JSON Flags
Notes
- Some flags (items, effects, vehicle parts) have to be defined in
flags.jsonorvp_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 attacksunderMonsterscould stand to be more descriptive of exactly what the attack does. Ammo effectsunderAmmoneed 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! :-)
120mm120mm HEAT12mm12mm20x66mm20x66mm Shot (and relatives)223.223 Remington (and 5.56 NATO)22.22LR (and relatives)300630.06300.300 WinMag308.308 Winchester (and relatives)32.32 ACP36paper.36 cap & ball38.38 Special4010mm40mm40mm Grenade44.44 Magnum44paper.44 cap & ball45.45 ACP (and relatives)50.50 BMG5x505x50 Dart66mm66mm HEAT762R7.62x54mm7627.62x39mm84x246mm84x246mm HE8x40mm8mm Caseless9mm9x19mm Luger (and relatives)BBBBRPG-7RPG-7UPSUPS chargesammo_flintlockFlintlock ammoampouleAmpoulearrowArrowbatteryBatteryblunderbussBlunderbussboltBoltcharcoalCharcoalcomponentsComponentsdartDartdieselDieselfish_baitFish baitfishspearSpeargun spearfusionLaser PackgasolineGasolinehomebrew_rockethomebrew rocketlamp_oilLamp oillaser_capacitorChargem235M235 TPA (66mm Incendiary Rocket)metal_railRebar RailmoneyCentsmuscleMusclenailNailpebblePebbleplasmaPlasmaplutoniumPlutonium Cellrebreather_filterRebreather filtershotShotshellsignal_flareSignal FlaretapeDuct tapethreadThreadthrownThrownunfinished_charSemi-charred fuelwaterWater
The following ammo types are (or will soon be) available in in-repo mods
exotic_ammo:
454.454 Casull500.500 Magnum575.7 mm464.6 mm762x257.62x25mm (Tokarev)9x189x18mm700nx.700 Nitro Express38super.38 super460.460 Rowland545x395.45x39mm270win.270 winchester
Effects
ACIDBOMBLeaves a pool of acid on detonation.BEANBAGStuns the target.BLACKPOWDERMay clog up the gun with blackpowder fouling, which will also cause rust.BLINDS_EYESBlinds the target if it hits the head (ranged projectiles can't actually hit the eyes at the moment).BOUNCEInflicts target withbouncedeffect and rebounds to a nearby target without this effect.COOKOFFExplodes when lit on fire.CUSTOM_EXPLOSIONExplosion as specified in"explosion"field of used ammo. SeeJSON_INFO.md.DRAW_AS_LINEDoesn't go through regular bullet animation, instead draws a line and the bullet on its end for one frame.EXPLOSIVE_BIGLarge explosion without any shrapnel.EXPLOSIVE_HUGEHuge explosion without any shrapnel.EXPLOSIVEExplodes without any shrapnel.FLAMEVery small explosion that lights fires.FLARELights the target on fire.FLASHBANGBlinds and deafens nearby targets.FRAGSmall explosion that spreads shrapnel.INCENDIARYLights target on fire.LARGE_BEANBAGHeavily stuns the target.LASERCreates a trail of laser (the field type)LIGHTNINGCreates a trail of lightning.MININUKE_MODSmall thermo-nuclear detonation that leaves behind radioactive fallout.MUZZLE_SMOKEGenerate a small cloud of smoke at the source.NAPALMExplosion that spreads fire.NEVER_MISFIRESFiring ammo without this flag may trigger a misfiring, this is independent of the weapon flags.NOGIBPrevents overkill damage on the target (target won't explode into gibs, see also the monster flag NO_GIBS).NO_PENETRATE_OBSTACLESPrevents a projectile from going through a tile with obstacles, such as chainlink fences or dressers.TANGLEWhen this projectile hits a target, it has a chance to tangle them up and immobilise them.NO_EMBEDWhen 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_DAMAGEWill not damage items on the map even when it otherwise would try to.PLASMACreates 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.SHOTMultiple smaller pellets; less effective against armor but increases chance to hit and no point-blank penaltySMOKE_BIGGenerates a large cloud of smoke at the target.SMOKEGenerates a cloud of smoke at the target.STREAM_BIGLeaves a trail of intense fire fields.STREAMLeaves a trail of fire fields.TRAILCreates a trail of smoke.WIDEPreventsHARDTOSHOOTmonster flag from having any effect. Implied bySHOTor liquid ammo.
Armor
Covers
ARMS... sameARM_LandARM_RARM_LARM_REYESFEET... sameFOOT_LandFOOT_RFOOT_LFOOT_RHANDS... sameHAND_LandHAND_RHAND_LHAND_RHEADLEGS... sameLEG_LandLEG_RLEG_LLEG_RMOUTHTORSO
Flags
Some armor flags, such as WATCH and ALARMCLOCK are compatible with other item types. Experiment
to find which flags work elsewhere.
ACTIVE_CLOAKINGWhile active, drains UPS to provide invisibility.ALARMCLOCKHas an alarm-clock feature.ALLOWS_NATURAL_ATTACKSDoesn't prevent any natural attacks or similar benefits from mutations, fingertip razors, etc., like most items covering the relevant body part would.AURAThis item goes in the outer aura layer, intended for metaphysical effects.BAROMETERThis gear is equipped with an accurate barometer (which is used to measure atmospheric pressure).BELTEDLayer for backpacks and things worn over outerwear.BLINDBlinds the wearer while worn, and provides nominal protection v. flashbang flashes.BLOCK_WHILE_WORNAllows worn armor or shields to be used for blocking attacks. See also theTechniquessection.BULLET_IMMNUEWearing an item with this flag makes you immune to bullet damageCLIMATE_CONTROLThis piece of clothing has climate control of some sort, keeping you warmer or cooler depending on ambient and bodily temperature.COLLARThis piece of clothing has a wide collar that can keep your mouth warm.DEAFMakes the player deaf.ELECTRIC_IMMUNEThis gear completely protects you from electric discharges.FANCYWearing this clothing gives a morale bonus if the player doesn't have theFashion Deficienttrait.FIX_FARSIGHTThis gear corrects farsightedness.FIX_NEARSIGHTThis gear corrects nearsightedness.FLOTATIONPrevents the player from drowning in deep water. Also prevents diving underwater.FRAGILEThis gear is less resistant to damage than normal.HELMET_COMPATItems that are not SKINTIGHT or OVERSIZE but can be worn with a helmet.HOODAllow this clothing to conditionally cover the head, for additional warmth or water protection., if the player's head isn't encumberedHYGROMETERThis gear is equipped with an accurate hygrometer (which is used to measure humidity).NO_TAKEOFFItem with that flag can't be taken off.NO_QUICKDRAWDon't offer to draw items from this holster when the fire key is pressed whilst the players hands are emptyONLY_ONEYou can wear only one.OUTEROuter garment layer.OVERSIZECan always be worn no matter encumbrance/mutations/bionics/etc., but prevents any other clothing being worn over this.PARTIAL_DEAFReduces the volume of sounds to a safe level.PERSONALThis item goes in the personal aura layer, intended for metaphysical effects.POCKETSIncreases warmth for hands if the player's hands are cold and the player is wielding nothing.POWERARMOR_EXOMarks the item as the main exoskeleton for power armor.POWERARMOR_EXTERNALMarks the item as external pieces that cover body parts the exoskeleton doesn't.POWERARMOR_MODMarks the item as a power armour mod that is worn onto an exoskeleton/external piece.POWERARMOR_COMPATIBLEMakes item compatible with power armor despite other parameters causing failure.PSYSHIELD_PARTIAL25% chance to protect against fear_paralyze monster attack when worn.RAD_PROOFThis piece of clothing completely protects you from radiation.RAD_RESISTThis piece of clothing partially protects you from radiation.RAINPROOFPrevents the covered body-part(s) from getting wet in the rain.REQUIRES_BALANCEGear that requires a certain balance to be steady with. If the player is hit while wearing, they have a chance to be downed.RESTRICT_HANDSPrevents the player from wielding a weapon two-handed, forcing one-handed use if the weapon permits it.ROLLER_ONEA 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_INLINEFaster, but less stable overall, the penalty for non-flat terrain is even harsher.SEMITANGIBLEPrevents the item from participating in the encumbrance system when worn.COMPACTPrevents the item from participating in the layering encumbrance system when worn.SKINTIGHTUndergarment layer.SLOWS_MOVEMENTThis piece of clothing multiplies move cost by 1.1.SLOWS_THIRSTThis piece of clothing multiplies the rate at which the player grows thirsty by 0.70.STURDYThis clothing is a lot more resistant to damage than normal.SUN_GLASSESPrevents glaring when in sunlight.SUPER_FANCYGives an additional moral bonus overFANCYif the player doesn't have theFashion Deficienttrait.SWIM_GOGGLESAllows you to see much further under water.THERMOMETERThis gear is equipped with an accurate thermometer (which is used to measure temperature).VARSIZECan be made to fit via tailoring.WAISTLayer for belts other things worn on the waist.WATCHActs as a watch and allows the player to see actual time.WATERPROOFPrevents the covered body-part(s) from getting wet in any circumstance.WATER_FRIENDLYPrevents the item from making the body part count as unfriendly to water and thus causing negative morale from being wet.ALLOWS_FLIGHTWhile active, drains UPS to provide flight.ALWAYS_ALLOWS_FLIGHTAlways allow flight.
Bionics
BIONIC_ARMOR_INTERFACEThis bionic can provide power to powered armor.BIONIC_FAULTYThis bionic is a "faulty" bionic.BIONIC_GUNThis bionic is a gun bionic and activating it will fire it. Prevents all other activation effects.BIONIC_NPC_USABLEThe NPC AI knows how to use this CBM and it can be installed on an NPC.BIONIC_POWER_SOURCEThis bionic is a power source bionic.BIONIC_SLEEP_FRIENDLYThis bionic won't prompt the user to turn it off if they try to sleep while it's active.BIONIC_TOGGLEDThis bionic only has a function when activated, else it causes it's effect every turn.BIONIC_WEAPONThis 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_SHOCKPROOFThis bionic can't be incapacitated by electrical attacks.BIONIC_FLIGHTThis bionic allows flight when active.MULTIINSTALLThis bionic can be installed multiple timesINITIALLY_ACTIVEThis bionic is active at the point of installationBIONIC_TOOLSThis bionic has tools, on activate it will reload the avaliable things to craft with
Books
BOOK_CANNIBALReading this book converts negative morale to positive morale for characters with the CANNIBAL, PSYCHOPATH, or SAPIVORE trait flags.INSPIRATIONALReading this book grants bonus morale to characters with the SPIRITUAL trait flag.MORBIDReading this book converts negative morale to positive morale for characters with the PSYCHOPATH trait flag.
Use actions
ACIDBOMB_ACTGet rid of it or you'll end up like that guy in Robocop.ACIDBOMBPull the pin on an acid bomb.AUTOCLAVESterilize one CBM by autoclaving it.ARROW_FLAMABLELight your arrow and let fly.BELLRing the bell.BOLTCUTTERSUse your town key to gain access anywhere.BREAK_STICKBreaks long stick into two.C4Arm the C4.CABLE_ATTACHThis item is a cable spool. Use it to try to attach to a vehicle.CAN_GOORelease a little blob buddy.CAPTURE_MONSTER_ACTCapture and encapsulate a monster. The associated action is also used for releasing it.CROWBARPry open doors, windows, man-hole covers and many other things that need prying.DIGClear rubble.DIRECTIONAL_ANTENNAFind the source of a signal with your radio.DIVE_TANKUse compressed air tank to breathe.DOG_WHISTLEDogs hate this thing; your dog seems pretty cool with it though.DOLLCHATThat creepy doll just keeps on talking.ELEC_CHAINSAW_OFFTurn the electric chainsaw on.ELEC_CHAINSAW_ONTurn the electric chainsaw off.EXTINGUISHERPut out fires.FIRECRACKER_ACTThe saddest Fourth of July.FIRECRACKER_PACK_ACTKeep the change you filthy animal.FIRECRACKER_PACKLight an entire packet of firecrackers.FIRECRACKERLight a singular firecracker.FLASHBANGPull the pin on a flashbang.GEIGERDetect local radiation levels.GRANADE_ACTAssaults enemies with source code fixes?GRANADEPull the pin on Granade.GRENADEPull the pin on a grenade.HACKSAWCut metal into chunks.HAMMERPry boards off of windows, doors and fences.HEATPACKActivate the heatpack and get warm.HEAT_FOODHeat food around fires.HOTPLATEUse the hotplate.JACKHAMMERBust down walls and other constructions.JET_INJECTORInject some jet drugs right into your veins.LAWUnpack the LAW for firing.LIGHTSTRIPActivates the lightstrip.LUMBERCut logs into planks.MAKEMOUNDMake a mound of dirt.MANHACKActivate a manhack.MATCHBOMBLight the matchbomb.MILITARYMAPLearn of local military installations, and show roads.MININUKESet the timer and run. Or hit with a hammer (not really).MOLOTOV_LITThrow it, but don't drop it.MOLOTOVLight the Molotov cocktail.MOPMop up the mess.MP3_ONTurn the mp3 player off.MP3Turn the mp3 player on.NOISE_EMITTER_OFFTurn the noise emitter on.NOISE_EMITTER_ONTurn the noise emitter off.NONEDo nothing.PACK_CBMPut CBM in special autoclave pouch so that they stay sterile once sterilized.PHEROMONEMakes zombies ignore you.PICK_LOCKPick a lock on a door. Speed and success chance are determined by skill, 'LOCKPICK' item quality and 'PERFECT_LOCKPICK' item flagPICKAXEDoes nothing but berate you for having it (I'm serious).PLACE_RANDOMLYThis 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_GAMEPlay games.PORTALCreate portal traps.RADIO_OFFTurn the radio on.RADIO_ONTurn the radio off.RAGStop the bleeding.RESTAURANTMAPLearn of local eateries, and show roads.ROADMAPLearn of local common points-of-interest and show roads.SCISSORSCut up clothing.SEEDAsks if you are sure that you want to eat the seed. As it is better to plant seeds.SEWSew clothing.SHELTERPut up a full-blown shelter.SHOCKTONFA_OFFTurn the shocktonfa on.SHOCKTONFA_ONTurn the shocktonfa off.SIPHONSiphon liquids out of vehicle.SMOKEBOMB_ACTThis may be a good way to hide as a smoker.SMOKEBOMBPull the pin on a smoke bomb.SOLARPACK_OFFFold solar backpack array.SOLARPACKUnfold solar backpack array.SOLDER_WELDSolder or weld items, or cauterize wounds.SPRAY_CANGraffiti the town.SURVIVORMAPLearn of local points-of-interest that can help you survive, and show roads.TAZERShock someone or something.TELEPORTTeleport.TOGGLE_HEATS_FOODGives 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_CHARGINGGives 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.TELEPORTTeleport.TORCHLight a torch.TOURISTMAPLearn of local points-of-interest that a tourist would like to visit, and show roads.TOWELDry your character using the item as towel.TOW_ATTACHThis is a tow cable, activate it to attach it to a vehicle.TURRETActivate a turret.WATER_PURIFIERPurify water.
Comestibles
Comestible type
DRINKFOODMED
Addiction type
alcoholamphetaminecaffeinecocainecracknicotineopiatesleeping pill
Use action
ALCOHOL_STRONGGreatly increases drunkenness. Adds diseasedrunk.ALCOHOL_WEAKSlightly increases drunkenness. Adds diseasedrunkALCOHOLIncreases drunkenness. Adds diseasedrunk.ANTIBIOTICHelps fight infections. Removes diseaseinfectedand adds diseaserecover.BANDAGEStop bleeding.BIRDFOODMakes a small bird friendly.BLECHCauses vomiting.BLECH_BECAUSE_UNCLEANCauses warning.CATFOODMakes a cat friendly.CATTLEFODDERMakes a large herbivore friendly.CHEWDisplays message "You chew your %s", but otherwise does nothing.CIGAlleviates nicotine cravings. Adds diseasecig.COKEDecreases hunger. Adds diseasehigh.CRACKDecreases hunger. Adds diseasehigh.DISINFECTANTPrevents infections.DOGFOODMakes a dog friendly.FIRSTAIDHeal.FLUMEDAdds diseasetook_flumed.FLUSLEEPAdds diseasetook_flumedand increases fatigue.FUNGICIDEKills fungus and spores. Removes diseasesfungusandspores.HALLUAdds diseasehallu.HONEYCOMBSpawns wax.INHALERRemoves diseaseasthma.IODINEAdds diseaseiodine.MARLOSS"As you eat the berry, you have a near-religious experience, feeling at one with your surroundings..."METHAdds diseasemethNONE"You can't do anything of interest with your[x]."PKILLReduces pain. Adds diseasepkill[n]where[n]is the level of flagPKILL_[n]used on this comestible.PLANTBLECHCauses vomiting if player does not contain plant mutationsPOISONAdds diseasespoisonandfoodpoison.PROZACAdds diseasetook_prozacif not currently present, otherwise acts as a minor stimulant. Rarely has thetook_prozac_badadverse effect.PURIFIERRemoves negative mutations.ROYAL_JELLYAlleviates many negative conditions and diseases.SEWAGECauses vomiting and a chance to mutate.SLEEPGreatly increases fatigue.THORAZINERemoves diseaseshallu,visuals,high. Additionally removes diseaseformicationif diseasedermatikisn't also present. Has a chance of a negative reaction which increases fatigue.VACCINEGreatly increases health.VITAMINSIncreases healthiness (not to be confused with HP)WEEDMakes you roll with Cheech & Chong. Adds diseaseweed_high.XANAXAlleviates anxiety. Adds diseasetook_xanax.
Flags
ACIDwhen consumed using the BLECH function, penalties are reduced if acidproof.CARNIVORE_OKCan be eaten by characters with the Carnivore mutation.CAN_PLANT_UNDERGROUNDIf this is a seed, it can be planted when below z-level zero, regardless of the ambient temperature.CANT_HEAL_EVERYONEThis med can't be used by everyone, it require a special mutation. Seecan_heal_within mutation.EATEN_COLDMorale bonus for eating cold.EATEN_HOTMorale bonus for eating hot.NO_COOKING_BUFFprevents cooking skill from increasing calories of this food when the player cooks itINEDIBLEInedible by default, enabled to eat when in conjunction with (mutation threshold) flags: BIRD, CATTLE.FERTILIZERWorks as fertilizer for farming, of if this consumed with the PLANTBLECH function penalties will be reversed for plants.FUNGAL_VECTORWill 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_POISONinstead.IS_BLOODWill be scanned if placed in a centrifuge, in hospitals, labs, etc.MELTSProvides half fun unless frozen. Edible when frozen.MILLABLECan be placed inside a mill, to turn into flour.MYCUS_OKCan be eaten by post-threshold Mycus characters. Only applies to mycus fruits by default.NEGATIVE_MONOTONY_OKAllowsnegative_monotonyproperty to lower comestible fun to negative values.NO_INGESTAdministered by some means other than oral intake.PKILL_1Minor painkiller.PKILL_2Moderate painkiller.PKILL_3Heavy painkiller.PKILL_4"You shoot up."PKILL_LSlow-release painkiller.RAWReduces 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.SMOKABLEAccepted by smoking rack.SMOKEDNot accepted by smoking rack (product of smoking).USE_EAT_VERB"You drink your %s." or "You eat your %s."USE_ON_NPCCan be used on NPCs (not necessarily by them).ZOOMZoom items can increase your overmap sight range.
Furniture and Terrain
List of known flags, used in both terrain.json and furniture.json.
Flags
-
ALARMEDSets off an alarm if smashed. -
ALIGN_WORKBENCH(only for furniture) A hint to the tiles display that the sprite for this furniture should face toward any adjacent tile with a workbench quality.- -
ALLOW_FIELD_EFFECTApply field effects to items insideSEALEDterrain/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_WALLflag.Odoes not have the flag, whileXandYhave theAUTO_WALL_SYMBOLflag.Xterrain will be drawn as a T-intersection (connected to west, south and east),Ywill be drawn as horizontal line (going from west to east, no connection to south).-X- -Y- | O -
ADV_DECONSTRUCTThis cannot be deconstructed using normal deconstruction; a specially-defined construction action is necessary. Most of these fall under the "advanced_object_deconstruction" group. -
BARRICADABLE_DOOR_DAMAGED -
BARRICADABLE_DOOR_REINFORCED_DAMAGED -
BARRICADABLE_DOOR_REINFORCED -
BARRICADABLE_DOORDoor that can be barricaded. -
BARRICADABLE_WINDOW_CURTAINS -
BARRICADABLE_WINDOWWindow that can be barricaded. -
BASHABLEPlayers + Monsters can bash this. -
BLOCK_WINDThis terrain will block the effects of wind. -
BURROWABLEBurrowing 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). -
CAN_SITFurniture the player can sit on. Player sitting near furniture with the "FLAT_SURF" tag will get mood bonus for eating. -
CHIPUsed in construction menu to determine if wall can have paint chipped off. -
COLLAPSESHas 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. -
CONSOLEUsed as a computer. -
CONTAINERItems on this square are hidden until looted by the player. -
DECONSTRUCTCan be deconstructed. -
DEEP_WATERDeep enough to submerge things -
WATER_CUBEWater tile that is entirely water -
DESTROY_ITEMItems that land here are destroyed. See alsoNOITEM -
DIFFICULT_ZMost zombies will not be able to follow you up this terrain ( i.e a ladder ) -
DIGGABLE_CAN_DEEPENDiggable location can be dug again to make deeper (e.g. shallow pit to deep pit). -
DIGGABLEDigging monsters, seeding monster, digging with shovel, etc. -
DOORCan be opened (used for NPC path-finding). -
EASY_DECONSTRUCTPlayer can deconstruct this without tools. -
ELEVATORTerrain with this flag will move player, NPCs, monsters, and items up and down when player activates nearbyelevator controls. -
EMITTERThis furniture will emit fields automatically as defined by its emissions entry -
FIRE_CONTAINERStops fire from spreading (brazier, wood stove, etc.) -
FLAMMABLE_ASHBurns to ash rather than rubble. -
FLAMMABLE_HARDHarder to light on fire, but still possible. -
FLAMMABLECan be lit on fire. -
FLAT_SURFFurniture or terrain with a flat hard surface (e.g. table, but not chair; tree stump, etc.). -
FLATPlayer can build and move furniture on. -
FORAGE_HALLUThis item can be found with theHIDDEN_HALLUflag when found through foraging. -
FORAGE_POISIONThis item can be found with theHIDDEN_POISONflag when found through foraging. -
FRIDGEThis item refrigerates items inside. Preserving them. Unlike vehicle parts, any furniture with this flag constantly functions. -
FREEZERThis item freezes items inside. Preserving them extremely well. Unlike vehicle parts, any furniture with this flag constantly functions. -
GOES_DOWNCan use > to go down a level. -
GOES_UPCan use < to go up a level. -
GROWTH_SEEDThis plant is in its seed stage of growth. -
GROWTH_SEEDLINGThis plant is in its seedling stage of growth. -
GROWTH_MATUREThis plant is in a mature stage of a growth. -
GROWTH_HARVESTThis plant is ready for harvest. -
HARVESTEDMarks 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_PLACECreatures on this tile can't be seen by creatures not standing on adjacent tiles -
INDOORSHas a roof over it; blocks rain, sunlight, etc. -
LADDERThis piece of furniture that makes climbing easy (works only with z-level mode). -
LIQUIDCONTFurniture that contains liquid, allows for contents to be accessed in some checks even ifSEALED. -
LIQUIDBlocks movement, but isn't a wall (lava, water, etc.) -
MINEABLECan be mined with a pickaxe/jackhammer. -
MOUNTABLESuitable for guns with theMOUNTED_GUNflag. -
NOCOLLIDEFeature that simply doesn't collide with vehicles at all. -
NOITEMItems cannot be added here but may overflow to adjacent tiles. See alsoDESTROY_ITEM -
NO_FLOORThings should fall when placed on this tile -
NO_SIGHTCreature on this tile have their sight reduced to one tile -
NO_SCENTThis tile cannot have scent values, which prevents scent diffusion through this tile -
OPENCLOSE_INSIDEIf it's a door (with an 'open' or 'close' field), it can only be opened or closed if you're inside. -
PAINFULMay cause a small amount of pain. -
PERMEABLEPermeable for gases. -
PLACE_ITEMValid terrain forplace_item()to put items on. -
PLANTA 'furniture' that grows and fruits. -
PLANTABLEThis terrain or furniture can have seeds planted in it. -
PLOWABLETerrain can be plowed. -
RAMP_END -
RAMPCan be used to move up a z-level -
REDUCE_SCENTReduces scent diffusion (not total amount of scent in area); only works if also bashable. -
ROADFlat and hard enough to drive or skate (with rollerblades) on. -
ROUGHMay hurt the player's feet. -
RUGEnables theRemove CarpetConstruction entry. -
SALT_WATERSource of salt water (works for terrains with examine action "water_source"). -
SEALEDCan't use e to retrieve items; must smash them open first. -
SEEN_FROM_ABOVEVisible from a higher level (provided the tile above has no floor) -
SHARPMay do minor damage to players/monsters passing through it. -
SHOOT_MEPlayers can aim at terrain or furniture with this flag like they can withtr_practice_targetto train marksmanship. -
SHORTFeature too short to collide with vehicle protrusions. (mirrors, blades). -
SIGNShow written message on examine. -
SMALL_PASSAGEThis terrain or furniture is too small for large or huge creatures to pass through. -
SOURCE_CLAYEnables theExtract ClayConstruction entry. -
SOURCE_IRONEnables theExtract IronConstruction entry. -
SOURCE_SANDEnables theExtract SandConstruction entry. -
SUN_ROOF_ABOVEThis furniture (terrain is not supported currently) has a "fake roof" above, that blocks sunlight. Special hack for #44421, to be removed later. -
SUPPORTS_ROOFUsed as a boundary for roof construction. -
SUPPRESS_SMOKEPrevents smoke from fires; used by ventilated wood stoves, etc. -
SWIMMABLEPlayer and monsters can swim through it. -
THIN_OBSTACLEPassable by players and monsters; vehicles destroy it. -
TINYFeature too short to collide with vehicle undercarriage. Vehicles drive over them with no damage, unless a wheel hits them. -
TRANSPARENTPlayers and monsters can see through/past it. Also sets ter_t.transparent. -
UNSTABLEWalking here cause the bouldering effect on the character. -
USABLE_FIREThis terrain or furniture counts as a nearby fire for crafting. -
VEH_TREAT_AS_BASH_BELOWVehicles 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. -
WALLThis terrain is an upright obstacle. Used for fungal conversion, and also impliesCONNECT_TO_WALL. -
WELDABLE_DOORThe "weld shut metal door" construction will convert this terrain intot_door_metal_welded. -
WELDABLE_BARSAs above, but converts tot_door_metal_welded_barsinstead. If you want it to convert into specific terrain instead, add a separate construction entry to theweld_shut_metal_doorconstruction group that usespre_terraininstead ofpre_flags. -
WINDOWThis terrain is a window, though it may be closed, broken, or covered up. Used by teh tiles code to align furniture sprites away from the window.
Examine Actions
aggie_plantHarvest plants.autodocBrings the autodoc consoles menu. Needs theAUTODOCflag to function properly and an adjacent furniture with theAUTODOC_COUCHflag.autoclave_emptyStart the autoclave cycle if it contains faulty CBM, and the player has enough water.autoclave_fullCheck on the progress of the cycle, and collect sterile CBM once cycle is completed.barsTake advantage of AMORPHOUS and slip through the bars.cardreaderUse the cardreader with a valid card, or attempt to hack.chainfenceHop over the chain fence.controls_gateControls the attached gate.dirtmoundPlant seeds and plants.elevatorUse the elevator to change floors.faultDisplays descriptive message, but otherwise unused.flower_poppyPick the mutated poppy.fswitchFlip the switch and the rocks will shift.fungusRelease spores as the terrain crumbles away.gaspumpUse the gas-pump.noneNonepedestal_templeOpens the temple if you have a petrified eye.pedestal_wyrmSpawn wyrms.pit_coveredUncover the pit.pitCover the pit if you have some planks of wood.portable_structureTake down a tent or similar portable structure.recycle_compactorCompress pure metal objects into basic shapes.rubbleClear up the rubble if you have a shovel.safeAttempt to crack the safe.shelterTake down the shelter.shrub_marlossPick a marloss bush.shrub_wildveggiesPick a wild veggies shrub.slot_machineGamble.toiletEither drink or get water out of the toilet.trapInteract with a trap.water_sourceDrink or get water from a water source.
Fungal Conversions Only
FLOWERThis furniture is a flower.FUNGUSFungal covered.ORGANICThis furniture is partly organic.SHRUBThis terrain is a shrub.TREEThis terrain is a tree.YOUNGThis terrain is a young tree.
Furniture Only
AUTODOCThis furniture can be an autodoc console, it also needs theautodocexamine action.AUTODOC_COUCHThis furniture can be a couch for a furniture with theautodocexamine action.BLOCKSDOORThis will boost map terrain's resistance to bashing ifstr_*_blockedis 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.COMBAT_NPC_ON... The "on" state for Items that NPCs will use in combatCOMBAT_NPC_USE... Items and CBMs that NPCs will activate when in combatCORPSE... 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".DESTROY_ON_DECHARGE... This item should be destroyed if loses charges.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".BIONIC_TOOLS... Used by pseudo bionic tools to make clear that they need to use bionic powerRADIOACTIVE... 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... Armor with this flag will never take damage when taking hits for the wearer.UNBREAKABLE_MELEE... Does never get damaged when used as melee weapon.UNRECOVERABLE... Cannot be recovered from a disassembly.TOBACCO... When lit, this item gives the cigarette effect every puff.MARIJUANA... When lit, this item gives the marijuana effect every puff.
Guns
BACKBLASTCauses a small explosion behind the person firing the weapon. Currently not implemented?BIPODHandling bonus only applies on MOUNTABLE map/vehicle tiles. Does not include wield time penalty (see SLOW_WIELD).CHARGEHas to be charged to fire. Higher charges do more damage.COLLAPSIBLE_STOCKReduces weapon volume proportional to the base size of the gun (excluding any mods). Does not include wield time penalty (see NEEDS_UNFOLD).CONSUMABLEMakes a gunpart have a chance to get damaged depending on ammo fired, and definable fields 'consume_chance' and 'consume_divisor'.CROSSBOWCounts as a crossbow for the purpose of gunmod compatibility. Default behavior is to match the skill used by that weapon.DISABLE_SIGHTSPrevents use of the base weapon sightsFIRE_20Uses 20 shots per firing.FIRE_50Uses 50 shots per firing.FIRE_100Uses 100 shots per firing. See also theammo_to_fireproperty to specify any amount of ammo usage per shot desired. These flags will overrideammo_to_fireif present.HEAVY_WEAPON_SUPPORTWearing this will let you hip-fire heavy weapons without needing terrain support, like Large or Huge mutants can.FIRE_TWOHANDGun can only be fired if player has two free hands.IRREMOVABLEMakes so that the gunmod cannot be removed.MECH_BATThis is an exotic battery designed to power military mechs.MOUNTED_GUNGun 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_SUPPORTflag also works.NEVER_JAMSNever malfunctions.NO_UNLOADCannot be unloaded.PRIMITIVE_RANGED_WEAPONAllows using non-gunsmith tools to repair it (but not reinforce).PUMP_ACTIONGun has a rails on its pump action, allowing to install only mods with PUMP_RAIL_COMPATIBLE flag on underbarrel slot.PUMP_RAIL_COMPATIBLEMod can be installed on underbarrel slot of guns with rails on their pump action.RELOAD_AND_SHOOTFiring automatically reloads and then shoots.RELOAD_EJECTEjects shell from gun on reload instead of when fired.RELOAD_ONEOnly reloads one round at a time.STR_DRAWIf 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_RELOADReload speed is affected by strength.UNDERWATER_GUNGun is optimized for usage underwater, does perform badly outside of water.USE_PARENT_GUNFor gunmods withgun_datameant to represent extra magazines on a gun, e.g. KSG. Will make fouling apply to the gun it's installed on instead of itself, check for suppressors installed on the parent item, and apply brass catcher behavior if present on parent item.WATERPROOF_GUNGun does not rust and can be used underwater.
Firing modes
MELEEMelee attack using properties of the gun or auxiliary gunmodNPC_AVOIDNPC's will not attempt to use this modeSIMULTANEOUSAll rounds fired concurrently (not sequentially) with recoil added only once (at the end)
Faults
Flags
SILENTMakes the "faulty " text NOT appear next to item on general UI. Otherwise the fault works the same.
Parameters
turns_intoCauses this fault to apply to the item just mended.also_mendsCauses this fault to be mended (in addition to fault selected) once that fault is mended.
Magazines
MAG_BULKYCan be stashed in an appropriate oversize ammo pouch (intended for bulky or awkwardly shaped magazines)MAG_COMPACTCan be stashed in an appropriate ammo pouch (intended for compact magazines)MAG_DESTROYMagazine is destroyed when the last round is consumed (intended for ammo belts). Has precedence over MAG_EJECT.MAG_EJECTMagazine is ejected from the gun/tool when the last round is consumedSPEEDLOADERActs 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_pilgrimageA 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
GASLIQUIDNULLPLASMASOLID
Melee
Flags
ALWAYS_TWOHANDItem is always wielded with two hands. Without this, the items volume and weight are used to calculate this.DIAMONDDiamond coating adds 30% bonus to cutting and piercing damageMESSYCreates more mess when pulpingNO_CVDItem can never be used with a CVD machineNO_RELOADItem can never be reloaded (even if has a valid ammo type).NO_UNWIELDCannot unwield this item.POLEARMItem 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_ATTACKAllows to perform reach attack.SHEATH_KNIFEItem can be sheathed in a knife sheath, it applicable to small/medium knives (with volume not bigger than 2)SHEATH_SWORDItem can be sheathed in a sword scabbardSPEARWhen making reach attacks intervening THIN_OBSTACLE terrain is not an obstacle. Should be paired withREACH_ATTACK.STABA 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_WEAPONWielding this item still counts as unarmed combat.WHIPHas a chance of disarming the opponent.FLAMINGDeals a random amount of fire damage on hitSHOCKINGDeals a random amount of electric damage on hitACIDICDeals a random amount of acid damage on hit
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.
AUTUMNSPRINGSUMMERWINTER
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.
DAWNDAYDUSKNIGHT
Monsters
Flags used to describe monsters and define their properties and abilities.
Anger, Fear and Placation Triggers
FIREThere's a fire nearby.FRIEND_ATTACKEDA monster of the same type was attacked. Always triggers character aggro.FRIEND_DIEDA monster of the same type died. Always triggers character aggro.HURTThe monster is hurt. Always triggers character aggro.MEATMeat or a corpse is nearby.NULLSource use only?PLAYER_CLOSEThe player gets within a few tiles distance. Triggers character aggro<anger>%of the time.PLAYER_WEAKThe player is hurt.SOUNDHeard a sound.STALKIncreases when following the player.
Categories
CLASSICOnly monsters we expect in a classic zombie movie.NULLNo category.WILDLIFENatural animals.
Death Functions
Multiple death functions can be used. Not all combinations make sense.
ACIDAcid instead of a body. Not the same as the ACID_BLOOD flag. In most cases you want both.AMIGARARemoves hypnosis if the last one.BLOBSPLITCreates more blobs.BOOMER_GLOWExplodes in glowing vomit.BOOMERExplodes in vomit.BRAINBLOBSpawns 2 blobs.BROKEN_AMMOGives a message about destroying ammo and then calls "BROKEN".BROKENSpawns a broken robot item, its id calculated like this: the prefix "mon_" is removed from the monster id, then the prefix "broken_" is added. Example: mon_eyebot -> broken_eyebot.CONFLAGRATIONExplode in a huge fireball.DARKMANSight returns to normal.DETONATESelf destructs.DISAPPEARHallucination disappears.DISINTEGRATEFalls apart.EXPLODEDamaging explosion.FIREBALL10 percent chance to explode in a fireball.FOCUSEDBEAMBlinding ray.FUNGALBURSTExplode with a cloud of fungal haze.FUNGUSExplodes in spores.GAMEOVERGame over man! Game over! Defense mode.GASExplodes in toxic gas.GUILTMoral penalty. There is also a flag with a similar effect.JABBERWOCKYSnicker-snack!JACKSONReverts dancers.KILL_BREATHERSAll breathers die.KILL_VINESKill all nearby vines.MELTNormal death, but melts.NORMALDrop a body, leave gibs.PREG_ROACHSpawn some cockroach nymphs.RATKINGCure verminitis.SMOKEBURSTExplode like a huge smoke bomb.SPLATTERExplodes in gibs and chunks.THINGTurn into a full thing.TRIFFID_HEARTDestroys all roots.VINE_CUTKill adjacent vine if it's cut.WORMSpawns 2 half-worms.
Flags
ABSORBS_SPLITSConsumes objects it moves over, and if it absorbs enough it will split into a copy.ABSORBSConsumes objects it moves over. (Modders use this).ACIDPROOFImmune to acid.ACIDTRAILLeaves a trail of acid.ACID_BLOODMakes monster bleed acid. Fun stuff! Does not automatically dissolve in a pool of acid on death.ANIMALIs an animal for purposes of theAnimal Empathytrait.AQUATICConfined to water.ARTHROPOD_BLOODForces monster to bleed hemolymph.ATTACKMONAttacks other monsters.BADVENOMAttack may severely poison the player.BASHESBashes down doors.BILE_BLOODMakes monster bleed bile.BIOPROOFMakes monster immune to Bio damage (A damage type mostly used by magic mods)COLDPROOFMakes monster immune to Cold damage (A damage type mostly used by magic mods)DARKPROOFMakes monster immune to Dark damage (A damage type completely used by magic mods)LIGHTPROOFMakes monster immune to Light damage (A damage type completely used by magic mods)PSIPROOFMakes monster immune to Psionic damage (A damage type mostly used by magic mods)BIRDFOODBecomes friendly / tamed with bird food.BLEEDCauses the player to bleed.BONESMay produce bones and sinews when butchered.BORESTunnels through just about anything (15x bash multiplier: dark wyrms' bash skill 12->180)CAN_BE_ORDEREDThis creature can be directed to not attack enemies, if friendly.CAN_DIGCan dig and walk.CAN_OPEN_DOORSCan open doors on its path.CANPLAYThis creature can be played with if it's a pet.CATFOODBecomes friendly / tamed with cat food.CATTLEFODDERBecomes friendly / tamed with cattle fodder.CBM_CIVMay produce a common CBM a power CBM when butchered.CBM_OPMay produce a CBM or two from 'bionics_op' item group when butchered.CBM_POWERMay produce a power CBM when butchered, independent of CBM.CBM_SCIMay produce a CBM from 'bionics_sci' item group when butchered.CBM_SUBSMay produce a CBM or two from bionics_subs and a power CBM when butchered.CBM_TECHMay produce a CBM or two from 'bionics_tech' item group and a power CBM when butchered.CHITINMay produce chitin when butchered.CLIMBSCan climb.CURRENTthis water is flowing.DESTROYSBashes down walls and more. (2.5x bash multiplier, where base is the critter's max melee bashing)DIGSDigs through the ground.DOGFOODBecomes friendly / tamed with dog food.DRIPS_GASOLINEOccasionally drips gasoline on move.DRIPS_NAPALMOccasionally drips napalm on move.ELECTRICShocks unarmed attackers.ELECTRONICe.g. A Robot; affected by emp blasts and other stuff.FATMay produce fat when butchered.FEATHERMay produce feathers when butchered.FIREPROOFImmune to fire.FIREYBurns stuff and is immune to fire.FISHABLEIt is fishable.FLAMMABLEMonster catches fire, burns, and spreads fire to nearby objects.FLIESCan fly (over water, etc.)FURMay produce fur when butchered.GOODHEARINGPursues sounds more than most monsters.GRABSIts attacks may grab you!GROUP_BASHGets help from monsters around it when bashing.GROUP_MORALEMore courageous when near friends.GUILTYou feel guilty for killing it.HARDTOSHOOTIt's one size smaller for ranged attacks, no less then MS_TINYHEARSIt can hear you.HIT_AND_RUNFlee for several turns after a melee attack.HUMANIt's a live human, as long as it's alive.MF_CARD_OVERRIDENot a mech, but can be converted to friendly using an ID card in the same way that mechs can.CONSOLE_DESPAWNDespawns when a nearby console is properly hacked.IMMOBILEDoesn't move (e.g. turrets)ID_CARD_DESPAWNDespawns when a science ID card is used on a nearby consoleINTERIOR_AMMOMonster contains ammo inside itself, no need to load on launch. Prevents ammo from being dropped on disable.KEENNOSEKeen sense of smell.LARVACreature is a larva. Currently used for gib and blood handling.LEATHERMay produce leather when butchered.LOUDMOVESMkes move noises as if ~2 sizes louder, even if flying.MECH_RECON_VISIONThis mech grants you night-vision and enhanced overmap sight radius when piloted.MECH_DEFENSIVEThis mech can protect you thoroughly when piloted.MILITARY_MECHWill demand a military ID card instead of an industrial one. Doesn't actually have to be a mech.MILKABLEProduces milk when milked.NIGHT_INVISIBILITYMonster 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.NOGIBDoes not leave gibs / meat chunks when killed with huge damage.NOHEADHeadshots not allowed!NO_BREATHECreature can't drown and is unharmed by gas, smoke or poison.NO_BREEDCreature doesn't reproduce even though it has reproduction data - useful when using copy-from to make child versions of adult creaturesNO_FUNG_DMGCreature is immune to fungal spores and can't be fungalized.PAY_BOTCreature can be turned into a pet for a limited time in exchange of e-money.PET_MOUNTABLECreature can be ridden or attached to an harness.PET_HARNESSABLECreature can be attached to an harness.NULLSource use only.PACIFISTThat monster will never do melee attacks.PARALYZEAttack may paralyze the player with venom.PLASTICReduces Bashing damage taken by 50%, 66% or 75%. Randomly selected with each hit.POISONPoisonous to eat.PUSH_MONCan push creatures out of its way.QUEENWhen it dies, local populations start to die off too.REVIVESMonster corpse will revive after a short period of time.RIDEABLE_MECHThis monster is a mech suit that can be piloted.SEESIt can see you (and will run/follow).SHEARABLEThis monster can be sheared for wool.SLUDGEPROOFIgnores the effect of sludge trails.SLUDGETRAILCauses the monster to leave a sludge trap trail when moving.SMELLSIt can smell you.STUMBLESStumbles in its movement.SUNDEATHDies in full sunlight.SWARMSGroups together and form loose packs.SWIMSTreats water as 50 movement point terrain.VENOMAttack may poison the player.VERMINObsolete flag for inconsequential monsters, now prevents loading.VOLATILEHitting this with fire damage always ignites it and has a high chance to deal massive damage, bullet and electric damage also have a chance to deal increased damage and set this monster on fire.WARMWarm blooded.WEBWALKDoesn't destroy webs.WOOLMay produce wool when butchered.
Monster Defense and Attacks
ACIDSPLASHSplash acid on the attacker.NONENo special attack-back.RETURN_FIREBlind fire on unseen attacker.REVENGE_AGGROMake allies aggro on target.ZAPBACKShock attacker on hit.
Sizes
HUGETankLARGECowMEDIUMHumanSMALLDogTINYSquirrel
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_ACCURATEShoots acid that is accurate at long ranges, but less so up close.ACID_BARFBarfs corroding, blinding acid.ACIDSpit acid.ANTQUEENHatches/grows:egg > ant > soldier.BIO_OP_BIOJUTSUAttack with a random special martial art maneuver.BIO_OP_TAKEDOWNAttack with special martial art takedown maneuver.BIO_OP_DISARMAttack with a special martial art disarm maneuver.BIO_OP_IMPALEAttack with a strong martial art maneuver.BITEBite attack that can cause deep infected wounds.BMG_TURBarrett .50BMG rifle fires.BOOMER_GLOWSpit glowing bile.BOOMERSpit bile.BRANDISHBrandish a knife at the player.BREATHESpawns abreatherCALLBLOBSCalls 2/3 of nearby blobs to defend this monster, and sends 1/3 of nearby blobs after the player.CHICKENBOTLEGACY - Robot can attack with tazer, M4, or MGL depending on distance.COPBOTCop-bot alerts and then tazes the player.DANCEMonster dances.DARKMANCan cause darkness and wraiths to spawn.DERMATIK_GROWTHDermatik larva grows into an adult.DERMATIKAttempts to lay dermatik eggs in the player.DISAPPEARHallucination disappears.DOGTHINGThe dog thing spawns into a tentacle dog.FEAR_PARALYZEParalyze the player with fear.FLAMETHROWERShoots a stream of fire.FLESH_GOLEMAttack the player with claw, and inflict diseasedownedif the attack connects.FORMBLOBSpawns blobs?FRAG_TURMGL fires frag rounds.FUNGUS_BIG_BLOSSOMSpreads fire suppressing fungal haze.FUNGUS_BRISTLEPerform barbed tendril attack that can cause fungal infections.FUNGUS_CORPORATEUsed solely by Crazy Cataclysm. This will cause runtime errors if used without out, and spawns SpOreos on top of the creature.FUNGUS_FORTIFYGrows Fungal hedgerows, and advances player on the mycus threshold path.FUNGUS_GROWTHGrows a young fungaloid into an adult.FUNGUS_HAZESpawns fungal fields.FUNGUS_INJECTPerform needle attack that can cause fungal infections.FUNGUS_SPROUTGrows a fungal wall.FUNGUSReleases fungal spores and attempts to infect the player.GENERATORRegenerates health.GENE_STINGShoot a dart at the player that causes a mutation if it connects.GRABGRAB the target, and drag it around.GRABGrabs the player, slowing on hit, making movement and dodging impossible and blocking harder.GROWPLANTSSpawns underbrush, or promotes it to> young tree > tree.GROW_VINEGrows creeper vines.HOWL"an ear-piercing howl!"JACKSONConverts zombies into zombie dancers.LASERLaser turret fires.LEAPleap away to an unobstructed tile.LONGSWIPEDoes high damage claw attack, which can even hit some distance away.LUNGEPerform a jumping attack from some distance away, which can down the target.MULTI_ROBOTRobot can attack with tazer, flamethrower, M4, MGL, or 120mm cannon depending on distance.NONENo special attack.PARA_STINGShoot a paralyzing dart at the player.PARROTParrots the speech defined inspeech.json, picks one of the lines randomly. "speaker" points to a monster id.PARROT_AT_DANGERPerforms the same function as PARROT, but only if the creature sees an angry monster from a hostile faction.PAID_BOTFor creature with PAY_BOT flag, removes the ally status when the pet effect runs out.PHOTOGRAPHPhotograph the player. Causes a robot attack?PLANTFungal spores take seed and grow into a fungaloid.PULL_METAL_WEAPONPull weapon that's made of iron or steel from the player's hand.RANGED_PULLPull targets towards attacker.RATKINGInflicts diseaseratRATTLE"a sibilant rattling sound!"RESURRECTRevives the dead--again.RIFLE_TURRifle turret fires.RIOTBOTSprays teargas or relaxation gas, can handcuff players, and can use a blinding flash.SCIENCEVarious science/technology related attacks (e.g. manhacks, radioactive beams, etc.)SEARCHLIGHTTracks targets with a searchlight.SHOCKING_REVEALShoots bolts of lightning, and reveals a SHOCKING FACT! Very fourth-wall breaking. Used solely by Crazy Cataclysm.SHOCKSTORMShoots 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!"SLIMESPRINGCan provide a morale boost to the player, and cure bite and bleed effects.SMASHSmashes the target for massive damage, sending it flying for a number of tiles equal to("melee_dice" * "melee_dice_sides" * 3) / 10.SMGSMG turret fires.SPIT_SAPSpit sap.STAREStare at the player and inflict teleglow.STRETCH_ATTACKLong ranged piercing attack.STRETCH_BITELong ranged bite attack.SUICIDEDies after attacking.TAZERShock the player.TENTACLELashes a tentacle at the player.TRIFFID_GROWTHYoung triffid grows into an adult.TRIFFID_HEARTBEATGrows and crumbles root walls around the player, and spawns more monsters.UPGRADEUpgrades a regular zombie into a special zombie.VINEAttacks with vine.VORTEXForms 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.
CANNIBALNo 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_MELEEA mutation with this flag will only provide unarmed bonuses if it's been toggled on.NO_RADIATIONThis mutation grants immunity to radiations.NO_THIRSTYour thirst is not modified by food or drinks.NON_THRESHMutations 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.PRED1Reduces morale impact of enzlaving zombie corpses, reduces morale impact of killing monsters with theGUILTflag.PRED2Increases 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 theGUILTflag.PRED3Increases 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 theGUILTflag.PRED4Increases 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 theGUILTflag.PSYCHOPATHNo morale penalty from butchering human corpses, converts negative morale of books with the BOOK_CANNIBAL and MORBID flags into positive.SAPIVORENo morale penalty from butcheing human corpses, converts negative morale of books with the BOOK_CANNIBAL flag into positive.SILENT_SPELLNegates the negative impact of mouth encumbrance on spells with theVERBALflag.SPIRITUALGrants bonus morale from reading books with the INSPIRATIONAL flag, converting to positive if negative.SUBTLE_SPELLNegates the negative impact of arm encumbrance on spells with theSOMATICflag.UNARMED_BONUSYou get a bonus to unarmed bash and cut damage equal to unarmed_skill/2 up to 4.MUTATION_FLIGHTGrants flight for the user, in exchange for the specified cost.FLIGHT_ALWAYS_ACTIVEGrants flight for the user, all the time.
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
ORTHOGONALThe connection generally prefers straight lines, avoids turning wherever possible.
Overmap specials
Flags
BEELocation is related to bees. Used to classify location.BLOBLocation should "blob" outward from the defined location with a chance to be placed in adjacent locations.CLASSICLocation is allowed when classic zombies are enabled.FUNGALLocation is related to fungi. Used to classify location.TRIFFIDLocation is related to triffids. Used to classify location.LAKELocation is is placed on a lake and will be ignored for placement if the overmap doesn't contain any lake terrain.UNIQUELocation is unique and will only occur once per overmap.occurrencesis overridden to define a percent chance (e.g."occurrences" : [75, 100]is 75%)ENDGAMELocation will have highest priority during special placement, and won't be affected by any occurrences normalizations.RESTRICTEDLocation will never be spawned as starting locations. Intended(but not limited) to use with incomplete nested specials.
Overmap terrains
Flags
KNOWN_DOWNThere's a known way down.KNOWN_UPThere's a known way up.LINEARFor roads etc, which use ID_straight, ID_curved, ID_tee, ID_four_way.NO_ROTATEThe terrain can't be rotated (ID_north, ID_east, ID_south, and ID_west instances will NOT be generated, just ID).RIVERIt's a river tile.SIDEWALKHas sidewalks on the sides adjacent to roads.IGNORE_ROTATION_FOR_ADJACENCYWhen 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.LAKEConsider this location to be a valid lake terrain for mapgen purposes.LAKE_SHOREConsider this location to be a valid lake shore terrain for mapgen purposes.SOURCE_FUELFor NPC AI, this location may contain fuel for looting.SOURCE_FOODFor NPC AI, this location may contain food for looting.SOURCE_FARMINGFor NPC AI, this location may contain useful farming supplies for looting.SOURCE_FABRICATIONFor NPC AI, this location may contain fabrication tools and components for looting.SOURCE_GUNFor NPC AI, this location may contain guns for looting.SOURCE_AMMOFor NPC AI, this location may contain ammo for looting.SOURCE_BOOKSFor NPC AI, this location may contain books for looting.SOURCE_WEAPONFor NPC AI, this location may contain weapons for looting.SOURCE_FORAGEFor NPC AI, this location may contain plants to forage.SOURCE_COOKINGFor NPC AI, this location may contain useful tools and ingredients to aid in cooking.SOURCE_TAILORINGFor NPC AI, this location may contain useful tools for tailoring.SOURCE_DRINKFor NPC AI, this location may contain drink for looting.SOURCE_VEHICLESFor NPC AI, this location may contain vehicles/parts/vehicle tools, to loot.SOURCE_ELECTRONICSFor NPC AI, this location may contain useful electronics to loot.SOURCE_CONSTRUCTIONFor NPC AI, this location may contain useful tools/components for construction.SOURCE_CHEMISTRYFor NPC AI, this location may contain useful chemistry tools/components.SOURCE_CLOTHINGFor NPC AI, this location may contain useful clothing to loot.SOURCE_SAFETYFor NPC AI, this location may be safe/sheltered and a good place for a base.SOURCE_ANIMALSFor NPC AI, this location may contain useful animals for farming/riding.SOURCE_MEDICINEFor NPC AI, this location may contain useful medicines for looting.SOURCE_LUXURYFor NPC AI, this location may contain valuable/feel-good items to sell/keep.SOURCE_PEOPLEFor NPC AI, this location may have other survivors.RISK_HIGHFor NPC AI, this location has a high risk associated with it - labs/superstores etc.RISK_LOWFor NPC AI, this location is secluded and remote, and appears to be safe.GENERIC_LOOTThis is a place that may contain any of the above, but at a lower frequency - usually a house.IS_BRIDGEWill be expanded to a bridge in mapgen, terrains with the id of this object followed by _under, _road, head_ground and head_ramp must be defined, and _center_under may also be defined.
Recipes
Categories
CC_AMMOCC_ARMORCC_CHEMCC_DRINKCC_ELECTRONICCC_FOODCC_MISCCC_WEAPON
Flags
ALLOW_ROTTENExplicitly allow rotten components when crafting non-perishables.BLIND_EASYEasy to craft with little to no light.BLIND_HARDPossible to craft with little to no light, but difficult.SECRETNot automatically learned at character creation time based on high skill levels.UNCRAFT_LIQUIDS_CONTAINEDSpawn liquid items in its default container.FULL_MAGAZINEIf this recipe requires magazines, it needs one that is full. For deconstruction recipes, it will spawn a full magazine when deconstructed.
Scenarios
Flags
ALLOW_OUTSIDEAllows placing player outside of building, useful for outdoor start.BAD_DAYPlayer starts the game drunk, depressed and sick with the flu.BOARDEDStart in boarded building (windows and doors are boarded, movable furniture is moved to windows and doors).BORDEREDInitial start location is bordered by an enormous wall of solid rock.CHALLENGEGame won't choose this scenario in random game types.CITY_STARTScenario is available only when city size value in world options is more than 0.FIRE_STARTPlayer starts the game with fire nearby.HELI_CRASHPlayer starts the game with various limbs wounds.INFECTEDPlayer starts the game infected.LONE_STARTIf starting NPC spawn option is switched to "Scenario-based", this scenario won't spawn a fellow NPC on game start.SCEN_ONLYProfession 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_skillThe skill is considered a combat skill. It's affected by "PACIFIST", "PRED1", "PRED2", "PRED3", and "PRED4" traits.contextual_skillThe skill is abstract, it depends on context (an indirect item to which it's applied). Neither player nor NPCs can possess it.unaffected_by_focusExercising this skill does not drain focus, and conversely focus does not affect how fast this skill levels up (positively OR negatively).weapon_skillUsed by NPCs to decide what class of weapon they should generate with.
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_HITThe item should activate when thrown or fired, then immediately get processed if it spawns on the ground.ALLOWS_REMOTE_USEThis item can be activated or reloaded from adjacent tile without picking it up.BELT_CLIPThe 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)BOMBIt can be a remote controlled bomb.CABLE_SPOOLThis 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".CANNIBALISMThe item is a food that contains human flesh, and applies all applicable effects when consumed.CHARGEDIMIf illuminated, light intensity fades with charge, starting at 20% charge left.DIG_TOOLIf wielded, digs thorough terrain like rock and walls, as player walks into them. If item also hasPOWEREDflag, then it digs faster, but uses up the item's ammo as if activating it.FIRESTARTERItem will start fire with some difficulty.FIREItem will start a fire immediately.FISH_GOODWhen used for fishing, it's a good tool (requires that the matching use_action has been set).FISH_POORWhen used for fishing, it's a poor tool (requires that the matching use_action has been set).HAS_RECIPEUsed by the E-Ink tablet to indicates it's currently showing a recipe.IS_UPSItem 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_4orLIGHT_100). Note: this flags setsitype::light_emissionfield and then is removed (can't be found usinghas_flag);MC_MOBILE,MC_RANDOM_STUFF,MC_SCIENCE_STUFF,MC_USED,MC_HAS_DATAMemory card related flags, seeiuse.cppNO_DROPItem should never exist on map tile as a discrete item (must be contained by another item)NO_UNLOADCannot be unloaded.POWEREDIf turned ON, item uses its own source of power, instead of relying on power of the userRADIOCARITEMItem can be put into a remote controlled car.RADIOSIGNAL_1Activated per radios signal 1 (Red).RADIOSIGNAL_2Activated per radios signal 2 (Blue).RADIOSIGNAL_3Activated per radios signal 3 (Green).RADIO_ACTIVATIONItem can be activated by a remote control (also requires RADIOSIGNAL_*).RADIO_INVOKE_PROCAfter being activated via radio signal the item will have its charges removed. Can be used for bypassing bomb countdown.RADIO_CONTROLLABLEIt can be moved around via a remote control.RADIO_MODABLEIndicates the item can be made into a radio-activated item.RADIO_MODThe item has been made into a radio-activated item.RECHARGEGain charges when placed in a cargo area with a recharge station.SAFECRACKThis item can be used to unlock safes.USES_BIONIC_POWERThe item has no charges of its own, and runs off of the player's bionic power.USE_UPSItem is charges from an UPS / it uses the charges of an UPS instead of its own.NAT_UPSSilences the (UPS) suffix from USE_UPS.WATER_EXTINGUISHIs extinguishable in water or under precipitation. Converts items (requires "reverts_to" or use_action "transform" to be set).WATER_DISABLEWill revert and deactivate item if it is submerged in water.WETItem is wet and will slowly dry off (e.g. towel).WIND_EXTINGUISHThis item will be extinguished by the wind.WRITE_MESSAGEThis 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).
COLDItem is cold (see EATEN_COLD).DIRTYItem (liquid) was dropped on the ground and is now irreparably dirty.FIELD_DRESS_FAILEDCorpse was damaged by unskillful field dressing. Affects butcher results.FIELD_DRESSCorpse was field dressed. Affects butcher results.FITReduces encumbrance by one.FROZENItem is frozen solid (used by freezer).HIDDEN_ITEMThis item cannot be seen in AIM.HOTItem is hot (see EATEN_HOT).LITCIGMarks a lit smoking item (cigarette, joint etc.).NO_PARASITESInvalidates parasites count set in food->type->comestible->parasitesQUARTEREDCorpse was quartered into parts. Affects butcher results, weight, volume.REVIVE_SPECIAL... Corpses revives when the player is nearby.SPAWN_FRIENDLYApplied 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_UPSThe tool has the UPS mod and is charged from an UPS.WARMA hidden flag used to track an item's journey to/from hot, buffers between HOT and cold.WETItem is wet and will slowly dry off (e.g. towel).
Vehicle Prototypes
Flags
VEHICLE_HOTWIREMarks a vehicle to always requiring hotwiring controlsVEHICLE_NO_HOTWIREMarks a vehicle to never require hotwiring controls (e.g bycicles)VEHICLE_UNLOCKEDMarks a vehicle to always spawn unlocked, but possibly requiring hotwiringVEHICLE_LOCKEDMarks a vehicle to always spawn locked, and possibly requiring hotwiringVEHICLE_NO_LOCKSMarks a vehicle to not get locks installed automatically
Vehicle Parts
Flags
ADVANCED_PLANTERThis planter doesn't spill seeds and avoids damaging itself on non-diggable surfaces.AISLE_LIGHTAISLEPlayer can move over this part with less speed penalty than normal.ALTERNATORRecharges batteries installed on the vehicle. Can only be installed on a part withE_ALTERNATORflag.ANCHOR_POINTAllows secure seatbelt attachment.ANIMAL_CTRLCan harness an animal, need HARNESS_bodytype flag to specify bodytype of animal.ARMORProtects the other vehicle parts it's installed over during collisions.ATOMIC_LIGHTAUTOCLAVEActs as an autoclave.AUTOPILOTThis part will enable a vehicle to have a simple autopilot.BALLOONActs as a lifting balloon, requires the height fieldBATTERY_MOUNTBEDA bed where the player can sleep.BEEPERGenerates noise when the vehicle moves backward.BELTABLESeatbelt can be attached to this part.BIKE_RACK_VEHCan be used to merge an adjacent single tile wide vehicle, or split a single tile wide vehicle off into its own vehicle.BOARDABLEThe player can safely move over or stand on this part while the vehicle is moving.CAMERA_CONTROLCAMERACAPTURE_MOSNTER_VEHCan be used to capture monsters when mounted on a vehicle.CARGO_LOCKINGThis cargo area is inaccessible to NPCs. Can only be installed on a part withLOCKABLE_CARGOflag.DOOR_LOCKINGThis part is unopenable to non-faction NPCs and monsters if enabled from the electronics menu. Can only be installed on a part withOPENABLEflag.CARGOCargo holding area.CHIMESGenerates continuous noise when used.CIRCLE_LIGHTProjects a circular radius of light when turned on.CONE_LIGHTProjects a cone of light when turned on.CONTROL_ANIMALThese controls can only be used to control a vehicle pulled by an animal (such as reins etc).CONTROLSCan be used to control the vehicle.COOLERThere is separate command to toggle this part.COVEREDPrevents items in cargo parts from emitting any light.CRAFTERAllows integrated tools to be defined under the "integrated_tools" list-fieldCTRL_ELECTRONICControls electrical and electronic systems of the vehicle.CONTROL_WITHOUT_HANDSAllows you to fire two-handed weapons while driving. Can only be installed on a part withSTEERABLEflag.CURTAINCan be installed over a part flagged withWINDOW, and functions the same as blinds found on windows in buildings.DIFFICULTY_REMOVEDOME_LIGHTDOOR_MOTORCan only be installed on a part withOPENABLEflag.E_ALTERNATORIs an engine that can power an alternator.E_COLD_STARTIs an engine that starts much slower in cold weather.E_COMBUSTIONIs an engine that burns its fuel and can backfire or explode when damaged.E_HEATERIs an engine and has a heater to warm internal vehicle items when on.E_HIGHER_SKILLIs an engine that is more difficult to install as more engines are installed.E_NO_POWER_DECAYEngines with this flag do not affect total vehicle power suffering diminishing returns.E_STARTS_INSTANTLYIs an engine that starts instantly, like food pedals.EMITTEREmits while enabled (emissions are defined byemissionsentry).ENABLED_DRAINS_EPOWERProducesepowerwatts while enabled (use negative numbers to drain power). This is independent from reactor power production.ENGINEIs an engine and contributes towards vehicle mechanical power.EVENTURNOnly on during even turns.EXTENDABLEA protusion which can attach to other extendable protusionsEXTENDS_VISIONExtends player vision (cameras, mirrors, etc.)EXTRA_DRAGtells the vehicle that the part exerts engine power reduction.FAUCETFLAT_SURFPart with a flat hard surface (e.g. table).FLOATSProvide buoyancy to boatsFLUIDTANKIs a fluid tank.FOLDABLEFREEZERCan freeze items in below zero degrees Celsius temperature.FRIDGECan refrigerate items.FUNNELHALF_CIRCLE_LIGHTProjects a directed half-circular radius of light when turned on.HARNESS_bodytypeReplace bodytype withanyto accept any type, or with the targeted type.HORNGenerates noise when used.HOTPLATEGives the hotplate action.INITIAL_PARTWhen 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.INTERNALCan only be installed on a part withCARGOflag.LADDERLadder to get down from a flying vehicleLIGHTLOCKABLE_CARGOCargo containers that are able to have a lock installed.MOUNTABLEPlayer can fire mounted weapons from here.MUFFLERMuffles the noise a vehicle makes while running.MULTISQUARECauses this part and any adjacent parts with the same ID to act as a singular part.MUSCLE_ARMSPower of the engine with such flag depends on player's strength (it's less effective thanMUSCLE_LEGS).MUSCLE_LEGSPower of the engine with such flag depends on player's strength.NAILABLEAttached with nailsNEEDS_BATTERY_MOUNTNEEDS_WHEEL_MOUNT_HEAVYCan only be installed on a part withWHEEL_MOUNT_HEAVYflag.NEEDS_WHEEL_MOUNT_LIGHTCan only be installed on a part withWHEEL_MOUNT_LIGHTflag.NEEDS_WHEEL_MOUNT_MEDIUMCan only be installed on a part withWHEEL_MOUNT_MEDIUMflag.NEEDS_WINDOWCan only be installed on a part withWINDOWflag.NO_JACKNOINSTALLCannot be installed.NOREMOVE_SECURITYCannot be uninstalled if the vehicle has a working security system.NOREMOVE_OPENCannot be uninstalled if there's an openOPENABLEpart in the same tile.NOREMOVE_CLOSEDCannot be uninstalled if there's a closedOPENABLEpart in the same tile.NOREMOVE_INSIDECannot be uninstalled from inside the vehicle.NOREMOVE_OUTSIDECannot be uninstalled from outside the vehicle.OBSTACLECannot walk through part, unless the part is alsoOPENABLE.ODDTURNOnly on during odd turns.ON_CONTROLSCan only be installed on a part withCONTROLSflag.ON_ROOF- Parts with this flag could only be installed on a roof (parts withROOFflag).OPAQUECannot be seen through.OPENABLECan be opened or closed.OPENCLOSE_INSIDECan be opened or closed, but only from inside the vehicle.OVERCan be mounted over other parts.PERPETUALIf paired with REACTOR, part produces electrical power without consuming fuel.PLANTERPlants seeds into tilled dirt, spilling them when the terrain underneath is unsuitable. It is damaged by running it over non-DIGGABLEsurfaces.PLOWTills the soil underneath the part while active. Takes damage from unsuitable terrain at a level proportional to the speed of the vehicle.POWER_TRANSFERTransmits power to and from an attached thingy (probably a vehicle).PROPELLERPart that is a propeller rotor, needs propeller_diameter fieldPROTRUSIONPart sticks out so no other parts can be installed over it.RAILThis wheel allows vehicle to move on rails.REACTORWhen enabled, part consumes fuel to generate epower.REAPERCuts down mature crops, depositing them on the square.RECHARGERecharge items with the same flag. ( Currently only the rechargeable battery mod. )REMOTE_CONTROLSREVERSIBLERemoval has identical requirements to installation but is twice as quickROOFCovers 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.ROTORAllows vehicle to generate lift. Actual lift depends on engine power sum of all rotor's diameters.SCOOPPulls items from underneath the vehicle to the cargo space of the part. Also mops up liquids.SEATA seat where the player can sit or sleep.SEATBELTHelps prevent the player from being ejected from the vehicle during an accident. Can only be installed on a part withBELTABLEflag.SEAT_REQUIRES_BALANCEThe player may fall off once they run into something determined by a strength roll. TRAIT_DEFT and TRAIT_PROF_SKATER makes it harder to be thrown from vehicle.SECURITYSHARPStriking a monster with this part does cutting damage instead of bashing damage, and prevents stunning the monster.SOLAR_PANELRecharges vehicle batteries when exposed to sunlight. Has a 1 in 4 chance of being broken on car generation.SPACE_HEATERThere is separate command to toggle this part.STABLESimilar toWHEEL, but if the vehicle is only a 1x1 section, this single wheel counts as enough wheels.STEERABLEThis wheel is steerable.STEREOTOOL_NONECan be removed/installed without any toolsTOOL_SCREWDRIVERAttached with screws, can be removed/installed with a screwdriverTOOL_WRENCHAttached with bolts, can be removed/installed with a wrenchTOWELCan be used to dry yourself up.TRACKAllows the vehicle installed on, to be marked and tracked on map.TRACKEDContributes 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_TERRAINTransform terrain (using rules defined intransform_terrain).TURRET_CONTROLSIf 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 withTURRETflag.TURRET_MOUNTParts with this flag are suitable for installing turrets.TURRETIs a weapon turret. Can only be installed on a part withTURRET_MOUNTflag.UNMOUNT_ON_DAMAGEPart breaks off the vehicle when destroyed by damage. Item is new and typically undamaged.UNMOUNT_ON_MOVEDismount this part when the vehicle moves. Doesn't drop the part, unless you give it special handling.VARIABLE_SIZEHas 'bigness' for power, wheel radius, etc.VISIONWATER_WHEELRecharges vehicle batteries when in flowing water.WELDRIGGives the welding repair actionWHEELCounts as a wheel in wheel calculations.WIDE_CONE_LIGHTProjects a wide cone of light when turned on.WIND_POWEREDThis engine is powered by wind ( sails etc ).WIND_TURBINERecharges vehicle batteries when exposed to wind.WINDOWCan see through this part and can install curtains over it.WINGPart that is an aircraft wing, needs lift_coff fieldWORKBENCHCan 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
NULLNonebatteryElectrifying.dieselRefined dino.gasolineRefined dino.plasmaSuperheated.plutonium1.21 Gigawatts!waterClean.windWind powered.