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See readme.txt for general information about the release.

See release_notes.txt for information on handling saves and a brief writeup on t


he changes for this version.
See command_line.txt for information on world generation from command lines.
******************************************************
Auxiliary file changes for 0.43.04:
announcements
RESOLVE_SHARED_ITEMS D_D -> UCR
creatures
fixed kobold agility entry
materials
gave [STOCKPILE_GLOB_PASTE] to the paper slurry thread material
(Dwarfu)
******************************************************
Auxiliary file changes for 0.43.03:
reactions
fixed broken adv-mode training weapon creation (SHIELD -> WEAPON
)
******************************************************
Auxiliary file changes for 0.43.02:
body_default
fixed plural for some of the left foot entries
******************************************************
Auxiliary file changes for 0.43.01:
removed TRAVEL_ADVISORY announcement properly
added BRANCH item type
new announcements
ANNOUNCEMENT_CANNOT_CHOP_TREE
ANNOUNCEMENT_CHOP_TREE
ANNOUNCEMENT_CANNOT_CONSTRUCT
new keys
MANAGER_CONDITIONS:c
MANAGER_DETAILS:d
WORK_ORDER_CONDITION_ADD_ITEM:a
WORK_ORDER_CONDITION_ADD_ORDER:o
WORK_ORDER_CONDITION_ITEM_TYPE:i
WORK_ORDER_CONDITION_ITEM_MATERIAL:m
WORK_ORDER_CONDITION_ITEM_TRAITS:t
WORK_ORDER_CONDITION_ITEM_INEQUALITY:q
WORK_ORDER_CONDITION_ITEM_NUMBER:n
WORK_ORDER_CONDITION_DELETE:d
WORK_ORDER_CONDITION_ORDER_ACTIVATION:c
WORK_ORDER_CONDITION_REAGENTS:r
WORK_ORDER_CONDITION_PRODUCTS:p

A_CONSTRUCTION:b
ADV_CONSTRUCTION_ZONE_NEW:n
ADV_CONSTRUCTION_ZONE_EDIT:e
ADV_CONSTRUCTION_ZONE_ASSIGN:a
ADV_CONSTRUCTION_ZONE_DELETE:d
ADV_CONSTRUCTION_ZONE_RECT:r
ADV_CONSTRUCTION_ZONE_FLOW:f
ADV_CONSTRUCTION_ZONE_REMOVE_RECT:x
ADV_CONSTRUCTION_STAIR_UPDOWN:i
ADV_CONSTRUCTION_REMOVE_PLANS:x
ADV_CONSTRUCTION_REMOVE_EXISTING:X
ADV_CONSTRUCTION_MATERIAL:m
ADV_CONSTRUCTION_CONSTRUCTION:C
ADV_CONSTRUCTION_BUILDING:b
ADV_CONSTRUCTION_ZONE:z
ADV_CONSTRUCTION_WORK_MENU:s
ADV_CONSTRUCTION_NAME_SITE:N
ADV_CONSTRUCTION_YOU_WORK:y
ADV_CONSTRUCTION_START:w
LOCATION_MAIN_HALL:h
reaction
wooden helve making
stone axe assembly
new file with various adv carpenter shop options
tool
helve
stone axe
******************************************************
Auxiliary file changes for 0.42.06:
announcements
removed TRAVEL_ADVISORY
new keys
DESIGNATE_DETAILS:D
IMAGE_CREATOR_FILTER:f
IMAGE_CREATOR_NAME:n
IMAGE_CREATOR_DONE:y
SETUP_SYMBOL:y
reaction
added adv bone carving reactions, with category support
added has_edge for reagent
******************************************************
Auxiliary file changes for 0.42.05:
creatures
added skink, chameleon, anole and iguana to creature_reptiles
fixed rhino/giraffe description typos
got rid of lizard eggs again, specified it as common lizard zoot
oca vivipara in note
corrected monitor lizard toes, added tongues and teeth
added leopard gecko toes, tongues and teeth

******************************************************
Auxiliary file changes for 0.42.04:
data/speech/general.txt
fixed another whom typo
creatures
removed PARCHMENT from rhino lizard
leech, moon snail get [EXTRAVISION]
moon snail got heart,guts,brain,mouth
giant toad -> giant cave toad, made taupe gray
walrus attack changed to tusk_stab variation
lizards got toes, claws, eggs
muskox got horns
wild boar/warthog gets tusk attack
animal people and giant animals for many old raw entries
removed redundant savage_tropical file -- will add repla
cement scorpion later
creature variations
animal person support for BODY_WITH_HEAD_FLAG (for worm)
inorganic
quicklime got solid density
typo in note for dolomite
plant_crops
papyrus structural mat got [STATE_NAME_ADJ:SOLID:papyrus]
many crops got [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_M
AT:SEED]
tools
added NO_DEFAULT_IMPROVEMENTS to quire to stop it from getting c
loth description
book_instruction typo for practitioner
******************************************************
Auxiliary file changes for 0.42.03:
critters
removed [TRAINABLE] from giraffes
changed [TRAINABLE] to [TRAINABLE_WAR] for rhinos
gave dog/cat/horse/donkey/pig/sheep/goat adjectives in NAME
fixed crocodile/alligator toe count
elephant gets more prefstrings
fixed some busted venom immunity entries
init
fixed typo in d_init (pregancies -> pregnancies)
items
removed duplicate [UNIMPROVABLE] tag from instrument piece examp
les
removed extra [SHAPED] from helm
keys
fixed input of { in interface (lethosor)

language
fixed summer and mightiness entries in language_words (Captain M
ayday)
plants
added [STOCKPILE_PLANT_GROWTH] to feather tree eggs
reactions
added [NOT_WEB] to bookbinding reaction
speech
fixed who/whom in elf.txt
******************************************************
Auxiliary file changes for 0.42.02:
Just the usual.
******************************************************
Auxiliary file changes for 0.42.01:
new keys
ASSIGN_LOCATION:l
LOCATION_NEW:a
LOCATION_RETIRE:X
LOCATION_INN_TAVERN:i
LOCATION_LIBRARY:l
LOCATION_TEMPLE:t
LOCATION_RENAME:n
UNITJOB_VIEW_UNIT:v
UNITJOB_VIEW_JOB:j
STOCKPILE_SHEET:S
D_PETITIONS:P
D_LOCATIONS:l
A_RANDOM_APPEARANCE:r
A_RANDOM_APPEARANCE_FULL:f
A_RANDOM_PERSONALITY:r
A_COMPOSE_FILTER:f
A_CUSTOM_PERSONALITY:f
A_CHANGE_DREAM:g
A_ACTION_COMPOSE:C
A_ACTION_WRITE:w
BUILDJOB_DETAILS_FILTER:f
BUILDJOB_DETAILS:d
UNITVIEW_PRF_OCCUPATION:o
LOCATION_DETAILS:d
LOCATION_RESTRICTION:r
LOCATION_SET_NUMBER_1:a
LOCATION_SET_NUMBER_2:b
HOTKEY_BUILDING_INSTRUMENT:I
HOTKEY_BUILDING_BOOKCASE:alt+c
changed keys
D_ARTLIST:L
remove keys
UNITJOB_VIEW

HOTKEY_GLASS_INSTRUMENT
HOTKEY_CRAFTS_MAT_INSTRUMENT
new announcements
[GUEST_ARRIVAL:A_D:D_D]
[CANNOT_SPEAK:A_D:D_D]
[RESEARCH_BREAKTHROUGH:A_D:D_D]
[SERVICE_ORDER_DELIVERY:A_D]
[PERFORMANCE_START_FAILURE:A_D]
[BEGIN_ACTIVITY:A_D]
[MIDDLE_OF_ACTIVITY:A_D]
[ACTIVITY_SECTION_CHANGE:A_D]
[CONCLUDE_ACTIVITY:A_D]
[LEARNED_WRITTEN_CONTENT:A_D]
[LEARNED_ART_FORM:A_D]
[PERFORMER_UPDATE:A_D]
[BUILDING_DESTROYED_OR_TOPPLED:A_D:D_D]
[DEITY_CURSE:A_D:D_D:BOX:P:R]
[COMPOSITION_COMPLETE:A_D]
[COMPOSITION_FAILED:A_D]
[NEW_APPRENTICESHIP:A_D:D_D]
[PETITION_IGNORED:A_D:D_D]
changed announcements
[EAT_ITEM:A_D]
[DRINK_ITEM:A_D]
[CONSUME_FAILURE:A_D]
[DROP_ITEM:A_D]
[PICK_UP_ITEM:A_D]
creatures
human gets [OUTSIDER_CONTROLLABLE]
animal people get [LOCAL_POPS_CONTROLLABLE][LOCAL_POPS_PRODUCE_H
EROES]
gorlaks,plump helmet men get [LOCAL_POPS_CONTROLLABLE][LOCAL_POP
S_PRODUCE_HEROES]
dwarves get [STRANGE_MOODS] <-- add this to any imported save ra
ws!
dwarves get [SYNDROME_DILUTION_FACTOR:INEBRIATION:150]
general format is [SYNDROME_DILUTION_FACTOR:<SYN_IDENTIF
IER>:<percentage, higher means more resistance, 100 is default effect>]
beak dogs get [COMMON_DOMESTIC], works with EVIL to make them ap
pear at all, though there is still an issue with them starving
both gnomes get [SYNDROME_DILUTION_FACTOR:INEBRIATION:500]
inorganic
[IS_CERAMIC], used by instruments/tools that have [CERAMIC_MAT]
added quicklime and milk of lime
item
instruments
removed instrument file and added example files for inst
ruments with many new tokens
tools
several tools were added to support the new stuff
new mat tokens
[LEATHER_MAT]
[SILK_MAT]
[THREAD_PLANT_MAT]

[GLASS_MAT]
[CERAMIC_MAT]
[STONE_MAT]
[BONE_MAT]
[SHELL_MAT]
[NO_DEFAULT_JOB] -- only custom reactions are used to ma
ke this item
[INCOMPLETE_ITEM] -- won't be used in world gen librarie
s (to differentiate scrolls from quires)
also put
it on bindings, rollers, instr. pieces for completeness/future use
[DEFAULT_IMPROVEMENT:<imp type>:<possibly specific type
or part token>:<tool mat flag like HARD_MAT or SILK_MAT>]
entity
removed specific instruments
[GENERATE_POETIC_FORMS]
[GENERATE_MUSICAL_FORMS]
[GENERATE_DANCE_FORMS]
new value: KNOWLEDGE
[VARIABLE_VALUE:<value token or ALL>:<min>:<max>]
used this for humans with ALL:-30:30
[CIV_CONTROLLABLE] -> [SITE_CONTROLLABLE]
removed [INDIV_CONTROLLABLE], now have [ALL_MAIN_POPS_CONTROLLAB
LE] for adv mode
removed ADVENTURE_TIER
the normal tokens to include new stuff in entities
materials
new syndrome tokens
[SYN_CONCENTRATION_ADDED:<amount>:<max>]
each 100 of amount will contribute SEV in genera
l to each effect (before dilution), max goes up to 1000
the concentration does not decrease, but will st
ay at the maximum attained until the syndrome wears off
[SYN_IDENTIFIER:<token>]
causes these syndromes to use the same concentra
tion pool, first one in wins (the rest just stack)
would be better to make syndromes their own raw
at this point to needing this, will happen later
[SYN_NO_HOSPITAL]
affected creature will not go to the hospital fo
r effects no matter how bad they get
base effect tokens
ABRUPT_START, ABRUPT_END -- without these, effec
ts will generally build toward the peak and then drop off
DWF_STRETCH:<factor> -- this makes effects last
longer in dwarf mode
new effects
[CE_CHANGE_PERSONALITY:FACET:<facet token>:<amou
nt>:<base effect tokens>]
can have multiple facets in one effect b
y listing them as FACET:<token>:<amount> over and over -- see inebriation
[CE_FEEL_EMOTION:EMOTION:<emotion token>:SEV:<am
ount>:<base effect tokens>]
due to the way emotions work, you'll nee
d additional effects for each emotion you want to stack
[CE_ERRATIC_BEHAVIOR:SEV:<amount>:<base effect t
okens>]

reaction
various new reactions for paper, codices, scrolls, parchment etc
.
new buildings supported: GLASS, WOOD (for wood furnace), MASON,
ASHERY, LEATHER, BOWYER, SIEGE, CLOTHES, METALSMITH, CARPENTER
reagants can get [IS_SAND_MATERIAL] (which checks for soil_sand)
and [METAL_ITEM_MATERIAL] (which checks for ITEMS_METAL)
improvement products can now target products that are given [PRO
DUCT_TOKEN:<token>]
assuming the target is above the improvement in the raw
def
improvement products can now be of type INSTRUMENT_PIECE:<piece
token>
[DESCRIPTION:<string>]
used for the helpful hint box in the building menu
also have [DESCRIPTION:USE_TOOL:<token>] and [DESCRIPTIO
N:USE_INSTRUMENT:<token>] if you want it to swipe those for hint box
can use any of these in succession to create par
agraphs, though the helpful hint box only fits so much text
can now be placed in categories for building menus
within a reaction, define category with [CATEGORY:<token
>]
after you make a category, in one of its reactio
ns, you can use these to further define it
[CATEGORY_NAME:<string>] <-- for name in
the menu
[CATEGORY_DESCRIPTION:<string>] <-- for
helpful hint box
[CATEGORY_PARENT:<token>] <-- for nestin
g in menus
if you are defining a nesting st
ructure within a reaction
just make sure the categ
ory of the reaction itself is the last defined
[CATEGORY_KEY:<key>] <-- hot key if any
you only need to define each category's subtoken
s once in any of the raw files
repeated subtokens will overwrite any lo
aded data
[MAX_MULTIPLIER:<#>] -- if you've got, say, a reaction with a bo
ne reagent and want it to just do the reaction <#> times
instead of processing th
e whole stack -- this is a REACTION token, not a REAGENT token
reagents can have [CAN_USE_HOSPITAL_RESERVED] [CAN_USE_LOCATION_
RESERVED] to allow them access to those items
(locations are taverns etc.)
graphics examples units
PERFORMER
POET
BARD
DANCER
SAGE
SCHOLAR
PHILOSOPHER
MATHEMATICIAN
HISTORIAN
ASTRONOMER
NATURALIST
CHEMIST

GEOGRAPHER
SCRIBE
PAPERMAKER
BOOKBINDER
TAVERN_KEEPER
skills
DANCE
MAKE_MUSIC
SING
PLAY_KEYBOARD_INSTRUMENT
PLAY_STRINGED_INSTRUMENT
PLAY_WIND_INSTRUMENT
PLAY_PERCUSSION_INSTRUMENT
CRITICAL_THINKING
LOGIC
MATHEMATICS
ASTRONOMY
CHEMISTRY
GEOGRAPHY
OPTICS_ENGINEER
FLUID_ENGINEER
PAPERMAKING
BOOKBINDING
d_init
[VISITOR_CAP:100]
[INVASION_SOLDIER_CAP:120]
[INVASION_MONSTER_CAP:40]
******************************************************
Auxiliary file changes for 0.40.24:
plant_standard:
muck root, bloated tubers got seeds
creature_tropical_new:
pangolin [REMOVE_TISSUE:SKIN]
creature_small_ocean:
mussel and oyster got leather/tallow/soap
creature_other:
wambler got leather/tallow/soap, changed FLUFF/PUDGE tok
ens to HAIR/FAT to avoid template conflict (still named the same)
creature_next_underground:
floater and blog got leather
pond grabber stopped using claw template -- did manual n
ame change instead
flesh ball FLESH token to MUSCLE to avoid template confl
icts, also added flesh name change
******************************************************
Auxiliary file changes for 0.40.23:
creature_small_riverlake and creature_standard
breath -> breathe a few places (Gorobay)
******************************************************
Auxiliary file changes for 0.40.22:

Just the usual.


******************************************************
Auxiliary file changes for 0.40.21:
Just the usual.
******************************************************
Auxiliary file changes for 0.40.20:
new keys
DESIGNATE_STANDARD_MARKER:m
DESIGNATE_MINE_MODE:a
DESIGNATE_TOGGLE_MARKER:M
BUILDJOB_NOW:n
changed key
DESIGNATE_FORTIFY a -> F
******************************************************
Auxiliary file changes for 0.40.19:
new keys
INTERFACEKEY_UNITVIEW_GELD:x
INTERFACEKEY_PET_GELD:x
creatures
GELDABLE information added to many creatures.
new commands: BP_ADD_TYPE:<tag>, BP_REMOVE_TYPE:<tag> used with
SET_BP_GROUP
legal tags:
HEAD
UPPERBODY
LOWERBODY
SIGHT
EMBEDDED
INTERNAL
CIRCULATION
SKELETON
LIMB
GRASP
STANCE
GUTS
GELDABLE
BREATHE
SMALL
THROAT
JOINT
THOUGHT
NERVOUS
RIGHT
LEFT
HEAR
SMELL
FLIER
DIGIT

CONNECTOR
PREVENTS_PARENT_COLLAPSE
MOUTH
APERTURE
SOCKET
TOTEMABLE
UNDER_PRESSURE
VERMIN_BUTCHER_ITEM
new announcements
[MOVED_OUT_OF_RANGE:A_D:D_D]
[CANNOT_JUMP:A_D:D_D]
[NO_TRACKS:A_D:D_D]
[ALREADY_SEARCHED_AREA:A_D:D_D]
[SEARCH_FOUND_SOMETHING:A_D:D_D]
[SEARCH_FOUND_NOTHING:A_D:D_D]
[NOTHING_TO_INTERACT:A_D:D_D]
[NOTHING_TO_EXAMINE:A_D:D_D]
[YOU_YIELDED:A_D:D_D]
[YOU_UNYIELDED:A_D:D_D]
[YOU_STRAP_ITEM:A_D:D_D]
[YOU_DRAW_ITEM:A_D:D_D]
[NO_GRASP_TO_DRAW_ITEM:A_D:D_D]
[NO_ITEM_TO_STRAP:A_D:D_D]
[NO_INV_TO_REMOVE:A_D:D_D]
[NO_INV_TO_WEAR:A_D:D_D]
[NO_INV_TO_EAT:A_D:D_D]
[NO_INV_TO_CONTAIN:A_D:D_D]
[NO_INV_TO_DROP:A_D:D_D]
[NOTHING_TO_PICK_UP:A_D:D_D]
[NO_INV_TO_THROW:A_D:D_D]
[NO_INV_TO_FIRE:A_D:D_D]
[CURRENT_SMELL:A_D:D_D]
[CURRENT_WEATHER:A_D:D_D]
[CURRENT_TEMPERATURE:A_D:D_D]
[CURRENT_DATE:A_D:D_D]
[NO_GRASP_FOR_PICKUP:A_D:D_D]
[TRAVEL_ADVISORY:A_D:D_D]
[CANNOT_CLIMB:A_D:D_D]
[CANNOT_STAND:A_D:D_D]
[MUST_UNRETRACT_FIRST:A_D:D_D]
[CANNOT_REST:A_D:D_D]
[CANNOT_MAKE_CAMPFIRE:A_D:D_D]
[MADE_CAMPFIRE:A_D:D_D]
[CANNOT_SET_FIRE:A_D:D_D]
[SET_FIRE:A_D:D_D]
[DAWN_BREAKS:A_D:D_D]
[NOON:A_D:D_D]
[NIGHTFALL:A_D:D_D]
[NO_INV_INTERACTION:A_D:D_D]
[EMPTY_CONTAINER:A_D:D_D]
[TAKE_OUT_OF_CONTAINER:A_D:D_D]
[NO_CONTAINER_FOR_ITEM:A_D:D_D]
[PUT_INTO_CONTAINER:A_D:D_D]
[EAT_ITEM:A_D:D_D]
[DRINK_ITEM:A_D:D_D]
[CONSUME_FAILURE:A_D:D_D]
[DROP_ITEM:A_D:D_D]
[PICK_UP_ITEM:A_D:D_D]
[YOU_BUILDING_INTERACTION:A_D:D_D]

[YOU_ITEM_INTERACTION:A_D:D_D]
[YOU_TEMPERATURE_EFFECTS:A_D:D_D]
[RESOLVE_SHARED_ITEMS:A_D:D_D]
[COUGH_BLOOD:A_D:D_D]
[VOMIT_BLOOD:A_D:D_D]
[POWER_LEARNED:A_D:D_D]
[YOU_FEED_ON_SUCKEE:A_D:D_D]
[PROFESSION_CHANGES:A_D:D_D]
[RECRUIT_PROMOTED:A_D:D_D]
[SOLDIER_BECOMES_MASTER:A_D:D_D]
[MERCHANTS_UNLOADING:A_D:D_D]
[MERCHANTS_NEED_DEPOT:A_D:D_D]
[MERCHANT_WAGONS_BYPASSED:A_D:D_D]
[MERCHANTS_LEAVING_SOON:A_D:D_D]
[MERCHANTS_EMBARKED:A_D:D_D]
[PET_LOSES_DEAD_OWNER:A_D:D_D]
[PET_ADOPTS_OWNER:A_D:D_D]
[VERMIN_BITE:A_D:D_D]
[UNABLE_TO_COMPLETE_BUILDING:A_D:D_D]
[JOBS_REMOVED_FROM_UNPOWERED_BUILDING:A_D:D_D]
[CITIZEN_SNATCHED:A_D:D_D]
[VERMIN_DISTURBED:A_D:D_D]
[LAND_GAINS_STATUS:A_D:D_D]
[LAND_ELEVATED_STATUS:A_D:D_D]
[MASTERPIECE_CRAFTED:A_D:D_D]
[ARTWORK_DEFACED:A_D:D_D]
[ANIMAL_TRAINED:A_D:D_D]
[DYED_MASTERPIECE:A_D:D_D]
[COOKED_MASTERPIECE:A_D:D_D]
[MANDATE_ENDS:A_D:D_D]
[SLOWDOWN_ENDS:A_D:D_D]
[FAREWELL_HELPER:A_D:D_D]
[ELECTION_RESULTS:A_D:D_D]
[SITE_PRESENT:A_D:D_D]
[CONSTRUCTION_SUSPENDED:A_D:D_D]
[LINKAGE_SUSPENDED:A_D:D_D]
[QUOTA_FILLED:A_D:D_D]
[JOB_OVERWRITTEN:A_D:D_D]
[NOTHING_TO_CATCH_IN_WATER:A_D:D_D]
[DEMAND_FORGOTTEN:A_D:D_D]
[NEW_DEMAND:A_D:D_D]
[NEW_MANDATE:A_D:D_D]
[PRICES_ALTERED:A_D:D_D]
[NAMED_RESIDENT_CREATURE:A_D:D_D]
[SOMEBODY_GROWS_UP:A_D:D_D]
[GUILD_REQUEST_TAKEN:A_D:D_D]
[GUILD_WAGES_CHANGED:A_D:D_D]
[NEW_WORK_MANDATE:A_D:D_D]
[CITIZEN_BECOMES_SOLDIER:A_D:D_D]
[CITIZEN_BECOMES_NONSOLDIER:A_D:D_D]
[PARTY_ORGANIZED:A_D:D_D]
[POSSESSED_TANTRUM:A_D:D_D]
[BUILDING_TOPPLED_BY_GHOST:A_D:D_D]
[MASTERFUL_IMPROVEMENT:A_D:D_D]
[MASTERPIECE_ENGRAVING:A_D:D_D]
[MARRIAGE:A_D:D_D]
[NO_MARRIAGE_CELEBRATION:A_D:D_D]
[CURIOUS_GUZZLER:A_D:D_D]
[WEATHER_BECOMES_CLEAR:A_D:D_D]
[WEATHER_BECOMES_SNOW:A_D:D_D]

[WEATHER_BECOMES_RAIN:A_D:D_D]
[SEASON_WET:A_D:D_D]
[SEASON_DRY:A_D:D_D]
[SEASON_SPRING:A_D:D_D]
[SEASON_SUMMER:A_D:D_D]
[SEASON_AUTUMN:A_D:D_D]
[SEASON_WINTER:A_D:D_D]
******************************************************
Auxiliary file changes for 0.40.18:
Just the usual.
******************************************************
Auxiliary file changes for 0.40.17:
Just the usual.
******************************************************
Auxiliary file changes for 0.40.16:
Just the usual.
******************************************************
Auxiliary file changes for 0.40.15:
new announcements
STRESSED_CITIZEN:A_D:D_D
for any of the temporary stress states aside from tantru
m
CITIZEN_LOST_TO_STRESS:A_D:D_D
for any of the permanent states aside from berserk
CITIZEN_TANTRUM:A_D:D_D
******************************************************
Auxiliary file changes for 0.40.14:
new/changed keys
CIVZONE_DUMP g -> d
CIVZONE_GATHER g
CIVZONE_GATHER_OPTIONS G
CIVZONE_GATHER_OPTIONS_PICK_TREES t
CIVZONE_GATHER_OPTIONS_PICK_SHRUBS s
CIVZONE_GATHER_OPTIONS_GATHER_FALLEN f
creatures
retired LIKES_FIGHTING, though it shouldn't give an error for th
e time being
item_tool
added stepladder
entity_default
added stepladder tool to MOUNTAIN

******************************************************
Auxiliary file changes for 0.40.13:
creature_standard
(semi)megabeasts that were missing LARGE_PREDATOR received it
grazing creatures
STANDARD_GRAZER added to replace all grazing numbers, can set co
efficient in d_init
d_init
GRAZE_COEFFICIENT to scale grazing amounts
******************************************************
Auxiliary file changes for 0.40.12:
changed keys
UNITJOB_REMOVE_CRE from r -> x
UNITJOB_ZOOM_CRE from c -> z
******************************************************
Auxiliary file changes for 0.40.11:
material templates
added very basic fruit/flower/bud/mushroom template based on lea
f
plants
used new templates instead of structural_plant_template for leav
es etc.
******************************************************
Auxiliary file changes for 0.40.10:
Just the usual.
******************************************************
Auxiliary file changes for 0.40.09:
plants
finished conversion of pineapple plant out of tree format
added seed mat reaction product to quarry bush
reaction
added seeds to bag job, made bag not determine reaction amount
manual
typos and a few updates (Gorobay)
******************************************************
Auxiliary file changes for 0.40.08:
Just the usual.

******************************************************
Auxiliary file changes for 0.40.07:
plants
acacia flowers/seed pods got GROWTH_HOST_TILE
keys
[BUILDING_TRIGGER_MIN_SIZE_UP_PLUS:SHIFT+R]
[BUILDING_TRIGGER_MIN_SIZE_DOWN_PLUS:SHIFT+E]
[BUILDING_TRIGGER_MAX_SIZE_UP_PLUS:SHIFT+F]
[BUILDING_TRIGGER_MAX_SIZE_DOWN_PLUS:SHIFT+D]
STRING_A124 -> | for SDL versions
removed STRING_A127 as it was causing a conflict on OSX
******************************************************
Auxiliary file changes for 0.40.06:
creatures
removed leathery egg materials from copperhead in creature_tempe
rate_new
went ahead and updated the "evil" animal people pops as with oth
er animal people for completeness
keys
fixed utf-8 encoding for sdl interface.txt
plants
made soybeans edible when cooked
******************************************************
Auxiliary file changes for 0.40.05:
creatures
added removal of UBIQUITOUS/FREQUENCY in animal person/giant var
iations (ab9rf)
allowed frequencies to be modified by percentage in creature var
iations
changed frequencies/population numbers for animal people
moved tiger man to large_tropical after tiger and made it use th
e standard animal person variation
fixed various broken eyelash color/descriptions
used correct legless variation for king cobra people
added LARGE_ROAMING to desert tortoise and giant tortoise
removed lots of HOMEOTHERM tags from bugs
added a missing CONNECTOR to generated lower spines, and PREVENT
S_PARENT_COLLAPSE to generated upper spines
fixed duck/goose root around part category
fixed antlers for reindeer/moose/elk/deer, added them to elk bir
d
fixed typo in tapir description
fixed typo in dragon description
fixed reversed stoat caste names
fixed reversed giant armadillo caste names
fixed problem with squid skin coloration
gave crabs, horseshoe crabs, oysters and mussels blue blood
fixed proboscis plural

perseverence->ance in creature standard


'curiousity' fixed in creature large ocean
plants
fixed several density placement mistakes in the older trees/unde
rground megafungi of plant_standard
fixed strawberry plural
'buckwheet' fixed in a few places in plant crops
materials
set obsidian's material values properly (UristDaVinci)
fixed topaz plural
entities
perseverence->ance in entity values
added elven diplomat
announcements
fixed ruler arrival announcement
manual
added a line break so TSK shows up properly in building items pa
ge of manual
language
additional typos in language_words fixed
******************************************************
Auxiliary file changes for 0.40.04:
Changed key
A_LOG_ENTITIES was e in SDL, n in legacy, now it is g
index/manual technical
******************************************************
Auxiliary file changes for 0.40.03:
Just the usual (index/manual technical).
******************************************************
Auxiliary file changes for 0.40.02:
Fixed the tracking key for the SDL version in data/init/interface.txt.
Added A_SHORT_WAIT to the manual (you can use , instead of . to wait for
just one instant instead of ten).
Changed raw/objects/plant_standard.txt so that quarry bushes process to
the correct edible leaf material.
******************************************************
Auxiliary file changes for 0.40.01:
As with the 0.31.01 release, managing the file changes list would be a d
aunting task this time. There are the new plant files, and creature now have ga
it information among other things like odor, sweat, tears, and so on (along with
some material templates and creature variations to support them). The material
emission interaction has been tweaked to allow specific creature targeting, and

items have some new attack information. There are new reactions to respect the
new plant growths.
There are many new keys of course. This is a partial list:
QUICK_ATTACK
HEAVY_ATTACK
WILD_ATTACK
PRECISE_ATTACK
CHARGE_ATTACK
MULTI_ATTACK
A_DISPLAY_TRACKS
A_FRESHEST_TRACK
A_ODOR
A_DISPLAY_ODOR
A_YIELD
A_INV_DRAW_WEAPON
A_LOG_PEOPLE
A_LOG_AGREEMENTS
A_LOG_EVENTS
A_LOG_BESTIARY
A_LOG_FILTER
A_SPEED_SNEAK
A_JUMP
A_HOLD
ARENA_CONFLICT_STATE_1
ARENA_CONFLICT_STATE_2
ARENA_MORALE
ARENA_WEATHER
ARENA_WEATHER_SNOW
ARENA_WEATHER_MUD
ARENA_WEATHER_CLEAR_SPATTER
D_LOOK_ARENA_TREE
ARENA_TREE_FILTER
ARENA_TREE_AGE
RECENTER_ON_LEVER
D_LOOK_ARENA_MOUNT
******************************************************
Auxiliary file changes for 0.34.11:
armor items
mail shirt layering moved from ARMOR to OVER
******************************************************
Auxiliary file changes for 0.34.09:
inorganic soil
fixed white sand density (got rid of the second entry)
smelter reactions
coke output up to 9 and 5 from 3 and 2
******************************************************
Auxiliary file changes for 0.34.08:
arena
added bottomless chasm tiles (C)

changed keys
D_HOT_KEYS = capital H
new keys
DESIGNATE_TRACK
D_HAULING
D_HAULING_NEW_ROUTE
D_HAULING_NEW_STOP
D_HAULING_REMOVE
D_HAULING_PROMOTE
D_HAULING_VEHICLE
D_HAULING_NICKNAME
BUILDING_TRIGGER_ENABLE_TRACK_CART
BUILDING_TRIGGER_MIN_TRACK_CART_DOWN
BUILDING_TRIGGER_MIN_TRACK_CART_UP
BUILDING_TRIGGER_MAX_TRACK_CART_DOWN
BUILDING_TRIGGER_MAX_TRACK_CART_UP
HOTKEY_BUILDING_CONSTRUCTION_TRACK
HOTKEY_BUILDING_CONSTRUCTION_TRACK_STOP
HOTKEY_BUILDING_MACHINE_ROLLERS
HOTKEY_TRAP_TRACK_STOP
D_LOOK_FOLLOW
UNITVIEW_FOLLOW
D_HAULING_STOP_NEW_DEPART
D_HAULING_STOP_NEW_LINK
D_HAULING_STOP_REMOVE
D_HAULING_STOP_SL_SELECT_PILE
D_HAULING_STOP_SL_TAKE_GIVE
D_HAULING_STOP_LC_DIR
D_HAULING_STOP_LC_MODE
D_HAULING_STOP_LC_TIMER_UP
D_HAULING_STOP_LC_TIMER_DOWN
D_HAULING_STOP_LC_FULLNESS_UP
D_HAULING_STOP_LC_FULLNESS_DOWN
D_HAULING_STOP_LC_MORE_LESS
D_HAULING_STOP_LC_DESIRED_TOTAL
D_HAULING_STOP_LC_CHANGE
D_HAULING_STOP_LC_ADVANCED
BUILDING_TRACK_STOP_FRICTION_UP
BUILDING_TRACK_STOP_FRICTION_DOWN
BUILDING_TRACK_STOP_DUMP
BUILDJOB_STOCKPILE_LINK_ANYWHERE
BUILDJOB_STOCKPILE_GIVE_TO
ARENA_CREATURE_STRING
BUILDJOB_STOCKPILE_WHEELBARROW
BUILDING_ROLLERS_SPEED_UP
BUILDING_ROLLERS_SPEED_DOWN
UNITVIEW_PRF_NEW_SQUAD
UNITVIEW_PRF_REMOVE_FROM_SQUAD
UNITVIEW_PRF_NAME_CURRENT_SQUAD
UNITVIEW_PRF_NAME_SELECTED_SQUAD
D_MILITARY_NAME_SQUAD
entity
dwarves can build minecart/wheelbarrow tools
tools
minecart/wheelbarrow
new use TRACK_CART
new tag WOOD_MAT
new tag INVERTED_TILE
new tag FURNITURE
new announcements

[SKIP_ON_LIQUID:A_D:UCR_A]
[DODGE_FLYING_OBJECT:A_D:UCR_A]
material raws
adopted a bunch of densities/colors from topic 80022
toys/instruments
HARD_MAT on puzzlebox/drum for now
creature variation
fixed ATTACL typo
******************************************************
Auxiliary file changes for 0.34.07:
creatures
rat gets [CREATURE_CLASS:GENERAL_POISON]
sponge man -> [CV_REMOVE_TAG:BODY:BASIC_1PARTBODY_THOUGHT]
giant bushtit -> [PREFSTRING:small size] -> [PREFSTRING:somewhat
great size]
weasel ANY_LAND -> NOT_FREEZING + TUNDRA
teeth and teeth attacks for
great barracuda
longnose gar
tigerfish
pike
reef sharks S->s
coelacanth plural gets s and c->C
great barracuda B->b
deer d->D
cougar C->c
warthog w->W
leopard L->l
new seal men got
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:FRONT_BODY_FLIPPERS:REAR_BODY_FLIPP
ERS]
[CVCT_REPLACEMENT:REAR_BODY_FLIPPERS]
[APPLY_CURRENT_CREATURE_VARIATION]
and lost their KICK_ATTACK
cave swallow man gets new body
underground people get attacks
creature variations
animal people ones get
[CV_REMOVE_TAG:SPECIALATTACK_INJECT_EXTRACT]
[CV_REMOVE_TAG:SPECIALATTACK_SUCK_BLOOD]
[CV_REMOVE_TAG:ATTACL_VELOCITY_MODIFIER]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:QUADRUPED_NECK]
[CVCT_REPLACEMENT:HUMANOID_NECK:3FINGERS]
or
[CVCT_REPLACEMENT:HUMANOID_LEGLESS_NECK:3FINGERS
]
d_init
[SET_LABOR_LISTS:SKILLS]
******************************************************
Auxiliary file changes for 0.34.06:

entity_default.txt
removed dungeon master and tax collector from MOUNTAIN
creatures
jabberer/cave dragon get TRAINABLE
new keys
ANIMAL_SELECT_TRAINER
ANIMAL_WAR_TRAINING
ANIMAL_HUNTING_TRAINING
CIVZONE_ANIMAL_TRAINING
removed keys
UNITVIEW_PRF_PET_HUNT
UNITVIEW_PRF_PET_WAR
HOTKEY_KENNEL_TRAIN_HUNT
HOTKEY_KENNEL_TRAIN_WAR
HOTKEY_KENNEL_TAME_UNIT
announcement
[TRAINING_DOWN_TO_SEMI_WILD:A_D:D_D]
[TRAINING_FULL_REVERSION:A_D:D_D:P:R]
[ANIMAL_TRAINING_KNOWLEDGE:A_D:D_D]
items
added [SHAPED] to various headwear
******************************************************
Auxiliary file changes for 0.34.05:
body parts
new eyelids in rcp body
body plans
fixed r_eye/l_eye
creatures
red panda: will -> with
giant desert scorp: description typo
mules -> gray M, muskox -> brown M and brown color and brown des
cription
crab -> [AMPHIBIOUS]
horseshoe crab -> [AMPHIBIOUS][UNDERSWIM]
added benign to
BIRD_FALCON_PEREGRINE,BIRD_CROW,BIRD_RAVEN,BIRD_OWL_SNOW
Y,
SPARROW,BIRD_OWL_BARN,BIRD_PARAKEET,BIRD_PARROT_GREY,
BIRD_LORIKEET,BIRD_WREN,BIRD_OSPREY,GIANT_COCKATIEL,
BIRD_MAGPIE,GIANT_KESTREL,BIRD_EAGLE,GIANT_HORNBILL,
BIRD_BUSHTIT,MOTH,GRASSHOPPER,THRIPS,SLUG,SNAIL,
DESERT TORTOISE,GIANT TORTOISE,SPONGE,HORSESHOE_CRAB,
POND_TURTLE,HAMSTER,HEDGEHOG,SQUIRREL_FLYING,
GREEN_TREE_FROG,CAPUCHIN,SLOTH,SPIDER_MONKEY,AYE-AYE,
LION_TAMARIN
******************************************************
Auxiliary file changes for 0.34.03:
creatures
horseshoe crab gets heart/brain, removed NOT_BUTCHERABLE (not su
re what the deal is in reality)
horseshoe crab man gets working body
kea gets LOOSE_CLUSTERS
entities

changed TOLERATES_SITE for entities, it only controls which citi


es world gen people will migrate too
keep in mind that an elf can be found in a dwarf town if
it moves to a human city first, since they'll be in the human entity
interaction examples
LIKES_FIGHTING:MISCHIEVOUS instead of misspellings
added STERILE to mummy interaction examples (zombie don't need t
he tag since it applies to all animations)
material templates
removed extra [BUTCHER_SPECIAL:MEAT:NONE] from gizzard
d_init
SET_LABOR_LISTS:YES
******************************************************
Auxiliary file changes for 0.34.02:
inorganic
added BUILD_COLOR for all metals
creatures
rodent men given skin and hair properly
amphibian man changed
missing tapir sponsor information added
rodent removed from rabbit description
fixed material value in unicorn
fixed iron/mud man depths
reindeer plural fixed
peacock color fixed
creature variations
removed POPULATION_NUMBER and CLUSTER_NUMBER and COLOR and MOUNT
and MOUNT_EXOTIC from GIANT
language
changed SQUASH from MAGIC to VIOLENT symbol
manual files updated
******************************************************
Auxiliary file changes for 0.34.01:
interactions
interaction_standard.txt has some basic processes
the examples are in "raw/interaction examples"
creatures
ability to do the interactions, using [CAN_DO_INTERACTION:<token
>] -- this includes cleaning, ink spray, and physical social stuff
[CAN_DO_INTERACTION:MATERIAL_EMISSION] taken from fire i
mp, MATERIAL_EMISSION is defined in interaction_standard.txt
[CDI:ADV_NAME:Hurl fireball]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:FLOW:FIREBALL]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[CAN_DO_INTERACTION:MATERIAL_EMISSION_WITH_HIDE_EFFECT]
taken from squid
[CDI:ADV_NAME:Squirt ink]
[CDI:USAGE_HINT:FLEEING]
[CDI:LOCATION_HINT:IN_WATER]

[CDI:BP_REQUIRED:BY_TYPE:UPPERBODY]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:INK:SPATTER_LIQ
UID] <-- SPATTER_LIQUID is a new "breath" attack, SPATTER_POWDER too
[CDI:VERB:squirt ink:squirts ink:NA]
[CDI:TARGET:C:SELF_ONLY] <-- this is basically b
ook-keeping for the two effects in the interaction
[CDI:TARGET:D:SELF_ONLY]
[CDI:WAIT_PERIOD:200]
[CDI:FREE_ACTION] <-- they can spray ink and als
o move away
[CAN_DO_INTERACTION:CLEANING] taken from cat
[CDI:ADV_NAME:Clean]
[CDI:USAGE_HINT:CLEAN_SELF]
[CDI:USAGE_HINT:CLEAN_FRIEND]
[CDI:BP_REQUIRED:BY_CATEGORY:TONGUE]
[CDI:VERB:lick:licks:lick each other]
[CDI:CAN_BE_MUTUAL] <-- not yet implemented
[CDI:TARGET:A:SELF_ALLOWED:TOUCHABLE] <-- so the
animal can lick themselves or anybody nearby
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:10]
[CAN_DO_INTERACTION:BP_BUMP] taken from cat
[CDI:ADV_NAME:Head bump]
[CDI:USAGE_HINT:GREETING]
[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
[CDI:VERB:head-bump:head-bumps:bump heads]
[CDI:CAN_BE_MUTUAL] <-- not yet implemented
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET:B:TOUCHABLE]
[CDI:TARGET_RANGE:B:1]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:WAIT_PERIOD:20]
they can retract into bodyparts/roll into balls using RETRACT_IN
TO_BP
[RETRACT_INTO_BP:BY_CATEGORY:BODY_UPPER:roll into a ball
:rolls into a ball:unroll:unrolls]
they will retract when they are frightened and near to a
n enemy
attacks while retracted will be much more likely to hit
the retract part
they can root around and stir up vermin using ROOT_AROUND
[ROOT_AROUND:BY_CATEGORY:BILL:root around in:roots aroun
d in]
they can be made to eat vermin using GOBBLE_VERMIN_CREATURE and
GOBBLE_VERMIN_CLASS
[GOBBLE_VERMIN_CREATURE:<creature>:<caste>] where <caste
> can be ALL
[GOBBLE_VERMIN_CLASS:<class>] where class is a CREATURE_
CLASS like the new EDIBLE_GROUND_BUG
they can drop extra objects during butchery with EXTRA_BUTCHER_O
BJECT
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
[EBO_ITEM:SMALLGEM:NONE:ANY_HARD_STONE] <-- ANY_
HARD_STONE is special, but you can use the standard material token list too
[EBO_SHAPE:GIZZARD_STONE] <-- this is a shape fo
r a gem from descriptor_shape_standard.txt
DIVE_HUNTS_VERMIN is a new vermin hunting behavior, although it
is limited for fortress pets because of the known flier troubles there
removed werewolf and whale and some redundant animal people from

the old files


a ton of new sponsorship creatures -- the eight that got new tag
s are in the old files, the 112 that didn't get their own tags are in probationa
ry new files, although I don't promise to give every one of them a special tag o
ver time
NOT_LIVING replaces CANNOT_UNDEAD
material force multiplier, general material force multiplier
syndromes
SYN_INGESTED will work now
there are new tags here -- see the interaction examples in "raw/
interaction examples" for syntax, here are some examples:
CE_ADD_TAG -- It's a pretty zombie-centric list (basically whate
ver came up for us). Support for other creature tags will be added.
EXTRAVISION
OPPOSED_TO_LIFE
SUPERNATURAL
NOT_LIVING
NOEXERT
CRAZED
BLOODSUCKER
NOPAIN
NOBREATHE
HAS_BLOOD
NOSTUN
NONAUSEA
NO_DIZZINESS
NO_FEVERS
TRANCES
NOEMOTION
LIKESFIGHTING
PARALYZEIMMUNE
NOFEAR
NO_EAT
NO_DRINK
NO_SLEEP
MISCHIEVOUS
NO_PHYS_ATT_GAIN
NO_PHYS_ATT_RUST
NOTHOUGHT
NO_THOUGHT_CENTER_FOR_MOVEMENT
NO_CONNECTIONS_FOR_MOVEMENT
CAN_SPEAK
CAN_LEARN
UTTERANCES
MORTAL
NO_AGING
STERILE
FIT_FOR_ANIMATION
FIT_FOR_RESURRECTION
CE_REMOVE_TAG
CE_DISPLAY_TILE
CE_DISPLAY_NAME
CE_FLASH_TILE
CE_PHYS_ATT_CHANGE
CE_MENT_ATT_CHANGE
CE_BODY_APPEARANCE_MODIFIER
CE_BP_APPEARANCE_MODIFIER
CE_MATERIAL_FORCE_MULTIPLIER
CE_SPEED_CHANGE
CE_BODY_MAT_INTERACTION -- only works on hist figs, causes that

hist figs body material to cause interaction as a syndrome mat.


CE_CAN_DO_INTERACTION
CE_BODY_TRANSFORMATION
CE_SKILL_ROLL_ADJUST
xml
the legends xml has a lot of new info for historical figures
entities
PLAINS gets BUILDS_OUTDOOR_TOMBS
PLAINS gets all the trap comps
world gen params
some have been replaced, here are the new ones (might be missing
some):
NIGHT_TROLL_NUMBER -- all of the following control how many rand
om definitions are created, if set to zero that world won't have any
BOGEYMAN_NUMBER
VAMPIRE_NUMBER
WEREBEAST_NUMBER
SECRET_NUMBER
REGIONAL_INTERACTION_NUMBER
DISTURBANCE_INTERACTION_NUMBER
EVIL_CLOUD_NUMBER
EVIL_RAIN_NUMBER
graphics
SKELETON/ZOMBIE -> ANIMATED
announcements
there are some new ones, mostly or all at the bottom of the file
reactions
you can make BOOK items in reactions, and add PAGES improvements
to them
pages are always blank though
new keys (this might not be it, but it wasn't many)
A_ACTION_ABILITY:A
A_ACTION_POWER:P
changed keys
A_BARTER_CURRENCY_2 -> O
removed keys
A_BARTER_CURRENCY_3 to 9
******************************************************
Auxiliary file changes for 0.31.25:
cave dragon stance strike skill removed, given claw attack
******************************************************
Auxiliary file changes for 0.31.24:
moved clay crafts key over to C (was conflicting with clay statue's s)
NECK_SPINE bodypart token correction (had NECK)
rodent man bite attack uses teeth now
dragon/hydra stance strike skill removed, given claw attack
guineachick -> keet
******************************************************
Auxiliary file changes for 0.31.23:
creature changes
added rodent man teeth

added ribcages to various underground animal peoples


penguins 2WINGS -> SIDE_FLIPPERS
platypus get AMPHIBIOUS/UNDERSWIM
changed sizes for most giant creatures
domestic birds and penguins get MUNDANE
reptile men get GENERIC_TEETH
prefstrings for some of the new giant creatures
******************************************************
Auxiliary file changes for 0.31.22:
new creature tag
[PRONE_TO_RAGE:<rate>] -- the creature follow its normal behavio
r, but flip out on occasion, higher rate = more flipping out
body detail
leathery egg shell
new material template
leathery egg shell
body parts
QUADRUPED_NECK, NECK_SPINE
various reptiles and others
leathery egg shell
temperate creatures
4134: capybara sound typos
capybara tail removed
fixed some tokens in panda bp color tags
badger and allies
moose and allies
river/lake creatures
platypus and allies
tropical creatures
honey badger
giraffe tweaks
tundra creatures
some penguins and allies
subterranean creatures
rodent man
******************************************************
Auxiliary file changes for 0.31.20/21:
material changes
added [DO_NOT_CLEAN_GLOB] to fat, seed and wax materials
added [NO_STONE_STOCKPILE] to all inorganic_other entries
creature changes
deer antlers
fixed length text for shearable sheep
fixed some biome description issues in fish/cougar, other descri
ption issues
got rid of left/right on rhino horns
added numbing phantom spider bite
made reptile man bite attack secondary
fixed text for serpent man tail attack
closed some brackets
bullhead scale color
density/text fixes for eggs
PET_VALUE_DIVISOR to control bee value
changed the hair tissue plan to include wings

added
added
honey
broke

EXTRAVISION to some more eyeless critters


tissue layer thickness to alpaca/llama wool
bee wax gets [STOCKPILE_GLOB_PRESSED]
up VERMINHUNTER
AT_PEACE_WITH_WILDLIFE
RETURNS_VERMIN_KILLS_TO_OWNER
HUNTS_VERMIN
ADOPTS_OWNER
[SPECIFIC_FOOD:PLANT:<token>]
[SPECIFIC_FOOD:CREATURE:<token>]
[SOUND:<type>:<range>:<approximate period/timer>:<VOCALIZATION o
r NONE>:<verbs/out-of-sight noun>]
reaction changes
added [FOOD_STORAGE_CONTAINER] for mead reaction
changed key for jug glazing
language
betwitch -> bewitch
new announcement
CREATURE_SOUND
******************************************************
Auxiliary file changes for 0.31.19:
new soil - fired clay, added ceramic reaction information to clay and ka
olinite
new inorganics - earthenware, stoneware, porcelain
new material tag
[YARN]
new creature tags
[APP_MOD_DESC_RANGE:<6 range numbers>] -- adjusts the numeric ra
nges for getting different adjectives in descriptions
[SHEARABLE_TISSUE_LAYER:<body part modifier like LENGTH>:<modifi
er level when ready>]
[LAYS_EGGS]
[EGG_MATERIAL:<mat tokens>]
[LAYS_UNUSUAL_EGGS:<item tokens>]
[EGG_SIZE:<size>]
[CLUTCH_SIZE:<min>:<max>]
[GRAZER:<amount of hunger removed per bite>] -- only grazer anim
als in your fort need to eat at this point
[ARTIFICIAL_HIVEABLE]
[HIVE_PRODUCT:<max in hive>:<timer>:<item/mat tags>]
[COLONY_EXTERNAL] -- this caste appears around the colony
[DIE_WHEN_VERMIN_BITE]
[REMAINS_ON_VERMIN_BITE_DEATH]
[UBIQUITOUS] -- creature will occur in absolutely every region t
hat is a biome match (does not apply to evil/good)
new tool tag
[CONTAINER_CAPACITY:<amount>]
new reaction tags
[NOT_IMPROVED]
[DOES_NOT_ABSORB]
[PRODUCT_PASTE]
[PRODUCT_PRESSED]
[NOT_PRESSED]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[CONTAINS:<reagent token>]
not respected in adv mode interface, didn't try nesting
containers

multiple CONTAINS on one reagent supported if they don't


overlap
new grass raws
added CAN_GLAZE reaction glass to STONE_TEMPLATE
added egg/plant oil/plant soap material templates
added egg tags to creatures all over (no amphibians/fish/insects yet)
rocknuts got oil (instead of adding a new plant)
new reactions for milling seeds with new paste tag for glob products
new reactions for firing and glazing jugs and other ceramics
new reactions related to beekeeping
new entries in dwarf/human entity entries for new jobs/reactions
creature_standard.txt
gobs: [NO_DRINK][NO_EAT] (they keep bonecarn)
creature_domestic.txt
many new entries
new unit types
SHEARER
SPINNER
POTTER
GLAZER
PRESSER
BEEKEEPER
WAX_WORKER
new labor types
SHEARER
SPINNER
POTTERY
GLAZING
BEEKEEPING
WAX_WORKING
new skill type
SHEARING
SPINNING
POTTERY
GLAZING
BEEKEEPING
WAX_WORKING
new job item flag
ANY_STRAND_TISSUE
ANY_YARN_MATERIAL
new keys
[HOTKEY_FARMER_SHEAR_CREATURE:S]
[HOTKEY_FARMER_SPIN_THREAD:SHIFT+S]
[ORDERS_REFUSE_DUMP_STRAND_TISSUE:H]
[HOTKEY_CLOTHES_MAT_YARN:Y]
[HOTKEY_LOOM_WEAVE_YARN:Y]
[HOTKEY_BUILDING_NEST_BOX:SHIFT+N]
[HOTKEY_BUILDING_HIVE:ALT+H]
[CIVZONE_PEN:N]
[CIVZONE_PEN_OPTIONS:SHIFT+N]
[CIVZONE_CLAY_COLLECT:C]
[HOTKEY_COLLECT_CLAY:C]
[HIVE_INSTALL_COLONY:C]
[HIVE_GATHER_PRODUCTS:G]
[HOTKEY_CRAFTS_YARN:Y]
[HOTKEY_CRAFTS_SEL_WOOD:W]
[HOTKEY_CRAFTS_SEL_BONE:B]
[HOTKEY_CRAFTS_SEL_SHELL:S]
changed goblet keys to ALT+G

******************************************************
Auxiliary file changes for 0.31.18:
data/index
creature_standard.txt
added elite ranged unit names for dwarves
entity_default.txt
gave humans METAL/GEM/STONE_PREF
gave gobs METAL_PREF and got rid of gem professions
gave kobs METAL_PREF/STONE_PREF/FURNACE_OPERATOR for the time be
ing at least, though this will probably change
item_weapon.txt
changed a few two-handed sizes
******************************************************
Auxiliary file changes for 0.31.17:
data/index
announcements.txt
[NIGHT_ATTACK_STARTS:A_D:D_D:BOX]
[NIGHT_ATTACK_ENDS:A_D:D_D:BOX]
[NIGHT_ATTACK_TRAVEL:A_D:D_D]
[GHOST_ATTACK:A_D:D_D]
[LAIR_HUNTER:A_D:D_D]
[TRAVEL_SITE_DISCOVERY:A_D:D_D:BOX]
[TRAVEL_SITE_BUMP:A_D:D_D]
[ADVENTURE_INTRO:BOX]
removed
COMBAT_WRESTLE_PINCH
COMBAT_WRESTLE_GOUGE
COMBAT_WRESTLE_STRANGLE
COMBAT_SHAKE
world_gen.txt
[NIGHT_CREATURE_NUMBER:<number of definitions>]
body_default/rcp.txt
neck changed over to upper spine (left NECK token), category SPI
NE
neck and lower spine get CONNECTOR
upper spine in lower body changed to middle spine
creature_large_mountain.txt
voice mannerisms neck -> throat
creature_standard.txt
humans, elves and dwarves get [SPOUSE_CONVERSION_TARGET]
added ogress caste name to ogre
minotaur gets lair, habit and [NATURAL_SKILL] tags
other semis/megas get basic lair stuff
dragon/hydra get NOEXERT
dragon got willpower boost, skill tags
hydra gets skill tags
gremlin gets skill tag
removed cluster numbers from all semimegabeasts, (unused) pop nu
mber from bronze colossus
voice mannerisms neck -> throat
creature_subterranean.txt
voice mannerisms neck -> throat
creature_next_underground.txt

tweaked DIFFICULTY numbers, which are used for fame rewards now
gave blind cave ogre extra vision
entity_default.txt
BUILDS_OUTDOOR_FORTIFICATIONS added to PLAINS entity
banditry tags on humans, goblins and kobolds
BANDITRY:<perc>
LOCAL_BANDITRY
inorganic_stone_soil.txt
went over to new SOIL_TEMPLATE
xml
new historical events: change creature type, hist figure revived
added "put to rest", "vanish" and "scared to death" kill causes
new site names "hamlet" "town" "fortress" "labyrinth" "lair" "sh
rine"
item_tool.txt
new file, used only by adv mode peasants and lair creatures at t
his point
new keys
[HOTKEY_BUILDING_SLAB:ALT+S]
[HOTKEY_MASON_SLAB:ALT+S]
[HOTKEY_CRAFTS_SLAB:ALT+S]
[A_TRAVEL_SLEEP:SHIFT+Z]
[A_TRAVEL_MAP:M]
[A_TRAVEL_HIDE_INSTRUCTIONS:H]
[A_SLEEP_SLEEP:S]
[A_SLEEP_WAIT:W]
[A_SLEEP_DAWN:D]
[ORDERS_REFUSE_OUTSIDE_VERMIN:V]
[A_COMPANIONS:C]
[A_ATTACK_CONFIRM:ALT+Y]
renamed
A_MOVE_WAIT -> A_MOVE_SAME_SQUARE
changed
[A_CENTER:V]
[A_COMBAT:SHIFT+C]
graphics example
added GHOST to the list of texture options
new bp tag
CONNECTOR -- child part with CONNECTOR keeps parent unsevered un
til receiving severing damage itself
new creature tags
NIGHT_CREATURE_HUNTER
NIGHT_CREATURE_BOGEYMAN
SPOUSE_CONVERTER
CONVERTED_SPOUSE
SPOUSE_CONVERSION_TARGET
LAIR_HUNTER
LAIR_HUNTER_SPEECH:<speech file>
HABIT:<habit token>:<percentage>
HABIT_NUM:<TEST_ALL or a number>
NATURAL_SKILL:<skill token>:<amount>
skill starts here and cannot rust below here
CREATURE_SOLDIER_TILE:<tile>
SOLDIER_ALTTILE:<tile>
CASTE_SOLDIER_TILE:<tile>
CASTE_SOLDIER_ALTTILE:<tile>
SKILL_LEARN_RATES:<percentage>
SKILL_RUST_RATES:<3 rust tags from SKILL_RATES>
SKILL_RATE:<skill token>:<4 tags from SKILL_RATES>
SKILL_LEARN_RATE:<skill token>:<percentage>

SKILL_RUST_RATE:<skill token>:<3 rust tags from SKILL_RATES>


******************************************************
Auxiliary file changes for 0.31.16:
data/index
d_init.txt
[WALKING_SPREADS_SPATTER_DWF:NO]
[WALKING_SPREADS_SPATTER_ADV:YES]
******************************************************
Auxiliary file changes for 0.31.15:
data/index
building_custom.txt
added blocked tiles to soap maker
body_default.txt
3EYES added
body_rcp.txt
RCP_3_EYES has [LEFT] removed from center eye
creature_large_temperate.txt
gave rhesus tail
creature_large_tropical.txt
made elephant tusk attack co-MAIN with kicks
creature_next_underground.txt
added EXTRAVISION to voracious cave crawler
added 2HEAD_HORN to crundle BODY and made them grow up faster
added LARGE_ROAMING and NOBREATHE to magma crab
added LARGE_ROAMING and LARGE_PREDATOR to helmet snake
added LARGE_ROAMING to cave dragon
added LARGE_ROAMING to giant earthworm
made amethyst men die as ROUGH instead of BOULDER
fixed blind cave bear rear toes (they were front instead of rear
)
creature_savage_tropical.txt
moved giant desert scorpion over to chitin templates
gave tigermen ears and ribcages
creature_standard.txt
strangler gets 3EYES instead of 2EYES:1EYE and gave them MALE/FE
MALE castes
added nouns for eye modifiers for cyclops to fix description typ
os and got rid of their large iris modifier
because of some announces with noun/verb agreement there
removed humanoid head/ribcage positioning from grimelings
creature_subterranean.txt
fixed melting point on fire imp blood
gave cave swallow man wings in addition to arms
stuck tail on olm
removed MUNDANE from fire snake
made all the ant man castes grow up faster and made them live a
little longer
made amphibian men grow up faster
inorganic_metal.txt
put bending values back in sterling silver
item_weapon.txt
fixed short sword and battle axe pommel attack contact area (100

0 -> 100 like other weapons)


material_template_default.txt
added [ROTS] to STRUCTURAL_PLANT_TEMPLATE and LEAF_TEMPLATE
plant_standard.txt
fixed quarry bush LEAVES tile/color mix up
world_gen.txt
stopped doubling up CAVE_MIN_SIZE in the exporter and initial fi
le
******************************************************
Auxiliary file changes for 0.31.14:
data/index
raws
new mineral tag for slade -- [UNDIGGABLE] until digging accounts
for things properly
changed material properties for raw adamantine
New world gen parameters
[SITE_CAP:<number>]
Limits overall number of sites to this.
Caves and ruins are included in this number, so world ge
n civ spread stops cold once it is attained the way things currently go.
[MEGABEAST_CAP:<number>]
Attempts to place this many megabeast groups (also effec
tively capped by total cave number).
In vanilla DF, there are no megabeasts that actually occ
ur in groups, but it is possible in mods.
Placing more beasts than caves will cause all caves to b
e filled by megabeasts. This will leave nothing for races like kobolds.
Can be zero if you don't want any megabeasts.
[SEMIMEGABEAST_CAP:<number>]
Attempts to place this many semimegabeast groups (they g
et the last cave remnants).
Because they get the last available caves, setting this
to maximum causes all remaining caves to be filled with civs unaffected.
Can be zero if you don't want any semimegabeasts.
******************************************************
Auxiliary file changes for 0.31.13:
data/index
raws
entity_default.txt -- START_GROUP NUMBER is gone
made horn silver use the stone template
moved all native metals off of metal template
******************************************************
Auxiliary file changes for 0.31.12:
data/index
raws
creature_standard.txt -- added an extra NONE to kobold rates
******************************************************
Auxiliary file changes for 0.31.11:

data/index
data/help -- a few typos in files here
raws
creature_large_ocean.txt -- removed duplicate cluster number on
tuna
creature_large_temperate.txt -- buzzard given MUNDANE flag, corr
ected typo in deer description
creature_large_tropical.txt -- vulture given MUNDANE flag
creature_large_tundra.txt -- corrected hair name for musk ox (wa
s skin)
creature_next_underground.txt -- gave giant earthworm larger siz
e
creature_other.txt -- removed duplicate natural tag from a few e
ntries
creature_small_mammals.txt -- removed duplicate natural tag from
all entries
creature_subterranean.txt -- removed duplicate natural tag from
a few entries
******************************************************
Auxiliary file changes for 0.31.10:
data/index
data/help/a_keys -- added the 'x' instructions
******************************************************
Auxiliary file changes for 0.31.09:
data/index
data/speech
several files shortened
interface.txt
new keys
[A_ACTION:X]
[A_ACTION_CREATE:C]
[A_ACTION_BUTCHER:B]
raws
various numbers changed for weapons, ammo, materials (esp. metal
s)
rock sharpening reaction in reaction_other
new announcement
ANNOUNCEMENT_ADV_REACTION_PRODUCTS
******************************************************
Auxiliary file changes for 0.31.07:
data/index
data/init/init.txt, SDL version
mode examples added
data/init/d_init.txt
[PILLAR_TILE:'O']
interface.txt, SDL version
new keys
[BIND:FPS_UP:REPEAT_SLOW]
[SYM:4:Equals]
[BIND:FPS_DOWN:REPEAT_SLOW]
[SYM:4:Minus]
******************************************************

Auxiliary file changes for 0.31.06:


data/index
Non-legacy init.txt is set to 2D mode by default now
raw/objects/creature_annelids.txt
removed duplicate natural tag from worm
raw/objects/creature_domestic.txt
removed duplicate child tag from donkey
added trade capacity to horse
raw/objects/creature_insects.txt
removed duplicate color/tile tag from monarch butterfly
raw/objects/creature_large_tropical.txt
removed common domestic and pack animal from warthog
raw/objects/creature_small_ocean.txt
removed duplicate no sleep tags from oyster and mussel
raw/objects/creature_standard.txt
removed duplicate pet value tags from ice wolf, nightwing and we
rewolf
removed extra NECK from hydra body
raw/objects/inorganic_stone_layer.txt
removed duplicate obsidian melting point
raw/objects/language_words.txt
firey -> fiery
raw/objects/material_template_default.txt
updated many of the values so that for instance teeth aren't lik
e skin in many ways
******************************************************
Auxiliary file changes for 0.31.05:
data/index
Non-legacy init.txt has new options:
[KEY_REPEAT_ACCEL_LIMIT:8]
[KEY_REPEAT_ACCEL_START:10]
******************************************************
Auxiliary file changes for 0.31.04:
data/index
init.txt has been broken up into init.txt, d_init.txt and colors.txt
For non-legacy versions, interface.txt has a different format and a few
extra keys related to zoom and macros.
******************************************************
Auxiliary file changes for 0.31.03:
data/index
New keys
[ARENA_CREATURE_UNDEAD:U]
Creature raws
Fixed some broken apostrophes (mountain gnome, ocean sunfish, hungry hea
d, harpy).
Moved [STANCE] to hands for ARMS_STANCE body parts.
Remove eye appearance modifiers from minotaurs.
Entity raws
Removed the SOLDIER_COLOR] thing -- it corresponded to a note to myself
to handle soldier-like entity position colors, but it was confusing people, so i
t's just in the notes themselves now.

******************************************************
Auxiliary file changes for 0.31.02:
data/index
readme.txt (added to and alphabetized 2010 tester credits)
Creature raws
corrected gorlak display color
made blind cave bears eyeless and gave them extravision
corrected first line of body_rcp.txt
fixed broken eyelid relationships
fixed broken child names for goat/unicorn/cave swallow
swapped giant caste names
fixed giant cave spider bite (was blunt)
fixed alligator eye text
made soap bars instead of globs
fixed horn silver environment
added cookability/vermin eating to meat material templates
added cookability/vermin eating to plant leaf/seed materials
******************************************************
Auxiliary file changes for 0.31.01:
Most everything -- I can't compile a list of all of the changes here, bu
t I've included more help notes in the raws themselves.
******************************************************
Auxiliary file changes for 0.28.181.40d:
data/index
data/init/init.txt (just the wiki date)
******************************************************
Auxiliary file changes for 0.28.181.40c:
data/index
data/init/init.txt
Changed init options
[PARTIAL_PRINT:NO:2]
******************************************************
Auxiliary file changes for 0.28.181.40b:
data/index
data/init/init.txt
New init options
[FULLGRID:80:25]
[PARTIAL_PRINT:NO]
******************************************************
Auxiliary file changes for 0.28.181.40a:
data/index
data/init/init.txt
data/init/interface.txt
New keys

[SETUPGAME_SAVE_PROFILE:S]
[SETUPGAME_SAVE_PROFILE_ABORT:SHIFT+SPACE]
[SETUPGAME_SAVE_PROFILE_GO:ENTER]
[SETUPGAME_VIEW_PROFILE_PROBLEMS:P]
[ORDERS_AUTOFORBID:SHIFT+F]
[ORDERS_FORBID_PROJECTILE:P]
[ORDERS_FORBID_YOUR_CORPSE:C]
[ORDERS_FORBID_YOUR_ITEMS:I]
[ORDERS_FORBID_OTHER_CORPSE:O]
[ORDERS_FORBID_OTHER_ITEMS:T]
[SETUP_NOTES:N]
[SETUP_NOTES_TAKE_NOTES:N]
[SETUP_NOTES_DELETE_NOTE:D]
[SETUP_NOTES_CHANGE_SYMBOL_SELECTION:C]
[SETUP_NOTES_ADOPT_SYMBOL:S]
New init options
[STORE_DIST_ITEM_DECREASE:1000]
[STORE_DIST_SEED_COMBINE:1000]
[STORE_DIST_BUCKET_COMBINE:1000]
[STORE_DIST_BARREL_COMBINE:1000]
[STORE_DIST_BIN_COMBINE:1000]
******************************************************
Auxiliary file changes for 0.28.181.39d:
New keys
[D_NOTE:SHIFT+N]
[D_NOTE_PLACE:P]
[D_NOTE_DELETE:D]
[D_NOTE_ENTER:N]
[D_NOTE_ADOPT_SYMBOL:S]
[D_NOTE_CHANGE_SELECTION:C]
[WORLD_PARAM_REJECT_CONTINUE:C]
[WORLD_PARAM_REJECT_ABORT:A]
[WORLD_PARAM_REJECT_ALLOW_THIS:T]
[WORLD_PARAM_REJECT_ALLOW_ALL:P]
[WORLD_GEN_CONTINUE:C]
[WORLD_GEN_USE:U]
[WORLD_GEN_ABORT:A]
[SETUP_FIND:F]
New init options
[SHOW_EMBARK_RIVER:FINDER]
[SHOW_EMBARK_POOL:FINDER]
[SHOW_EMBARK_M_PIPE:FINDER]
[SHOW_EMBARK_M_POOL:FINDER]
[SHOW_EMBARK_CHASM:FINDER]
[SHOW_EMBARK_PIT:FINDER]
[SHOW_EMBARK_OTHER:FINDER]
[SHOW_EMBARK_TUNNEL:FINDER]
New world gen param
[CAVE_MIN_SIZE:<number>]
[SHOW_EMBARK_RIVER:<0=NO,1=FINDER,2=ALWAYS>]
[SHOW_EMBARK_POOL:<0=NO,1=FINDER,2=ALWAYS>]
[SHOW_EMBARK_M_POOL:<0=NO,1=FINDER,2=ALWAYS>]
[SHOW_EMBARK_M_PIPE:<0=NO,1=FINDER,2=ALWAYS>]
[SHOW_EMBARK_CHASM:<0=NO,1=FINDER,2=ALWAYS>]

[SHOW_EMBARK_PIT:<0=NO,1=FINDER,2=ALWAYS>]
[SHOW_EMBARK_OTHER:<0=NO,1=FINDER,2=ALWAYS>]
[SHOW_EMBARK_TUNNEL:<0=NO,1=FINDER,2=ALWAYS>]
******************************************************
Auxiliary file changes for 0.28.181.39a:
New keys
[LEGENDS_TOGGLE_CIVSITE:C]
[LEGENDS_STRING_FILTER:F]
[WORLD_PARAM_COPY:C]
[WORLD_PARAM_SET:E]
[WORLD_PARAM_INCREASE:6]
[WORLD_PARAM_DECREASE:4]
[WORLD_PARAM_ENTER_VALUE:ENTER]
[WORLD_PARAM_NULLIFY:N]
[WORLD_PARAM_PRESET:P]
[SELECT_ALL:SHIFT+ENTER]
[DESELECT_ALL:SHIFT+Z]
[STORES_HIDE:H]
[ITEM_HIDE:H]
[D_BITEM_DUMP:H]
[D_LOOK_HIDE:H]
[DESIGNATE_BITEM:B]
[DESIGNATE_MELT:M]
[DESIGNATE_NO_MELT:SHIFT+M]
[DESIGNATE_DUMP:D]
[DESIGNATE_NO_DUMP:SHIFT+D]
[DESIGNATE_HIDE:H]
[DESIGNATE_NO_HIDE:SHIFT+H]
[UNITVIEW_KILLS:K]
[A_STATUS_KILLS:K]
Changed keys
[DESELECT:Z]
Creature raws
[CANNOT_UNDEAD]
[CURIOUSBEAST] -> [CURIOUSBEAST_EATER]
[SLOW_LEARNER]
got rid of [RECKLESS] because it wasn't used
[BUTCHERABLE_NONSTANDARD] is gone, replaced by civ ethics
[MUNDANE]
Marks if the creature is an actual real-life creature. Only use
d for age-names at present.
added/removed [NATURAL] from a few creatures
Entity raws
messed with caps and lowered all biome numbers
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[PERMITTED_JOB:<x>]
[WORLD_CONSTRUCTION:<type>]
got rid of entity grouping
[ETHIC:<action>:<response>]
[WILL_ACCEPT_TRIBUTE]
got rid of respect animals/trees

"TRACKING" is acceptable for skill token now


Lots of new params for data/init/world_gen.txt
New init options
[SHOW_ALL_HISTORY_IN_DWARF_MODE:NO]
New graphics tokens:
SLAVE, PRISONER
******************************************************
Auxiliary file changes for 0.27.176.38b:
Entity raws
removed *_SETTLEMENTS tags (they haven't done anything since the biome t
ags went in)
in addition to COMMON, UNCOMMON and RARE, armor/clothing types can also
have FORCED, which forces the item to appear in all realizations of the entity
New keys
[LEAVESCREEN_ALL:SHIFT+SPACE]
[MILITARY_ZOOM:C]
[STORES_FORBID:F]
[WORLD_PARAM_DIM_X_UP:I]
[WORLD_PARAM_DIM_X_DOWN:U]
[WORLD_PARAM_DIM_Y_UP:P]
[WORLD_PARAM_DIM_Y_DOWN:O]
New init options
[AUTOSAVE_PAUSE:NO]
[EMBARK_WARNING_ALWAYS:NO]
******************************************************
Auxiliary file changes for 0.27.176.38a:
Plant raws
[DROWN_LEVEL:<number from 0 to 7>]
The fluid level at which the plant dies in any liquid. Temperat
ure effects from lava are separate.
0 means that fluid level does not affect the plant. Default is
4.
Wood raws
[TREE_DROWN_LEVEL:<number from 0 to 7>]
[SAPLING_DROWN_LEVEL:<number from 0 to 7>]
As above for plants (irrelevant for full-grown trees at this poi
nt).
Default is 4 for saplings and 7 for trees.
New keys
[UNITVIEW_RELATIONSHIPS:R]
[UNITVIEW_RELATIONSHIPS_ZOOM:Z]
[UNITVIEW_RELATIONSHIPS_VIEW:V]
[BUILDINGLIST_ZOOM_T:T]
[BUILDINGLIST_ZOOM_Q:Q]
New init options
[ZERO_RENT:NO]

[BABY_CHILD_CAP:100:1000]
******************************************************
Auxiliary file changes for 0.27.173.38a:
New entity tags
[USE_EVIL_WOOD]
[USE_GOOD_WOOD]
[USE_EVIL_PLANTS]
[USE_GOOD_PLANTS]
[USE_GOOD_ANIMALS]
[USE_ANY_PET_RACE]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[IMPROVED_BOWS]
[RESPECT_ANIMALS]
[RESPECT_TREES]
[LOW_SKILL]
[INVADERS_IGNORE_NEUTRALS]
[AT_PEACE_WITH_WILDLIFE]
[EQUIPMENT_IMPROVEMENTS]
[ABUSE_BODIES]
[SPHERE_ALIGNMENT:<sphere>:<amount>]
<amount> is a multiplicative modifier that runs from 0 to 25600
with 256 being the neutral value
[ART_FACET_MODIFIER:<facet>:<amount>]
<facet> is one of: OWN_RACE, FANCIFUL, EVIL, GOOD
<amount> as above
[ART_IMAGE_ELEMENT_MODIFIER:<art image element>:<amount>]
<art image element> is one of: CREATURE, PLANT, TREE, SHAPE, ITE
M
<amount> as above
[ITEM_IMPROVEMENT_MODIFIER:<item improvement>:<amount>]
<item improvement> is one of:
ART_IMAGE
COVERED
RINGS_HANGING
BANDS
SPIKES
ITEMSPECIFIC
THREAD
CLOTH
SEWN_IMAGE
<amount> as above
[ADVENTURE_TIER:<placement>]
<placement> can run from 0 to 1000. 0 (the default) means the e
ntity's sites won't be listed for adventure mode character creation.
Those entities with positive numbers are listed starting at tier
1. Within a tier, they are ordered by race index.
[FRIENDLY_COLOR:<front>:<back>:<brightness>]
[DEFAULT_SITE_TYPE:<site>]
Used during world gen.
<site> is one of:
DARK_FORTRESS
CAVE
CAVE_DETAILED
TREE_CITY
CITY
RUIN
[LIKES_SITE:<site>]

Used during hist fig sorting after play.


[TOLERATES_SITE:<site>]
Used by migrants.
[LEADER_TYPE:<unit>]
[SITE_LEADER_TYPE:<unit>]
[CAN_HAVE_MILITARY_LEADER]
[CAN_HAVE_MILITARY_SITE_LEADER]
[BIOME_SUPPORT:<biome>:<amount>]
<amount> ranges from 0 to 10.
<biome> can be any of the biome tags used for creatures, includi
ng the general groups. Don't put "BIOME_" in front.
[START_BIOME:<biome>]
[DIPLOMAT]
[MERCHANT_NOBILITY]
[TREE_CAP_DIPLOMACY]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[ACTIVE_SEASON:<season>]
[PROGRESS_TRIGGER_POPULATION:<number>]
[PROGRESS_TRIGGER_PRODUCTION:<number>]
[PROGRESS_TRIGGER_TRADE:<number>]
<number> is from 0 to 5.
[ENTITY_GROUPING:<group>]
<group> can be one of: FRIENDLY (default), EVIL, NUISANCE
Until things become more complicated, this tracks who they side
with in fights and during dwarf mode diplomacy/trade.
[ITEM_THIEF]
[SKULKING]
This makes the severity of attacks depend on the extent of item/
baby thievery rather than the passage of time.
[START_GROUP_NUMBER:<number>]
How many mated pairs (or single creatures if forced gender) are
created at the beginning of world generation, counting any nobles/diplomats.
[MAX_SITE_POP_NUMBER:<number>]
How many members the entity can have during world generation in
a single site.
[MAX_POP_NUMBER:<number]
How many members the entity can have during world generation tot
al.
[RELIGION:<type>]
<type> can be PANTHEON, ANY_APPROPRIATE_POWER or REGIONAL_FORCE.
You can have more than one. It will choose one at random for ea
ch entity created using this template.
[RELIGION_SPHERE:<sphere>]
You can have more than one. In the case of a pantheon, gods wil
l be created with the goal of covering all of the spheres either a directly or w
ith an umbrella sphere. In the case of appropriate powers, the spheres are chec
ked against the sphere's of the candidate power's race. [USE_GOOD_ANIMALS], [US
E_GOOD_PLANTS] match with [GOOD] and similarly for [EVIL]. In this case, a sphe
re match is not required.
[MAYOR]
[MAX_STARTING_CIV_NUMBER:<number>]
How many of this entity it tries to place at the beginning of wo
rld generation, cycling through the available races.
It will currently place the total of these numbers or 50 civiliz
ations, whichever is lower.
New creature tags
[POWER]
Lets the creature be picked as a world generation civ leader by

entities with [ANY_APPROPRIATE_POWER], provided the race is also immortal and ha


s either matching good/evil tags or matching sphere tags.
New sphere list (old ones included here, only old ones have endgame effects):
AGRICULTURE
ANIMALS
ART
BALANCE
BEAUTY
BIRTH
BLIGHT
BOUNDARIES
CAVERNS
CHAOS
CHARITY
CHILDREN
COASTS
CONSOLATION
COURAGE
CRAFTS
CREATION
DANCE
DARKNESS
DAWN
DAY
DEATH
DEFORMITY
DEPRAVITY
DISCIPLINE
DISEASE
DREAMS
DUSK
DUTY
EARTH
FAMILY
FAME
FATE
FERTILITY
FESTIVALS
FIRE
FISH
FISHING
FOOD
FORGIVENESS
FORTRESSES
FREEDOM
GAMBLING
GAMES
GENEROSITY
HAPPINESS
HEALING
HOSPITALITY
HUNTING
INSPIRATION
JEALOUSY
JEWELS
JUSTICE
LABOR
LAKES
LAWS

LIES
LIGHT
LIGHTNING
LONGEVITY
LOVE
LOYALTY
LUCK
LUST
MARRIAGE
MERCY
METALS
MINERALS
MISERY
MIST
MOON
MOUNTAINS
MUCK
MURDER
MUSIC
NATURE
NIGHT
NIGHTMARES
OATHS
OCEANS
ORDER
PAINTING
PEACE
PERSUASION
PLANTS
POETRY
PREGNANCY
RAIN
RAINBOWS
REBIRTH
REVELRY
REVENGE
RIVERS
RULERSHIP
RUMORS
SACRIFICE
SALT
SCHOLARSHIP
SEASONS
SILENCE
SKY
SONG
SPEECH
STARS
STORMS
STRENGTH
SUICIDE
SUN
THEFT
THRALLDOM
THUNDER
TORTURE
TRADE
TRAVELERS
TREACHERY
TREES

TRICKERY
TRUTH
TWILIGHT
VALOR
VICTORY
VOLCANOS
WAR
WATER
WEALTH
WEATHER
WIND
WISDOM
WRITING
YOUTH
New graphics tokens
HIGH_PRIEST
PRIEST
SHOPKEEPER
******************************************************
Auxiliary file changes for 0.27.169.33g:
New keys
[ASSIGNTRADE_STRING:S]
[ASSIGNTRADE_EXCLUDE_PROHIBITED:M]
[ASSIGNTRADE_PENDING:P]
[ASSIGNTRADE_SORT:D]
New init options
[PAUSE_ON_LOAD:NO]
[EMBARK_RECTANGLE:6:6]
******************************************************
Auxiliary file changes for 0.27.169.33f:
New graphics tokens
"MAYOR"
"LEADER"
"CAPTAIN_OF_THE_GUARD"
"SHERIFF"
"MANAGER"
"BOOKKEEPER"
"BROKER"
In the absence of one of these, it will use their standard creature/profession t
ile, but you should include all seven of these for a given creature if you want
multiple appointments to display properly. The picture multiple appointments is
selected in the order given above, but if a tile doesn't exist for the first ap
pointment, it will jump down to the regular profession tile.
******************************************************
Auxiliary file changes for 0.27.169.33e:
Body raws
Allowed use of [SKELETON] to distinguish things like the spine that shou

ldn't be removed from skeletons. Temporary fix.


******************************************************
Auxiliary file changes for 0.27.169.33c:
New init options
[PRIORITY:NORMAL]
******************************************************
Auxiliary file changes for 0.27.169.33a:
New keys
[HOTKEY_CARPENTER_BLOCKS:O]
******************************************************
Auxiliary file changes for 0.27.169.32a:
New init options
[VOLUME:255]
[TOPMOST:NO]
[SHOW_IMP_QUALITY:YES]
[SHOW_FLOW_AMOUNTS:NO]
[ECONOMY:YES]
[INVADERS:YES]
[CAVEINS:YES]
[ARTIFACTS:YES]
[PATH_COST:1:2:5:25]
[COFFIN_NO_PETS_DEFAULT:NO]
[RECENTER_INTERFACE_SHUTDOWN_MS:0]
[SKY:178:3:0:0]
[SKY:250:0:0:1]
[VSYNC:OFF]
[G_FPS_CAP:50]
[AUTOSAVE:NONE]
[AUTOBACKUP:NO]
[INITIAL_SAVE:NO]
[ADVENTURER_ALWAYS_CENTER:YES]
New keys
[DESELECT:SHIFT+ENTER]
[OPTION_EXPORT:E]
[SETUPGAME_CUSTOMIZE_UNIT:C]
[LEGENDS_EXPORT_DETAILED_MAP:D]
[WORLD_PARAM_TITLE:T]
[WORLD_PARAM_ADD:A]
[WORLD_PARAM_DELETE:D]
[WORLD_PARAM_NAME_RANDOM:SHIFT+N]
[WORLD_PARAM_NAME_ENTER:N]
[WORLD_PARAM_SEED_RANDOM:SHIFT+S]
[WORLD_PARAM_SEED_ENTER:S]
[WORLD_PARAM_LOAD:F1]
[WORLD_PARAM_SAVE:F6]
[DESIGNATE_STAIR_UP:U]
[DESIGNATE_STAIR_DOWN:J]
[DESIGNATE_STAIR_UPDOWN:I]
[DESIGNATE_TRAFFIC:O]
[DESIGNATE_TRAFFIC_HIGH:H]

[DESIGNATE_TRAFFIC_NORMAL:N]
[DESIGNATE_TRAFFIC_LOW:L]
[DESIGNATE_TRAFFIC_RESTRICTED:R]
[DESIGNATE_TRAFFIC_INCREASE_WEIGHT:W]
[DESIGNATE_TRAFFIC_DECREASE_WEIGHT:Q]
[DESIGNATE_RAMP:R]
[DESIGNATE_CHANNEL:H]
[D_DEPOT:SHIFT+D]
[D_HOT_KEYS:H]
[D_HOTKEY1:F1]
[D_HOTKEY2:F2]
[D_HOTKEY3:F3]
[D_HOTKEY4:F4]
[D_HOTKEY5:F5]
[D_HOTKEY6:F6]
[D_HOTKEY7:F7]
[D_HOTKEY8:F8]
[D_HOTKEY9:SHIFT+F1]
[D_HOTKEY10:SHIFT+F2]
[D_HOTKEY11:SHIFT+F3]
[D_HOTKEY12:SHIFT+F4]
[D_HOTKEY13:SHIFT+F5]
[D_HOTKEY14:SHIFT+F6]
[D_HOTKEY15:SHIFT+F7]
[D_HOTKEY16:SHIFT+F8]
[BUILDING_ADVANCE_STAGE:D]
[BUILDING_EXPAND_CONTRACT:X]
[BUILDING_TRIGGER_ENABLE_WATER:W]
[BUILDING_TRIGGER_MIN_WATER_UP:S]
[BUILDING_TRIGGER_MIN_WATER_DOWN:A]
[BUILDING_TRIGGER_MAX_WATER_UP:X]
[BUILDING_TRIGGER_MAX_WATER_DOWN:Z]
[BUILDING_TRIGGER_ENABLE_MAGMA:M]
[BUILDING_TRIGGER_MIN_MAGMA_UP:I]
[BUILDING_TRIGGER_MIN_MAGMA_DOWN:U]
[BUILDING_TRIGGER_MAX_MAGMA_UP:K]
[BUILDING_TRIGGER_MAX_MAGMA_DOWN:J]
[BUILDING_TRIGGER_ENABLE_CREATURE:C]
[BUILDING_TRIGGER_ENABLE_LOCALS:L]
[BUILDING_TRIGGER_MIN_SIZE_UP:R]
[BUILDING_TRIGGER_MIN_SIZE_DOWN:E]
[BUILDING_TRIGGER_MAX_SIZE_UP:F]
[BUILDING_TRIGGER_MAX_SIZE_DOWN:D]
[BUILDING_TRIGGER_RESETS:O]
[HOTKEY_BUILDING_TRADEDEPOT:SHIFT+D]
[HOTKEY_BUILDING_TRAP:SHIFT+T]
[HOTKEY_BUILDING_SUPPORT:SHIFT+S]
[HOTKEY_BUILDING_ARCHERYTARGET:SHIFT+A]
[HOTKEY_BUILDING_MACHINE:SHIFT+M]
[HOTKEY_BUILDING_MACHINE_SCREW_PUMP:S]
[HOTKEY_BUILDING_MACHINE_WATER_WHEEL:W]
[HOTKEY_BUILDING_MACHINE_WINDMILL:M]
[HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY:G]
[HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL:H]
[HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL:V]
[HOTKEY_BUILDING_ROAD_PAVED:O]
[HOTKEY_BUILDING_ROAD_DIRT:SHIFT+O]
[HOTKEY_BUILDING_HATCH:SHIFT+H]
[HOTKEY_BUILDING_GRATE_WALL:SHIFT+W]
[HOTKEY_BUILDING_GRATE_FLOOR:SHIFT+G]

[HOTKEY_BUILDING_BARS_VERTICAL:SHIFT+B]
[HOTKEY_BUILDING_BARS_FLOOR:ALT+B]
[HOTKEY_BUILDING_CONSTRUCTION:SHIFT+C]
[HOTKEY_BUILDING_CONSTRUCTION_WALL:W]
[HOTKEY_BUILDING_CONSTRUCTION_FLOOR:F]
[HOTKEY_BUILDING_CONSTRUCTION_RAMP:R]
[HOTKEY_BUILDING_CONSTRUCTION_STAIR_UP:U]
[HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN:D]
[HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN:X]
[HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION:SHIFT+F]
[HOTKEY_BUILDING_TRAP_SPIKE:SHIFT+S]
[HOTKEY_GLASS_HATCH_COVER:SHIFT+H]
[HOTKEY_GLASS_GRATE:SHIFT+G]
[HOTKEY_CARPENTER_HATCH_COVER:SHIFT+H]
[HOTKEY_CARPENTER_GRATE:SHIFT+G]
[HOTKEY_MASON_HATCH_COVER:SHIFT+H]
[HOTKEY_MASON_GRATE:SHIFT+G]
[HOTKEY_TRAP_HATCH:H]
[HOTKEY_TRAP_GRATE_WALL:W]
[HOTKEY_TRAP_GRATE_FLOOR:G]
[HOTKEY_TRAP_BARS_VERTICAL:SHIFT+B]
[HOTKEY_TRAP_BARS_FLOOR:ALT+B]
[HOTKEY_TRAP_SPIKE:SHIFT+S]
[HOTKEY_TRAP_GEAR_ASSEMBLY:A]
[SETUP_NAME_FORT:SHIFT+F]
[SETUP_NAME_GROUP:SHIFT+G]
[SETUP_RECLAIM:SHIFT+R]
[SETUP_LOCAL_Y_UP:SHIFT+U]
[SETUP_LOCAL_Y_DOWN:SHIFT+M]
[SETUP_LOCAL_X_UP:SHIFT+K]
[SETUP_LOCAL_X_DOWN:SHIFT+H]
[SETUP_LOCAL_Y_MUP:U]
[SETUP_LOCAL_Y_MDOWN:M]
[SETUP_LOCAL_X_MUP:K]
[SETUP_LOCAL_X_MDOWN:H]
[SETUP_BIOME_1:F1]
[SETUP_BIOME_2:F2]
[SETUP_BIOME_3:F3]
[SETUP_BIOME_4:F4]
[SETUP_BIOME_5:F5]
[SETUP_BIOME_6:F6]
[SETUP_BIOME_7:F7]
[SETUP_BIOME_8:F8]
[SETUP_BIOME_9:F9]
[CHOOSE_NAME_RANDOM:R]
[CHOOSE_NAME_CLEAR:C]
[CHOOSE_NAME_TYPE:T]
[D_CIVZONE:I]
[CIVZONE_REMOVE:X]
[CIVZONE_WATER_SOURCE:W]
[CIVZONE_FISH:F]
[CIVZONE_DUMP:G]
[CIVZONE_DUMP:P]
[CIVZONE_SAND_COLLECT:S]
[CIVZONE_MEETING:M]
[CIVZONE_ACTIVE:A]
[CIVZONE_POND_OPTIONS:SHIFT+P]
[CIVZONE_POND_WATER:F]
[D_BITEM_FORBID:F]
[D_BITEM_DUMP:D]

[D_BITEM_MELT:M]
[D_LOOK_FORBID:F]
[D_LOOK_DUMP:D]
[D_LOOK_MELT:M]
[DESIGNATE_SMOOTH:S]
[DESIGNATE_ENGRAVE:E]
Various STRING keys
[A_MOVE_N:8]
[A_MOVE_S:2]
[A_MOVE_E:6]
[A_MOVE_W:4]
[A_MOVE_NW:7]
[A_MOVE_NE:9]
[A_MOVE_SW:1]
[A_MOVE_SE:3]
[A_MOVE_WAIT:5]
[A_CARE_MOVE_N:ALT+8]
[A_CARE_MOVE_S:ALT+2]
[A_CARE_MOVE_E:ALT+6]
[A_CARE_MOVE_W:ALT+4]
[A_CARE_MOVE_NW:ALT+7]
[A_CARE_MOVE_NE:ALT+9]
[A_CARE_MOVE_SW:ALT+1]
[A_CARE_MOVE_SE:ALT+3]
[A_CARE_MOVE_UPDOWN:ALT+5]
[A_MOVE_N_UP:SHIFT+8]
[A_MOVE_S_UP:SHIFT+2]
[A_MOVE_E_UP:SHIFT+6]
[A_MOVE_W_UP:SHIFT+4]
[A_MOVE_NW_UP:SHIFT+7]
[A_MOVE_NE_UP:SHIFT+9]
[A_MOVE_SW_UP:SHIFT+1]
[A_MOVE_SE_UP:SHIFT+3]
[A_MOVE_UP:SHIFT+5]
[A_MOVE_N_DOWN:CTRL+8]
[A_MOVE_S_DOWN:CTRL+2]
[A_MOVE_E_DOWN:CTRL+6]
[A_MOVE_W_DOWN:CTRL+4]
[A_MOVE_NW_DOWN:CTRL+7]
[A_MOVE_NE_DOWN:CTRL+9]
[A_MOVE_SW_DOWN:CTRL+1]
[A_MOVE_SE_DOWN:CTRL+3]
[A_MOVE_DOWN:CTRL+5]
[A_MOVE_UP_AUX:SHIFT+COMMA]
[A_MOVE_DOWN_AUX:SHIFT+PERIOD]
[A_MOVEMENT:M]
[A_MOVEMENT_SWIM:S]
[CURSOR_UP_Z_AUX:SHIFT+5]
[CURSOR_DOWN_Z_AUX:CTRL+5]
[NOBLELIST_REPLACE:R]
[NOBLELIST_SETTINGS:S]
[NOBLELIST_VIEW_CANDIDATE:V]
[BUILDJOB_DEPOT_REQUEST_TRADER:R]
[BUILDJOB_DEPOT_BROKER_ONLY:B]
[BUILDJOB_FARM_WINTER:D]
[A_CUST_NAME:C]
[A_RANDOM_NAME:R]
[A_CHANGE_GENDER:G]
Changed keys

[DESIGNATE_TOGGLE_ENGRAVING:V]
all CHASM keys changed to DUMP
Removed keys
All STRING keys except BACKSPACE
old adamantine keys
[BUILDING_PLACE:P]
[HOTKEY_BUILDING_ROAD:O]
[HOTKEY_BUILDING_AQUEDUCT:Q]
[HOTKEY_BUILDING_CHANNEL:U]
[HOTKEY_MASON_MAT_GRAY:G]
[HOTKEY_MASON_MAT_LIGHT:O]
[HOTKEY_MASON_MAT_DARK:M]
[HOTKEY_CRAFTS_MAT_STONE_L:M]
[HOTKEY_CRAFTS_MAT_STONE_D:O]
[HOTKEY_SMELT_COPPER:C]
[HOTKEY_SMELT_TIN:T]
[HOTKEY_SMELT_BRONZE:Z]
[HOTKEY_SMELT_BRASS:R]
[HOTKEY_SMELT_IRON:I]
[HOTKEY_SMELT_PIGIRON:P]
[HOTKEY_SMELT_STEEL:E]
[HOTKEY_SMELT_SILVER:S]
[HOTKEY_SMELT_ELECTRUM:M]
[HOTKEY_SMELT_GOLD:G]
[HOTKEY_SMELT_PLATINUM:A]
[HOTKEY_SMELT_COAL:Q]
[HOTKEY_TRAP_TRIGGERTEMP:T]
[DESIGNATE_DETAIL:S]
[D_GATE:G]
[D_SET_GATE:SHIFT+G]
[A_SAMESQUARE:5]
[BUILDJOB_CHANNEL_ASSIGN_OCC:A]
[BUILDJOB_CHANNEL_WATER:W]
Material tokens
[BLOOD_SPECIFIC:<creature token>]
[BLOOD_NONSPECIFIC:<any combination of RGCBMWY0, must have at least one>
]
[PLANT_ALCOHOL]
Creature raws
Allowed any matgloss for itemgloss drops, any standard racegloss permitt
ed, body mat can use matgloss WOOD,STONE,PLANT,GEM, for stone can use USE_LAVA_S
TONE
Things like [LARGE_CHASM] are gone, all replaced by [LARGE_ROAMING] + bi
ome, some vermin types condensed/added
Got rid of [ADD_VERSION]
[SESSILE_LAND] -> [IMMOBILE_LAND]
Wood raws
Now uses frequency
[TILE:<symbol>]
[COLOR:<front>:<back>:<brightness>]
[DEAD_TILE:<symbol>]
[DEAD_COLOR:<front>:<back>:<brightness>]
[SAPLING_TILE:<symbol>]
[SAPLING_COLOR:<front>:<back>:<brightness>]
[DEAD_SAPLING_TILE:<symbol>]
[DEAD_SAPLING_COLOR:<front>:<back>:<brightness>]

Plant raws
[DEAD_TILE:<symbol>]
[DEAD_COLOR:<front>:<back>:<brightness>]
[SHRUB_TILE:<symbol>]
[SHRUB_COLOR:<front>:<back>:<brightness>]
[DEAD_SHRUB_TILE:<symbol>]
[DEAD_SHRUB_COLOR:<front>:<back>:<brightness>]
Stone raws
got rid of [RIVER], [LIGHT], [DARK]
[VALUE]
Various layering information
Got rid of gem subtypes, folded gems into stone
Added metal and reaction raws
Trap component raws
[IS_SCREW]
[WOOD]
[METAL]
Misc. Raws
[BIOME_ANY_WETLAND]
New biomes for lakes/river/pools/ocean
Added density values
******************************************************
Auxiliary file changes for 0.23.125.23a:
New init options
[POPULATION_CAP:200]
[FPS_CAP:100]
New keys
[BUILDJOB_COFFIN_CIV:C]
[BUILDJOB_COFFIN_PET:P]
[UNITVIEW_SLAUGHTER:S]
******************************************************
Auxiliary file changes for 0.22.123.23a:
New keys
[ORDERS_WORKSHOP:SHIFT+W]
[ORDERS_COLLECT_WEB:W]
[ORDERS_SLAUGHTER:S]
[ORDERS_BUTCHER:B]
[ORDERS_TAN:T]
Weapon raws
[STICK_CHANCE:0] this modifies the stick-in chance from the default for
the damage type
Creature raws
[SPECNAME:<type>:<sing>:<plural>:<adj>] the only terms it takes for the
type entry are MALE and FEMALE
example: [SPECNAME:MALE:bull:bulls:bull]

******************************************************
Auxiliary file changes for 0.22.121.23b:
New init options
[TEMPERATURE:YES]
[WEATHER:YES]
Creature raws
[ALCOHOL_DEPENDENT] for dwarves
******************************************************
Auxiliary file changes for 0.22.120.23b:
New keys
[CURSOR_UP_FAST:SHIFT+8]
[CURSOR_DOWN_FAST:SHIFT+2]
[CURSOR_LEFT_FAST:SHIFT+4]
[CURSOR_RIGHT_FAST:SHIFT+6]
[CURSOR_UPLEFT_FAST:SHIFT+7]
[CURSOR_UPRIGHT_FAST:SHIFT+9]
[CURSOR_DOWNLEFT_FAST:SHIFT+1]
[CURSOR_DOWNRIGHT_FAST:SHIFT+3]
Removed keys
[INTERFACEKEY_SQUAD_CURSOR]
Temperature in the raws:
The temperature scale has freezing of water at 10000, and moves roughly at a fah
renheit scale. Water boils at 10180, for example.
This means that temperatures can go well below absolute zero, but fantasy runs t
hat way.
Water has spec heat 4.181 J/gC, and this is stored as 4181 in the raws.
Spec heat changes with change of state are not currently supported.
Creature raws
[SPEC_HEAT:amount 0-60000 or NONE]/default NONE
[HEATDAM_POINT:temp 0-60000 or NONE]/default NONE
[COLDDAM_POINT:temp 0-60000 or NONE]/default NONE
[IGNITE_POINT:temp 0-60000 or NONE]/default NONE
[MELTING_POINT:temp 0-60000 or NONE]/default NONE
[BOILING_POINT:temp 0-60000 or NONE]/default NONE
[FIXED_TEMP:temp 0-60000 or NONE]/default NONE
You can also add the words "LEATHER" "BONE" "EXTRACT" "CHEESE" "DRINK" "
SILK" in front of these, e.g. [SILK_IGNITE_POINT:10300].
[STANDARD_FLESH]/sets values above to reasonable numbers for a standard
fleshy creature
[MATERIAL:mat:matg]/sets values above to the numbers matching the given
material
[HOMEOTHERM:temp 0-60000 or NONE]/default NONE
Plant raws
[SPEC_HEAT:amount 0-60000 or NONE]/default 420
[HEATDAM_POINT:temp 0-60000 or NONE]/default 10250
[COLDDAM_POINT:temp 0-60000 or NONE]/default 9900
[IGNITE_POINT:temp 0-60000 or NONE]/default 10508

[MELTING_POINT:temp 0-60000 or NONE]/default NONE


[BOILING_POINT:temp 0-60000 or NONE]/default NONE
[FIXED_TEMP:temp 0-60000 or NONE]/default NONE
You can also add the words "CLOTH" "EXTRACT" "CHEESE" "DRINK" in front o
f these
as in [CLOTH_IGNITE_POINT:10300].
Stone raws
[SPEC_HEAT:amount 0-60000 or NONE]/default 800
[HEATDAM_POINT:temp 0-60000 or NONE]/default NONE
[COLDDAM_POINT:temp 0-60000 or NONE]/default NONE
[IGNITE_POINT:temp 0-60000 or NONE]/default NONE
[MELTING_POINT:temp 0-60000 or NONE]/default 11500
[BOILING_POINT:temp 0-60000 or NONE]/default 14000
[FIXED_TEMP:temp 0-60000 or NONE]/default NONE
Gem raws
[SPEC_HEAT:amount 0-60000 or NONE]/default 1800
[HEATDAM_POINT:temp 0-60000 or NONE]/default NONE
[COLDDAM_POINT:temp 0-60000 or NONE]/default NONE
[IGNITE_POINT:temp 0-60000 or NONE]/default NONE
[MELTING_POINT:temp 0-60000 or NONE]/default 12268
[BOILING_POINT:temp 0-60000 or NONE]/default 14368
[FIXED_TEMP:temp 0-60000 or NONE]/default NONE
Wood raws
[SPEC_HEAT:amount 0-60000 or NONE]/default 420
[HEATDAM_POINT:temp 0-60000 or NONE]/default 10250
[COLDDAM_POINT:temp 0-60000 or NONE]/default 9900
[IGNITE_POINT:temp 0-60000 or NONE]/default 10508
[MELTING_POINT:temp 0-60000 or NONE]/default NONE
[BOILING_POINT:temp 0-60000 or NONE]/default NONE
[FIXED_TEMP:temp 0-60000 or NONE]/default NONE
******************************************************
Auxiliary file changes for 0.22.120.23a:
New keys
[BUILDJOB_STOCKPILE_BARREL_ZERO:SHIFT+E]
[BUILDJOB_STOCKPILE_BARREL_MAX:SHIFT+R]
[BUILDJOB_STOCKPILE_BIN_ZERO:SHIFT+C]
[BUILDJOB_STOCKPILE_BIN_MAX:SHIFT+V]
MATGLOSS Raws
Added plurals to gem names
There is now a graphics subfolder in the raw folder. See graphics_example.txt i
n that folder for a sample. In order to see your creature tiles, you have to go
into the init.txt file and set [GRAPHICS:YES]. You'll find other options there
as well.
******************************************************
Auxiliary file changes for 0.22.110.23a:
New init options
[ADVENTURER_TRAPS:NO]

New keys
[HOTKEY_BUILDING_WORKSHOP_DYER:D]
[HOTKEY_DYER_THREAD:T]
[HOTKEY_DYER_CLOTH:C]
[HOTKEY_CLOTHES_IMAGE:I]
[HOTKEY_LEATHER_IMAGE:I]
[ORDERS_LOOM:L]
[ORDERS_DYED_CLOTH:D]
DESCRIPTOR Raws
These are a new class of raws that handle colors and shapes.
[COLOR:<identifier>]/[COLOR:RED]
[NAME:<text you want to see>]/[NAME:red]
[WORD:<word token>]/[WORD:RED] -- not currently used but will be
handy later
[RGB:<r>:<g>:<b>]/[RGB:255:0:0] -- uses the init.txt values and
picks nearest as the representation
[SHAPE:identifier]/[SHAPE:CRESCENT]
[NAME:<text>:<text plural>]/[NAME:crescent:crescents]
[WORD:<word token>]/[WORD:CRESCENT] -- not currently used but wi
ll be handy later
[ADJ:<text>]/[ADJ:narrow][ADJ:thick] -- it will choose one of th
ese at random
[TILE:<tile>]/[TILE:'('] or [TILE:40]
MATGLOSS Raws
[MILL_DYE:<color identifier>]/[COLOR:BLUE]
******************************************************
Auxiliary file changes for 0.22.110.22c:
New keys
[STOCKPILE_WEAPON:P]
[STOCKPILE_ARMOR:D]
[STOCKPILE_CUSTOM:C]
[STOCKPILE_CUSTOM_SETTINGS:T]
[BUILDJOB_STOCKPILE_DELETE_CHILD:D]
[BUILDJOB_STOCKPILE_SETTINGS:S]
[BUILDJOB_STOCKPILE_BARREL_UP:R]
[BUILDJOB_STOCKPILE_BARREL_DOWN:E]
[BUILDJOB_STOCKPILE_BIN_UP:V]
[BUILDJOB_STOCKPILE_BIN_DOWN:C]
[STOCKPILE_SETTINGS_ENABLE:E]
[STOCKPILE_SETTINGS_DISABLE:D]
[STOCKPILE_SETTINGS_PERMIT_ALL:P]
[STOCKPILE_SETTINGS_FORBID_ALL:F]
[STOCKPILE_SETTINGS_PERMIT_SUB:T]
[STOCKPILE_SETTINGS_FORBID_SUB:G]
[STOCKPILE_SETTINGS_SPECIFIC1:U]
[STOCKPILE_SETTINGS_SPECIFIC2:J]
******************************************************
Auxiliary file changes for 0.22.110.22a:

Various changes to the item raws.


******************************************************
Auxiliary file changes for 0.22.107.21a:
New keys
[A_WAIT:PERIOD]
******************************************************
Auxiliary file changes for 0.21.104.21c:
New keys
[HOTKEY_ASHERY_POTASH_DIRECT:A]
******************************************************
Auxiliary file changes for 0.21.104.21b:
New keys
[BUILDJOB_WORKSHOP_PROFILE:SHIFT+P]
******************************************************
Auxiliary file changes for 0.21.104.21a:
New init options
[MOUSE:YES]
[MOUSE_PICTURE:NO]
******************************************************
Auxiliary file changes for 0.21.104.19c:
New init options
[ENGRAVINGS_START_OBSCURED:NO] -- lets you have your engravings look the same if
you want
New keys
[DESIGNATE_TOGGLE_ENGRAVING:E]
******************************************************
Auxiliary file changes for 0.21.104.19a:
New keys
[STORES_CHASM:C]
[ORDERS_REFUSE_CHASM_CORPSE:C]
[ORDERS_REFUSE_CHASM_SKIN:I]
[ORDERS_REFUSE_CHASM_SKULL:L]
******************************************************
Auxiliary file changes for 0.21.102.19a:
New init options
[NICKNAME_DWARF:REPLACE_FIRST] -- these say how nicknames are handled
[NICKNAME_ADVENTURE:REPLACE_FIRST]
[NICKNAME_LEGENDS:REPLACE_FIRST]

[WINDOWED:PROMPT] -- set if you want fullscreen/windowed mode


New keys
[A_STATUS_CUSTOMIZE:Y]
[UNITVIEW_CUSTOMIZE:Y]
[CUSTOMIZE_UNIT_NICKNAME:N]
[CUSTOMIZE_UNIT_PROFNAME:P]
[TOGGLE_FULLSCREEN:F11] -- toggle fullscreen/windowed mode
Removed a few superfluous entries from interface.txt.
******************************************************
Auxiliary file changes for 0.21.101.19a:
New init options
[KEY_HELD_MS:150] -- controls how long a key must be held before it sends a repe
at message
New keys for alphabetic string entry
[STRING_<x>:<x>] pretty much
[A_ENTER_NAME:E]
******************************************************
Auxiliary file changes for 0.21.100.19a:
New init options, and new help inside the file itself
[SOUND:ON]
[INTRO:ON]
Added all of the display strings to the interface file.
******************************************************
Auxiliary file changes for 0.21.95.19c:
New keys -- add/adjust these to any interface.txt files you are saving for yours
elf
[BUILDJOB_FARM_FERTILIZE:F]
[BUILDJOB_FARM_SEASFERT:S]
Changed keys
[CHANGE_BINDINGS:K]

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