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	<updated>2026-06-09T06:40:45Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=211759</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=211759"/>
		<updated>2014-10-15T13:24:46Z</updated>

		<summary type="html">&lt;p&gt;Teldin: &lt;/p&gt;
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&amp;lt;p&amp;gt;[[About]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;[[Quickstart guide|&amp;lt;span style=&amp;quot;color:#72A329 !important;&amp;quot;&amp;gt;Tutorial&amp;lt;/span&amp;gt;]]&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
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[[Welcome]] to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, as well as distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and ubiquitous alcohol dependency.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
{{quick download}}&lt;br /&gt;
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&amp;lt;span style=&amp;quot;border-bottom:1px solid #ddd;&amp;quot;&amp;gt;'''&amp;lt;span style=&amp;quot;color:#CA7A02 !important;&amp;quot;&amp;gt;New to Dwarf Fortress?&amp;lt;/span&amp;gt;'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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[[Installation|Download &amp;amp; Install]]&lt;br /&gt;
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&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;border-bottom:1px solid #ddd;&amp;quot;&amp;gt;'''Other / [[Mods]]'''&amp;lt;/span&amp;gt;&lt;br /&gt;
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[[Bloodline games]]&lt;br /&gt;
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[[Cheating]]&lt;br /&gt;
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[[Known bugs and issues|Known Bugs]]&lt;br /&gt;
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[[Framerate]]&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;/p&amp;gt;&lt;br /&gt;
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[[Masterwork:Main Page|Masterwork DF]]&lt;br /&gt;
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[[Tilesets]]&lt;br /&gt;
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[[Utilities]]&lt;br /&gt;
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[[Technical tricks]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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{{!}} [http://www.bay12forums.com/smf/ Official Forums], [http://www.bay12forums.com/smf/index.php?board{{=}}22.0 Official Wiki Forum], [http://forums.xkcd.com/viewtopic.php?f{{=}}21&amp;amp;t{{=}}19469&amp;amp;start{{=}}0&amp;amp;st{{=}}0&amp;amp;sk{{=}}t&amp;amp;sd{{=}}a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic{{=}}6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t{{=}}908019 Facepunch Studios Thread], [http://forum.team17.com/showthread.php?t{{=}}30824 Team17 Forum Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://forums.somethingawful.com/showthread.php?threadid{{=}}3293395 Something Awful], [http://www.xspore.com/community/dwarf-fortress/ xSpore], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/943000156931/p/1 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://springrts.com/phpbb/viewtopic.php?f{{=}}10&amp;amp;t{{=}}10908 SpringRTS Thread], [http://forums.librejeu.fr/index.php?page{{=}}Board&amp;amp;boardID{{=}}3 French forum], [http://forum.canardpc.com/showthread.php?t{{=}}3652 Canard PC Thread (Fr)], [http://dwarf.forumczech.com/forum.htm Česke a slovenské forum (cz/sk)], [http://www.dwarffortressforum.de German Dwarf Fortress Forum]&lt;br /&gt;
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{{!}} [irc://irc.newnet.net/bay12games #bay12games] on newnet.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.freenode.net/dwarffortress #dwarffortress] on freenode.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
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{{!}} [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)], [http://dfstories.com/ Dwarf Fortress Stories], [http://www.reddit.com/r/dwarffortress/ Dwarf Fortress Reddit]&lt;br /&gt;
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&amp;lt;div id=&amp;quot;norate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=92778</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=92778"/>
		<updated>2010-04-14T18:54:34Z</updated>

		<summary type="html">&lt;p&gt;Teldin: /* Trading and Depot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
::They don't, while a few dwarfs have nothing but butchery enabled.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed) ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:::: What are you guys talking about? I've had no problems, nor have I seen any complaints about this on the bug tracker which I have been watching actively. [[User:Doctorzuber|Doctorzuber]] 16:29, 11 April 2010 (UTC)&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.{{verify}}&lt;br /&gt;
:Unconfirmed, though people on [[DF2010 Talk:Embark]] say that this is false. [[User:Garanis|Garanis]] 23:30, 9 April 2010 (UTC)&lt;br /&gt;
:I believe this one to be false, they are probably crashing for a different reason. [[User:Doctorzuber|Doctorzuber]] 16:25, 11 April 2010 (UTC)&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, You cannot quit once you press &amp;quot;Dwarf forteress&amp;quot; until you've actually embarked. [[Guest]] 8 April 2010&lt;br /&gt;
:This is accurate. Much as I hate this one, it could be argued that this is a design choice. [[User:Doctorzuber|Doctorzuber]] 16:27, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
** They also try to eat elf food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
**I believe that this is because rain will now fall at different rates, or so I've observed. Meaning you'll either get a downpour or a light sprinkle, or somewhere in between, and It will fill pools accordingly.&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossuses.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See {{L|Military/Guide}}, &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, &amp;lt;s&amp;gt;but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop&amp;lt;/s&amp;gt; (soap is/might be taken if there is storage.)&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
Miners will sometimes dig into underground seas with no &amp;quot;Damp Stone&amp;quot; notification prior to that.&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
*Cancelling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantne plate armor takes only a single waifer to make and is worth considerably less than an adamantine battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request. &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)&lt;br /&gt;
**This can mean bones OR shells, possibly more.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
** In addition, the statues are quite tiny compared to the colossus itself - about the size of their noses.&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
*not so much a bug as a quibble. Prepared monarch butterfly brains were being sold by a local human caravan to me. Does this strike anyone else as... a tad unfulfilling?&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:I've had this happen aswell. --[[User:DUMBELLS|dUMBELLS]] 22:13, 8 April 2010 (UTC)&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
*Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
*blood that never seems to dry. I have a small spattering of blood from combat that happened in my first year that has turned the entrance of my fortress into a nearly constantly spreading wave of blood (high traffic area, keeps getting smeared). Also, killed a giant scorpion in year 2, as of year 4 I got unlazy and told my dwarves to dump it down my trash shoot leading 155z levels down into a lava pit. Even after 2 years of not being touched, I found scorpion ichor on the walls of my trash shoot.&lt;br /&gt;
**Confirmed. My hunters were chasing some aligators the first season I've embarked, now it's year 5 and there's blood all over the map. Same goes for goblins/trolls/whatever. On one tile in front of my fort, I have over 80 blood spatterings ;D [[User:Fuco|Fuco]] 15:32, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading. (Resolved as of 0.31.02)&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thirded. I've had this happen too. --[[User:Talkir|Talkir]] 11:20, 11 April 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Don't be too quick to abandon.  Once your Dwarfs elect a new mayor, the ability to appoint the other Nobles will reappear, even if every Noble position had previously disappeared. --[[User:TeDDD|TeDDD]] 11:20, 12 April 2010 (GMT&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
:I've also noticed mayors not getting demoted. My new mayor wanted his bedroom and such, but when I went to reassign the rooms I noticed that the old mayor was still referred to as a mayor in the room assignment screen.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;br /&gt;
:I've been renaming saves at will, both manual saves ({{k|Exc}}, &amp;quot;Save&amp;quot;) and auto-seasonal saves -  never a problem. Because the files are larger and the game more &amp;quot;cumbersome&amp;quot;, the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [http://www.bay12games.com/forum/index.php?topic=34936.0]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) ''until you are sure the save is 100% complete'' - then, knock yourself out. However,iirc, there was also a problem if the file that was ''opened'' for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will &amp;quot;recreate&amp;quot; the same folder name as it opened, giving ''the appearance'' of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
:+1 Copying and renaming of save folders should only be done when you are out of the game. Nowadays (though already in 40d too) the game somewhat continuously reads and writes from the folder. I have copied and renamed save folders with no prob. Because I am paranoid i also move them out of the [save] folder, but I doubt its really necessary. The zip/rar part is nonsense. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 21:23, 9 April 2010 (UTC)&lt;br /&gt;
:Never had a problem and I rename saves all the time. I always completely close the game before renaming a save. [[User:Doctorzuber|Doctorzuber]] 18:30, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==forging Breastplate &amp;amp; Chainmail==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &lt;br /&gt;
A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
: I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the &amp;quot;needs 3 bars&amp;quot; message. Same with greaves, except it said &amp;quot;needs 2 bars&amp;quot;. It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --[[User:Mr Frog|Mr Frog]] 20:25, 9 April 2010 (UTC)&lt;br /&gt;
: Can confirm this happens with metal bins as well, needing only one bar but mentioning 3 when you don't have any.  It's possible that this does *not* happen for metal barrels.  Possibly connected to some jobs being titled &amp;quot;forge&amp;quot; and some &amp;quot;construct&amp;quot;? -- Narmio&lt;br /&gt;
:Just an interesting note on mechanics I noticed because of this bug. It bases the value of an item off the number of bars in it, so my adamantium breast plates are worth less than an adamantium axe (multipliers involved I'm sure) for any level of crafting. -Foarl&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Traders stay a long time. So long that an elven caravan didn't move and another human caravan already came before they had a chance to do anything like LEAVE (stupid hippies with their vast number of useless items on warthogs, seems to slow them down a lot). Never saw this in the first version.&amp;lt;/s&amp;gt; -foarl&lt;br /&gt;
: Turns out the elves are just bugged. The human caravan came and went but the elves are still just sitting there a full season later. I'm contemplating killing them with my military to see how the adamantium platemail holds up with the new combat system.&lt;br /&gt;
: (Probably reproducible, but I have not done thorough testing) If a depot is assigned for dismantling while caravan arrives, a diplomat leaves unhappy. While this might be pretty normal, the diplomat will continue leaving unhappy every year regardless of the depot.&lt;br /&gt;
:: This behavior is believed to be caused by a bug in the wealth calculation. In some cases it will &amp;quot;find&amp;quot; a large amount of stuff down in the underground areas adding a very large number to your wealth which results in traders coming with truly absurd amounts of trade goods. [[User:Doctorzuber|Doctorzuber]] 18:32, 11 April 2010 (UTC)&lt;br /&gt;
:Forbid your depot ({{k|t}} - {{k|f}}) and they'll begone! -Manslay&lt;br /&gt;
:: Personally, I think this may not be a bug, but rather an odd way the pack-up-time is calculated.  If you trade an enormous number of individual objects, they seem to stick around longer.  This is common with the elves because people tend to use wooden bins.&lt;br /&gt;
:::I've seen this happen quite a bit as well. However, I don't think that is the case. I always trade individual items (why get rid of perfectly good bins?) and the human/dwarven caravans don't linger as long as the elves do.--[[User:Kuroneko|Kuroneko]] 18:14, 14 April 2010 (UTC)&lt;br /&gt;
::::This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal. For example, check what is carrying their goods when they arrive: often it'll be warthogs or something similar, which do not have trade capacity values and thus the game probably sets them to max. Which makes them carry enormous, ridiculous loads and take forever to load/unpack. [[User:Teldin|Teldin]] 18:54, 14 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Entity_token&amp;diff=88245</id>
		<title>v0.31:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Entity_token&amp;diff=88245"/>
		<updated>2010-04-09T18:40:14Z</updated>

		<summary type="html">&lt;p&gt;Teldin: Took entity token from 40d, added all the new tokens into it I could find.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
These tokens define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADVENTURE_TIER&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode.  Dwarfs, Elves, and Humans take up tier 3, 2, and 1 respectively.  It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers are in descending order.  So you should put a new adventure entity above the Dwarves.  Not at the end of the file. &lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows the &amp;quot;Play Now!&amp;quot; option adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, than in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SUPPORT&lt;br /&gt;
|&lt;br /&gt;
* biome&lt;br /&gt;
* frequency&lt;br /&gt;
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_BIOME&lt;br /&gt;
| biome&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT_SITE_TYPE&lt;br /&gt;
| site type&lt;br /&gt;
| Also determines symbol used when selecting civilization. CAVE uses no symbol. Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOLERATES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WORLD_CONSTRUCTION&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_GROUP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Number of breeding couples to start with per entity. Note that single-gender (eg. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not have any population.  (&amp;lt;s&amp;gt;Possible exception is if they have very high [DAMBLOCK] and [MAXAGE] values&amp;lt;/s&amp;gt;.  Tested in 40d, [NO_GENDER] civs at least are not placed at all.  Presumably if the civ-stating code can't place breeding couples, it doesn't start the civ.  Non-reproducing civs can be created by giving the creatures a high [MAXAGE] and a '''HIGHER''' [CHILD] or [BABY] age.  Because the children never grow up, the civ is limited to its origenal individuals).&lt;br /&gt;
[START_GROUP_NUMBER:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_POP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max population *per entity*, multiply this by max starting civ to get the total population of the species.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_SITE_POP_NUMBER&lt;br /&gt;
| number &lt;br /&gt;
| Max population per individual site.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_STARTING_CIV_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERMITTED_BUILDING&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERMITTED_JOB&lt;br /&gt;
| [[40d:Profession tokens|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERMITTED_REACTION&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY_BY_YEAR&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY&lt;br /&gt;
|&lt;br /&gt;
* metal token&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_FACET_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&lt;br /&gt;
0-25600&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANSLATION&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CULL_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, CIV, SITE&lt;br /&gt;
Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRIENDLY_COLOR&lt;br /&gt;
| see [[40d:color|color]]&lt;br /&gt;
|&lt;br /&gt;
The color of creatures currently in your group?&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| type&lt;br /&gt;
| REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Currently hardcoded to only be associated with rivers and nature.&lt;br /&gt;
PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the Demon.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION_SPHERE&lt;br /&gt;
| sphere&lt;br /&gt;
| Can by any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE_ALIGNMENT&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POSITION&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER_TRIGGER&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VARIABLE_POSITIONS&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:ETHIC|ETHIC]]&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of certain behaviors, from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WILL_ACCEPT_TRIBUTE&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ accept tribute from conquered sites? Or maybe makes the civ's traders accept offered goods?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WANDERER, BEAST_HUNTER, SCOUT&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABUSE_BODIES&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVE_SEASON&lt;br /&gt;
| season&lt;br /&gt;
| the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHER&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABYSNATCHER&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during history gen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If playable civ in Fortress Mode has this tag (ie. you add BABYSNATCHER to the dwarf entity) than the roles will be reversed and elves and humans will siege and ambush and goblins will trade with you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT&lt;br /&gt;
|&lt;br /&gt;
| Sends diplomats to come and talk to you.  Currently{{v|0.28.181.40d}} this only amounts to a noble visiting and complementing your fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Diplomats have bodyguards. This currently{{v|0.28.181.40d}} has no effect - in previous versions, diplomats would be escorted by several soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_THIEF&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Merchants have bodyguards and wagons.  Wagons allow for a lot more variety in their goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_NOBILITY&lt;br /&gt;
|&lt;br /&gt;
| Civ has a merchant prince.  This token also appears to cause trade negotiations to take place.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_POPULATION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level.  Evidence suggests this trigger only works for friendly races.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_PRODUCTION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_TRADE&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_POP_SIEGE&lt;br /&gt;
| level&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_PROD_SIEGE&lt;br /&gt;
| level&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_TRADE_SIEGE&lt;br /&gt;
| level&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGER&lt;br /&gt;
|&lt;br /&gt;
| Will wait around at the edge of your map for a month or two, before charging. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKULKING&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_CAP_DIPLOMACY&lt;br /&gt;
|&lt;br /&gt;
| Makes the entity angry if you cut down too many trees. They will send a warning first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYER_LINKED&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGGER&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOVES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HELM&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INSTRUMENT&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PANTS&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHIELD&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHOES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGEAMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOY&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPCOMP&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANIMAL_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANY_PET_RACE&lt;br /&gt;
| &lt;br /&gt;
| Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet (next time, it'll let them use mounts/pullers/pack animals of any kind as well, but I'm not sure this matters in the stock raws).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CAVE_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_PLANTS&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_WOOD&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_PLANTS&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_WOOD&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| If wood is available locally, and you have permitted the relevant professions in the def, controls availability of lye, charcoal, potash and pearlash.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_MOUNT&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PACK&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PET&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PULL&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDOOR_FARMING&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OUTDOOR_FARMING&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUBTERRANEAN_CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_IMPROVEMENTS&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPROVED_BOWS&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_PREF&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to use the metal with the highest values for DAMAGE_PERC or BLOCK_PERC without DEEP. Currently only dwarves have this token. Without this token, the entity will use the best metal below or equal to 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring stones in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_WEAPONS&lt;br /&gt;
|&lt;br /&gt;
| Causes members to be able to use wooden weapons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_ARMOR&lt;br /&gt;
|&lt;br /&gt;
| Causes members to be able to use wooden weapons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GEM_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDOOR_WOOD&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to trade subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OUTDOOR_WOOD&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=37005</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=37005"/>
		<updated>2008-09-17T06:14:15Z</updated>

		<summary type="html">&lt;p&gt;Teldin: Added some tags, fixed some typos.&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;
&lt;br /&gt;
== Gameplay ==&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;
| ADVENTURE_TIER&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode.  Dwarfs, Elves, and Humans take up tier 3, 2, and 1 respectively.  It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers go upward.  So you should put a new adventure entity above the Dwarves.  Not at the end of the file.&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows the &amp;quot;Play Now!&amp;quot; option adventure mode.  The entity must have a ADVENTURE_TIER token for this to work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&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;
| BIOME_SUPPORT&lt;br /&gt;
|&lt;br /&gt;
* biome&lt;br /&gt;
* frequency&lt;br /&gt;
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_BIOME&lt;br /&gt;
| biome&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT_SITE_TYPE&lt;br /&gt;
| site type&lt;br /&gt;
| Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOLERATES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WORLD_CONSTRUCTION&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Population ==&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;
| START_GROUP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Number of breeding couples to start with per entity.&lt;br /&gt;
[START_GROUP_NUMBER:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_POP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max population *per entity*, multiply this by max starting civ to get the total population of the species.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_SITE_POP_NUMBER&lt;br /&gt;
| number &lt;br /&gt;
| Max population per individual site.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_STARTING_CIV_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&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;
| PERMITTED_JOB&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Allows this job type to be selected by worldgen creatures.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY&lt;br /&gt;
|&lt;br /&gt;
* metal token&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_FACET_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&lt;br /&gt;
0-25600&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;menaces with rings of spikes&amp;quot;.&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANSLATION&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CULL_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, CIV, SITE&lt;br /&gt;
Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRIENDLY_COLOR&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of creatures currently in your group?&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more advanced metals.&lt;br /&gt;
This also allows them to use stronger metals, such as steel. Currently only dwarves have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more stones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more types of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GEM_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more gems.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDEAD_CANDIDATE&lt;br /&gt;
|&lt;br /&gt;
| In previous versions, this also allowed ruins to be automatically populated by undead versions of that species. &lt;br /&gt;
Unknown if the tag does anything as of version 40d.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&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;
| RELIGION&lt;br /&gt;
| type&lt;br /&gt;
| REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. &lt;br /&gt;
PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the Demon.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION_SPHERE&lt;br /&gt;
| sphere&lt;br /&gt;
| Can by any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE_ALIGNMENT&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&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_HAVE_MILITARY_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to have a military leader.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_SITE_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allow the entity to have military minor leaders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the leader of the civ this profession, uses tileset professions. &lt;br /&gt;
[LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE_LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the minor leaders this profession, uses tileset professions.&lt;br /&gt;
[SITE_LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAYOR&lt;br /&gt;
|&lt;br /&gt;
| Settlements have a mayor.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&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;
| [[ETHIC]]&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of certain behaviors, from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WILL_ACCEPT_TRIBUTE&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ accept tribute from conquered sites?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WANDERER, BEAST_HUNTER, SCOUT&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABUSE_BODIES&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVE_SEASON&lt;br /&gt;
| season&lt;br /&gt;
| the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you. Civs can have multiple season entries. &lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHER&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABYSNATCHER&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during history gen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT&lt;br /&gt;
|&lt;br /&gt;
| Sends diplomats to come and talk to you, also allows trade negotiations for the next year's caravan.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Diplomats have bodyguards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENTITY_GROUPING&lt;br /&gt;
| alignment (obsolete)&lt;br /&gt;
| FRIENDLY, EVIL, or NUISANCE&lt;br /&gt;
[ENTITY_GROUPING:FRIENDLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_THIEF&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thives will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Merchants have bodyguards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_NOBILITY&lt;br /&gt;
|&lt;br /&gt;
| Civ has a merchant prince.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_POPULATION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_PRODUCTION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_TRADE&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPECT_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Will not buy animal based items and is angered at the attempt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPECT_TREES&lt;br /&gt;
|&lt;br /&gt;
| Will not buy wooden items and is angered at the attempt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGER&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to invade your fortress if angered, causing a [[siege]] event. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKULKING&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_CAP_DIPLOMACY&lt;br /&gt;
|&lt;br /&gt;
| Makes the entity angry if you cut down too many trees. They will send a warning first.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&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;
| AMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGGER&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOVES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HELM&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INSTRUMENT&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PANTS&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHIELD&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHOES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGEAMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOY&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPCOMP&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANIMAL_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANY_PET_RACE&lt;br /&gt;
| &lt;br /&gt;
| Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet (next time, it'll let them use mounts/pullers/pack animals of any kind as well, but I'm not sure this matters in the stock raws).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CAVE_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_PLANTS&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_WOOD&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_PLANTS&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_WOOD&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| If wood is available locally, and you have permitted the relevant professions in the def, controls availability of lye, charcoal, potash and pearlash.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_MOUNT&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PACK&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PET&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PULL&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDOOR_FARMING&lt;br /&gt;
| &lt;br /&gt;
| Determines if inside farms will be generated for civ towns, and determines if the player can build farms underground in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OUTDOOR_FARMING&lt;br /&gt;
|&lt;br /&gt;
| Determines if outside farms will be generated for civ towns, and determines of the player can build outdoor farms in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUBTERRANEAN_CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_IMPROVEMENTS&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPROVED_BOWS&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MINOR_METAL&lt;br /&gt;
|&lt;br /&gt;
| Has a preference for weak metals. (copper)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOW_SKILL&lt;br /&gt;
|&lt;br /&gt;
| No longer used.  Formerly used to keep kobolds under control. [v0.28.181.39f]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30430</id>
		<title>40d:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30430"/>
		<updated>2008-07-20T19:40:17Z</updated>

		<summary type="html">&lt;p&gt;Teldin: Fixed a Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is intended to be an easy guide for general newbies on how to both edit and add civilizations, creatures, objects, and so on in Dwarf Fortress, both [[Adventure_Mode|adventurer]] and [[Dwarf_Fortress_Mode|fortress]] modes, without breaking anything too much. Generally breaking stuff is fine! Just always back up your work + the originals, and be patient at having to [[World_Generation|generate new worlds]] over and over. &lt;br /&gt;
&lt;br /&gt;
This guide was edited for version 0.27.176.39c and may not be accurate for later versions, particularly the examples.&lt;br /&gt;
&lt;br /&gt;
= Modding Guide =&lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. The raw folder contains two subfolders: graphics (where you insert [[Object_Tilesets|graphic packs]] to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game. &lt;br /&gt;
&lt;br /&gt;
Editing the raw text files is easy and simple. When you go into the \raw\objects folder you will see a wide variety of text files. When you are modding your game, you can either change existing files or add your own. I personally find it easier just to edit the existing ones in a new \DF\ game folder. When you are changing a token you can simply change the values - these are the numbers/strings after the : in a token entry. For example, [CREATURE:DWARF] is a token in the entity text file, which determines what creatures are used for dwarven civilizations. Simply open the text file, edit what you want, save and close, and generate a new world after you're done editing what you want.&lt;br /&gt;
&lt;br /&gt;
Essentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. With a bit of know-how you can tinker with just about everything. &lt;br /&gt;
&lt;br /&gt;
Every text file uses what are called &amp;quot;tokens&amp;quot;, also called &amp;quot;flags&amp;quot;. They are essentially attributes that you can add or remove or edit for any particular object in the game, that change the way the object works or acts. Most of the actual effects are hardcoded: for example, giving a creature such as a moose the [EVIL] creature token will make it only appear in evil maps, or giving it [BONECARN] will make it chow down on bones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A few key things to remember when modding the text files:&lt;br /&gt;
&lt;br /&gt;
* Always back up the default text files you plan on editing. This way, if your game crashes (due to say, a typo that you can't find) you can simply copy-paste it back in for a 'vanilla' DF.&lt;br /&gt;
* You do not need to delete old saves; simply create a new world using your modded files and things should run just fine. Just don't try to play a &amp;quot;non-modded&amp;quot; world with modded files! Should you desire to go back to your old sites, just make sure you revert to the raw files used for the creation of that world. &lt;br /&gt;
* In general it's better to make whole new text files for new stuff you're adding rather than editing the existing ones by tagging them onto the bottom. This allows you to keep track of them easier and keeps them all in one place so there's less messing about with tons of files.&lt;br /&gt;
* The absolute easiest way to add an entirely new creature/entity/etc is to simply copy-paste an existing one and rename it, then edit the various tokens appropriately.&lt;br /&gt;
&lt;br /&gt;
In addition, if you ''rename'' the any of the \raw\ files themselves (such as 'creature_insects.txt' to 'creature_bugs.txt'), you must find the same filename in the \data\objects\ folder and delete it. This is required because once the world is generated it creates the new files and saves them for use next time the world is needed; without deleting the file you will get duplication errors. This is not necessary if you just don't change any of the filenames.&lt;br /&gt;
&lt;br /&gt;
== Modding the civilizations ==&lt;br /&gt;
&lt;br /&gt;
The civilization entries are stored in entity_default.txt. They are quite simple files that are in the following format:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQENCY]&lt;br /&gt;
     ...[OTHER TAGS]...&lt;br /&gt;
&lt;br /&gt;
At the top of the file you'll see an 'entity_default' all by itself, that must be at the top of the file only. All game files require those markers at the top. If you're creating a new civilization in its own text file, be sure to add entity_default, and [OBJECT:ENTITY] at the top of the file.&lt;br /&gt;
&lt;br /&gt;
Now what do these tokens mean, exactly? For one, where the tags are located don't generally matter quite a lot. You can add them in any order as long as they're underneath the &amp;quot;[ENTITY:]&amp;quot; token, which is the 'header' of the civilization and lets the game know that everything underneath deals with that civ. The entity token can be anything as long as it's not the same as another one.&lt;br /&gt;
&lt;br /&gt;
'[CREATURE:]' links the civilization with a certain creature defined in a different file. This is the creature you play in adventurer or fortress mode, or that wanders around their towns when you explore them. For example, if you wanted to do something silly you could switch the &amp;quot;DWARF&amp;quot; entry in entity_default.txt with &amp;quot;ELF&amp;quot; and you would be marching elves around in fortress mode, though they would still use dwarven technology and language and names and so forth.&lt;br /&gt;
&lt;br /&gt;
'[TRANSLATION:]' connects the civ to a specific language file that determines things like their natural (untranslated) creature first + last names and city names. The valid ones are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
'[BIOME_SUPPORT:]' defines biomes that civs will appear in. The 'FREQUENCY' value determines the likelyhood of them appearing there: generally 1 for not very often, up to 3 for very often (ie. dwarves in mountains).&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[Entity_Tokens|here]]. The important ones are the CIV_CONTROLLABLE token, which lets you control the civ in dwarf fortress mode (by random chance if you have more than one set controllable) and the INDIV_CONTROLLABLE and ADVENTURE_TIER tokens which lets you play the civ in adventure mode via the PLAY NOW! command. Remember that ADVENTURE_TIER must be in order, so if you are adding a new playable race you must put it above dwarves and set its tier 1 higher (4).&lt;br /&gt;
&lt;br /&gt;
Any token that has to deal with weapons, armor, clothing, etc. are all the items that the civ can build, not necessarily the ones they can wear. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them. &lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:] and [CULL_SYMBOL:ALL:] are the words that can be randomly generated in names, civs, cities, artifacts, engravings, etc. &amp;quot;SELECT_SYMBOL&amp;quot; means that the civ is far more likely to use those, and CULL_SYMBOL means they never will. You can find a list of every symbol type [[Language|here]]. SUBSELECT_SYMBOL:WAR/BATTLE/SIEGE just determines which language token to use when they begin wars, battles, or sieges in legends mode, ie. 'The Conflict of Craziness' or 'The Siege of Assaults'. All have these as 'violence' by default but they can be changed to any other token.&lt;br /&gt;
&lt;br /&gt;
'SELECT:SYMBOL:ROAD/TUNNEL/BRIDGE/WALL'  use the special language tokens NAME_ROAD, NAME_TUNNEL, etc. and determines what the civ names their structures. 'SELECT_SYMBOL:REMAINING': are the standard tokens used for the species language.&lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking. Remember to always change the civ's ENTITY: name! This name can be anything as long as it's not already existing.&lt;br /&gt;
&lt;br /&gt;
There are many tokens to play with in the entity file, most of which do something interesting. It's best to simply look through the entity tokens list and figure out for yourself what you want to do with them. The ones of interest are:&lt;br /&gt;
&lt;br /&gt;
* [SIEGER] [BABYSNATCHER] [NUISANCE] These determine what the civ does in relation to other civs. Babysnatchers periodically swipe infants from nearby civs and have them grow up in their own civ (if kidnapped/brainwashed infants grow up and have children, their last names will use their capturer's language files: ie. you will have evil dwarves with the name Urist Deathghouls in a goblin fortress).&lt;br /&gt;
&lt;br /&gt;
* [AT_PEACE_WITH_WILDLIFE] This token, currently set only on elves, will mean they will not attack wild animals and animals will not attack them. This ALSO means that if you bring an elf or two along with you in adventurer mode, don't expect them to help you if you get attacked by cougars!&lt;br /&gt;
&lt;br /&gt;
* [RELIGION_SPHERE] This determines what religious deities will have as spheres when the civilization is generated, along with their subspheres. With a SPHERE_ALIGNMENT set you can also make one more likely than others; ie. Elves have trees, plants, and animals set very high so they are likely to get those more often with their deities. &lt;br /&gt;
&lt;br /&gt;
* With [DEFAULT_SITE], LIKES_, and TOLERATES_ you can decide where the species will live. DEFAULT_SITE is their home cities and will usually cluster there in large groups. If a civ conquers another and they do not at least tolerate the enemy's home type they will simply destroy it instead of moving in (sometimes they will destroy it anyway).&lt;br /&gt;
&lt;br /&gt;
* [ETHIC:] tokens determine how the species behaves when it comes to certain unpleasant acts. This also determines what reasons the civ will use when going to war: if a nearby civ has something set ACCEPTABLE that they consider UNTHINKABLE, then it is likely they will go to war over it. It also determines a few other things, like what happens to dead foes: Elves have '[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]' for example. Goblins defacing their enemies (ie. hanging, stuck on pikes) is [ABUSE_BODIES], as well as ETHIC:MAKE_TROPHY_ tokens set ACCEPTABLE.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. Essentially you can change nearly any aspect of a creature or completely make your own from scratch. You can either add a new creature to the bottom of an existing creature_thing.txt file or make your own file; just be sure to add the name of the file (without the txt) to the top of it. For example, I tend to use a 'creature_newbies.txt' file myself.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is exactly similar to modding civs: just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all the information about each specific creature in the game, from animals to dwarves to goblins to even caravan wagons. Much of the data of a creature is quite self-explanatory; you can find a list of every creature token [[Creature_Tokens|here]].&lt;br /&gt;
&lt;br /&gt;
There're some tokens which use temperature values. Dwarf Fortress has it's own temperature scale for this. [[Temperature scale|DF temperature scale]].&lt;br /&gt;
&lt;br /&gt;
Note: If you add a butcherable creature to the game such as a domestic animal, people will automatically wander around wearing its fur or skin as leather items when you are in the game, assuming the creature comes from the civ's biome (natural area). So don't be surprised to see 'duck leather armor' or something if you add ducks. Also note if you add a species that has a naturally high body temperature (magma snakes for example) and set it butcherable, people will automatically be generated wearing their skins.. and then since the skins have a naturally high temperature too they tend to burst into flame immediately because they were wearing a +magma snake leather sock+. Woops.&lt;br /&gt;
&lt;br /&gt;
You'll notice many of the creature entries have tokens that other ones don't have. If a token is not present it's considered &amp;quot;default&amp;quot;, though sometimes the default can be hard to figure out. All of the creatures referenced in the entity files are present in creature_standard.txt and require certain other tokens that non-entity creatures do not need, such as [INTELLIGENT] and [CANOPENDOORS].&lt;br /&gt;
&lt;br /&gt;
For example, if you wanted to allow your dwarves to eat bones from the refuse stockpile (ew), you would open up creature_standard.txt, add [BONECARN] somewhere in the CREATURE_DWARF: entry at the top, and then save and close it, then generate a new world. Bon appetit!&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items come in several flavors: 'crafted' items, and 'natural' items. Both are the same in most ways, but are stored in different places: most crafted item data are stored in the item_blah.txt files (such as item_armor.txt), while things like plants, gems, food, and ore are stored in &amp;quot;matgloss&amp;quot; files, ie. matgloss_plant.txt. Both are easily editable just like a creature or civ, but the problem is that there is no definitive list of what most of the tokens for these quite do yet. In any case they are usually pretty self-explanatory and you can guess what they do by checking out similar entries.&lt;br /&gt;
&lt;br /&gt;
For example, let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
[ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
[NAME:thong:thongs]&lt;br /&gt;
[WEIGHT:10]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[BLOCKPOWER:5]&lt;br /&gt;
[LAYER:UNDER]&lt;br /&gt;
[COVERAGE:25]&lt;br /&gt;
[LAYER_SIZE:10]&lt;br /&gt;
[LAYER_PERMIT:30]&lt;br /&gt;
[MATERIAL_SIZE:1]&lt;br /&gt;
[SOFT]&lt;br /&gt;
[LEATHER]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries. Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere, and probably [HARD] instead of [SOFT]. Simple! &lt;br /&gt;
&lt;br /&gt;
Weapons work largely the same way; but remember that in order to actually use any of these things you'd have to add the ITEM_THING item flag to the civilization's 'useable items' list in entity_default.txt. For example, if you're fond of Scots and decided to make a 'claymore' sword that's even bigger than the two-hander already in the files. It might look like this:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_CLAYMORE]&lt;br /&gt;
 [NAME:claymore sword:claymore swords]&lt;br /&gt;
 [DAMAGE:160:SLASH]&lt;br /&gt;
 [WEIGHT:120]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [CRIT_BOOST:1]&lt;br /&gt;
 [TWO_HANDED:0]&lt;br /&gt;
 [MINIMUM_SIZE:7]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
&lt;br /&gt;
Tada! Yes, it's that easy. Then you just add it to the civ entry so a civilization can actually use and craft it, and it's done. &lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All body definitions are located in body_default.txt and then linked to a creature in the creature's entry. For example, the dwarf creature has: [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]. All of these are seperate bodypart definitions in body_default.txt. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created. This means that if you don't add the appropriate bodyparts, hilarious things can happen: if you forget to add a throat or lungs your new creature will suffocate after taking a few steps (unless you make it a nonbreather). &lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the very simple format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:ID:name][TOKENSGOHERE]&lt;br /&gt;
&lt;br /&gt;
You can add as many sub-parts as you want to an overall section. The most important tokens are 'CONTYPE' and 'CON': CONTYPE means the bodypart in question is connected to a certain *type* of bodypart, while CON means it's connected to a *specific* one. Let's break down a few entries:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head][CONTYPE:UPPERBODY][HEAD]&lt;br /&gt;
&lt;br /&gt;
This is a very simple one: a head. It connects directly to an upper body. All the stuff inside the head are seperate entries that call up the head as a different contype in turn:&lt;br /&gt;
&lt;br /&gt;
 [BODY:THROAT]&lt;br /&gt;
 [BP:THROAT:throat][CONTYPE:HEAD][THROAT][EMBEDDED][SMALL]&lt;br /&gt;
&lt;br /&gt;
The foot bone's connected to the ankle bone..&lt;br /&gt;
&lt;br /&gt;
If you wanted someone to be able to break someone else's throat (like breaking a joint) and suffocate them, just add the [JOINT], [BREATHE], and possibly [NERVOUS] to the throat object's tokens.&lt;br /&gt;
&lt;br /&gt;
A 'BODYGLOSS', which you can sometimes find in the creature entries, are simply replacement words for certain defined words in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in the body_default.txt, and then you can use this in a creature with '[BODYGLOSS:CLAW_HAND]' and it will replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature. For all intent and purpose the body part will still function as the proper part, though.&lt;br /&gt;
&lt;br /&gt;
Note that only creatures with the [EQUIPS] token (and possibly [INTELLIGENT]) and a civ that can create clothes/armor/weapons will be able to actually wear stuff. Also, if the creature size is too large for the clothes they will also not be able to wear it.&lt;br /&gt;
&lt;br /&gt;
== Example one: dark dwarves ==&lt;br /&gt;
&lt;br /&gt;
These examples will go over the details for creating several new things as well as editing some old ones.&lt;br /&gt;
&lt;br /&gt;
Remember: Do NOT load an old save after genning a new world with different raws. It's much safer to simply delete all your old saves after you've modded things, or simply copy-and-paste a fresh version of DF into a new folder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, we're going to create a new, evil civilization of dwarves called, unsurprisingly, dark dwarves. This will be quite easy, though with a few fundamental differences. Mainly, that dark dwarves are evil and more warlike than regular dwarves.&lt;br /&gt;
&lt;br /&gt;
Now, open up entity_default.txt. All your species civilizations will be in there. We're going to make a whole new one for our dark dwarves. In many ways it'll be a simple copy-paste job of regular dwarves, then tweaking some things.&lt;br /&gt;
&lt;br /&gt;
Add this to the TOP of the entity_default file, before the dwarf entry:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:DARK_DWARF]&lt;br /&gt;
 	[CIV_CONTROLLABLE]&lt;br /&gt;
 	[CREATURE:DARK_DWARF]&lt;br /&gt;
 	[TRANSLATION:DWARF]&lt;br /&gt;
 	[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
    	[WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
 	[WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
 	[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_LEATHER:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_COAT:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_SHIRT:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_CLOAK:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_VEST:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_DRESS:COMMON]&lt;br /&gt;
 	[ARMOR:ITEM_ARMOR_ROBE:COMMON]&lt;br /&gt;
 	[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
 	[HELM:ITEM_HELM_HOOD:COMMON]&lt;br /&gt;
 	[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]&lt;br /&gt;
 	[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
 	[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
 	[SHOES:ITEM_SHOES_BOOTS:COMMON]&lt;br /&gt;
 	[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]&lt;br /&gt;
 	[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
 	[PANTS:ITEM_PANTS_GREAVES:COMMON]&lt;br /&gt;
 	[PANTS:ITEM_PANTS_LEGGINGS:COMMON]&lt;br /&gt;
 	[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
 	[SHIELD:ITEM_SHIELD_BUCKLER]&lt;br /&gt;
 	[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
 	[TOY:ITEM_TOY_HAMMER]&lt;br /&gt;
 	[TOY:ITEM_TOY_AXE]&lt;br /&gt;
 	[TOY:ITEM_TOY_MINIFORGE]&lt;br /&gt;
 	[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]&lt;br /&gt;
 	[INSTRUMENT:ITEM_INSTRUMENT_DRUM]&lt;br /&gt;
 	[CLOTHING]&lt;br /&gt;
 	[SUBTERRANEAN_CLOTHING]&lt;br /&gt;
 	[CURRENCY_BY_YEAR]&lt;br /&gt;
 	[CURRENCY:COPPER:1]&lt;br /&gt;
 	[CURRENCY:SILVER:5]&lt;br /&gt;
 	[CURRENCY:GOLD:15]&lt;br /&gt;
 	[SELECT_SYMBOL:WAR:NAME_WAR]&lt;br /&gt;
 	[SUBSELECT_SYMBOL:WAR:VIOLENT]&lt;br /&gt;
 	[SELECT_SYMBOL:BATTLE:NAME_BATTLE]&lt;br /&gt;
 	[SUBSELECT_SYMBOL:BATTLE:VIOLENT]&lt;br /&gt;
 	[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
 	[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
 	[SELECT_SYMBOL:ROAD:NAME_ROAD]&lt;br /&gt;
 	[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]&lt;br /&gt;
 	[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]&lt;br /&gt;
 	[SELECT_SYMBOL:WALL:NAME_WALL]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:ARTIFICE]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:EVIL]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:UNTOWARD]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:UGLY]&lt;br /&gt;
 	[SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
 	[METAL_PREF]&lt;br /&gt;
 	[GEM_PREF]&lt;br /&gt;
 	[STONE_PREF]&lt;br /&gt;
 	[INDOOR_FARMING]&lt;br /&gt;
 	[USE_CAVE_ANIMALS]&lt;br /&gt;
 	[USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 	[USE_EVIL_ANIMALS]&lt;br /&gt;
 	[USE_EVIL_PLANTS]&lt;br /&gt;
 	[USE_EVIL_WOOD]&lt;br /&gt;
 	[COMMON_DOMESTIC_PACK]&lt;br /&gt;
 	[COMMON_DOMESTIC_PULL]&lt;br /&gt;
 	[COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 	[COMMON_DOMESTIC_PET]&lt;br /&gt;
 	[USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 	[EQUIPMENT_IMPROVEMENTS]&lt;br /&gt;
 	[ART_FACET_MODIFIER:GOOD:0]&lt;br /&gt;
 	[ART_FACET_MODIFIER:EVIL:512]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:0]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:BANDS:0]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]&lt;br /&gt;
 	[ADVENTURE_TIER:4]&lt;br /&gt;
 	[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
 	[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
 	[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
 	[TOLERATES_SITE:CITY]&lt;br /&gt;
 	[TOLERATES_SITE:TREE_CITY]&lt;br /&gt;
 	[TOLERATES_SITE:CAVE_DETAILED]&lt;br /&gt;
 	[TOLERATES_SITE:CAVE]&lt;br /&gt;
 	[LEADER_TYPE:KING]&lt;br /&gt;
 	[SITE_LEADER_TYPE:STANDARD]&lt;br /&gt;
 	[START_BIOME:MOUNTAIN]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_WETLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_DESERT:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_OCEAN:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_LAKE:1]&lt;br /&gt;
 	[BIOME_SUPPORT:MOUNTAIN:3]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_RIVER:1]&lt;br /&gt;
 	[DIPLOMAT]&lt;br /&gt;
 	[DIPLOMAT_BODYGUARDS]&lt;br /&gt;
 	[MERCHANT_BODYGUARDS]&lt;br /&gt;
 	[ACTIVE_SEASON:WINTER]&lt;br /&gt;
 	[SIEGER]&lt;br /&gt;
 	[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
 	[START_GROUP_NUMBER:10]&lt;br /&gt;
 	[MAX_POP_NUMBER:10000]&lt;br /&gt;
 	[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
 	[RELIGION:PANTHEON]&lt;br /&gt;
 	[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
 	[RELIGION_SPHERE:JEWELS]&lt;br /&gt;
 	[RELIGION_SPHERE:METALS]&lt;br /&gt;
 	[RELIGION_SPHERE:MINERALS]&lt;br /&gt;
 	[RELIGION_SPHERE:MOUNTAINS]&lt;br /&gt;
 	[RELIGION_SPHERE:WEALTH]&lt;br /&gt;
 	[RELIGION_SPHERE:NIGHT]&lt;br /&gt;
 	[RELIGION_SPHERE:WAR]&lt;br /&gt;
 	[RELIGION_SPHERE:DISEASE]&lt;br /&gt;
 	[RELIGION_SPHERE:FIRE]&lt;br /&gt;
 	[MAYOR]&lt;br /&gt;
 	[WANDERER]&lt;br /&gt;
 	[BEAST_HUNTER]&lt;br /&gt;
 	[SCOUT]&lt;br /&gt;
 	[PERMITTED_JOB:MINER]&lt;br /&gt;
 	[PERMITTED_JOB:CARPENTER]&lt;br /&gt;
 	[PERMITTED_JOB:BOWYER]&lt;br /&gt;
 	[PERMITTED_JOB:WOODCUTTER]&lt;br /&gt;
 	[PERMITTED_JOB:ENGRAVER]&lt;br /&gt;
 	[PERMITTED_JOB:MASON]&lt;br /&gt;
 	[PERMITTED_JOB:ANIMAL_CARETAKER]&lt;br /&gt;
 	[PERMITTED_JOB:ANIMAL_TRAINER]&lt;br /&gt;
 	[PERMITTED_JOB:HUNTER]&lt;br /&gt;
 	[PERMITTED_JOB:TRAPPER]&lt;br /&gt;
 	[PERMITTED_JOB:ANIMAL_DISSECTOR]&lt;br /&gt;
 	[PERMITTED_JOB:FURNACE_OPERATOR]&lt;br /&gt;
 	[PERMITTED_JOB:WEAPONSMITH]&lt;br /&gt;
 	[PERMITTED_JOB:ARMORER]&lt;br /&gt;
 	[PERMITTED_JOB:BLACKSMITH]&lt;br /&gt;
 	[PERMITTED_JOB:METALCRAFTER]&lt;br /&gt;
 	[PERMITTED_JOB:GEM_CUTTER]&lt;br /&gt;
 	[PERMITTED_JOB:GEM_SETTER]&lt;br /&gt;
 	[PERMITTED_JOB:WOODCRAFTER]&lt;br /&gt;
 	[PERMITTED_JOB:STONECRAFTER]&lt;br /&gt;
 	[PERMITTED_JOB:LEATHERWORKER]&lt;br /&gt;
 	[PERMITTED_JOB:BONE_CARVER]&lt;br /&gt;
 	[PERMITTED_JOB:WEAVER]&lt;br /&gt;
 	[PERMITTED_JOB:CLOTHIER]&lt;br /&gt;
 	[PERMITTED_JOB:GLASSMAKER]&lt;br /&gt;
 	[PERMITTED_JOB:STRAND_EXTRACTOR]&lt;br /&gt;
 	[PERMITTED_JOB:FISHERMAN]&lt;br /&gt;
 	[PERMITTED_JOB:FISH_DISSECTOR]&lt;br /&gt;
 	[PERMITTED_JOB:FISH_CLEANER]&lt;br /&gt;
 	[PERMITTED_JOB:CHEESE_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:MILKER]&lt;br /&gt;
 	[PERMITTED_JOB:COOK]&lt;br /&gt;
 	[PERMITTED_JOB:THRESHER]&lt;br /&gt;
 	[PERMITTED_JOB:MILLER]&lt;br /&gt;
 	[PERMITTED_JOB:BUTCHER]&lt;br /&gt;
 	[PERMITTED_JOB:TANNER]&lt;br /&gt;
 	[PERMITTED_JOB:DYER]&lt;br /&gt;
 	[PERMITTED_JOB:PLANTER]&lt;br /&gt;
 	[PERMITTED_JOB:HERBALIST]&lt;br /&gt;
 	[PERMITTED_JOB:BREWER]&lt;br /&gt;
 	[PERMITTED_JOB:SOAP_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:POTASH_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:LYE_MAKER]&lt;br /&gt;
 	[PERMITTED_JOB:WOOD_BURNER]&lt;br /&gt;
 	[PERMITTED_JOB:MECHANIC]&lt;br /&gt;
 	[PERMITTED_JOB:SIEGE_ENGINEER]&lt;br /&gt;
 	[PERMITTED_JOB:SIEGE_OPERATOR]&lt;br /&gt;
 	[PERMITTED_JOB:PUMP_OPERATOR]&lt;br /&gt;
 	[PERMITTED_JOB:CLERK]&lt;br /&gt;
 	[PERMITTED_JOB:ADMINISTRATOR]&lt;br /&gt;
 	[PERMITTED_JOB:TRADER]&lt;br /&gt;
 	[PERMITTED_JOB:ARCHITECT]&lt;br /&gt;
 	[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
 	[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
 	[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
 	[ETHIC:KILL_ENTITY_MEMBER:PUNISH_CAPITAL]&lt;br /&gt;
 	[ETHIC:KILL_NEUTRAL:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:KILL_ENEMY:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:KILL_ANIMAL:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:KILL_PLANT:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TORTURE_FOR_FUN:PERSONAL_MATTER]&lt;br /&gt;
 	[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TREASON:PUNISH_CAPITAL]&lt;br /&gt;
 	[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]&lt;br /&gt;
 	[ETHIC:LYING:PERSONAL_MATTER]&lt;br /&gt;
 	[ETHIC:VANDALISM:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:TRESPASSING:PUNISH_SERIOUS]&lt;br /&gt;
 	[ETHIC:THEFT:PUNISH_SERIOUS]&lt;br /&gt;
 	[ETHIC:ASSAULT:PUNISH_SERIOUS]&lt;br /&gt;
 	[ETHIC:SLAVERY:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]&lt;br /&gt;
 	[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]&lt;br /&gt;
 	[WILL_ACCEPT_TRIBUTE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fun part is that your dark dwarves will, thanks to the specified symbols, have some crazy names that you'd never see with regular dwarves (one of the fortresses it generated was called &amp;quot;Crowanus&amp;quot;, for example). If you dislike having bad language, just remove the [SELECT_SYMBOL:ALL:UNTOWARD].&lt;br /&gt;
&lt;br /&gt;
The main differences you'll see here compared to the dwarf entry is that they have different weapons, toys, instruments (thanks to their warlike nature, they build less of them) and [USE_EVIL_ANIMALS] is turned on: this will do nothing in dwarf fort mode but you'll see tamed trolls and ogres in their fortresses in adventurer mode. Many of their other tokens are changed as well, to make them more violent and evil. For example, they will eat their foes like elves do. Yum!&lt;br /&gt;
&lt;br /&gt;
Now, we need to build the DARK_DWARF creature. Create a new text file called 'creature_new.txt'. Immediately, add the following:&lt;br /&gt;
&lt;br /&gt;
 creature_new&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
That'll make this text file recognized as a creature file. Now, we simply add our dark_dwarf creature:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:DARK_DWARF]&lt;br /&gt;
 	[NAME:dark dwarf:dark dwarves:dark dwarven]&lt;br /&gt;
 	[TILE:1][COLOR:3:0:0]&lt;br /&gt;
 	[GENPOWER:3]&lt;br /&gt;
 	[INTELLIGENT]&lt;br /&gt;
 	[TRANCES]&lt;br /&gt;
 	[EVIL][BONECARN]&lt;br /&gt;
 	[CANOPENDOORS]&lt;br /&gt;
 	[PREFSTRING:beards]&lt;br /&gt;
 	[PREFSTRING:violent tempers]&lt;br /&gt;
 	[PREFSTRING:sullying of the dead]&lt;br /&gt;
 	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
 	[STOUT]&lt;br /&gt;
 	[MAXAGE:250:270]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
 	[DAMBLOCK:1]&lt;br /&gt;
 	[FAT:3]&lt;br /&gt;
 	[SIZE:6]&lt;br /&gt;
 	[EQUIPS]&lt;br /&gt;
 	[CAVE_ADAPT]&lt;br /&gt;
 	[NOCTURNAL]&lt;br /&gt;
 	[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
 	[FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
 	[HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
 	[SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
 	[CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
 	[AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
 	[SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
 	[MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
 	[PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
 	[BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
 	[SPEECH:dwarf.txt]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[LAYERING:50]&lt;br /&gt;
 	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
 	[PERSONALITY:ANGER:25:75:100]&lt;br /&gt;
 	[PERSONALITY:IMMODERATION:0:75:100]&lt;br /&gt;
 	[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]&lt;br /&gt;
 	[PERSONALITY:CHEERFULNESS:0:10:90]&lt;br /&gt;
 	[PERSONALITY:ALTRUISM:0:25:50]&lt;br /&gt;
 	[PERSONALITY:MODESTY:0:20:90]&lt;br /&gt;
 	[PERSONALITY:SYMPATHY:0:25:50]&lt;br /&gt;
 	[PERSONALITY:VULNERABILITY:0:25:100]&lt;br /&gt;
 	[PERSONALITY:STRAIGHTFORWARDNESS:25:65:100]&lt;br /&gt;
 	[PERSONALITY:SELF_DISCIPLINE:30:75:100]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is largely a copy of the regular dwarves, but with several differences: [LIKES_FIGHTING] will give them happy thoughts when they have fought something, [NOCTURNAL] means they like nights rather than days, and [EVIL] means on the adventurer map their fortresses will tend to end up on evil tiles rather than good ones. Otherwise, they are exactly the same as regular dwarves. To make them extra evil, add [BONECARN] somewhere in there and they can eat bones (they'll actually haul them from your refuse pit to the dining table, yum), but will sometimes (though rarely) choke to death on them. Also, they do not require booze to stay happy (though will happily drink it anyway if they have to). &lt;br /&gt;
&lt;br /&gt;
There! That's all we need to do in order to add our civilization. Just create a new world and they'll be there: however, when you go to adventurer mode, all (or none) of your dwarf entries might be replaced with dark dwarves, so it's really a matter of luck. When you start a new fortress, there will be a 50-50 chance of playing either as dwarves or dark dwarves. The easiest way to tell if a civ is a dark dwarven is if the name is rather unpleasant. 'The Fortress of Rapes' for example would probably not be a standard dwarven one.&lt;br /&gt;
&lt;br /&gt;
== Example two: &amp;quot;Arachnid&amp;quot; playable creature ==&lt;br /&gt;
&lt;br /&gt;
This time, we're going to add a new playable creature to adventurer mode, but not playable in fortress mode. An 'arachnid' is a large, powerful, evil half-elf, half-spider (no copyright violations here!): they are too big to wear standard equipment and are quite nasty enough without it anyway. The downside to playing them is that since they do not form standard civilizations, you cannot start them at a specific location nor will they have any weapon, armor, or [[wrestling]] skills to start out.&lt;br /&gt;
&lt;br /&gt;
First off, we need to add a civilization entry in entity_default.txt. Open it up and add this to the top of the file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ARACHNIDS]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CREATURE:ARACHNID]&lt;br /&gt;
    [INDIV_CONTROLLABLE]&lt;br /&gt;
    [ADVENTURE_TIER:4]&lt;br /&gt;
Note: adventure_tier should be 5 if you also have the dark dwarves.&lt;br /&gt;
    [TRANSLATION:ELF]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_WETLAND:2]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_DESERT:3]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
    [BIOME_SUPPORT:MOUNTAIN:4]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_RIVER:2]&lt;br /&gt;
    [START_BIOME:MOUNTAIN]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
    [FRIENDLY_COLOR:7:0:0]&lt;br /&gt;
    [DEFAULT_SITE_TYPE:CAVE]&lt;br /&gt;
    [LIKES_SITE:CAVE]&lt;br /&gt;
    [TOLERATES_SITE:CAVE]&lt;br /&gt;
    [ACTIVE_SEASON:SPRING]&lt;br /&gt;
    [ACTIVE_SEASON:SUMMER]&lt;br /&gt;
    [ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
    [ACTIVE_SEASON:WINTER]&lt;br /&gt;
    [MAX_STARTING_CIV_NUMBER:2]&lt;br /&gt;
    [START_GROUP_NUMBER:1]&lt;br /&gt;
    [MAX_POP_NUMBER:500]&lt;br /&gt;
    [MAX_SITE_POP_NUMBER:20]&lt;br /&gt;
    [ETHIC:KILL_ENTITY_MEMBER:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_NEUTRAL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_ENEMY:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_ANIMAL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_PLANT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_ANIMALS:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TREASON:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:OATH_BREAKING:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:LYING:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:VANDALISM:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TRESPASSING:NOT_APPLICABLE]&lt;br /&gt;
    [ETHIC:THEFT:NOT_APPLICABLE]&lt;br /&gt;
    [ETHIC:ASSAULT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:SLAVERY:UNTHINKABLE]&lt;br /&gt;
    [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
INDIV_CONTROLLABLE and ADVENTURE_TIER tokens allows us to use ARACHNID: PLAY NOW! in adventurer mode, which is exactly what we want. They'll be powerful enough to use without gear anyhow.&lt;br /&gt;
&lt;br /&gt;
Next, we open up creature_new.txt (if you haven't made one, check the above example) and add the new creature to it:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:ARACHNID]&lt;br /&gt;
    [NAME:arachnid:arachnids:arachnid]&lt;br /&gt;
    [TILE:'&amp;amp;'][COLOR:7:0:0]&lt;br /&gt;
    [MODVALUE:20][SEMIMEGABEAST]&lt;br /&gt;
    [INTELLIGENT][CANOPENDOORS]&lt;br /&gt;
    [LARGE_CHASM][FREQUENCY:1][DIFFICULTY:4]&lt;br /&gt;
    [SPEED:700]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [EXTRACT:arachnid venom:7:0:0]&lt;br /&gt;
    [EXTRACT_VALUE:500]&lt;br /&gt;
    [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
    [EXTRACT_ANTIDOTE:arachnid antivenin:7:0:0:100]&lt;br /&gt;
    [WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
    [GENPOWER:4]&lt;br /&gt;
    [BLOODTYPE:W][CHITIN]&lt;br /&gt;
    [PETVALUE:2500]&lt;br /&gt;
    [GRASSTRAMPLE:10]&lt;br /&gt;
    [CARNIVORE][BONECARN]&lt;br /&gt;
    [EXTRAVISION][NOSTUN][NOEXERT][NOFEAR]&lt;br /&gt;
    [BUILDINGDESTROYER:1]&lt;br /&gt;
    [PREFSTRING:terrifying presence]&lt;br /&gt;
    [PREFSTRING:fearsome venom]&lt;br /&gt;
    [BODY:ARACHNOBODY:8EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS]&lt;br /&gt;
    [SIZE:15]&lt;br /&gt;
    [MAXAGE:20:30]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [FAT:2]&lt;br /&gt;
    [CHILD:30][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:10]&lt;br /&gt;
    [ALL_ACTIVE][CAVE_ADAPT]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
    [SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
    [MUNDANE]&lt;br /&gt;
&lt;br /&gt;
Now, what does this all mean, exactly? Well, compared to dwarves they are big, bad, as fast as elves, as sturdy as dwarves (hard to knock over), they have white blood, can eat bones, are immune to fear, stun, and never get tired, see twice as far, and are almost totally immune to most small-damage attacks. In addition I copied the giant cave spider paralyzing bite attack, so when you bite and hit, you'll sometimes inject a paralyzing poison fairly often that'll knock your prey unconscious in a few combat rounds. Not only is the bite very damaging, but you can even knock out creatures like ettins or giants and rip them up as they sleep at your leisure. &lt;br /&gt;
&lt;br /&gt;
However, we're not done yet. Notice the BODY: token has a few tidbits that we need to take a closer look at- 'ARACHNOBODY' and '8EYES' in particular. These are new to our species and we need to add them. So, close that and open up body_default.txt, or create your own body_something.txt file. Add the following to the bottom: &lt;br /&gt;
&lt;br /&gt;
 [BODY:ARACHNOBODY]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
 [BP:LB:abdomen][CON:UB][LOWERBODY]&lt;br /&gt;
 [BP:HD:head][CON:UB][HEAD]&lt;br /&gt;
 [BP:RUA:right upper arm][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LUA:left upper arm][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RLA:right lower arm][CON:RUA][LIMB][RIGHT]&lt;br /&gt;
 [BP:LLA:left lower arm][CON:LUA][LIMB][LEFT]&lt;br /&gt;
 [BP:RH:right hand][CON:RLA][GRASP][RIGHT]&lt;br /&gt;
 [BP:LH:left hand][CON:LLA][GRASP][LEFT]&lt;br /&gt;
 [BP:RA1:right first leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA1:left first leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF1:right first claw][CON:RA1][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF1:left first claw][CON:LA1][STANCE][LEFT]&lt;br /&gt;
 [BP:RA2:right second leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA2:left second leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF2:right second claw][CON:RA2][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF2:left second claw][CON:LA2][STANCE][LEFT]&lt;br /&gt;
 [BP:RA3:right third leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA3:left third leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF3:right third claw][CON:RA3][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF3:left third claw][CON:LA3][STANCE][LEFT]&lt;br /&gt;
 [BP:RA4:right fourth leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA4:left fourth leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF4:right fourth claw][CON:RA4][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF4:left fourth claw][CON:LA4][STANCE][LEFT]&lt;br /&gt;
&lt;br /&gt;
 [BODY:8EYES]&lt;br /&gt;
 [BP:REYE:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fourth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fifth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:sixth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:seventh eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
 [BP:LEYE:eighth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
&lt;br /&gt;
Voila! Now you have your complete arachnid. They are very fun to play in adventurer mode, yet still a challenge. You can tear through unarmed civilians like a knife through butter, armed soldiers pose a minor challenge (much bigger if you are getting ganged up on), elite spearmen are devastating, and archers still rip you to shreds unless you close in on them quickly and poison them. However, thanks to your multiple eyes and legs you can take quite a few direct hits and still keep going (I once had an arrow smash straight through my head, taking out 5 eyes and wounding the throat, brains, and both ears, and survived the encounter). &lt;br /&gt;
&lt;br /&gt;
In any case, you're now done! Create a new world and you will now be able to use arachnids as a playable creature in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Written by Teldin.&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30428</id>
		<title>40d:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30428"/>
		<updated>2008-07-20T17:21:59Z</updated>

		<summary type="html">&lt;p&gt;Teldin: Changed several things to bring it up to date with 39c&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
This is intended to be an easy guide for general newbies on how to both edit and add civilizations, creatures, objects, and so on in Dwarf Fortress, both [[Adventure_Mode|adventurer]] and [[Dwarf_Fortress_Mode|fortress]] modes, without breaking anything too much. Generally breaking stuff is fine! Just always back up your work + the originals, and be patient at having to [[World_Generation|generate new worlds]] over and over. &lt;br /&gt;
&lt;br /&gt;
This guide was edited for version 0.27.176.39c and may not be accurate for later versions, particularly the examples.&lt;br /&gt;
&lt;br /&gt;
= Modding Guide =&lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. The raw folder contains two subfolders: graphics (where you insert [[Object_Tilesets|graphic packs]] to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game. &lt;br /&gt;
&lt;br /&gt;
Editing the raw text files is easy and simple. When you go into the \raw\objects folder you will see a wide variety of text files. When you are modding your game, you can either change existing files or add your own. I personally find it easier just to edit the existing ones in a new \DF\ game folder. When you are changing a token you can simply change the values - these are the numbers/strings after the : in a token entry. For example, [CREATURE:DWARF] is a token in the entity text file, which determines what creatures are used for dwarven civilizations. Simply open the text file, edit what you want, save and close, and generate a new world after you're done editing what you want.&lt;br /&gt;
&lt;br /&gt;
Essentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. With a bit of know-how you can tinker with just about everything. &lt;br /&gt;
&lt;br /&gt;
Every text file uses what are called &amp;quot;tokens&amp;quot;, also called &amp;quot;flags&amp;quot;. They are essentially attributes that you can add or remove or edit for any particular object in the game, that change the way the object works or acts. Most of the actual effects are hardcoded: for example, giving a creature such as a moose the [EVIL] creature token will make it only appear in evil maps, or giving it [BONECARN] will make it chow down on bones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A few key things to remember when modding the text files:&lt;br /&gt;
&lt;br /&gt;
* Always back up the default text files you plan on editing. This way, if your game crashes (due to say, a typo that you can't find) you can simply copy-paste it back in for a 'vanilla' DF.&lt;br /&gt;
* You do not need to delete old saves; simply create a new world using your modded files and things should run just fine. Just don't try to play a &amp;quot;non-modded&amp;quot; world with modded files! Should you desire to go back to your old sites, just make sure you revert to the raw files used for the creation of that world. &lt;br /&gt;
* In general it's better to make whole new text files for new stuff you're adding rather than editing the existing ones by tagging them onto the bottom. This allows you to keep track of them easier and keeps them all in one place so there's less messing about with tons of files.&lt;br /&gt;
* The absolute easiest way to add an entirely new creature/entity/etc is to simply copy-paste an existing one and rename it, then edit the various tokens appropriately.&lt;br /&gt;
&lt;br /&gt;
In addition, if you ''rename'' the any of the \raw\ files themselves (such as 'creature_insects.txt' to 'creature_bugs.txt'), you must find the same filename in the \data\objects\ folder and delete it. This is required because once the world is generated it creates the new files and saves them for use next time the world is needed; without deleting the file you will get duplication errors. This is not necessary if you just don't change any of the filenames.&lt;br /&gt;
&lt;br /&gt;
== Modding the civilizations ==&lt;br /&gt;
&lt;br /&gt;
The civilization entries are stored in entity_default.txt. They are quite simple files that are in the following format:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQENCY]&lt;br /&gt;
     ...[OTHER TAGS]...&lt;br /&gt;
&lt;br /&gt;
At the top of the file you'll see an 'entity_default' all by itself, that must be at the top of the file only. All game files require those markers at the top. If you're creating a new civilization in its own text file, be sure to add entity_default, and [OBJECT:ENTITY] at the top of the file.&lt;br /&gt;
&lt;br /&gt;
Now what do these tokens mean, exactly? For one, where the tags are located don't generally matter quite a lot. You can add them in any order as long as they're underneath the &amp;quot;[ENTITY:]&amp;quot; token, which is the 'header' of the civilization and lets the game know that everything underneath deals with that civ. The entity token can be anything as long as it's not the same as another one.&lt;br /&gt;
&lt;br /&gt;
'[CREATURE:]' links the civilization with a certain creature defined in a different file. This is the creature you play in adventurer or fortress mode, or that wanders around their towns when you explore them. For example, if you wanted to do something silly you could switch the &amp;quot;DWARF&amp;quot; entry in entity_default.txt with &amp;quot;ELF&amp;quot; and you would be marching elves around in fortress mode, though they would still use dwarven technology and language and names and so forth.&lt;br /&gt;
&lt;br /&gt;
'[TRANSLATION:]' connects the civ to a specific language file that determines things like their natural (untranslated) creature first + last names and city names. The valid ones are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
'[BIOME_SUPPORT:]' defines biomes that civs will appear in. The 'FREQUENCY' value determines the likelyhood of them appearing there: generally 1 for not very often, up to 3 for very often (ie. dwarves in mountains).&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[Entity_Tokens|here]]. The important ones are the CIV_CONTROLLABLE token, which lets you control the civ in dwarf fortress mode (by random chance if you have more than one set controllable) and the INDIV_CONTROLLABLE and ADVENTURE_TIER tokens which lets you play the civ in adventure mode via the PLAY NOW! command. Remember that ADVENTURE_TIER must be in order, so if you are adding a new playable race you must put it above dwarves and set its tier 1 higher (4).&lt;br /&gt;
&lt;br /&gt;
Any token that has to deal with weapons, armor, clothing, etc. are all the items that the civ can build, not necessarily the ones they can wear. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them. &lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:] and [CULL_SYMBOL:ALL:] are the words that can be randomly generated in names, civs, cities, artifacts, engravings, etc. &amp;quot;SELECT_SYMBOL&amp;quot; means that the civ is far more likely to use those, and CULL_SYMBOL means they never will. You can find a list of every symbol type [[Language|here]]. SUBSELECT_SYMBOL:WAR/BATTLE/SIEGE just determines which language token to use when they begin wars, battles, or sieges in legends mode, ie. 'The Conflict of Craziness' or 'The Siege of Assaults'. All have these as 'violence' by default but they can be changed to any other token.&lt;br /&gt;
&lt;br /&gt;
'SELECT:SYMBOL:ROAD/TUNNEL/BRIDGE/WALL'  use the special language tokens NAME_ROAD, NAME_TUNNEL, etc. and determines what the civ names their structures. 'SELECT_SYMBOL:REMAINING': are the standard tokens used for the species language.&lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking. Remember to always change the civ's ENTITY: name! This name can be anything as long as it's not already existing.&lt;br /&gt;
&lt;br /&gt;
There are many tokens to play with in the entity file, most of which do something interesting. It's best to simply look through the entity tokens list and figure out for yourself what you want to do with them. The ones of interest are:&lt;br /&gt;
&lt;br /&gt;
* [SIEGER] [BABYSNATCHER] [NUISANCE] These determine what the civ does in relation to other civs. Babysnatchers periodically swipe infants from nearby civs and have them grow up in their own civ (if kidnapped/brainwashed infants grow up and have children, their last names will use their capturer's language files: ie. you will have evil dwarves with the name Urist Deathghouls in a goblin fortress).&lt;br /&gt;
&lt;br /&gt;
* [AT_PEACE_WITH_WILDLIFE] This token, currently set only on elves, will mean they will not attack wild animals and animals will not attack them. This ALSO means that if you bring an elf or two along with you in adventurer mode, don't expect them to help you if you get attacked by cougars!&lt;br /&gt;
&lt;br /&gt;
* [RELIGION_SPHERE] This determines what religious deities will have as spheres when the civilization is generated, along with their subspheres. With a SPHERE_ALIGNMENT set you can also make one more likely than others; ie. Elves have trees, plants, and animals set very high so they are likely to get those more often with their deities. &lt;br /&gt;
&lt;br /&gt;
* With [DEFAULT_SITE], LIKES_, and TOLERATES_ you can decide where the species will live. DEFAULT_SITE is their home cities and will usually cluster there in large groups. If a civ conquers another and they do not at least tolerate the enemy's home type they will simply destroy it instead of moving in (sometimes they will destroy it anyway).&lt;br /&gt;
&lt;br /&gt;
* [ETHIC:] tokens determine how the species behaves when it comes to certain unpleasant acts. This also determines what reasons the civ will use when going to war: if a nearby civ has something set ACCEPTABLE that they consider UNTHINKABLE, then it is likely they will go to war over it. It also determines a few other things, like what happens to dead foes: Elves have '[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]' for example. Goblins defacing their enemies (ie. hanging, stuck on pikes) is [ABUSE_BODIES], as well as ETHIC:MAKE_TROPHY_ tokens set ACCEPTABLE.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. Essentially you can change nearly any aspect of a creature or completely make your own from scratch. You can either add a new creature to the bottom of an existing creature_thing.txt file or make your own file; just be sure to add the name of the file (without the txt) to the top of it. For example, I tend to use a 'creature_newbies.txt' file myself.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is exactly similar to modding civs: just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all the information about each specific creature in the game, from animals to dwarves to goblins to even caravan wagons. Much of the data of a creature is quite self-explanatory; you can find a list of every creature token [[Creature_Tokens|here]].&lt;br /&gt;
&lt;br /&gt;
There're some tokens which use temperature values. Dwarf Fortress has it's own temperature scale for this. [[Temperature scale|DF temperature scale]].&lt;br /&gt;
&lt;br /&gt;
Note: If you add a butcherable creature to the game such as a domestic animal, people will automatically wander around wearing its fur or skin as leather items when you are in the game, assuming the creature comes from the civ's biome (natural area). So don't be surprised to see 'duck leather armor' or something if you add ducks. Also note if you add a species that has a naturally high body temperature (magma snakes for example) and set it butcherable, people will automatically be generated wearing their skins.. and then since the skins have a naturally high temperature too they tend to burst into flame immediately because they were wearing a +magma snake leather sock+. Woops.&lt;br /&gt;
&lt;br /&gt;
You'll notice many of the creature entries have tokens that other ones don't have. If a token is not present it's considered &amp;quot;default&amp;quot;, though sometimes the default can be hard to figure out. All of the creatures referenced in the entity files are present in creature_standard.txt and require certain other tokens that non-entity creatures do not need, such as [INTELLIGENT] and [CANOPENDOORS].&lt;br /&gt;
&lt;br /&gt;
For example, if you wanted to allow your dwarves to eat bones from the refuse stockpile (ew), you would open up creature_standard.txt, add [BONE_CARN] somewhere in the CREATURE_DWARF: entry at the top, and then save and close it, then generate a new world. Bon appetit!&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items come in several flavors: 'crafted' items, and 'natural' items. Both are the same in most ways, but are stored in different places: most crafted item data are stored in the item_blah.txt files (such as item_armor.txt), while things like plants, gems, food, and ore are stored in &amp;quot;matgloss&amp;quot; files, ie. matgloss_plant.txt. Both are easily editable just like a creature or civ, but the problem is that there is no definitive list of what most of the tokens for these quite do yet. In any case they are usually pretty self-explanatory and you can guess what they do by checking out similar entries.&lt;br /&gt;
&lt;br /&gt;
For example, let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
[ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
[NAME:thong:thongs]&lt;br /&gt;
[WEIGHT:10]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[BLOCKPOWER:5]&lt;br /&gt;
[LAYER:UNDER]&lt;br /&gt;
[COVERAGE:25]&lt;br /&gt;
[LAYER_SIZE:10]&lt;br /&gt;
[LAYER_PERMIT:30]&lt;br /&gt;
[MATERIAL_SIZE:1]&lt;br /&gt;
[SOFT]&lt;br /&gt;
[LEATHER]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries. Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere, and probably [HARD] instead of [SOFT]. Simple! &lt;br /&gt;
&lt;br /&gt;
Weapons work largely the same way; but remember that in order to actually use any of these things you'd have to add the ITEM_THING item flag to the civilization's 'useable items' list in entity_default.txt. For example, if you're fond of Scots and decided to make a 'claymore' sword that's even bigger than the two-hander already in the files. It might look like this:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_CLAYMORE]&lt;br /&gt;
 [NAME:claymore sword:claymore swords]&lt;br /&gt;
 [DAMAGE:160:SLASH]&lt;br /&gt;
 [WEIGHT:120]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [CRIT_BOOST:1]&lt;br /&gt;
 [TWO_HANDED:0]&lt;br /&gt;
 [MINIMUM_SIZE:7]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
&lt;br /&gt;
Tada! Yes, it's that easy. Then you just add it to the civ entry so a civilization can actually use and craft it, and it's done. &lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All body definitions are located in body_default.txt and then linked to a creature in the creature's entry. For example, the dwarf creature has: [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]. All of these are seperate bodypart definitions in body_default.txt. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created. This means that if you don't add the appropriate bodyparts, hilarious things can happen: if you forget to add a throat or lungs your new creature will suffocate after taking a few steps (unless you make it a nonbreather). &lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the very simple format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:ID:name][TOKENSGOHERE]&lt;br /&gt;
&lt;br /&gt;
You can add as many sub-parts as you want to an overall section. The most important tokens are 'CONTYPE' and 'CON': CONTYPE means the bodypart in question is connected to a certain *type* of bodypart, while CON means it's connected to a *specific* one. Let's break down a few entries:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head][CONTYPE:UPPERBODY][HEAD]&lt;br /&gt;
&lt;br /&gt;
This is a very simple one: a head. It connects directly to an upper body. All the stuff inside the head are seperate entries that call up the head as a different contype in turn:&lt;br /&gt;
&lt;br /&gt;
 [BODY:THROAT]&lt;br /&gt;
 [BP:THROAT:throat][CONTYPE:HEAD][THROAT][EMBEDDED][SMALL]&lt;br /&gt;
&lt;br /&gt;
The foot bone's connected to the ankle bone..&lt;br /&gt;
&lt;br /&gt;
If you wanted someone to be able to break someone else's throat (like breaking a joint) and suffocate them, just add the [JOINT], [BREATHE], and possibly [NERVOUS] to the throat object's tokens.&lt;br /&gt;
&lt;br /&gt;
A 'BODYGLOSS', which you can sometimes find in the creature entries, are simply replacement words for certain defined words in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in the body_default.txt, and then you can use this in a creature with '[BODYGLOSS:CLAW_HAND]' and it will replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature. For all intent and purpose the body part will still function as the proper part, though.&lt;br /&gt;
&lt;br /&gt;
Note that only creatures with the [EQUIPS] token (and possibly [INTELLIGENT]) and a civ that can create clothes/armor/weapons will be able to actually wear stuff. Also, if the creature size is too large for the clothes they will also not be able to wear it.&lt;br /&gt;
&lt;br /&gt;
== Example one: dark dwarves ==&lt;br /&gt;
&lt;br /&gt;
These examples will go over the details for creating several new things as well as editing some old ones.&lt;br /&gt;
&lt;br /&gt;
Remember: Do NOT load an old save after genning a new world with different raws. It's much safer to simply delete all your old saves after you've modded things, or simply copy-and-paste a fresh version of DF into a new folder. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, we're going to create a new, evil civilization of dwarves called, unsurprisingly, dark dwarves. This will be quite easy, though with a few fundamental differences. Mainly, that dark dwarves are evil and more warlike than regular dwarves.&lt;br /&gt;
&lt;br /&gt;
Now, open up entity_default.txt. All your species civilizations will be in there. We're going to make a whole new one for our dark dwarves. In many ways it'll be a simple copy-paste job of regular dwarves, then tweaking some things.&lt;br /&gt;
&lt;br /&gt;
Add this to the TOP of the entity_default file, before the dwarf entry:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:DARK_DWARF]&lt;br /&gt;
	[CIV_CONTROLLABLE]&lt;br /&gt;
	[CREATURE:DARK_DWARF]&lt;br /&gt;
	[TRANSLATION:DWARF]&lt;br /&gt;
	[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
   	[WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
	[WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
	[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_LEATHER:COMMON]&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_COAT:COMMON]&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_SHIRT:COMMON]&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_CLOAK:COMMON]&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_VEST:COMMON]&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_DRESS:COMMON]&lt;br /&gt;
	[ARMOR:ITEM_ARMOR_ROBE:COMMON]&lt;br /&gt;
	[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
	[HELM:ITEM_HELM_HOOD:COMMON]&lt;br /&gt;
	[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]&lt;br /&gt;
	[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
	[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
	[SHOES:ITEM_SHOES_BOOTS:COMMON]&lt;br /&gt;
	[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]&lt;br /&gt;
	[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
	[PANTS:ITEM_PANTS_GREAVES:COMMON]&lt;br /&gt;
	[PANTS:ITEM_PANTS_LEGGINGS:COMMON]&lt;br /&gt;
	[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
	[SHIELD:ITEM_SHIELD_BUCKLER]&lt;br /&gt;
	[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
	[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
	[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
	[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
	[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
	[TOY:ITEM_TOY_HAMMER]&lt;br /&gt;
	[TOY:ITEM_TOY_AXE]&lt;br /&gt;
	[TOY:ITEM_TOY_MINIFORGE]&lt;br /&gt;
	[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]&lt;br /&gt;
	[INSTRUMENT:ITEM_INSTRUMENT_DRUM]&lt;br /&gt;
	[CLOTHING]&lt;br /&gt;
	[SUBTERRANEAN_CLOTHING]&lt;br /&gt;
	[CURRENCY_BY_YEAR]&lt;br /&gt;
	[CURRENCY:COPPER:1]&lt;br /&gt;
	[CURRENCY:SILVER:5]&lt;br /&gt;
	[CURRENCY:GOLD:15]&lt;br /&gt;
	[SELECT_SYMBOL:WAR:NAME_WAR]&lt;br /&gt;
	[SUBSELECT_SYMBOL:WAR:VIOLENT]&lt;br /&gt;
	[SELECT_SYMBOL:BATTLE:NAME_BATTLE]&lt;br /&gt;
	[SUBSELECT_SYMBOL:BATTLE:VIOLENT]&lt;br /&gt;
	[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
	[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
	[SELECT_SYMBOL:ROAD:NAME_ROAD]&lt;br /&gt;
	[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]&lt;br /&gt;
	[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]&lt;br /&gt;
	[SELECT_SYMBOL:WALL:NAME_WALL]&lt;br /&gt;
	[SELECT_SYMBOL:REMAINING:ARTIFICE]&lt;br /&gt;
	[SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
	[SELECT_SYMBOL:REMAINING:EVIL]&lt;br /&gt;
	[SELECT_SYMBOL:REMAINING:UNTOWARD]&lt;br /&gt;
	[SELECT_SYMBOL:REMAINING:UGLY]&lt;br /&gt;
	[SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
	[CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
	[CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
	[CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
	[CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
	[CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
	[CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
	[METAL_PREF]&lt;br /&gt;
	[GEM_PREF]&lt;br /&gt;
	[STONE_PREF]&lt;br /&gt;
	[INDOOR_FARMING]&lt;br /&gt;
	[USE_CAVE_ANIMALS]&lt;br /&gt;
	[USE_ANIMAL_PRODUCTS]&lt;br /&gt;
	[USE_EVIL_ANIMALS]&lt;br /&gt;
	[USE_EVIL_PLANTS]&lt;br /&gt;
	[USE_EVIL_WOOD]&lt;br /&gt;
	[COMMON_DOMESTIC_PACK]&lt;br /&gt;
	[COMMON_DOMESTIC_PULL]&lt;br /&gt;
	[COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
	[COMMON_DOMESTIC_PET]&lt;br /&gt;
	[USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
	[EQUIPMENT_IMPROVEMENTS]&lt;br /&gt;
	[ART_FACET_MODIFIER:GOOD:0]&lt;br /&gt;
	[ART_FACET_MODIFIER:EVIL:512]&lt;br /&gt;
	[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:0]&lt;br /&gt;
	[ITEM_IMPROVEMENT_MODIFIER:BANDS:0]&lt;br /&gt;
	[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]&lt;br /&gt;
	[ADVENTURE_TIER:4]&lt;br /&gt;
	[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
	[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
	[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
	[TOLERATES_SITE:CITY]&lt;br /&gt;
	[TOLERATES_SITE:TREE_CITY]&lt;br /&gt;
	[TOLERATES_SITE:CAVE_DETAILED]&lt;br /&gt;
	[TOLERATES_SITE:CAVE]&lt;br /&gt;
	[LEADER_TYPE:KING]&lt;br /&gt;
	[SITE_LEADER_TYPE:STANDARD]&lt;br /&gt;
	[START_BIOME:MOUNTAIN]&lt;br /&gt;
	[BIOME_SUPPORT:ANY_WETLAND:1]&lt;br /&gt;
	[BIOME_SUPPORT:ANY_DESERT:1]&lt;br /&gt;
	[BIOME_SUPPORT:ANY_OCEAN:1]&lt;br /&gt;
	[BIOME_SUPPORT:ANY_LAKE:1]&lt;br /&gt;
	[BIOME_SUPPORT:MOUNTAIN:3]&lt;br /&gt;
	[BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
	[BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
	[BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
	[BIOME_SUPPORT:ANY_RIVER:1]&lt;br /&gt;
	[DIPLOMAT]&lt;br /&gt;
	[DIPLOMAT_BODYGUARDS]&lt;br /&gt;
	[MERCHANT_BODYGUARDS]&lt;br /&gt;
	[ACTIVE_SEASON:WINTER]&lt;br /&gt;
	[SIEGER]&lt;br /&gt;
	[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
	[START_GROUP_NUMBER:10]&lt;br /&gt;
	[MAX_POP_NUMBER:10000]&lt;br /&gt;
	[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
	[RELIGION:PANTHEON]&lt;br /&gt;
	[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
	[RELIGION_SPHERE:JEWELS]&lt;br /&gt;
	[RELIGION_SPHERE:METALS]&lt;br /&gt;
	[RELIGION_SPHERE:MINERALS]&lt;br /&gt;
	[RELIGION_SPHERE:MOUNTAINS]&lt;br /&gt;
	[RELIGION_SPHERE:WEALTH]&lt;br /&gt;
	[RELIGION_SPHERE:NIGHT]&lt;br /&gt;
	[RELIGION_SPHERE:WAR]&lt;br /&gt;
	[RELIGION_SPHERE:DISEASE]&lt;br /&gt;
	[RELIGION_SPHERE:FIRE]&lt;br /&gt;
	[MAYOR]&lt;br /&gt;
	[WANDERER]&lt;br /&gt;
	[BEAST_HUNTER]&lt;br /&gt;
	[SCOUT]&lt;br /&gt;
	[PERMITTED_JOB:MINER]&lt;br /&gt;
	[PERMITTED_JOB:CARPENTER]&lt;br /&gt;
	[PERMITTED_JOB:BOWYER]&lt;br /&gt;
	[PERMITTED_JOB:WOODCUTTER]&lt;br /&gt;
	[PERMITTED_JOB:ENGRAVER]&lt;br /&gt;
	[PERMITTED_JOB:MASON]&lt;br /&gt;
	[PERMITTED_JOB:ANIMAL_CARETAKER]&lt;br /&gt;
	[PERMITTED_JOB:ANIMAL_TRAINER]&lt;br /&gt;
	[PERMITTED_JOB:HUNTER]&lt;br /&gt;
	[PERMITTED_JOB:TRAPPER]&lt;br /&gt;
	[PERMITTED_JOB:ANIMAL_DISSECTOR]&lt;br /&gt;
	[PERMITTED_JOB:FURNACE_OPERATOR]&lt;br /&gt;
	[PERMITTED_JOB:WEAPONSMITH]&lt;br /&gt;
	[PERMITTED_JOB:ARMORER]&lt;br /&gt;
	[PERMITTED_JOB:BLACKSMITH]&lt;br /&gt;
	[PERMITTED_JOB:METALCRAFTER]&lt;br /&gt;
	[PERMITTED_JOB:GEM_CUTTER]&lt;br /&gt;
	[PERMITTED_JOB:GEM_SETTER]&lt;br /&gt;
	[PERMITTED_JOB:WOODCRAFTER]&lt;br /&gt;
	[PERMITTED_JOB:STONECRAFTER]&lt;br /&gt;
	[PERMITTED_JOB:LEATHERWORKER]&lt;br /&gt;
	[PERMITTED_JOB:BONE_CARVER]&lt;br /&gt;
	[PERMITTED_JOB:WEAVER]&lt;br /&gt;
	[PERMITTED_JOB:CLOTHIER]&lt;br /&gt;
	[PERMITTED_JOB:GLASSMAKER]&lt;br /&gt;
	[PERMITTED_JOB:STRAND_EXTRACTOR]&lt;br /&gt;
	[PERMITTED_JOB:FISHERMAN]&lt;br /&gt;
	[PERMITTED_JOB:FISH_DISSECTOR]&lt;br /&gt;
	[PERMITTED_JOB:FISH_CLEANER]&lt;br /&gt;
	[PERMITTED_JOB:CHEESE_MAKER]&lt;br /&gt;
	[PERMITTED_JOB:MILKER]&lt;br /&gt;
	[PERMITTED_JOB:COOK]&lt;br /&gt;
	[PERMITTED_JOB:THRESHER]&lt;br /&gt;
	[PERMITTED_JOB:MILLER]&lt;br /&gt;
	[PERMITTED_JOB:BUTCHER]&lt;br /&gt;
	[PERMITTED_JOB:TANNER]&lt;br /&gt;
	[PERMITTED_JOB:DYER]&lt;br /&gt;
	[PERMITTED_JOB:PLANTER]&lt;br /&gt;
	[PERMITTED_JOB:HERBALIST]&lt;br /&gt;
	[PERMITTED_JOB:BREWER]&lt;br /&gt;
	[PERMITTED_JOB:SOAP_MAKER]&lt;br /&gt;
	[PERMITTED_JOB:POTASH_MAKER]&lt;br /&gt;
	[PERMITTED_JOB:LYE_MAKER]&lt;br /&gt;
	[PERMITTED_JOB:WOOD_BURNER]&lt;br /&gt;
	[PERMITTED_JOB:MECHANIC]&lt;br /&gt;
	[PERMITTED_JOB:SIEGE_ENGINEER]&lt;br /&gt;
	[PERMITTED_JOB:SIEGE_OPERATOR]&lt;br /&gt;
	[PERMITTED_JOB:PUMP_OPERATOR]&lt;br /&gt;
	[PERMITTED_JOB:CLERK]&lt;br /&gt;
	[PERMITTED_JOB:ADMINISTRATOR]&lt;br /&gt;
	[PERMITTED_JOB:TRADER]&lt;br /&gt;
	[PERMITTED_JOB:ARCHITECT]&lt;br /&gt;
	[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
	[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
	[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
	[ETHIC:KILL_ENTITY_MEMBER:PUNISH_CAPITAL]&lt;br /&gt;
	[ETHIC:KILL_NEUTRAL:ACCEPTABLE]&lt;br /&gt;
	[ETHIC:KILL_ENEMY:ACCEPTABLE]&lt;br /&gt;
	[ETHIC:KILL_ANIMAL:ACCEPTABLE]&lt;br /&gt;
	[ETHIC:KILL_PLANT:ACCEPTABLE]&lt;br /&gt;
	[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]&lt;br /&gt;
	[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]&lt;br /&gt;
	[ETHIC:TORTURE_FOR_FUN:PERSONAL_MATTER]&lt;br /&gt;
	[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]&lt;br /&gt;
	[ETHIC:TREASON:PUNISH_CAPITAL]&lt;br /&gt;
	[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]&lt;br /&gt;
	[ETHIC:LYING:PERSONAL_MATTER]&lt;br /&gt;
	[ETHIC:VANDALISM:ACCEPTABLE]&lt;br /&gt;
	[ETHIC:TRESPASSING:PUNISH_SERIOUS]&lt;br /&gt;
	[ETHIC:THEFT:PUNISH_SERIOUS]&lt;br /&gt;
	[ETHIC:ASSAULT:PUNISH_SERIOUS]&lt;br /&gt;
	[ETHIC:SLAVERY:ACCEPTABLE]&lt;br /&gt;
	[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]&lt;br /&gt;
	[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
	[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]&lt;br /&gt;
	[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]&lt;br /&gt;
	[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]&lt;br /&gt;
	[WILL_ACCEPT_TRIBUTE]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fun part is that your dark dwarves will, thanks to the specified symbols, have some crazy names that you'd never see with regular dwarves (one of the fortresses it generated was called &amp;quot;Crowanus&amp;quot;, for example). If you dislike having bad language, just remove the [SELECT_SYMBOL:ALL:UNTOWARD].&lt;br /&gt;
&lt;br /&gt;
The main differences you'll see here compared to the dwarf entry is that they have different weapons, toys, instruments (thanks to their warlike nature, they build less of them) and [USE_EVIL_ANIMALS] is turned on: this will do nothing in dwarf fort mode but you'll see tamed trolls and ogres in their fortresses in adventurer mode. Many of their other tokens are changed as well, to make them more violent and evil. For example, they will eat their foes like elves do. Yum!&lt;br /&gt;
&lt;br /&gt;
Now, we need to build the DARK_DWARF creature. Create a new text file called 'creature_new.txt'. Immediately, add the following:&lt;br /&gt;
&lt;br /&gt;
 creature_new&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
That'll make this text file recognized as a creature file. Now, we simply add our dark_dwarf creature:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[CREATURE:DARK_DWARF]&lt;br /&gt;
	[NAME:dark dwarf:dark dwarves:dark dwarven]&lt;br /&gt;
	[TILE:1][COLOR:3:0:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[TRANCES]&lt;br /&gt;
	[EVIL][BONECARN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:beards]&lt;br /&gt;
	[PREFSTRING:violent tempers]&lt;br /&gt;
	[PREFSTRING:sullying of the dead]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[STOUT]&lt;br /&gt;
	[MAXAGE:250:270]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[DAMBLOCK:1]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[SIZE:6]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[CAVE_ADAPT]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
	[FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
	[HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
	[SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
	[CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
	[AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
	[SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
	[MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
	[PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
	[BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
	[SPEECH:dwarf.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:50]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:ANGER:25:75:100]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:0:75:100]&lt;br /&gt;
	[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:10:90]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:25:50]&lt;br /&gt;
	[PERSONALITY:MODESTY:0:20:90]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:25:50]&lt;br /&gt;
	[PERSONALITY:VULNERABILITY:0:25:100]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:25:65:100]&lt;br /&gt;
	[PERSONALITY:SELF_DISCIPLINE:30:75:100]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is largely a copy of the regular dwarves, but with several differences: [LIKES_FIGHTING] will give them happy thoughts when they have fought something, [NOCTURNAL] means they like nights rather than days, and [EVIL] means on the adventurer map their fortresses will tend to end up on evil tiles rather than good ones. Otherwise, they are exactly the same as regular dwarves. To make them extra evil, add [BONECARN] somewhere in there and they can eat bones (they'll actually haul them from your refuse pit to the dining table, yum), but will sometimes (though rarely) choke to death on them. Also, they do not require booze to stay happy (though will happily drink it anyway if they have to). &lt;br /&gt;
&lt;br /&gt;
There! That's all we need to do in order to add our civilization. Just create a new world and they'll be there: however, when you go to adventurer mode, all (or none) of your dwarf entries might be replaced with dark dwarves, so it's really a matter of luck. When you start a new fortress, there will be a 50-50 chance of playing either as dwarves or dark dwarves. The easiest way to tell if a civ is a dark dwarven is if the name is rather unpleasant. 'The Fortress of Rapes' for example would probably not be a standard dwarven one.&lt;br /&gt;
&lt;br /&gt;
== Example two: &amp;quot;Arachnid&amp;quot; playable creature ==&lt;br /&gt;
&lt;br /&gt;
This time, we're going to add a new playable creature to adventurer mode, but not playable in fortress mode. An 'arachnid' is a large, powerful, evil half-elf, half-spider (no copyright violations here!): they are too big to wear standard equipment and are quite nasty enough without it anyway. The downside to playing them is that since they do not form standard civilizations, you cannot start them at a specific location nor will they have any weapon, armor, or [[wrestling]] skills to start out.&lt;br /&gt;
&lt;br /&gt;
First off, we need to add a civilization entry in entity_default.txt. Open it up and add this to the top of the file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ARACHNIDS]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CREATURE:ARACHNID]&lt;br /&gt;
    [INDIV_CONTROLLABLE]&lt;br /&gt;
    [ADVENTURE_TIER:4]&lt;br /&gt;
Note: adventure_tier should be 5 if you also have the dark dwarves.&lt;br /&gt;
    [TRANSLATION:ELF]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_WETLAND:2]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_DESERT:3]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
    [BIOME_SUPPORT:MOUNTAIN:4]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_RIVER:2]&lt;br /&gt;
    [START_BIOME:MOUNTAIN]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
    [FRIENDLY_COLOR:7:0:0]&lt;br /&gt;
    [DEFAULT_SITE_TYPE:CAVE]&lt;br /&gt;
    [LIKES_SITE:CAVE]&lt;br /&gt;
    [TOLERATES_SITE:CAVE]&lt;br /&gt;
    [ACTIVE_SEASON:SPRING]&lt;br /&gt;
    [ACTIVE_SEASON:SUMMER]&lt;br /&gt;
    [ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
    [ACTIVE_SEASON:WINTER]&lt;br /&gt;
    [MAX_STARTING_CIV_NUMBER:2]&lt;br /&gt;
    [START_GROUP_NUMBER:1]&lt;br /&gt;
    [MAX_POP_NUMBER:500]&lt;br /&gt;
    [MAX_SITE_POP_NUMBER:20]&lt;br /&gt;
    [ETHIC:KILL_ENTITY_MEMBER:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_NEUTRAL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_ENEMY:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_ANIMAL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:KILL_PLANT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TORTURE_ANIMALS:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TREASON:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:OATH_BREAKING:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:LYING:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:VANDALISM:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:TRESPASSING:NOT_APPLICABLE]&lt;br /&gt;
    [ETHIC:THEFT:NOT_APPLICABLE]&lt;br /&gt;
    [ETHIC:ASSAULT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:SLAVERY:UNTHINKABLE]&lt;br /&gt;
    [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]&lt;br /&gt;
    [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
INDIV_CONTROLLABLE and ADVENTURE_TIER tokens allows us to use ARACHNID: PLAY NOW! in adventurer mode, which is exactly what we want. They'll be powerful enough to use without gear anyhow.&lt;br /&gt;
&lt;br /&gt;
Next, we open up creature_new.txt (if you haven't made one, check the above example) and add the new creature to it:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:ARACHNID]&lt;br /&gt;
    [NAME:arachnid:arachnids:arachnid]&lt;br /&gt;
    [TILE:'&amp;amp;'][COLOR:7:0:0]&lt;br /&gt;
    [MODVALUE:20][SEMIMEGABEAST]&lt;br /&gt;
    [INTELLIGENT][CANOPENDOORS]&lt;br /&gt;
    [LARGE_CHASM][FREQUENCY:1][DIFFICULTY:4]&lt;br /&gt;
    [SPEED:700]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [EXTRACT:arachnid venom:7:0:0]&lt;br /&gt;
    [EXTRACT_VALUE:500]&lt;br /&gt;
    [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
    [EXTRACT_ANTIDOTE:arachnid antivenin:7:0:0:100]&lt;br /&gt;
    [WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
    [GENPOWER:4]&lt;br /&gt;
    [BLOODTYPE:W][CHITIN]&lt;br /&gt;
    [PETVALUE:2500]&lt;br /&gt;
    [GRASSTRAMPLE:10]&lt;br /&gt;
    [CARNIVORE][BONECARN]&lt;br /&gt;
    [EXTRAVISION][NOSTUN][NOEXERT][NOFEAR]&lt;br /&gt;
    [BUILDINGDESTROYER:1]&lt;br /&gt;
    [PREFSTRING:terrifying presence]&lt;br /&gt;
    [PREFSTRING:fearsome venom]&lt;br /&gt;
    [BODY:ARACHNOBODY:8EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS]&lt;br /&gt;
    [SIZE:15]&lt;br /&gt;
    [MAXAGE:20:30]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [FAT:2]&lt;br /&gt;
    [CHILD:30][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:10]&lt;br /&gt;
    [ALL_ACTIVE][CAVE_ADAPT]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
    [SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
    [MUNDANE]&lt;br /&gt;
&lt;br /&gt;
Now, what does this all mean, exactly? Well, compared to dwarves they are big, bad, as fast as elves, as sturdy as dwarves (hard to knock over), they have white blood, can eat bones, are immune to fear, stun, and never get tired, see twice as far, and are almost totally immune to most small-damage attacks. In addition I copied the giant cave spider paralyzing bite attack, so when you bite and hit, you'll sometimes inject a paralyzing poison fairly often that'll knock your prey unconscious in a few combat rounds. Not only is the bite very damaging, but you can even knock out creatures like ettins or giants and rip them up as they sleep at your leisure. &lt;br /&gt;
&lt;br /&gt;
However, we're not done yet. Notice the BODY: token has a few tidbits that we need to take a closer look at- 'ARACHNOBODY' and '8EYES' in particular. These are new to our species and we need to add them. So, close that and open up body_default.txt, or create your own body_something.txt file. Add the following to the bottom: &lt;br /&gt;
&lt;br /&gt;
 [BODY:ARACHNOBODY]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
 [BP:LB:abdomen][CON:UB][LOWERBODY]&lt;br /&gt;
 [BP:HD:head][CON:UB][HEAD]&lt;br /&gt;
 [BP:RUA:right upper arm][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LUA:left upper arm][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RLA:right lower arm][CON:RUA][LIMB][RIGHT]&lt;br /&gt;
 [BP:LLA:left lower arm][CON:LUA][LIMB][LEFT]&lt;br /&gt;
 [BP:RH:right hand][CON:RLA][GRASP][RIGHT]&lt;br /&gt;
 [BP:LH:left hand][CON:LLA][GRASP][LEFT]&lt;br /&gt;
 [BP:RA1:right first leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA1:left first leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF1:right first claw][CON:RA1][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF1:left first claw][CON:LA1][STANCE][LEFT]&lt;br /&gt;
 [BP:RA2:right second leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA2:left second leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF2:right second claw][CON:RA2][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF2:left second claw][CON:LA2][STANCE][LEFT]&lt;br /&gt;
 [BP:RA3:right third leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA3:left third leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF3:right third claw][CON:RA3][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF3:left third claw][CON:LA3][STANCE][LEFT]&lt;br /&gt;
 [BP:RA4:right fourth leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA4:left fourth leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF4:right fourth claw][CON:RA4][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF4:left fourth claw][CON:LA4][STANCE][LEFT]&lt;br /&gt;
&lt;br /&gt;
 [BODY:8EYES]&lt;br /&gt;
 [BP:REYE:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fourth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fifth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:sixth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:seventh eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
 [BP:LEYE:eighth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
&lt;br /&gt;
Voila! Now you have your complete arachnid. They are very fun to play in adventurer mode, yet still a challenge. You can tear through unarmed civilians like a knife through butter, armed soldiers pose a minor challenge (much bigger if you are getting ganged up on), elite spearmen are devastating, and archers still rip you to shreds unless you close in on them quickly and poison them. However, thanks to your multiple eyes and legs you can take quite a few direct hits and still keep going (I once had an arrow smash straight through my head, taking out 5 eyes and wounding the throat, brains, and both ears, and survived the encounter). &lt;br /&gt;
&lt;br /&gt;
In any case, you're now done! Create a new world and you will now be able to use arachnids as a playable creature in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Written by Teldin.&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43550</id>
		<title>40d:World token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43550"/>
		<updated>2008-07-19T05:43:46Z</updated>

		<summary type="html">&lt;p&gt;Teldin: Megabeast stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;World Tokens are used to alter the structure of the world you're making as it's being [[world generation|generated]]. While you can change all of these in-game in the world generation menu, most people find it easier simply to edit the text file, world_gen.txt, itself.&lt;br /&gt;
&lt;br /&gt;
World_gen.txt can be found in the \data\init\ folder after you've hit F6 in the world generation menu.{{version|0.27.173.39c}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; &lt;br /&gt;
|-&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;
| TITLE&lt;br /&gt;
| string&lt;br /&gt;
| The name of the template you've created, not the name of the world itself.&lt;br /&gt;
|-&lt;br /&gt;
| DIM &lt;br /&gt;
| X:Y values&lt;br /&gt;
| The dimensions of the world, in X and Y rows and columns. &lt;br /&gt;
|-&lt;br /&gt;
| END_YEAR&lt;br /&gt;
| number&lt;br /&gt;
| The year it will end at during world generation, assuming all of your megabeasts aren't dead. &lt;br /&gt;
|-&lt;br /&gt;
| BEAST_END_YEAR &lt;br /&gt;
| &lt;br /&gt;
year&amp;lt;br&amp;gt;&lt;br /&gt;
percent&lt;br /&gt;
| When it hits the first number value, it begins checking to see if that percent of your megabeasts have been killed, which leads the game to halt. Often this leads to very early world generation halting. It can be stopped entirely by setting the percent value to -1. To make your megabeasts not get killed to easily, try modding the raw creature files to make them stronger, ie. larger size.&lt;br /&gt;
|-&lt;br /&gt;
| REVEAL_ALL_HISTORY &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not to hide history in legend mode until you've discovered it in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
| CULL_HISTORICAL_FIGURES &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not the game ignores unimportant figures in history generation.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY&lt;br /&gt;
|&lt;br /&gt;
min&amp;lt;br&amp;gt;&lt;br /&gt;
max&amp;lt;br&amp;gt;&lt;br /&gt;
X-variance&amp;lt;br&amp;gt;&lt;br /&gt;
Y-variance&lt;br /&gt;
| The min and max for all values except temperature are percentages (0 to 100) while temperature is -1000 to 1000. The X and Y variance are the amount the values change along the X and Y axis of a given map; 0:0 for example on a value gives a random value across the entire map.&amp;lt;br&amp;gt;&lt;br /&gt;
By subtly tweaking the min and max values, vastly different maps can be made. The largest chance of having unusable maps comes from too high of a savagery value, which means civilizations cannot form.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY FREQUENCY &lt;br /&gt;
| &lt;br /&gt;
mesh size&amp;lt;br&amp;gt;&lt;br /&gt;
mesh weighted range 0-20, 20-40, 40-60, 60-80, 80-100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| GOOD_SQ_COUNTS, EVIL_SQ_COUNTS&lt;br /&gt;
| &lt;br /&gt;
small region value&amp;lt;br&amp;gt;&lt;br /&gt;
medium region value&amp;lt;br&amp;gt;&lt;br /&gt;
large region value&lt;br /&gt;
| These values change the amount of good or evil tiles on the map, depending on the size of the region it is being considered for. Overly large values seem to be fine; doubling or tripling the evil value of all three seems to not give any errors. Note: If either of these values are set to 0, they will BOTH generate no good or evil regions. Setting good or evil to 1:1:1 fixes this.&lt;br /&gt;
|-&lt;br /&gt;
| PEAK_NUMBER_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a region is rejected for not having enough mountain peaks. It can be a very frequent cause of infinite rejections if your map does not have enough cliffs/elevation/mountains. &lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_EDGE_MIN&lt;br /&gt;
| value 0 to 4&lt;br /&gt;
| This determines the minimum amount of oceans on your map. It can be a cause of rejections if you have very high minimum elevation, as there's not enough salinity to form an ocean.&lt;br /&gt;
|-&lt;br /&gt;
| VOLCANO_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a map is rejected for not having enough volcanos on it. It seems to have a relatively high threshold in terms of map rejections, as long as your volcanism is set appropriately high.&lt;br /&gt;
|-&lt;br /&gt;
| REGION_COUNTS&lt;br /&gt;
| &lt;br /&gt;
biome&amp;lt;br&amp;gt;&lt;br /&gt;
initial map tile count &amp;lt;br&amp;gt;&lt;br /&gt;
initial biome region count&amp;lt;br&amp;gt;&lt;br /&gt;
final biome region count&lt;br /&gt;
| This token rejects a map if it does not meet the specific biome requirements. All values (except biome) can be set to 0 for much less map rejections.&lt;br /&gt;
|-&lt;br /&gt;
| EROSION_CYCLE_COUNT&lt;br /&gt;
| value&lt;br /&gt;
| Tells the world-generator how long the world has to erode its tall peaks down to mountainsides.  The higher this number, the less jagged the world will be. If you use the maximum number, your mountains will dissolve before your eyes into plains.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_MINS&lt;br /&gt;
| &lt;br /&gt;
pre-erosion value 0 to 800&amp;lt;br&amp;gt;&lt;br /&gt;
post-erosion value&lt;br /&gt;
| These values determine how many rivers are spawned during the river generation phase of world building. It's easiest to set both values the same.&lt;br /&gt;
|-&lt;br /&gt;
| PERIODICALLY_ERODE_EXTREMES&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This token, when set to 1, will smooth out extremely high cliffs during world generation, making them more slope-like and able to be walked up in adventurer or dwarf fortress mode.&lt;br /&gt;
|-&lt;br /&gt;
| OROGRAPHIC_PRECIPITATION&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Toggle that allows terrain height to affect rainfall.  For example, moist air coming from the ocean blows over the land.  As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain.  Eventually, all the rain has fallen if the mountain is tall enough.  So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow.  This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands.&lt;br /&gt;
|-&lt;br /&gt;
| SUBREGION_MAX&lt;br /&gt;
| value 1 to 5000&lt;br /&gt;
| The maximum amount of subregions a world can have. Larger values mean the regions will be smaller, while smaller values means they will be larger. Logically, setting this to very low values will result in numerous rejections since not all civilizations can live on them.&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_MAX_SIZE &lt;br /&gt;
| value 1 to 500&lt;br /&gt;
| This determines the maximum size of all caves generated in the world. Most new-style caves are around 25, while older, much larger and emptier caves can be made by setting it to 300.&lt;br /&gt;
|-&lt;br /&gt;
| MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of mountainous caves to generate on the map. Having this set very high seems to generate a lot of ettins/giants/other cave creatures along with it as well.&lt;br /&gt;
|-&lt;br /&gt;
| NON_MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of non-mountain caves to generate. Many kobolds or megabeasts will claim these.&lt;br /&gt;
|-&lt;br /&gt;
| ALL_CAVES_VISIBLE&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This determines whether caves are hidden until you find them in adventurer mode. If this is set 1, you can also see them on the embark screen when creating a fortress.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_NUMBER&lt;br /&gt;
| 0 to 100&lt;br /&gt;
| This determines how many civilizations the world generator places on initial loading. Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_POPULATION&lt;br /&gt;
| -1 to 20000&lt;br /&gt;
| This token determines the population cap of a civilization after it's been created. It should usually be kept the same value as the appropriate sized standard map.&lt;br /&gt;
|-&lt;br /&gt;
| PLAYABLE_CIVILIZATION_REQUIRED&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| When set to 0, the world will not be rejected if there is no place for a civilization that the player can play as. &lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION_RANGES, RAIN_RANGES, DRAINAGE_RANGES, SAVAGERY_RANGES, VOLCANISM_RANGES&lt;br /&gt;
| &lt;br /&gt;
mid value&amp;lt;br&amp;gt;&lt;br /&gt;
low value&amp;lt;br&amp;gt;&lt;br /&gt;
high value&lt;br /&gt;
| Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature.  These need to be changed to reflect your regional meshes and weights.  These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much less map rejections, particularly in the case of more wacky, non-standard maps.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43549</id>
		<title>40d:World token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43549"/>
		<updated>2008-07-19T05:27:42Z</updated>

		<summary type="html">&lt;p&gt;Teldin: good biome thing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;World Tokens are used to alter the structure of the world you're making as it's being [[world generation|generated]]. While you can change all of these in-game in the world generation menu, most people find it easier simply to edit the text file, world_gen.txt, itself.&lt;br /&gt;
&lt;br /&gt;
World_gen.txt can be found in the \data\init\ folder after you've hit F6 in the world generation menu.{{version|0.27.173.39c}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; &lt;br /&gt;
|-&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;
| TITLE&lt;br /&gt;
| string&lt;br /&gt;
| The name of the template you've created, not the name of the world itself.&lt;br /&gt;
|-&lt;br /&gt;
| DIM &lt;br /&gt;
| X:Y values&lt;br /&gt;
| The dimensions of the world, in X and Y rows and columns. &lt;br /&gt;
|-&lt;br /&gt;
| END_YEAR&lt;br /&gt;
| number&lt;br /&gt;
| The year it will end at during world generation, assuming all of your megabeasts aren't dead.&lt;br /&gt;
|-&lt;br /&gt;
| BEAST_END_YEAR &lt;br /&gt;
| &lt;br /&gt;
year&amp;lt;br&amp;gt;&lt;br /&gt;
percent&lt;br /&gt;
| The year it begins checking if the percent of megabeasts are dead. Set to -1 for never.&lt;br /&gt;
|-&lt;br /&gt;
| REVEAL_ALL_HISTORY &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not to hide history in legend mode until you've discovered it in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
| CULL_HISTORICAL_FIGURES &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not the game ignores unimportant figures in history generation.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY&lt;br /&gt;
|&lt;br /&gt;
min&amp;lt;br&amp;gt;&lt;br /&gt;
max&amp;lt;br&amp;gt;&lt;br /&gt;
X-variance&amp;lt;br&amp;gt;&lt;br /&gt;
Y-variance&lt;br /&gt;
| The min and max for all values except temperature are percentages (0 to 100) while temperature is -1000 to 1000. The X and Y variance are the amount the values change along the X and Y axis of a given map; 0:0 for example on a value gives a random value across the entire map.&amp;lt;br&amp;gt;&lt;br /&gt;
By subtly tweaking the min and max values, vastly different maps can be made. The largest chance of having unusable maps comes from too high of a savagery value, which means civilizations cannot form.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY FREQUENCY &lt;br /&gt;
| &lt;br /&gt;
mesh size&amp;lt;br&amp;gt;&lt;br /&gt;
mesh weighted range 0-20, 20-40, 40-60, 60-80, 80-100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| GOOD_SQ_COUNTS, EVIL_SQ_COUNTS&lt;br /&gt;
| &lt;br /&gt;
small region value&amp;lt;br&amp;gt;&lt;br /&gt;
medium region value&amp;lt;br&amp;gt;&lt;br /&gt;
large region value&lt;br /&gt;
| These values change the amount of good or evil tiles on the map, depending on the size of the region it is being considered for. Overly large values seem to be fine; doubling or tripling the evil value of all three seems to not give any errors. Note: If either of these values are set to 0, they will BOTH generate no good or evil regions. Setting good or evil to 1:1:1 fixes this.&lt;br /&gt;
|-&lt;br /&gt;
| PEAK_NUMBER_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a region is rejected for not having enough mountain peaks. It can be a very frequent cause of infinite rejections if your map does not have enough cliffs/elevation/mountains. &lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_EDGE_MIN&lt;br /&gt;
| value 0 to 4&lt;br /&gt;
| This determines the minimum amount of oceans on your map. It can be a cause of rejections if you have very high minimum elevation, as there's not enough salinity to form an ocean.&lt;br /&gt;
|-&lt;br /&gt;
| VOLCANO_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a map is rejected for not having enough volcanos on it. It seems to have a relatively high threshold in terms of map rejections, as long as your volcanism is set appropriately high.&lt;br /&gt;
|-&lt;br /&gt;
| REGION_COUNTS&lt;br /&gt;
| &lt;br /&gt;
biome&amp;lt;br&amp;gt;&lt;br /&gt;
initial map tile count &amp;lt;br&amp;gt;&lt;br /&gt;
initial biome region count&amp;lt;br&amp;gt;&lt;br /&gt;
final biome region count&lt;br /&gt;
| This token rejects a map if it does not meet the specific biome requirements. All values (except biome) can be set to 0 for much less map rejections.&lt;br /&gt;
|-&lt;br /&gt;
| EROSION_CYCLE_COUNT&lt;br /&gt;
| value&lt;br /&gt;
| Tells the world-generator how long the world has to erode its tall peaks down to mountainsides.  The higher this number, the less jagged the world will be. If you use the maximum number, your mountains will dissolve before your eyes into plains.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_MINS&lt;br /&gt;
| &lt;br /&gt;
pre-erosion value 0 to 800&amp;lt;br&amp;gt;&lt;br /&gt;
post-erosion value&lt;br /&gt;
| These values determine how many rivers are spawned during the river generation phase of world building. It's easiest to set both values the same.&lt;br /&gt;
|-&lt;br /&gt;
| PERIODICALLY_ERODE_EXTREMES&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This token, when set to 1, will smooth out extremely high cliffs during world generation, making them more slope-like and able to be walked up in adventurer or dwarf fortress mode.&lt;br /&gt;
|-&lt;br /&gt;
| OROGRAPHIC_PRECIPITATION&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Toggle that allows terrain height to affect rainfall.  For example, moist air coming from the ocean blows over the land.  As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain.  Eventually, all the rain has fallen if the mountain is tall enough.  So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow.  This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands.&lt;br /&gt;
|-&lt;br /&gt;
| SUBREGION_MAX&lt;br /&gt;
| value 1 to 5000&lt;br /&gt;
| The maximum amount of subregions a world can have. Larger values mean the regions will be smaller, while smaller values means they will be larger. Logically, setting this to very low values will result in numerous rejections since not all civilizations can live on them.&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_MAX_SIZE &lt;br /&gt;
| value 1 to 500&lt;br /&gt;
| This determines the maximum size of all caves generated in the world. Most new-style caves are around 25, while older, much larger and emptier caves can be made by setting it to 300.&lt;br /&gt;
|-&lt;br /&gt;
| MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of mountainous caves to generate on the map. Having this set very high seems to generate a lot of ettins/giants/other cave creatures along with it as well.&lt;br /&gt;
|-&lt;br /&gt;
| NON_MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of non-mountain caves to generate. Many kobolds or megabeasts will claim these.&lt;br /&gt;
|-&lt;br /&gt;
| ALL_CAVES_VISIBLE&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This determines whether caves are hidden until you find them in adventurer mode. If this is set 1, you can also see them on the embark screen when creating a fortress.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_NUMBER&lt;br /&gt;
| 0 to 100&lt;br /&gt;
| This determines how many civilizations the world generator places on initial loading. Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_POPULATION&lt;br /&gt;
| -1 to 20000&lt;br /&gt;
| This token determines the population cap of a civilization after it's been created. It should usually be kept the same value as the appropriate sized standard map.&lt;br /&gt;
|-&lt;br /&gt;
| PLAYABLE_CIVILIZATION_REQUIRED&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| When set to 0, the world will not be rejected if there is no place for a civilization that the player can play as. &lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION_RANGES, RAIN_RANGES, DRAINAGE_RANGES, SAVAGERY_RANGES, VOLCANISM_RANGES&lt;br /&gt;
| &lt;br /&gt;
mid value&amp;lt;br&amp;gt;&lt;br /&gt;
low value&amp;lt;br&amp;gt;&lt;br /&gt;
high value&lt;br /&gt;
| Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature.  These need to be changed to reflect your regional meshes and weights.  These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much less map rejections, particularly in the case of more wacky, non-standard maps.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43548</id>
		<title>40d:World token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43548"/>
		<updated>2008-07-19T05:15:30Z</updated>

		<summary type="html">&lt;p&gt;Teldin: Ranges values.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;World Tokens are used to alter the structure of the world you're making as it's being [[world generation|generated]]. While you can change all of these in-game in the world generation menu, most people find it easier simply to edit the text file, world_gen.txt, itself.&lt;br /&gt;
&lt;br /&gt;
World_gen.txt can be found in the \data\init\ folder after you've hit F6 in the world generation menu.{{version|0.27.173.39c}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; &lt;br /&gt;
|-&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;
| TITLE&lt;br /&gt;
| string&lt;br /&gt;
| The name of the template you've created, not the name of the world itself.&lt;br /&gt;
|-&lt;br /&gt;
| DIM &lt;br /&gt;
| X:Y values&lt;br /&gt;
| The dimensions of the world, in X and Y rows and columns. &lt;br /&gt;
|-&lt;br /&gt;
| END_YEAR&lt;br /&gt;
| number&lt;br /&gt;
| The year it will end at during world generation, assuming all of your megabeasts aren't dead.&lt;br /&gt;
|-&lt;br /&gt;
| BEAST_END_YEAR &lt;br /&gt;
| &lt;br /&gt;
year&amp;lt;br&amp;gt;&lt;br /&gt;
percent&lt;br /&gt;
| The year it begins checking if the percent of megabeasts are dead. Set to -1 for never.&lt;br /&gt;
|-&lt;br /&gt;
| REVEAL_ALL_HISTORY &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not to hide history in legend mode until you've discovered it in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
| CULL_HISTORICAL_FIGURES &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not the game ignores unimportant figures in history generation.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY&lt;br /&gt;
|&lt;br /&gt;
min&amp;lt;br&amp;gt;&lt;br /&gt;
max&amp;lt;br&amp;gt;&lt;br /&gt;
X-variance&amp;lt;br&amp;gt;&lt;br /&gt;
Y-variance&lt;br /&gt;
| The min and max for all values except temperature are percentages (0 to 100) while temperature is -1000 to 1000. The X and Y variance are the amount the values change along the X and Y axis of a given map; 0:0 for example on a value gives a random value across the entire map.&amp;lt;br&amp;gt;&lt;br /&gt;
By subtly tweaking the min and max values, vastly different maps can be made. The largest chance of having unusable maps comes from too high of a savagery value, which means civilizations cannot form.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY FREQUENCY &lt;br /&gt;
| &lt;br /&gt;
mesh size&amp;lt;br&amp;gt;&lt;br /&gt;
mesh weighted range 0-20, 20-40, 40-60, 60-80, 80-100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| GOOD_SQ_COUNTS, EVIL_SQ_COUNTS&lt;br /&gt;
| &lt;br /&gt;
small region value&amp;lt;br&amp;gt;&lt;br /&gt;
medium region value&amp;lt;br&amp;gt;&lt;br /&gt;
large region value&lt;br /&gt;
| These values change the amount of good or evil tiles on the map, depending on the size of the region it is being considered for. Overly large values seem to be fine; doubling or tripling the evil value of all three seems to not give any errors.&lt;br /&gt;
|-&lt;br /&gt;
| PEAK_NUMBER_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a region is rejected for not having enough mountain peaks. It can be a very frequent cause of infinite rejections if your map does not have enough cliffs/elevation/mountains. &lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_EDGE_MIN&lt;br /&gt;
| value 0 to 4&lt;br /&gt;
| This determines the minimum amount of oceans on your map. It can be a cause of rejections if you have very high minimum elevation, as there's not enough salinity to form an ocean.&lt;br /&gt;
|-&lt;br /&gt;
| VOLCANO_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a map is rejected for not having enough volcanos on it. It seems to have a relatively high threshold in terms of map rejections, as long as your volcanism is set appropriately high.&lt;br /&gt;
|-&lt;br /&gt;
| REGION_COUNTS&lt;br /&gt;
| &lt;br /&gt;
biome&amp;lt;br&amp;gt;&lt;br /&gt;
initial map tile count &amp;lt;br&amp;gt;&lt;br /&gt;
initial biome region count&amp;lt;br&amp;gt;&lt;br /&gt;
final biome region count&lt;br /&gt;
| This token rejects a map if it does not meet the specific biome requirements. All values (except biome) can be set to 0 for much less map rejections.&lt;br /&gt;
|-&lt;br /&gt;
| EROSION_CYCLE_COUNT&lt;br /&gt;
| value&lt;br /&gt;
| Tells the world-generator how long the world has to erode its tall peaks down to mountainsides.  The higher this number, the less jagged the world will be. If you use the maximum number, your mountains will dissolve before your eyes into plains.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_MINS&lt;br /&gt;
| &lt;br /&gt;
pre-erosion value 0 to 800&amp;lt;br&amp;gt;&lt;br /&gt;
post-erosion value&lt;br /&gt;
| These values determine how many rivers are spawned during the river generation phase of world building. It's easiest to set both values the same.&lt;br /&gt;
|-&lt;br /&gt;
| PERIODICALLY_ERODE_EXTREMES&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This token, when set to 1, will smooth out extremely high cliffs during world generation, making them more slope-like and able to be walked up in adventurer or dwarf fortress mode.&lt;br /&gt;
|-&lt;br /&gt;
| OROGRAPHIC_PRECIPITATION&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Toggle that allows terrain height to affect rainfall.  For example, moist air coming from the ocean blows over the land.  As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain.  Eventually, all the rain has fallen if the mountain is tall enough.  So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow.  This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands.&lt;br /&gt;
|-&lt;br /&gt;
| SUBREGION_MAX&lt;br /&gt;
| value 1 to 5000&lt;br /&gt;
| The maximum amount of subregions a world can have. Larger values mean the regions will be smaller, while smaller values means they will be larger. Logically, setting this to very low values will result in numerous rejections since not all civilizations can live on them.&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_MAX_SIZE &lt;br /&gt;
| value 1 to 500&lt;br /&gt;
| This determines the maximum size of all caves generated in the world. Most new-style caves are around 25, while older, much larger and emptier caves can be made by setting it to 300.&lt;br /&gt;
|-&lt;br /&gt;
| MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of mountainous caves to generate on the map. Having this set very high seems to generate a lot of ettins/giants/other cave creatures along with it as well.&lt;br /&gt;
|-&lt;br /&gt;
| NON_MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of non-mountain caves to generate. Many kobolds or megabeasts will claim these.&lt;br /&gt;
|-&lt;br /&gt;
| ALL_CAVES_VISIBLE&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This determines whether caves are hidden until you find them in adventurer mode. If this is set 1, you can also see them on the embark screen when creating a fortress.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_NUMBER&lt;br /&gt;
| 0 to 100&lt;br /&gt;
| This determines how many civilizations the world generator places on initial loading. Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_POPULATION&lt;br /&gt;
| -1 to 20000&lt;br /&gt;
| This token determines the population cap of a civilization after it's been created. It should usually be kept the same value as the appropriate sized standard map.&lt;br /&gt;
|-&lt;br /&gt;
| PLAYABLE_CIVILIZATION_REQUIRED&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| When set to 0, the world will not be rejected if there is no place for a civilization that the player can play as. &lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION_RANGES, RAIN_RANGES, DRAINAGE_RANGES, SAVAGERY_RANGES, VOLCANISM_RANGES&lt;br /&gt;
| &lt;br /&gt;
mid value&amp;lt;br&amp;gt;&lt;br /&gt;
low value&amp;lt;br&amp;gt;&lt;br /&gt;
high value&lt;br /&gt;
| Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature.  These need to be changed to reflect your regional meshes and weights.  These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much less map rejections, particularly in the case of more wacky, non-standard maps.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43547</id>
		<title>40d:World token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43547"/>
		<updated>2008-07-19T05:13:42Z</updated>

		<summary type="html">&lt;p&gt;Teldin: Erosion count&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;World Tokens are used to alter the structure of the world you're making as it's being [[world generation|generated]]. While you can change all of these in-game in the world generation menu, most people find it easier simply to edit the text file, world_gen.txt, itself.&lt;br /&gt;
&lt;br /&gt;
World_gen.txt can be found in the \data\init\ folder after you've hit F6 in the world generation menu.{{version|0.27.173.39c}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; &lt;br /&gt;
|-&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;
| TITLE&lt;br /&gt;
| string&lt;br /&gt;
| The name of the template you've created, not the name of the world itself.&lt;br /&gt;
|-&lt;br /&gt;
| DIM &lt;br /&gt;
| X:Y values&lt;br /&gt;
| The dimensions of the world, in X and Y rows and columns. &lt;br /&gt;
|-&lt;br /&gt;
| END_YEAR&lt;br /&gt;
| number&lt;br /&gt;
| The year it will end at during world generation, assuming all of your megabeasts aren't dead.&lt;br /&gt;
|-&lt;br /&gt;
| BEAST_END_YEAR &lt;br /&gt;
| &lt;br /&gt;
year&amp;lt;br&amp;gt;&lt;br /&gt;
percent&lt;br /&gt;
| The year it begins checking if the percent of megabeasts are dead. Set to -1 for never.&lt;br /&gt;
|-&lt;br /&gt;
| REVEAL_ALL_HISTORY &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not to hide history in legend mode until you've discovered it in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
| CULL_HISTORICAL_FIGURES &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not the game ignores unimportant figures in history generation.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY&lt;br /&gt;
|&lt;br /&gt;
min&amp;lt;br&amp;gt;&lt;br /&gt;
max&amp;lt;br&amp;gt;&lt;br /&gt;
X-variance&amp;lt;br&amp;gt;&lt;br /&gt;
Y-variance&lt;br /&gt;
| The min and max for all values except temperature are percentages (0 to 100) while temperature is -1000 to 1000. The X and Y variance are the amount the values change along the X and Y axis of a given map; 0:0 for example on a value gives a random value across the entire map.&amp;lt;br&amp;gt;&lt;br /&gt;
By subtly tweaking the min and max values, vastly different maps can be made. The largest chance of having unusable maps comes from too high of a savagery value, which means civilizations cannot form.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY FREQUENCY &lt;br /&gt;
| &lt;br /&gt;
mesh size&amp;lt;br&amp;gt;&lt;br /&gt;
mesh weighted range 0-20, 20-40, 40-60, 60-80, 80-100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| GOOD_SQ_COUNTS, EVIL_SQ_COUNTS&lt;br /&gt;
| &lt;br /&gt;
small region value&amp;lt;br&amp;gt;&lt;br /&gt;
medium region value&amp;lt;br&amp;gt;&lt;br /&gt;
large region value&lt;br /&gt;
| These values change the amount of good or evil tiles on the map, depending on the size of the region it is being considered for. Overly large values seem to be fine; doubling or tripling the evil value of all three seems to not give any errors.&lt;br /&gt;
|-&lt;br /&gt;
| PEAK_NUMBER_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a region is rejected for not having enough mountain peaks. It can be a very frequent cause of infinite rejections if your map does not have enough cliffs/elevation/mountains. &lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_EDGE_MIN&lt;br /&gt;
| value 0 to 4&lt;br /&gt;
| This determines the minimum amount of oceans on your map. It can be a cause of rejections if you have very high minimum elevation, as there's not enough salinity to form an ocean.&lt;br /&gt;
|-&lt;br /&gt;
| VOLCANO_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a map is rejected for not having enough volcanos on it. It seems to have a relatively high threshold in terms of map rejections, as long as your volcanism is set appropriately high.&lt;br /&gt;
|-&lt;br /&gt;
| REGION_COUNTS&lt;br /&gt;
| &lt;br /&gt;
biome&amp;lt;br&amp;gt;&lt;br /&gt;
initial map tile count &amp;lt;br&amp;gt;&lt;br /&gt;
initial biome region count&amp;lt;br&amp;gt;&lt;br /&gt;
final biome region count&lt;br /&gt;
| This token rejects a map if it does not meet the specific biome requirements. All values (except biome) can be set to 0 for much less map rejections.&lt;br /&gt;
|-&lt;br /&gt;
| EROSION_CYCLE_COUNT&lt;br /&gt;
| value&lt;br /&gt;
| Tells the world-generator how long the world has to erode its tall peaks down to mountainsides.  The higher this number, the less jagged the world will be. If you use the maximum number, your mountains will dissolve before your eyes into plains.&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_MINS&lt;br /&gt;
| &lt;br /&gt;
pre-erosion value 0 to 800&amp;lt;br&amp;gt;&lt;br /&gt;
post-erosion value&lt;br /&gt;
| These values determine how many rivers are spawned during the river generation phase of world building. It's easiest to set both values the same.&lt;br /&gt;
|-&lt;br /&gt;
| PERIODICALLY_ERODE_EXTREMES&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This token, when set to 1, will smooth out extremely high cliffs during world generation, making them more slope-like and able to be walked up in adventurer or dwarf fortress mode.&lt;br /&gt;
|-&lt;br /&gt;
| OROGRAPHIC_PRECIPITATION&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Toggle that allows terrain height to affect rainfall.  For example, moist air coming from the ocean blows over the land.  As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain.  Eventually, all the rain has fallen if the mountain is tall enough.  So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow.  This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands.&lt;br /&gt;
|-&lt;br /&gt;
| SUBREGION_MAX&lt;br /&gt;
| value 1 to 5000&lt;br /&gt;
| The maximum amount of subregions a world can have. Larger values mean the regions will be smaller, while smaller values means they will be larger. Logically, setting this to very low values will result in numerous rejections since not all civilizations can live on them.&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_MAX_SIZE &lt;br /&gt;
| value 1 to 500&lt;br /&gt;
| This determines the maximum size of all caves generated in the world. Most new-style caves are around 25, while older, much larger and emptier caves can be made by setting it to 300.&lt;br /&gt;
|-&lt;br /&gt;
| MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of mountainous caves to generate on the map. Having this set very high seems to generate a lot of ettins/giants/other cave creatures along with it as well.&lt;br /&gt;
|-&lt;br /&gt;
| NON_MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of non-mountain caves to generate. Many kobolds or megabeasts will claim these.&lt;br /&gt;
|-&lt;br /&gt;
| ALL_CAVES_VISIBLE&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This determines whether caves are hidden until you find them in adventurer mode. If this is set 1, you can also see them on the embark screen when creating a fortress.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_NUMBER&lt;br /&gt;
| 0 to 100&lt;br /&gt;
| This determines how many civilizations the world generator places on initial loading. Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_POPULATION&lt;br /&gt;
| -1 to 20000&lt;br /&gt;
| This token determines the population cap of a civilization after it's been created. It should usually be kept the same value as the appropriate sized standard map.&lt;br /&gt;
|-&lt;br /&gt;
| PLAYABLE_CIVILIZATION_REQUIRED&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| When set to 0, the world will not be rejected if there is no place for a civilization that the player can play as. &lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION_RANGES, RAIN_RANGES, DRAINAGE_RANGES, SAVAGERY_RANGES, VOLCANISM_RANGES&lt;br /&gt;
| &lt;br /&gt;
mid value&amp;lt;br&amp;gt;&lt;br /&gt;
low value&amp;lt;br&amp;gt;&lt;br /&gt;
high value&lt;br /&gt;
| These values can all be set to 0 for much less map rejections, particularly in the case of more wacky, non-standard maps.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43546</id>
		<title>40d:World token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43546"/>
		<updated>2008-07-19T05:12:42Z</updated>

		<summary type="html">&lt;p&gt;Teldin: Orographic precip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;World Tokens are used to alter the structure of the world you're making as it's being [[world generation|generated]]. While you can change all of these in-game in the world generation menu, most people find it easier simply to edit the text file, world_gen.txt, itself.&lt;br /&gt;
&lt;br /&gt;
World_gen.txt can be found in the \data\init\ folder after you've hit F6 in the world generation menu.{{version|0.27.173.39c}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; &lt;br /&gt;
|-&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;
| TITLE&lt;br /&gt;
| string&lt;br /&gt;
| The name of the template you've created, not the name of the world itself.&lt;br /&gt;
|-&lt;br /&gt;
| DIM &lt;br /&gt;
| X:Y values&lt;br /&gt;
| The dimensions of the world, in X and Y rows and columns. &lt;br /&gt;
|-&lt;br /&gt;
| END_YEAR&lt;br /&gt;
| number&lt;br /&gt;
| The year it will end at during world generation, assuming all of your megabeasts aren't dead.&lt;br /&gt;
|-&lt;br /&gt;
| BEAST_END_YEAR &lt;br /&gt;
| &lt;br /&gt;
year&amp;lt;br&amp;gt;&lt;br /&gt;
percent&lt;br /&gt;
| The year it begins checking if the percent of megabeasts are dead. Set to -1 for never.&lt;br /&gt;
|-&lt;br /&gt;
| REVEAL_ALL_HISTORY &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not to hide history in legend mode until you've discovered it in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
| CULL_HISTORICAL_FIGURES &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not the game ignores unimportant figures in history generation.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY&lt;br /&gt;
|&lt;br /&gt;
min&amp;lt;br&amp;gt;&lt;br /&gt;
max&amp;lt;br&amp;gt;&lt;br /&gt;
X-variance&amp;lt;br&amp;gt;&lt;br /&gt;
Y-variance&lt;br /&gt;
| The min and max for all values except temperature are percentages (0 to 100) while temperature is -1000 to 1000. The X and Y variance are the amount the values change along the X and Y axis of a given map; 0:0 for example on a value gives a random value across the entire map.&amp;lt;br&amp;gt;&lt;br /&gt;
By subtly tweaking the min and max values, vastly different maps can be made. The largest chance of having unusable maps comes from too high of a savagery value, which means civilizations cannot form.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY FREQUENCY &lt;br /&gt;
| &lt;br /&gt;
mesh size&amp;lt;br&amp;gt;&lt;br /&gt;
mesh weighted range 0-20, 20-40, 40-60, 60-80, 80-100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| GOOD_SQ_COUNTS, EVIL_SQ_COUNTS&lt;br /&gt;
| &lt;br /&gt;
small region value&amp;lt;br&amp;gt;&lt;br /&gt;
medium region value&amp;lt;br&amp;gt;&lt;br /&gt;
large region value&lt;br /&gt;
| These values change the amount of good or evil tiles on the map, depending on the size of the region it is being considered for. Overly large values seem to be fine; doubling or tripling the evil value of all three seems to not give any errors.&lt;br /&gt;
|-&lt;br /&gt;
| PEAK_NUMBER_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a region is rejected for not having enough mountain peaks. It can be a very frequent cause of infinite rejections if your map does not have enough cliffs/elevation/mountains. &lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_EDGE_MIN&lt;br /&gt;
| value 0 to 4&lt;br /&gt;
| This determines the minimum amount of oceans on your map. It can be a cause of rejections if you have very high minimum elevation, as there's not enough salinity to form an ocean.&lt;br /&gt;
|-&lt;br /&gt;
| VOLCANO_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a map is rejected for not having enough volcanos on it. It seems to have a relatively high threshold in terms of map rejections, as long as your volcanism is set appropriately high.&lt;br /&gt;
|-&lt;br /&gt;
| REGION_COUNTS&lt;br /&gt;
| &lt;br /&gt;
biome&amp;lt;br&amp;gt;&lt;br /&gt;
initial map tile count &amp;lt;br&amp;gt;&lt;br /&gt;
initial biome region count&amp;lt;br&amp;gt;&lt;br /&gt;
final biome region count&lt;br /&gt;
| This token rejects a map if it does not meet the specific biome requirements. All values (except biome) can be set to 0 for much less map rejections.&lt;br /&gt;
|-&lt;br /&gt;
| EROSION_CYCLE_COUNT&lt;br /&gt;
| value&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| RIVER_MINS&lt;br /&gt;
| &lt;br /&gt;
pre-erosion value 0 to 800&amp;lt;br&amp;gt;&lt;br /&gt;
post-erosion value&lt;br /&gt;
| These values determine how many rivers are spawned during the river generation phase of world building. It's easiest to set both values the same.&lt;br /&gt;
|-&lt;br /&gt;
| PERIODICALLY_ERODE_EXTREMES&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This token, when set to 1, will smooth out extremely high cliffs during world generation, making them more slope-like and able to be walked up in adventurer or dwarf fortress mode.&lt;br /&gt;
|-&lt;br /&gt;
| OROGRAPHIC_PRECIPITATION&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Toggle that allows terrain height to affect rainfall.  For example, moist air coming from the ocean blows over the land.  As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain.  Eventually, all the rain has fallen if the mountain is tall enough.  So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow.  This should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands.&lt;br /&gt;
|-&lt;br /&gt;
| SUBREGION_MAX&lt;br /&gt;
| value 1 to 5000&lt;br /&gt;
| The maximum amount of subregions a world can have. Larger values mean the regions will be smaller, while smaller values means they will be larger. Logically, setting this to very low values will result in numerous rejections since not all civilizations can live on them.&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_MAX_SIZE &lt;br /&gt;
| value 1 to 500&lt;br /&gt;
| This determines the maximum size of all caves generated in the world. Most new-style caves are around 25, while older, much larger and emptier caves can be made by setting it to 300.&lt;br /&gt;
|-&lt;br /&gt;
| MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of mountainous caves to generate on the map. Having this set very high seems to generate a lot of ettins/giants/other cave creatures along with it as well.&lt;br /&gt;
|-&lt;br /&gt;
| NON_MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of non-mountain caves to generate. Many kobolds or megabeasts will claim these.&lt;br /&gt;
|-&lt;br /&gt;
| ALL_CAVES_VISIBLE&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This determines whether caves are hidden until you find them in adventurer mode. If this is set 1, you can also see them on the embark screen when creating a fortress.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_NUMBER&lt;br /&gt;
| 0 to 100&lt;br /&gt;
| This determines how many civilizations the world generator places on initial loading. Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_POPULATION&lt;br /&gt;
| -1 to 20000&lt;br /&gt;
| This token determines the population cap of a civilization after it's been created. It should usually be kept the same value as the appropriate sized standard map.&lt;br /&gt;
|-&lt;br /&gt;
| PLAYABLE_CIVILIZATION_REQUIRED&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| When set to 0, the world will not be rejected if there is no place for a civilization that the player can play as. &lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION_RANGES, RAIN_RANGES, DRAINAGE_RANGES, SAVAGERY_RANGES, VOLCANISM_RANGES&lt;br /&gt;
| &lt;br /&gt;
mid value&amp;lt;br&amp;gt;&lt;br /&gt;
low value&amp;lt;br&amp;gt;&lt;br /&gt;
high value&lt;br /&gt;
| These values can all be set to 0 for much less map rejections, particularly in the case of more wacky, non-standard maps.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43545</id>
		<title>40d:World token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43545"/>
		<updated>2008-07-19T05:08:20Z</updated>

		<summary type="html">&lt;p&gt;Teldin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;World Tokens are used to alter the structure of the world you're making as it's being [[world generation|generated]]. While you can change all of these in-game in the world generation menu, most people find it easier simply to edit the text file, world_gen.txt, itself.&lt;br /&gt;
&lt;br /&gt;
World_gen.txt can be found in the \data\init\ folder after you've hit F6 in the world generation menu.{{version|0.27.173.39c}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; &lt;br /&gt;
|-&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;
| TITLE&lt;br /&gt;
| string&lt;br /&gt;
| The name of the template you've created, not the name of the world itself.&lt;br /&gt;
|-&lt;br /&gt;
| DIM &lt;br /&gt;
| X:Y values&lt;br /&gt;
| The dimensions of the world, in X and Y rows and columns. &lt;br /&gt;
|-&lt;br /&gt;
| END_YEAR&lt;br /&gt;
| number&lt;br /&gt;
| The year it will end at during world generation, assuming all of your megabeasts aren't dead.&lt;br /&gt;
|-&lt;br /&gt;
| BEAST_END_YEAR &lt;br /&gt;
| &lt;br /&gt;
year&amp;lt;br&amp;gt;&lt;br /&gt;
percent&lt;br /&gt;
| The year it begins checking if the percent of megabeasts are dead. Set to -1 for never.&lt;br /&gt;
|-&lt;br /&gt;
| REVEAL_ALL_HISTORY &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not to hide history in legend mode until you've discovered it in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
| CULL_HISTORICAL_FIGURES &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not the game ignores unimportant figures in history generation.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY&lt;br /&gt;
|&lt;br /&gt;
min&amp;lt;br&amp;gt;&lt;br /&gt;
max&amp;lt;br&amp;gt;&lt;br /&gt;
X-variance&amp;lt;br&amp;gt;&lt;br /&gt;
Y-variance&lt;br /&gt;
| The min and max for all values except temperature are percentages (0 to 100) while temperature is -1000 to 1000. The X and Y variance are the amount the values change along the X and Y axis of a given map; 0:0 for example on a value gives a random value across the entire map.&amp;lt;br&amp;gt;&lt;br /&gt;
By subtly tweaking the min and max values, vastly different maps can be made. The largest chance of having unusable maps comes from too high of a savagery value, which means civilizations cannot form.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY FREQUENCY &lt;br /&gt;
| &lt;br /&gt;
mesh size&amp;lt;br&amp;gt;&lt;br /&gt;
mesh weighted range 0-20, 20-40, 40-60, 60-80, 80-100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| GOOD_SQ_COUNTS, EVIL_SQ_COUNTS&lt;br /&gt;
| &lt;br /&gt;
small region value&amp;lt;br&amp;gt;&lt;br /&gt;
medium region value&amp;lt;br&amp;gt;&lt;br /&gt;
large region value&lt;br /&gt;
| These values change the amount of good or evil tiles on the map, depending on the size of the region it is being considered for. Overly large values seem to be fine; doubling or tripling the evil value of all three seems to not give any errors.&lt;br /&gt;
|-&lt;br /&gt;
| PEAK_NUMBER_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a region is rejected for not having enough mountain peaks. It can be a very frequent cause of infinite rejections if your map does not have enough cliffs/elevation/mountains. &lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_EDGE_MIN&lt;br /&gt;
| value 0 to 4&lt;br /&gt;
| This determines the minimum amount of oceans on your map. It can be a cause of rejections if you have very high minimum elevation, as there's not enough salinity to form an ocean.&lt;br /&gt;
|-&lt;br /&gt;
| VOLCANO_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a map is rejected for not having enough volcanos on it. It seems to have a relatively high threshold in terms of map rejections, as long as your volcanism is set appropriately high.&lt;br /&gt;
|-&lt;br /&gt;
| REGION_COUNTS&lt;br /&gt;
| &lt;br /&gt;
biome&amp;lt;br&amp;gt;&lt;br /&gt;
initial map tile count &amp;lt;br&amp;gt;&lt;br /&gt;
initial biome region count&amp;lt;br&amp;gt;&lt;br /&gt;
final biome region count&lt;br /&gt;
| This token rejects a map if it does not meet the specific biome requirements. All values (except biome) can be set to 0 for much less map rejections.&lt;br /&gt;
|-&lt;br /&gt;
| EROSION_CYCLE_COUNT&lt;br /&gt;
| value&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| RIVER_MINS&lt;br /&gt;
| &lt;br /&gt;
pre-erosion value 0 to 800&amp;lt;br&amp;gt;&lt;br /&gt;
post-erosion value&lt;br /&gt;
| These values determine how many rivers are spawned during the river generation phase of world building. It's easiest to set both values the same.&lt;br /&gt;
|-&lt;br /&gt;
| PERIODICALLY_ERODE_EXTREMES&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This token, when set to 1, will smooth out extremely high cliffs during world generation, making them more slope-like and able to be walked up in adventurer or dwarf fortress mode.&lt;br /&gt;
|-&lt;br /&gt;
| OROGRAPHIC_PRECIPITATION&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| SUBREGION_MAX&lt;br /&gt;
| value 1 to 5000&lt;br /&gt;
| The maximum amount of subregions a world can have. Larger values mean the regions will be smaller, while smaller values means they will be larger. Logically, setting this to very low values will result in numerous rejections since not all civilizations can live on them.&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_MAX_SIZE &lt;br /&gt;
| value 1 to 500&lt;br /&gt;
| This determines the maximum size of all caves generated in the world. Most new-style caves are around 25, while older, much larger and emptier caves can be made by setting it to 300.&lt;br /&gt;
|-&lt;br /&gt;
| MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of mountainous caves to generate on the map. Having this set very high seems to generate a lot of ettins/giants/other cave creatures along with it as well.&lt;br /&gt;
|-&lt;br /&gt;
| NON_MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of non-mountain caves to generate. Many kobolds or megabeasts will claim these.&lt;br /&gt;
|-&lt;br /&gt;
| ALL_CAVES_VISIBLE&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This determines whether caves are hidden until you find them in adventurer mode. If this is set 1, you can also see them on the embark screen when creating a fortress.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_NUMBER&lt;br /&gt;
| 0 to 100&lt;br /&gt;
| This determines how many civilizations the world generator places on initial loading. Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_POPULATION&lt;br /&gt;
| -1 to 20000&lt;br /&gt;
| This token determines the population cap of a civilization after it's been created. It should usually be kept the same value as the appropriate sized standard map.&lt;br /&gt;
|-&lt;br /&gt;
| PLAYABLE_CIVILIZATION_REQUIRED&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| When set to 0, the world will not be rejected if there is no place for a civilization that the player can play as. &lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION_RANGES, RAIN_RANGES, DRAINAGE_RANGES, SAVAGERY_RANGES, VOLCANISM_RANGES&lt;br /&gt;
| &lt;br /&gt;
mid value&amp;lt;br&amp;gt;&lt;br /&gt;
low value&amp;lt;br&amp;gt;&lt;br /&gt;
high value&lt;br /&gt;
| These values can all be set to 0 for much less map rejections, particularly in the case of more wacky, non-standard maps.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43544</id>
		<title>40d:World token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_token&amp;diff=43544"/>
		<updated>2008-07-19T05:05:57Z</updated>

		<summary type="html">&lt;p&gt;Teldin: New page: World Tokens are used to alter the structure of the world you're making as it's being generated. While you can change all of these in-game in the world generation menu, most people find it...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;World Tokens are used to alter the structure of the world you're making as it's being generated. While you can change all of these in-game in the world generation menu, most people find it easier simply to edit the text file, world_gen.txt, itself.&lt;br /&gt;
&lt;br /&gt;
World_gen.txt can be found in the \data\init\ folder after you've hit F6 in the world generation menu.{{version|0.27.173.39c}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; &lt;br /&gt;
|-&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;
| TITLE&lt;br /&gt;
| string&lt;br /&gt;
| The name of the template you've created, not the name of the world itself.&lt;br /&gt;
|-&lt;br /&gt;
| DIM &lt;br /&gt;
| X:Y values&lt;br /&gt;
| The dimensions of the world, in X and Y rows and columns. &lt;br /&gt;
|-&lt;br /&gt;
| END_YEAR&lt;br /&gt;
| number&lt;br /&gt;
| The year it will end at during world generation, assuming all of your megabeasts aren't dead.&lt;br /&gt;
|-&lt;br /&gt;
| BEAST_END_YEAR &lt;br /&gt;
| &lt;br /&gt;
year&amp;lt;br&amp;gt;&lt;br /&gt;
percent&lt;br /&gt;
| The year it begins checking if the percent of megabeasts are dead. Set to -1 for never.&lt;br /&gt;
|-&lt;br /&gt;
| REVEAL_ALL_HISTORY &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not to hide history in legend mode until you've discovered it in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
| CULL_HISTORICAL_FIGURES &lt;br /&gt;
| 1 or 0&lt;br /&gt;
| Whether or not the game ignores unimportant figures in history generation.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY&lt;br /&gt;
|&lt;br /&gt;
min&amp;lt;br&amp;gt;&lt;br /&gt;
max&amp;lt;br&amp;gt;&lt;br /&gt;
X-variance&amp;lt;br&amp;gt;&lt;br /&gt;
Y-variance&lt;br /&gt;
| The min and max for all values except temperature are percentages (0 to 100) while temperature is -1000 to 1000. The X and Y variance are the amount the values change along the X and Y axis of a given map; 0:0 for example on a value gives a random value across the entire map.&amp;lt;br&amp;gt;&lt;br /&gt;
By subtly tweaking the min and max values, vastly different maps can be made. The largest chance of having unusable maps comes from too high of a savagery value, which means civilizations cannot form.&lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION, RAINFALL, TEMPERATURE, DRAINAGE, VOLCANISM, SAVAGERY FREQUENCY &lt;br /&gt;
| &lt;br /&gt;
mesh size&amp;lt;br&amp;gt;&lt;br /&gt;
mesh weighted range 0-20, 20-40, 40-60, 60-80, 80-100&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| GOOD_SQ_COUNTS, EVIL_SQ_COUNTS&lt;br /&gt;
| &lt;br /&gt;
small region value&amp;lt;br&amp;gt;&lt;br /&gt;
medium region value&amp;lt;br&amp;gt;&lt;br /&gt;
large region value&lt;br /&gt;
| These values change the amount of good or evil tiles on the map, depending on the size of the region it is being considered for. Overly large values seem to be fine; doubling or tripling the evil value of all three seems to not give any errors.&lt;br /&gt;
|-&lt;br /&gt;
| PEAK_NUMBER_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a region is rejected for not having enough mountain peaks. It can be a very frequent cause of infinite rejections if your map does not have enough cliffs/elevation/mountains. &lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_EDGE_MIN&lt;br /&gt;
| value 0 to 4&lt;br /&gt;
| This determines the minimum amount of oceans on your map. It can be a cause of rejections if you have very high minimum elevation, as there's not enough salinity to form an ocean.&lt;br /&gt;
|-&lt;br /&gt;
| VOLCANO_MIN&lt;br /&gt;
| value 0 to 200&lt;br /&gt;
| This determines if a map is rejected for not having enough volcanos on it. It seems to have a relatively high threshold in terms of map rejections, as long as your volcanism is set appropriately high.&lt;br /&gt;
|-&lt;br /&gt;
| REGION_COUNTS&lt;br /&gt;
| &lt;br /&gt;
biome&amp;lt;br&amp;gt;&lt;br /&gt;
initial map tile count &amp;lt;br&amp;gt;&lt;br /&gt;
initial biome region count&amp;lt;br&amp;gt;&lt;br /&gt;
final biome region count&lt;br /&gt;
| This token rejects a map if it does not meet the specific biome requirements. All values (except biome) can be set to 0 for much less map rejections.&lt;br /&gt;
|-&lt;br /&gt;
| EROSION_CYCLE_COUNT&lt;br /&gt;
| value&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| RIVER_MINS&lt;br /&gt;
| &lt;br /&gt;
pre-erosion value 0 to 800&amp;lt;br&amp;gt;&lt;br /&gt;
post-erosion value&lt;br /&gt;
| These values determine how many rivers are spawned during the river generation phase of world building. It's easiest to set both values the same.&lt;br /&gt;
|-&lt;br /&gt;
| PERIODICALLY_ERODE_EXTREMES&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This token, when set to 1, will smooth out extremely high cliffs during world generation, making them more slope-like and able to be walked up in adventurer or dwarf fortress mode.&lt;br /&gt;
|-&lt;br /&gt;
| OROGRAPHIC_PRECIPITATION&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| SUBREGION_MAX&lt;br /&gt;
| value 1 to 5000&lt;br /&gt;
| The maximum amount of subregions a world can have. Larger values mean the regions will be smaller, while smaller values means they will be larger. Logically, setting this to very low values will result in numerous rejections since not all civilizations can live on them.&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_MAX_SIZE &lt;br /&gt;
| value 1 to 500&lt;br /&gt;
| This determines the maximum size of all caves generated in the world. Most new-style caves are around 25, while older, much larger and emptier caves can be made by setting it to 300.&lt;br /&gt;
|-&lt;br /&gt;
| MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of mountainous caves to generate on the map. Having this set very high seems to generate a lot of ettins/giants/other cave creatures along with it as well.&lt;br /&gt;
|-&lt;br /&gt;
| NON_MOUNTAIN_CAVE_MIN&lt;br /&gt;
| 0 to 800&lt;br /&gt;
| This determines the minimum amount of non-mountain caves to generate. Many kobolds or megabeasts will claim these.&lt;br /&gt;
|-&lt;br /&gt;
| ALL_CAVES_VISIBLE&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| This determines whether caves are hidden until you find them in adventurer mode. If this is set 1, you can also see them on the embark screen when creating a fortress.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_NUMBER&lt;br /&gt;
| 0 to 100&lt;br /&gt;
| This determines how many civilizations the world generator places on initial loading. Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
|-&lt;br /&gt;
| TOTAL_CIV_POPULATION&lt;br /&gt;
| -1 to 20000&lt;br /&gt;
| This token determines the population cap of a civilization after it's been created. It should usually be kept the same value as the appropriate sized standard map.&lt;br /&gt;
|-&lt;br /&gt;
| PLAYABLE_CIVILIZATION_REQUIRED&lt;br /&gt;
| 1 or 0&lt;br /&gt;
| When set to 0, the world will not be rejected if there is no place for a civilization that the player can play as. &lt;br /&gt;
|-&lt;br /&gt;
| ELEVATION_RANGES, RAIN_RANGES, DRAINAGE_RANGES, SAVAGERY_RANGES, VOLCANISM_RANGES&lt;br /&gt;
| &lt;br /&gt;
mid value&amp;lt;br&amp;gt;&lt;br /&gt;
low value&amp;lt;br&amp;gt;&lt;br /&gt;
high value&lt;br /&gt;
| These values can all be set to 0 for much less map rejections, particularly in the case of more wacky, non-standard maps.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27659</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27659"/>
		<updated>2008-01-03T17:51:23Z</updated>

		<summary type="html">&lt;p&gt;Teldin: Added more missing descriptions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Old|0.23.130.23a}}&lt;br /&gt;
&lt;br /&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;
See [[Adding New Civilization]] for related modding information and examples.&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.&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;
| BONE_SPEC_HEAT&lt;br /&gt;
| 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;
| CHEESE_SPEC_HEAT&lt;br /&gt;
| 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.&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;
| DRINK_SPEC_HEAT&lt;br /&gt;
| 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;
| EXTRACT_SPEC_HEAT&lt;br /&gt;
| 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;
| Unknown.&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. And maybe affects warmth? (Requires confirmation)&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;
| LEATHER_SPEC_HEAT&lt;br /&gt;
| 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;
|???&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_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.&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;
| 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 (?).&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;
| SILK_SPEC_HEAT&lt;br /&gt;
| 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;
| SPEC_HEAT&lt;br /&gt;
| 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;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30407</id>
		<title>40d:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30407"/>
		<updated>2007-12-06T02:14:59Z</updated>

		<summary type="html">&lt;p&gt;Teldin: Added the old tag to the top&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Old|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
This is intended to be an easy guide for general newbies on how to both edit and add civilizations, creatures, objects, and so on in Dwarf Fortress, both [[Adventure_Mode|adventurer]] and [[Dwarf_Fortress_Mode|fortress]] modes, without breaking anything too much. Generally breaking stuff is fine! Just always back up your work + the originals, and be patient at having to [[World_Generation|generate new worlds]] over and over. &lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. The raw folder contains two subfolders: graphics (where you insert [[Object_Tilesets|graphic packs]] to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game. &lt;br /&gt;
&lt;br /&gt;
Essentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. With a bit of know-how you can tinker with just about everything. &lt;br /&gt;
&lt;br /&gt;
Every text file uses what are called &amp;quot;tokens&amp;quot;, also called &amp;quot;flags&amp;quot;. They are essentially attributes that you can add or remove or edit for any particular object in the game, that change the way the object works or acts. Most of the actual effects are hardcoded: for example, giving a creature such as a moose the [EVIL] creature token will make it only appear in evil maps, or giving it [BONECARN] will make it chow down on bones.&lt;br /&gt;
&lt;br /&gt;
A few key things to remember when modding the text files:&lt;br /&gt;
&lt;br /&gt;
* Always back up the default text files you plan on editing. This way, if your game crashes (due to say, a typo that you can't find) you can simply copy-paste it back in for a 'vanilla' DF.&lt;br /&gt;
* When you edit any of the text files in the raw folder you must do the following: go into the \data\save folder and delete everything in it, including subfolders. Just do a ctrl-A and hit delete. If you try to play a game of DF with edited text files without making a new world first, bad stuff will happen.&lt;br /&gt;
* In general it's better to make whole new text files for new stuff you're adding rather than editing the existing ones by tagging them onto the bottom. This allows you to keep track of them easier and keeps them all in one place so there's less messing about with tons of files.&lt;br /&gt;
&lt;br /&gt;
In addition, if you ''rename'' the any of the \raw\ files themselves (such as 'creature_insects.txt' to 'creature_bugs.txt'), you must find the same filename in the \data\objects\ folder and delete it. This is required because once the world is generated it creates the new files and saves them for use next time the world is needed; without deleting the file you will get duplication errors. This is not necessary if you just don't change any of the filenames.&lt;br /&gt;
&lt;br /&gt;
== Modding the civilizations ==&lt;br /&gt;
&lt;br /&gt;
The civilization entries are stored in entity_default.txt. They are quite simple files that are in the following format:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [NAME:singular:plural:possessive]&lt;br /&gt;
     [TYP&amp;lt;nowiki&amp;gt;E_SE&amp;lt;/nowiki&amp;gt;TTLEMENT]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     ...[OTHER NONESSENTIAL TAGS]...&lt;br /&gt;
&lt;br /&gt;
At the top of the file you'll see an 'entity_default' all by itself, that must be at the top of the file only. All game files require those markers at the top. You can safely ignore them for now.&lt;br /&gt;
&lt;br /&gt;
Now what do these mean, exactly? For one, where the tags are located don't generally matter quite a lot. You can add them in any order as long as they're underneath the &amp;quot;[ENTITY:]&amp;quot; token, which is the 'header' of the civilization and lets the game know that everything underneath deals with that civ. The entity token can be anything as long as it's not the same as another one.&lt;br /&gt;
&lt;br /&gt;
The 'NAME:' field is pretty self-explanatory, and is used generally for text things like 'The Elven forest retreat' related to the civilization. Remember, this is NOT the creature that is associated with it, just the civ name. You could make yourself a Roman civilization with [NAME:roman:romans:roman], for example. &lt;br /&gt;
&lt;br /&gt;
The 'TYPE_SETTLEMENT' entry can be one of the following: MOUNTAIN_SETTLEMENTS, FOREST_SETTLEMENTS, PLAINS_SETTLEMENTS. This will have the effect of replacing civilizations that would normally go in that settlement: if you create an orc civ that lives on plains, then quite a lot of the human plains civs (but not all) will be replaced by orc cities (assuming you turn on some other tokens).&lt;br /&gt;
&lt;br /&gt;
'[CREATURE:]' links the civilization with a certain creature defined in a different file. This is the creature you play in adventurer or fortress mode, or that wanders around their towns when you explore them. For example, if you wanted to do something silly you could switch the &amp;quot;DWARF&amp;quot; entry in entity_default.txt with &amp;quot;ELF&amp;quot; and you would be marching elves around in fortress mode.&lt;br /&gt;
&lt;br /&gt;
'[TRANSLATION:]' connects the civ to a specific language file that determines things like their natural (untranslated) creature first + last names and city names. The valid ones are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[Entity_Tokens|here]]. The important ones are CIV_CONTROLLABLE, which lets you control the civ in dwarf fortress mode (by random chance if you have more than one set controllable) and INDIV_CONTROLLABLE which lets you play the civ in adventure mode via the PLAY NOW! command.&lt;br /&gt;
&lt;br /&gt;
Any token that has to deal with weapons, armor, clothing, etc. are all the items that the civ can build, not necessarily the ones they can wear. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want. &lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:ALL:] and [CULL_SYMBOL:ALL:] are the words that can be randomly generated in names, civs, cities, artifacts, engravings, etc. &amp;quot;SELECT_SYMBOL&amp;quot; means that the civ is far more likely to use those, and CULL_SYMBOL means they never will. You can find a list of every symbol type [[Language|here]].&lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking.&lt;br /&gt;
&lt;br /&gt;
NOTE: With version 32a and higher, if you use [NUISANCE] or [BABYSNATCHER] with older mods then you will get things like wyverns sneaking into your fort knocking everything over, as they're set buildingdestroyer. Just remove the line (nuisance, babysnatcher, sieger) entirely.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. Essentially you can change nearly any aspect of a creature or completely make your own from scratch. You can either add a new creature to the bottom of an existing creature_thing.txt file or make your own file; just be sure to add the name of the file (without the txt) to the top of it. For example, I tend to use a 'creature_newbies.txt' file myself.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is exactly similar to modding civs: just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all the information about each specific creature in the game, from animals to dwarves to goblins to even caravan wagons. Much of the data of a creature is quite self-explanatory; you can find a list of every creature token [[Creature_Tokens|here]]. &lt;br /&gt;
&lt;br /&gt;
Note: If you add a butcherable creature to the game such as a domestic animal, people will automatically wander around wearing its fur or skin as leather items when you are in the game, assuming the creature comes from the civ's biome (natural area). So don't be surprised to see 'duck leather armor' or something if you add ducks.&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items come in several flavors: 'crafted' items, and 'natural' items. Both are the same in most ways, but are stored in different places: most crafted item data are stored in the item_blah.txt files (such as item_armor.txt), while things like plants, gems, food, and ore are stored in &amp;quot;matgloss&amp;quot; files, ie. matgloss_plant.txt. Both are easily editable just like a creature or civ, but the problem is that there is no definitive list of what most of the tokens for these quite do yet. In any case they are usually pretty self-explanatory and you can guess what they do by checking out similar entries.&lt;br /&gt;
&lt;br /&gt;
For example, let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
 [NAME:thong:thongs]&lt;br /&gt;
 [WEIGHT:10]&lt;br /&gt;
 [VALUE:10]&lt;br /&gt;
 [BLOCKPOWER:5]&lt;br /&gt;
 [LAYER:UNDER]&lt;br /&gt;
 [COVERAGE:25]&lt;br /&gt;
 [LAYER_SIZE:10]&lt;br /&gt;
 [LAYER_PERMIT:30]&lt;br /&gt;
 [MATERIAL_SIZE:1]&lt;br /&gt;
 [SOFT]&lt;br /&gt;
 [LEATHER]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries. Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere, and probably [HARD] instead of [SOFT]. Simple! &lt;br /&gt;
&lt;br /&gt;
Weapons work largely the same way; but remember that in order to actually use any of these things you'd have to add the ITEM_THING item flag to the civilization's 'useable items' list in entity_default.txt. For example, if you're fond of Scots and decided to make a 'claymore' sword that's even bigger than the two-hander already in the files. It might look like this:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_CLAYMORE]&lt;br /&gt;
 [NAME:claymore sword:claymore swords]&lt;br /&gt;
 [DAMAGE:160:SLASH]&lt;br /&gt;
 [WEIGHT:120]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [CRIT_BOOST:1]&lt;br /&gt;
 [TWO_HANDED:0]&lt;br /&gt;
 [MINIMUM_SIZE:7]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
&lt;br /&gt;
Tada! Yes, it's that easy. Then you just add it to the civ entry so a civilization can actually use and craft it, and it's done. &lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All body definitions are located in body_default.txt and then linked to a creature in the creature's entry. For example, the dwarf creature has: [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]. All of these are seperate bodypart definitions in body_default.txt. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created. This means that if you don't add the appropriate bodyparts, hilarious things can happen: if you forget to add a throat or lungs your new creature will suffocate after taking a few steps (unless you make it a nonbreather). &lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the very simple format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:ID:name][TOKENSGOHERE]&lt;br /&gt;
&lt;br /&gt;
YOu can add as many sub-parts as you want to an overall section. The most important tokens are 'CONTYPE' and 'CON': CONTYPE means the bodypart in question is connected to a certain *type* of bodypart, while CON means it's connected to a *specific* one. Let's break down a few entries:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head][CONTYPE:UPPERBODY][HEAD]&lt;br /&gt;
&lt;br /&gt;
This is a very simple one: a head. It connects directly to an upper body. All the stuff inside the head are seperate entries that call up the head as a different contype in turn:&lt;br /&gt;
&lt;br /&gt;
 [BODY:THROAT]&lt;br /&gt;
 [BP:THROAT:throat][CONTYPE:HEAD][THROAT][EMBEDDED][SMALL]&lt;br /&gt;
&lt;br /&gt;
The foot bone's connected to the ankle bone..&lt;br /&gt;
&lt;br /&gt;
If you wanted someone to be able to break someone else's throat (like breaking a joint) and suffocate them, just add the [JOINT], [BREATHE], and possibly [NERVOUS] to the throat object's tokens.&lt;br /&gt;
&lt;br /&gt;
A 'BODYGLOSS', which you can sometimes find in the creature entries, are simply replacement words for certain defined words in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in the body_default.txt, and then you can use this in a creature with '[BODYGLOSS:CLAW_HAND]' and it will replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature.&lt;br /&gt;
&lt;br /&gt;
Note that only creatures with the [EQUIPS] token (and possibly [INTELLIGENT]) and a civ that can create clothes/armor/weapons will be able to actually wear stuff.&lt;br /&gt;
&lt;br /&gt;
== Example one: dark dwarves ==&lt;br /&gt;
&lt;br /&gt;
These examples will go over the details for creating several new things as well as editing some old ones.&lt;br /&gt;
&lt;br /&gt;
Remember: delete the contents of your \save\ folder before editing any of the game text files, and always back up the old ones so you don't have to download a new copy of dwarf fortress if you messed something up and can't remember how to fix it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, we're going to create a new, evil civilization of dwarves called, unsurprisingly, dark dwarves. This will be quite easy, though with a few fundamental differences. Mainly, that dark dwarves are evil and more warlike than regular dwarves.&lt;br /&gt;
&lt;br /&gt;
First, back up your stuff and delete your saved worlds. Yes, I'm saying that again.&lt;br /&gt;
&lt;br /&gt;
Now, open up entity_default.txt. All your species civilizations will be in there. We're going to make a whole new one for our dark dwarves. In many ways it'll be a simple copy-paste job of regular dwarves, then tweaking some things.&lt;br /&gt;
&lt;br /&gt;
Add this to the bottom of the entity_default file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:DARK_DWARVES]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CIV_CONTROLLABLE]&lt;br /&gt;
    [CREATURE:DARK_DWARF]&lt;br /&gt;
    [TRANSLATION:DWARF]&lt;br /&gt;
    [DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
    [AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_LEATHER:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_COAT:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_SHIRT:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_CLOAK:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_VEST:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_DRESS:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_ROBE:COMMON]&lt;br /&gt;
    [HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
    [HELM:ITEM_HELM_HOOD:COMMON]&lt;br /&gt;
    [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]&lt;br /&gt;
    [GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_BOOTS:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_GREAVES:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_LEGGINGS:COMMON]&lt;br /&gt;
    [SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
    [SHIELD:ITEM_SHIELD_BUCKLER]&lt;br /&gt;
    [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
    [TOY:ITEM_TOY_HAMMER]&lt;br /&gt;
    [TOY:ITEM_TOY_AXE]&lt;br /&gt;
    [TOY:ITEM_TOY_MINIFORGE]&lt;br /&gt;
    [INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]&lt;br /&gt;
    [INSTRUMENT:ITEM_INSTRUMENT_DRUM]&lt;br /&gt;
    [SIEGER]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [CURRENCY_BY_YEAR]&lt;br /&gt;
    [CURRENCY:COPPER:1]&lt;br /&gt;
    [CURRENCY:SILVER:5]&lt;br /&gt;
    [CURRENCY:ELECTRUM:10]&lt;br /&gt;
    [CURRENCY:GOLD:15]&lt;br /&gt;
    [CURRENCY:PLATINUM:30]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EARTH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UGLY]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
    [METAL_PREF]&lt;br /&gt;
    [GEM_PREF]&lt;br /&gt;
    [STONE_PREF]&lt;br /&gt;
    [INDOOR_FARMING]&lt;br /&gt;
    [USE_CAVE_ANIMALS]&lt;br /&gt;
    [USE_EVIL_ANIMALS]&lt;br /&gt;
    [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
    [COMMON_DOMESTIC_PACK]&lt;br /&gt;
    [COMMON_DOMESTIC_PULL]&lt;br /&gt;
    [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
    [COMMON_DOMESTIC_PET]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fun part is that your dark dwarves will, thanks to the specified symbols, have some crazy names that you'd never see with regular dwarves (one of the fortresses it generated was called &amp;quot;Crowanus&amp;quot;, for example). If you dislike having bad language, just remove the [SELECT_SYMBOL:ALL:UNTOWARD].&lt;br /&gt;
&lt;br /&gt;
The main differences you'll see here compared to the dwarf entry is that they have different weapons, toys, instruments (thanks to their warlike nature, they build less of them) and [USE_EVIL_ANIMALS] is turned on: this will do nothing in dwarf fort mode but you'll see tamed trolls and ogres in their fortresses in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
Now, we need to build the DARK_DWARF creature. Create a new text file called 'creature_new.txt'. Immediately, add the following:&lt;br /&gt;
&lt;br /&gt;
 creature_new&lt;br /&gt;
&lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
That'll make this text file recognized as a creature file. Now, we simply add our dark_dwarf creature:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:DARK_DWARF]&lt;br /&gt;
    [NAME:dark dwarf:dark dwarves:dark dwarven]&lt;br /&gt;
    [TILE:1][COLOR:3:0:0]&lt;br /&gt;
    [GENPOWER:3]&lt;br /&gt;
    [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
    [INTELLIGENT]&lt;br /&gt;
    [TRANCES]&lt;br /&gt;
    [CANOPENDOORS]&lt;br /&gt;
    [LIKES_FIGHTING]&lt;br /&gt;
    [PREFSTRING:beards]&lt;br /&gt;
    [PREFSTRING:violent tempers]&lt;br /&gt;
    [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [MAXAGE:150:170]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:1]&lt;br /&gt;
    [FAT:3]&lt;br /&gt;
    [SIZE:6]&lt;br /&gt;
    [EQUIPS]&lt;br /&gt;
    [CAVE_ADAPT]&lt;br /&gt;
    [NOCTURNAL]&lt;br /&gt;
    [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
    [FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
    [HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
    [SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
    [CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
    [AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
    [SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
    [MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
    [PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
    [BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
    [SPEECH:dwarf.txt]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
    [EVIL]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is largely a copy of the regular dwarves, but with several differences: [LIKES_FIGHTING] will give them happy thoughts when they have fought something, [NOCTURNAL] means they like nights rather than days, and [EVIL] means on the adventurer map their fortresses will tend to end up on evil tiles rather than good ones. Otherwise, they are exactly the same as regular dwarves. To make them extra evil, add [BONECARN] somewhere in there and they can eat bones (they'll actually haul them from your refuse pit to the dining table, yum), but will sometimes (though rarely) choke to death on them. Also, they do not require booze to stay happy (though will happily drink it anyway if they have to). &lt;br /&gt;
&lt;br /&gt;
There! That's all we need to do in order to add our civilization. Just create a new world and they'll be there: however, when you go to adventurer mode, all (or none) of your dwarf entries might be replaced with dark dwarves, so it's really a matter of luck. When you start a new fortress, there will be a 50-50 chance of playing either as dwarves or dark dwarves.&lt;br /&gt;
&lt;br /&gt;
== Example two: &amp;quot;Arachnid&amp;quot; playable creature ==&lt;br /&gt;
&lt;br /&gt;
This time, we're going to add a new playable creature to adventurer mode, but not playable in fortress mode. An 'arachnid' is a large, powerful, evil half-elf, half-spider (no copyright violations here!): they are too big to wear standard equipment and are quite nasty enough without it anyway. The downside to playing them is that since they do not form standard civilizations, you cannot start them at a specific location nor will they have any weapon, armor, or wrestling skills to start out. Oh well.&lt;br /&gt;
&lt;br /&gt;
First off, we need to add a civilization entry in entity_default.txt. Open it up and add this to the bottom of the file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ARACHNIDS]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CREATURE:ARACHNID]&lt;br /&gt;
    [INDIV_CONTROLLABLE]&lt;br /&gt;
    [TRANSLATION:ELF]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
&lt;br /&gt;
This will give us some fun random names. As a 'nuisance' race they may appear and try to steal stuff from you in fortress mode (like kobolds), but I have yet to see that actually happen. The nuisance token also makes them not appear as regular civilizations, which is the entire point. Arachnids are solitary and do not form civilizations (though they WILL be found in caves). However, the INDIV_CONTROLLABLE token allows us to use ARACHNID: PLAY NOW! in adventurer mode, which is exactly what we want. They'll be powerful enough to use without gear anyhow.&lt;br /&gt;
&lt;br /&gt;
Next, we open up creature_new.txt (if you haven't made one, check the above example) and add the new creature to it:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:ARACHNID]&lt;br /&gt;
    [NAME:arachnid:arachnids:arachnid]&lt;br /&gt;
    [TILE:'&amp;amp;'][COLOR:7:0:0]&lt;br /&gt;
    [MODVALUE:20]&lt;br /&gt;
    [INTELLIGENT][CANOPENDOORS]&lt;br /&gt;
    [LARGE_CHASM][FREQUENCY:1][DIFFICULTY:4]&lt;br /&gt;
    [SPEED:700]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [EXTRACT:giant cave spider venom:7:0:0]&lt;br /&gt;
    [EXTRACT_VALUE:100]&lt;br /&gt;
    [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
    [EXTRACT_ANTIDOTE:giant cave spider antivenin:7:0:0:100]&lt;br /&gt;
    [WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
    [GENPOWER:4]&lt;br /&gt;
    [BLOODTYPE:W][CHITIN]&lt;br /&gt;
    [PETVALUE:2500]&lt;br /&gt;
    [GRASSTRAMPLE:10]&lt;br /&gt;
    [CARNIVORE][BONECARN]&lt;br /&gt;
    [EXTRAVISION][NOSTUN][NOEXERT][NOFEAR]&lt;br /&gt;
    [BUILDINGDESTROYER:1]&lt;br /&gt;
    [PREFSTRING:terrifying presence]&lt;br /&gt;
    [BODY:ARACHNOBODY:8EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
    [SIZE:10]&lt;br /&gt;
    [MAXAGE:20:30]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [FAT:2]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:4]&lt;br /&gt;
    [ALL_ACTIVE]&lt;br /&gt;
    [BIOME_SUBTERRANEAN_CHASM]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
&lt;br /&gt;
Now, what does this all mean, exactly? Well, compared to dwarves they are big, bad, as fast as elves, as sturdy as dwarves (hard to knock over), they have white blood, can eat bones, are immune to fear, stun, and never get tired, see twice as far, and are almost totally immune to most small-damage attacks. In addition I copied the giant cave spider paralyzing bite attack, so when you bite and hit, you'll sometimes inject a paralyzing poison fairly often that'll knock your prey unconscious in a few combat rounds. Not only is the bite very damaging, but you can even knock out creatures like ettins or giants and rip them up as they sleep at your leisure. &lt;br /&gt;
&lt;br /&gt;
However, we're not done yet. Notice the BODY: token has a few tidbits that we need to take a closer look at- 'ARACHNOBODY' and '8EYES' in particular. These are new to our species and we need to add them. So, close that and open up body_default.txt. Add the following to the bottom: &lt;br /&gt;
&lt;br /&gt;
 [BODY:ARACHNOBODY]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
 [BP:LB:abdomen][CON:UB][LOWERBODY]&lt;br /&gt;
 [BP:HD:head][CON:UB][HEAD]&lt;br /&gt;
 [BP:RUA:right upper arm][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LUA:left upper arm][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RLA:right lower arm][CON:RUA][LIMB][RIGHT]&lt;br /&gt;
 [BP:LLA:left lower arm][CON:LUA][LIMB][LEFT]&lt;br /&gt;
 [BP:RH:right hand][CON:RLA][GRASP][RIGHT]&lt;br /&gt;
 [BP:LH:left hand][CON:LLA][GRASP][LEFT]&lt;br /&gt;
 [BP:RA1:right first leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA1:left first leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF1:right first claw][CON:RA1][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF1:left first claw][CON:LA1][STANCE][LEFT]&lt;br /&gt;
 [BP:RA2:right second leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA2:left second leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF2:right second claw][CON:RA2][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF2:left second claw][CON:LA2][STANCE][LEFT]&lt;br /&gt;
 [BP:RA3:right third leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA3:left third leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF3:right third claw][CON:RA3][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF3:left third claw][CON:LA3][STANCE][LEFT]&lt;br /&gt;
 [BP:RA4:right fourth leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA4:left fourth leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF4:right fourth claw][CON:RA4][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF4:left fourth claw][CON:LA4][STANCE][LEFT]&lt;br /&gt;
&lt;br /&gt;
 [BODY:8EYES]&lt;br /&gt;
 [BP:REYE:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fourth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fifth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:sixth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:seventh eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
 [BP:LEYE:eighth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
&lt;br /&gt;
Voila! Now you have your complete arachnid. They are very fun to play in adventurer mode, yet still a challenge. You can tear through unarmed civilians like a knife through butter, armed soldiers pose a minor challenge (much bigger if you are getting ganged up on), elite spearmen are devastating, and archers still rip you to shreds unless you close in on them quickly and poison them. However, thanks to your multiple eyes and legs you can take quite a few direct hits and still keep going (I once had an arrow smash straight through my head, taking out 5 eyes and wounding the throat, brains, and both ears, and survived the encounter). &lt;br /&gt;
&lt;br /&gt;
In any case, you're now done! Create a new world and you will now be able to use arachnids as a playable creature in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Written by Teldin.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30406</id>
		<title>40d:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30406"/>
		<updated>2007-12-06T00:43:18Z</updated>

		<summary type="html">&lt;p&gt;Teldin: Added a bit of extra info for new versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is intended to be an easy guide for general newbies on how to both edit and add civilizations, creatures, objects, and so on in Dwarf Fortress, both [[Adventure_Mode|adventurer]] and [[Dwarf_Fortress_Mode|fortress]] modes, without breaking anything too much. Generally breaking stuff is fine! Just always back up your work + the originals, and be patient at having to [[World_Generation|generate new worlds]] over and over. &lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. The raw folder contains two subfolders: graphics (where you insert [[Object_Tilesets|graphic packs]] to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game. &lt;br /&gt;
&lt;br /&gt;
Essentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. With a bit of know-how you can tinker with just about everything. &lt;br /&gt;
&lt;br /&gt;
Every text file uses what are called &amp;quot;tokens&amp;quot;, also called &amp;quot;flags&amp;quot;. They are essentially attributes that you can add or remove or edit for any particular object in the game, that change the way the object works or acts. Most of the actual effects are hardcoded: for example, giving a creature such as a moose the [EVIL] creature token will make it only appear in evil maps, or giving it [BONECARN] will make it chow down on bones.&lt;br /&gt;
&lt;br /&gt;
A few key things to remember when modding the text files:&lt;br /&gt;
&lt;br /&gt;
* Always back up the default text files you plan on editing. This way, if your game crashes (due to say, a typo that you can't find) you can simply copy-paste it back in for a 'vanilla' DF.&lt;br /&gt;
* When you edit any of the text files in the raw folder you must do the following: go into the \data\save folder and delete everything in it, including subfolders. Just do a ctrl-A and hit delete. If you try to play a game of DF with edited text files without making a new world first, bad stuff will happen.&lt;br /&gt;
* In general it's better to make whole new text files for new stuff you're adding rather than editing the existing ones by tagging them onto the bottom. This allows you to keep track of them easier and keeps them all in one place so there's less messing about with tons of files.&lt;br /&gt;
&lt;br /&gt;
In addition, if you ''rename'' the any of the \raw\ files themselves (such as 'creature_insects.txt' to 'creature_bugs.txt'), you must find the same filename in the \data\objects\ folder and delete it. This is required because once the world is generated it creates the new files and saves them for use next time the world is needed; without deleting the file you will get duplication errors. This is not necessary if you just don't change any of the filenames.&lt;br /&gt;
&lt;br /&gt;
== Modding the civilizations ==&lt;br /&gt;
&lt;br /&gt;
The civilization entries are stored in entity_default.txt. They are quite simple files that are in the following format:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [NAME:singular:plural:possessive]&lt;br /&gt;
     [TYP&amp;lt;nowiki&amp;gt;E_SE&amp;lt;/nowiki&amp;gt;TTLEMENT]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     ...[OTHER NONESSENTIAL TAGS]...&lt;br /&gt;
&lt;br /&gt;
At the top of the file you'll see an 'entity_default' all by itself, that must be at the top of the file only. All game files require those markers at the top. You can safely ignore them for now.&lt;br /&gt;
&lt;br /&gt;
Now what do these mean, exactly? For one, where the tags are located don't generally matter quite a lot. You can add them in any order as long as they're underneath the &amp;quot;[ENTITY:]&amp;quot; token, which is the 'header' of the civilization and lets the game know that everything underneath deals with that civ. The entity token can be anything as long as it's not the same as another one.&lt;br /&gt;
&lt;br /&gt;
The 'NAME:' field is pretty self-explanatory, and is used generally for text things like 'The Elven forest retreat' related to the civilization. Remember, this is NOT the creature that is associated with it, just the civ name. You could make yourself a Roman civilization with [NAME:roman:romans:roman], for example. &lt;br /&gt;
&lt;br /&gt;
The 'TYPE_SETTLEMENT' entry can be one of the following: MOUNTAIN_SETTLEMENTS, FOREST_SETTLEMENTS, PLAINS_SETTLEMENTS. This will have the effect of replacing civilizations that would normally go in that settlement: if you create an orc civ that lives on plains, then quite a lot of the human plains civs (but not all) will be replaced by orc cities (assuming you turn on some other tokens).&lt;br /&gt;
&lt;br /&gt;
'[CREATURE:]' links the civilization with a certain creature defined in a different file. This is the creature you play in adventurer or fortress mode, or that wanders around their towns when you explore them. For example, if you wanted to do something silly you could switch the &amp;quot;DWARF&amp;quot; entry in entity_default.txt with &amp;quot;ELF&amp;quot; and you would be marching elves around in fortress mode.&lt;br /&gt;
&lt;br /&gt;
'[TRANSLATION:]' connects the civ to a specific language file that determines things like their natural (untranslated) creature first + last names and city names. The valid ones are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[Entity_Tokens|here]]. The important ones are CIV_CONTROLLABLE, which lets you control the civ in dwarf fortress mode (by random chance if you have more than one set controllable) and INDIV_CONTROLLABLE which lets you play the civ in adventure mode via the PLAY NOW! command.&lt;br /&gt;
&lt;br /&gt;
Any token that has to deal with weapons, armor, clothing, etc. are all the items that the civ can build, not necessarily the ones they can wear. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want. &lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:ALL:] and [CULL_SYMBOL:ALL:] are the words that can be randomly generated in names, civs, cities, artifacts, engravings, etc. &amp;quot;SELECT_SYMBOL&amp;quot; means that the civ is far more likely to use those, and CULL_SYMBOL means they never will. You can find a list of every symbol type [[Language|here]].&lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking.&lt;br /&gt;
&lt;br /&gt;
NOTE: With version 32a and higher, if you use [NUISANCE] or [BABYSNATCHER] with older mods then you will get things like wyverns sneaking into your fort knocking everything over, as they're set buildingdestroyer. Just remove the line (nuisance, babysnatcher, sieger) entirely.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. Essentially you can change nearly any aspect of a creature or completely make your own from scratch. You can either add a new creature to the bottom of an existing creature_thing.txt file or make your own file; just be sure to add the name of the file (without the txt) to the top of it. For example, I tend to use a 'creature_newbies.txt' file myself.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is exactly similar to modding civs: just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all the information about each specific creature in the game, from animals to dwarves to goblins to even caravan wagons. Much of the data of a creature is quite self-explanatory; you can find a list of every creature token [[Creature_Tokens|here]]. &lt;br /&gt;
&lt;br /&gt;
Note: If you add a butcherable creature to the game such as a domestic animal, people will automatically wander around wearing its fur or skin as leather items when you are in the game, assuming the creature comes from the civ's biome (natural area). So don't be surprised to see 'duck leather armor' or something if you add ducks.&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items come in several flavors: 'crafted' items, and 'natural' items. Both are the same in most ways, but are stored in different places: most crafted item data are stored in the item_blah.txt files (such as item_armor.txt), while things like plants, gems, food, and ore are stored in &amp;quot;matgloss&amp;quot; files, ie. matgloss_plant.txt. Both are easily editable just like a creature or civ, but the problem is that there is no definitive list of what most of the tokens for these quite do yet. In any case they are usually pretty self-explanatory and you can guess what they do by checking out similar entries.&lt;br /&gt;
&lt;br /&gt;
For example, let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
 [NAME:thong:thongs]&lt;br /&gt;
 [WEIGHT:10]&lt;br /&gt;
 [VALUE:10]&lt;br /&gt;
 [BLOCKPOWER:5]&lt;br /&gt;
 [LAYER:UNDER]&lt;br /&gt;
 [COVERAGE:25]&lt;br /&gt;
 [LAYER_SIZE:10]&lt;br /&gt;
 [LAYER_PERMIT:30]&lt;br /&gt;
 [MATERIAL_SIZE:1]&lt;br /&gt;
 [SOFT]&lt;br /&gt;
 [LEATHER]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries. Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere, and probably [HARD] instead of [SOFT]. Simple! &lt;br /&gt;
&lt;br /&gt;
Weapons work largely the same way; but remember that in order to actually use any of these things you'd have to add the ITEM_THING item flag to the civilization's 'useable items' list in entity_default.txt. For example, if you're fond of Scots and decided to make a 'claymore' sword that's even bigger than the two-hander already in the files. It might look like this:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_CLAYMORE]&lt;br /&gt;
 [NAME:claymore sword:claymore swords]&lt;br /&gt;
 [DAMAGE:160:SLASH]&lt;br /&gt;
 [WEIGHT:120]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [CRIT_BOOST:1]&lt;br /&gt;
 [TWO_HANDED:0]&lt;br /&gt;
 [MINIMUM_SIZE:7]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
&lt;br /&gt;
Tada! Yes, it's that easy. Then you just add it to the civ entry so a civilization can actually use and craft it, and it's done. &lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All body definitions are located in body_default.txt and then linked to a creature in the creature's entry. For example, the dwarf creature has: [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]. All of these are seperate bodypart definitions in body_default.txt. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created. This means that if you don't add the appropriate bodyparts, hilarious things can happen: if you forget to add a throat or lungs your new creature will suffocate after taking a few steps (unless you make it a nonbreather). &lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the very simple format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:ID:name][TOKENSGOHERE]&lt;br /&gt;
&lt;br /&gt;
YOu can add as many sub-parts as you want to an overall section. The most important tokens are 'CONTYPE' and 'CON': CONTYPE means the bodypart in question is connected to a certain *type* of bodypart, while CON means it's connected to a *specific* one. Let's break down a few entries:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head][CONTYPE:UPPERBODY][HEAD]&lt;br /&gt;
&lt;br /&gt;
This is a very simple one: a head. It connects directly to an upper body. All the stuff inside the head are seperate entries that call up the head as a different contype in turn:&lt;br /&gt;
&lt;br /&gt;
 [BODY:THROAT]&lt;br /&gt;
 [BP:THROAT:throat][CONTYPE:HEAD][THROAT][EMBEDDED][SMALL]&lt;br /&gt;
&lt;br /&gt;
The foot bone's connected to the ankle bone..&lt;br /&gt;
&lt;br /&gt;
If you wanted someone to be able to break someone else's throat (like breaking a joint) and suffocate them, just add the [JOINT], [BREATHE], and possibly [NERVOUS] to the throat object's tokens.&lt;br /&gt;
&lt;br /&gt;
A 'BODYGLOSS', which you can sometimes find in the creature entries, are simply replacement words for certain defined words in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in the body_default.txt, and then you can use this in a creature with '[BODYGLOSS:CLAW_HAND]' and it will replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature.&lt;br /&gt;
&lt;br /&gt;
Note that only creatures with the [EQUIPS] token (and possibly [INTELLIGENT]) and a civ that can create clothes/armor/weapons will be able to actually wear stuff.&lt;br /&gt;
&lt;br /&gt;
== Example one: dark dwarves ==&lt;br /&gt;
&lt;br /&gt;
These examples will go over the details for creating several new things as well as editing some old ones.&lt;br /&gt;
&lt;br /&gt;
Remember: delete the contents of your \save\ folder before editing any of the game text files, and always back up the old ones so you don't have to download a new copy of dwarf fortress if you messed something up and can't remember how to fix it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, we're going to create a new, evil civilization of dwarves called, unsurprisingly, dark dwarves. This will be quite easy, though with a few fundamental differences. Mainly, that dark dwarves are evil and more warlike than regular dwarves.&lt;br /&gt;
&lt;br /&gt;
First, back up your stuff and delete your saved worlds. Yes, I'm saying that again.&lt;br /&gt;
&lt;br /&gt;
Now, open up entity_default.txt. All your species civilizations will be in there. We're going to make a whole new one for our dark dwarves. In many ways it'll be a simple copy-paste job of regular dwarves, then tweaking some things.&lt;br /&gt;
&lt;br /&gt;
Add this to the bottom of the entity_default file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:DARK_DWARVES]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CIV_CONTROLLABLE]&lt;br /&gt;
    [CREATURE:DARK_DWARF]&lt;br /&gt;
    [TRANSLATION:DWARF]&lt;br /&gt;
    [DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
    [AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_LEATHER:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_COAT:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_SHIRT:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_CLOAK:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_VEST:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_DRESS:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_ROBE:COMMON]&lt;br /&gt;
    [HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
    [HELM:ITEM_HELM_HOOD:COMMON]&lt;br /&gt;
    [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]&lt;br /&gt;
    [GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_BOOTS:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_GREAVES:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_LEGGINGS:COMMON]&lt;br /&gt;
    [SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
    [SHIELD:ITEM_SHIELD_BUCKLER]&lt;br /&gt;
    [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
    [TOY:ITEM_TOY_HAMMER]&lt;br /&gt;
    [TOY:ITEM_TOY_AXE]&lt;br /&gt;
    [TOY:ITEM_TOY_MINIFORGE]&lt;br /&gt;
    [INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]&lt;br /&gt;
    [INSTRUMENT:ITEM_INSTRUMENT_DRUM]&lt;br /&gt;
    [SIEGER]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [CURRENCY_BY_YEAR]&lt;br /&gt;
    [CURRENCY:COPPER:1]&lt;br /&gt;
    [CURRENCY:SILVER:5]&lt;br /&gt;
    [CURRENCY:ELECTRUM:10]&lt;br /&gt;
    [CURRENCY:GOLD:15]&lt;br /&gt;
    [CURRENCY:PLATINUM:30]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EARTH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UGLY]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
    [METAL_PREF]&lt;br /&gt;
    [GEM_PREF]&lt;br /&gt;
    [STONE_PREF]&lt;br /&gt;
    [INDOOR_FARMING]&lt;br /&gt;
    [USE_CAVE_ANIMALS]&lt;br /&gt;
    [USE_EVIL_ANIMALS]&lt;br /&gt;
    [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
    [COMMON_DOMESTIC_PACK]&lt;br /&gt;
    [COMMON_DOMESTIC_PULL]&lt;br /&gt;
    [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
    [COMMON_DOMESTIC_PET]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fun part is that your dark dwarves will, thanks to the specified symbols, have some crazy names that you'd never see with regular dwarves (one of the fortresses it generated was called &amp;quot;Crowanus&amp;quot;, for example). If you dislike having bad language, just remove the [SELECT_SYMBOL:ALL:UNTOWARD].&lt;br /&gt;
&lt;br /&gt;
The main differences you'll see here compared to the dwarf entry is that they have different weapons, toys, instruments (thanks to their warlike nature, they build less of them) and [USE_EVIL_ANIMALS] is turned on: this will do nothing in dwarf fort mode but you'll see tamed trolls and ogres in their fortresses in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
Now, we need to build the DARK_DWARF creature. Create a new text file called 'creature_new.txt'. Immediately, add the following:&lt;br /&gt;
&lt;br /&gt;
 creature_new&lt;br /&gt;
&lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
That'll make this text file recognized as a creature file. Now, we simply add our dark_dwarf creature:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:DARK_DWARF]&lt;br /&gt;
    [NAME:dark dwarf:dark dwarves:dark dwarven]&lt;br /&gt;
    [TILE:1][COLOR:3:0:0]&lt;br /&gt;
    [GENPOWER:3]&lt;br /&gt;
    [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
    [INTELLIGENT]&lt;br /&gt;
    [TRANCES]&lt;br /&gt;
    [CANOPENDOORS]&lt;br /&gt;
    [LIKES_FIGHTING]&lt;br /&gt;
    [PREFSTRING:beards]&lt;br /&gt;
    [PREFSTRING:violent tempers]&lt;br /&gt;
    [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [MAXAGE:150:170]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:1]&lt;br /&gt;
    [FAT:3]&lt;br /&gt;
    [SIZE:6]&lt;br /&gt;
    [EQUIPS]&lt;br /&gt;
    [CAVE_ADAPT]&lt;br /&gt;
    [NOCTURNAL]&lt;br /&gt;
    [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
    [FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
    [HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
    [SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
    [CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
    [AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
    [SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
    [MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
    [PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
    [BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
    [SPEECH:dwarf.txt]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
    [EVIL]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is largely a copy of the regular dwarves, but with several differences: [LIKES_FIGHTING] will give them happy thoughts when they have fought something, [NOCTURNAL] means they like nights rather than days, and [EVIL] means on the adventurer map their fortresses will tend to end up on evil tiles rather than good ones. Otherwise, they are exactly the same as regular dwarves. To make them extra evil, add [BONECARN] somewhere in there and they can eat bones (they'll actually haul them from your refuse pit to the dining table, yum), but will sometimes (though rarely) choke to death on them. Also, they do not require booze to stay happy (though will happily drink it anyway if they have to). &lt;br /&gt;
&lt;br /&gt;
There! That's all we need to do in order to add our civilization. Just create a new world and they'll be there: however, when you go to adventurer mode, all (or none) of your dwarf entries might be replaced with dark dwarves, so it's really a matter of luck. When you start a new fortress, there will be a 50-50 chance of playing either as dwarves or dark dwarves.&lt;br /&gt;
&lt;br /&gt;
== Example two: &amp;quot;Arachnid&amp;quot; playable creature ==&lt;br /&gt;
&lt;br /&gt;
This time, we're going to add a new playable creature to adventurer mode, but not playable in fortress mode. An 'arachnid' is a large, powerful, evil half-elf, half-spider (no copyright violations here!): they are too big to wear standard equipment and are quite nasty enough without it anyway. The downside to playing them is that since they do not form standard civilizations, you cannot start them at a specific location nor will they have any weapon, armor, or wrestling skills to start out. Oh well.&lt;br /&gt;
&lt;br /&gt;
First off, we need to add a civilization entry in entity_default.txt. Open it up and add this to the bottom of the file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ARACHNIDS]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CREATURE:ARACHNID]&lt;br /&gt;
    [INDIV_CONTROLLABLE]&lt;br /&gt;
    [TRANSLATION:ELF]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
&lt;br /&gt;
This will give us some fun random names. As a 'nuisance' race they may appear and try to steal stuff from you in fortress mode (like kobolds), but I have yet to see that actually happen. The nuisance token also makes them not appear as regular civilizations, which is the entire point. Arachnids are solitary and do not form civilizations (though they WILL be found in caves). However, the INDIV_CONTROLLABLE token allows us to use ARACHNID: PLAY NOW! in adventurer mode, which is exactly what we want. They'll be powerful enough to use without gear anyhow.&lt;br /&gt;
&lt;br /&gt;
Next, we open up creature_new.txt (if you haven't made one, check the above example) and add the new creature to it:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:ARACHNID]&lt;br /&gt;
    [NAME:arachnid:arachnids:arachnid]&lt;br /&gt;
    [TILE:'&amp;amp;'][COLOR:7:0:0]&lt;br /&gt;
    [MODVALUE:20]&lt;br /&gt;
    [INTELLIGENT][CANOPENDOORS]&lt;br /&gt;
    [LARGE_CHASM][FREQUENCY:1][DIFFICULTY:4]&lt;br /&gt;
    [SPEED:700]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [EXTRACT:giant cave spider venom:7:0:0]&lt;br /&gt;
    [EXTRACT_VALUE:100]&lt;br /&gt;
    [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
    [EXTRACT_ANTIDOTE:giant cave spider antivenin:7:0:0:100]&lt;br /&gt;
    [WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
    [GENPOWER:4]&lt;br /&gt;
    [BLOODTYPE:W][CHITIN]&lt;br /&gt;
    [PETVALUE:2500]&lt;br /&gt;
    [GRASSTRAMPLE:10]&lt;br /&gt;
    [CARNIVORE][BONECARN]&lt;br /&gt;
    [EXTRAVISION][NOSTUN][NOEXERT][NOFEAR]&lt;br /&gt;
    [BUILDINGDESTROYER:1]&lt;br /&gt;
    [PREFSTRING:terrifying presence]&lt;br /&gt;
    [BODY:ARACHNOBODY:8EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
    [SIZE:10]&lt;br /&gt;
    [MAXAGE:20:30]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [FAT:2]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:4]&lt;br /&gt;
    [ALL_ACTIVE]&lt;br /&gt;
    [BIOME_SUBTERRANEAN_CHASM]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
&lt;br /&gt;
Now, what does this all mean, exactly? Well, compared to dwarves they are big, bad, as fast as elves, as sturdy as dwarves (hard to knock over), they have white blood, can eat bones, are immune to fear, stun, and never get tired, see twice as far, and are almost totally immune to most small-damage attacks. In addition I copied the giant cave spider paralyzing bite attack, so when you bite and hit, you'll sometimes inject a paralyzing poison fairly often that'll knock your prey unconscious in a few combat rounds. Not only is the bite very damaging, but you can even knock out creatures like ettins or giants and rip them up as they sleep at your leisure. &lt;br /&gt;
&lt;br /&gt;
However, we're not done yet. Notice the BODY: token has a few tidbits that we need to take a closer look at- 'ARACHNOBODY' and '8EYES' in particular. These are new to our species and we need to add them. So, close that and open up body_default.txt. Add the following to the bottom: &lt;br /&gt;
&lt;br /&gt;
 [BODY:ARACHNOBODY]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
 [BP:LB:abdomen][CON:UB][LOWERBODY]&lt;br /&gt;
 [BP:HD:head][CON:UB][HEAD]&lt;br /&gt;
 [BP:RUA:right upper arm][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LUA:left upper arm][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RLA:right lower arm][CON:RUA][LIMB][RIGHT]&lt;br /&gt;
 [BP:LLA:left lower arm][CON:LUA][LIMB][LEFT]&lt;br /&gt;
 [BP:RH:right hand][CON:RLA][GRASP][RIGHT]&lt;br /&gt;
 [BP:LH:left hand][CON:LLA][GRASP][LEFT]&lt;br /&gt;
 [BP:RA1:right first leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA1:left first leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF1:right first claw][CON:RA1][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF1:left first claw][CON:LA1][STANCE][LEFT]&lt;br /&gt;
 [BP:RA2:right second leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA2:left second leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF2:right second claw][CON:RA2][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF2:left second claw][CON:LA2][STANCE][LEFT]&lt;br /&gt;
 [BP:RA3:right third leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA3:left third leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF3:right third claw][CON:RA3][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF3:left third claw][CON:LA3][STANCE][LEFT]&lt;br /&gt;
 [BP:RA4:right fourth leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA4:left fourth leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF4:right fourth claw][CON:RA4][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF4:left fourth claw][CON:LA4][STANCE][LEFT]&lt;br /&gt;
&lt;br /&gt;
 [BODY:8EYES]&lt;br /&gt;
 [BP:REYE:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fourth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fifth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:sixth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:seventh eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
 [BP:LEYE:eighth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
&lt;br /&gt;
Voila! Now you have your complete arachnid. They are very fun to play in adventurer mode, yet still a challenge. You can tear through unarmed civilians like a knife through butter, armed soldiers pose a minor challenge (much bigger if you are getting ganged up on), elite spearmen are devastating, and archers still rip you to shreds unless you close in on them quickly and poison them. However, thanks to your multiple eyes and legs you can take quite a few direct hits and still keep going (I once had an arrow smash straight through my head, taking out 5 eyes and wounding the throat, brains, and both ears, and survived the encounter). &lt;br /&gt;
&lt;br /&gt;
In any case, you're now done! Create a new world and you will now be able to use arachnids as a playable creature in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Written by Teldin.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30405</id>
		<title>40d:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Modding_guide&amp;diff=30405"/>
		<updated>2007-12-06T00:42:48Z</updated>

		<summary type="html">&lt;p&gt;Teldin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is intended to be an easy guide for general newbies on how to both edit and add civilizations, creatures, objects, and so on in Dwarf Fortress, both [[Adventure_Mode|adventurer]] and [[Dwarf_Fortress_Mode|fortress]] modes, without breaking anything too much. Generally breaking stuff is fine! Just always back up your work + the originals, and be patient at having to [[World_Generation|generate new worlds]] over and over. &lt;br /&gt;
&lt;br /&gt;
== Basics of DF modding ==&lt;br /&gt;
&lt;br /&gt;
All of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. The raw folder contains two subfolders: graphics (where you insert [[Object_Tilesets|graphic packs]] to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game. &lt;br /&gt;
&lt;br /&gt;
Essentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. With a bit of know-how you can tinker with just about everything. &lt;br /&gt;
&lt;br /&gt;
Every text file uses what are called &amp;quot;tokens&amp;quot;, also called &amp;quot;flags&amp;quot;. They are essentially attributes that you can add or remove or edit for any particular object in the game, that change the way the object works or acts. Most of the actual effects are hardcoded: for example, giving a creature such as a moose the [EVIL] creature token will make it only appear in evil maps, or giving it [BONECARN] will make it chow down on bones.&lt;br /&gt;
&lt;br /&gt;
A few key things to remember when modding the text files:&lt;br /&gt;
&lt;br /&gt;
* Always back up the default text files you plan on editing. This way, if your game crashes (due to say, a typo that you can't find) you can simply copy-paste it back in for a 'vanilla' DF.&lt;br /&gt;
* When you edit any of the text files in the raw folder you must do the following: go into the \data\save folder and delete everything in it, including subfolders. Just do a ctrl-A and hit delete. If you try to play a game of DF with edited text files without making a new world first, bad stuff will happen.&lt;br /&gt;
* In general it's better to make whole new text files for new stuff you're adding rather than editing the existing ones by tagging them onto the bottom. This allows you to keep track of them easier and keeps them all in one place so there's less messing about with tons of files.&lt;br /&gt;
&lt;br /&gt;
In addition, if you ''rename'' the any of the \raw\ files themselves (such as 'creature_insects.txt' to 'creature_bugs.txt'), you must find the same filename in the \data\objects\ folder and delete it. This is required because once the world is generated it creates the new files and saves them for use next time the world is needed; without deleting the file you will get duplication errors. This is not necessary if you just don't change any of the filenames.&lt;br /&gt;
&lt;br /&gt;
== Modding the civilizations ==&lt;br /&gt;
&lt;br /&gt;
The civilization entries are stored in entity_default.txt. They are quite simple files that are in the following format:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [NAME:singular:plural:possessive]&lt;br /&gt;
     [TYP&amp;lt;nowiki&amp;gt;E_SE&amp;lt;/nowiki&amp;gt;TTLEMENT]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     ...[OTHER NONESSENTIAL TAGS]...&lt;br /&gt;
&lt;br /&gt;
At the top of the file you'll see an 'entity_default' all by itself, that must be at the top of the file only. All game files require those markers at the top. You can safely ignore them for now.&lt;br /&gt;
&lt;br /&gt;
Now what do these mean, exactly? For one, where the tags are located don't generally matter quite a lot. You can add them in any order as long as they're underneath the &amp;quot;[ENTITY:]&amp;quot; token, which is the 'header' of the civilization and lets the game know that everything underneath deals with that civ. The entity token can be anything as long as it's not the same as another one.&lt;br /&gt;
&lt;br /&gt;
The 'NAME:' field is pretty self-explanatory, and is used generally for text things like 'The Elven forest retreat' related to the civilization. Remember, this is NOT the creature that is associated with it, just the civ name. You could make yourself a Roman civilization with [NAME:roman:romans:roman], for example. &lt;br /&gt;
&lt;br /&gt;
The 'TYPE_SETTLEMENT' entry can be one of the following: MOUNTAIN_SETTLEMENTS, FOREST_SETTLEMENTS, PLAINS_SETTLEMENTS. This will have the effect of replacing civilizations that would normally go in that settlement: if you create an orc civ that lives on plains, then quite a lot of the human plains civs (but not all) will be replaced by orc cities (assuming you turn on some other tokens).&lt;br /&gt;
&lt;br /&gt;
'[CREATURE:]' links the civilization with a certain creature defined in a different file. This is the creature you play in adventurer or fortress mode, or that wanders around their towns when you explore them. For example, if you wanted to do something silly you could switch the &amp;quot;DWARF&amp;quot; entry in entity_default.txt with &amp;quot;ELF&amp;quot; and you would be marching elves around in fortress mode.&lt;br /&gt;
&lt;br /&gt;
'[TRANSLATION:]' connects the civ to a specific language file that determines things like their natural (untranslated) creature first + last names and city names. The valid ones are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[Entity_Tokens|here]]. The important ones are CIV_CONTROLLABLE, which lets you control the civ in dwarf fortress mode (by random chance if you have more than one set controllable) and INDIV_CONTROLLABLE which lets you play the civ in adventure mode via the PLAY NOW! command.&lt;br /&gt;
&lt;br /&gt;
Any token that has to deal with weapons, armor, clothing, etc. are all the items that the civ can build, not necessarily the ones they can wear. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want. &lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:ALL:] and [CULL_SYMBOL:ALL:] are the words that can be randomly generated in names, civs, cities, artifacts, engravings, etc. &amp;quot;SELECT_SYMBOL&amp;quot; means that the civ is far more likely to use those, and CULL_SYMBOL means they never will. You can find a list of every symbol type [[Language|here]].&lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking.&lt;br /&gt;
&lt;br /&gt;
NOTE: With version 32a and higher, if you use [NUISANCE] or [BABYSNATCHER] with older mods then you will get things like wyverns sneaking into your fort knocking everything over, as they're set buildingdestroyer. Just remove the line (nuisance, babysnatcher, sieger) entirely.&lt;br /&gt;
&lt;br /&gt;
== Modding the creatures ==&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun. Essentially you can change nearly any aspect of a creature or completely make your own from scratch. You can either add a new creature to the bottom of an existing creature_thing.txt file or make your own file; just be sure to add the name of the file (without the txt) to the top of it. For example, I tend to use a 'creature_newbies.txt' file myself.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is exactly similar to modding civs: just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all the information about each specific creature in the game, from animals to dwarves to goblins to even caravan wagons. Much of the data of a creature is quite self-explanatory; you can find a list of every creature token [[Creature_Tokens|here]]. &lt;br /&gt;
&lt;br /&gt;
Note: If you add a butcherable creature to the game such as a domestic animal, people will automatically wander around wearing its fur or skin as leather items when you are in the game, assuming the creature comes from the civ's biome (natural area). So don't be surprised to see 'duck leather armor' or something if you add ducks.&lt;br /&gt;
&lt;br /&gt;
== Modding items ==&lt;br /&gt;
&lt;br /&gt;
Items come in several flavors: 'crafted' items, and 'natural' items. Both are the same in most ways, but are stored in different places: most crafted item data are stored in the item_blah.txt files (such as item_armor.txt), while things like plants, gems, food, and ore are stored in &amp;quot;matgloss&amp;quot; files, ie. matgloss_plant.txt. Both are easily editable just like a creature or civ, but the problem is that there is no definitive list of what most of the tokens for these quite do yet. In any case they are usually pretty self-explanatory and you can guess what they do by checking out similar entries.&lt;br /&gt;
&lt;br /&gt;
For example, let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
 [NAME:thong:thongs]&lt;br /&gt;
 [WEIGHT:10]&lt;br /&gt;
 [VALUE:10]&lt;br /&gt;
 [BLOCKPOWER:5]&lt;br /&gt;
 [LAYER:UNDER]&lt;br /&gt;
 [COVERAGE:25]&lt;br /&gt;
 [LAYER_SIZE:10]&lt;br /&gt;
 [LAYER_PERMIT:30]&lt;br /&gt;
 [MATERIAL_SIZE:1]&lt;br /&gt;
 [SOFT]&lt;br /&gt;
 [LEATHER]&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries. Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere, and probably [HARD] instead of [SOFT]. Simple! &lt;br /&gt;
&lt;br /&gt;
Weapons work largely the same way; but remember that in order to actually use any of these things you'd have to add the ITEM_THING item flag to the civilization's 'useable items' list in entity_default.txt. For example, if you're fond of Scots and decided to make a 'claymore' sword that's even bigger than the two-hander already in the files. It might look like this:&lt;br /&gt;
&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_CLAYMORE]&lt;br /&gt;
 [NAME:claymore sword:claymore swords]&lt;br /&gt;
 [DAMAGE:160:SLASH]&lt;br /&gt;
 [WEIGHT:120]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [CRIT_BOOST:1]&lt;br /&gt;
 [TWO_HANDED:0]&lt;br /&gt;
 [MINIMUM_SIZE:7]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
&lt;br /&gt;
Tada! Yes, it's that easy. Then you just add it to the civ entry so a civilization can actually use and craft it, and it's done. &lt;br /&gt;
&lt;br /&gt;
== Modding language files ==&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it's very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
== Modding body parts ==&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All body definitions are located in body_default.txt and then linked to a creature in the creature's entry. For example, the dwarf creature has: [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]. All of these are seperate bodypart definitions in body_default.txt. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created. This means that if you don't add the appropriate bodyparts, hilarious things can happen: if you forget to add a throat or lungs your new creature will suffocate after taking a few steps (unless you make it a nonbreather). &lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the very simple format:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:ID:name][TOKENSGOHERE]&lt;br /&gt;
&lt;br /&gt;
YOu can add as many sub-parts as you want to an overall section. The most important tokens are 'CONTYPE' and 'CON': CONTYPE means the bodypart in question is connected to a certain *type* of bodypart, while CON means it's connected to a *specific* one. Let's break down a few entries:&lt;br /&gt;
&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head][CONTYPE:UPPERBODY][HEAD]&lt;br /&gt;
&lt;br /&gt;
This is a very simple one: a head. It connects directly to an upper body. All the stuff inside the head are seperate entries that call up the head as a different contype in turn:&lt;br /&gt;
&lt;br /&gt;
 [BODY:THROAT]&lt;br /&gt;
 [BP:THROAT:throat][CONTYPE:HEAD][THROAT][EMBEDDED][SMALL]&lt;br /&gt;
&lt;br /&gt;
The foot bone's connected to the ankle bone..&lt;br /&gt;
&lt;br /&gt;
If you wanted someone to be able to break someone else's throat (like breaking a joint) and suffocate them, just add the [JOINT], [BREATHE], and possibly [NERVOUS] to the throat object's tokens.&lt;br /&gt;
&lt;br /&gt;
A 'BODYGLOSS', which you can sometimes find in the creature entries, are simply replacement words for certain defined words in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in the body_default.txt, and then you can use this in a creature with '[BODYGLOSS:CLAW_HAND]' and it will replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature.&lt;br /&gt;
&lt;br /&gt;
Note that only creatures with the [EQUIPS] token (and possibly [INTELLIGENT]) and a civ that can create clothes/armor/weapons will be able to actually wear stuff.&lt;br /&gt;
&lt;br /&gt;
== Example one: dark dwarves ==&lt;br /&gt;
&lt;br /&gt;
These examples will go over the details for creating several new things as well as editing some old ones.&lt;br /&gt;
&lt;br /&gt;
Remember: delete the contents of your \save\ folder before editing any of the game text files, and always back up the old ones so you don't have to download a new copy of dwarf fortress if you messed something up and can't remember how to fix it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, we're going to create a new, evil civilization of dwarves called, unsurprisingly, dark dwarves. This will be quite easy, though with a few fundamental differences. Mainly, that dark dwarves are evil and more warlike than regular dwarves.&lt;br /&gt;
&lt;br /&gt;
First, back up your stuff and delete your saved worlds. Yes, I'm saying that again.&lt;br /&gt;
&lt;br /&gt;
Now, open up entity_default.txt. All your species civilizations will be in there. We're going to make a whole new one for our dark dwarves. In many ways it'll be a simple copy-paste job of regular dwarves, then tweaking some things.&lt;br /&gt;
&lt;br /&gt;
Add this to the bottom of the entity_default file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:DARK_DWARVES]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CIV_CONTROLLABLE]&lt;br /&gt;
    [CREATURE:DARK_DWARF]&lt;br /&gt;
    [TRANSLATION:DWARF]&lt;br /&gt;
    [DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
    [WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
    [AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_LEATHER:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_COAT:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_SHIRT:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_CLOAK:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_VEST:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_DRESS:COMMON]&lt;br /&gt;
    [ARMOR:ITEM_ARMOR_ROBE:COMMON]&lt;br /&gt;
    [HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
    [HELM:ITEM_HELM_HOOD:COMMON]&lt;br /&gt;
    [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]&lt;br /&gt;
    [GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_BOOTS:COMMON]&lt;br /&gt;
    [SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_GREAVES:COMMON]&lt;br /&gt;
    [PANTS:ITEM_PANTS_LEGGINGS:COMMON]&lt;br /&gt;
    [SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
    [SHIELD:ITEM_SHIELD_BUCKLER]&lt;br /&gt;
    [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
    [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
    [TOY:ITEM_TOY_HAMMER]&lt;br /&gt;
    [TOY:ITEM_TOY_AXE]&lt;br /&gt;
    [TOY:ITEM_TOY_MINIFORGE]&lt;br /&gt;
    [INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]&lt;br /&gt;
    [INSTRUMENT:ITEM_INSTRUMENT_DRUM]&lt;br /&gt;
    [SIEGER]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [CURRENCY_BY_YEAR]&lt;br /&gt;
    [CURRENCY:COPPER:1]&lt;br /&gt;
    [CURRENCY:SILVER:5]&lt;br /&gt;
    [CURRENCY:ELECTRUM:10]&lt;br /&gt;
    [CURRENCY:GOLD:15]&lt;br /&gt;
    [CURRENCY:PLATINUM:30]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EARTH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UGLY]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
    [METAL_PREF]&lt;br /&gt;
    [GEM_PREF]&lt;br /&gt;
    [STONE_PREF]&lt;br /&gt;
    [INDOOR_FARMING]&lt;br /&gt;
    [USE_CAVE_ANIMALS]&lt;br /&gt;
    [USE_EVIL_ANIMALS]&lt;br /&gt;
    [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
    [COMMON_DOMESTIC_PACK]&lt;br /&gt;
    [COMMON_DOMESTIC_PULL]&lt;br /&gt;
    [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
    [COMMON_DOMESTIC_PET]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fun part is that your dark dwarves will, thanks to the specified symbols, have some crazy names that you'd never see with regular dwarves (one of the fortresses it generated was called &amp;quot;Crowanus&amp;quot;, for example). If you dislike having bad language, just remove the [SELECT_SYMBOL:ALL:UNTOWARD].&lt;br /&gt;
&lt;br /&gt;
The main differences you'll see here compared to the dwarf entry is that they have different weapons, toys, instruments (thanks to their warlike nature, they build less of them) and [USE_EVIL_ANIMALS] is turned on: this will do nothing in dwarf fort mode but you'll see tamed trolls and ogres in their fortresses in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
Now, we need to build the DARK_DWARF creature. Create a new text file called 'creature_new.txt'. Immediately, add the following:&lt;br /&gt;
&lt;br /&gt;
 creature_new&lt;br /&gt;
&lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
That'll make this text file recognized as a creature file. Now, we simply add our dark_dwarf creature:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:DARK_DWARF]&lt;br /&gt;
    [NAME:dark dwarf:dark dwarves:dark dwarven]&lt;br /&gt;
    [TILE:1][COLOR:3:0:0]&lt;br /&gt;
    [GENPOWER:3]&lt;br /&gt;
    [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
    [INTELLIGENT]&lt;br /&gt;
    [TRANCES]&lt;br /&gt;
    [CANOPENDOORS]&lt;br /&gt;
    [LIKES_FIGHTING]&lt;br /&gt;
    [PREFSTRING:beards]&lt;br /&gt;
    [PREFSTRING:violent tempers]&lt;br /&gt;
    [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [MAXAGE:150:170]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:1]&lt;br /&gt;
    [FAT:3]&lt;br /&gt;
    [SIZE:6]&lt;br /&gt;
    [EQUIPS]&lt;br /&gt;
    [CAVE_ADAPT]&lt;br /&gt;
    [NOCTURNAL]&lt;br /&gt;
    [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
    [FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
    [HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
    [SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
    [CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
    [AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
    [SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
    [MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
    [PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
    [BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
    [SPEECH:dwarf.txt]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
    [EVIL]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is largely a copy of the regular dwarves, but with several differences: [LIKES_FIGHTING] will give them happy thoughts when they have fought something, [NOCTURNAL] means they like nights rather than days, and [EVIL] means on the adventurer map their fortresses will tend to end up on evil tiles rather than good ones. Otherwise, they are exactly the same as regular dwarves. To make them extra evil, add [BONECARN] somewhere in there and they can eat bones (they'll actually haul them from your refuse pit to the dining table, yum), but will sometimes (though rarely) choke to death on them. Also, they do not require booze to stay happy (though will happily drink it anyway if they have to). &lt;br /&gt;
&lt;br /&gt;
There! That's all we need to do in order to add our civilization. Just create a new world and they'll be there: however, when you go to adventurer mode, all (or none) of your dwarf entries might be replaced with dark dwarves, so it's really a matter of luck. When you start a new fortress, there will be a 50-50 chance of playing either as dwarves or dark dwarves.&lt;br /&gt;
&lt;br /&gt;
== Example two: &amp;quot;Arachnid&amp;quot; playable creature ==&lt;br /&gt;
&lt;br /&gt;
This time, we're going to add a new playable creature to adventurer mode, but not playable in fortress mode. An 'arachnid' is a large, powerful, evil half-elf, half-spider (no copyright violations here!): they are too big to wear standard equipment and are quite nasty enough without it anyway. The downside to playing them is that since they do not form standard civilizations, you cannot start them at a specific location nor will they have any weapon, armor, or wrestling skills to start out. Oh well.&lt;br /&gt;
&lt;br /&gt;
First off, we need to add a civilization entry in entity_default.txt. Open it up and add this to the bottom of the file:&lt;br /&gt;
&lt;br /&gt;
 [ENTITY:ARACHNIDS]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CREATURE:ARACHNID]&lt;br /&gt;
    [INDIV_CONTROLLABLE]&lt;br /&gt;
    [TRANSLATION:ELF]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
&lt;br /&gt;
This will give us some fun random names. As a 'nuisance' race they may appear and try to steal stuff from you in fortress mode (like kobolds), but I have yet to see that actually happen. The nuisance token also makes them not appear as regular civilizations, which is the entire point. Arachnids are solitary and do not form civilizations (though they WILL be found in caves). However, the INDIV_CONTROLLABLE token allows us to use ARACHNID: PLAY NOW! in adventurer mode, which is exactly what we want. They'll be powerful enough to use without gear anyhow.&lt;br /&gt;
&lt;br /&gt;
Next, we open up creature_new.txt (if you haven't made one, check the above example) and add the new creature to it:&lt;br /&gt;
&lt;br /&gt;
 [CREATURE:ARACHNID]&lt;br /&gt;
    [NAME:arachnid:arachnids:arachnid]&lt;br /&gt;
    [TILE:'&amp;amp;'][COLOR:7:0:0]&lt;br /&gt;
    [MODVALUE:20]&lt;br /&gt;
    [INTELLIGENT][CANOPENDOORS]&lt;br /&gt;
    [LARGE_CHASM][FREQUENCY:1][DIFFICULTY:4]&lt;br /&gt;
    [SPEED:700]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [EXTRACT:giant cave spider venom:7:0:0]&lt;br /&gt;
    [EXTRACT_VALUE:100]&lt;br /&gt;
    [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
    [EXTRACT_ANTIDOTE:giant cave spider antivenin:7:0:0:100]&lt;br /&gt;
    [WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
    [GENPOWER:4]&lt;br /&gt;
    [BLOODTYPE:W][CHITIN]&lt;br /&gt;
    [PETVALUE:2500]&lt;br /&gt;
    [GRASSTRAMPLE:10]&lt;br /&gt;
    [CARNIVORE][BONECARN]&lt;br /&gt;
    [EXTRAVISION][NOSTUN][NOEXERT][NOFEAR]&lt;br /&gt;
    [BUILDINGDESTROYER:1]&lt;br /&gt;
    [PREFSTRING:terrifying presence]&lt;br /&gt;
    [BODY:ARACHNOBODY:8EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
    [SIZE:10]&lt;br /&gt;
    [MAXAGE:20:30]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [FAT:2]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:4]&lt;br /&gt;
    [ALL_ACTIVE]&lt;br /&gt;
    [BIOME_SUBTERRANEAN_CHASM]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
&lt;br /&gt;
Now, what does this all mean, exactly? Well, compared to dwarves they are big, bad, as fast as elves, as sturdy as dwarves (hard to knock over), they have white blood, can eat bones, are immune to fear, stun, and never get tired, see twice as far, and are almost totally immune to most small-damage attacks. In addition I copied the giant cave spider paralyzing bite attack, so when you bite and hit, you'll sometimes inject a paralyzing poison fairly often that'll knock your prey unconscious in a few combat rounds. Not only is the bite very damaging, but you can even knock out creatures like ettins or giants and rip them up as they sleep at your leisure. &lt;br /&gt;
&lt;br /&gt;
However, we're not done yet. Notice the BODY: token has a few tidbits that we need to take a closer look at- 'ARACHNOBODY' and '8EYES' in particular. These are new to our species and we need to add them. So, close that and open up body_default.txt. Add the following to the bottom: &lt;br /&gt;
&lt;br /&gt;
 [BODY:ARACHNOBODY]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
 [BP:LB:abdomen][CON:UB][LOWERBODY]&lt;br /&gt;
 [BP:HD:head][CON:UB][HEAD]&lt;br /&gt;
 [BP:RUA:right upper arm][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LUA:left upper arm][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RLA:right lower arm][CON:RUA][LIMB][RIGHT]&lt;br /&gt;
 [BP:LLA:left lower arm][CON:LUA][LIMB][LEFT]&lt;br /&gt;
 [BP:RH:right hand][CON:RLA][GRASP][RIGHT]&lt;br /&gt;
 [BP:LH:left hand][CON:LLA][GRASP][LEFT]&lt;br /&gt;
 [BP:RA1:right first leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA1:left first leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF1:right first claw][CON:RA1][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF1:left first claw][CON:LA1][STANCE][LEFT]&lt;br /&gt;
 [BP:RA2:right second leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA2:left second leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF2:right second claw][CON:RA2][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF2:left second claw][CON:LA2][STANCE][LEFT]&lt;br /&gt;
 [BP:RA3:right third leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA3:left third leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF3:right third claw][CON:RA3][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF3:left third claw][CON:LA3][STANCE][LEFT]&lt;br /&gt;
 [BP:RA4:right fourth leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA4:left fourth leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF4:right fourth claw][CON:RA4][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF4:left fourth claw][CON:LA4][STANCE][LEFT]&lt;br /&gt;
&lt;br /&gt;
 [BODY:8EYES]&lt;br /&gt;
 [BP:REYE:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fourth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fifth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:sixth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:seventh eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
 [BP:LEYE:eighth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
&lt;br /&gt;
Voila! Now you have your complete arachnid. They are very fun to play in adventurer mode, yet still a challenge. You can tear through unarmed civilians like a knife through butter, armed soldiers pose a minor challenge (much bigger if you are getting ganged up on), elite spearmen are devastating, and archers still rip you to shreds unless you close in on them quickly and poison them. However, thanks to your multiple eyes and legs you can take quite a few direct hits and still keep going (I once had an arrow smash straight through my head, taking out 5 eyes and wounding the throat, brains, and both ears, and survived the encounter). &lt;br /&gt;
&lt;br /&gt;
In any case, you're now done! Create a new world and you will now be able to use arachnids as a playable creature in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30458</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30458"/>
		<updated>2007-12-06T00:39:32Z</updated>

		<summary type="html">&lt;p&gt;Teldin: Added rome fortress mod.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod ==&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
== Teldinmod 2: Judgment Day ==&lt;br /&gt;
&lt;br /&gt;
Adds plants, food, animals, playable races, instruments, and many more things.&lt;br /&gt;
&lt;br /&gt;
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000092 Forum Post] with more info.&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc) are changed, see the readme for details.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds several new indoor plans and numerous new outdoor plants.&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod|Botany Mod]]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+003azip/;9189944;/fileinfo.html Version 0.03a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with three Goblin animals.&lt;br /&gt;
&lt;br /&gt;
Does not replace anything.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/Goblinrar/;9175083;/fil Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000094 Forum Post] (See here also for the code for beak dogs that you can bring with you)&lt;br /&gt;
&lt;br /&gt;
== Toy Mod ==&lt;br /&gt;
adds over 180 toys to DF.&lt;br /&gt;
http://www.savefile.com/files/1242066  V 0.2&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27654</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27654"/>
		<updated>2007-12-02T17:38:53Z</updated>

		<summary type="html">&lt;p&gt;Teldin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Old|0.23.130.23a}}&lt;br /&gt;
&lt;br /&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;
See [[Adding New Civilization]] for related modding information and examples.&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.&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;
| BONE_SPEC_HEAT&lt;br /&gt;
| 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;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_SPEC_HEAT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| &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;
| &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 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;
| &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.&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.&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;
| DRINK_SPEC_HEAT&lt;br /&gt;
| 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;
| &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;
| &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;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &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;
| EXTRACT_SPEC_HEAT&lt;br /&gt;
| 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;
| &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.&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;
| Unknown.&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. And maybe affects warmth? (Requires confirmation)&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;
| &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;
| &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.&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;
| &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.&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;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_SPEC_HEAT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| &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;
| &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;
|???&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;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked.&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_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_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.&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.&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;
| &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;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token?&lt;br /&gt;
* value&lt;br /&gt;
* value&lt;br /&gt;
* value&lt;br /&gt;
| Determines special personality traits?&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.&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;
| 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 (?).&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;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_SPEC_HEAT&lt;br /&gt;
| 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.&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;
| SPEC_HEAT&lt;br /&gt;
| 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;
|&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;
|&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;
| Like VERMIN_SOIL, but appears in groups?&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, GORE, BURN&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;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Biome_token&amp;diff=1390</id>
		<title>40d:Biome token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Biome_token&amp;diff=1390"/>
		<updated>2007-12-02T17:35:41Z</updated>

		<summary type="html">&lt;p&gt;Teldin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Biome tokens''' are used to indicate environments for [[creature]]s and [[plant]]s.&lt;br /&gt;
&lt;br /&gt;
All objects that use biome tokens can take multiple entries, so they can be found in many different locations.&lt;br /&gt;
&lt;br /&gt;
To create something that only appears when you discover the cave river, lava, or chasm, use BIOME_SUBTERRANEAN_WATER, _LAVA, or _CHASM.&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;
|-&lt;br /&gt;
! width=&amp;quot;34%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;66%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ALL_MAIN ||Every biome.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_DESERT ||Any desert biome, including freezing or scorching.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_LAKE ||Any freshwater or saltwater lake. &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_LAND ||Anything not ocean, lake, or river.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_OCEAN ||Either bordering the ocean (ie. beach) or in it.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_POOL ||Will spawn around the small ponds (ie. swamp) on any map.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_RIVER ||Around any of the river types, including brooks and streams.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_TEMPERATE ||Any temperate-temperature biome.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_TEMPERATE_BROADLEAF ||Temperate broadleaf forests only.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_TEMPERATE_FOREST ||Temperate forests only, including broadleaf &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_TROPICAL ||Any tropical-temperature (hot, scorching) biome that is [WET] &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_TROPICAL_BROADLEAF ||Tropica broadleaf biomes only.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_TROPICAL_FOREST ||Any tropical forest, including broadleaf.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_WETLAND ||Swamps and marshes, any temperature.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_DESERT_BADLAND ||Any badlands. All badlands are considered &amp;quot;desert&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_DESERT_ROCK ||Rocky wastelands.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_DESERT_SAND ||Sand desert biomes, any 'color' (ie. black sand desert).&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_FOREST_TAIGA ||Taigas only apply to freezing forests.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_FOREST_TEMPERATE_BROADLEAF ||Only temperate broadleaf forests.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_FOREST_TEMPERATE_CONIFER ||Only temperate (medium-temp) conifer forests.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_FOREST_TROPICAL_CONIFER ||Only tropical (hot-scorching) conifer forests.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_FOREST_TROPICAL_DRY_BROADLEAF ||Only broadleaf forests with the [DRY] tag. &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_FOREST_TROPICAL_MOIST_BROADLEAF ||Only broadleaf forests with the [WET] tag .&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_GLACIER ||Found on freezing glaciers (ie. sasquatches, polar bears).&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_GRASSLAND_TEMPERATE ||Standard grassland.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_GRASSLAND_TROPICAL ||Only [WET] and warm grassland&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_LAKE_TEMPERATE_BRACKISHWATER ||Temperate lakes where fresh-water meets saltwater.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_LAKE_TEMPERATE_FRESHWATER ||Only freshwater (in-land) temperate lakes.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_LAKE_TEMPERATE_SALTWATER ||Only saltwater temperate lakes.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_LAKE_TROPICAL_BRACKISHWATER ||Only tropical (hot, wet) brackish lakes.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_LAKE_TROPICAL_FRESHWATER ||Only tropical freshwater lakes.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_LAKE_TROPICAL_SALTWATER ||Only tropical freshwater lakes.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_MARSH_TEMPERATE_FRESHWATER ||Temperate freshwater marshes, some of the most common. &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_MARSH_TEMPERATE_SALTWATER ||Saltwater marshes, found occasionally near oceans.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_MARSH_TROPICAL_FRESHWATER ||The tropical variety of freshwater marsh.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_MARSH_TROPICAL_SALTWATER ||The tropical variety of saltwater marsh.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_MOUNTAIN ||Found on and around mountains (not at chasm or river though).&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_NOT_FREEZING ||Any biome that isn't too cold.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_OCEAN_ARCTIC ||Only freezing oceans and their beaches.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_OCEAN_TEMPERATE ||Only moderate temperature oceans and their beaches.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_OCEAN_TROPICAL ||Only hot oceans and their beaches.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_POOL_TEMPERATE_BRACKISHWATER ||Brackish pools, such as certain marshes.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_POOL_TEMPERATE_FRESHWATER ||Fresh pools and ponds.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_POOL_TEMPERATE_SALTWATER ||Saltwater pools and ponds, fairly rare.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_POOL_TROPICAL_BRACKISHWATER ||Tropical variety of brackish pond.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_POOL_TROPICAL_FRESHWATER ||Tropical variety of freshwater pond.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_POOL_TROPICAL_SALTWATER ||Tropical variety of saltwater pond.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_RIVER_TEMPERATE_BRACKISHWATER ||Brackish rivers: usually found where rivers meet ocean.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_RIVER_TEMPERATE_FRESHWATER ||Freshwater rivers, including certain streams and brooks.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_RIVER_TEMPERATE_SALTWATER ||Saltwater rivers, fairly uncommon.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_RIVER_TROPICAL_BRACKISHWATER ||The tropical brackish variety of river.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_RIVER_TROPICAL_FRESHWATER ||The tropical freshwater variety of river.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_RIVER_TROPICAL_SALTWATER ||The tropical saltwater variety of river.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SAVANNA_TEMPERATE ||Temperate savannas, not found too often.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SAVANNA_TROPICAL ||Tropical savannas, very common in warm-hot areas.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SHRUBLAND_TEMPERATE ||Temperate shrubland, a very common mid-map biome.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SHRUBLAND_TROPICAL ||Tropical shrubland, like the above but found in warm-hot areas.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SUBTERRANEAN_CHASM ||Underground chasm, only appears when you discover it.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SUBTERRANEAN_LAVA ||Any caldera or volcano bowl.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SUBTERRANEAN_WATER ||Underground rivers, only appears when you discover it. &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SWAMP_MANGROVE ||Mangroves swamps, fairly rare and tropical. &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SWAMP_TEMPERATE_FRESHWATER ||Freshwater temperate swamps. Similar to marshes. &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SWAMP_TEMPERATE_SALTWATER ||Temperate saltwater swamps. Similar to marshes.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SWAMP_TROPICAL_FRESHWATER ||The tropical variety of swamp.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SWAMP_TROPICAL_SALTWATER ||Another tropical variety.&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_TUNDRA ||Like plains, but cold. Usually very little vegetation.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Biome_token&amp;diff=1389</id>
		<title>40d:Biome token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Biome_token&amp;diff=1389"/>
		<updated>2007-12-02T17:32:16Z</updated>

		<summary type="html">&lt;p&gt;Teldin: Added biome descriptions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Biome tokens''' are used to indicate environments for [[creature]]s and [[plant]]s.&lt;br /&gt;
&lt;br /&gt;
All objects that use biome tokens can take multiple entries, so they can be found in many different locations.&lt;br /&gt;
&lt;br /&gt;
To create something that only appears when you discover the cave river, lava, or chasm, use BIOME_SUBTERRANEAN_WATER, _LAVA, or _CHASM.&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;
|-&lt;br /&gt;
! width=&amp;quot;34%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;66%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ALL_MAIN |Every biome.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_DESERT |Any desert biome, including freezing or scorching.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_LAKE |Any freshwater or saltwater lake. | &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_LAND |Anything not ocean, lake, or river.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_OCEAN |Either bordering the ocean (ie. beach) or in it.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_POOL |Will spawn around the small ponds (ie. swamp) on any map.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_RIVER |Around any of the river types, including brooks and streams.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_TEMPERATE |Any temperate-temperature biome.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_TEMPERATE_BROADLEAF |Temperate broadleaf forests only.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_TEMPERATE_FOREST |Temperate forests only, including broadleaf.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_TROPICAL |Any tropical-temperature (hot, scorching) biome that is [WET].| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_TROPICAL_BROADLEAF |Tropica broadleaf biomes only.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_TROPICAL_FOREST |Any tropical forest, including broadleaf.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_ANY_WETLAND |Swamps and marshes, any temperature.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_DESERT_BADLAND |Any badlands. All badlands are considered &amp;quot;desert&amp;quot;.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_DESERT_ROCK |Rocky wastelands.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_DESERT_SAND |Sand desert biomes, any 'color' (ie. black sand desert).| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_FOREST_TAIGA |Taigas only apply to freezing forests.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_FOREST_TEMPERATE_BROADLEAF |Only temperate broadleaf forests.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_FOREST_TEMPERATE_CONIFER |Only temperate (medium-temp) conifer forests.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_FOREST_TROPICAL_CONIFER |Only tropical (hot-scorching) conifer forests.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_FOREST_TROPICAL_DRY_BROADLEAF |Only broadleaf forests with the [DRY] tag.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_FOREST_TROPICAL_MOIST_BROADLEAF |Only broadleaf forests with the [WET] tag.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_GLACIER |Found on freezing glaciers (ie. sasquatches, polar bears).| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_GRASSLAND_TEMPERATE |Standard grassland.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_GRASSLAND_TROPICAL |Only [WET] and warm grassland.|&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_LAKE_TEMPERATE_BRACKISHWATER |Temperate lakes where fresh-water meets saltwater.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_LAKE_TEMPERATE_FRESHWATER |Only freshwater (in-land) temperate lakes.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_LAKE_TEMPERATE_SALTWATER |Only saltwater temperate lakes.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_LAKE_TROPICAL_BRACKISHWATER |Only tropical (hot, wet) brackish lakes.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_LAKE_TROPICAL_FRESHWATER |Only tropical freshwater lakes.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_LAKE_TROPICAL_SALTWATER |Only tropical freshwater lakes.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_MARSH_TEMPERATE_FRESHWATER |Temperate freshwater marshes, some of the most common.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_MARSH_TEMPERATE_SALTWATER |Saltwater marshes, found occasionally near oceans.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_MARSH_TROPICAL_FRESHWATER |The tropical variety of freshwater marsh.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_MARSH_TROPICAL_SALTWATER |The tropical variety of saltwater marsh.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_MOUNTAIN |Found on and around mountains (not at chasm or river though).| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_NOT_FREEZING |Any biome that isn't too cold.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_OCEAN_ARCTIC |Only freezing oceans and their beaches.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_OCEAN_TEMPERATE |Only moderate temperature oceans and their beaches.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_OCEAN_TROPICAL |Only hot oceans and their beaches.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_POOL_TEMPERATE_BRACKISHWATER |Brackish pools, such as certain marshes.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_POOL_TEMPERATE_FRESHWATER |Fresh pools and ponds.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_POOL_TEMPERATE_SALTWATER |Saltwater pools and ponds, fairly rare.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_POOL_TROPICAL_BRACKISHWATER |Tropical variety of brackish pond.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_POOL_TROPICAL_FRESHWATER |Tropical variety of freshwater pond.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_POOL_TROPICAL_SALTWATER |Tropical variety of saltwater pond.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_RIVER_TEMPERATE_BRACKISHWATER |Brackish rivers: usually found where rivers meet ocean.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_RIVER_TEMPERATE_FRESHWATER |Freshwater rivers, including certain streams and brooks.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_RIVER_TEMPERATE_SALTWATER |Saltwater rivers, fairly uncommon.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_RIVER_TROPICAL_BRACKISHWATER |The tropical brackish variety of river.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_RIVER_TROPICAL_FRESHWATER |The tropical freshwater variety of river.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_RIVER_TROPICAL_SALTWATER |The tropical saltwater variety of river.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SAVANNA_TEMPERATE |Temperate savannas, not found too often.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SAVANNA_TROPICAL |Tropical savannas, very common in warm-hot areas.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SHRUBLAND_TEMPERATE |Temperate shrubland, a very common mid-map biome.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SHRUBLAND_TROPICAL |Tropical shrubland, like the above but found in warm-hot areas.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SUBTERRANEAN_CHASM |Underground chasm, only appears when you discover it.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SUBTERRANEAN_LAVA |Any caldera or volcano bowl.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SUBTERRANEAN_WATER |Underground rivers, only appears when you discover it.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SWAMP_MANGROVE |Mangroves swamps, fairly rare and tropical.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SWAMP_TEMPERATE_FRESHWATER |Freshwater temperate swamps. Similar to marshes.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SWAMP_TEMPERATE_SALTWATER |Temperate saltwater swamps. Similar to marshes.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SWAMP_TROPICAL_FRESHWATER |The tropical variety of swamp.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SWAMP_TROPICAL_SALTWATER |Another tropical variety.| &lt;br /&gt;
|-&lt;br /&gt;
| BIOME_TUNDRA |Like plains, but cold. Usually very little vegetation.| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Teldin&amp;diff=29363</id>
		<title>User:Teldin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Teldin&amp;diff=29363"/>
		<updated>2007-11-26T07:26:49Z</updated>

		<summary type="html">&lt;p&gt;Teldin: New page: Hi there. I'm Teldin. I'm a Pisces, I like perogies, and I enjoy modding DF. You can find my current mod [http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip here] as a matter ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi there. I'm Teldin. I'm a Pisces, I like perogies, and I enjoy modding DF. You can find my current mod [http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip here] as a matter of fact. I also have the same name on the forums. Hurray!&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:New_plants&amp;diff=12377</id>
		<title>Modification:New plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:New_plants&amp;diff=12377"/>
		<updated>2007-11-26T07:22:20Z</updated>

		<summary type="html">&lt;p&gt;Teldin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Morlark's Plant Mod==&lt;br /&gt;
&lt;br /&gt;
I created this mod mostly to pass the time until the new version was released. Now that it has been, I've updated it. This mod adds ten new plants (six outdoor plants, and four cave plants). Of these, five are plantable crops, and the other five can be found only by gathering from shrubs. In total this mod will give you three new dye colours, three new alcohols, and one new cloth.&lt;br /&gt;
&lt;br /&gt;
Some of these plants are restricted to certain biomes, so don't be surprised if you can't find all of them in your location. Some of them are not very common, so it may take a while to find them even if you're in the right place.&lt;br /&gt;
&lt;br /&gt;
This new version (v1.1) adds three new plants to be found in a variety of different biomes. It also has some minor value tweaks to be more consistent.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Morlark's Plant Mod (v1.1)] (Save this to your '\raw\objects' directory. Generate a new world for it to take effect. If you have installed a previous version of this mod then you will need to remove the 'matgloss_plant_morlark' file from your '\data\objects' directory before generating a new world.)&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|~|#FFF}}&lt;br /&gt;
|&lt;br /&gt;
|Wintersbite. Can me brewed to produce alcohol, or milled to make dye. Seasons: Winter. Biome: Temperate conifer forest. Availability: Uncommon. Only available by herbalism.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|~|#FF0}}&lt;br /&gt;
|&lt;br /&gt;
|Golden Sungrass. Can be milled to make dye. Seasons: All except winter. Biome: Any non-freezing. Availability: Fairly common. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|&amp;quot;|#F0F}}&lt;br /&gt;
|&lt;br /&gt;
|Crag Blossom. Can be milled to make dye. Seasons: All. Biome: Cave chasm. Avalability: Fairly common. Only available by herbalism.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|τ|#777}}&lt;br /&gt;
|&lt;br /&gt;
|Cave Bolete. Can be eaten raw. Seasons: All. Biome: Cave river. Availability: Common. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|♣|#770}}&lt;br /&gt;
|&lt;br /&gt;
|Cave Potato. Can be eaten when cooked, or brewed to produce alcohol. Seasons: All except winter. Biome: Cave river. Availability: Common. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|τ|#FFF}}&lt;br /&gt;
|&lt;br /&gt;
|Wild Cotton. Can be used for cloth. Seasons: Summer and autumn. Biome: Any temperate. Availability: Common. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|↕|#070}}&lt;br /&gt;
|&lt;br /&gt;
|Spinethistle Bush. Can be cooked when processed to bag. Seasons: All except winter. Biome: Cave chasm. Availability: Uncommon. Can be farmed.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|↔|#770}}&lt;br /&gt;
|&lt;br /&gt;
|Sandspine. Can be brewed to produce alcohol. Seasons: All. Biome: Any desert. Availability: Rare. Only available by herbalism.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|ƒ|#700}}&lt;br /&gt;
|&lt;br /&gt;
|Plagued Lasher. Can be processed to vial. Seasons: Spring and summer. Biome: Evil wetlands. Availability: Fairly common. Only available by herbalism.&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|╨|#F0F}}&lt;br /&gt;
|&lt;br /&gt;
|Drycup Bloom. Can be cooked when processed to bag. Seasons: All except winter: Biome: Pools. Availability: Common. Only available by herbalism.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: I started work on this before I discovered FFT's Alcohol Mod, so there's a small amount of overlap with it. Feel free to use both this and the Alcohol Mod at the same time, but don't be surprised if you find odd things like plants with similar (or the same) names being used for different things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Teldin's Mod==&lt;br /&gt;
&lt;br /&gt;
Not just for plants, this mod adds several new creatures, items, foods, and playable races.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Teldin's Mod]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Botany Mod==&lt;br /&gt;
&lt;br /&gt;
Adds several new indoor plans and numerous new outdoor plants&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod|Botany Mod]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]]&lt;br /&gt;
&lt;br /&gt;
==Dwarmins Plant Mod==&lt;br /&gt;
Heres a few plants I use.&lt;br /&gt;
&lt;br /&gt;
Gallows Weed: Grows in evil swamps, valuable when brewed into pitchdank beer. Can only be gathered by herbalism. Guess the reference!&lt;br /&gt;
&lt;br /&gt;
Evermind Flower: Uncommon plant grows in good areas, used to make windwine.&lt;br /&gt;
&lt;br /&gt;
Moon Acorn: Can be found in good areas, can be processed to vial to make cookable extract, moon acorn butter.&lt;br /&gt;
&lt;br /&gt;
Marble Leaf: Uncommon plant that grows in savage areas-can be used make semi-valuable silver dye.&lt;br /&gt;
&lt;br /&gt;
Dragon Root: Rare plant that only be found in savage areas with herbalism-can be brewed into emberwine or be processed to vial for cookable extract, dragonspice.&lt;br /&gt;
&lt;br /&gt;
Flax: Found everywhere, can be brewed into mountain tea or woven into cloth.&lt;br /&gt;
&lt;br /&gt;
Jute: A cheap quick growing cloth, also called Burlap.&lt;br /&gt;
&lt;br /&gt;
Royal Plum: Grows everywhere, but rare. Only available by herbalism. Can be brewed into royal liquer, processed to vial to create royal plum jelly, or milled to make dark indigo dye.&lt;br /&gt;
&lt;br /&gt;
http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:New_creatures&amp;diff=13256</id>
		<title>Modification:New creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:New_creatures&amp;diff=13256"/>
		<updated>2007-11-26T07:21:32Z</updated>

		<summary type="html">&lt;p&gt;Teldin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[User:Chariot|Zoo Mod]]==&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Teldin's Mod==&lt;br /&gt;
&lt;br /&gt;
Not just for creatures, this mod adds several new items, foods, and playable races too.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Teldin's Mod]&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
==[[User:Pathos|Dire Animals]]==&lt;br /&gt;
&lt;br /&gt;
creature_dire&lt;br /&gt;
&lt;br /&gt;
[OBJECT:CREATURE]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CREATURE:APE_DIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:dire ape:dire apes:dire ape]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:'a'][COLOR:1:0:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PETVALUE:350]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CURIOUSBEAST_ITEM]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DAMBLOCK:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MODVALUE:10]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET_EXOTIC][LARGE_PREDATOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:brute strength][NOPAIN][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIZE:9]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:15:25]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DIURNAL][SAVAGE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_ANY_TROPICAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[STANDARD_FLESH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:1][CHILDNAME:dire ape baby:dire ape babies]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HOMEOTHERM:10069]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LAYERING:100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CREATURE:BEAR_DIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:dire bear:dire bears:dire bear]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:'B'][COLOR:1:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MODVALUE:10]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:2]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CURIOUSBEAST_GUZZLER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_PREDATOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NO_WINTER][MEANDERER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DAMBLOCK:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GENPOWER:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PETVALUE:1000]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][SAVAGE][PET_EXOTIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:great strength][NOPAIN][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODYGLOSS:PAW]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIZE:15]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:20:30]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:1][CHILDNAME:dire bear cub:dire bear cubs]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:7]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DIURNAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_FOREST_TAIGA]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_ANY_TEMPERATE_FOREST]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[STANDARD_FLESH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HOMEOTHERM:10067]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LAYERING:300]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[CREATURE:FOX_DIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:dire fox:dire foxes:dire fox]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:'f'][COLOR:6:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BENIGN][SAVAGE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DAMBLOCK:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MODVALUE:10]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PETVALUE:250]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET_EXOTIC][LARGE_PREDATOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BONECARN]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:primeval cunning][NOPAIN][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODYGLOSS:PAW]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIZE:6]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:10:20]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:1][CHILDNAME:dire fox pup:dire fox pups]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DIURNAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_FOREST_TAIGA]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_ANY_TEMPERATE_FOREST]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[STANDARD_FLESH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HOMEOTHERM:10067]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LAYERING:100]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CREATURE:WOLF_DIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:dire wolf:dire wolves:dire wolf]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:'w'][COLOR:7:0:4]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MODVALUE:10]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:10]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CLUSTER_NUMBER:3:7][PET_EXOTIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_PREDATOR][SAVAGE][MEANDERER][LARGE_PREDATOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PETVALUE:500]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GRASSTRAMPLE:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BONECARN]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DAMBLOCK:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:primordial howls][NOPAIN][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODYGLOSS:PAW]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIZE:10]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:10:20]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:2][CHILDNAME:dire wolf pup:dire wolf pups]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ALL_ACTIVE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_GLACIER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_TUNDRA]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[STANDARD_FLESH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HOMEOTHERM:10067]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LAYERING:300]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CREATURE:SHARK_DIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:dire shark:dire sharks:dire shark]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:'S'][COLOR:7:0:7]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_ROAMING]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MODVALUE:15]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GENPOWER:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DAMBLOCK:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:ability to make one afraid to go into the water][NOPAIN][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ALL_ACTIVE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_PREDATOR][NATURAL][SAVAGE][PET_EXOTIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PETVALUE:500]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIZE:20]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:20:30]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NO_DRINK]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:1][CHILDNAME:dire shark pup:dire shark pups]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:6]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_OCEAN_TEMPERATE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_OCEAN_TROPICAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[STANDARD_FLESH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HOMEOTHERM:10067]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:300]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CREATURE:ELEPHANT_DIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:dire elephant:dire elephants:dire elephant]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:'E'][COLOR:5:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_ROAMING][SAVAGE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MODVALUE:15]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GENPOWER:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:strength][NOPAIN][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[IVORY]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DIURNAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FREQUENCY:5]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DAMBLOCK:2]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL][PET_EXOTIC][LARGE_PREDATOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PETVALUE:5000]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:TRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:2TUSKS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIZE:32]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:50:70]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:RTUSK:tusk:tusks:1:6:GORE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:LTUSK:tusk:tusks:1:6:GORE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:1][CHILDNAME:dire elephant calf:dire elephant calves]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:20]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_ANY_TROPICAL_FOREST]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_SHRUBLAND_TROPICAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[STANDARD_FLESH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HOMEOTHERM:10066]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CREATURE:OLIPHAUNT]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:oliphaunt:oliphaunts:oliphaunt]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:'E'][COLOR:7:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_ROAMING][SAVAGE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MODVALUE:40]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GENPOWER:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:strength][NOPAIN][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[IVORY][LARGE_PREDATOR]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DIURNAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FREQUENCY:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[DAMBLOCK:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL][PET_EXOTIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PETVALUE:5000]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:TRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:2TUSKS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIZE:60]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:50:70]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:RTUSK:tusk:tusks:1:6:GORE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:LTUSK:tusk:tusks:1:6:GORE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:1][CHILDNAME:oliphaunt calf:oliphaunt calves]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:20]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_ANY_TROPICAL_FOREST]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_SHRUBLAND_TROPICAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[STANDARD_FLESH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HOMEOTHERM:10066]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CREATURE:FISH_CARP_DIRE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NAME:dire carp:dire carp:dire carp]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[TILE:224][COLOR:5:0:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_ROAMING]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MODVALUE:10]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[GENPOWER:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PREFSTRING:wicked protruding mouths][NOPAIN][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ALL_ACTIVE]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[PETVALUE:500]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SIZE:10]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[MAXAGE:20:30]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[NO_DRINK]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CHILD:1][CHILDNAME:dire carp fry:dire carp fry]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[FAT:1]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_RIVER_TEMPERATE_FRESHWATER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_RIVER_TROPICAL_FRESHWATER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_LAKE_TEMPERATE_FRESHWATER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[BIOME_LAKE_TROPICAL_FRESHWATER]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[STANDARD_FLESH]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[HOMEOTHERM:10067]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[SAVAGE][PET_EXOTIC]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[LARGE_PREDATOR][FREQUENCY:5]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&amp;lt;br /&amp;gt;&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Teldin</name></author>
	</entry>
</feed>