JSON Flags
- Notes
- TODO
- Ammo
- Armor
- Bionics
- Books
- Comestibles
- Furniture and Terrain
- Generic
- Guns
- Magazines
- MAP SPECIALS
- Material Phases
- Melee
- Monster Groups
- Monsters
- Mutations
- Overmap
- Recipes
- Scenarios
- Skills
- Techniques
- Tools
- Vehicle Parts
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.
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 & ball454.454 Casull45.45 ACP (and relatives)4646mm500.500 Magnum50.50 BMG5757mm5x505x50 Dart66mm66mm HEAT700nx.700 Nitro Express762R7.62x54mm7627.62x39mm762x257.62x25mm84x246mm84x246mm HE8x40mm8mm Caseless9mm9x19mm Luger (and relatives)9x189x18mmBBBBRPG-7RPG-7UPSUPS chargesammo_flintlockFlintlock ammoampouleAmpoulearrowArrowbatteryBatteryblunderbussBlunderbussboltBoltcharcoalCharcoalcomponentsComponentsdartDartdieselDieselfish_baitFish baitfishspearSpeargun spearfusionLaser PackgasolineGasolinehomebrew_rockethomebrew rocketlamp_oilLamp oillaser_capacitorChargem235M235 TPA (66mm Incendiary Rocket)metal_railRebar Railmininuke_modMininukemoneyCentsmuscleMusclenailNailpebblePebbleplasmaPlasmaplutoniumPlutonium Cellrebreather_filterRebreather filtershotShotshellsignal_flareSignal FlaretapeDuct tapethreadThreadthrownThrownunfinished_charSemi-charred fuelwaterWater
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).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.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.CLIMATE_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 has theStylishtrait.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.POCKETSIncreases warmth for hands if the player's hands are cold and the player is wielding nothing.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.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 has theStylishtrait.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.
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.
Books
INSPIRATIONALReading this book grants bonus morale to characters with the SPIRITUAL trait.
Use actions
ACIDBOMB_ACTGet rid of it or you'll end up like that guy in Robocop.ACIDBOMBPull the pin on an acid bomb.ARROW_FLAMABLELight your arrow and let fly.BATTLETORCHLight the battle torch.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.CARVER_OFFTurn the carver on.CARVER_ONTurn the carver off.CHAINSAW_OFFTurn the chainsaw on.CHAINSAW_ONTurn the chainsaw off.COMBATSAW_OFFTurn the combat-saw on.COMBATSAW_ONTurn the combat-saw offCROWBARPry 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.PHEROMONEMakes zombies ignore you.PICKAXEDoes 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.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.TURRETActivate a turret.WASHCLOTHESWash clothes with FILTHY flag.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.ATOMIC_CAFFGreatly reduces fatigue and increases radiation dosage.BANDAGEStop bleeding.BIRDFOODMakes a small bird friendly.BLECHCauses vomiting.CAFFReduces fatigue.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.EATEN_COLDMorale bonus for eating cold.EATEN_HOTMorale bonus for eating hot.EDIBLE_FROZENBeing frozen doesn't prevent eating it. No morale bonus.INEDIBLEInedible 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.FREEZERBURNFirst thaw is MUSHY, second is rottenFUNGAL_VECTORWill give a fungal infection when consumed.HIDDEN_HALLU... Food causes hallucinations, visible only with a certain survival skill level.HIDDEN_POISON... Food is poisonous, visible only with a certain survival skill level.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.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.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. -
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 -
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. -
BUTCHER_EQButcher's equipment - required for full butchery of corpses. -
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_WATER -
DESTROY_ITEMItems that land here are destroyed. See alsoNOITEM -
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. -
EMITTERThis furniture will emit fields automatically as defined by its emissions entry -
EXPLODESExplodes when on fire. -
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. -
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 -
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 even more; 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. -
SHORTFeature too short to collide with vehicle protrusions. (mirrors, blades). -
SIGNShow written message on examine. -
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. -
WALLThis terrain is an upright obstacle. Used for fungal conversion, and also impliesCONNECT_TO_WALL.
Examine Actions
aggie_plantHarvest plants.barsTake advantage of AMORPHOUS and slip through the bars.bulletin_boardUse this to arrange tasks for your faction camp.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
BLOCKSDOORThis will boost map terrain's resistance to bashing ifstr_*_blockedis set (seemap_bash_info)
Generic
Flags
ANESTHESIA... Item is considered anesthesia for the purpose of installing or uninstalling bionics.BIONIC_NPC_USABLESafe CBMs that NPCs can use without extensive NPC rewrites to utilize toggle CBMs.DANGEROUS... NPCs will not accept this item. Explosion iuse actor implies this flag. Implies "NPC_THROW_NOW".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_PICKUP... Character can not pickup anything while wielding this item (e.g. bionic claws).NO_REPAIR... Prevents repairing of this item even if otherwise suitable tools exist.NO_SALVAGEItem 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).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".PSEUDO... Used internally to mark items that are referred to in the crafting inventory but are not actually items. They can be used as tools, but not as components. Implies "TRADER_AVOID".RADIOACTIVE... Is radioactive (can be used with LEAK_*).RAIN_PROTECT... Protects from sunlight and from rain, when wielded.REDUCED_BASHING... Gunmod flag; reduces the item's bashing damage by 50%.REDUCED_WEIGHT... Gunmod flag; reduces the item's base weight by 25%.REQUIRES_TINDER... Requires tinder to be present on the tile this item tries to start a fire on.SLEEP_AID... This item helps in sleeping.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".TIE_UP... Item can be used to tie up a creature.TINDER... This item can be used as tinder for lighting a fire with a REQUIRES_TINDER flagged firestarter.TRADER_AVOID... NPCs will not start with this item. Use this for active items (e.g. flashlight (on)), dangerous items (e.g. active bomb), fake item or unusual items (e.g. unique quest item).UNBREAKABLE_MELEE... Does never get damaged when used as melee weapon.UNRECOVERABLECannot be recovered from a disassembly.
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'.DISABLE_SIGHTSPrevents use of the base weapon sightsFIRE_100Uses 100 shots per firing.FIRE_50Uses 50 shots per firing.FIRE_TWOHANDGun can only be fired if player has two free hands.IRREMOVABLEMakes so that the gunmod cannot be removed.MOUNTED_GUNGun can only be used on terrain / furniture with the "MOUNTABLE" flag.NEVER_JAMSNever malfunctions.NO_BOOMCancels the ammo effect "FLAME".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_DRAWRange with this weapon is reduced unless character has at least twice the required minimum strengthSTR_RELOADReload speed is affected by strength.UNDERWATER_GUNGun is optimized for usage underwater, does perform badly outside of water.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)
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_anomaly... Natural anomaly (crater + artifact).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_clay_deposit... A small surface clay deposit.mx_clearcut... All trees become stumps.mx_collegekids... Corpses and items.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_fumarole... A lava rift.mx_grove... All trees and shrubs become a single species of tree.mx_helicopter... Metal wreckage and some items.mx_jabberwock... A chance of a jabberwock.mx_military... Corpses and some military items.mx_minefield... Landmines, a field of them.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.mx_roadblock... Roadblock furniture with turrets and some cars.mx_roadworks... Partialy 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.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 obstacleUNARMED_WEAPONWielding this item still counts as unarmed combat.WHIPHas a chance of disarming the opponent.
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.
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.FRIEND_DIEDA monster of the same type died.HURTThe monster is hurt.MEATMeat or a corpse is nearby.NULLSource use only?PLAYER_CLOSEThe player gets within a few tiles distance.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.BOOMERExplodes in vomit.BROKENSpawns 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_eyebotDISAPPEARHallucination disappears.DISINTEGRATEFalls apart.EXPLODEDamaging explosion.FIREBALL10 percent chance to explode in a fireball.FLAME_EXPLOSIONguaranteed to explode and starts fires.FUNGUSExplodes in spores.GAMEOVERGame over man! Game over! Defense mode.GUILTMoral penalty. There is also a flag with a similar effect.KILL_BREATHERSAll breathers die.KILL_VINESKill all nearby vines.MELTNormal death, but melts.NORMALDrop a body, leave gibs.RATKINGCure verminitis.SMOKEBURSTExplode like a huge smoke bomb.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.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_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.FILTHYAny clothing it drops will be filthy.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.IMMOBILEDoesn't move (e.g. turrets)INTERIOR_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.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 creaturesNULLSource use only.PACIFISTThat monster will never do melee attacks.PARALYZEAttack may paralyze the player with venom.PLASTICAbsorbs physical damage to a great degree.POISONPoisonous to eat.PUSH_MONCan push creatures out of its way.QUEENWhen it dies, local populations start to die off too.REGENERATES_1Monster regenerates slowly over time.REGENERATES_10Monster regenerates quickly over time.REGENERATES_50Monster regenerates very quickly over time.REGENERATES_IN_DARKMonster regenerates very quickly in poorly lit tiles.REGEN_MORALEWill stop fleeing if at max hp, and regen anger and morale.REVIVESMonster corpse will revive after a short period of time.SEESIt can see you (and will run/follow).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.WARMWarm blooded.WEBWALKDoesn't destroy webs.WOOLMay produce wool when butchered.
Monster Defense and Attacks
ACIDSPLASHSplash acid on the attackerNONENo special attack-backZAPBACKShock 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_TAKEDOWNAttack with special martial art takedown maneuverer.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.CHICKENBOTRobot 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.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
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.UNIQUELocation is unique and will only occur once per overmap.occurrencesis overridden to define a percent chance (e.g."occurrences" : [75, 100]is 75%)
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.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.
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.UNCRAFT_SINGLE_CHARGELists returned amounts for one charge of an item that is counted by charges.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).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.SUR_STARTSurrounded start, zombies outside the starting location.
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.
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.
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".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.FIRECounts as a fire for crafting purposes.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.LIGHT_[X]Illuminates the area with light intensity[X]where[X]is an intensity value. (e.x.LIGHT_4orLIGHT_100).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.RADIOSIGNAL_2Activated per radios signal 2.RADIOSIGNAL_3Activated per radios signal 3.RADIO_ACTIVATIONIt is activated by a remote control (also requires RADIOSIGNAL*).RADIO_CONTAINERIt's a container of something that is radio controlled.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.WATER_EXTINGUISHIs extinguishable in water or under precipitation. Converts items (requires "reverts_to" or use_action "transform" to be set).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).HOTItem is hot (see EATEN_HOT).LITCIGMarks a lit smoking item (cigarette, joint etc.).MUSHYFREEZERBURN item was frozen and is now mushy and tasteless and will go bad after freezing again.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.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 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.ANCHOR_POINTAllows secure seatbelt attachment.ARMORProtects the other vehicle parts it's installed over during collisions.ATOMIC_LIGHTBATTERY_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.CARGOCargo holding area.CHEMLABActs as a chemistry set for crafting.CHIMESGenerates continuous noise when used.CIRCLE_LIGHTProjects a circular radius of light when turned on.CONE_LIGHTProjects a cone of light when turned on.CONTROLSCan be used to control the vehicle.COOLERThere is separate command to toggle this part.COVEREDPrevents items in cargo parts from emitting any light.CRAFTRIGActs as a dehydrator, vacuum sealer and reloading press for crafting purposes. Potentially to include additional tools in the future.CTRL_ELECTRONICControls electrical and electronic systems of the vehicle.CURTAINCan be installed over a part flagged withWINDOW, and functions the same as blinds found on windows in buildings.DIFFICULTY_REMOVEDOME_LIGHTDOOR_MOTORENGINEIs an engine and contributes towards vehicle mechanical power.EVENTURNOnly on during even turns.EXTRA_DRAGtells the vehicle that the part exerts engine power reduction.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_STARTS_INSTANTLYIs an engine that starts instantly, like food pedals.FAUCETEMITTERIs a part has emission (defined inemissions).FLAT_SURFPart with a flat hard surface (e.g. table).FOLDABLEFORGEActs as a forge for crafting.FREEZERCan freeze items in below zero degrees Celsius temperature.FRIDGECan refrigerate items.FUNNELHALF_CIRCLE_LIGHTProjects a directed half-circular radius of light when turned on.HORNGenerates noise when used.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.INTERNALMust be mounted inside a cargo area.KITCHENActs as a kitchen unit and heat source for crafting.LOCKABLE_CARGOCargo containers that are able to have a lock installed.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_MOUNTNOINSTALLCannot be installed.NO_JACKOBSTACLECannot walk through part, unless the part is alsoOPENABLE.ODDTURNOnly on during odd turns.ON_CONTROLSON_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).PROTRUSIONPart sticks out so no other parts can be installed over it.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.SCOOPPulls items from underneath the vehicle to the cargo space of the part. Also mops up liquids.SEATBELTHelps prevent the player from being ejected from the vehicle during an accident.SEATA seat where the player can sit or sleep.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.STEREOTRANSFORM_TERRAINTransform terrain (using rules defined intransform_terrain).TOOL_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 wrenchTRACKEDContributes 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.TRACKAllows the vehicle installed on, to be marked and tracked on map.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.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.VISIONWASHING_MACHINECan be used to wash filthy clothes en masse.WATER_WHEELRecharges vehicle batteries when in flowing water.WATER_WHEELRecharges vehicle batteries when submerged in moving water.WELDRIGActs as a welder for crafting.WHEELCounts as a wheel in wheel calculations.WIDE_CONE_LIGHTProjects a wide cone of light when turned on.WINDOWCan see through this part and can install curtains over it.WIND_POWEREDThis engine is powered by wind ( sails etc ).WIND_TURBINERecharges vehicle batteries when exposed to wind.WORKBENCHCan craft at this part, must be paired with a workbench json entry.
Fuel types
NULLNonebatteryElectrifying.dieselRefined dino.gasolineRefined dino.plasmaSuperheated.plutonium1.21 Gigawatts!waterClean.windWind powered.