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|Descriptor color · Descriptor pattern · Descriptor shape|
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|Material · Material definition · Inorganic material definition|
The following tokens can be used to define and use interactions. (It appears that, at least in order to make the big list make a little more sense, some examples of those may be necessary.)
|INTERACTION||Global||ID||Used to start defining a new interaction. The term "interaction ID" refers to the text specified within this token; this is used to make reference to the interaction in various other places.|
|EXPERIMENT_ONLYv0.47.01||Global||Disallows use of the interaction in play, but if the interaction animates or resurrects corpses, or has an I_SOURCE:EXPERIMENT tag, it can be used in worldgen. Animation and resurrection interactions do not need I_SOURCE:EXPERIMENT to work in worldgen.|
|I_SOURCE||Global||type||Defines what things are capable of triggering this interaction - multiple sources may be specified. Valid values:
|IS_HIST_STRING_1||Within I_SOURCE||text||Describes what the interaction did to a historical figure; this is displayed in legends mode following the name of the historical figure who performed the interaction and preceding the name of the targeted historical figure (or, in the case of [I_SOURCE:INGESTION], the historical figure from whom the consumed material was extracted).
|IS_HIST_STRING_2||Within I_SOURCE||text||Describes what the interaction did to a historical figure; this is displayed in legends mode after the name of the historical figure who was targeted by the interaction. In the case of [I_SOURCE:INGESTION], it is displayed after the name of the historical figure from whom the consumed material was extracted.
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]
|IS_TRIGGER_STRINGv0.47.01||Within I_SOURCE||text||Displayed as an announcement when the interaction is carried out during play. The text follows the name of the target unit, and is preceded by IS_TRIGGER_STRING_SECOND or IS_TRIGGER_STRING_THIRD. May be limited to [I_SOURCE:DEITY] and [I_SOURCE:EXPERIMENT] interactions at present; this still needs to be tested.
[IS_TRIGGER_STRING: been infected with a contagious ghoulish condition]
|IS_TRIGGER_STRING_SECONDv0.47.01||Within I_SOURCE||text||Presented before the IS_TRIGGER_STRING when describing the event in the second person.
|IS_TRIGGER_STRING_THIRDv0.47.01||Within I_SOURCE||text||Presented before the IS_TRIGGER_STRING when describing the event in the third person.
|IS_NAME||Within I_SOURCE||string||Generally used with [I_SOURCE:SECRET] interactions to describe what the secret is about (though it may be used to name any I_SOURCE). This name is engraved onto the appropriate secret-containing slabs from worldgen, and is used in legends mode when describing the secret being learnt by historical figures.
[IS_NAME:the secrets of life and death]
|IS_SPHERE||Within I_SOURCE:SECRET||sphere||Indicates the sphere to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, so several [I_SOURCE:SECRET] tokens are required to make a secret belong to multiple spheres.|
|IS_SECRET_GOAL||Within I_SOURCE:SECRET||Secret Goal token||Indicates why somebody would want to learn the secret. Valid values:
However, currently only IMMORTALITY will result in a secret being pursued during world-gen.[Verify]
|IS_SECRET||Within I_SOURCE:SECRET||Secret Flag||Indicates how the secret can be learned. Valid values:
|IS_USAGE_HINT||Within I_SOURCE:DEITY||Usage Hint token||Indicates why a deity would choose to perform this interaction. See CDI:USAGE_HINT below for valid values - in this context, MINOR_BLESSINGv0.47.01, MEDIUM_BLESSINGv0.47.01, MINOR_CURSEv0.47.01, MEDIUM_CURSEv0.47.01, and MAJOR_CURSE are the only values that make sense.|
|IS_REGION||Within I_SOURCE:REGION||Region type||Indicates what types of regions are capable of performing this interaction. This token may be specified several times per I_SOURCE to permit multiple terrain/alignment types. Valid values:
|IS_FREQUENCY||Within I_SOURCE||Probability||When used with [I_SOURCE:REGION], determines how likely it is for the region(s) specified via [IS_REGION] to possess this interaction.
Note: it appears that regions aren't allowed to possess more than a single regional interaction at present.
|I_TARGET||Global||ID, type||Defines the targets available for subsequent use with [I_EFFECT] tokens. Multiple targets may be specified; the precise target(s) used with each interaction effect are indicated via their ID (see [IE_TARGET]). Valid values:
|IT_LOCATION||Within I_TARGET||Location||This is often included after [I_TARGET] token to add more detail about the target. Valid values:
|IT_MANUAL_INPUT||Within I_TARGET||text||Tells the adventure mode player what they should be selecting. If not specified, the player will only be able to target themselves.|
|IT_AFFECTED_CREATURE||Within I_TARGET:CORPSE or I_TARGET:CREATURE||CREATURE:CASTE||Specifies specific creatures the interaction can target.|
|IT_AFFECTED_CLASS||Within I_TARGET:CORPSE or I_TARGET:CREATURE||Creature class||Specifies creature classes the interaction can target.|
|IT_IMMUNE_CREATURE||Within I_TARGET:CORPSE or I_TARGET:CREATURE||CREATURE:CASTE||Specifies specific creatures the interaction cannot target.|
|IT_IMMUNE_CLASS||Within I_TARGET:CORPSE or I_TARGET:CREATURE||Creature class||Specifies creature classes the interaction cannot target.|
|IT_REQUIRES||Within I_TARGET:CORPSE or I_TARGET:CREATURE||Creature token or property||Indicates that the target must have the specified property. Valid values:
|IT_FORBIDDEN||Within I_TARGET:CORPSE or I_TARGET:CREATURE||Creature token or property||Indicates that the target must not have the specified property. Valid values are the same as for IT_REQUIRES.|
|IT_CANNOT_TARGET_IF_ALREADY_AFFECTED||Within I_TARGET:CORPSE or I_TARGET:CREATURE||Prevents the interaction from targeting a creature that's already under the effect of the same interaction.|
|IT_CANNOT_HAVE_SYNDROME_CLASS||Within I_TARGET:CORPSE or I_TARGET:CREATURE||Syndrome class||Prevents the interaction from targeting a creature under the effects of a syndrome having the specified SYN_CLASS value.|
|IT_MATERIAL||Within I_TARGET:MATERIAL||type||Specifies the type of material the interaction targets; currently only used for MATERIAL_EMISSION interaction effects. See Breath Attack Types. Valid values:
|I_EFFECT||Global||type||Specifies what the interaction does to the targets. Multiple [I_EFFECT]s may be specified in a single interaction, and the same type may be used more than once. Valid values:
|IE_ARENA_NAME||Within I_EFFECT||text||Allows the interaction effect to be applied directly to newly spawned creatures in arena mode. The specified name is used to represent it within the creature creation effects list.|
|IE_TARGET||Within I_EFFECT||ID||Specifies which I_TARGET a particular interaction effect will be applied to. For example, in an interaction with the token [I_TARGET:B:CREATURE], 'B' is the ID used to indicate this target option. [I_EFFECT:ADD_SYNDROME] followed by [IE_TARGET:B] would therefore apply the syndrome to this target. Certain types of interaction effects require multiple IE_TARGET tokens in a specific order to function properly. A few effects do not require a target at all.|
|IE_INTERMITTENT||Within I_EFFECT||Frequency||Only appears to work with [I_SOURCE:REGION] interactions. Indicates that the effect happens intermittently and specifies roughly how often. Regional interactions aren't able to use effects which lack this token. Valid values:
Note: DAILY, MONTHLY and YEARLY also exist in the string dump but don't appear to work at present.
|IE_IMMEDIATE||Within I_EFFECT||Indicates that the effect happens immediately.|
|IE_LOCATION||Within I_EFFECT||Location Hint||Prevents the interaction effect from manifesting unless the target is in a location which meets the specified criteria.
A depth of 1/7 is sufficient for IN_WATER and IN_MAGMA.
Note: NO_THICK_FOG and OUTSIDE are accepted as valid location hints when specified with IE_LOCATION, but don't appear to work. It's possible that they're currently only implemented for use with
|IE_ADD_WEATHERv0.47.01||Within I_EFFECT:CHANGE_WEATHER||type||Indicates what type of weather is added. Valid values:
|IE_REMOVE_WEATHERv0.47.01||Within I_EFFECT:CHANGE_WEATHER||type||Indicates what type of weather is removed. See above for a list of valid weather types.|
|IE_GRIME_LEVEL||Within I_EFFECT:CLEAN||amount?||[IE_GRIME_LEVEL:2] appears in the default cleaning interaction, and may indicate amount of grime cleaned.|
|IE_SYNDROME_TAG||Within I_EFFECT:CLEAN||syndrome trigger flag||When a creature cleans off a contaminant which is associated with a syndrome, the syndrome will be contracted if it has a matching trigger flag. This is what enables cats to become slightly inebriated when licking off alcohol. SYN_INGESTED appears to be the only syndrome trigger flag that works in this context.|
|IE_PROPEL_FORCEv0.47.01||Within I_EFFECT:PROPEL_UNIT||amount||Indicates the amount of force that the target will be propelled with.|
|IE_ITEMv0.47.01||Within I_EFFECT:CREATE_ITEM||<probability>:<quantity>:item token:material token||Defines what item will be created.|
|IE_ITEM_QUALITYv0.47.01||Within I_EFFECT:CREATE_ITEM||<quality> OR <minimum quality>:<maximum quality>||Defines what quality the created item shall have. Can either be specified in the form of a single, fixed quality (it seems that ARTIFACT can only be used in this manner), or a minimum and maximum level (in which case the quality is selected randomly). Valid values (numerals only except for ARTIFACT):
|IE_SET_QUALITYv0.47.01||Within I_EFFECT:CHANGE_ITEM_QUALITY||quality level||Defines a fixed quality level which the affected item(s) will be set to (decreasing or increasing in quality as necessary). See above for a list of valid quality levels (but note that ARTIFACT cannot be used in this effect).|
|IE_CHANGE_QUALITYv0.47.01||Within I_EFFECT:CHANGE_ITEM_QUALITY||amount||Determines how much the quality of the item(s) will be changed. For instance, improving a well-crafted -item- (quality level 1) by 2 will turn it into a superior-quality *item* (quality level 3). A negative value can be used to decrease quality. Quality cannot be increased beyond level 5 (masterwork) or decreased below level 0 (ordinary).|
|CREATUREv0.47.01||Within I_EFFECT:SUMMON_UNIT||<creature token>:<caste token>||Indicates which specific creature will be created when using this interaction. ANY can be used in place of a specific caste token. Only one [CREATURE] may currently be specified per interaction effect.|
|IE_CREATURE_FLAGv0.47.01||Within I_EFFECT:SUMMON_UNIT||<creature flag>||When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified creature flag. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned.|
|IE_FORBIDDEN_CREATURE_FLAGv0.47.01||Within I_EFFECT:SUMMON_UNIT||<creature flag>||When this token is added to a random creature summoning effect, any creature with the specified creature flag will be excluded from the selection. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned.|
|IE_CREATURE_CASTE_FLAGv0.47.01||Within I_EFFECT:SUMMON_UNIT||<caste flag>||When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified caste flag. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned.|
|IE_FORBIDDEN_CREATURE_CASTE_FLAGv0.47.01||Within I_EFFECT:SUMMON_UNIT||<caste flag>||When this token is added to a random creature summoning effect, it excludes any creature with the specified caste flag. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned.|
|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEEDv0.47.01||Within I_EFFECT:SUMMON_UNIT||<minimum gait speed>||When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have at least one gait with an <energy expenditure> of 0 and a <max speed> less than or equal to the specified <minimum gait speed> ("less than" because lower is faster in the scale used for gait speed). |
|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEEDv0.47.01||Within I_EFFECT:SUMMON_UNIT||<maximum gait speed>||When this token is added to a random creature summoning effect, it excludes any creatures which have at least one gait with an <energy expenditure> of 0 and a <max speed> value less than or equal to the specified <maximum gait speed> (note that larger values are slower in the scale used for gait speed). |
|IE_TIME_RANGEv0.47.01||Within I_EFFECT:SUMMON_UNIT||<minimum ticks>:<maximum ticks>||The summoned unit vanishes in a puff of smoke once a certain amount of time has elapsed. The time limit is a randomly selected number of ticks within the specified minimum-maximum time range. The unit will persist indefinitely if this token is omitted.|
|IE_MAKE_PET_IF_POSSIBLEv0.47.01||Within I_EFFECT:SUMMON_UNIT||Makes the summoned unit behave as a pet of the unit who performed the summoning interaction.|
|GENERATED||Global||Indicates that this is a generated interaction. Cannot be specified in user-defined raws.
To enable a particular type of creature to use an interaction directly, the creature token
[CAN_DO_INTERACTION:<interaction name>] should be added to its creature raws (replacing '<interaction name>' with the ID of the desired interaction; for an interaction called
[INTERACTION:CLEANING] in the raws, the ID would be "CLEANING"), followed by a series of [CDI:...] tokens as detailed below.
Interactions can also be granted to individual creatures via syndromes using the syndrome effect token
[CE_CAN_DO_INTERACTION] followed by
[CDI:INTERACTION:<interaction name>] and additional CDI tokens as required.
The following is a list of valid CDI tokens. Precede them with "CDI:" in the style of
[CDI:ADV_NAME:Clean], for example.
|INTERACTION||ID||Specifies which interaction can be performed. This is only needed following CE_CAN_DO_INTERACTION; there's no need to include this after CAN_DO_INTERACTION as the latter allows you to specify the interaction directly (as explained above).|
|ADV_NAME||text||Specifies the name of the interaction as it will appear on the adventure mode 'powers/abilities' menu.|
|TARGET||target ID, target types||Specifies how the creature chooses what to target. Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls. Valid target types:
|TARGET_RANGE||target ID, range||Determines the maximum distance from the interaction user (in tiles) at which something can be considered a valid target. For SOLID_GLOB, SHARP_ROCK, LIQUID_GLOB and FIREBALL breath attacks, also determines how far the projectiles can fly before falling to the ground.|
|MAX_TARGET_NUMBER||ID, number||Specifies the maximum number of things that can be selected for a particular I_TARGET.|
|LOCATION_HINT||Location Hint||Prevents CPU-controlled creatures from using the interaction unless they are in a location which meets the specified criteria. See above for a list of valid location hint values.|
|USAGE_HINT||Usage hint token||Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified, the interaction will be used whenever a valid target is available[Verify]. Multiple usage hints may be specified. Valid values:
|WAIT_PERIOD||number||The creature must wait the specified number of ticks before being able to use the interaction again. The delay defaults to 20 ticks if this is omitted. Setting it to 0 removes the delay altogether.
Note: A WAIT_PERIOD of 10 is 10 ticks long in fortress mode, but only 1 tick long in adventurer mode.
|FREE_ACTION||Indicates that performing the interaction doesn't take any time.|
|BP_REQUIRED||Body part criteria||Indicates that a particular body part must be present in order to perform the interaction. Criteria are BY_CATEGORY:category, BY_TYPE:type (GRASP, for example), or BY_TOKEN:token (uses the body part ID). See body token.|
|VERBAL||Only creatures that can speak will be able to use the interaction. Might also be needed for VERBAL_SPEECH.|
|VERBAL_SPEECH||filename||Specifies what the creature says when they perform the interaction. Filename path is relative to /data/speech.|
|CAN_BE_MUTUAL||Presumably allows two creatures with the same interaction to use it on each other simultaneously, for example, cats cleaning each other.|
|VERB||self:other:mutual||When a creature uses the interaction, a combat report message will be displayed in the form:
[interaction user(s)] [VERB text] [target creature (if applicable)]
The 'self' text is presented when describing the interaction in the second person (that is, when the interaction is carried out by the player character in adventure mode), the 'other' text is presented when describing it in the third person, and the 'mutual' text is presented when the interaction is carried out in a mutual fashion.
[CDI:VERB:lick:licks:lick each other]
|TARGET_VERB||self:other||When a creature uses the interaction, a message will display, describing the target as doing this.
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
|FLOW||Breath attack token||Can be used with interactions that have [I_EFFECT:MATERIAL_EMISSION] and [IT_LOCATION:CONTEXT_MATERIAL] (or [IT_MATERIAL:CONTEXT_MATERIAL]) to make the interaction emit a special flow type. Valid values:|
|MATERIAL||Material token:Breath attack token||Can be used with interactions that have [I_EFFECT:MATERIAL_EMISSION] and [IT_LOCATION:CONTEXT_MATERIAL] (or [IT_MATERIAL:CONTEXT_MATERIAL]) to make the interaction emit the specified material in the manner described by the breath attack token used.|
Breath attacks are controlled by the MATERIAL_EMISSION interaction, like so:
[CAN_DO_INTERACTION:MATERIAL_EMISSION] [CDI:ADV_NAME:Breath custom material] [CDI:USAGE_HINT:ATTACK] [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH] [CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW] [CDI:TARGET:C:LINE_OF_SIGHT] [CDI:TARGET_RANGE:C:15] [CDI:MAX_TARGET_NUMBER:C:1] [CDI:WAIT_PERIOD:50]
The most important part is this line:
The CDI refers to CAN_DO_INTERACTION; the MATERIAL states that this line shows what the material is. LOCAL_CREATURE_MAT:CUSTOMMATERIAL is your material, and TRAILING_VAPOR_FLOW refers to the breath attack type. Other types are seen below. Also important is this line:
LINE_OF_SIGHT refers to where the target C may be; others include SELF_ALLOWED (presumably like LINE_OF_SIGHT, but with the creature allowed to target itself), SELF_ONLY (preferable for undirected attacks and TOUCHABLE (for up-close attacks, as trailing flows tend to be).
Breath Attack Types
[CDI:MATERIAL:<material token>:<material emission type>]
Is used to emit a specific material in a specific manner. A list of valid emission types can be found below.
shoots a sharp gabbro rock
releases a cloud of dwarven wheat flour
creates a pool of dwarven tears
[CDI:FLOW:<flow emission type>]
Is used to emit one of the special hardcoded flow types (FIREBALL, FIREJET or DRAGONFIRE).
|TRAILING_DUST_FLOW||MATERIAL||Shoots a trail of solid dust at the target. Appears to use cave-in dust physics, as the dust cloud will fling around anything it comes in contact with (including the creature who emitted it), making it capable of smashing creatures into the ground and flinging them over walls. Creatures caught in the dust cloud will be covered with dust; this will trigger any associated contact syndromes.|
|TRAILING_VAPOR_FLOW||MATERIAL||Shoots a trail of liquid mist at the target. Creatures caught in the vapor will be covered with the condensed liquid; this will trigger any associated contact syndromes.|
|TRAILING_GAS_FLOW||MATERIAL||Shoots a trail of gaseous substance at the target. This can be inhaled, triggering any associated inhalation syndromes.|
|TRAILING_ITEM_FLOW:item token||MATERIAL||Shoots a "cloud" of items at the target, leaving piles of this item on the floor. Note that this does not create the actual items or use falling item mechanics (meaning no flying daggers or Touhou-style barrages, unfortunately). Instead, this token acts as TRAILING_GAS_FLOW, except that the material will use its normal temperature - for example, a breath attack of steel anvils will envelop the target in a "burst of steel".|
|UNDIRECTED_DUST||MATERIAL||The creature releases a cloud of solid dust which spreads and dissipates. Similar to TRAILING_DUST_FLOW, but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. |
|UNDIRECTED_VAPOR||MATERIAL||The creature releases a cloud of liquid mist which spreads and dissipates. Similar to TRAILING_VAPOR_FLOW, but undirected, thus affecting a larger area but losing the distance.|
|UNDIRECTED_GAS||MATERIAL||The creature releases a cloud of gaseous material which spreads and dissipates. Similar to TRAILING_GAS_FLOW, but undirected, thus affecting a larger area but losing the distance.|
|UNDIRECTED_ITEM_CLOUD:item token||MATERIAL||The creature releases a "cloud" of items at the target, leaving piles of this item on the floor. The same comments apply as TRAILING_ITEM_FLOW.|
|WEATHER_CREEPING_DUST||MATERIAL||Creates a cloud of creeping dust. Not usable by creatures.|
|WEATHER_CREEPING_VAPOR||MATERIAL||Creates a cloud of creeping vapor. Not usable by creatures.|
|WEATHER_CREEPING_GAS||MATERIAL||Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures.|
|WEATHER_FALLING_MATERIAL||MATERIAL||Causes it to start raining a particular material. If the material is solid at the outdoor temperatures, it will snow the material instead. Can transfer contact syndromes. Regardless of the nature of the material, being caught in it will give dwarves the negative thought of being 'caught in freakish weather lately'. Not usable by creatures.|
|SOLID_GLOB||MATERIAL||Shoots a solid glob of spinning substance at the target, leaving a symbol similar to broken arrows, if it misses. Essentially a projectile weapon. If the cooldown rate is short enough, some creatures with this breath attack will not move, preferring instead to hold position and shoot globs at their enemies, even when they are right next to them.|
|SHARP_ROCKv0.47.01||MATERIAL||Just like SOLID_GLOB, but more harmful, as it shoots a sharpened solid chunk of material instead.|
|LIQUID_GLOB||MATERIAL||Shoots a liquid glob of substance at the target. Contact syndromes will take effect if the glob hits the target's exposed skin.|
|SPATTER_POWDER||MATERIAL||Creates a pile of powder at the specified location.|
|SPATTER_LIQUID||MATERIAL||Creates a pool of liquid at the specified location.|
|WEB_SPRAY||MATERIAL||Emits a burst of webs that entangle target creatures.|
|DRAGONFIRE||FLOW||Emits a wide cone of dragon fire that burns target creatures at a scorching 50000 °U .|
|FIREJET||FLOW||Emits a narrow cone of fire that burns target creatures at 11000 °U .|
|FIREBALL||FLOW||Emits a fireball that burns the target creature.|
Keep in mind that you can give a creature multiple breath attacks, which appears to make the creature choose between them at random. Creatures cannot use the WEATHER effects, these being reserved for regional interactions.
One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist. So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire. You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points.
If you give a creature a material breath attack, be aware that it will be caught in the attack more frequently than its targets. Make sure to make your creatures immune to their own breath weapons!
Creature and Caste Flags
Certain interaction and syndrome effects (currently limited to [IE_SUMMON_UNIT] and [CE_BODY_TRANSFORMATION]) permit modders to specify the required/forbidden creature and caste flags of the desired creature(s). These are a collection of internal flags which are derived from creature tokens but are not necessarily identical to them. The following lists contain creature and caste flag names as provided by Toady One in a FotF reply  (valid as of 0.47.04).
ALL_CASTES_ALIVE ARTIFICIAL_HIVEABLE BIOME_DESERT_BADLAND BIOME_DESERT_ROCK BIOME_DESERT_SAND BIOME_FOREST_TAIGA BIOME_FOREST_TEMPERATE_BROADLEAF BIOME_FOREST_TEMPERATE_CONIFER BIOME_FOREST_TROPICAL_CONIFER BIOME_FOREST_TROPICAL_DRY_BROADLEAF BIOME_FOREST_TROPICAL_MOIST_BROADLEAF BIOME_GLACIER BIOME_GRASSLAND_TEMPERATE BIOME_GRASSLAND_TROPICAL BIOME_LAKE_TEMPERATE_BRACKISHWATER BIOME_LAKE_TEMPERATE_FRESHWATER BIOME_LAKE_TEMPERATE_SALTWATER BIOME_LAKE_TROPICAL_BRACKISHWATER BIOME_LAKE_TROPICAL_FRESHWATER BIOME_LAKE_TROPICAL_SALTWATER BIOME_MARSH_TEMPERATE_FRESHWATER BIOME_MARSH_TEMPERATE_SALTWATER BIOME_MARSH_TROPICAL_FRESHWATER BIOME_MARSH_TROPICAL_SALTWATER BIOME_MOUNTAIN BIOME_OCEAN_ARCTIC BIOME_OCEAN_TEMPERATE BIOME_OCEAN_TROPICAL BIOME_POOL_TEMPERATE_BRACKISHWATER BIOME_POOL_TEMPERATE_FRESHWATER BIOME_POOL_TEMPERATE_SALTWATER BIOME_POOL_TROPICAL_BRACKISHWATER BIOME_POOL_TROPICAL_FRESHWATER BIOME_POOL_TROPICAL_SALTWATER BIOME_RIVER_TEMPERATE_BRACKISHWATER BIOME_RIVER_TEMPERATE_FRESHWATER BIOME_RIVER_TEMPERATE_SALTWATER BIOME_RIVER_TROPICAL_BRACKISHWATER BIOME_RIVER_TROPICAL_FRESHWATER BIOME_RIVER_TROPICAL_SALTWATER BIOME_SAVANNA_TEMPERATE BIOME_SAVANNA_TROPICAL BIOME_SHRUBLAND_TEMPERATE BIOME_SHRUBLAND_TROPICAL BIOME_SUBTERRANEAN_CHASM BIOME_SUBTERRANEAN_LAVA BIOME_SUBTERRANEAN_WATER BIOME_SWAMP_MANGROVE BIOME_SWAMP_TEMPERATE_FRESHWATER BIOME_SWAMP_TEMPERATE_SALTWATER BIOME_SWAMP_TROPICAL_FRESHWATER BIOME_SWAMP_TROPICAL_SALTWATER BIOME_TUNDRA DOES_NOT_EXIST EQUIPMENT EQUIPMENT_WAGON EVIL FANCIFUL GENERATED GOOD HAS_ANY_BENIGN HAS_ANY_CANNOT_BREATHE_AIR HAS_ANY_CANNOT_BREATHE_WATER HAS_ANY_CAN_SWIM HAS_ANY_CARNIVORE HAS_ANY_COMMON_DOMESTIC HAS_ANY_CURIOUS_BEAST HAS_ANY_DEMON HAS_ANY_FEATURE_BEAST HAS_ANY_FLIER HAS_ANY_FLY_RACE_GAIT HAS_ANY_GRASP HAS_ANY_GRAZER HAS_ANY_HAS_BLOOD HAS_ANY_IMMOBILE HAS_ANY_INTELLIGENT_LEARNS HAS_ANY_INTELLIGENT_SPEAKS HAS_ANY_LARGE_PREDATOR HAS_ANY_LOCAL_POPS_CONTROLLABLE HAS_ANY_LOCAL_POPS_PRODUCE_HEROES HAS_ANY_MEGABEAST HAS_ANY_MISCHIEVIOUS HAS_ANY_NATURAL_ANIMAL HAS_ANY_NIGHT_CREATURE HAS_ANY_NIGHT_CREATURE_BOGEYMAN HAS_ANY_NIGHT_CREATURE_EXPERIMENTER HAS_ANY_NIGHT_CREATURE_HUNTER HAS_ANY_NIGHT_CREATURE_NIGHTMARE HAS_ANY_NOT_FIREIMMUNE HAS_ANY_NOT_FLIER HAS_ANY_NOT_LIVING HAS_ANY_OUTSIDER_CONTROLLABLE HAS_ANY_POWER HAS_ANY_RACE_GAIT HAS_ANY_SEMIMEGABEAST HAS_ANY_SLOW_LEARNER HAS_ANY_SUPERNATURAL HAS_ANY_TITAN HAS_ANY_UNIQUE_DEMON HAS_ANY_UTTERANCES HAS_ANY_VERMIN_HATEABLE HAS_ANY_VERMIN_MICRO HAS_FEMALE HAS_MALE LARGE_ROAMING LOOSE_CLUSTERS MATES_TO_BREED MUNDANE OCCURS_AS_ENTITY_RACE SAVAGE SMALL_RACE - applies to any vermin creature TWO_GENDERS UBIQUITOUS VERMIN_EATER VERMIN_FISH VERMIN_GROUNDER VERMIN_ROTTER VERMIN_SOIL VERMIN_SOIL_COLONY
ADOPTS_OWNER ALCOHOL_DEPENDENT ALL_ACTIVE AMBUSHPREDATOR AQUATIC_UNDERSWIM ARENA_RESTRICTED AT_PEACE_WITH_WILDLIFE BENIGN BLOODSUCKER BONECARN CANNOT_BREATHE_AIR CANNOT_CLIMB CANNOT_JUMP CANOPENDOORS CAN_BREATHE_WATER CAN_LEARN / INTELLIGENT_LEARNS CAN_SPEAK / INTELLIGENT_SPEAKS CAN_SWIM CAN_SWIM_INNATE CARNIVORE CAVE_ADAPT COLONY_EXTERNAL COMMON_DOMESTIC CONVERTED_SPOUSE COOKABLE_LIVE CRAZED CREPUSCULAR CURIOUS_BEAST CURIOUS_BEAST_EATER CURIOUS_BEAST_GUZZLER CURIOUS_BEAST_ITEM DEMON DIE_WHEN_VERMIN_BITE DIURNAL DIVE_HUNTS_VERMIN EQUIPS EXTRAVISION FEATURE_ATTACK_GROUP FEATURE_BEAST FIREIMMUNE FIREIMMUNE_SUPER FISHITEM FLEEQUICK FLIER GELDABLE GETS_INFECTIONS_FROM_ROT GETS_WOUND_INFECTIONS GNAWER GRAZER HASSHELL HAS_BABYSTATE HAS_BLOOD HAS_CHILDSTATE HAS_COLOR HAS_FLY_RACE_GAIT HAS_GLOW_COLOR HAS_GLOW_TILE HAS_GRASP HAS_NERVES HAS_PUS HAS_RACE_GAIT HAS_ROTTABLE HAS_SECRETION HAS_SOLDIER_TILE HAS_SOUND_ALERT HAS_SOUND_PEACEFUL_INTERMITTENT HAS_TILE HUNTS_VERMIN IMMOBILE IMMOBILE_LAND IMMOLATE ITEMCORPSE LAIR_HUNTER LARGE_PREDATOR LAYS_EGGS LAYS_UNUSUAL_EGGS LIGAMENTS LIGHT_GEN LISP LOCAL_POPS_CONTROLLABLE LOCAL_POPS_PRODUCE_HEROES LOCKPICKER MAGICAL MAGMA_VISION MANNERISM_BREATH MANNERISM_EYELIDS MANNERISM_LAUGH MANNERISM_POSTURE MANNERISM_SIT MANNERISM_SMILE MANNERISM_STRETCH MANNERISM_WALK MATUTINAL MEANDERER MEGABEAST MILKABLE MISCHIEVIOUS MOUNT MOUNT_EXOTIC MULTIPART_FULL_VISION MULTIPLE_LITTER_RARE NATURAL_ANIMAL NIGHT_CREATURE NIGHT_CREATURE_BOGEYMAN NIGHT_CREATURE_EXPERIMENTER NIGHT_CREATURE_HUNTER NIGHT_CREATURE_NIGHTMARE NOBONES NOBREATHE NOCTURNAL NOEMOTION NOEXERT NOFEAR NOMEAT NONAUSEA NOPAIN NOSKIN NOSKULL NOSMELLYROT NOSTUCKINS NOSTUN NOTHOUGHT NOT_BUTCHERABLE NOT_LIVING NO_AUTUMN NO_CONNECTIONS_FOR_MOVEMENT NO_DIZZINESS NO_DRINK NO_EAT NO_FEVERS NO_PHYS_ATT_GAIN NO_PHYS_ATT_RUST NO_SLEEP NO_SPRING NO_SUMMER NO_THOUGHT_CENTER_FOR_MOVEMENT NO_UNIT_TYPE_COLOR NO_VEGETATION_PERTURB NO_WINTER OPPOSED_TO_LIFE OUTSIDER_CONTROLLABLE PACK_ANIMAL PARALYZEIMMUNE PATTERNFLIER PEARL PET PET_EXOTIC POWER REMAINS_ON_VERMIN_BITE_DEATH REMAINS_UNDETERMINED RETURNS_VERMIN_KILLS_TO_OWNER SEMIMEGABEAST SLOW_LEARNER SPOUSE_CONVERSION_TARGET SPOUSE_CONVERTER SPREAD_EVIL_SPHERES_IF_RULER STANCE_CLIMBER STRANGE_MOODS SUPERNATURAL TENDONS THICKWEB TITAN TRAINABLE_HUNTING TRAINABLE_WAR TRANCES TRAPAVOID UNIQUE_DEMON UTTERANCES VEGETATION VERMIN_GOBBLER VERMIN_HATEABLE VERMIN_MICRO VERMIN_NOFISH VERMIN_NOROAM VERMIN_NOTRAP VESPERTINE WAGON_PULLER WEBBER WEBIMMUNE