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JSON Flags

Notes

  • 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.

Material Phases

  • NULL
  • GAS
  • LIQUID
  • PLASMA
  • SOLID

Recipes

Categories

  • CC_AMMO
  • CC_ARMOR
  • CC_CHEM
  • CC_DRINK
  • CC_ELECTRONIC
  • CC_FOOD
  • CC_MISC
  • CC_WEAPON

Flags

  • BLIND_EASY Easy to craft with little to no light
  • BLIND_HARD Possible to craft with little to no light, but difficult
  • UNCRAFT_SINGLE_CHARGE Lists returned amounts for one charge of an item that is counted by charges.
  • UNCRAFT_LIQUIDS_CONTAINED Spawn liquid items in its default container.

Furniture & 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 Door that can be barricaded.

  • BARRICADABLE_DOOR_DAMAGED

  • BARRICADABLE_DOOR_REINFORCED

  • BARRICADABLE_DOOR_REINFORCED_DAMAGED

  • BARRICADABLE_WINDOW Window that can be barricaded.

  • BARRICADABLE_WINDOW_CURTAINS

  • BASHABLE Players + Monsters can bash this.

  • BUTCHER_EQ Butcher's equipment - required for full butchery of corpses.

  • 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  • CONNECT_TO_WALL (only for terrain) This flag has been superseded by the JSON entry connects_to, but is retained for backward compatibility.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

  • DESTROY_ITEM Items that land here are destroyed. See also NOITEM

  • 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.

  • EXPLODES Explodes when on fire.

  • FIRE_CONTAINER Stops fire from spreading (brazier, wood stove, etc.)

  • FLAMMABLE Can be lit on fire.

  • FLAMMABLE_ASH Burns to ash rather than rubble.

  • FLAMMABLE_HARD Harder to light on fire, but still possible.

  • FLAT Player can build and move furniture on.

  • FLAT_SURF Furniture or terrain with flat hard surface (ex. table, but not chair; tree stump, etc.).

  • GOES_DOWN Can use > to go down a level.

  • GOES_UP Can use < to go up a level.

  • 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).

  • 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).

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

  • LIQUIDCONT Furniture that contains liquid, allows for contents to be accessed in some checks even if SEALED.

  • 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

  • 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.

  • RAMP Can be used to move up a z-level

  • RAMP_END

  • REDUCE_SCENT Reduces scent even more; 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.

  • SHORT Feature too short to collide with vehicle protrusions. (mirrors, blades).

  • 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.

  • WALL This terrain is an upright obstacle. Used for fungal conversion, and also implies CONNECT_TO_WALL.

Examine actions

  • none None
  • aggie_plant Harvest plants.
  • bars Take advantage of AMORPHOUS and slip through the bars.
  • bulletin_board Create a home camp; currently not implemented.
  • 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.
  • pit Cover the pit if you have some planks of wood.
  • pit_covered Uncover the pit.
  • pedestal_temple Opens the temple if you have a petrified eye.
  • pedestal_wyrm Spawn wyrms.
  • 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.
  • tent Take down the tent.
  • 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.

Currently only used for Fungal conversions

  • 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

  • BLOCKSDOOR This will boost map terrain's resistance to bashing if str_*_blocked is set (see map_bash_info)

Monsters

Flags used to describe monsters and define their properties and abilities.

Sizes

  • TINY Squirrel
  • SMALL Dog
  • MEDIUM Human
  • LARGE Cow
  • HUGE Tank

Categories

  • NULL No category.
  • CLASSIC Only monsters we expect in a classic zombie movie.
  • 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.
  • 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

  • NULL Source use only.
  • ABSORBS Consumes objects it moves over. (Modders use this).
  • ABSORBS_SPLITS Consumes objects it moves over, and if it absorbs enough it will split into a copy.
  • 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.
  • BIRDFOOD Becomes friendly / tamed with bird food.
  • BILE_BLOOD Makes monster bleed bile.
  • 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_DIG Can dig and walk.
  • 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_SUBS May produce a CBM or two from bionics_subs and a power CBM when butchered.
  • CBM_SCI May produce a CBM from 'bionics_sci' item group 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.
  • 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_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.
  • FLIES Can fly (over water, etc.)
  • 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.
  • 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.
  • IMMOBILE Doesn't move (e.g. turrets)
  • 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.
  • 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.
  • NOHEAD Headshots not allowed!
  • NOGIB Does not leave gibs / meat chunks when killed with huge damage.
  • 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
  • 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.
  • REGENERATES_10 Monster regenerates quickly over time.
  • REGENERATES_50 Monster regenerates very quickly over time.
  • REGENERATES_IN_DARK Monster regenerates very quickly in poorly lit tiles.
  • REGEN_MORALE Will stop fleeing if at max hp, and regen anger and morale.
  • REVIVES Monster corpse will revive after a short period of time.
  • SEES It can see you (and will run/follow).
  • 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 attacks

  • NONE No special attack-back
  • ACIDSPLASH Splash acid on the attacker
  • ZAPBACK Shock attacker on hit

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

  • NONE No special attack.
  • ACID Spit acid.
  • ACID_ACCURATE Shoots acid that is accurate at long ranges, but less so up close.
  • ACID_BARF Barfs corroding, blinding acid.
  • ANTQUEEN Hatches/grows: egg > ant > soldier.
  • BIO_OP_TAKEDOWN Attack with special martial art takedown manoeuvres.
  • BITE Bite attack that can cause deep infected wounds.
  • BMG_TUR Barrett .50BMG rifle fires.
  • BOOMER Spit bile.
  • BOOMER_GLOW Spit glowing 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 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 Attempts to lay dermatik eggs in the player.
  • DERMATIK_GROWTH Dermatik larva grows into an adult.
  • 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 Releases fungal spores and attempts to infect the player.
  • 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.
  • GENERATOR Regenerates health.
  • GENE_STING Shoot a dart at the player that causes a mutation if it connects.
  • GRAB Grabs the player, slowing on hit, making movement and dodging impossible and blocking harder.
  • GRAB GRAB the target, and drag it around.
  • 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.
  • 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.
  • 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.
  • SHOCKSTORM Shoots bolts of lightning.
  • SHOCKING_REVEAL Shoots bolts of lightning, and reveals a SHOCKING FACT! Very fourth-wall breaking. Used solely by Crazy Cataclysm.
  • SHRIEK "a terrible shriek!"
  • SHRIEK_ALERT "a very terrible shriek!"
  • SHRIEK_STUN "a stunning shriek!", causes a small bash, can cause a stun.
  • 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.
  • 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.

Anger, Fear & Placation Triggers

  • NULL Source use only?
  • 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.
  • PLAYER_CLOSE The player gets within a few tiles distance.
  • PLAYER_WEAK The player is hurt.
  • STALK Increases when following the player.
  • SOUND Heard a sound.

Monster Groups

Conditions

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

Mutations

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."

Vehicle Parts

Fuel types

  • NULL None
  • battery Electrifying.
  • diesel Refined dino.
  • gasoline Refined dino.
  • plasma Superheated.
  • plutonium 1.21 Gigawatts!
  • water Clean.

Flags

  • ADVANCED_PLANTER This planter doesn't spill seeds and avoids damaging itself on non-diggable surfaces.
  • AISLE Player can move over this part with less speed penalty than normal.
  • AISLE_LIGHT
  • ALTERNATOR Recharges batteries installed on the vehicle.
  • ANCHOR_POINT Allows secure seatbelt attachment.
  • ARMOR Protects the other vehicle parts it's installed over during collisions.
  • ATOMIC_LIGHT
  • 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
  • CAMERA_CONTROL
  • CAPTURE_MOSNTER_VEH Can be used to capture monsters when mounted on a vehicle.
  • CARGO Cargo holding area.
  • CARGO_LOCKING This cargo area is inaccessible to NPCs.
  • 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.
  • CONTROLS Can be used to control the vehicle.
  • 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
  • DOME_LIGHT
  • DOOR_MOTOR
  • ENGINE Is an engine and contributes towards vehicle mechanical power.
  • E_HEATER Is an engine and has a heater to warm internal vehicle items when on.
  • 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_HIGHER_SKILL Is an engine that is more difficult to install as more engines are installed.
  • E_STARTS_INSTANTLY Is an engine that starts instantly, like food pedals.
  • EVENTURN Only on during even turns.
  • EXTRA_DRAG tells the vehicle that the part exerts engine power reduction.
  • FAUCET
  • FOLDABLE
  • FORGE Acts as a forge for crafting.
  • FRIDGE Can refrigerate items.
  • FREEZER Can freeze items in below zero degrees Celsius temperature.
  • FUNNEL
  • 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 Must be mounted inside a cargo area.
  • KITCHEN Acts as a kitchen unit and heat source for crafting.
  • LOCKABLE_CARGO Cargo containers that are able to have a lock installed.
  • 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
  • NOINSTALL Cannot be installed.
  • NO_JACK
  • OBSTACLE Cannot walk through part, unless the part is also OPENABLE.
  • ODDTURN Only on during odd turns.
  • ON_CONTROLS
  • 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.
  • 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.
  • 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.
  • 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.
  • 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
  • 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.
  • TURRET Is a weapon turret.
  • UNMOUNT_ON_DAMAGE Part breaks off the vehicle when destroyed by damage.
  • 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
  • WELDRIG Acts as a welder for crafting.
  • WHEEL Counts as a wheel in wheel calculations.
  • WASHING_MACHINE Can be used to wash filthy clothes en masse.
  • WINDOW Can see through this part and can install curtains over it.

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! :-)

  • 22 .22LR (and relatives)
  • 223 .223 Remington (and 5.56 NATO)
  • 300 .300 WinMag
  • 3006 30.06
  • 308 .308 Winchester (and relatives)
  • 32 .32 ACP
  • 36paper .36 cap & ball
  • 38 .38 Special
  • 40 10mm
  • 44 .44 Magnum
  • 44paper .44 cap & ball
  • 45 .45 ACP (and relatives)
  • 454 .454 Casull
  • 46 46mm
  • 5x50 5x50 Dart
  • 50 .50 BMG
  • 500 .500 Magnum
  • 57 57mm
  • 700nx .700 Nitro Express
  • 762x25 7.62x25mm
  • 762 7.62x39mm
  • 762R 7.62x54mm
  • 8x40mm 8mm Caseless
  • 9mm 9x19mm Luger (and relatives)
  • 9x18 9x18mm
  • 12mm 12mm
  • 20x66mm 20x66mm Shot (and relatives)
  • 40mm 40mm Grenade
  • 66mm 66mm HEAT
  • 84x246mm 84x246mm HE
  • 120mm 120mm HEAT
  • ammo_flintlock Flintlock ammo
  • ampoule Ampoule
  • arrow Arrow
  • battery Battery
  • BB BB
  • 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
  • mininuke_mod Mininuke
  • money Cents
  • muscle Muscle
  • nail Nail
  • pebble Pebble
  • plasma Plasma
  • plutonium Plutonium Cell
  • rebreather_filter Rebreather filter
  • RPG-7 RPG-7
  • signal_flare Signal Flare
  • shot Shotshell
  • tape Duct tape
  • thread Thread
  • thrown Thrown
  • unfinished_char Semi-charred fuel
  • UPS UPS charges
  • water Water

Effects

  • ACIDBOMB Leaves a pool of acid on detonation.
  • BEANBAG Stuns the target.
  • 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 Explodes without any shrapnel.
  • EXPLOSIVE_BIG Large explosion without any shrapnel.
  • EXPLOSIVE_HUGE Huge explosion 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.
  • NOGIB Prevents overkill damage on the target (target won't explode into gibs, see also the monster flag NO_GIBS).
  • 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.
  • NEVER_MISFIRES Firing ammo without this flag may trigger a misfiring, this is independent of the weapon flags.
  • 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 Generates a cloud of smoke at the target.
  • SMOKE_BIG Generates a large cloud of smoke at the target.
  • STREAM Leaves a trail of fire fields.
  • STREAM_BIG Leaves a trail of intense fire fields.
  • TRAIL Creates a trail of smoke.
  • WIDE Prevents HARDTOSHOOT monster flag from having any effect. Implied by SHOT or liquid ammo.

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

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.

  • 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.
  • 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.
  • 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.
  • ONLY_ONE You can wear only one.
  • 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_QUICKDRAW Don't offer to draw items from this holster when the fire key is pressed whilst the players hands are empty
  • 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.
  • POCKETS Increases warmth for hands if the player's hands are cold and the player is wielding nothing.
  • 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.
  • RESTRICT_HANDS Prevents the player from wielding a weapon two-handed, forcing one-handed use if the weapon permits it.
  • 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.
  • WATER_FRIENDLY Prevents the item from making the body part count as unfriendly to water and thus causing negative morale from being wet.
  • WATERPROOF Prevents the covered body-part(s) from getting wet in any circumstance.

Comestibles

Comestible type

  • DRINK
  • FOOD
  • MED

Addiction type

  • alcohol
  • amphetamine
  • caffeine
  • cocaine
  • crack
  • nicotine
  • opiate
  • sleeping pill

Use action

  • NONE "You can't do anything of interest with your [x]."
  • ALCOHOL Increases drunkenness. Adds disease drunk.
  • ALCOHOL_STRONG Greatly increases drunkenness. Adds disease drunk.
  • ALCOHOL_WEAK Slightly increases drunkenness. Adds disease drunk
  • ANTIBIOTIC Helps fight infections. Removes disease infected and adds disease recover.
  • ATOMIC_CAFF Greatly reduces fatigue and increases radiation dosage.
  • BANDAGE Stop bleeding.
  • BIRDFOOD Makes a small bird friendly.
  • BLECH Causes vomiting.
  • CAFF Reduces fatigue.
  • 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.
  • SEWAGE Causes vomiting and a chance to mutate.
  • 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
  • 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.
  • 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.
  • EATEN_HOT Morale bonus for eating hot.
  • EATEN_COLD Morale bonus for eating cold.
  • EDIBLE_FROZEN Being frozen doesn't prevent eating it. No morale bonus.
  • FREEZERBURN First thaw is MUSHY, second is rotten
  • MELTS Provides half fun unless frozen. Edible when frozen.
  • FERTILIZER Works as fertilizer for farming, of if this consumed with the PLANTBLECH function penalties will be reversed for plants.
  • HIDDEN_POISON ... Food is poisonous, visible only with a certain survival skill level.
  • HIDDEN_HALLU ... Food causes hallucinations, visible only with a certain survival skill level.
  • MYCUS_OK Can be eaten by post-threshold Mycus characters. Only applies to mycus fruits by default.
  • PKILL_1 Minor painkiller.
  • PKILL_2 Moderate painkiller.
  • PKILL_3 Heavy painkiller.
  • PKILL_4 "You shoot up."
  • PKILL_L Slow-release painkiller.
  • 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.

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.
  • 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
  • UNARMED_WEAPON Wielding this item still counts as unarmed combat.
  • WHIP Has a chance of disarming the opponent.

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).
  • DISABLE_SIGHTS Prevents use of the base weapon sights
  • FIRE_50 Uses 50 shots per firing.
  • FIRE_100 Uses 100 shots per firing.
  • FIRE_TWOHAND Gun can only be fired if player has two free hands.
  • IRREMOVABLE Makes so that the gunmod cannot be removed.
  • MOUNTED_GUN Gun can only be used on terrain / furniture with the "MOUNTABLE" flag.
  • NEVER_JAMS Never malfunctions.
  • NO_BOOM Cancels the ammo effect "FLAME".
  • 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 Range with this weapon is reduced unless character has at least twice the required minimum strength
  • 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)

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.

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".
  • 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.
  • FIRE Counts as a fire for crafting purposes.
  • FIRESTARTER Item will start fire.
  • 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.
  • LIGHT_[X] Illuminates the area with light intensity [X] where [X] is an intensity value. (e.x. LIGHT_4 or LIGHT_100).
  • 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.
  • RADIOSIGNAL_2 Activated per radios signal 2.
  • RADIOSIGNAL_3 Activated per radios signal 3.
  • RADIO_ACTIVATION It is activated by a remote control (also requires RADIOSIGNAL*).
  • RADIO_CONTAINER It's a container of something that is radio controlled.
  • RADIO_MOD The item has been made into a radio-activated item.
  • RADIO_MODABLE Indicates the item can be made into a radio-activated item.
  • RECHARGE Gain charges when placed in a cargo area with a recharge station.
  • USE_UPS Item is charges from an UPS / it uses the charges of an UPS instead of its own.
  • 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).

Flags that apply to items, not 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).
  • FROZEN Item is frozen solid (used by freezer).
  • MUSHY FREEZERBURN item was frozen and is now mushy and tasteless and will go bad after freezing again.
  • DIRTY Item (liquid) was dropped on the ground and is now irreparably dirty.
  • NO_PARASITES Invalidates parasites count set in food->type->comestible->parasites
  • FIT Reduces encumbrance by one.
  • HOT Item is hot (see EATEN_HOT).
  • WARM A hidden flag used to track an item's journey to/from hot, buffers between HOT and cold.
  • LITCIG Marks a lit smoking item (cigarette, joint etc.).
  • REVIVE_SPECIAL ... Corpses revives when the player is nearby.
  • USE_UPS The tool has the UPS mod and is charged from an UPS.
  • WET Item is wet and will slowly dry off (e.g. towel).
  • FIELD_DRESS Corpse was field dressed. Affects butcher results.
  • FIELD_DRESS_FAILED Corpse was damaged by unskillful field dressing. Affects butcher results.
  • QUARTERED Corpse was quartered into parts. Affects butcher results, weight, volume.

Bionics

  • BIONIC_FAULTY This bionic is a "faulty" bionic.
  • BIONIC_POWER_SOURCE This bionic is a power source bionic.
  • BIONIC_TOGGLED This bionic only has a function when activated, else it causes it's effect every turn.
  • BIONIC_GUN This bionic is a gun bionic and activating it will fire it. Prevents all other activation effects.
  • 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_NPC_USABLE The NPC AI knows how to use this CBM and it can be installed on an NPC.

Books

  • INSPIRATIONAL Reading this book grants bonus morale to characters with the SPIRITUAL trait.

Use actions

  • NONE Do nothing.
  • ACIDBOMB Pull the pin on an acid bomb.
  • ACIDBOMB_ACT Get rid of it or you'll end up like that guy in Robocop.
  • ARROW_FLAMABLE Light your arrow and let fly.
  • BATTLETORCH Light the battle torch.
  • BATTLETORCH_LIT Extinguish the battle torch.
  • BELL Ring the bell.
  • BOLTCUTTERS Use your town key to gain access anywhere.
  • 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.
  • 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 Light a singular firecracker.
  • FIRECRACKER_ACT The saddest Fourth of July.
  • FIRECRACKER_PACK Light an entire packet of firecrackers.
  • FIRECRACKER_PACK_ACT Keep the change you filthy animal.
  • FLASHBANG Pull the pin on a flashbang.
  • GEIGER Detect local radiation levels.
  • GRANADE Pull the pin on Granade.
  • GRANADE_ACT Assaults enemies with source code fixes?
  • 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 Light the Molotov cocktail.
  • MOLOTOV_LIT Throw it, but don't drop it.
  • MOP Mop up the mess.
  • MP3 Turn the mp3 player on.
  • MP3_ON Turn the mp3 player off.
  • SOLARPACK Unfold solar backpack array.
  • SOLARPACK_OFF Fold solar backpack array.
  • NOISE_EMITTER_OFF Turn the noise emitter on.
  • NOISE_EMITTER_ON Turn the noise emitter off.
  • PHEROMONE Makes zombies love you.
  • PICKAXE Does nothing but berate you for having it (I'm serious).
  • PIPEBOMB Light a pipebomb.
  • PIPEBOMB_ACT Let's hope it doesn't fizzle out.
  • 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 Pull the pin on a smoke bomb.
  • SMOKEBOMB_ACT This may be a good way to hide as a smoker.
  • 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.
  • TENT Pitch a tent.
  • TORCH Light a torch.
  • TORCH_LIT Extinguish the 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.
  • TURRET Activate a turret.
  • WASHCLOTHES Wash clothes with FILTHY flag.
  • WATER_PURIFIER Purify water.
  • BREAK_STICK Breaks long stick into two.

Generic

Flags

  • ANESTHESIA ... Item is considered anesthesia for the purpose of installing or uninstalling bionics.
  • BIONIC_NPC_USABLE Safe CBMs that NPCs can use without extensive NPC rewrites to utilize toggle CBMs.
  • 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_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.
  • 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_PICKUP ... Character can not pickup anything while wielding this item (e.g. bionic claws).
  • 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).
  • 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%.
  • 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".
  • SLEEP_AID ... This item helps in sleeping.
  • 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.
  • DANGEROUS ... NPCs will not accept this item. Explosion iuse actor implies this flag. Implies "NPC_THROW_NOW".
  • NO_REPAIR ... Prevents repairing of this item even if otherwise suitable tools exist.
  • NPC_THROW_NOW ... NPCs will try to throw this item away, preferably at enemies. Implies "TRADER_AVOID" and "NPC_THROWN".
  • NPC_ACTIVATE ... NPCs can activate this item as an alternative attack. Currently by throwing it right after activation. Implied by "BOMB".
  • NPC_THROWN ... NPCs will throw this item (without activating it first) as an alternative attack.
  • NPC_ALT_ATTACK ... Shouldn't be set directly. Implied by "NPC_ACTIVATE" and "NPC_THROWN".

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.

Scenarios

Flags

  • SCEN_ONLY Profession can be chosen only as part of the appropriate scenario.

  • 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).

  • 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.

  • SUR_START Surrounded start, zombies outside the starting location.

  • WIN_START ... start in winter.

  • SPR_START ... start in spring.

  • SUM_START ... start in summer.

  • SUM_ADV_START ... start second summer after Cataclysm.

  • AUT_START ... start in autumn.

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.

Overmap connections

Flags

  • ORTHOGONAL The connection generally prefers straight lines, avoids turning wherever possible.

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.

MAP SPECIALS

  • mx_null ... No special at all.
  • mx_anomaly ... Natural anomaly (crater + artifact).
  • mx_collegekids ... Corpses and items.
  • mx_crater ... Crater with rubble (and radioactivity).
  • mx_drugdeal ... Corpses and some drugs.
  • mx_fumarole ... A lava rift.
  • mx_helicopter ... Metal wreckage and some items.
  • mx_military ... Corpses and some military items.
  • mx_minefield ... Landmines, a field of them.
  • mx_portal ... Portal to neither space.
  • mx_portal_in ... Another portal to neither space.
  • mx_roadblock ... Roadblock furniture with turrets and some cars.
  • mx_science ... Corpses and some scientist items.
  • mx_supplydrop ... Crates with some military items in it.
  • mx_shia ... A chance of Shia, if Crazy Catalcysm is enabled.
  • mx_spider ... A big spider web, complete with spiders and eggs.
  • mx_jabberwock ... A chance of a jabberwock.
  • mx_grove ... All trees and shrubs become a single species of tree.
  • mx_shrubbery ... All trees and shrubs become a single species of shrub.
  • mx_clearcut ... All trees become stumps.
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