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Cataclysm: Bright Nights
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JSON Flags

Notes

  • Some flags (items, effects, vehicle parts) have to be defined in flags.json or vp_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 under Monsters could stand to be more descriptive of exactly what the attack does.
  • Ammo effects under Ammo 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 HEAT
  • 12mm 12mm
  • 20x66mm 20x66mm Shot (and relatives)
  • 223 .223 Remington (and 5.56 NATO)
  • 22 .22LR (and relatives)
  • 3006 30.06
  • 300 .300 WinMag
  • 308 .308 Winchester (and relatives)
  • 32 .32 ACP
  • 36paper .36 cap & ball
  • 38 .38 Special
  • 40 10mm
  • 40mm 40mm Grenade
  • 44 .44 Magnum
  • 44paper .44 cap & ball
  • 454 .454 Casull
  • 45 .45 ACP (and relatives)
  • 46 46mm
  • 500 .500 Magnum
  • 50 .50 BMG
  • 57 57mm
  • 5x50 5x50 Dart
  • 66mm 66mm HEAT
  • 700nx .700 Nitro Express
  • 762R 7.62x54mm
  • 762 7.62x39mm
  • 762x25 7.62x25mm
  • 84x246mm 84x246mm HE
  • 8x40mm 8mm Caseless
  • 9mm 9x19mm Luger (and relatives)
  • 9x18 9x18mm
  • BB BB
  • RPG-7 RPG-7
  • UPS UPS charges
  • ammo_flintlock Flintlock ammo
  • ampoule Ampoule
  • arrow Arrow
  • battery Battery
  • blunderbuss Blunderbuss
  • bolt Bolt
  • charcoal Charcoal
  • components Components
  • dart Dart
  • diesel Diesel
  • fish_bait Fish bait
  • fishspear Speargun spear
  • fusion Laser Pack
  • gasoline Gasoline
  • homebrew_rocket homebrew rocket
  • lamp_oil Lamp oil
  • laser_capacitor Charge
  • m235 M235 TPA (66mm Incendiary Rocket)
  • metal_rail Rebar Rail
  • money Cents
  • muscle Muscle
  • nail Nail
  • pebble Pebble
  • plasma Plasma
  • plutonium Plutonium Cell
  • rebreather_filter Rebreather filter
  • shot Shotshell
  • signal_flare Signal Flare
  • tape Duct tape
  • thread Thread
  • thrown Thrown
  • unfinished_char Semi-charred fuel
  • water 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 with bounced 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. See JSON_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 penalty
  • SMOKE_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 Prevents HARDTOSHOOT monster flag from having any effect. Implied by SHOT or liquid ammo.

Armor

Covers

  • ARMS … same ARM_L and ARM_R
  • ARM_L
  • ARM_R
  • EYES
  • FEET … same FOOT_L and FOOT_R
  • FOOT_L
  • FOOT_R
  • HANDS … same HAND_L and HAND_R
  • HAND_L
  • HAND_R
  • HEAD
  • LEGS … same LEG_L and LEG_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 the Techniques section.
  • BULLET_IMMNUE Wearing an item with this flag makes you immune to bullet damage
  • CLIMATE_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 the Stylish 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 encumbered
  • HYGROMETER 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 empty
  • ONLY_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_QUADThe 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 over FANCY if the player has the Stylish 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 off
  • CROWBAR 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 flag
  • PICKAXE 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.
  • 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 disease drunk.
  • ALCOHOL_WEAK Slightly increases drunkenness. Adds disease drunk
  • ALCOHOL Increases drunkenness. Adds disease drunk.
  • ANTIBIOTIC Helps fight infections. Removes disease infected and adds disease recover.
  • 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 disease cig.
  • COKE Decreases hunger. Adds disease high.
  • CRACK Decreases hunger. Adds disease high.
  • DISINFECTANT Prevents infections.
  • DOGFOOD Makes a dog friendly.
  • FIRSTAID Heal.
  • FLUMED Adds disease took_flumed.
  • FLUSLEEP Adds disease took_flumed and increases fatigue.
  • FUNGICIDE Kills fungus and spores. Removes diseases fungus and spores.
  • HALLU Adds disease hallu.
  • HONEYCOMB Spawns wax.
  • INHALER Removes disease asthma.
  • IODINE Adds disease iodine.
  • MARLOSS “As you eat the berry, you have a near-religious experience, feeling at one with your surroundings…”
  • METH Adds disease meth
  • NONE “You can’t do anything of interest with your [x].”
  • PKILL Reduces pain. Adds disease pkill[n] where [n] is the level of flag PKILL_[n] used on this comestible.
  • PLANTBLECH Causes vomiting if player does not contain plant mutations
  • POISON Adds diseases poison and foodpoison.
  • PROZAC Adds disease took_prozac if not currently present, otherwise acts as a minor stimulant. Rarely has the took_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 diseases hallu, visuals, high. Additionally removes disease formication if disease dermatik 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 disease weed_high.
  • XANAX Alleviates anxiety. Adds disease took_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.
  • CANT_HEAL_EVERYONE This med can’t be used by everyone, it require a special mutation. See can_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 using FORAGE_POISON instead.
  • 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 Allows negative_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 inside SEALED 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 the CONNECT_TO_WALL flag. O does not have the flag, while X and Y have the AUTO_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 entry connects_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 also NOITEM

  • 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 nearby elevator 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 the HIDDEN_HALLU flag when found through foraging.

  • FORAGE_POISION This item can be found with the HIDDEN_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 if SEALED.

  • LIQUID Blocks movement, but isn’t a wall (lava, water, etc.)

  • MINEABLE Can be mined with a pickaxe/jackhammer.

  • MOUNTABLE Suitable for guns with the MOUNTED_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 also DESTROY_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 for place_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 the Remove 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 with tr_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.

  • 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 implies CONNECT_TO_WALL.

Examine Actions

  • aggie_plant Harvest plants.
  • autodoc Brings the autodoc consoles menu. Needs the AUTODOC flag to function properly and an adjacent furniture with the AUTODOC_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.
  • bulletin_board Use this to arrange tasks for your faction camp.
  • 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 None
  • pedestal_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 the autodoc examine action.
  • AUTODOC_COUCH This furniture can be a couch for a furniture with the autodoc examine action.
  • BLOCKSDOOR This will boost map terrain’s resistance to bashing if str_*_blocked is set (see map_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” zone
  • FRAGILE_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 person
  • LEAK_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.
  • 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 sights
  • FIRE_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 the HEAVY_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 gunmod
  • NPC_AVOID NPC’s will not attempt to use this mode
  • SIMULTANEOUS 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 consumed
  • SPEEDLOADER 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 damage
  • MESSY Creates more mess when pulping
  • NO_CVD Item can never be used with a CVD machine
  • NO_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 scabbard
  • SPEAR When making reach attacks intervening THIN_OBSTACLE terrain is not an obstacle. Should be paired with REACH_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_eyebot
  • DISAPPEAR 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 the Animal 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_TINY
  • HEARS 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.
  • 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 console
  • INTERIOR_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 Is a military-grade 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 creatures
  • NO_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_HARNESSABLECreature 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 Absorbs physical damage to a great degree.
  • 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 attacker
  • NONE No special attack-back
  • ZAPBACK Shock attacker on hit

Sizes

  • HUGE Tank
  • LARGE Cow
  • MEDIUM Human
  • SMALL Dog
  • TINY 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 a breather
  • 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 disease downed 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 in speech.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 disease rat
  • 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 the GUILT 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 the GUILT 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 the GUILT 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 the GUILT 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 the VERBAL 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 the SOMATIC 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.

TechniqueChance to intercept (head, torso, opposing arm, etc)Chance to intercept (legs)
WBLOCK_190% of default coverage value75% of default coverage value
WBLOCK_290% of default coverage value75% of default coverage value
WBLOCK_390% of default coverage value75% 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 to max_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 has POWERED 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 processing
  • LIGHT_[X] Illuminates the area with light intensity [X] where [X] is an intensity value. (e.x. LIGHT_4 or LIGHT_100). Note: this flags sets itype::light_emission field and then is removed (can’t be found using has_flag);
  • MC_MOBILE, MC_RANDOM_STUFF, MC_SCIENCE_STUFF, MC_USED, MC_HAS_DATA Memory card related flags, see iuse.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 user
  • RADIOCARITEM 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->parasites
  • QUARTERED Corpse was quartered into parts. Affects butcher results, weight, volume.
  • REVIVE_SPECIAL … Corpses revives when the player is nearby.
  • 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 with E_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 with LOCKABLE_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 with WINDOW, 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 with OPENABLE 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 by emissions entry).
  • ENABLED_DRAINS_EPOWER Produces epower 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 boats
  • FLUIDTANK 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 with any 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 with CARGO 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 than MUSCLE_LEGS).
  • MUSCLE_LEGS Power of the engine with such flag depends on player’s strength.
  • NAILABLE Attached with nails
  • NEEDS_BATTERY_MOUNT
  • NEEDS_WHEEL_MOUNT_HEAVY Can only be installed on a part with WHEEL_MOUNT_HEAVY flag.
  • NEEDS_WHEEL_MOUNT_LIGHT Can only be installed on a part with WHEEL_MOUNT_LIGHT flag.
  • NEEDS_WHEEL_MOUNT_MEDIUM Can only be installed on a part with WHEEL_MOUNT_MEDIUM flag.
  • NEEDS_WINDOW Can only be installed on a part with WINDOW flag.
  • NO_JACK
  • NOINSTALL Cannot be installed.
  • OBSTACLE Cannot walk through part, unless the part is also OPENABLE.
  • ODDTURN Only on during odd turns.
  • ON_CONTROLS Can only be installed on a part with CONTROLS flag.
  • ON_ROOF - Parts with this flag could only be installed on a roof (parts with ROOF 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 quick
  • ROOF 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 with BELTABLE 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 to WHEEL, 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 tools
  • TOOL_SCREWDRIVER Attached with screws, can be removed/installed with a screwdriver
  • TOOL_WRENCH Attached with bolts, can be removed/installed with a wrench
  • TOWEL 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 in transform_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 with TURRET flag.
  • TURRET_MOUNT Parts with this flag are suitable for installing turrets.
  • TURRET Is a weapon turret. Can only be installed on a part with TURRET_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 None
  • battery Electrifying.
  • diesel Refined dino.
  • gasoline Refined dino.
  • plasma Superheated.
  • plutonium 1.21 Gigawatts!
  • water Clean.
  • wind Wind powered.