small fix to the terrain under vegetation but it will only work if in your main index.txt file you have &amp;quot;vegetation/index.txt&amp;quot; above &amp;quot;terrain/index.txt&amp;quot;.&lt;br /&gt;
This is not necessary but it does improve visual quality.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Belannaer's Underground trees ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:underground_trees.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1980 DFFD File]&lt;br /&gt;
|author=Belannaer&lt;br /&gt;
|installation=Extract files into Stonesense/Vegetation and add underground_trees.xml to the index.txt.&lt;br /&gt;
|comments=New underground trees. From left to right: black cap, nether cap, goblin cap, tunnel tube, spore tree, blood thorn, fungiwood. Fungiwood graphic is from the original trees.png in Stonesense.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beefmo's Subterranean Animal Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Beefmo sub.gif‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1698 DFFD File]&lt;br /&gt;
|author=Beefmo&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures and add beefmo_subterranean.xml to the index.txt&lt;br /&gt;
|comments=Animated Subterranean Animal pack that does not include the animal men yet.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beefmo's Large Ocean Animal Pack (WIP)===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Beefmo ocean title.gif‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1736 DFFD File]&lt;br /&gt;
|author=Beefmo&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures and add beefmo_large_ocean.xml to the index.txt&lt;br /&gt;
|comments=WIP Sprite sheet for the large_ocean set of creatures.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Beefmo's Common domestic animal pack===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Background_common.gif‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1931 DFFD File]&lt;br /&gt;
|author=Beefmo&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures and add beefmo_domestics.xml to the index.txt&lt;br /&gt;
|comments=Sprite sheet for Common Domestic animals&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Crash2455's Easily Distinguishable Soldiers ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Soldiers.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1801 DFFD File]&lt;br /&gt;
|author=Crash2455&lt;br /&gt;
|installation=Place into your creatures directory.  You may want to back up your default &amp;quot;dwarves.png&amp;quot;&lt;br /&gt;
|comments=Color-coded soldiers make a return in this tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Caldfir's Dwarves ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Caldwarf2.jpg‎]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1839 DFFD File]&lt;br /&gt;
|author=Caldfir&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures (remember to backup the original versions before overwriting!)&lt;br /&gt;
|comments=WIP Sprite sheet that expands the number of different dwarf sprites significantly.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Belannaer's Goblin Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:goblin_shot.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1972 DFFD File]&lt;br /&gt;
|author=Belannaer&lt;br /&gt;
|installation=Extract files into Stonesense/Creatures and add goblins.xml to the index.txt&lt;br /&gt;
|comments=Sprite sheet for nearly all goblin jobs and positions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Greiger's Dracon Race Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:GreigerDracon.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1696 DFFD File]&lt;br /&gt;
|author=Greiger&lt;br /&gt;
|installation=Simply extract into Stonesense/Creatures and add Dracon.xml to the index file.&lt;br /&gt;
|comments=A set of sprites for custom dragonman races.  Not useful for vanilla, but folks with a dragonman race could use these sprites to have fewer ? icons around.  Updated for Stonesense slate on 5/5/2010.&lt;br /&gt;
}}&lt;br /&gt;
== Buildings ==&lt;br /&gt;
&lt;br /&gt;
=== Alternate well ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:TundraStonesenseAltWell.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1725 DFFD File]&lt;br /&gt;
|author=Dark_Tundra&lt;br /&gt;
|installation=Extract files into Stonesense/buildings and add TundraAltWell.xml to the top of /buildings/index.txt&lt;br /&gt;
|comments=A round well for Stonesense&lt;br /&gt;
(also first time using a wiki.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
=== Additional Ramps ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:Stoneramps.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1717 DFFD File]&lt;br /&gt;
|author=kaypy&lt;br /&gt;
|installation=Extract files into Stonesense/terrain and add UpdatedRamps.xml to the top of /terrain/index.txt&lt;br /&gt;
|comments=Additional ramps. I will try to keep this updated as I get around to adding more.&lt;br /&gt;
&lt;br /&gt;
Stone&lt;br /&gt;
&lt;br /&gt;
Stone Brick (thanks Dark_Tundra)&lt;br /&gt;
&lt;br /&gt;
Glass x 2&lt;br /&gt;
&lt;br /&gt;
Ice&lt;br /&gt;
&lt;br /&gt;
Wood (v2)&lt;br /&gt;
&lt;br /&gt;
Dirt&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Directional Walls ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=[[File:TundraDirectionalWalls.png]]&lt;br /&gt;
|download link=[http://dffd.wimbli.com/file.php?id=1913 DFFD File]&lt;br /&gt;
|author=Dark_Tundra&lt;br /&gt;
|installation=Extract files into Stonesense/terrain and add DirectionalWalls.xml to the top of /terrain/index.txt&lt;br /&gt;
|comments=Walls with angled corners. Smoothed stone and constructed.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== How do I add my Content Pack? ==&lt;br /&gt;
&lt;br /&gt;
=== Name of Pack ===&lt;br /&gt;
{{StonesenseContentPack|&lt;br /&gt;
|image=&lt;br /&gt;
|download link=''Link to download''&lt;br /&gt;
|author=''Your user name''&lt;br /&gt;
|installation=''Instructions on how to install your content pack''&lt;br /&gt;
|comments=''Description of your content pack''&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Stonesense]]&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Greiger&amp;diff=36362</id>
		<title>User:Greiger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Greiger&amp;diff=36362"/>
		<updated>2008-05-25T00:37:41Z</updated>

		<summary type="html">&lt;p&gt;Greiger: Updated raws, Added missing entity file for Dracon.  Messed around with formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whelp uh...I guess I'll stick the stuff I made on this page then.  I'm a newbie at wiki editing so please bear with me.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''DRACON''' ==&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The custom race I talk about on the forums alot.  Basically a humanoid dragon. Effectively immune to heat damage but dies very quickly in temperatures below freezing.  Also carnivores which make farming useless for food production. And prone to anger which seems to make them tantrum or berserk more often, which is dangerous with there better than average unarmed attacks.  The tags for custom equipment and stuff is still in the entity definition but commented out.  They are supposed to live in tropical biomes, but due to a bug in small world generation they won't appear in worlds smaller than 256 with the tropical tags, so they are replaced.&lt;br /&gt;
&lt;br /&gt;
'''ENTITY ENTRY'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ENTITY:DRACON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[INDIV_CONTROLLABLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CIV_CONTROLLABLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CREATURE:DRACON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TRANSLATION:HUMAN]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DIGGER:ITEM_WEAPON_PICK]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_WHIP]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_AXE_BATTLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_HAMMER_WAR]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_SWORD_SHORT]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_SPEAR]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_MACE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	//WEAPON:ITEM_WEAPON_CLUB &amp;lt;br /&amp;gt;&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_CROSSBOW]&amp;lt;br /&amp;gt;&lt;br /&gt;
		[AMMO:ITEM_AMMO_BOLTS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_PIKE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_HALBERD]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_SWORD_2H]&amp;lt;br /&amp;gt;&lt;br /&gt;
	//WEAPON:ITEM_WEAPON_SWORD_GREAT&amp;lt;br /&amp;gt;&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_SWORD_LONG]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_MAUL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_AXE_GREAT]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_FLAIL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_MORNINGSTAR]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_SCIMITAR]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&amp;lt;br /&amp;gt;&lt;br /&gt;
	//TRAPCOMP:ITEM_TRAPCOMP_BLADEBARRIER&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TOY:ITEM_TOY_PUZZLEBOX]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TOY:ITEM_TOY_BOAT]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TOY:ITEM_TOY_HAMMER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TOY:ITEM_TOY_AXE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TOY:ITEM_TOY_MINIFORGE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_LEATHER:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_COAT:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_SHIRT:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_CLOAK:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_TUNIC:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_CAPE:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_VEST:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_DRESS:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_ROBE:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HELM:ITEM_HELM_HELM:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HELM:ITEM_HELM_CAP:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HELM:ITEM_HELM_HOOD:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HELM:ITEM_HELM_TURBAN:UNCOMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HELM:ITEM_HELM_MASK:RARE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GLOVES:ITEM_GLOVES_MITTENS:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SHOES:ITEM_SHOES_SHOES:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SHOES:ITEM_SHOES_BOOTS:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SHOES:ITEM_SHOES_SANDAL:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SHOES:ITEM_SHOES_CHAUSSE:UNCOMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SHOES:ITEM_SHOES_SOCKS:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PANTS:ITEM_PANTS_PANTS:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PANTS:ITEM_PANTS_GREAVES:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PANTS:ITEM_PANTS_LEGGINGS:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PANTS:ITEM_PANTS_THONG:UNCOMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PANTS:ITEM_PANTS_SKIRT:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SHIELD:ITEM_SHIELD_SHIELD]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SHIELD:ITEM_SHIELD_BUCKLER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CLOTHING]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CURRENCY:TIN:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CURRENCY:COPPER:5]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CURRENCY:BRONZE:10]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CURRENCY:SILVER:25]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CURRENCY:GOLD:100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CURRENCY:PLATINUM:500]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CULL_SYMBOL:ALL:SUBORDINATE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CULL_SYMBOL:ALL:EVIL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CULL_SYMBOL:ALL:UNTOWARD]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CULL_SYMBOL:ALL:NEGATIVE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CULL_SYMBOL:ALL:UGLY]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CULL_SYMBOL:ALL:NEGATOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[RIVER_PRODUCTS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[OCEAN_PRODUCTS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[OUTDOOR_FARMING]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[USE_ANIMAL_PRODUCTS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[COMMON_DOMESTIC_PACK]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[COMMON_DOMESTIC_PULL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[COMMON_DOMESTIC_MOUNT]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[COMMON_DOMESTIC_PET]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[USE_MISC_PROCESSED_WOOD_PRODUCTS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[EQUIPMENT_IMPROVEMENTS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SPHERE_ALIGNMENT:WAR:512]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SPHERE_ALIGNMENT:FIRE:512]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ART_FACET_MODIFIER:FANCIFUL:640]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ART_IMAGE_ELEMENT_MODIFIER:PLANT:64]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ART_IMAGE_ELEMENT_MODIFIER:TREE:64]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ADVENTURE_TIER:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FRIENDLY_COLOR:7:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[UNDEAD_CANDIDATE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DEFAULT_SITE_TYPE:CITY]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LIKES_SITE:CITY]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TOLERATES_SITE:CITY]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TOLERATES_SITE:CAVE_DETAILED]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CAN_HAVE_MILITARY_LEADER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SITE_LEADER_TYPE:STANDARD]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[START_BIOME:ANY_GRASSLAND]//Grassland_tropical on standard world&amp;lt;br /&amp;gt;&lt;br /&gt;
	[START_BIOME:ANY_SAVANNA]//Savanna_Tropical on standard world&amp;lt;br /&amp;gt;&lt;br /&gt;
	[START_BIOME:ANY_SHRUBLAND]//Shrubland_Tropical on standard world&amp;lt;br /&amp;gt;&lt;br /&gt;
	[START_BIOME:DESERT_SAND]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_SUPPORT:ANY_WETLAND:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_SUPPORT:ANY_DESERT:4]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_SUPPORT:ANY_FOREST:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_SUPPORT:ANY_OCEAN:7]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_SUPPORT:ANY_LAKE:7]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_SUPPORT:ANY_GRASSLAND:4]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_SUPPORT:ANY_SAVANNA:4]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_SUPPORT:ANY_SHRUBLAND:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_SUPPORT:ANY_RIVER:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DIPLOMAT]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DIPLOMAT_BODYGUARDS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MERCHANT_BODYGUARDS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PROGRESS_TRIGGER_TRADE:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ACTIVE_SEASON:SUMMER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ENTITY_GROUPING:FRIENDLY]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIEGER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAX_STARTING_CIV_NUMBER:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[START_GROUP_NUMBER:8]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAX_POP_NUMBER:500]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAX_SITE_POP_NUMBER:100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[RELIGION:PANTHEON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[RELIGION_SPHERE:VOLCANOS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[RELIGION_SPHERE:FIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[RELIGION_SPHERE:HUNTING]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[RELIGION_SPHERE:VALOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAYOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''CREATURE ENTRY'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[CREATURE:DRACON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:dracon:dracon:dracon]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:'D'][COLOR:3:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GENPOWER:3][SPEED:1100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[INTELLIGENT]&amp;lt;br /&amp;gt;&lt;br /&gt;
	//FLIER (buggy)&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CANOPENDOORS][CARNIVORE][TRANCES]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:tails]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:wings]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:2HEAD_HORN:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:3TOES:MOUTH:2WINGSB:TAIL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIZE:7]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:100:140]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:claw:claws:1:3:GORE][ATTACKFLAG_WITH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:4:GORE][ATTACKFLAG_CANLATCH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE][CHILDNAME:youngling:younglings][BABYNAME:hatchling:hatchlings]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[EQUIPS][FIREIMMUNE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DIURNAL][LIKES_FIGHTING]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SPEECH_MALE:human_male.txt]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HEATDAM_POINT:15000]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[IGNITE_POINT:20000]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[COLDDAM_POINT:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:ADVENTUROUSNESS:10:60:100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:ANGER:15:65:100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:ARTISTIC_INTEREST:0:30:60]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:CAUTIOUSNESS:0:30:65]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:EXCITEMENT_SEEKING:10:60:100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:EMOTIONALITY:0:40:80]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:LIBERALISM:10:60:100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:SELF_DISCIPLINE:10:60:100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:10:60:100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LAYERING:5]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''CUSTOM WINGS'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[BODY:2WINGSB]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BP:RWING:right wing][CONTYPE:UPPERBODY][FLIER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BP:LWING:left wing][CONTYPE:UPPERBODY][FLIER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=='''DRACON STEEL'''==&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dracon steel. Stronger than iron but weaker than real steel, it gives you another option if you end up with no flux stone.  However the necessary plant only grows in very specific locations, and only for half the year.  Named Dracon steel because Dracon are (supposed) to prefer the biomes dracoroot grows in.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''METAL'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[MATGLOSS_METAL:DRACONSTEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:dracon steel][ADJ:dracon steel][COLOR:0:7:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[VALUE:25]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SPEC_HEAT:500]&amp;lt;br /&amp;gt;&lt;br /&gt;
[MELTING_POINT:12718]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BOILING_POINT:14968]&amp;lt;br /&amp;gt;&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DAMAGE_PERC:125]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK_PERC:125]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SOLID_DENSITY:7850]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''REACTIONS'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:DRACON_STEEL_MAKINGT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:make dracon steel bars(thread)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:BAR:NO_SUBTYPE:METAL:IRON]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:THREAD:NO_SUBTYPE:PLANT:DRACOROOT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:90:1:BAR:NO_SUBTYPE:METAL:DRACONSTEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[FUEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[REACTION:DRACON_STEEL_MAKINGC]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:make dracon steel bars(cloth)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:BAR:NO_SUBTYPE:METAL:IRON]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:CLOTH:NO_SUBTYPE:PLANT:DRACOROOT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:90:1:BAR:NO_SUBTYPE:METAL:DRACONSTEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[FUEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''PLANT'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[MATGLOSS_PLANT:DRACOROOT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:157][COLOR:2:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:dracoroot][NAME_PLURAL:dracoroots]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DRINK:draco brew:6:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DRINKVALUE:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DRY][BIOME_SAVANNA_TROPICAL][BIOME_GRASSLAND_TROPICAL][BIOME_SHRUBLAND_TROPICAL][BIOME_DESERT_SAND]&amp;lt;br /&amp;gt;&lt;br /&gt;
[VALUE:4]&amp;lt;br /&amp;gt;&lt;br /&gt;
[THREAD]&amp;lt;br /&amp;gt;&lt;br /&gt;
[GENPOWER:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SPRING][SUMMER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[FREQUENCY:20][EDIBLE_VERMIN]&amp;lt;br /&amp;gt;&lt;br /&gt;
[CLUSTERSIZE:3][DROWN_LEVEL:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PREFSTRING:unusual texture]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SEED:6:0:0]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Body_token&amp;diff=34734</id>
		<title>40d:Body token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Body_token&amp;diff=34734"/>
		<updated>2008-04-30T21:54:16Z</updated>

		<summary type="html">&lt;p&gt;Greiger: Skeletal tag description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]{{Old|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Basic Syntax==&lt;br /&gt;
&lt;br /&gt;
 filename&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:TEMPLATE1]&lt;br /&gt;
 [BP:CORE][UPPERBODY][...]&lt;br /&gt;
 [BP:PART1][CONTYPE:UPPERBODY][...]&lt;br /&gt;
 [BP:PART2][CON:CORE][...]&lt;br /&gt;
 &lt;br /&gt;
 [BODYGLOSS:FOOBAR:foo:bar]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The name of the body template.  Each BP token underneath a given Body Token BODY template is added to a creature when the Creature Token BODY specifies this ID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODYGLOSS&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
* match&lt;br /&gt;
* replacement&lt;br /&gt;
| Replaces all occurrences of &amp;quot;match&amp;quot; in the creature's body parts with &amp;quot;replacement&amp;quot;.  E.g., the Body Token [BODYGLOSS:TENTACLE:leg:tentacle], used by the Creature Token [BODYGLOSS:TENTACLE], will cause any &amp;quot;right leg&amp;quot; to appear as &amp;quot;right tentacle&amp;quot;.  Testing required: would &amp;quot;brain legend&amp;quot; appear as &amp;quot;brain tentacleend&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Parts==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APERTURE&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  An opening in the body, apparently, but no known purpose.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BP&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The internal object ID of the body part.  Unlike many other tokens in the game, the id of the BP does not need to be unique, though it does need to be unique within the BODY template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BREATHE&lt;br /&gt;
| &lt;br /&gt;
| The body part is necessary to breathe.  If the body part is destroyed, the creature can suffocate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIRCULATION&lt;br /&gt;
| &lt;br /&gt;
| If this body part is destroyed, the creature will bleed to death?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CON&lt;br /&gt;
|&lt;br /&gt;
* id&lt;br /&gt;
| The specific body part ''object ID'' to which this body part attaches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONTYPE&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
| The body part ''token type'' to which this body part attaches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGIT&lt;br /&gt;
| &lt;br /&gt;
| Is a finger/toe.  Unknown effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EMBEDDED&lt;br /&gt;
| &lt;br /&gt;
| The body part is embedded into the body -- it is external, but is not shown until injured.  Compare INTERNAL.  Can be gouged out?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| The body part is necessary for the creature to fly, and damage to the body part will ground the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASP&lt;br /&gt;
| &lt;br /&gt;
| The body part can be used to hold items (if the creature has the EQUIPS token) or [[wrestling|wrestle]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GUTS&lt;br /&gt;
| &lt;br /&gt;
| Can be disembowelled?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAD&lt;br /&gt;
|&lt;br /&gt;
| Vital bodypart. If severed, creature dies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAR&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Presumably allows the creature to listen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTERNAL&lt;br /&gt;
| &lt;br /&gt;
| The body part is an internal organ and is not visible until injured.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| JOINT&lt;br /&gt;
| &lt;br /&gt;
| Can be broken by [[wrestling]] (possibly falling damage in a future version).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEFT&lt;br /&gt;
| &lt;br /&gt;
| The body part is on the left side of the creature and is thus vulnerable to attacks from the left side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIMB&lt;br /&gt;
|&lt;br /&gt;
| The body part is usable for [[wrestling]] (i.e. can grab, lock, choke, etc).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOWERBODY&lt;br /&gt;
|&lt;br /&gt;
| The body part is another part of the &amp;quot;core&amp;quot; of the creature.  When the lowerbody body part is destroyed, the creature is bisected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUTH&lt;br /&gt;
|&lt;br /&gt;
| Allows the creature to eat?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NERVOUS&lt;br /&gt;
| &lt;br /&gt;
| Causes pain when destroyed.  Other effects?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIGHT&lt;br /&gt;
| &lt;br /&gt;
| The body part is on the right side of the creature and is thus vulnerable to attacks from the right side.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIGHT&lt;br /&gt;
|&lt;br /&gt;
| Allows creatures to see; creatures without this tag on any part of their bodies cannot see for the purposes of aiming missile weapons (though apparently can find and kill mad adventurers fairly well with melee attacks).  May need more testing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKELETON&lt;br /&gt;
|&lt;br /&gt;
| Prevents game code from removing this bodypart when the creature is converted to skeletal undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Reduces chance to hit?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMELL&lt;br /&gt;
| &lt;br /&gt;
| Unknown effect.  Presumably allows creature to smell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANCE&lt;br /&gt;
|&lt;br /&gt;
| The body part is used to keep the creature standing; injury to the body part will cause the creature to collapse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Necessary for the creature to think.  Without a working brain, the creature dies unless it has the NOTHOUGHT Creature Token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THROAT&lt;br /&gt;
| &lt;br /&gt;
| Can be strangled with [[wrestling]] to cause winding, unconsciousness, and eventual death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPPERBODY&lt;br /&gt;
| &lt;br /&gt;
| The body part is the &amp;quot;core&amp;quot; of the creature; when the upperbody body part is destroyed, the creature is blown apart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Body Part Types==&lt;br /&gt;
&lt;br /&gt;
Legal token types for use with the Attack Token &amp;quot;BYTYPE&amp;quot; argument or for the Body Token &amp;quot;CONTYPE&amp;quot; argument:&lt;br /&gt;
&lt;br /&gt;
* APERTURE&lt;br /&gt;
* BREATHE?&lt;br /&gt;
* CIRCULATION?&lt;br /&gt;
* DIGIT?&lt;br /&gt;
* FLIER?&lt;br /&gt;
* GRASP&lt;br /&gt;
* GUTS?&lt;br /&gt;
* HEAD?&lt;br /&gt;
* HEAR&lt;br /&gt;
* JOINT?&lt;br /&gt;
* LIMB?&lt;br /&gt;
* LOWERBODY?&lt;br /&gt;
* MOUTH&lt;br /&gt;
* NERVOUS?&lt;br /&gt;
* SMELL&lt;br /&gt;
* STANCE&lt;br /&gt;
* THOUGHT&lt;br /&gt;
* UPPERBODY?&lt;br /&gt;
&lt;br /&gt;
Entries suffixed with a question mark are untested and should not be considered final.  Entries with no question mark are tested and valid.&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36965</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36965"/>
		<updated>2008-02-13T18:47:43Z</updated>

		<summary type="html">&lt;p&gt;Greiger: /* Placement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
 [AMMO:item token]&lt;br /&gt;
 [ARMOR:item token:rarity]&lt;br /&gt;
 [ARMOR:item token]&lt;br /&gt;
 [DIGGER:item token]&lt;br /&gt;
 [GLOVES:item token:rarity]&lt;br /&gt;
 [HELM:item token:rarity]&lt;br /&gt;
 [INSTRUMENT:item token]&lt;br /&gt;
 [PANTS:item token:rarity]&lt;br /&gt;
 [SHIELD:item token]&lt;br /&gt;
 [SHOES:item token:rarity]&lt;br /&gt;
 [SIEGEAMMO:item token]&lt;br /&gt;
 [TOY:item token]&lt;br /&gt;
 [TRAPCOMP:item token]&lt;br /&gt;
 [WEAPON:item token]&lt;br /&gt;
&lt;br /&gt;
 [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 [USE_ANY_PET_RACE]&lt;br /&gt;
 [USE_CAVE_ANIMALS]&lt;br /&gt;
 [USE_EVIL_ANIMALS]&lt;br /&gt;
 [USE_EVIL_PLANTS]&lt;br /&gt;
 [USE_EVIL_WOOD]&lt;br /&gt;
 [USE_GOOD_ANIMALS]&lt;br /&gt;
 [USE_GOOD_PLANTS]&lt;br /&gt;
 [USE_GOOD_WOOD]&lt;br /&gt;
 [USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 [COMMON_DOMESTIC_PACK]&lt;br /&gt;
 [COMMON_DOMESTIC_PET]&lt;br /&gt;
 [COMMON_DOMESTIC_PULL]&lt;br /&gt;
 [RIVER_PRODUCTS]&lt;br /&gt;
 [OCEAN_PRODUCTS]&lt;br /&gt;
 [INDOOR_FARMING]&lt;br /&gt;
 [OUTDOOR_FARMING]&lt;br /&gt;
 [CLOTHING]&lt;br /&gt;
 [SUBTERRANEAN_CLOTHING] Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
 [EQUIPMENT_IMPROVEMENTS] Allows items to be improved (needs verified)&lt;br /&gt;
 [ITEM_IMPROVEMENT_MODIFIER:*:*]Allows a preference for certain kinds of decorations on items.&lt;br /&gt;
 [IMPROVED_BOWS]&lt;br /&gt;
 [MINOR_METAL] Has a preference for weak metals (copper)&lt;br /&gt;
 [LOW_SKILL]&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
 [ADVENTURE_TIER:number] allows adventure mode, the number determines the order in the list.&lt;br /&gt;
 [INDIV_CONTROLLABLE] allows Play Now! adventure mode.&lt;br /&gt;
 [CIV_CONTROLLABLE] allows fortress mode.&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
 [CREATURE:*] entity will pick one of this at random to populate when generated&lt;br /&gt;
 [START_GROUP_NUMBER:*] number of breeding couples to start with per entity&lt;br /&gt;
 [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species&lt;br /&gt;
 [MAX_SITE_POP_NUMBER:number] max population per individual site&lt;br /&gt;
 [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen&lt;br /&gt;
 [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
 [LIKES_SITE:*] most residents will try to move to this site type, unless already at one.&lt;br /&gt;
 [TOLERATES_SITE:*] some residents will try to move to this site type, unless already at one.&lt;br /&gt;
 [START_BIOME:biome token] birth of civilization can be performed on this biome&lt;br /&gt;
 [BIOME_SUPPORT:biome token:number] number goes from 0 to 10. Higher numbers make them more likely to settle there.&lt;br /&gt;
 [FOREST_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [MOUNTAIN_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [PLAINS_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [UNDEAD_CANDIDATE] entity can be used to make the undead in ruins&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
 [CURRENCY:metal token:value] what kind of metals the civ uses for coin minting&lt;br /&gt;
 [CURRENCY_BY_YEAR] adds the year to each coin made &lt;br /&gt;
 [ART_FACET_MODIFIER:*:*] OWN_RACE, FANCIFUL, EVIL, GOOD:scale goes from 0 to 25600 where 256 is the default&lt;br /&gt;
 [ART_IMAGE_ELEMENT_MODIFIER:*:*] CREATURE, PLANT, TREE, SHAPE, ITEM:0-25600&lt;br /&gt;
 [TRANSLATION:*] What language raw the entity uses&lt;br /&gt;
 [CULL_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to not use the words in these SYM sets&lt;br /&gt;
 [SELECT_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to always use the words in these SYM sets &lt;br /&gt;
 [FRIENDLY_COLOR:*:*:*] the color of friendly units in... i have no idea where they are this color&lt;br /&gt;
 [METAL_PREF] creatures of this entity like certain metals&lt;br /&gt;
 [STONE_PREF] creatures of this entity like certain stones&lt;br /&gt;
 [WOOD_PREF] creatures of this entity like certain woods&lt;br /&gt;
 [GEM_PREF] creatures of this entity like certain gems&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
 [RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER&lt;br /&gt;
 [RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres &lt;br /&gt;
 I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy&lt;br /&gt;
 [SPHERE_ALIGNMENT:*:*]&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
 [CAN_HAVE_MILITARY_LEADER] Allows the entity to have a military leader.&lt;br /&gt;
 [CAN_HAVE_MILITARY_SITE_LEADER] Allow the entity to have military minor leaders.&lt;br /&gt;
 [LEADER_TYPE:profession token] Makes the leader this profession, uses tileset professions&lt;br /&gt;
 [SITE_LEADER_TYPE:profession token]Makes the minor leaders this profession, uses tileset professions&lt;br /&gt;
 [MAYOR]&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
 [ABUSE_BODIES] heads on pikes or something i think&lt;br /&gt;
 [ACTIVE_SEASON:season] which season they'll come talk to you and/or piss you off&lt;br /&gt;
 [AMBUSHER] if pissed at you sneaks around and shoots at straggling members of your society&lt;br /&gt;
 [AT_PEACE_WITH_WILDLIFE] won't attack wildlife.&lt;br /&gt;
 [BABYSNATCHER] steals babies&lt;br /&gt;
 [DIPLOMAT] diplomat comes talk to you&lt;br /&gt;
 [DIPLOMAT_BODYGUARDS] diplomat has guards&lt;br /&gt;
 [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE&lt;br /&gt;
 [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals&lt;br /&gt;
 [ITEM_THIEF] steals items&lt;br /&gt;
 [MERCHANT_BODYGUARDS] merchant has bodyguards&lt;br /&gt;
 [MERCHANT_NOBILITY] civ has a merchant prince or whatever&lt;br /&gt;
 [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once you've reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once you've reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once you've reached that size&lt;br /&gt;
 [RESPECT_ANIMALS] wont buy animal stuff&lt;br /&gt;
 [RESPECT_TREES] wont buy wood stuff&lt;br /&gt;
 [SIEGER] allows the entity to invade your fortress if angered. (needs verified)&lt;br /&gt;
 [SKULKING] This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time&lt;br /&gt;
 [TREE_CAP_DIPLOMACY] Makes the entity angry if you cut down too many trees.&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36964</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36964"/>
		<updated>2008-02-13T18:45:04Z</updated>

		<summary type="html">&lt;p&gt;Greiger: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
 [AMMO:item token]&lt;br /&gt;
 [ARMOR:item token:rarity]&lt;br /&gt;
 [ARMOR:item token]&lt;br /&gt;
 [DIGGER:item token]&lt;br /&gt;
 [GLOVES:item token:rarity]&lt;br /&gt;
 [HELM:item token:rarity]&lt;br /&gt;
 [INSTRUMENT:item token]&lt;br /&gt;
 [PANTS:item token:rarity]&lt;br /&gt;
 [SHIELD:item token]&lt;br /&gt;
 [SHOES:item token:rarity]&lt;br /&gt;
 [SIEGEAMMO:item token]&lt;br /&gt;
 [TOY:item token]&lt;br /&gt;
 [TRAPCOMP:item token]&lt;br /&gt;
 [WEAPON:item token]&lt;br /&gt;
&lt;br /&gt;
 [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 [USE_ANY_PET_RACE]&lt;br /&gt;
 [USE_CAVE_ANIMALS]&lt;br /&gt;
 [USE_EVIL_ANIMALS]&lt;br /&gt;
 [USE_EVIL_PLANTS]&lt;br /&gt;
 [USE_EVIL_WOOD]&lt;br /&gt;
 [USE_GOOD_ANIMALS]&lt;br /&gt;
 [USE_GOOD_PLANTS]&lt;br /&gt;
 [USE_GOOD_WOOD]&lt;br /&gt;
 [USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 [COMMON_DOMESTIC_PACK]&lt;br /&gt;
 [COMMON_DOMESTIC_PET]&lt;br /&gt;
 [COMMON_DOMESTIC_PULL]&lt;br /&gt;
 [RIVER_PRODUCTS]&lt;br /&gt;
 [OCEAN_PRODUCTS]&lt;br /&gt;
 [INDOOR_FARMING]&lt;br /&gt;
 [OUTDOOR_FARMING]&lt;br /&gt;
 [CLOTHING]&lt;br /&gt;
 [SUBTERRANEAN_CLOTHING] Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
 [EQUIPMENT_IMPROVEMENTS] Allows items to be improved (needs verified)&lt;br /&gt;
 [ITEM_IMPROVEMENT_MODIFIER:*:*]Allows a preference for certain kinds of decorations on items.&lt;br /&gt;
 [IMPROVED_BOWS]&lt;br /&gt;
 [MINOR_METAL] Has a preference for weak metals (copper)&lt;br /&gt;
 [LOW_SKILL]&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
 [ADVENTURE_TIER:number] allows adventure mode, the number determines the order in the list.&lt;br /&gt;
 [INDIV_CONTROLLABLE] allows Play Now! adventure mode.&lt;br /&gt;
 [CIV_CONTROLLABLE] allows fortress mode.&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
 [CREATURE:*] entity will pick one of this at random to populate when generated&lt;br /&gt;
 [START_GROUP_NUMBER:*] number of breeding couples to start with per entity&lt;br /&gt;
 [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species&lt;br /&gt;
 [MAX_SITE_POP_NUMBER:number] max population per individual site&lt;br /&gt;
 [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen&lt;br /&gt;
 [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
 [LIKES_SITE:*] ditto; for colonizing or whatever&lt;br /&gt;
 [TOLERATES_SITE:*] tritto; for migrants&lt;br /&gt;
 [START_BIOME:biome token] birth of civilization can be performed on this biome&lt;br /&gt;
 [BIOME_SUPPORT:biome token:number] number goes from 0 to 10. Higher numbers make them more likely to settle&lt;br /&gt;
 [FOREST_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [MOUNTAIN_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [PLAINS_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [UNDEAD_CANDIDATE] entity can be used to make the undead in ruins&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
 [CURRENCY:metal token:value] what kind of metals the civ uses for coin minting&lt;br /&gt;
 [CURRENCY_BY_YEAR] adds the year to each coin made &lt;br /&gt;
 [ART_FACET_MODIFIER:*:*] OWN_RACE, FANCIFUL, EVIL, GOOD:scale goes from 0 to 25600 where 256 is the default&lt;br /&gt;
 [ART_IMAGE_ELEMENT_MODIFIER:*:*] CREATURE, PLANT, TREE, SHAPE, ITEM:0-25600&lt;br /&gt;
 [TRANSLATION:*] What language raw the entity uses&lt;br /&gt;
 [CULL_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to not use the words in these SYM sets&lt;br /&gt;
 [SELECT_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to always use the words in these SYM sets &lt;br /&gt;
 [FRIENDLY_COLOR:*:*:*] the color of friendly units in... i have no idea where they are this color&lt;br /&gt;
 [METAL_PREF] creatures of this entity like certain metals&lt;br /&gt;
 [STONE_PREF] creatures of this entity like certain stones&lt;br /&gt;
 [WOOD_PREF] creatures of this entity like certain woods&lt;br /&gt;
 [GEM_PREF] creatures of this entity like certain gems&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
 [RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER&lt;br /&gt;
 [RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres &lt;br /&gt;
 I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy&lt;br /&gt;
 [SPHERE_ALIGNMENT:*:*]&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
 [CAN_HAVE_MILITARY_LEADER] Allows the entity to have a military leader.&lt;br /&gt;
 [CAN_HAVE_MILITARY_SITE_LEADER] Allow the entity to have military minor leaders.&lt;br /&gt;
 [LEADER_TYPE:profession token] Makes the leader this profession, uses tileset professions&lt;br /&gt;
 [SITE_LEADER_TYPE:profession token]Makes the minor leaders this profession, uses tileset professions&lt;br /&gt;
 [MAYOR]&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
 [ABUSE_BODIES] heads on pikes or something i think&lt;br /&gt;
 [ACTIVE_SEASON:season] which season they'll come talk to you and/or piss you off&lt;br /&gt;
 [AMBUSHER] if pissed at you sneaks around and shoots at straggling members of your society&lt;br /&gt;
 [AT_PEACE_WITH_WILDLIFE] won't attack wildlife.&lt;br /&gt;
 [BABYSNATCHER] steals babies&lt;br /&gt;
 [DIPLOMAT] diplomat comes talk to you&lt;br /&gt;
 [DIPLOMAT_BODYGUARDS] diplomat has guards&lt;br /&gt;
 [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE&lt;br /&gt;
 [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals&lt;br /&gt;
 [ITEM_THIEF] steals items&lt;br /&gt;
 [MERCHANT_BODYGUARDS] merchant has bodyguards&lt;br /&gt;
 [MERCHANT_NOBILITY] civ has a merchant prince or whatever&lt;br /&gt;
 [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once you've reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once you've reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once you've reached that size&lt;br /&gt;
 [RESPECT_ANIMALS] wont buy animal stuff&lt;br /&gt;
 [RESPECT_TREES] wont buy wood stuff&lt;br /&gt;
 [SIEGER] allows the entity to invade your fortress if angered. (needs verified)&lt;br /&gt;
 [SKULKING] This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time&lt;br /&gt;
 [TREE_CAP_DIPLOMACY] Makes the entity angry if you cut down too many trees.&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36963</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36963"/>
		<updated>2008-02-13T18:43:14Z</updated>

		<summary type="html">&lt;p&gt;Greiger: /* Items and Animals Used */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
 [AMMO:item token]&lt;br /&gt;
 [ARMOR:item token:rarity]&lt;br /&gt;
 [ARMOR:item token]&lt;br /&gt;
 [DIGGER:item token]&lt;br /&gt;
 [GLOVES:item token:rarity]&lt;br /&gt;
 [HELM:item token:rarity]&lt;br /&gt;
 [INSTRUMENT:item token]&lt;br /&gt;
 [PANTS:item token:rarity]&lt;br /&gt;
 [SHIELD:item token]&lt;br /&gt;
 [SHOES:item token:rarity]&lt;br /&gt;
 [SIEGEAMMO:item token]&lt;br /&gt;
 [TOY:item token]&lt;br /&gt;
 [TRAPCOMP:item token]&lt;br /&gt;
 [WEAPON:item token]&lt;br /&gt;
&lt;br /&gt;
 [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 [USE_ANY_PET_RACE]&lt;br /&gt;
 [USE_CAVE_ANIMALS]&lt;br /&gt;
 [USE_EVIL_ANIMALS]&lt;br /&gt;
 [USE_EVIL_PLANTS]&lt;br /&gt;
 [USE_EVIL_WOOD]&lt;br /&gt;
 [USE_GOOD_ANIMALS]&lt;br /&gt;
 [USE_GOOD_PLANTS]&lt;br /&gt;
 [USE_GOOD_WOOD]&lt;br /&gt;
 [USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 [COMMON_DOMESTIC_PACK]&lt;br /&gt;
 [COMMON_DOMESTIC_PET]&lt;br /&gt;
 [COMMON_DOMESTIC_PULL]&lt;br /&gt;
 [RIVER_PRODUCTS]&lt;br /&gt;
 [OCEAN_PRODUCTS]&lt;br /&gt;
 [INDOOR_FARMING]&lt;br /&gt;
 [OUTDOOR_FARMING]&lt;br /&gt;
 [CLOTHING]&lt;br /&gt;
 [SUBTERRANEAN_CLOTHING] Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
 [EQUIPMENT_IMPROVEMENTS] Allows items to be improved (needs verified)&lt;br /&gt;
 [ITEM_IMPROVEMENT_MODIFIER:*:*]Allows a preference for certain kinds of decorations on items.&lt;br /&gt;
 [IMPROVED_BOWS]&lt;br /&gt;
 [MINOR_METAL] Has a preference for weak metals (copper)&lt;br /&gt;
 [LOW_SKILL]&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
 [ADVENTURE_TIER:number] defines where this will appear on the list of races to pick on adventure mode no I have no idea why this exists&lt;br /&gt;
 [INDIV_CONTROLLABLE] adventure mode&lt;br /&gt;
 [CIV_CONTROLLABLE] dorf fortress mode&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
 [CREATURE:*] entity will pick one of this at random to populate when generated&lt;br /&gt;
 [START_GROUP_NUMBER:*] number of breeding couples to start with per entity&lt;br /&gt;
 [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species&lt;br /&gt;
 [MAX_SITE_POP_NUMBER:number] max population per individual site&lt;br /&gt;
 [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen&lt;br /&gt;
 [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
 [LIKES_SITE:*] ditto; for colonizing or whatever&lt;br /&gt;
 [TOLERATES_SITE:*] tritto; for migrants&lt;br /&gt;
 [START_BIOME:biome token] birth of civilization can be performed on this biome&lt;br /&gt;
 [BIOME_SUPPORT:biome token:number] number goes from 0 to 10. Higher numbers make them more likely to settle&lt;br /&gt;
 [FOREST_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [MOUNTAIN_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [PLAINS_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [UNDEAD_CANDIDATE] entity can be used to make the undead in ruins&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
 [CURRENCY:metal token:value] what kind of metals the civ uses for coin minting&lt;br /&gt;
 [CURRENCY_BY_YEAR] adds the year to each coin made &lt;br /&gt;
 [ART_FACET_MODIFIER:*:*] OWN_RACE, FANCIFUL, EVIL, GOOD:scale goes from 0 to 25600 where 256 is the default&lt;br /&gt;
 [ART_IMAGE_ELEMENT_MODIFIER:*:*] CREATURE, PLANT, TREE, SHAPE, ITEM:0-25600&lt;br /&gt;
 [TRANSLATION:*] What language raw the entity uses&lt;br /&gt;
 [CULL_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to not use the words in these SYM sets&lt;br /&gt;
 [SELECT_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to always use the words in these SYM sets &lt;br /&gt;
 [FRIENDLY_COLOR:*:*:*] the color of friendly units in... i have no idea where they are this color&lt;br /&gt;
 [METAL_PREF] creatures of this entity like certain metals&lt;br /&gt;
 [STONE_PREF] creatures of this entity like certain stones&lt;br /&gt;
 [WOOD_PREF] creatures of this entity like certain woods&lt;br /&gt;
 [GEM_PREF] creatures of this entity like certain gems&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
 [RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER&lt;br /&gt;
 [RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres &lt;br /&gt;
 I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy&lt;br /&gt;
 [SPHERE_ALIGNMENT:*:*]&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
 [CAN_HAVE_MILITARY_LEADER] Allows the entity to have a military leader.&lt;br /&gt;
 [CAN_HAVE_MILITARY_SITE_LEADER] Allow the entity to have military minor leaders.&lt;br /&gt;
 [LEADER_TYPE:profession token] Makes the leader this profession, uses tileset professions&lt;br /&gt;
 [SITE_LEADER_TYPE:profession token]Makes the minor leaders this profession, uses tileset professions&lt;br /&gt;
 [MAYOR]&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
 [ABUSE_BODIES] heads on pikes or something i think&lt;br /&gt;
 [ACTIVE_SEASON:season] which season they'll come talk to you and/or piss you off&lt;br /&gt;
 [AMBUSHER] if pissed at you sneaks around and shoots at straggling members of your society&lt;br /&gt;
 [AT_PEACE_WITH_WILDLIFE] won't attack wildlife.&lt;br /&gt;
 [BABYSNATCHER] steals babies&lt;br /&gt;
 [DIPLOMAT] diplomat comes talk to you&lt;br /&gt;
 [DIPLOMAT_BODYGUARDS] diplomat has guards&lt;br /&gt;
 [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE&lt;br /&gt;
 [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals&lt;br /&gt;
 [ITEM_THIEF] steals items&lt;br /&gt;
 [MERCHANT_BODYGUARDS] merchant has bodyguards&lt;br /&gt;
 [MERCHANT_NOBILITY] civ has a merchant prince or whatever&lt;br /&gt;
 [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once you've reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once you've reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once you've reached that size&lt;br /&gt;
 [RESPECT_ANIMALS] wont buy animal stuff&lt;br /&gt;
 [RESPECT_TREES] wont buy wood stuff&lt;br /&gt;
 [SIEGER] allows the entity to invade your fortress if angered. (needs verified)&lt;br /&gt;
 [SKULKING] This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time&lt;br /&gt;
 [TREE_CAP_DIPLOMACY] Makes the entity angry if you cut down too many trees.&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36962</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36962"/>
		<updated>2008-02-13T18:37:13Z</updated>

		<summary type="html">&lt;p&gt;Greiger: /* Behavior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
 [AMMO:item token]&lt;br /&gt;
 [ARMOR:item token:rarity]&lt;br /&gt;
 [ARMOR:item token]&lt;br /&gt;
 [DIGGER:item token]&lt;br /&gt;
 [GLOVES:item token:rarity]&lt;br /&gt;
 [HELM:item token:rarity]&lt;br /&gt;
 [INSTRUMENT:item token]&lt;br /&gt;
 [PANTS:item token:rarity]&lt;br /&gt;
 [SHIELD:item token]&lt;br /&gt;
 [SHOES:item token:rarity]&lt;br /&gt;
 [SIEGEAMMO:item token]&lt;br /&gt;
 [TOY:item token]&lt;br /&gt;
 [TRAPCOMP:item token]&lt;br /&gt;
 [WEAPON:item token]&lt;br /&gt;
&lt;br /&gt;
 [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 [USE_ANY_PET_RACE]&lt;br /&gt;
 [USE_CAVE_ANIMALS]&lt;br /&gt;
 [USE_EVIL_ANIMALS]&lt;br /&gt;
 [USE_EVIL_PLANTS]&lt;br /&gt;
 [USE_EVIL_WOOD]&lt;br /&gt;
 [USE_GOOD_ANIMALS]&lt;br /&gt;
 [USE_GOOD_PLANTS]&lt;br /&gt;
 [USE_GOOD_WOOD]&lt;br /&gt;
 [USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 [COMMON_DOMESTIC_PACK]&lt;br /&gt;
 [COMMON_DOMESTIC_PET]&lt;br /&gt;
 [COMMON_DOMESTIC_PULL]&lt;br /&gt;
 [RIVER_PRODUCTS]&lt;br /&gt;
 [OCEAN_PRODUCTS]&lt;br /&gt;
 [INDOOR_FARMING]&lt;br /&gt;
 [OUTDOOR_FARMING]&lt;br /&gt;
 [CLOTHING]&lt;br /&gt;
 [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
 [EQUIPMENT_IMPROVEMENTS]&lt;br /&gt;
 [ITEM_IMPROVEMENT_MODIFIER:*:*]&lt;br /&gt;
 [IMPROVED_BOWS]&lt;br /&gt;
 [MINOR_METAL]&lt;br /&gt;
 [LOW_SKILL]&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
 [ADVENTURE_TIER:number] defines where this will appear on the list of races to pick on adventure mode no I have no idea why this exists&lt;br /&gt;
 [INDIV_CONTROLLABLE] adventure mode&lt;br /&gt;
 [CIV_CONTROLLABLE] dorf fortress mode&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
 [CREATURE:*] entity will pick one of this at random to populate when generated&lt;br /&gt;
 [START_GROUP_NUMBER:*] number of breeding couples to start with per entity&lt;br /&gt;
 [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species&lt;br /&gt;
 [MAX_SITE_POP_NUMBER:number] max population per individual site&lt;br /&gt;
 [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen&lt;br /&gt;
 [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
 [LIKES_SITE:*] ditto; for colonizing or whatever&lt;br /&gt;
 [TOLERATES_SITE:*] tritto; for migrants&lt;br /&gt;
 [START_BIOME:biome token] birth of civilization can be performed on this biome&lt;br /&gt;
 [BIOME_SUPPORT:biome token:number] number goes from 0 to 10. Higher numbers make them more likely to settle&lt;br /&gt;
 [FOREST_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [MOUNTAIN_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [PLAINS_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [UNDEAD_CANDIDATE] entity can be used to make the undead in ruins&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
 [CURRENCY:metal token:value] what kind of metals the civ uses for coin minting&lt;br /&gt;
 [CURRENCY_BY_YEAR] adds the year to each coin made &lt;br /&gt;
 [ART_FACET_MODIFIER:*:*] OWN_RACE, FANCIFUL, EVIL, GOOD:scale goes from 0 to 25600 where 256 is the default&lt;br /&gt;
 [ART_IMAGE_ELEMENT_MODIFIER:*:*] CREATURE, PLANT, TREE, SHAPE, ITEM:0-25600&lt;br /&gt;
 [TRANSLATION:*] What language raw the entity uses&lt;br /&gt;
 [CULL_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to not use the words in these SYM sets&lt;br /&gt;
 [SELECT_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to always use the words in these SYM sets &lt;br /&gt;
 [FRIENDLY_COLOR:*:*:*] the color of friendly units in... i have no idea where they are this color&lt;br /&gt;
 [METAL_PREF] creatures of this entity like certain metals&lt;br /&gt;
 [STONE_PREF] creatures of this entity like certain stones&lt;br /&gt;
 [WOOD_PREF] creatures of this entity like certain woods&lt;br /&gt;
 [GEM_PREF] creatures of this entity like certain gems&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
 [RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER&lt;br /&gt;
 [RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres &lt;br /&gt;
 I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy&lt;br /&gt;
 [SPHERE_ALIGNMENT:*:*]&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
 [CAN_HAVE_MILITARY_LEADER] Allows the entity to have a military leader.&lt;br /&gt;
 [CAN_HAVE_MILITARY_SITE_LEADER] Allow the entity to have military minor leaders.&lt;br /&gt;
 [LEADER_TYPE:profession token] Makes the leader this profession, uses tileset professions&lt;br /&gt;
 [SITE_LEADER_TYPE:profession token]Makes the minor leaders this profession, uses tileset professions&lt;br /&gt;
 [MAYOR]&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
 [ABUSE_BODIES] heads on pikes or something i think&lt;br /&gt;
 [ACTIVE_SEASON:season] which season they'll come talk to you and/or piss you off&lt;br /&gt;
 [AMBUSHER] if pissed at you sneaks around and shoots at straggling members of your society&lt;br /&gt;
 [AT_PEACE_WITH_WILDLIFE] won't attack wildlife.&lt;br /&gt;
 [BABYSNATCHER] steals babies&lt;br /&gt;
 [DIPLOMAT] diplomat comes talk to you&lt;br /&gt;
 [DIPLOMAT_BODYGUARDS] diplomat has guards&lt;br /&gt;
 [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE&lt;br /&gt;
 [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals&lt;br /&gt;
 [ITEM_THIEF] steals items&lt;br /&gt;
 [MERCHANT_BODYGUARDS] merchant has bodyguards&lt;br /&gt;
 [MERCHANT_NOBILITY] civ has a merchant prince or whatever&lt;br /&gt;
 [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once you've reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once you've reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once you've reached that size&lt;br /&gt;
 [RESPECT_ANIMALS] wont buy animal stuff&lt;br /&gt;
 [RESPECT_TREES] wont buy wood stuff&lt;br /&gt;
 [SIEGER] allows the entity to invade your fortress if angered. (needs verified)&lt;br /&gt;
 [SKULKING] This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time&lt;br /&gt;
 [TREE_CAP_DIPLOMACY] Makes the entity angry if you cut down too many trees.&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36961</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36961"/>
		<updated>2008-02-13T18:33:36Z</updated>

		<summary type="html">&lt;p&gt;Greiger: /* Leadership */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
 [AMMO:item token]&lt;br /&gt;
 [ARMOR:item token:rarity]&lt;br /&gt;
 [ARMOR:item token]&lt;br /&gt;
 [DIGGER:item token]&lt;br /&gt;
 [GLOVES:item token:rarity]&lt;br /&gt;
 [HELM:item token:rarity]&lt;br /&gt;
 [INSTRUMENT:item token]&lt;br /&gt;
 [PANTS:item token:rarity]&lt;br /&gt;
 [SHIELD:item token]&lt;br /&gt;
 [SHOES:item token:rarity]&lt;br /&gt;
 [SIEGEAMMO:item token]&lt;br /&gt;
 [TOY:item token]&lt;br /&gt;
 [TRAPCOMP:item token]&lt;br /&gt;
 [WEAPON:item token]&lt;br /&gt;
&lt;br /&gt;
 [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 [USE_ANY_PET_RACE]&lt;br /&gt;
 [USE_CAVE_ANIMALS]&lt;br /&gt;
 [USE_EVIL_ANIMALS]&lt;br /&gt;
 [USE_EVIL_PLANTS]&lt;br /&gt;
 [USE_EVIL_WOOD]&lt;br /&gt;
 [USE_GOOD_ANIMALS]&lt;br /&gt;
 [USE_GOOD_PLANTS]&lt;br /&gt;
 [USE_GOOD_WOOD]&lt;br /&gt;
 [USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 [COMMON_DOMESTIC_PACK]&lt;br /&gt;
 [COMMON_DOMESTIC_PET]&lt;br /&gt;
 [COMMON_DOMESTIC_PULL]&lt;br /&gt;
 [RIVER_PRODUCTS]&lt;br /&gt;
 [OCEAN_PRODUCTS]&lt;br /&gt;
 [INDOOR_FARMING]&lt;br /&gt;
 [OUTDOOR_FARMING]&lt;br /&gt;
 [CLOTHING]&lt;br /&gt;
 [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
 [EQUIPMENT_IMPROVEMENTS]&lt;br /&gt;
 [ITEM_IMPROVEMENT_MODIFIER:*:*]&lt;br /&gt;
 [IMPROVED_BOWS]&lt;br /&gt;
 [MINOR_METAL]&lt;br /&gt;
 [LOW_SKILL]&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
 [ADVENTURE_TIER:number] defines where this will appear on the list of races to pick on adventure mode no I have no idea why this exists&lt;br /&gt;
 [INDIV_CONTROLLABLE] adventure mode&lt;br /&gt;
 [CIV_CONTROLLABLE] dorf fortress mode&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
 [CREATURE:*] entity will pick one of this at random to populate when generated&lt;br /&gt;
 [START_GROUP_NUMBER:*] number of breeding couples to start with per entity&lt;br /&gt;
 [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species&lt;br /&gt;
 [MAX_SITE_POP_NUMBER:number] max population per individual site&lt;br /&gt;
 [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen&lt;br /&gt;
 [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
 [LIKES_SITE:*] ditto; for colonizing or whatever&lt;br /&gt;
 [TOLERATES_SITE:*] tritto; for migrants&lt;br /&gt;
 [START_BIOME:biome token] birth of civilization can be performed on this biome&lt;br /&gt;
 [BIOME_SUPPORT:biome token:number] number goes from 0 to 10. Higher numbers make them more likely to settle&lt;br /&gt;
 [FOREST_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [MOUNTAIN_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [PLAINS_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [UNDEAD_CANDIDATE] entity can be used to make the undead in ruins&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
 [CURRENCY:metal token:value] what kind of metals the civ uses for coin minting&lt;br /&gt;
 [CURRENCY_BY_YEAR] adds the year to each coin made &lt;br /&gt;
 [ART_FACET_MODIFIER:*:*] OWN_RACE, FANCIFUL, EVIL, GOOD:scale goes from 0 to 25600 where 256 is the default&lt;br /&gt;
 [ART_IMAGE_ELEMENT_MODIFIER:*:*] CREATURE, PLANT, TREE, SHAPE, ITEM:0-25600&lt;br /&gt;
 [TRANSLATION:*] What language raw the entity uses&lt;br /&gt;
 [CULL_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to not use the words in these SYM sets&lt;br /&gt;
 [SELECT_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to always use the words in these SYM sets &lt;br /&gt;
 [FRIENDLY_COLOR:*:*:*] the color of friendly units in... i have no idea where they are this color&lt;br /&gt;
 [METAL_PREF] creatures of this entity like certain metals&lt;br /&gt;
 [STONE_PREF] creatures of this entity like certain stones&lt;br /&gt;
 [WOOD_PREF] creatures of this entity like certain woods&lt;br /&gt;
 [GEM_PREF] creatures of this entity like certain gems&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
 [RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER&lt;br /&gt;
 [RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres &lt;br /&gt;
 I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy&lt;br /&gt;
 [SPHERE_ALIGNMENT:*:*]&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
 [CAN_HAVE_MILITARY_LEADER] Allows the entity to have a military leader.&lt;br /&gt;
 [CAN_HAVE_MILITARY_SITE_LEADER] Allow the entity to have military minor leaders.&lt;br /&gt;
 [LEADER_TYPE:profession token] Makes the leader this profession, uses tileset professions&lt;br /&gt;
 [SITE_LEADER_TYPE:profession token]Makes the minor leaders this profession, uses tileset professions&lt;br /&gt;
 [MAYOR]&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
 [ABUSE_BODIES] heads on pikes or something i think&lt;br /&gt;
 [ACTIVE_SEASON:season] which season they'll come talk to you and/or piss you off&lt;br /&gt;
 [AMBUSHER] if pissed at you sneaks around and shoots at straggling members of your society&lt;br /&gt;
 [AT_PEACE_WITH_WILDLIFE] what do you think&lt;br /&gt;
 [BABYSNATCHER] steals babies no i don't know why this doesn't have an underscore chalk it up to lack of a design document&lt;br /&gt;
 [DIPLOMAT] diplomat comes talk to you&lt;br /&gt;
 [DIPLOMAT_BODYGUARDS] diplomat has those guardies&lt;br /&gt;
 [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE&lt;br /&gt;
 [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals&lt;br /&gt;
 [ITEM_THIEF] steals items&lt;br /&gt;
 [MERCHANT_BODYGUARDS] merchant has bodyguards&lt;br /&gt;
 [MERCHANT_NOBILITY] civ has a merchant prince or whatever&lt;br /&gt;
 [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [RESPECT_ANIMALS] wont buy animal stuff&lt;br /&gt;
 [RESPECT_TREES] wont buy wood stuff&lt;br /&gt;
 [SIEGER] obviously we must invade&lt;br /&gt;
 [SKULKING] This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time&lt;br /&gt;
 [TREE_CAP_DIPLOMACY] katamari diplomacy&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36960</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36960"/>
		<updated>2008-02-13T18:28:38Z</updated>

		<summary type="html">&lt;p&gt;Greiger: /* Flavor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
 [AMMO:item token]&lt;br /&gt;
 [ARMOR:item token:rarity]&lt;br /&gt;
 [ARMOR:item token]&lt;br /&gt;
 [DIGGER:item token]&lt;br /&gt;
 [GLOVES:item token:rarity]&lt;br /&gt;
 [HELM:item token:rarity]&lt;br /&gt;
 [INSTRUMENT:item token]&lt;br /&gt;
 [PANTS:item token:rarity]&lt;br /&gt;
 [SHIELD:item token]&lt;br /&gt;
 [SHOES:item token:rarity]&lt;br /&gt;
 [SIEGEAMMO:item token]&lt;br /&gt;
 [TOY:item token]&lt;br /&gt;
 [TRAPCOMP:item token]&lt;br /&gt;
 [WEAPON:item token]&lt;br /&gt;
&lt;br /&gt;
 [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 [USE_ANY_PET_RACE]&lt;br /&gt;
 [USE_CAVE_ANIMALS]&lt;br /&gt;
 [USE_EVIL_ANIMALS]&lt;br /&gt;
 [USE_EVIL_PLANTS]&lt;br /&gt;
 [USE_EVIL_WOOD]&lt;br /&gt;
 [USE_GOOD_ANIMALS]&lt;br /&gt;
 [USE_GOOD_PLANTS]&lt;br /&gt;
 [USE_GOOD_WOOD]&lt;br /&gt;
 [USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 [COMMON_DOMESTIC_PACK]&lt;br /&gt;
 [COMMON_DOMESTIC_PET]&lt;br /&gt;
 [COMMON_DOMESTIC_PULL]&lt;br /&gt;
 [RIVER_PRODUCTS]&lt;br /&gt;
 [OCEAN_PRODUCTS]&lt;br /&gt;
 [INDOOR_FARMING]&lt;br /&gt;
 [OUTDOOR_FARMING]&lt;br /&gt;
 [CLOTHING]&lt;br /&gt;
 [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
 [EQUIPMENT_IMPROVEMENTS]&lt;br /&gt;
 [ITEM_IMPROVEMENT_MODIFIER:*:*]&lt;br /&gt;
 [IMPROVED_BOWS]&lt;br /&gt;
 [MINOR_METAL]&lt;br /&gt;
 [LOW_SKILL]&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
 [ADVENTURE_TIER:number] defines where this will appear on the list of races to pick on adventure mode no I have no idea why this exists&lt;br /&gt;
 [INDIV_CONTROLLABLE] adventure mode&lt;br /&gt;
 [CIV_CONTROLLABLE] dorf fortress mode&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
 [CREATURE:*] entity will pick one of this at random to populate when generated&lt;br /&gt;
 [START_GROUP_NUMBER:*] number of breeding couples to start with per entity&lt;br /&gt;
 [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species&lt;br /&gt;
 [MAX_SITE_POP_NUMBER:number] max population per individual site&lt;br /&gt;
 [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen&lt;br /&gt;
 [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
 [LIKES_SITE:*] ditto; for colonizing or whatever&lt;br /&gt;
 [TOLERATES_SITE:*] tritto; for migrants&lt;br /&gt;
 [START_BIOME:biome token] birth of civilization can be performed on this biome&lt;br /&gt;
 [BIOME_SUPPORT:biome token:number] number goes from 0 to 10. Higher numbers make them more likely to settle&lt;br /&gt;
 [FOREST_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [MOUNTAIN_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [PLAINS_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [UNDEAD_CANDIDATE] entity can be used to make the undead in ruins&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
 [CURRENCY:metal token:value] what kind of metals the civ uses for coin minting&lt;br /&gt;
 [CURRENCY_BY_YEAR] adds the year to each coin made &lt;br /&gt;
 [ART_FACET_MODIFIER:*:*] OWN_RACE, FANCIFUL, EVIL, GOOD:scale goes from 0 to 25600 where 256 is the default&lt;br /&gt;
 [ART_IMAGE_ELEMENT_MODIFIER:*:*] CREATURE, PLANT, TREE, SHAPE, ITEM:0-25600&lt;br /&gt;
 [TRANSLATION:*] What language raw the entity uses&lt;br /&gt;
 [CULL_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to not use the words in these SYM sets&lt;br /&gt;
 [SELECT_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to always use the words in these SYM sets &lt;br /&gt;
 [FRIENDLY_COLOR:*:*:*] the color of friendly units in... i have no idea where they are this color&lt;br /&gt;
 [METAL_PREF] creatures of this entity like certain metals&lt;br /&gt;
 [STONE_PREF] creatures of this entity like certain stones&lt;br /&gt;
 [WOOD_PREF] creatures of this entity like certain woods&lt;br /&gt;
 [GEM_PREF] creatures of this entity like certain gems&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
 [RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER&lt;br /&gt;
 [RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres &lt;br /&gt;
 I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy&lt;br /&gt;
 [SPHERE_ALIGNMENT:*:*]&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
 [CAN_HAVE_MILITARY_LEADER] i can has military leader?&lt;br /&gt;
 [CAN_HAVE_MILITARY_SITE_LEADER] i can has military site leader?&lt;br /&gt;
 [LEADER_TYPE:profession token] king, bookkeeper, drunk, whateva&lt;br /&gt;
 [SITE_LEADER_TYPE:profession token]&lt;br /&gt;
 [MAYOR]&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
 [ABUSE_BODIES] heads on pikes or something i think&lt;br /&gt;
 [ACTIVE_SEASON:season] which season they'll come talk to you and/or piss you off&lt;br /&gt;
 [AMBUSHER] if pissed at you sneaks around and shoots at straggling members of your society&lt;br /&gt;
 [AT_PEACE_WITH_WILDLIFE] what do you think&lt;br /&gt;
 [BABYSNATCHER] steals babies no i don't know why this doesn't have an underscore chalk it up to lack of a design document&lt;br /&gt;
 [DIPLOMAT] diplomat comes talk to you&lt;br /&gt;
 [DIPLOMAT_BODYGUARDS] diplomat has those guardies&lt;br /&gt;
 [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE&lt;br /&gt;
 [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals&lt;br /&gt;
 [ITEM_THIEF] steals items&lt;br /&gt;
 [MERCHANT_BODYGUARDS] merchant has bodyguards&lt;br /&gt;
 [MERCHANT_NOBILITY] civ has a merchant prince or whatever&lt;br /&gt;
 [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [RESPECT_ANIMALS] wont buy animal stuff&lt;br /&gt;
 [RESPECT_TREES] wont buy wood stuff&lt;br /&gt;
 [SIEGER] obviously we must invade&lt;br /&gt;
 [SKULKING] This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time&lt;br /&gt;
 [TREE_CAP_DIPLOMACY] katamari diplomacy&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36959</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36959"/>
		<updated>2008-02-13T18:18:15Z</updated>

		<summary type="html">&lt;p&gt;Greiger: /* Placement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
 [AMMO:item token]&lt;br /&gt;
 [ARMOR:item token:rarity]&lt;br /&gt;
 [ARMOR:item token]&lt;br /&gt;
 [DIGGER:item token]&lt;br /&gt;
 [GLOVES:item token:rarity]&lt;br /&gt;
 [HELM:item token:rarity]&lt;br /&gt;
 [INSTRUMENT:item token]&lt;br /&gt;
 [PANTS:item token:rarity]&lt;br /&gt;
 [SHIELD:item token]&lt;br /&gt;
 [SHOES:item token:rarity]&lt;br /&gt;
 [SIEGEAMMO:item token]&lt;br /&gt;
 [TOY:item token]&lt;br /&gt;
 [TRAPCOMP:item token]&lt;br /&gt;
 [WEAPON:item token]&lt;br /&gt;
&lt;br /&gt;
 [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 [USE_ANY_PET_RACE]&lt;br /&gt;
 [USE_CAVE_ANIMALS]&lt;br /&gt;
 [USE_EVIL_ANIMALS]&lt;br /&gt;
 [USE_EVIL_PLANTS]&lt;br /&gt;
 [USE_EVIL_WOOD]&lt;br /&gt;
 [USE_GOOD_ANIMALS]&lt;br /&gt;
 [USE_GOOD_PLANTS]&lt;br /&gt;
 [USE_GOOD_WOOD]&lt;br /&gt;
 [USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 [COMMON_DOMESTIC_PACK]&lt;br /&gt;
 [COMMON_DOMESTIC_PET]&lt;br /&gt;
 [COMMON_DOMESTIC_PULL]&lt;br /&gt;
 [RIVER_PRODUCTS]&lt;br /&gt;
 [OCEAN_PRODUCTS]&lt;br /&gt;
 [INDOOR_FARMING]&lt;br /&gt;
 [OUTDOOR_FARMING]&lt;br /&gt;
 [CLOTHING]&lt;br /&gt;
 [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
 [EQUIPMENT_IMPROVEMENTS]&lt;br /&gt;
 [ITEM_IMPROVEMENT_MODIFIER:*:*]&lt;br /&gt;
 [IMPROVED_BOWS]&lt;br /&gt;
 [MINOR_METAL]&lt;br /&gt;
 [LOW_SKILL]&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
 [ADVENTURE_TIER:number] defines where this will appear on the list of races to pick on adventure mode no I have no idea why this exists&lt;br /&gt;
 [INDIV_CONTROLLABLE] adventure mode&lt;br /&gt;
 [CIV_CONTROLLABLE] dorf fortress mode&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
 [CREATURE:*] entity will pick one of this at random to populate when generated&lt;br /&gt;
 [START_GROUP_NUMBER:*] number of breeding couples to start with per entity&lt;br /&gt;
 [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species&lt;br /&gt;
 [MAX_SITE_POP_NUMBER:number] max population per individual site&lt;br /&gt;
 [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen&lt;br /&gt;
 [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
 [LIKES_SITE:*] ditto; for colonizing or whatever&lt;br /&gt;
 [TOLERATES_SITE:*] tritto; for migrants&lt;br /&gt;
 [START_BIOME:biome token] birth of civilization can be performed on this biome&lt;br /&gt;
 [BIOME_SUPPORT:biome token:number] number goes from 0 to 10. Higher numbers make them more likely to settle&lt;br /&gt;
 [FOREST_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [MOUNTAIN_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [PLAINS_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [UNDEAD_CANDIDATE] entity can be used to make the undead in ruins&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
 [CURRENCY:metal token:value] what kind of metals the civ uses for coin minting&lt;br /&gt;
 [CURRENCY_BY_YEAR] adds the year to each coin made because the name of the item is not larger than the game window yet&lt;br /&gt;
 [ART_FACET_MODIFIER:*:*] scale goes from 0 to 25600 where 256 is the default see I told you &lt;br /&gt;
 [ART_IMAGE_ELEMENT_MODIFIER:*:*] they just can't decide on a standardised scale for stuff&lt;br /&gt;
 [TRANSLATION:*] I mean jesus fahrenheit plus 10000 for temperatures you don't even write stuff down&lt;br /&gt;
 [CULL_SYMBOL:*:*] in fahrenheit in the comments you use celsius throughout why would you use &lt;br /&gt;
 [SELECT_SYMBOL:*:*] fahrenheit it is a bad scale that only keeps being used because americans are&lt;br /&gt;
 [FRIENDLY_COLOR:*:*:*] the color of friendly units in... i have no idea where they are this color&lt;br /&gt;
 [METAL_PREF] creatures of this entity like certain metals&lt;br /&gt;
 [STONE_PREF] creatures of this entity like certain stones&lt;br /&gt;
 [WOOD_PREF] creatures of this entity like certain woods&lt;br /&gt;
 [GEM_PREF] creatures of this entity like certain gems&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
 [RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER&lt;br /&gt;
 [RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres &lt;br /&gt;
 I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy&lt;br /&gt;
 [SPHERE_ALIGNMENT:*:*]&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
 [CAN_HAVE_MILITARY_LEADER] i can has military leader?&lt;br /&gt;
 [CAN_HAVE_MILITARY_SITE_LEADER] i can has military site leader?&lt;br /&gt;
 [LEADER_TYPE:profession token] king, bookkeeper, drunk, whateva&lt;br /&gt;
 [SITE_LEADER_TYPE:profession token]&lt;br /&gt;
 [MAYOR]&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
 [ABUSE_BODIES] heads on pikes or something i think&lt;br /&gt;
 [ACTIVE_SEASON:season] which season they'll come talk to you and/or piss you off&lt;br /&gt;
 [AMBUSHER] if pissed at you sneaks around and shoots at straggling members of your society&lt;br /&gt;
 [AT_PEACE_WITH_WILDLIFE] what do you think&lt;br /&gt;
 [BABYSNATCHER] steals babies no i don't know why this doesn't have an underscore chalk it up to lack of a design document&lt;br /&gt;
 [DIPLOMAT] diplomat comes talk to you&lt;br /&gt;
 [DIPLOMAT_BODYGUARDS] diplomat has those guardies&lt;br /&gt;
 [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE&lt;br /&gt;
 [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals&lt;br /&gt;
 [ITEM_THIEF] steals items&lt;br /&gt;
 [MERCHANT_BODYGUARDS] merchant has bodyguards&lt;br /&gt;
 [MERCHANT_NOBILITY] civ has a merchant prince or whatever&lt;br /&gt;
 [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [RESPECT_ANIMALS] wont buy animal stuff&lt;br /&gt;
 [RESPECT_TREES] wont buy wood stuff&lt;br /&gt;
 [SIEGER] obviously we must invade&lt;br /&gt;
 [SKULKING] This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time&lt;br /&gt;
 [TREE_CAP_DIPLOMACY] katamari diplomacy&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27670</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27670"/>
		<updated>2008-02-13T01:46:12Z</updated>

		<summary type="html">&lt;p&gt;Greiger: /* P */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to swim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Implies AMPHIBIOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODYGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. (Giant Cave Spiders have this at 1, but most other creatures have it at 2. The difference between these values is unknown.)&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst.  Needs confirmation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which is similar in function to turtle shells. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits after the magma river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;''&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes dragon level fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up after your fortress went 'Too Deep'. (confirm)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, RECKLESS, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature has when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| 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 &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the entity, located in the file &amp;quot;matgloss_[name].txt&amp;quot;; in this example, matgloss_wood.txt&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_TALK.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Material_Tokens|material token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near the cave river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near the chasm.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near the magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature &amp;quot;takes pleasure in slaughter&amp;quot; (after killing something in battle).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| Untested: possibly determines the random chance of how many creatures are generated when giving birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? (Requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material Tokens|Material token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|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 greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to tame the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| 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.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECKLESS&lt;br /&gt;
| &lt;br /&gt;
| Will not flee battles.  Will fight to the death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| [REMAINS_COLOR:6:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVERATTACK&lt;br /&gt;
| &lt;br /&gt;
* 1st minimum&lt;br /&gt;
* 1st maximum&lt;br /&gt;
* 2nd minimum&lt;br /&gt;
* 2nd maximum&lt;br /&gt;
* 3rd minimum&lt;br /&gt;
* 3rd maximum&lt;br /&gt;
| Number of groups (of RIVERATTACK_GROUP size) that appear during attacks. Each pair of min/max numbers is used at a different time, starting with the first pair and moving to the 2nd and 3rd pair later in the game. &lt;br /&gt;
[RIVERATTACK:1:1:1:2:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVERATTACK_CANUSEWELL&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to ambush through wells.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVERATTACK_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Number (min/max) of creatures that appear in each group when attacking from river, chasm, or lava. &lt;br /&gt;
[RIVERATTACK_GROUP:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVERATTACK_RESIDENT&lt;br /&gt;
| &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Cannot move on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| [SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt do use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim (via. dabbling swimmer, novice, etc) rather than knowing how naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances, and to create artifacts via moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
|UTTERANCES&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_CAVERIVER&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near the cave river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_CHASM&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near the chasm.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_FLIES&lt;br /&gt;
|&lt;br /&gt;
| The vermin can fly around in the air, and tends to hop up and down Z-levels in the sky.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_LAVA&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near the magma river.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SWAMPER&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near the swamps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Allows the creature to use weapons with the attack if they have one in a limb that can hold items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Greiger&amp;diff=36361</id>
		<title>User:Greiger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Greiger&amp;diff=36361"/>
		<updated>2008-02-07T03:25:21Z</updated>

		<summary type="html">&lt;p&gt;Greiger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whelp uh...I guess I'll stick the stuff I made on this page then.  I'm a newbie at wiki editing so please bear with me.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The custom race I talk about on the forums alot.  Basically a humanoid dragon. Effectively immune to heat damage but dies very quickly in temperatures below freezing.  Also carnivores which make farming useless for food production. And prone to anger which seems to make them tantrum or berserk more often, which is dangerous with there better than average unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
[CREATURE:DRACON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:dracon:dracon:dracon]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:'D'][COLOR:3:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GENPOWER:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[INTELLIGENT]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CANOPENDOORS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:wings]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:3TOES:MOUTH:2WINGSB:TAIL:2HEAD_HORN]&lt;br /&gt;
	[SIZE:7]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:80:140]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:claw:claws:1:3:GORE][ATTACKFLAG_WITH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:4:GORE][ATTACKFLAG_CANLATCH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&amp;lt;br /&amp;gt;       [CHILDNAME:youngling:youngling][BABYNAME:hatchling:hatchlings]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:3][LIKES_FIGHTING][TRANCES:2]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FIREIMMUNE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[COLDDAM_POINT:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HEATDAM_POINT:20000]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[IGNITE_POINT:21000]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[EQUIPS][CARNIVORE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DIURNAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SPEECH_MALE:human_male.txt]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:ANGER:25:75:100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:10:60:110]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:MODESTY:0:10:20]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:25:60:90]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:INTELLECTUAL_CURIOSITY:0:25:50]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:EXCITEMENT_SEEKING:50:75:100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:ADVENTUROUSNESS:50:75:100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LAYERING:10][SPEED:1100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wings&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[BODY:2WINGSB]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BP:RWING:right wing][CONTYPE:UPPERBODY][FLIER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BP:LWING:left wing][CONTYPE:UPPERBODY][FLIER]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Dracon steel. Stronger than iron but weaker than real steel, it gives you another option if you end up with no flux stone.  However the necessary plant only grows in very specific locations, and only for half the year.  Named Dracon steel because Dracon are (supposed) to prefer the biomes dracoroot grows in.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The metal&amp;lt;br /&amp;gt;&lt;br /&gt;
[MATGLOSS_METAL:DRACONSTEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:dracon steel][ADJ:dracon steel][COLOR:0:7:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[VALUE:25]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SPEC_HEAT:500]&amp;lt;br /&amp;gt;&lt;br /&gt;
[MELTING_POINT:12718]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BOILING_POINT:14968]&amp;lt;br /&amp;gt;&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DAMAGE_PERC:125]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK_PERC:125]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SOLID_DENSITY:7850]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
the reactions&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:DRACON_STEEL_MAKINGT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:make dracon steel bars(thread)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:BAR:NO_SUBTYPE:METAL:IRON]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:THREAD:NO_SUBTYPE:PLANT:DRACOROOT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:90:1:BAR:NO_SUBTYPE:METAL:DRACONSTEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[FUEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[REACTION:DRACON_STEEL_MAKINGC]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:make dracon steel bars(cloth)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:BAR:NO_SUBTYPE:METAL:IRON]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:CLOTH:NO_SUBTYPE:PLANT:DRACOROOT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:90:1:BAR:NO_SUBTYPE:METAL:DRACONSTEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[FUEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
and the plant&amp;lt;br /&amp;gt;&lt;br /&gt;
[MATGLOSS_PLANT:DRACOROOT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:157][COLOR:2:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:dracoroot][NAME_PLURAL:dracoroots]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DRINK:draco brew:6:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DRINKVALUE:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DRY][BIOME_SAVANNA_TROPICAL][BIOME_GRASSLAND_TROPICAL][BIOME_SHRUBLAND_TROPICAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[VALUE:4]&amp;lt;br /&amp;gt;&lt;br /&gt;
[THREAD]&amp;lt;br /&amp;gt;&lt;br /&gt;
[GENPOWER:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SPRING][SUMMER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[FREQUENCY:50]&amp;lt;br /&amp;gt;&lt;br /&gt;
[CLUSTERSIZE:5]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PREFSTRING:natural heat]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SEED:6:0:0]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Greiger&amp;diff=36360</id>
		<title>User:Greiger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Greiger&amp;diff=36360"/>
		<updated>2008-02-07T03:16:19Z</updated>

		<summary type="html">&lt;p&gt;Greiger: New page: Whelp uh...I guess I'll stick the stuff I made on this page then.  I'm a newbie at wiki editing so please bear with me.  ----  The custom race I talk about on the forums alot.  Basically a...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whelp uh...I guess I'll stick the stuff I made on this page then.  I'm a newbie at wiki editing so please bear with me.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The custom race I talk about on the forums alot.  Basically a humanoid dragon. Effectively immune to heat damage but dies very quickly in temperatures below freezing.  Also carnivores which make farming useless for food production. And prone to anger which seems to make them tantrum or berserk more often, which is dangerous with there better than average unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
[CREATURE:DRACON]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:dracon:dracon:dracon]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:'D'][COLOR:3:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GENPOWER:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[INTELLIGENT]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CANOPENDOORS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:wings]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:3TOES:MOUTH:2WINGSB:TAIL:2HEAD_HORN]&lt;br /&gt;
	[SIZE:7]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:80:140]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:claw:claws:1:3:GORE][ATTACKFLAG_WITH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:4:GORE][ATTACKFLAG_CANLATCH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&amp;lt;br /&amp;gt;       [CHILDNAME:youngling:youngling][BABYNAME:hatchling:hatchlings]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:3][LIKES_FIGHTING][TRANCES:2]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FIREIMMUNE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[COLDDAM_POINT:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HEATDAM_POINT:20000]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[IGNITE_POINT:21000]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[EQUIPS][CARNIVORE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DIURNAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SPEECH_MALE:human_male.txt]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:ANGER:25:75:100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:10:60:110]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:MODESTY:0:10:20]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:25:60:90]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:INTELLECTUAL_CURIOSITY:0:25:50]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:EXCITEMENT_SEEKING:50:75:100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PERSONALITY:ADVENTUROUSNESS:50:75:100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LAYERING:10][SPEED:1100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Dracon steel. Stronger than iron but weaker than real steel, it gives you another option if you end up with no flux stone.  However the necessary plant only grows in very specific locations, and only for half the year.  Named Dracon steel because Dracon are (supposed) to prefer the biomes dracoroot grows in.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The metal&amp;lt;br /&amp;gt;&lt;br /&gt;
[MATGLOSS_METAL:DRACONSTEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:dracon steel][ADJ:dracon steel][COLOR:0:7:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[VALUE:25]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SPEC_HEAT:500]&amp;lt;br /&amp;gt;&lt;br /&gt;
[MELTING_POINT:12718]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BOILING_POINT:14968]&amp;lt;br /&amp;gt;&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DAMAGE_PERC:125]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BLOCK_PERC:125]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SOLID_DENSITY:7850]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
the reactions&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:DRACON_STEEL_MAKINGT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:make dracon steel bars(thread)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:BAR:NO_SUBTYPE:METAL:IRON]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:THREAD:NO_SUBTYPE:PLANT:DRACOROOT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:90:1:BAR:NO_SUBTYPE:METAL:DRACONSTEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[FUEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[REACTION:DRACON_STEEL_MAKINGC]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:make dracon steel bars(cloth)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:BAR:NO_SUBTYPE:METAL:IRON]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:CLOTH:NO_SUBTYPE:PLANT:DRACOROOT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[REAGENT:1:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:90:1:BAR:NO_SUBTYPE:METAL:DRACONSTEEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[FUEL]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
and the plant&amp;lt;br /&amp;gt;&lt;br /&gt;
[MATGLOSS_PLANT:DRACOROOT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[TILE:157][COLOR:2:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:dracoroot][NAME_PLURAL:dracoroots]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DRINK:draco brew:6:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DRINKVALUE:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
[DRY][BIOME_SAVANNA_TROPICAL][BIOME_GRASSLAND_TROPICAL][BIOME_SHRUBLAND_TROPICAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[VALUE:4]&amp;lt;br /&amp;gt;&lt;br /&gt;
[THREAD]&amp;lt;br /&amp;gt;&lt;br /&gt;
[GENPOWER:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SPRING][SUMMER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[FREQUENCY:50]&amp;lt;br /&amp;gt;&lt;br /&gt;
[CLUSTERSIZE:5]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PREFSTRING:natural heat]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SEED:6:0:0]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Greiger</name></author>
	</entry>
</feed>