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{{Quality|Exceptional}}
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{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}
 
{{av}}
 
{{av}}
{{Modding}}
 
  
The <code>[OBJECT:CREATURE]</code> [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below.  
+
A full list of all known [[creature]] [[token]]s.
  
Vanilla creature definitions can be found in <code>[[Game folder|<Dwarf Fortress>]]\data\vanilla\vanilla_creatures\</code>.
+
__NOTOC__
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.
 
  
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)
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<div align="center">
 
+
{| {{prettytable}}  
__NOTOC__
+
{{alphabetical TOC}}
{{clear}}
+
</div>
{{alphabetical TOC|style=margin: 1em auto;}}
 
  
 
==A==
 
==A==
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| Caste
 
| Caste
 
|
 
|
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message "This animal isn't interested in your wishes" will appear instead of "This [adorable] animal can't work" or "This animal is waiting to be trained".
+
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}
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| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.
  
 
|-
 
|-
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|-
 
|-
 
| {{text anchor|APP_MOD_DESC_RANGE}}
 
| {{text anchor|APP_MOD_DESC_RANGE}}
| Appearance Modifier
+
| Caste
 
|
 
|
*Range (6 values, low to high)
+
*Range
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.
+
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]
 
 
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.
 
  
 
|-
 
|-
 
| {{text anchor|APP_MOD_GENETIC_MODEL}}
 
| {{text anchor|APP_MOD_GENETIC_MODEL}}
| Appearance Modifier
+
| Caste
 
|
 
|
 
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
 
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)
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|-
 
|-
 
| {{text anchor|APP_MOD_IMPORTANCE}}
 
| {{text anchor|APP_MOD_IMPORTANCE}}
| Appearance Modifier
+
| Caste
 
|
 
|
 
*number
 
*number
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|-
 
|-
 
| {{text anchor|APP_MOD_NOUN}}
 
| {{text anchor|APP_MOD_NOUN}}
| Appearance Modifier
+
| Caste
 
|  
 
|  
 
*noun
 
*noun
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|-
 
|-
 
| {{text anchor|APP_MOD_RATE}}
 
| {{text anchor|APP_MOD_RATE}}
| Appearance Modifier
+
| Caste
 
|  
 
|  
 
*Rate (integer)
 
*Rate (integer)
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| Caste
 
| Caste
 
|  
 
|  
*creature variation ID
+
*CV TEMPLATE NAME
*(optional) any amount of arbitrary arguments
+
| Applies the specified [[creature variation token|creature variation]].
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.
 
  
 
|-
 
|-
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| Caste
 
| Caste
 
|
 
|
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.
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| Prevents the creature from attacking or frighten creatures with the {{Token|NATURAL|c}} tag.
  
 
|-
 
|-
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|  
 
|  
 
*token
 
*token
*selection criteria (it's complicated)
+
*bodypart
 +
*selection criteria
 +
*location
 
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens
 
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens
 
'''Example:'''<br />
 
'''Example:'''<br />
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*exported wealth
 
*exported wealth
 
*created wealth
 
*created wealth
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.
+
| 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.
  
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==B==
 
==B==
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| Caste
 
| Caste
 
|   
 
|   
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running 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 {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.
+
| 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 {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.
 
 
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.
 
  
 
|-
 
|-
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| Caste
 
| Caste
 
|  
 
|  
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|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 (in-world) as a creature of the night.
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| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|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.
  
 
|-
 
|-
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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.
 
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.
  
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a "Body Token Recognized But Could Not Connect: HEART" error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.
+
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{Bug|}}
 
 
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}
 
  
 
|-
 
|-
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*PlanName
 
*PlanName
 
*Arguments  
 
*Arguments  
| Loads a plan from 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.
+
| 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:'''<br />
 
'''Example:'''<br />
 
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
 
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] <br />
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|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==C==
 
==C==
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| Caste
 
| Caste
 
|   
 
|   
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}
+
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.
+
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.  
  
 
|-
 
|-
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*plural
 
*plural
 
*adjective  
 
*adjective  
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as "nothing".
+
| Caste-specific {{token|NAME|c}}.
  
 
|-
 
|-
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*'character' or tile number
 
*'character' or tile number
 
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.
 
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.
 +
 +
|-
 +
| {{text anchor|CASTE_SPEECH}}
 +
| Caste
 +
|
 +
*speech file
 +
| Caste-specific {{token|SPEECH|c}}.
  
 
|-
 
|-
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|  
 
|  
 
*Varies
 
*Varies
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].
+
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].
  
 
|-
 
|-
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*singular
 
*singular
 
*plural  
 
*plural  
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.
+
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.
  
 
|-
 
|-
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*min
 
*min
 
*max
 
*max
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.
+
| 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.
  
 
|-
 
|-
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|-
 
|-
 
| {{text anchor|COPY_TAGS_FROM}}
 
| {{text anchor|COPY_TAGS_FROM}}
| Special
+
| Spec
 
|  
 
|  
*creature ID
+
*CREATURE NAME
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.
+
| Copies creature tags, 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 {{token|APPLY_CREATURE_VARIATION|c}} 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.
 
 
|-
 
| {{text anchor|CREATURE}}
 
| Creature
 
|
 
*creature ID
 
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.
 
  
 
|-
 
|-
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|
 
|
 
*classname
 
*classname
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.
+
| 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.
  
The full list of tokens that use creature classes is:
 
 
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}
 
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}
 
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}
 
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}
 
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}
 
 
|-
 
|-
 
| {{text anchor|CREATURE_SOLDIER_TILE}}
 
| {{text anchor|CREATURE_SOLDIER_TILE}}
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| Caste
 
| Caste
 
|   
 
|   
| Allows a creature to [[Steals items|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 a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. 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.
+
| Allows a creature to [[Steals items|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.
  
 
|-
 
|-
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|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==D==
 
==D==
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| Caste
 
| Caste
 
|   
 
|   
| Found on generated [[demon]]s. 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}}.
+
| Found on generated [[demon]]s. 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}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].
  
 
|-
 
|-
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|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==E==
 
==E==
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| Creature
 
| Creature
 
|   
 
|   
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.
+
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|   
 
|   
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a "vanish" power.
+
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat.  
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==F==
 
==F==
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| Caste
 
| Caste
 
|
 
|
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.
+
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.
  
 
|-
 
|-
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| Caste
 
| Caste
 
|
 
|
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.
+
| Found on [[forgotten beast]]s. 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 version [[Release_information/0.47.01|0.47.01]].
 
 
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.
 
  
 
|-
 
|-
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|  
 
|  
 
*temperature  
 
*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, [[Temperature|with all the effects that this implies]] - may trigger wildfires at 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. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.
+
| 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, [[Temperature|with all the effects that this implies]] - may trigger wildfires at 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 of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.
 
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.
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|
 
|
 
*number, max 100
 
*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.
+
| 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 {{token|POP_RATIO|c}}.
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.
 
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, 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 {{token|POP_RATIO|c}}.
 
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==G==
 
==G==
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* <energy expenditure>
 
* <energy expenditure>
 
* <gait flag(s)>
 
* <gait flag(s)>
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].
+
| Defines a gait by which the creature can move. See [[Gait]] for more information.
  
 
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait
 
* <max speed> indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait
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| Special
 
| Special
 
|   
 
|   
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.
+
| When using tags from an existing creature, inserts new tags after the specified tag.
  
 
|-
 
|-
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|
 
|
 
*number
 
*number
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.
+
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==H==
 
==H==
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*GIANT_NEST
 
*GIANT_NEST
 
*COLLECT_WEALTH.
 
*COLLECT_WEALTH.
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.
+
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}} or {{token|NIGHT_CREATURE_HUNTER|c}}.
  
 
|-
 
|-
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|   
 
|   
 
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
 
| The creature has a shell. Seemingly no longer used - holdover from previous versions.
 +
 +
|-
 +
| {{text anchor|HFID}}
 +
| Creature
 +
|
 +
*Integer (generic token?)
 +
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated.
  
 
|-
 
|-
Line 1,129: Line 1,131:
 
| Caste
 
| Caste
 
|
 
|
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.
+
| Creature hunts and kills nearby [[vermin]].
  
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==I==
 
==I==
Line 1,159: Line 1,163:
 
| Caste
 
| Caste
 
|   
 
|   
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).
+
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.
  
 
|-
 
|-
Line 1,165: Line 1,169:
 
| Caste
 
| Caste
 
|   
 
|   
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.
+
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.
  
 
|-
 
|-
Line 1,173: Line 1,177:
 
* [[item token]]
 
* [[item token]]
 
* [[material token]]
 
* [[material token]]
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.
+
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).
  
 
|-
 
|-
Line 1,183: Line 1,187:
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==L==
 
==L==
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| Caste
 
| Caste
 
|   
 
|   
| Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."
+
| Will attack things that are smaller than it (like dwarves). Only one group of "large predators" (possibly two groups on "savage" maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. "ere the wolves get hungry."  
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.
 
 
 
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.
 
  
 
|-
 
|-
Line 1,240: Line 1,243:
 
| Creature
 
| Creature
 
|   
 
|   
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.
+
| Creature can spawn as a wild animal in the appropriate biomes.
 
 
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.
 
  
 
|-
 
|-
Line 1,290: Line 1,291:
 
* minimum
 
* minimum
 
* maximum
 
* maximum
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.
+
| Determines the number of offspring per one birth.
  
 
|-
 
|-
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}
+
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}
 
| Creature
 
| Creature
 
|
 
|
Line 1,299: Line 1,300:
  
 
|-
 
|-
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}
+
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}
 
|
 
|
 
|
 
|
Line 1,324: Line 1,325:
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==M==
 
==M==
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| Caste
 
| Caste
 
|   
 
|   
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]
+
| No function, presumably a placeholder.
  
 
|-
 
|-
Line 1,364: Line 1,367:
 
|
 
|
 
*material id
 
*material id
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.
+
| Begins defining a new material.{{verify}}
  
 
|-
 
|-
Line 1,394: Line 1,397:
 
| Caste
 
| Caste
 
|   
 
|   
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.
+
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task.
  
 
|-
 
|-
Line 1,402: Line 1,405:
 
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details.  
 
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details.  
  
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.
+
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed.
  
 
|-
 
|-
Line 1,485: Line 1,488:
 
| Caste
 
| Caste
 
|   
 
|   
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual. Requires {{token|FEMALE|c}}.
+
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires {{token|FEMALE|c}}.
  
 
|-
 
|-
Line 1,494: Line 1,497:
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==N==
 
==N==
Line 1,511: Line 1,516:
 
*plural
 
*plural
 
*adjective  
 
*adjective  
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as "nothing" by the game.
+
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as "nothing" by the game.
 
 
Some examples of adjective use:
 
* "super''dwarven'' strength"
 
* "the ''dwarven'' hillocks of X"
 
* Deity species as in "''feline'' deity"
 
* Megabeast attacks in worldgen. One with multiple dragons being a "''draconic'' rampage"
 
  
 
|-
 
|-
Line 1,546: Line 1,545:
  
 
|-
 
|-
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}
+
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}
 
| Caste
 
| Caste
 
|
 
|
| Found on some [[necromancer]]s. Creatures with this tag may periodically "perform horrible experiments" offscreen, during which they can use creature-targeting interactions with an <code>[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]</code> tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.
+
| Found on some [[necromancer]]s. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[http://www.bay12forums.com/smf/index.php?topic=175437.msg8085255#msg8085255]
  
 
|-
 
|-
Line 1,556: Line 1,555:
 
|
 
|
 
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.
 
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.
 
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.
 
  
 
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).
 
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).
  
 
|-
 
|-
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}
+
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}
 
| Caste
 
| Caste
 
|
 
|
Line 1,595: Line 1,592:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}
+
| Creature does not need to [[food|eat]].  
  
 
|-
 
|-
Line 1,703: Line 1,700:
 
| Caste
 
| Caste
 
|   
 
|   
| Creature will not be hunted or fed to wild beasts.
+
| Creature will not drop meat when [[butcher|butchered]].
  
 
|-
 
|-
Line 1,766: Line 1,763:
 
|}
 
|}
  
{{alphabetical TOC|style=margin: 1em auto;}}
+
<div align="center">
 +
{{alphabetical TOC}}
 +
</div>
  
 
==O==
 
==O==
Line 1,781: Line 1,780:
 
|  
 
|  
 
*number
 
*number
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).
+
| How easy the creature is to [[smell]]. The higher the number, the easier the creature can be smelt. Zero is odorless, default is 50.
  
 
|-
 
|-
Line 1,802: Line 1,801:
 
*MALE/FEMALE