JSON Flags
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Notes
- Some flags (items, effects, vehicle parts) have to be defined in
flags.json
orvp_flags.json
(with type:json_flag
) to work correctly. - Many of the flags intended for one category or item type, can be used in other categories or item types. Experiment to see where else flags can be used.
- Offensive and defensive flags can be used on any item type that can be wielded.
Inheritance
When an item is crafted, it can inherit flags from the components that were used to craft it. This
requires that the flag to be inherited has the "craft_inherit": true
entry. If you don’t want a
particular item to inherit flags when crafted, specify the member delete_flags, which is an array of
strings. Flags specified there will be removed from the resultant item upon crafting. This will
override flag inheritance, but will not delete flags that are part of the item type itself.
TODO
- Descriptions for
Special attacks
underMonsters
could stand to be more descriptive of exactly what the attack does. Ammo effects
underAmmo
need more descriptive details, and some need to be double-checked for accuracy.
Ammo
Ammo type
These are handled through ammo_types.json
. You can tag a weapon with these to have it chamber
existing ammo, or make your own ammo there. The first column in this list is the tag’s “id”, the
internal identifier DDA uses to track the tag, and the second is a brief description of the ammo
tagged. Use the id to search for ammo listings, as ids are constant throughout DDA’s code. Happy
chambering! :-)
120mm
120mm HEAT12mm
12mm20x66mm
20x66mm Shot (and relatives)223
.223 Remington (and 5.56 NATO)22
.22LR (and relatives)3006
30.06300
.300 WinMag308
.308 Winchester (and relatives)32
.32 ACP36paper
.36 cap & ball38
.38 Special40
10mm40mm
40mm Grenade44
.44 Magnum44paper
.44 cap & ball454
.454 Casull45
.45 ACP (and relatives)46
46mm500
.500 Magnum50
.50 BMG57
57mm5x50
5x50 Dart66mm
66mm HEAT700nx
.700 Nitro Express762R
7.62x54mm762
7.62x39mm762x25
7.62x25mm84x246mm
84x246mm HE8x40mm
8mm Caseless9mm
9x19mm Luger (and relatives)9x18
9x18mmBB
BBRPG-7
RPG-7UPS
UPS chargesammo_flintlock
Flintlock ammoampoule
Ampoulearrow
Arrowbattery
Batteryblunderbuss
Blunderbussbolt
Boltcharcoal
Charcoalcomponents
Componentsdart
Dartdiesel
Dieselfish_bait
Fish baitfishspear
Speargun spearfusion
Laser Packgasoline
Gasolinehomebrew_rocket
homebrew rocketlamp_oil
Lamp oillaser_capacitor
Chargem235
M235 TPA (66mm Incendiary Rocket)metal_rail
Rebar Railmoney
Centsmuscle
Musclenail
Nailpebble
Pebbleplasma
Plasmaplutonium
Plutonium Cellrebreather_filter
Rebreather filtershot
Shotshellsignal_flare
Signal Flaretape
Duct tapethread
Threadthrown
Thrownunfinished_char
Semi-charred fuelwater
Water
Effects
ACIDBOMB
Leaves a pool of acid on detonation.BEANBAG
Stuns the target.BLACKPOWDER
May clog up the gun with blackpowder fouling, which will also cause rust.BLINDS_EYES
Blinds the target if it hits the head (ranged projectiles can’t actually hit the eyes at the moment).BOUNCE
Inflicts target withbounced
effect and rebounds to a nearby target without this effect.COOKOFF
Explodes when lit on fire.CUSTOM_EXPLOSION
Explosion as specified in"explosion"
field of used ammo. SeeJSON_INFO.md
.DRAW_AS_LINE
Doesn’t go through regular bullet animation, instead draws a line and the bullet on its end for one frame.EXPLOSIVE_BIG
Large explosion without any shrapnel.EXPLOSIVE_HUGE
Huge explosion without any shrapnel.EXPLOSIVE
Explodes without any shrapnel.FLAME
Very small explosion that lights fires.FLARE
Lights the target on fire.FLASHBANG
Blinds and deafens nearby targets.FRAG
Small explosion that spreads shrapnel.INCENDIARY
Lights target on fire.LARGE_BEANBAG
Heavily stuns the target.LASER
Creates a trail of laser (the field type)LIGHTNING
Creates a trail of lightning.MININUKE_MOD
Small thermo-nuclear detonation that leaves behind radioactive fallout.MUZZLE_SMOKE
Generate a small cloud of smoke at the source.NAPALM
Explosion that spreads fire.NEVER_MISFIRES
Firing ammo without this flag may trigger a misfiring, this is independent of the weapon flags.NOGIB
Prevents overkill damage on the target (target won’t explode into gibs, see also the monster flag NO_GIBS).NO_PENETRATE_OBSTACLES
Prevents a projectile from going through a tile with obstacles, such as chainlink fences or dressers.TANGLE
When this projectile hits a target, it has a chance to tangle them up and immobilise them.NO_EMBED
When an item would be spawned from the projectile, it will always be spawned on the ground rather than in monster’s inventory. Implied for active thrown items. Doesn’t do anything on projectiles that do not drop items.NO_ITEM_DAMAGE
Will not damage items on the map even when it otherwise would try to.PLASMA
Creates a trail of superheated plasma.RECOVER_[X]
Has a (X-1/X) chance to create a single charge of the used ammo at the point of impact.RECYCLED
(For handmade ammo) causes the gun to misfire sometimes, this independent of the weapon flags.SHOT
Multiple smaller pellets; less effective against armor but increases chance to hit and no point-blank penaltySMOKE_BIG
Generates a large cloud of smoke at the target.SMOKE
Generates a cloud of smoke at the target.STREAM_BIG
Leaves a trail of intense fire fields.STREAM
Leaves a trail of fire fields.TRAIL
Creates a trail of smoke.WIDE
PreventsHARDTOSHOOT
monster flag from having any effect. Implied bySHOT
or liquid ammo.
Armor
Covers
ARMS
… sameARM_L
andARM_R
ARM_L
ARM_R
EYES
FEET
… sameFOOT_L
andFOOT_R
FOOT_L
FOOT_R
HANDS
… sameHAND_L
andHAND_R
HAND_L
HAND_R
HEAD
LEGS
… sameLEG_L
andLEG_R
LEG_L
LEG_R
MOUTH
TORSO
Flags
Some armor flags, such as WATCH
and ALARMCLOCK
are compatible with other item types. Experiment
to find which flags work elsewhere.
ACTIVE_CLOAKING
While active, drains UPS to provide invisibility.ALARMCLOCK
Has an alarm-clock feature.ALLOWS_NATURAL_ATTACKS
Doesn’t prevent any natural attacks or similar benefits from mutations, fingertip razors, etc., like most items covering the relevant body part would.AURA
This item goes in the outer aura layer, intended for metaphysical effects.BAROMETER
This gear is equipped with an accurate barometer (which is used to measure atmospheric pressure).BELTED
Layer for backpacks and things worn over outerwear.BLIND
Blinds the wearer while worn, and provides nominal protection v. flashbang flashes.BLOCK_WHILE_WORN
Allows worn armor or shields to be used for blocking attacks. See also theTechniques
section.BULLET_IMMNUE
Wearing an item with this flag makes you immune to bullet damageCLIMATE_CONTROL
This piece of clothing has climate control of some sort, keeping you warmer or cooler depending on ambient and bodily temperature.COLLAR
This piece of clothing has a wide collar that can keep your mouth warm.DEAF
Makes the player deaf.ELECTRIC_IMMUNE
This gear completely protects you from electric discharges.FANCY
Wearing this clothing gives a morale bonus if the player has theStylish
trait.FIX_FARSIGHT
This gear corrects farsightedness.FIX_NEARSIGHT
This gear corrects nearsightedness.FLOTATION
Prevents the player from drowning in deep water. Also prevents diving underwater.FRAGILE
This gear is less resistant to damage than normal.HELMET_COMPAT
Items that are not SKINTIGHT or OVERSIZE but can be worn with a helmet.HOOD
Allow this clothing to conditionally cover the head, for additional warmth or water protection., if the player’s head isn’t encumberedHYGROMETER
This gear is equipped with an accurate hygrometer (which is used to measure humidity).NO_TAKEOFF
Item with that flag can’t be taken off.NO_QUICKDRAW
Don’t offer to draw items from this holster when the fire key is pressed whilst the players hands are emptyONLY_ONE
You can wear only one.OUTER
Outer garment layer.OVERSIZE
Can always be worn no matter encumbrance/mutations/bionics/etc., but prevents any other clothing being worn over this.PARTIAL_DEAF
Reduces the volume of sounds to a safe level.PERSONAL
This item goes in the personal aura layer, intended for metaphysical effects.POCKETS
Increases warmth for hands if the player’s hands are cold and the player is wielding nothing.POWERARMOR_EXO
Marks the item as the main exoskeleton for power armor.POWERARMOR_EXTERNAL
Marks the item as external pieces that cover body parts the exoskeleton doesn’t.POWERARMOR_MOD
Marks the item as a power armour mod that is worn onto an exoskeleton/external piece.POWERARMOR_COMPATIBLE
Makes item compatible with power armor despite other parameters causing failure.PSYSHIELD_PARTIAL
25% chance to protect against fear_paralyze monster attack when worn.RAD_PROOF
This piece of clothing completely protects you from radiation.RAD_RESIST
This piece of clothing partially protects you from radiation.RAINPROOF
Prevents the covered body-part(s) from getting wet in the rain.REQUIRES_BALANCE
Gear that requires a certain balance to be steady with. If the player is hit while wearing, they have a chance to be downed.RESTRICT_HANDS
Prevents the player from wielding a weapon two-handed, forcing one-handed use if the weapon permits it.ROLLER_ONE
A less stable and slower version of ROLLER_QUAD, still allows the player to move faster than walking speed.ROLLER_QUAD
The medium choice between ROLLER_INLINE and ROLLER_ONE, while it is more stable, and moves faster, it also has a harsher non-flat terrain penalty then ROLLER_ONE.ROLLER_INLINE
Faster, but less stable overall, the penalty for non-flat terrain is even harsher.SEMITANGIBLE
Prevents the item from participating in the encumbrance system when worn.COMPACT
Prevents the item from participating in the layering encumbrance system when worn.SKINTIGHT
Undergarment layer.SLOWS_MOVEMENT
This piece of clothing multiplies move cost by 1.1.SLOWS_THIRST
This piece of clothing multiplies the rate at which the player grows thirsty by 0.70.STURDY
This clothing is a lot more resistant to damage than normal.SUN_GLASSES
Prevents glaring when in sunlight.SUPER_FANCY
Gives an additional moral bonus overFANCY
if the player has theStylish
trait.SWIM_GOGGLES
Allows you to see much further under water.THERMOMETER
This gear is equipped with an accurate thermometer (which is used to measure temperature).VARSIZE
Can be made to fit via tailoring.WAIST
Layer for belts other things worn on the waist.WATCH
Acts as a watch and allows the player to see actual time.WATERPROOF
Prevents the covered body-part(s) from getting wet in any circumstance.WATER_FRIENDLY
Prevents the item from making the body part count as unfriendly to water and thus causing negative morale from being wet.
Bionics
BIONIC_ARMOR_INTERFACE
This bionic can provide power to powered armor.BIONIC_FAULTY
This bionic is a “faulty” bionic.BIONIC_GUN
This bionic is a gun bionic and activating it will fire it. Prevents all other activation effects.BIONIC_NPC_USABLE
The NPC AI knows how to use this CBM and it can be installed on an NPC.BIONIC_POWER_SOURCE
This bionic is a power source bionic.BIONIC_SLEEP_FRIENDLY
This bionic won’t prompt the user to turn it off if they try to sleep while it’s active.BIONIC_TOGGLED
This bionic only has a function when activated, else it causes it’s effect every turn.BIONIC_WEAPON
This bionic is a weapon bionic and activating it will create (or destroy) bionic’s fake_item in user’s hands. Prevents all other activation effects.BIONIC_SHOCKPROOF
This bionic can’t be incapacitated by electrical attacks.
Books
BOOK_CANNIBAL
Reading this book converts negative morale to positive morale for characters with the CANNIBAL, PSYCHOPATH, or SAPIVORE trait flags.INSPIRATIONAL
Reading this book grants bonus morale to characters with the SPIRITUAL trait flag.MORBID
Reading this book converts negative morale to positive morale for characters with the PSYCHOPATH trait flag.
Use actions
ACIDBOMB_ACT
Get rid of it or you’ll end up like that guy in Robocop.ACIDBOMB
Pull the pin on an acid bomb.AUTOCLAVE
Sterilize one CBM by autoclaving it.ARROW_FLAMABLE
Light your arrow and let fly.BELL
Ring the bell.BOLTCUTTERS
Use your town key to gain access anywhere.BREAK_STICK
Breaks long stick into two.C4
Arm the C4.CABLE_ATTACH
This item is a cable spool. Use it to try to attach to a vehicle.CAN_GOO
Release a little blob buddy.CAPTURE_MONSTER_ACT
Capture and encapsulate a monster. The associated action is also used for releasing it.CARVER_OFF
Turn the carver on.CARVER_ON
Turn the carver off.CHAINSAW_OFF
Turn the chainsaw on.CHAINSAW_ON
Turn the chainsaw off.COMBATSAW_OFF
Turn the combat-saw on.COMBATSAW_ON
Turn the combat-saw offCROWBAR
Pry open doors, windows, man-hole covers and many other things that need prying.DIG
Clear rubble.DIRECTIONAL_ANTENNA
Find the source of a signal with your radio.DIVE_TANK
Use compressed air tank to breathe.DOG_WHISTLE
Dogs hate this thing; your dog seems pretty cool with it though.DOLLCHAT
That creepy doll just keeps on talking.ELEC_CHAINSAW_OFF
Turn the electric chainsaw on.ELEC_CHAINSAW_ON
Turn the electric chainsaw off.EXTINGUISHER
Put out fires.FIRECRACKER_ACT
The saddest Fourth of July.FIRECRACKER_PACK_ACT
Keep the change you filthy animal.FIRECRACKER_PACK
Light an entire packet of firecrackers.FIRECRACKER
Light a singular firecracker.FLASHBANG
Pull the pin on a flashbang.GEIGER
Detect local radiation levels.GRANADE_ACT
Assaults enemies with source code fixes?GRANADE
Pull the pin on Granade.GRENADE
Pull the pin on a grenade.HACKSAW
Cut metal into chunks.HAMMER
Pry boards off of windows, doors and fences.HEATPACK
Activate the heatpack and get warm.HEAT_FOOD
Heat food around fires.HOTPLATE
Use the hotplate.JACKHAMMER
Bust down walls and other constructions.JET_INJECTOR
Inject some jet drugs right into your veins.LAW
Unpack the LAW for firing.LIGHTSTRIP
Activates the lightstrip.LUMBER
Cut logs into planks.MAKEMOUND
Make a mound of dirt.MANHACK
Activate a manhack.MATCHBOMB
Light the matchbomb.MILITARYMAP
Learn of local military installations, and show roads.MININUKE
Set the timer and run. Or hit with a hammer (not really).MOLOTOV_LIT
Throw it, but don’t drop it.MOLOTOV
Light the Molotov cocktail.MOP
Mop up the mess.MP3_ON
Turn the mp3 player off.MP3
Turn the mp3 player on.NOISE_EMITTER_OFF
Turn the noise emitter on.NOISE_EMITTER_ON
Turn the noise emitter off.NONE
Do nothing.PACK_CBM
Put CBM in special autoclave pouch so that they stay sterile once sterilized.PHEROMONE
Makes zombies ignore you.PICK_LOCK
Pick a lock on a door. Speed and success chance are determined by skill, ‘LOCKPICK’ item quality and ‘PERFECT_LOCKPICK’ item flagPICKAXE
Does nothing but berate you for having it (I’m serious).PLACE_RANDOMLY
This is very much like the flag in the manhack iuse, it prevents the item from querying the player as to where they want the monster unloaded to, and instead choses randomly.PORTABLE_GAME
Play games.PORTAL
Create portal traps.RADIO_OFF
Turn the radio on.RADIO_ON
Turn the radio off.RAG
Stop the bleeding.RESTAURANTMAP
Learn of local eateries, and show roads.ROADMAP
Learn of local common points-of-interest and show roads.SCISSORS
Cut up clothing.SEED
Asks if you are sure that you want to eat the seed. As it is better to plant seeds.SEW
Sew clothing.SHELTER
Put up a full-blown shelter.SHOCKTONFA_OFF
Turn the shocktonfa on.SHOCKTONFA_ON
Turn the shocktonfa off.SIPHON
Siphon liquids out of vehicle.SMOKEBOMB_ACT
This may be a good way to hide as a smoker.SMOKEBOMB
Pull the pin on a smoke bomb.SOLARPACK_OFF
Fold solar backpack array.SOLARPACK
Unfold solar backpack array.SOLDER_WELD
Solder or weld items, or cauterize wounds.SPRAY_CAN
Graffiti the town.SURVIVORMAP
Learn of local points-of-interest that can help you survive, and show roads.TAZER
Shock someone or something.TELEPORT
Teleport.TOGGLE_HEATS_FOOD
Gives the item the HEATS_FOOD flag if it lacks it, or vice-versa. Used to enable/disable automatically reheating food with that item when eating.TOGGLE_UPS_CHARGING
Gives the item the USE_UPS flag if it lacks it, or vice-versa. Used to enable/disable recharging that item from a UPS, advanced UPS, Unified Power System CBM, etc.TELEPORT
Teleport.TORCH
Light a torch.TOURISTMAP
Learn of local points-of-interest that a tourist would like to visit, and show roads.TOWEL
Dry your character using the item as towel.TOW_ATTACH
This is a tow cable, activate it to attach it to a vehicle.TURRET
Activate a turret.WASH_ALL_ITEMS
Wash items with FILTHY flag.WASH_HARD_ITEMS
Wash hard items with FILTHY flag.WASH_SOFT_ITEMS
Wash soft items with FILTHY flag.WATER_PURIFIER
Purify water.
Comestibles
Comestible type
DRINK
FOOD
MED
Addiction type
alcohol
amphetamine
caffeine
cocaine
crack
nicotine
opiate
sleeping pill
Use action
ALCOHOL_STRONG
Greatly increases drunkenness. Adds diseasedrunk
.ALCOHOL_WEAK
Slightly increases drunkenness. Adds diseasedrunk
ALCOHOL
Increases drunkenness. Adds diseasedrunk
.ANTIBIOTIC
Helps fight infections. Removes diseaseinfected
and adds diseaserecover
.BANDAGE
Stop bleeding.BIRDFOOD
Makes a small bird friendly.BLECH
Causes vomiting.BLECH_BECAUSE_UNCLEAN
Causes warning.CATFOOD
Makes a cat friendly.CATTLEFODDER
Makes a large herbivore friendly.CHEW
Displays message “You chew your %s”, but otherwise does nothing.CIG
Alleviates nicotine cravings. Adds diseasecig
.COKE
Decreases hunger. Adds diseasehigh
.CRACK
Decreases hunger. Adds diseasehigh
.DISINFECTANT
Prevents infections.DOGFOOD
Makes a dog friendly.FIRSTAID
Heal.FLUMED
Adds diseasetook_flumed
.FLUSLEEP
Adds diseasetook_flumed
and increases fatigue.FUNGICIDE
Kills fungus and spores. Removes diseasesfungus
andspores
.HALLU
Adds diseasehallu
.HONEYCOMB
Spawns wax.INHALER
Removes diseaseasthma
.IODINE
Adds diseaseiodine
.MARLOSS
“As you eat the berry, you have a near-religious experience, feeling at one with your surroundings…”METH
Adds diseasemeth
NONE
“You can’t do anything of interest with your[x]
.”PKILL
Reduces pain. Adds diseasepkill[n]
where[n]
is the level of flagPKILL_[n]
used on this comestible.PLANTBLECH
Causes vomiting if player does not contain plant mutationsPOISON
Adds diseasespoison
andfoodpoison
.PROZAC
Adds diseasetook_prozac
if not currently present, otherwise acts as a minor stimulant. Rarely has thetook_prozac_bad
adverse effect.PURIFIER
Removes negative mutations.ROYAL_JELLY
Alleviates many negative conditions and diseases.SEWAGE
Causes vomiting and a chance to mutate.SLEEP
Greatly increases fatigue.THORAZINE
Removes diseaseshallu
,visuals
,high
. Additionally removes diseaseformication
if diseasedermatik
isn’t also present. Has a chance of a negative reaction which increases fatigue.VACCINE
Greatly increases health.VITAMINS
Increases healthiness (not to be confused with HP)WEED
Makes you roll with Cheech & Chong. Adds diseaseweed_high
.XANAX
Alleviates anxiety. Adds diseasetook_xanax
.
Flags
ACID
when consumed using the BLECH function, penalties are reduced if acidproof.CARNIVORE_OK
Can be eaten by characters with the Carnivore mutation.CAN_PLANT_UNDERGROUND
If this is a seed, it can be planted when below z-level zero, regardless of the ambient temperature.CANT_HEAL_EVERYONE
This med can’t be used by everyone, it require a special mutation. Seecan_heal_with
in mutation.EATEN_COLD
Morale bonus for eating cold.EATEN_HOT
Morale bonus for eating hot.INEDIBLE
Inedible by default, enabled to eat when in conjunction with (mutation threshold) flags: BIRD, CATTLE.FERTILIZER
Works as fertilizer for farming, of if this consumed with the PLANTBLECH function penalties will be reversed for plants.FUNGAL_VECTOR
Will give a fungal infection when consumed.HIDDEN_HALLU
… Food causes hallucinations, visible only with a certain survival skill level.HIDDEN_POISON
… Food displays as poisonous with a certain survival skill level. Note that this doesn’t make items poisonous on its own, consider adding"use_action": "POISON"
as well, or usingFORAGE_POISON
instead.IS_BLOOD
Will be scanned if placed in a centrifuge, in hospitals, labs, etc.MELTS
Provides half fun unless frozen. Edible when frozen.MILLABLE
Can be placed inside a mill, to turn into flour.MYCUS_OK
Can be eaten by post-threshold Mycus characters. Only applies to mycus fruits by default.NEGATIVE_MONOTONY_OK
Allowsnegative_monotony
property to lower comestible fun to negative values.NO_INGEST
Administered by some means other than oral intake.PKILL_1
Minor painkiller.PKILL_2
Moderate painkiller.PKILL_3
Heavy painkiller.PKILL_4
“You shoot up.”PKILL_L
Slow-release painkiller.RAW
Reduces kcal by 25%, until cooked (that is, used in a recipe that requires a heat source). Should be added to all uncooked food, unless that food derives more than 50% of its calories from sugars (i.e. many fruits, some veggies) or fats (i.e. butchered fat, coconut). TODO: Make a unit test for these criteria after fat/protein/carbs are added.SMOKABLE
Accepted by smoking rack.SMOKED
Not accepted by smoking rack (product of smoking).USE_EAT_VERB
“You drink your %s.” or “You eat your %s.”USE_ON_NPC
Can be used on NPCs (not necessarily by them).ZOOM
Zoom items can increase your overmap sight range.
Furniture and Terrain
List of known flags, used in both terrain.json
and furniture.json
.
Flags
-
ALARMED
Sets off an alarm if smashed. -
ALLOW_FIELD_EFFECT
Apply field effects to items insideSEALED
terrain/furniture. -
AUTO_WALL_SYMBOL
(only for terrain) The symbol of this terrain will be one of the line drawings (corner, T-intersection, straight line etc.) depending on the adjacent terrains.Example:
-
and|
are both terrain with theCONNECT_TO_WALL
flag.O
does not have the flag, whileX
andY
have theAUTO_WALL_SYMBOL
flag.X
terrain will be drawn as a T-intersection (connected to west, south and east),Y
will be drawn as horizontal line (going from west to east, no connection to south).-X- -Y- | O
-
BARRICADABLE_DOOR_DAMAGED
-
BARRICADABLE_DOOR_REINFORCED_DAMAGED
-
BARRICADABLE_DOOR_REINFORCED
-
BARRICADABLE_DOOR
Door that can be barricaded. -
BARRICADABLE_WINDOW_CURTAINS
-
BARRICADABLE_WINDOW
Window that can be barricaded. -
BASHABLE
Players + Monsters can bash this. -
BLOCK_WIND
This terrain will block the effects of wind. -
BURROWABLE
Burrowing monsters can travel under this terrain, while most others can’t (e.g. graboid will traverse under the chain link fence, while ordinary zombie will be stopped by it). -
BUTCHER_EQ
Butcher’s equipment - required for full butchery of corpses. -
CAN_SIT
Furniture the player can sit on. Player sitting near furniture with the “FLAT_SURF” tag will get mood bonus for eating. -
CHIP
Used in construction menu to determine if wall can have paint chipped off. -
COLLAPSES
Has a roof that can collapse. -
CONNECT_TO_WALL
(only for terrain) This flag has been superseded by the JSON entryconnects_to
, but is retained for backward compatibility. -
CONSOLE
Used as a computer. -
CONTAINER
Items on this square are hidden until looted by the player. -
DECONSTRUCT
Can be deconstructed. -
DEEP_WATER
Deep enough to submerge things -
WATER_CUBE
Water tile that is entirely water -
DESTROY_ITEM
Items that land here are destroyed. See alsoNOITEM
-
DIFFICULT_Z
Most zombies will not be able to follow you up this terrain ( i.e a ladder ) -
DIGGABLE_CAN_DEEPEN
Diggable location can be dug again to make deeper (e.g. shallow pit to deep pit). -
DIGGABLE
Digging monsters, seeding monster, digging with shovel, etc. -
DOOR
Can be opened (used for NPC path-finding). -
EASY_DECONSTRUCT
Player can deconstruct this without tools. -
ELEVATOR
Terrain with this flag will move player, NPCs, monsters, and items up and down when player activates nearbyelevator controls
. -
EMITTER
This furniture will emit fields automatically as defined by its emissions entry -
FIRE_CONTAINER
Stops fire from spreading (brazier, wood stove, etc.) -
FLAMMABLE_ASH
Burns to ash rather than rubble. -
FLAMMABLE_HARD
Harder to light on fire, but still possible. -
FLAMMABLE
Can be lit on fire. -
FLAT_SURF
Furniture or terrain with a flat hard surface (e.g. table, but not chair; tree stump, etc.). -
FLAT
Player can build and move furniture on. -
FORAGE_HALLU
This item can be found with theHIDDEN_HALLU
flag when found through foraging. -
FORAGE_POISION
This item can be found with theHIDDEN_POISON
flag when found through foraging. -
FRIDGE
This item refrigerates items inside. Preserving them. Unlike vehicle parts, any furniture with this flag constantly functions. -
FREEZER
This item freezes items inside. Preserving them extremely well. Unlike vehicle parts, any furniture with this flag constantly functions. -
GOES_DOWN
Can use > to go down a level. -
GOES_UP
Can use < to go up a level. -
GROWTH_SEED
This plant is in its seed stage of growth. -
GROWTH_SEEDLING
This plant is in its seedling stage of growth. -
GROWTH_MATURE
This plant is in a mature stage of a growth. -
GROWTH_HARVEST
This plant is ready for harvest. -
HARVESTED
Marks the harvested version of a terrain type (e.g. harvesting an apple tree turns it into a harvested tree, which later becomes an apple tree again). -
HIDE_PLACE
Creatures on this tile can’t be seen by creatures not standing on adjacent tiles -
INDOORS
Has a roof over it; blocks rain, sunlight, etc. -
LADDER
This piece of furniture that makes climbing easy (works only with z-level mode). -
LIQUIDCONT
Furniture that contains liquid, allows for contents to be accessed in some checks even ifSEALED
. -
LIQUID
Blocks movement, but isn’t a wall (lava, water, etc.) -
MINEABLE
Can be mined with a pickaxe/jackhammer. -
MOUNTABLE
Suitable for guns with theMOUNTED_GUN
flag. -
NOCOLLIDE
Feature that simply doesn’t collide with vehicles at all. -
NOITEM
Items cannot be added here but may overflow to adjacent tiles. See alsoDESTROY_ITEM
-
NO_FLOOR
Things should fall when placed on this tile -
NO_SIGHT
Creature on this tile have their sight reduced to one tile -
NO_SCENT
This tile cannot have scent values, which prevents scent diffusion through this tile -
OPENCLOSE_INSIDE
If it’s a door (with an ‘open’ or ‘close’ field), it can only be opened or closed if you’re inside. -
PAINFUL
May cause a small amount of pain. -
PERMEABLE
Permeable for gases. -
PLACE_ITEM
Valid terrain forplace_item()
to put items on. -
PLANT
A ‘furniture’ that grows and fruits. -
PLANTABLE
This terrain or furniture can have seeds planted in it. -
PLOWABLE
Terrain can be plowed. -
RAMP_END
-
RAMP
Can be used to move up a z-level -
REDUCE_SCENT
Reduces scent diffusion (not total amount of scent in area); only works if also bashable. -
ROAD
Flat and hard enough to drive or skate (with rollerblades) on. -
ROUGH
May hurt the player’s feet. -
RUG
Enables theRemove Carpet
Construction entry. -
SALT_WATER
Source of salt water (works for terrains with examine action “water_source”). -
SEALED
Can’t use e to retrieve items; must smash them open first. -
SEEN_FROM_ABOVE
Visible from a higher level (provided the tile above has no floor) -
SHARP
May do minor damage to players/monsters passing through it. -
SHOOT_ME
Players can aim at terrain or furniture with this flag like they can withtr_practice_target
to train marksmanship. -
SHORT
Feature too short to collide with vehicle protrusions. (mirrors, blades). -
SIGN
Show written message on examine. -
SMALL_PASSAGE
This terrain or furniture is too small for large or huge creatures to pass through. -
SOURCE_CLAY
Enables theExtract Clay
Construction entry. -
SOURCE_IRON
Enables theExtract Iron
Construction entry. -
SOURCE_SAND
Enables theExtract Sand
Construction entry. -
SUN_ROOF_ABOVE
This furniture (terrain is not supported currently) has a “fake roof” above, that blocks sunlight. Special hack for #44421, to be removed later. -
SUPPORTS_ROOF
Used as a boundary for roof construction. -
SUPPRESS_SMOKE
Prevents smoke from fires; used by ventilated wood stoves, etc. -
SWIMMABLE
Player and monsters can swim through it. -
THIN_OBSTACLE
Passable by players and monsters; vehicles destroy it. -
TINY
Feature too short to collide with vehicle undercarriage. Vehicles drive over them with no damage, unless a wheel hits them. -
TRANSPARENT
Players and monsters can see through/past it. Also sets ter_t.transparent. -
UNSTABLE
Walking here cause the bouldering effect on the character. -
USABLE_FIRE
This terrain or furniture counts as a nearby fire for crafting. -
VEH_TREAT_AS_BASH_BELOW
Vehicles will not collide with this even if it counts as rough terrain, like floor with bash_below does. Used for terrain meant to be turned into other terrain when smashed instead of destroying the tile beneath it. -
WALL
This terrain is an upright obstacle. Used for fungal conversion, and also impliesCONNECT_TO_WALL
.
Examine Actions
aggie_plant
Harvest plants.autodoc
Brings the autodoc consoles menu. Needs theAUTODOC
flag to function properly and an adjacent furniture with theAUTODOC_COUCH
flag.autoclave_empty
Start the autoclave cycle if it contains filthy CBM, and the player has enough water.autoclave_full
Check on the progress of the cycle, and collect sterile CBM once cycle is completed.bars
Take advantage of AMORPHOUS and slip through the bars.cardreader
Use the cardreader with a valid card, or attempt to hack.chainfence
Hop over the chain fence.controls_gate
Controls the attached gate.dirtmound
Plant seeds and plants.elevator
Use the elevator to change floors.fault
Displays descriptive message, but otherwise unused.flower_poppy
Pick the mutated poppy.fswitch
Flip the switch and the rocks will shift.fungus
Release spores as the terrain crumbles away.gaspump
Use the gas-pump.none
Nonepedestal_temple
Opens the temple if you have a petrified eye.pedestal_wyrm
Spawn wyrms.pit_covered
Uncover the pit.pit
Cover the pit if you have some planks of wood.portable_structure
Take down a tent or similar portable structure.recycle_compactor
Compress pure metal objects into basic shapes.rubble
Clear up the rubble if you have a shovel.safe
Attempt to crack the safe.shelter
Take down the shelter.shrub_marloss
Pick a marloss bush.shrub_wildveggies
Pick a wild veggies shrub.slot_machine
Gamble.toilet
Either drink or get water out of the toilet.trap
Interact with a trap.water_source
Drink or get water from a water source.
Fungal Conversions Only
FLOWER
This furniture is a flower.FUNGUS
Fungal covered.ORGANIC
This furniture is partly organic.SHRUB
This terrain is a shrub.TREE
This terrain is a tree.YOUNG
This terrain is a young tree.
Furniture Only
AUTODOC
This furniture can be an autodoc console, it also needs theautodoc
examine action.AUTODOC_COUCH
This furniture can be a couch for a furniture with theautodoc
examine action.BLOCKSDOOR
This will boost map terrain’s resistance to bashing ifstr_*_blocked
is set (seemap_bash_info
)
Generic
Flags
BIONIC_NPC_USABLE
… Safe CBMs that NPCs can use without extensive NPC rewrites to utilize toggle CBMs.BIONIC_TOGGLED
… This bionic only has a function when activated, instead of causing its effect every turn.BIONIC_POWER_SOURCE
… This bionic is a source of bionic power.BIONIC_SHOCKPROOF
… This bionic can’t be incapacitated by electrical attacks.BIONIC_FAULTY
… This bionic is a “faulty” bionic.BIONIC_WEAPON
… This bionic is a weapon bionic and activating it will create (or destroy) bionic’s fake_item in user’s hands. Prevents all other activation effects.BIONIC_ARMOR_INTERFACE
… This bionic can provide power to powered armor.BIONIC_SLEEP_FRIENDLY
… This bionic won’t provide a warning if the player tries to sleep while it’s active.BIONIC_GUN
… This bionic is a gun bionic and activating it will fire it. Prevents all other activation effects.CORPSE
… Flag used to spawn various human corpses during the mapgen.DANGEROUS
… NPCs will not accept this item. Explosion iuse actor implies this flag. Implies “NPC_THROW_NOW”.DETERGENT
… This item can be used as a detergent in a washing machine.DURABLE_MELEE
… Item is made to hit stuff and it does it well, so it’s considered to be a lot tougher than other weapons made of the same materials.FAKE_MILL
… Item is a fake item, to denote a partially milled product by @ref Item::process_fake_mill, where conditions for its removal are set.FAKE_SMOKE
… Item is a fake item generating smoke, recognizable by @ref item::process_fake_smoke, where conditions for its removal are set.FIREWOOD
… This item can serve as a firewood. Items with this flag are sorted out to “Loot: Wood” zoneFRAGILE_MELEE
… Fragile items that fall apart easily when used as a weapon due to poor construction quality and will break into components when broken.GAS_DISCOUNT
… Discount cards for the automated gas stations.IS_PET_ARMOR
… Is armor for a pet monster, not armor for a personLEAK_ALWAYS
… Leaks (may be combined with “RADIOACTIVE”).LEAK_DAM
… Leaks when damaged (may be combined with “RADIOACTIVE”).NEEDS_UNFOLD
… Has an additional time penalty upon wielding. For melee weapons and guns this is offset by the relevant skill. Stacks with “SLOW_WIELD”.NO_PACKED
… This item is not protected against contamination and won’t stay sterile. Only applies to CBMs.NO_REPAIR
… Prevents repairing of this item even if otherwise suitable tools exist.NO_SALVAGE
… Item cannot be broken down through a salvage process. Best used when something should not be able to be broken down (i.e. base components like leather patches).NO_STERILE
… This item is not sterile. Only applies to CBMs.NPC_ACTIVATE
… NPCs can activate this item as an alternative attack. Currently by throwing it right after activation. Implied by “BOMB”.NPC_ALT_ATTACK
… Shouldn’t be set directly. Implied by “NPC_ACTIVATE” and “NPC_THROWN”.NPC_THROWN
… NPCs will throw this item (without activating it first) as an alternative attack.NPC_THROW_NOW
… NPCs will try to throw this item away, preferably at enemies. Implies “TRADER_AVOID” and “NPC_THROWN”.PERFECT_LOCKPICK
… Item is a perfect lockpick. Takes only 5 seconds to pick a lock and never fails, but using it grants only a small amount of lock picking xp. The item should have “LOCKPICK” quality of at least 1.PSEUDO
… Used internally to mark items that are referred to in the crafting inventory but are not actually items. They can be used as tools, but not as components. Implies “TRADER_AVOID”.RADIOACTIVE
… Is radioactive (can be used with LEAK_*).RAIN_PROTECT
… Protects from sunlight and from rain, when wielded.REDUCED_BASHING
… Gunmod flag; reduces the item’s bashing damage by 50%.REDUCED_WEIGHT
… Gunmod flag; reduces the item’s base weight by 25%.REQUIRES_TINDER
… Requires tinder to be present on the tile this item tries to start a fire on.SHATTERS
… This item can potentially shatter as if it as made of glass when used as a weapon, thrown, bashed, etc.SLEEP_AID
… This item helps in sleeping.SLEEP_IGNORE
… This item is not shown as before-sleep warning.SLOW_WIELD
… Has an additional time penalty upon wielding. For melee weapons and guns this is offset by the relevant skill. Stacks with “NEEDS_UNFOLD”.TACK
… Item can be used as tack for a mount.TIE_UP
… Item can be used to tie up a creature.TINDER
… This item can be used as tinder for lighting a fire with a REQUIRES_TINDER flagged firestarter.TRADER_AVOID
… NPCs will not start with this item. Use this for active items (e.g. flashlight (on)), dangerous items (e.g. active bomb), fake item or unusual items (e.g. unique quest item).UNBREAKABLE_MELEE
… Does never get damaged when used as melee weapon.UNRECOVERABLE
… Cannot be recovered from a disassembly.
Guns
BACKBLAST
Causes a small explosion behind the person firing the weapon. Currently not implemented?BIPOD
Handling bonus only applies on MOUNTABLE map/vehicle tiles. Does not include wield time penalty (see SLOW_WIELD).CHARGE
Has to be charged to fire. Higher charges do more damage.COLLAPSIBLE_STOCK
Reduces weapon volume proportional to the base size of the gun (excluding any mods). Does not include wield time penalty (see NEEDS_UNFOLD).CONSUMABLE
Makes a gunpart have a chance to get damaged depending on ammo fired, and definable fields ‘consume_chance’ and ‘consume_divisor’.CROSSBOW
Counts as a crossbow for the purpose of gunmod compatibility. Default behavior is to match the skill used by that weapon.DISABLE_SIGHTS
Prevents use of the base weapon sightsFIRE_100
Uses 100 shots per firing.FIRE_50
Uses 50 shots per firing.HEAVY_WEAPON_SUPPORT
Wearing this will let you hip-fire heavy weapons without needing terrain support, like Large or Huge mutants can.FIRE_TWOHAND
Gun can only be fired if player has two free hands.IRREMOVABLE
Makes so that the gunmod cannot be removed.MECH_BAT
This is an exotic battery designed to power military mechs.MOUNTED_GUN
Gun can only be used on terrain / furniture with the “MOUNTABLE” flag, if you’re a normal human. If you’re an oversized mutant (Inconveniently Large, Large, Freakishly Huge, Huge), you can fire it regularly in exchange for dispersion and recoil penalties. Wearing something with theHEAVY_WEAPON_SUPPORT
flag also works.NEVER_JAMS
Never malfunctions.NO_UNLOAD
Cannot be unloaded.PRIMITIVE_RANGED_WEAPON
Allows using non-gunsmith tools to repair it (but not reinforce).PUMP_ACTION
Gun has a rails on its pump action, allowing to install only mods with PUMP_RAIL_COMPATIBLE flag on underbarrel slot.PUMP_RAIL_COMPATIBLE
Mod can be installed on underbarrel slot of guns with rails on their pump action.RELOAD_AND_SHOOT
Firing automatically reloads and then shoots.RELOAD_EJECT
Ejects shell from gun on reload instead of when fired.RELOAD_ONE
Only reloads one round at a time.STR_DRAW
If the weapon also has a strength requirement, lacking the requirement will penalize damage, range, and dispersion until you’re unable to fire if below 50% the listed strength, instead of being a strict limit like it normally would be.STR_RELOAD
Reload speed is affected by strength.UNDERWATER_GUN
Gun is optimized for usage underwater, does perform badly outside of water.WATERPROOF_GUN
Gun does not rust and can be used underwater.
Firing modes
MELEE
Melee attack using properties of the gun or auxiliary gunmodNPC_AVOID
NPC’s will not attempt to use this modeSIMULTANEOUS
All rounds fired concurrently (not sequentially) with recoil added only once (at the end)
Faults
Flags
SILENT
Makes the “faulty ” text NOT appear next to item on general UI. Otherwise the fault works the same.
Parameters
turns_into
Causes this fault to apply to the item just mended.also_mends
Causes this fault to be mended (in addition to fault selected) once that fault is mended.
Magazines
MAG_BULKY
Can be stashed in an appropriate oversize ammo pouch (intended for bulky or awkwardly shaped magazines)MAG_COMPACT
Can be stashed in an appropriate ammo pouch (intended for compact magazines)MAG_DESTROY
Magazine is destroyed when the last round is consumed (intended for ammo belts). Has precedence over MAG_EJECT.MAG_EJECT
Magazine is ejected from the gun/tool when the last round is consumedSPEEDLOADER
Acts like a magazine, except it transfers rounds to the target gun instead of being inserted into it.
MAP SPECIALS
mx_bandits_block
… Road block made by bandits from tree logs.mx_burned_ground
… Fire has ravaged this place.mx_point_burned_ground
… Fire has ravaged this place. (partial application)mx_casings
… Several types of spent casings (solitary, groups, entire overmap tile)mx_clay_deposit
… A small surface clay deposit.mx_clearcut
… All trees become stumps.mx_collegekids
… Corpses and items.mx_corpses
… Up to 5 corpses with everyday loot.mx_crater
… Crater with rubble (and radioactivity).mx_drugdeal
… Corpses and some drugs.mx_dead_vegetation
… Kills all plants. (aftermath of acid rain etc.)mx_point_dead_vegetation
… Kills all plants. (aftermath of acid rain etc.) (partial application)mx_grove
… All trees and shrubs become a single species of tree.mx_grave
… A grave in the open field, with a corpse and some everyday loot.mx_helicopter
… Metal wreckage and some items.mx_jabberwock
… A chance of a jabberwock.mx_looters
… Up to 5 bandits spawn in the building.mx_marloss_pilgrimage
A sect of people worshiping fungaloids.mx_mayhem
… Several types of road mayhem (firefights, crashed cars etc).mx_military
… Corpses and some military items.mx_minefield
… A military roadblock at the entry of the bridges with landmines scattered in the front of it.mx_null
… No special at all.mx_pond
… A small pond.mx_portal_in
… Another portal to neither space.mx_portal
… Portal to neither space, with several types of surrounding environment.mx_roadblock
… Roadblock furniture with turrets and some cars.mx_roadworks
… Partially closed damaged road with chance of work equipment and utility vehicles.mx_science
… Corpses and some scientist items.mx_shia
… A chance of Shia, if Crazy Catalcysm is enabled.mx_shrubbery
… All trees and shrubs become a single species of shrub.mx_spider
… A big spider web, complete with spiders and eggs.mx_supplydrop
… Crates with some military items in it.
Material Phases
GAS
LIQUID
NULL
PLASMA
SOLID
Melee
Flags
ALWAYS_TWOHAND
Item is always wielded with two hands. Without this, the items volume and weight are used to calculate this.DIAMOND
Diamond coating adds 30% bonus to cutting and piercing damageMESSY
Creates more mess when pulpingNO_CVD
Item can never be used with a CVD machineNO_RELOAD
Item can never be reloaded (even if has a valid ammo type).NO_UNWIELD
Cannot unwield this item.POLEARM
Item is clumsy up close and does 70% of normal damage against adjacent targets. Should be paired with REACH_ATTACK. Simple reach piercing weapons like spears should not get this flag.REACH_ATTACK
Allows to perform reach attack.SHEATH_KNIFE
Item can be sheathed in a knife sheath, it applicable to small/medium knives (with volume not bigger than 2)SHEATH_SWORD
Item can be sheathed in a sword scabbardSPEAR
When making reach attacks intervening THIN_OBSTACLE terrain is not an obstacle. Should be paired withREACH_ATTACK
.STAB
A legacy flag that converts an weapon’s damage type into pierce. This is a hack as we cannot use the damage object used by ammo to specify the damage type of melee weapon.UNARMED_WEAPON
Wielding this item still counts as unarmed combat.WHIP
Has a chance of disarming the opponent.
Monster Groups
The condition flags limit when monsters can spawn.
Seasons
Multiple season conditions will be combined together so that any of those conditions become valid time of year spawn times.
AUTUMN
SPRING
SUMMER
WINTER
Time of day
Multiple time of day conditions will be combined together so that any of those conditions become valid time of day spawn times.
DAWN
DAY
DUSK
NIGHT
Monsters
Flags used to describe monsters and define their properties and abilities.
Anger, Fear and Placation Triggers
FIRE
There’s a fire nearby.FRIEND_ATTACKED
A monster of the same type was attacked.FRIEND_DIED
A monster of the same type died.HURT
The monster is hurt.MEAT
Meat or a corpse is nearby.NULL
Source use only?PLAYER_CLOSE
The player gets within a few tiles distance.PLAYER_WEAK
The player is hurt.SOUND
Heard a sound.STALK
Increases when following the player.
Categories
CLASSIC
Only monsters we expect in a classic zombie movie.NULL
No category.WILDLIFE
Natural animals.
Death Functions
Multiple death functions can be used. Not all combinations make sense.
ACID
Acid instead of a body. not the same as the ACID_BLOOD flag. In most cases you want both.AMIGARA
Removes hypnosis if the last one.BLOBSPLIT
Creates more blobs.BOOMER
Explodes in vomit.BROKEN
Spawns a broken robot item, its id calculated like this: the prefix “mon_” is removed from the monster id, than the prefix “broken_” is added. Example: mon_eyebot -> broken_eyebotDISAPPEAR
Hallucination disappears.DISINTEGRATE
Falls apart.EXPLODE
Damaging explosion.FIREBALL
10 percent chance to explode in a fireball.FLAME_EXPLOSION
guaranteed to explode and starts fires.FUNGUS
Explodes in spores.GAMEOVER
Game over man! Game over! Defense mode.GUILT
Moral penalty. There is also a flag with a similar effect.KILL_BREATHERS
All breathers die.KILL_VINES
Kill all nearby vines.MELT
Normal death, but melts.NORMAL
Drop a body, leave gibs.RATKING
Cure verminitis.SMOKEBURST
Explode like a huge smoke bomb.THING
Turn into a full thing.TRIFFID_HEART
Destroys all roots.VINE_CUT
Kill adjacent vine if it’s cut.WORM
Spawns 2 half-worms
Flags
ABSORBS_SPLITS
Consumes objects it moves over, and if it absorbs enough it will split into a copy.ABSORBS
Consumes objects it moves over. (Modders use this).ACIDPROOF
Immune to acid.ACIDTRAIL
Leaves a trail of acid.ACID_BLOOD
Makes monster bleed acid. Fun stuff! Does not automatically dissolve in a pool of acid on death.ANIMAL
Is an animal for purposes of theAnimal Empathy
trait.AQUATIC
Confined to water.ARTHROPOD_BLOOD
Forces monster to bleed hemolymph.ATTACKMON
Attacks other monsters.BADVENOM
Attack may severely poison the player.BASHES
Bashes down doors.BILE_BLOOD
Makes monster bleed bile.BIOPROOF
Makes monster immune to Bio damage (A damage type mostly used by magic mods)BIRDFOOD
Becomes friendly / tamed with bird food.BLEED
Causes the player to bleed.BONES
May produce bones and sinews when butchered.BORES
Tunnels through just about anything (15x bash multiplier: dark wyrms’ bash skill 12->180)CAN_BE_ORDERED
This creature can be directed to not attack enemies, if friendly.CAN_DIG
Can dig and walk.CAN_OPEN_DOORS
Can open doors on its path.CANPLAY
This creature can be played with if it’s a pet.CATFOOD
Becomes friendly / tamed with cat food.CATTLEFODDER
Becomes friendly / tamed with cattle fodder.CBM_CIV
May produce a common CBM a power CBM when butchered.CBM_OP
May produce a CBM or two from ‘bionics_op’ item group when butchered.CBM_POWER
May produce a power CBM when butchered, independent of CBM.CBM_SCI
May produce a CBM from ‘bionics_sci’ item group when butchered.CBM_SUBS
May produce a CBM or two from bionics_subs and a power CBM when butchered.CBM_TECH
May produce a CBM or two from ‘bionics_tech’ item group and a power CBM when butchered.CHITIN
May produce chitin when butchered.CLIMBS
Can climb.COLDROOF
Immune to cold damage.CURRENT
this water is flowing.DESTROYS
Bashes down walls and more. (2.5x bash multiplier, where base is the critter’s max melee bashing)DIGS
Digs through the ground.DOGFOOD
Becomes friendly / tamed with dog food.DRIPS_GASOLINE
Occasionally drips gasoline on move.DRIPS_NAPALM
Occasionally drips napalm on move.ELECTRIC
Shocks unarmed attackers.ELECTRONIC
e.g. A Robot; affected by emp blasts and other stuff.FAT
May produce fat when butchered.FEATHER
May produce feathers when butchered.FILTHY
Any clothing it drops will be filthy.FIREPROOF
Immune to fire.FIREY
Burns stuff and is immune to fire.FISHABLE
It is fishable.FLAMMABLE
Monster catches fire, burns, and spreads fire to nearby objects.FLIES
Can fly (over water, etc.)FUR
May produce fur when butchered.GOODHEARING
Pursues sounds more than most monsters.GRABS
Its attacks may grab you!GROUP_BASH
Gets help from monsters around it when bashing.GROUP_MORALE
More courageous when near friends.GUILT
You feel guilty for killing it.HARDTOSHOOT
It’s one size smaller for ranged attacks, no less then MS_TINYHEARS
It can hear you.HIT_AND_RUN
Flee for several turns after a melee attack.HUMAN
It’s a live human, as long as it’s alive.MF_CARD_OVERRIDE
Not a mech, but can be converted to friendly using an ID card in the same way that mechs can.CONSOLE_DESPAWN
Despawns when a nearby console is properly hacked.IMMOBILE
Doesn’t move (e.g. turrets)ID_CARD_DESPAWN
Despawns when a science ID card is used on a nearby consoleINTERIOR_AMMO
Monster contains ammo inside itself, no need to load on launch. Prevents ammo from being dropped on disable.KEENNOSE
Keen sense of smell.LARVA
Creature is a larva. Currently used for gib and blood handling.LEATHER
May produce leather when butchered.LOUDMOVES
Mkes move noises as if ~2 sizes louder, even if flying.MECH_RECON_VISION
This mech grants you night-vision and enhanced overmap sight radius when piloted.MECH_DEFENSIVE
This mech can protect you thoroughly when piloted.MILITARY_MECH
Will demand a military ID card instead of an industrial one. Doesn’t actually have to be a mech.MILKABLE
Produces milk when milked.NIGHT_INVISIBILITY
Monster becomes invisible if it’s more than one tile away and the lighting on its tile is LL_LOW or less. Visibility is not affected by night vision.NOGIB
Does not leave gibs / meat chunks when killed with huge damage.NOHEAD
Headshots not allowed!NO_BREATHE
Creature can’t drown and is unharmed by gas, smoke or poison.NO_BREED
Creature doesn’t reproduce even though it has reproduction data - useful when using copy-from to make child versions of adult creaturesNO_FUNG_DMG
Creature is immune to fungal spores and can’t be fungalized.PAY_BOT
Creature can be turned into a pet for a limited time in exchange of e-money.PET_MOUNTABLE
Creature can be ridden or attached to an harness.PET_HARNESSABLE
Creature can be attached to an harness.NULL
Source use only.PACIFIST
That monster will never do melee attacks.PARALYZE
Attack may paralyze the player with venom.PLASTIC
Reduces Bashing damage taken by 50%, 66% or 75%. Randomly selected with each hit.POISON
Poisonous to eat.PUSH_MON
Can push creatures out of its way.QUEEN
When it dies, local populations start to die off too.REVIVES
Monster corpse will revive after a short period of time.RIDEABLE_MECH
This monster is a mech suit that can be piloted.SEES
It can see you (and will run/follow).SHEARABLE
This monster can be sheared for wool.SLUDGEPROOF
Ignores the effect of sludge trails.SLUDGETRAIL
Causes the monster to leave a sludge trap trail when moving.SMELLS
It can smell you.STUMBLES
Stumbles in its movement.SUNDEATH
Dies in full sunlight.SWARMS
Groups together and form loose packs.SWIMS
Treats water as 50 movement point terrain.VENOM
Attack may poison the player.VERMIN
Obsolete flag for inconsequential monsters, now prevents loading.WARM
Warm blooded.WEBWALK
Doesn’t destroy webs.WOOL
May produce wool when butchered.
Monster Defense and Attacks
ACIDSPLASH
Splash acid on the attackerNONE
No special attack-backZAPBACK
Shock attacker on hit
Sizes
HUGE
TankLARGE
CowMEDIUM
HumanSMALL
DogTINY
Squirrel
Special attacks
Some special attacks are also valid use actions for tools and weapons. See monsters.json
for
examples on how to use these attacks. Also see monster_attacks.json
for more special attacks, for
example, impale and scratch.
ACID_ACCURATE
Shoots acid that is accurate at long ranges, but less so up close.ACID_BARF
Barfs corroding, blinding acid.ACID
Spit acid.ANTQUEEN
Hatches/grows:egg > ant > soldier
.BIO_OP_BIOJUTSU
Attack with a random special martial art maneuver.BIO_OP_TAKEDOWN
Attack with special martial art takedown maneuver.BIO_OP_DISARM
Attack with a special martial art disarm maneuver.BIO_OP_IMPALE
Attack with a strong martial art maneuver.BITE
Bite attack that can cause deep infected wounds.BMG_TUR
Barrett .50BMG rifle fires.BOOMER_GLOW
Spit glowing bile.BOOMER
Spit bile.BRANDISH
Brandish a knife at the player.BREATHE
Spawns abreather
CALLBLOBS
Calls 2/3 of nearby blobs to defend this monster, and sends 1/3 of nearby blobs after the player.CHICKENBOT
LEGACY - Robot can attack with tazer, M4, or MGL depending on distance.COPBOT
Cop-bot alerts and then tazes the player.DANCE
Monster dances.DARKMAN
Can cause darkness and wraiths to spawn.DERMATIK_GROWTH
Dermatik larva grows into an adult.DERMATIK
Attempts to lay dermatik eggs in the player.DISAPPEAR
Hallucination disappears.DOGTHING
The dog thing spawns into a tentacle dog.FEAR_PARALYZE
Paralyze the player with fear.FLAMETHROWER
Shoots a stream of fire.FLESH_GOLEM
Attack the player with claw, and inflict diseasedowned
if the attack connects.FORMBLOB
Spawns blobs?FRAG_TUR
MGL fires frag rounds.FUNGUS_BIG_BLOSSOM
Spreads fire suppressing fungal haze.FUNGUS_BRISTLE
Perform barbed tendril attack that can cause fungal infections.FUNGUS_CORPORATE
Used solely by Crazy Cataclysm. This will cause runtime errors if used without out, and spawns SpOreos on top of the creature.FUNGUS_FORTIFY
Grows Fungal hedgerows, and advances player on the mycus threshold path.FUNGUS_GROWTH
Grows a young fungaloid into an adult.FUNGUS_HAZE
Spawns fungal fields.FUNGUS_INJECT
Perform needle attack that can cause fungal infections.FUNGUS_SPROUT
Grows a fungal wall.FUNGUS
Releases fungal spores and attempts to infect the player.GENERATOR
Regenerates health.GENE_STING
Shoot a dart at the player that causes a mutation if it connects.GRAB
GRAB the target, and drag it around.GRAB
Grabs the player, slowing on hit, making movement and dodging impossible and blocking harder.GROWPLANTS
Spawns underbrush, or promotes it to> young tree > tree
.GROW_VINE
Grows creeper vines.HOWL
“an ear-piercing howl!”JACKSON
Converts zombies into zombie dancers.LASER
Laser turret fires.LEAP
leap away to an unobstructed tile.LONGSWIPE
Does high damage claw attack, which can even hit some distance away.LUNGE
Perform a jumping attack from some distance away, which can down the target.MULTI_ROBOT
Robot can attack with tazer, flamethrower, M4, MGL, or 120mm cannon depending on distance.NONE
No special attack.PARA_STING
Shoot a paralyzing dart at the player.PARROT
Parrots the speech defined inspeech.json
, picks one of the lines randomly. “speaker” points to a monster id.PARROT_AT_DANGER
Performs the same function as PARROT, but only if the creature sees an angry monster from a hostile faction.PAID_BOT
For creature with PAY_BOT flag, removes the ally status when the pet effect runs out.PHOTOGRAPH
Photograph the player. Causes a robot attack?PLANT
Fungal spores take seed and grow into a fungaloid.PULL_METAL_WEAPON
Pull weapon that’s made of iron or steel from the player’s hand.RANGED_PULL
Pull targets towards attacker.RATKING
Inflicts diseaserat
RATTLE
“a sibilant rattling sound!”RESURRECT
Revives the dead—again.RIFLE_TUR
Rifle turret fires.RIOTBOT
Sprays teargas or relaxation gas, can handcuff players, and can use a blinding flash.SCIENCE
Various science/technology related attacks (e.g. manhacks, radioactive beams, etc.)SEARCHLIGHT
Tracks targets with a searchlight.SHOCKING_REVEAL
Shoots bolts of lightning, and reveals a SHOCKING FACT! Very fourth-wall breaking. Used solely by Crazy Cataclysm.SHOCKSTORM
Shoots bolts of lightning.SHRIEK_ALERT
“a very terrible shriek!”SHRIEK_STUN
“a stunning shriek!”, causes a small bash, can cause a stun.SHRIEK
“a terrible shriek!”SLIMESPRING
Can provide a morale boost to the player, and cure bite and bleed effects.SMASH
Smashes the target for massive damage, sending it flying for a number of tiles equal to("melee_dice" * "melee_dice_sides" * 3) / 10
.SMG
SMG turret fires.SPIT_SAP
Spit sap.STARE
Stare at the player and inflict teleglow.STRETCH_ATTACK
Long ranged piercing attack.STRETCH_BITE
Long ranged bite attack.SUICIDE
Dies after attacking.TAZER
Shock the player.TENTACLE
Lashes a tentacle at the player.TRIFFID_GROWTH
Young triffid grows into an adult.TRIFFID_HEARTBEAT
Grows and crumbles root walls around the player, and spawns more monsters.UPGRADE
Upgrades a regular zombie into a special zombie.VINE
Attacks with vine.VORTEX
Forms a vortex/tornado that causes damage and throws creatures around.
Mutations
Mutation Flags
Mutation flags use a different JSON type from other flags, see json/flags_mutation.json. Primary
difference is that conflicts
and requires
are the only additional properties that can be added
to them.
The following show all trait flags that are currently used by the game’s code. Trait flags must also be defined in JSON if they are to be used in NPC dialogue conditions.
CANNIBAL
No morale penalty from butchering human corpses, converts negative morale of books with the BOOK_CANNIBAL flag into positive, skips warning you about human meat. NOTE: this only skips the warning, the actual morale effects of eating human flesh still require one of the relevant traits. Custom traits with this flag will skip the warning and suffer the morale penalty.NEED_ACTIVE_TO_MELEE
A mutation with this flag will only provide unarmed bonuses if it’s been toggled on.NO_RADIATION
This mutation grants immunity to radiations.NO_THIRST
Your thirst is not modified by food or drinks.NON_THRESH
Mutations with this flag will not count towards the mutation strength (and thus ability to breach a mutation threshold) of any categories it counts as belonging to.PRED1
Reduces morale impact of enzlaving zombie corpses, reduces morale impact of killing monsters with theGUILT
flag.PRED2
Increases EXP gain from combat, negates skill rust of combat skills (if skill rust is enabled), reduces morale impact of enzlaving zombie corpses, reduces morale impact of killing monsters with theGUILT
flag.PRED3
Increases EXP gain from combat, negates skill rust of combat skills (if skill rust is enabled), increases tolerance for enzlaving zombies while already depressed, negates morale impact of killing monsters with theGUILT
flag.PRED4
Increases EXP gain from combat, prevents EXP gain from combat from affecting focus, negates skill rust of combat skills (if skill rust is enabled), negates morale impact of enzlaving zombie corpses, increases tolerance for enzlaving zombies while already depressed, negates morale impact of killing monsters with theGUILT
flag.PSYCHOPATH
No morale penalty from butchering human corpses, converts negative morale of books with the BOOK_CANNIBAL and MORBID flags into positive.SAPIVORE
No morale penalty from butcheing human corpses, converts negative morale of books with the BOOK_CANNIBAL flag into positive.SILENT_SPELL
Negates the negative impact of mouth encumbrance on spells with theVERBAL
flag.SPIRITUAL
Grants bonus morale from reading books with the INSPIRATIONAL flag, converting to positive if negative.SUBTLE_SPELL
Negates the negative impact of arm encumbrance on spells with theSOMATIC
flag.UNARMED_BONUS
You get a bonus to unarmed bash and cut damage equal to unarmed_skill/2 up to 4.
Categories
These branches are also the valid entries for the categories of dreams
in dreams.json
MUTCAT_ALPHA
“You feel…better. Somehow.”MUTCAT_BEAST
“Your heart races and you see blood for a moment.”MUTCAT_BIRD
“Your body lightens and you long for the sky.”MUTCAT_CATTLE
“Your mind and body slow down. You feel peaceful.”MUTCAT_CEPHALOPOD
“Your mind is overcome by images of eldritch horrors…and then they pass.”MUTCAT_CHIMERA
“You need to roar, bask, bite, and flap. NOW.”MUTCAT_ELFA
“Nature is becoming one with you…”MUTCAT_FISH
“You are overcome by an overwhelming longing for the ocean.”MUTCAT_INSECT
“You hear buzzing, and feel your body harden.”MUTCAT_LIZARD
“For a heartbeat, your body cools down.”MUTCAT_MEDICAL
“Your can feel the blood rushing through your veins and a strange, medicated feeling washes over your senses.”MUTCAT_PLANT
“You feel much closer to nature.”MUTCAT_RAPTOR
“Mmm…sweet bloody flavor…tastes like victory.”MUTCAT_RAT
“You feel a momentary nausea.”MUTCAT_SLIME
“Your body loses all rigidity for a moment.”MUTCAT_SPIDER
“You feel insidious.”MUTCAT_TROGLOBITE
“You yearn for a cool, dark place to hide.”
Overmap
Overmap connections
ORTHOGONAL
The connection generally prefers straight lines, avoids turning wherever possible.
Overmap specials
Flags
BEE
Location is related to bees. Used to classify location.BLOB
Location should “blob” outward from the defined location with a chance to be placed in adjacent locations.CLASSIC
Location is allowed when classic zombies are enabled.FUNGAL
Location is related to fungi. Used to classify location.TRIFFID
Location is related to triffids. Used to classify location.LAKE
Location is is placed on a lake and will be ignored for placement if the overmap doesn’t contain any lake terrain.UNIQUE
Location is unique and will only occur once per overmap.occurrences
is overridden to define a percent chance (e.g."occurrences" : [75, 100]
is 75%)ENDGAME
Location will have highest priority during special placement, and won’t be affected by any occurrences normalizations.RESTRICTED
Location will never be spawned as starting locations. Intended(but not limited) to use with incomplete nested specials.
Overmap terrains
Flags
KNOWN_DOWN
There’s a known way down.KNOWN_UP
There’s a known way up.LINEAR
For roads etc, which use ID_straight, ID_curved, ID_tee, ID_four_way.NO_ROTATE
The terrain can’t be rotated (ID_north, ID_east, ID_south, and ID_west instances will NOT be generated, just ID).RIVER
It’s a river tile.SIDEWALK
Has sidewalks on the sides adjacent to roads.IGNORE_ROTATION_FOR_ADJACENCY
When mapgen for this OMT performs neighbour checks, the directions will be treated as absolute, rather than rotated to account for the rotation of the mapgen itself. Probably only useful for hardcoded mapgen.LAKE
Consider this location to be a valid lake terrain for mapgen purposes.LAKE_SHORE
Consider this location to be a valid lake shore terrain for mapgen purposes.SOURCE_FUEL
For NPC AI, this location may contain fuel for looting.SOURCE_FOOD
For NPC AI, this location may contain food for looting.SOURCE_FARMING
For NPC AI, this location may contain useful farming supplies for looting.SOURCE_FABRICATION
For NPC AI, this location may contain fabrication tools and components for looting.SOURCE_GUN
For NPC AI, this location may contain guns for looting.SOURCE_AMMO
For NPC AI, this location may contain ammo for looting.SOURCE_BOOKS
For NPC AI, this location may contain books for looting.SOURCE_WEAPON
For NPC AI, this location may contain weapons for looting.SOURCE_FORAGE
For NPC AI, this location may contain plants to forage.SOURCE_COOKING
For NPC AI, this location may contain useful tools and ingredients to aid in cooking.SOURCE_TAILORING
For NPC AI, this location may contain useful tools for tailoring.SOURCE_DRINK
For NPC AI, this location may contain drink for looting.SOURCE_VEHICLES
For NPC AI, this location may contain vehicles/parts/vehicle tools, to loot.SOURCE_ELECTRONICS
For NPC AI, this location may contain useful electronics to loot.SOURCE_CONSTRUCTION
For NPC AI, this location may contain useful tools/components for construction.SOURCE_CHEMISTRY
For NPC AI, this location may contain useful chemistry tools/components.SOURCE_CLOTHING
For NPC AI, this location may contain useful clothing to loot.SOURCE_SAFETY
For NPC AI, this location may be safe/sheltered and a good place for a base.SOURCE_ANIMALS
For NPC AI, this location may contain useful animals for farming/riding.SOURCE_MEDICINE
For NPC AI, this location may contain useful medicines for looting.SOURCE_LUXURY
For NPC AI, this location may contain valuable/feel-good items to sell/keep.SOURCE_PEOPLE
For NPC AI, this location may have other survivors.RISK_HIGH
For NPC AI, this location has a high risk associated with it - labs/superstores etc.RISK_LOW
For NPC AI, this location is secluded and remote, and appears to be safe.GENERIC_LOOT
This is a place that may contain any of the above, but at a lower frequency - usually a house.
Recipes
Categories
CC_AMMO
CC_ARMOR
CC_CHEM
CC_DRINK
CC_ELECTRONIC
CC_FOOD
CC_MISC
CC_WEAPON
Flags
ALLOW_ROTTEN
Explicitly allow rotten components when crafting non-perishables.BLIND_EASY
Easy to craft with little to no light.BLIND_HARD
Possible to craft with little to no light, but difficult.SECRET
Not automatically learned at character creation time based on high skill levels.UNCRAFT_LIQUIDS_CONTAINED
Spawn liquid items in its default container.FULL_MAGAZINE
If this recipe requires magazines, it needs one that is full. For deconstruction recipes, it will spawn a full magazine when deconstructed.
Scenarios
Flags
ALLOW_OUTSIDE
Allows placing player outside of building, useful for outdoor start.BAD_DAY
Player starts the game drunk, depressed and sick with the flu.BOARDED
Start in boarded building (windows and doors are boarded, movable furniture is moved to windows and doors).BORDERED
Initial start location is bordered by an enormous wall of solid rock.CHALLENGE
Game won’t choose this scenario in random game types.CITY_START
Scenario is available only when city size value in world options is more than 0.FIRE_START
Player starts the game with fire nearby.HELI_CRASH
Player starts the game with various limbs wounds.INFECTED
Player starts the game infected.LONE_START
If starting NPC spawn option is switched to “Scenario-based”, this scenario won’t spawn a fellow NPC on game start.SCEN_ONLY
Profession can be chosen only as part of the appropriate scenario.
Season Flags
AUT_START
… start in autumn.SPR_START
… start in spring.SUM_ADV_START
… start second summer after Cataclysm.SUM_START
… start in summer.WIN_START
… start in winter.
Skills
Tags
combat_skill
The skill is considered a combat skill. It’s affected by “PACIFIST”, “PRED1”, “PRED2”, “PRED3”, and “PRED4” traits.contextual_skill
The skill is abstract, it depends on context (an indirect item to which it’s applied). Neither player nor NPCs can possess it.
Techniques
Techniques may be used by tools, armors, weapons and anything else that can be wielded.
- See contents of
data/json/techniques.json
. - Techniques are also used with martial arts styles, see
data/json/martialarts.json
.
WBLOCK_X
The following weapon techniques have some additional usage. These are defensive techniques that allow the item to assist in blocking attacks in melee, with some additional special uses.
WBLOCK_1
“Medium blocking ability”WBLOCK_2
“High blocking ability”WBLOCK_3
“Very high blocking ability”
An item with one of these techniques can be wielded to provide a bonus to damage reduced by blocking
compared, or armor with the BLOCK_WHILE_WORN
flag can also provide the use of this bonus while
wearing the item, serving as a shield. Additionally, wielding or wearing an item with a combination
of one of these techniques plus said flag will allow the item to block projectiles aimed at body
parts the item otherwise does not cover (or is not covering, in the case of wielded items that meet
those prerequisites). The chance that this will happen is based on the coverage
percentage of the
item used for its normal armor value, reduced by a penalty that depends on which blocking technique
it possesses. The chance of it intercepting shots that strike the legs (again, unless the armor was
set to cover the legs by default already, in which case it uses coverage
as normal) is furtther
penalized. The feet will always be vulnerable unless (for whatever reason a JSON author may devise,
forcefield items for example) an item happens to be a shield that already covers the feet as armor.
Technique | Chance to intercept (head, torso, opposing arm, etc) | Chance to intercept (legs) |
---|---|---|
WBLOCK_1 | 90% of default coverage value | 75% of default coverage value |
WBLOCK_2 | 90% of default coverage value | 75% of default coverage value |
WBLOCK_3 | 90% of default coverage value | 75% of default coverage value |
Tools
Flags
Melee flags are fully compatible with tool flags, and vice versa.
ACT_ON_RANGED_HIT
The item should activate when thrown or fired, then immediately get processed if it spawns on the ground.ALLOWS_REMOTE_USE
This item can be activated or reloaded from adjacent tile without picking it up.BELT_CLIP
The item can be clipped or hooked on to a belt loop of the appropriate size (belt loops are limited by their max_volume and max_weight properties)BOMB
It can be a remote controlled bomb.CABLE_SPOOL
This item is a cable spool and must be processed as such. It has an internal “state” variable which may be in the states “attach_first” or “pay_out_cable” — in the latter case, set its charges tomax_charges - dist(here, point(vars["source_x"], vars["source_y"]))
. If this results in 0 or a negative number, set its state back to “attach_first”.CANNIBALISM
The item is a food that contains human flesh, and applies all applicable effects when consumed.CHARGEDIM
If illuminated, light intensity fades with charge, starting at 20% charge left.DIG_TOOL
If wielded, digs thorough terrain like rock and walls, as player walks into them. If item also hasPOWERED
flag, then it digs faster, but uses up the item’s ammo as if activating it.FIRESTARTER
Item will start fire with some difficulty.FIRE
Item will start a fire immediately.FISH_GOOD
When used for fishing, it’s a good tool (requires that the matching use_action has been set).FISH_POOR
When used for fishing, it’s a poor tool (requires that the matching use_action has been set).HAS_RECIPE
Used by the E-Ink tablet to indicates it’s currently showing a recipe.IS_UPS
Item is Unified Power Supply. Used in active item processingLIGHT_[X]
Illuminates the area with light intensity[X]
where[X]
is an intensity value. (e.x.LIGHT_4
orLIGHT_100
). Note: this flags setsitype::light_emission
field and then is removed (can’t be found usinghas_flag
);MC_MOBILE
,MC_RANDOM_STUFF
,MC_SCIENCE_STUFF
,MC_USED
,MC_HAS_DATA
Memory card related flags, seeiuse.cpp
NO_DROP
Item should never exist on map tile as a discrete item (must be contained by another item)NO_UNLOAD
Cannot be unloaded.POWERED
If turned ON, item uses its own source of power, instead of relying on power of the userRADIOCARITEM
Item can be put into a remote controlled car.RADIOSIGNAL_1
Activated per radios signal 1 (Red).RADIOSIGNAL_2
Activated per radios signal 2 (Blue).RADIOSIGNAL_3
Activated per radios signal 3 (Green).RADIO_ACTIVATION
Item can be activated by a remote control (also requires RADIOSIGNAL_*).RADIO_INVOKE_PROC
After being activated via radio signal the item will have its charges removed. Can be used for bypassing bomb countdown.RADIO_CONTROLLABLE
It can be moved around via a remote control.RADIO_MODABLE
Indicates the item can be made into a radio-activated item.RADIO_MOD
The item has been made into a radio-activated item.RECHARGE
Gain charges when placed in a cargo area with a recharge station.SAFECRACK
This item can be used to unlock safes.USES_BIONIC_POWER
The item has no charges of its own, and runs off of the player’s bionic power.USE_UPS
Item is charges from an UPS / it uses the charges of an UPS instead of its own.NAT_UPS
Silences the (UPS) suffix from USE_UPS.WATER_EXTINGUISH
Is extinguishable in water or under precipitation. Converts items (requires “reverts_to” or use_action “transform” to be set).WET
Item is wet and will slowly dry off (e.g. towel).WIND_EXTINGUISH
This item will be extinguished by the wind.WRITE_MESSAGE
This item could be used to write messages on signs.
Flags that apply to items
These flags do not apply to item types.
Those flags are added by the game code to specific items (that specific welder, not all welders).
COLD
Item is cold (see EATEN_COLD).DIRTY
Item (liquid) was dropped on the ground and is now irreparably dirty.FIELD_DRESS_FAILED
Corpse was damaged by unskillful field dressing. Affects butcher results.FIELD_DRESS
Corpse was field dressed. Affects butcher results.FIT
Reduces encumbrance by one.FROZEN
Item is frozen solid (used by freezer).HIDDEN_ITEM
This item cannot be seen in AIM.HOT
Item is hot (see EATEN_HOT).LITCIG
Marks a lit smoking item (cigarette, joint etc.).NO_PARASITES
Invalidates parasites count set in food->type->comestible->parasitesQUARTERED
Corpse was quartered into parts. Affects butcher results, weight, volume.REVIVE_SPECIAL
… Corpses revives when the player is nearby.SPAWN_FRIENDLY
Applied to eggs laid by pets and to pet bots reverted to items. Any monster that hatches from said egg will also spawn friendly, and deployable bots flagged with this will skip checking for player skills since it’s already been configured correctly once already.USE_UPS
The tool has the UPS mod and is charged from an UPS.WARM
A hidden flag used to track an item’s journey to/from hot, buffers between HOT and cold.WET
Item is wet and will slowly dry off (e.g. towel).
Vehicle Parts
Flags
ADVANCED_PLANTER
This planter doesn’t spill seeds and avoids damaging itself on non-diggable surfaces.AISLE_LIGHT
AISLE
Player can move over this part with less speed penalty than normal.ALTERNATOR
Recharges batteries installed on the vehicle. Can only be installed on a part withE_ALTERNATOR
flag.ANCHOR_POINT
Allows secure seatbelt attachment.ANIMAL_CTRL
Can harness an animal, need HARNESS_bodytype flag to specify bodytype of animal.ARMOR
Protects the other vehicle parts it’s installed over during collisions.ATOMIC_LIGHT
AUTOCLAVE
Acts as an autoclave.AUTOPILOT
This part will enable a vehicle to have a simple autopilot.BATTERY_MOUNT
BED
A bed where the player can sleep.BEEPER
Generates noise when the vehicle moves backward.BELTABLE
Seatbelt can be attached to this part.BIKE_RACK_VEH
Can be used to merge an adjacent single tile wide vehicle, or split a single tile wide vehicle off into its own vehicle.BOARDABLE
The player can safely move over or stand on this part while the vehicle is moving.CAMERA_CONTROL
CAMERA
CAPTURE_MOSNTER_VEH
Can be used to capture monsters when mounted on a vehicle.CARGO_LOCKING
This cargo area is inaccessible to NPCs. Can only be installed on a part withLOCKABLE_CARGO
flag.CARGO
Cargo holding area.CHEMLAB
Acts as a chemistry set for crafting.CHIMES
Generates continuous noise when used.CIRCLE_LIGHT
Projects a circular radius of light when turned on.CONE_LIGHT
Projects a cone of light when turned on.CONTROL_ANIMAL
These controls can only be used to control a vehicle pulled by an animal (such as reins etc).CONTROLS
Can be used to control the vehicle.COOLER
There is separate command to toggle this part.COVERED
Prevents items in cargo parts from emitting any light.CRAFTRIG
Acts as a dehydrator, vacuum sealer and reloading press for crafting purposes. Potentially to include additional tools in the future.CTRL_ELECTRONIC
Controls electrical and electronic systems of the vehicle.CURTAIN
Can be installed over a part flagged withWINDOW
, and functions the same as blinds found on windows in buildings.DIFFICULTY_REMOVE
DISHWASHER
Can be used to wash filthy non-soft items en masse.DOME_LIGHT
DOOR_MOTOR
Can only be installed on a part withOPENABLE
flag.E_ALTERNATOR
Is an engine that can power an alternator.E_COLD_START
Is an engine that starts much slower in cold weather.E_COMBUSTION
Is an engine that burns its fuel and can backfire or explode when damaged.E_HEATER
Is an engine and has a heater to warm internal vehicle items when on.E_HIGHER_SKILL
Is an engine that is more difficult to install as more engines are installed.E_NO_POWER_DECAY
Engines with this flag do not affect total vehicle power suffering diminishing returns.E_STARTS_INSTANTLY
Is an engine that starts instantly, like food pedals.EMITTER
Emits while enabled (emissions are defined byemissions
entry).ENABLED_DRAINS_EPOWER
Producesepower
watts while enabled (use negative numbers to drain power). This is independent from reactor power production.ENGINE
Is an engine and contributes towards vehicle mechanical power.EVENTURN
Only on during even turns.EXTENDS_VISION
Extends player vision (cameras, mirrors, etc.)EXTRA_DRAG
tells the vehicle that the part exerts engine power reduction.FAUCET
FLAT_SURF
Part with a flat hard surface (e.g. table).FLOATS
Provide buoyancy to boatsFLUIDTANK
Is a fluid tank.FOLDABLE
FORGE
Acts as a forge for crafting.FREEZER
Can freeze items in below zero degrees Celsius temperature.FRIDGE
Can refrigerate items.FUNNEL
HALF_CIRCLE_LIGHT
Projects a directed half-circular radius of light when turned on.HARNESS_bodytype
Replace bodytype withany
to accept any type, or with the targeted type.HORN
Generates noise when used.INITIAL_PART
When starting a new vehicle via the construction menu, this vehicle part will be the initial part of the vehicle (if the used item matches the item required for this part). The items of parts with this flag are automatically added as component to the vehicle start construction.INTERNAL
Can only be installed on a part withCARGO
flag.KITCHEN
Acts as a kitchen unit and heat source for crafting.LIGHT
LOCKABLE_CARGO
Cargo containers that are able to have a lock installed.MOUNTABLE
Player can fire mounted weapons from here.MUFFLER
Muffles the noise a vehicle makes while running.MULTISQUARE
Causes this part and any adjacent parts with the same ID to act as a singular part.MUSCLE_ARMS
Power of the engine with such flag depends on player’s strength (it’s less effective thanMUSCLE_LEGS
).MUSCLE_LEGS
Power of the engine with such flag depends on player’s strength.NAILABLE
Attached with nailsNEEDS_BATTERY_MOUNT
NEEDS_WHEEL_MOUNT_HEAVY
Can only be installed on a part withWHEEL_MOUNT_HEAVY
flag.NEEDS_WHEEL_MOUNT_LIGHT
Can only be installed on a part withWHEEL_MOUNT_LIGHT
flag.NEEDS_WHEEL_MOUNT_MEDIUM
Can only be installed on a part withWHEEL_MOUNT_MEDIUM
flag.NEEDS_WINDOW
Can only be installed on a part withWINDOW
flag.NO_JACK
NOINSTALL
Cannot be installed.OBSTACLE
Cannot walk through part, unless the part is alsoOPENABLE
.ODDTURN
Only on during odd turns.ON_CONTROLS
Can only be installed on a part withCONTROLS
flag.ON_ROOF
- Parts with this flag could only be installed on a roof (parts withROOF
flag).OPAQUE
Cannot be seen through.OPENABLE
Can be opened or closed.OPENCLOSE_INSIDE
Can be opened or closed, but only from inside the vehicle.OVER
Can be mounted over other parts.PERPETUAL
If paired with REACTOR, part produces electrical power without consuming fuel.PLANTER
Plants seeds into tilled dirt, spilling them when the terrain underneath is unsuitable. It is damaged by running it over non-DIGGABLE
surfaces.PLOW
Tills the soil underneath the part while active. Takes damage from unsuitable terrain at a level proportional to the speed of the vehicle.POWER_TRANSFER
Transmits power to and from an attached thingy (probably a vehicle).PROTRUSION
Part sticks out so no other parts can be installed over it.RAIL
This wheel allows vehicle to move on rails.REACTOR
When enabled, part consumes fuel to generate epower.REAPER
Cuts down mature crops, depositing them on the square.RECHARGE
Recharge items with the same flag. ( Currently only the rechargeable battery mod. )REMOTE_CONTROLS
REVERSIBLE
Removal has identical requirements to installation but is twice as quickROOF
Covers a section of the vehicle. Areas of the vehicle that have a roof and roofs on surrounding sections, are considered inside. Otherwise they’re outside.ROTOR
Allows vehicle to generate lift. Actual lift depends on engine power sum of all rotor’s diameters.SCOOP
Pulls items from underneath the vehicle to the cargo space of the part. Also mops up liquids.SEAT
A seat where the player can sit or sleep.SEATBELT
Helps prevent the player from being ejected from the vehicle during an accident. Can only be installed on a part withBELTABLE
flag.SECURITY
SHARP
Striking a monster with this part does cutting damage instead of bashing damage, and prevents stunning the monster.SOLAR_PANEL
Recharges vehicle batteries when exposed to sunlight. Has a 1 in 4 chance of being broken on car generation.SPACE_HEATER
There is separate command to toggle this part.STABLE
Similar toWHEEL
, but if the vehicle is only a 1x1 section, this single wheel counts as enough wheels.STEERABLE
This wheel is steerable.STEREO
TOOL_NONE
Can be removed/installed without any toolsTOOL_SCREWDRIVER
Attached with screws, can be removed/installed with a screwdriverTOOL_WRENCH
Attached with bolts, can be removed/installed with a wrenchTOWEL
Can be used to dry yourself up.TRACK
Allows the vehicle installed on, to be marked and tracked on map.TRACKED
Contributes to steering effectiveness but doesn’t count as a steering axle for install difficulty and still contributes to drag for the center of steering calculation.TRANSFORM_TERRAIN
Transform terrain (using rules defined intransform_terrain
).TURRET_CONTROLS
If part with this flag is installed over the turret, it allows to set said turret’s targeting mode to full auto. Can only be installed on a part withTURRET
flag.TURRET_MOUNT
Parts with this flag are suitable for installing turrets.TURRET
Is a weapon turret. Can only be installed on a part withTURRET_MOUNT
flag.UNMOUNT_ON_DAMAGE
Part breaks off the vehicle when destroyed by damage. Item is new and typically undamaged.UNMOUNT_ON_MOVE
Dismount this part when the vehicle moves. Doesn’t drop the part, unless you give it special handling.VARIABLE_SIZE
Has ‘bigness’ for power, wheel radius, etc.VISION
WASHING_MACHINE
Can be used to wash filthy clothes en masse.WATER_WHEEL
Recharges vehicle batteries when in flowing water.WELDRIG
Acts as a welder for crafting.WHEEL
Counts as a wheel in wheel calculations.WIDE_CONE_LIGHT
Projects a wide cone of light when turned on.WIND_POWERED
This engine is powered by wind ( sails etc ).WIND_TURBINE
Recharges vehicle batteries when exposed to wind.WINDOW
Can see through this part and can install curtains over it.WORKBENCH
Can craft at this part, must be paired with a workbench json entry.
Vehicle parts requiring other vehicle parts
The requirement for other vehicle parts is defined for a json flag by setting requires_flag
for
the flag. requires_flag
is the other flag that a part with this flag requires.
Fuel types
NULL
Nonebattery
Electrifying.diesel
Refined dino.gasoline
Refined dino.plasma
Superheated.plutonium
1.21 Gigawatts!water
Clean.wind
Wind powered.