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Creature token

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Revision as of 15:28, 4 August 2020 by Kabocca (talk | contribs) (→‎G)
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This article is about the current version of DF.
Note that some content may still need to be updated.

A full list of all known creature tokens.


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A

Token Type Arguments Description
 ADOPTS_OWNER Caste Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants, used by cats in the vanilla game. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a preference for their species.
 ALCOHOL_DEPENDENT Caste Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.
 ALL_ACTIVE Caste Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.
 ALTTILE Creature
  • 'character' or tile number
If set, the creature will blink between its TILE and its ALTTILE.
 AMBUSHPREDATOR Caste Found on LARGE_PREDATORs who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures.[Verify]
 AMPHIBIOUS Caste Allows a creature to breathe with or without water - does not prevent drowning in magma.
 APP_MOD_DESC_RANGE Caste
  • Range
Forum post describing how description ranges work
 APP_MOD_GENETIC_MODEL Caste
  • Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.
 APP_MOD_IMPORTANCE Caste
  • number
Determines how important the appearance modifier is, for determining whether it shows up in the creature description.[Verify]
 APP_MOD_NOUN Caste
  • noun
  • SINGULAR or PLURAL
Creates a noun for the appearance and whether it is singular or plural.
 APP_MOD_RATE Caste
  • Rate (integer)
  • Scale (DAILY, YEARLY)
  • min (growth)
  • max (growth)
  • start year
  • start day
  • end year
  • end day
Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.
 APPLY_CREATURE_VARIATION Caste
  • CV TEMPLATE NAME
Applies the specified creature variation.
 APPLY_CURRENT_CREATURE_VARIATION Special Applies the effects of all pending CV_ADD_TAG and CV_REMOVE_TAG tokens that have been defined in the current creature.
 AQUATIC Caste Creature can breathe in water, but air-drowns on dry land.
 ARENA_RESTRICTED Caste Does not appear in the object testing arena's creature spawning list.
 ARTIFICIAL_HIVEABLE Creature Can be kept in artificial hives by beekeepers.
 AT_PEACE_WITH_WILDLIFE Caste Does not attack or frighten creatures with the NATURAL tag.
 ATTACK Caste
  • token
  • bodypart
  • selection criteria
  • location
Defines the attack name, and the body part used. See below for valid subtokens

Example:
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]
GORE : name of the attack
BODYPART:BY_CATEGORY:HORN : the horn is used to attack (presuming the creature has one)

 ATTACK_TRIGGER Caste
  • population
  • exported wealth
  • created wealth
Specifies when a megabeast or semi-megabeast will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.
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B

Token Type Arguments Description
 BABY Caste
  • integer
Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.
 BABYNAME Caste
  • singular
  • plural
Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.
 BEACH_FREQUENCY Caste
  • integer
Creature may be subject to beaching, becoming stranded on shores, where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be aquatic. Used by orcas, sperm whales and sea nettle jellyfish in the vanilla game.
 BENIGN Caste The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the [LARGE_PREDATOR] tag. When tamed, animals with this tag will be useless for fortress defense.
 BIOME Creature Select a biome the creature may appear in.
 BLOOD Caste Specifies what the creature's blood is made of.
 BLOODSUCKER Caste Causes vampire-like behaviour; the creature will suck the blood of unconscious victims when its thirst for blood grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable as a creature of the night.
 BODY Caste
  • body parts
Draws body parts from OBJECT:BODY files (such as body_default.txt)

Example:
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH]
This is the body from a purring maggot. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.

If the body is left undefined, the creature will cause a crash whenever it spawns.

 BODY_APPEARANCE_MODIFIER Caste
  • ATTRIBUTE
  • lowest
  • lower
  • low
  • median
  • high
  • higher
  • highest
These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.

Example:
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
HEIGHT : marks the height to be changed
90:95:98:100:102:105:110 : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.

 BODY_DETAIL_PLAN Caste
  • PlanName
  • Arguments
loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.

Example:
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
This creates the detailed body of a fox, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.
A maggot would only need:
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]

 BODY_SIZE Caste
  • years
  • days
  • size
Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.

Example:
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:168:50000]
[BODY_SIZE:12:0:220000]
This describes the size of a minotaur. Its birth size would be 10,000 cm3 (~10 kg). At 1 year and 168 days old it would be 50,000 cm3 (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm3 and weigh roughly 220 kg.

 BODYGLOSS Caste
  • gloss
Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)
 BONECARN Caste Creature eats bones. Implies CARNIVORE. Adventurers with this token are currently unable to eat bones.Bug:11069
 BP_ADD_TYPE Caste Adds a type to a body part. Used with SET_BP_GROUP.

In vanilla DF, this is used for adding the type 'GELDABLE' to the lower body of certain creatures.

 BP_APPEARANCE_MODIFIER Caste
  • QUALITY
  • lowest
  • lower
  • low
  • median
  • high
  • higher
  • highest
Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)
 BP_REMOVE_TYPE Caste Removes a type from a body part. Used with SET_BP_GROUP.
 BUILDINGDESTROYER Caste
  • 1 or 2
Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands.
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C

Token Type Arguments Description
 CAN_DO_INTERACTION Caste
  • interaction token
The creature can perform an interaction. See interaction token.
 CAN_LEARN Caste The creature gains skills and can have professions. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.
 CAN_SPEAK Caste Can talk. Note that this is not necessary for a creature to gain social skills.
 CANNOT_CLIMB Caste Creature cannot climb, even if it has free grasp parts.
 CANNOT_JUMP Caste Creature cannot jump.
 CANNOT_UNDEAD Caste Acts as NOT_LIVING, except that [OPPOSED_TO_LIFE] creatures will attack them.
 CANOPENDOORS Caste Allows the creature to open doors that are set to be unpassable for pets.
 CARNIVORE Caste Creature only eats meat. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.
 CASTE Creature
  • name
Defines a caste.
 CASTE_ALTTILE Caste
  • tile number or "letter"
Caste-specific ALTTILE. Requires CASTE_TILE.
 CASTE_COLOR Caste
  • fg
  • bg
  • brightness
Caste-specific COLOR.
 CASTE_GLOWCOLOR Caste
  • fg
  • bg
  • brightness
Caste-specific GLOWCOLOR.
 CASTE_GLOWTILE Caste
  • tile value or "letter"
Caste-specific GLOWTILE.
 CASTE_NAME Caste
  • singular
  • plural
  • adjective
Caste-specific NAME.
 CASTE_PROFESSION_NAME Caste Caste-specific PROFESSION_NAME.
 CASTE_SOLDIER_ALTTILE Caste
  • 'character' or tile number
Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.
 CASTE_SOLDIER_TILE Caste
  • 'character' or tile number
Caste-specific CREATURE_SOLDIER_TILE.
 CASTE_SPEECH Caste
  • speech file
Caste-specific SPEECH.
 CASTE_TILE Caste
  • tile number or "letter"
Caste-specific CREATURE_TILE.
 CAVE_ADAPT Caste Gives the creature a bonus in caves. Also causes cave adaptation.
 CDI Caste
  • Varies
Specifies details for the preceding CAN_DO_INTERACTION token. See interaction token.
 CHANGE_BODY_SIZE_PERC Caste
  • integer
Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.
 CHANGE_FREQUENCY_PERC Creature
  • integer
Multiplies frequency by a factor of (integer)%.
 CHILD Caste
  • integer
Age at which creature is considered an adult. One can think of this as the duration of the child stage. If available to animal trainers, allows the creature's offspring to be rendered fully tame if trained during their childhood.
 CHILDNAME Caste
  • singular
  • plural
Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.
 CLUSTER_NUMBER Creature
  • min
  • max
The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.
 CLUTCH_SIZE Caste
  • min
  • max
Number of eggs laid in one sitting.
 COLONY_EXTERNAL Caste Caste hovers around colony.
 COLOR Creature
  • foreground
  • background
  • brightness
Color of the creature's tile. See Color for usage.
 COMMON_DOMESTIC Caste Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.
 CONVERTED_SPOUSE Caste Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.
 COOKABLE_LIVE Caste Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as mussels, nautiluses and oysters.
 CRAZED Caste Creature is 'berserk' and will attack all other creatures, except members of its own species that also have the CRAZED tag. It will show Berserk at the unit list. Berserk creatures go on rampages during worldgen much more frequently than non-berserk ones.
 COPY_TAGS_FROM Spec
  • CREATURE NAME
Copies Creature, but not Caste tags from another specified creature. Used when making creature variations (i.e. giant animals and animal people). Often used in combination with #APPLY_CREATURE_VARIATION to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.
 CREATURE_CLASS Caste
  • classname
An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.
 CREATURE_SOLDIER_TILE Creature
  • 'character' or tile number
Creatures active in their civilization's military will use this tile instead.
 CREATURE_TILE Creature
  • 'character' or tile number
The symbol of the creature in ASCII mode.
 CREPUSCULAR Caste Sets the creature to be active at twilight in Adventurer Mode.
 CURIOUSBEAST_EATER Caste Allows a creature to steal and eat edible items from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.
 CURIOUSBEAST_GUZZLER Caste Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.
 CURIOUSBEAST_ITEM Caste Allows a creature to steal things (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - kea birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.
 CV_ADD_TAG Special
  • TAG NAME
Adds a tag. Used in conjunction with creature variation templates.
 CV_REMOVE_TAG Special
  • TAG NAME
Removes a tag. Used in conjunction with creature variation templates.
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D

Token Type Arguments Description
 DEMON Caste Found on generated demons. Marks the caste to be used in the initial wave after breaking into the underworld, and by the demon civilizations created during world-gen breachings[Verify] v0.47.01. Could not be specified in user-defined raws until 47.01.
 DESCRIPTION Caste
  • text
A brief description of the creature type.
 DIE_WHEN_VERMIN_BITE Caste Dies upon attacking. Used by honey bees to simulate them dying after using their stingers.
 DIFFICULTY Caste
  • integer
Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.
 DIURNAL Caste Sets the creature to be active during the day in Adventurer Mode.
 DIVE_HUNTS_VERMIN Caste The creature hunts vermin by diving from the air. On tame creatures it works the same as normal HUNTS_VERMIN. Found on peregrine falcons.
 DOES_NOT_EXIST Creature Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as always present for a particular civilisation). For example, adding it to dogs will lead to worlds being generated without dogs in them. Also removes the creature from the object testing arena's spawn list. If combined with [FANCIFUL], artistic depictions of the creature will occur regardless. Used by centaurs, chimeras and griffons in the vanilla game.

Note: a creature tagged as DOES_NOT_EXIST can still be summoned successfully, as long as it has a body defined in its raws. [1]. It's also possible for a creature to transform into it.

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E

Token Type Arguments Description
 EBO_ITEM Caste Defines the item that the creature drops upon being butchered. Used with EXTRA_BUTCHER_OBJECT.
 EBO_SHAPE Caste
  • gem shape
The shape of the extra item of the creature upon butchering. Used with EXTRA_BUTCHER_OBJECT.
 EGG_MATERIAL Caste Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.
 EGG_SIZE Caste
  • size
Determines the size of eggs. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.
 EQUIPMENT_WAGON Creature Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.
 EQUIPS Caste Allows the creature to wear or wield items.
 EVIL Creature Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.
 EXTRA_BUTCHER_OBJECT Caste
  • BY_CATEGORY, BY_TYPE, BY_TOKEN
  • TYPE, CATEGORY, or TOKEN
The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.
 EXTRACT Caste Defines a creature extract which can be obtained via small animal dissection.
 EXTRAVISION Caste Creature can see regardless of whether it has working eyes.
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F

Token Type Arguments Description
 FANCIFUL Creature The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a number of creatures. Conflicts with [COMMON_DOMESTIC]
 FEATURE_ATTACK_GROUP Caste Found on subterranean animal-man tribals. Currently defunct, in previous versions it caused these creatures to crawl out of chasms and underground rivers.
 FEATURE_BEAST Caste Found on forgotten beasts. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one[Verify]. Could not be specified in user-defined raws until 47.01.
 FEMALE Caste The creature is female and can bear young. Usually determined inside a caste.
 FIREIMMUNE Caste The creature is immune to FIREBALL and FIREJET attacks. Does not, by itself, make the creature immune to the damaging effects of burning in fire, and does not prevent general heat damage or melting on its own. Allows the creature to path through high temperature zones, like lava or fires.
 FIREIMMUNE_SUPER Caste The creature is immune to DRAGONFIRE attacks. Implies [FIREIMMUNE].
 FISHITEM Caste The creature's corpse is a single food item that needs to be cleaned at a fishery to become edible. Before being cleaned the item is referred to as "raw". The food item is categorized under "fish" on the food and stocks screens, and when uncleaned it is sorted under "raw fish" in the stocks (but does not show up on the food screen).

Without this or [COOKABLE_LIVE], fished vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.

 FIXED_TEMP Caste
  • temperature
The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, with all the effects that it implies. May trigger wildfires on high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from.

Note that temperatures 12000 and higher may cause pathfinding issues in fortress mode.

 FLEEQUICK Caste If engaged in combat, the creature will flee at the first sign of resistance. Used by kobolds in the vanilla game.
 FLIER Caste Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly.
 FREQUENCY Creature
  • number, max 100
Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a weight - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with [POP_RATIO].
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G

Token Type Arguments Description
 GAIT Caste
  • <gait type>
  • <gait name>
  • <max speed>
  • <build up time>
  • <max turning speed>
  • <start speed>
  • <energy expenditure>
  • <gait flag(s)>
Defines a gait by which the creature can move. See Gait for more information.
  • <max speed> indicates the maximum speed achievable by a creature using this gait
  • <start speed> i