JSON Flags
Contents
- Notes
- Inheritance
- TODO
- Ammo
- Armor
- Bionics
- Bodyparts
- Books
- Character
- Comestibles
- Effects
- Furniture and Terrain
- Generic
- Guns
- Magazines
- Magic
- Mapgen
- Map Specials
- Material Phases
- Melee
- Monsters
- Mutations
- Overmap
- Recipes
- Scenarios
- Skills
- Technical flags
- Techniques
- Tools
- Traps
- Vehicles
Notes
- Some flags (items, effects, vehicle parts, construction pre_flags) have to be defined in
flags.jsonorvp_flags.json(with type:json_flag) to work correctly. - Many of the flags intended for one category or item type can be used in other categories or item types. Experiment to see where else flags can be used.
- Offensive and defensive flags can be used on any item type that can be wielded.
Inheritance
When an item is crafted, it can inherit flags from the components that were used to craft it. This requires that the flag to be inherited has the "craft_inherit": true entry. If you don’t want a particular item to inherit flags when crafted, specify the member delete_flags, which is an array of strings. Flags specified there will be removed from the resultant item upon crafting. This will override flag inheritance, but will not delete flags that are part of the item type itself.
TODO
Ammo typetable is very old and doesn’t include many new ammo types. Consider updating it or removing altogether, as ammo types ain’t no json flags at all.
Ammo
These are handled through ammo types. 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 RailmoneyCentsmuscleMusclenailNailpebblePebbleplasmaPlasmaplutoniumPlutonium Cellrebreather_filterRebreather filtershotShotshellsignal_flareSignal FlaretapeDuct tapethreadThreadthrownThrownunfinished_charSemi-charred fuelwaterWaterpaperPaper
Armor
Some armor flags, such as WATCH and ALARMCLOCK are compatible with other item types. Experiment to find which flags work elsewhere.
ABLATIVE_CHAINMAIL_ARMSitem can be worn with chainmail armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.ABLATIVE_CHAINMAIL_ELBOWSitem can be worn with chainmail armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.ABLATIVE_CHAINMAIL_KNEESitem can be worn with chainmail armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.ABLATIVE_CHAINMAIL_LEGSitem can be worn with chainmail armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.ABLATIVE_CHAINMAIL_TORSOitem can be worn with chainmail armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.ABLATIVE_HELMETitem can be worn with Hub 01 headgear without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.ABLATIVE_LARGEThis item fits in large ablative pockets.ABLATIVE_MANTLEitem can be worn with Hub 01 armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.ABLATIVE_MEDIUMThis item fits in medium ablative pockets.ABLATIVE_SKIRTitem can be worn with Hub 01 armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.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.ALLOWS_TAILYou can wear this leg-covering item even if you have a tail.ALLOWS_TALONSPeople with talon mutations still can wear this armor, that cover feet.AURAThis item goes in the outer aura layer, intended for metaphysical effects.BAROMETERThis gear is equipped with an accurate barometer (which is used to measure atmospheric pressure).BELTEDLayer for backpacks and things worn over outerwear.BLINDBlinds the wearer while worn, and provides nominal protection vs flashbang flashes.BLOCK_WHILE_WORNAllows worn armor or shields to be used for blocking attacks.BULLET_IMMUNEWearing an item with this flag makes you immune to bullet damage.CANT_WEARThis item can’t be worn directly.COLLARThis piece of clothing has a wide collar that can keep your mouth warm when it is mostly unencumbered.COMBAT_TOGGLEABLEThis item is meant to be toggled during combat. Used by NPCs to determine if they will toggle it on during combat. This only supports simpletransformactions.DEAFMakes the player deaf.DECAY_EXPOSED_ATMOSPHEREConsumable will go bad once exposed to the atmosphere (such as MREs).ELECTRIC_IMMUNEThis gear completely protects you from electric discharges.ENERGY_SHIELDMarks a piece of armor as an energy shield. Energy shields do not suffer degradation from attacks and instead have an hp pool defined by the dialogue variableENERGY_SHIELD_HPthat is depleted by blocked attacks and a second variableENERGY_SHIELD_MAX_HPwhich just stores the max hp of the shield in case it’s needed for EOC manipulation. When the hp pool is depleted, the shield is destroyed. The fieldsENERGY SHIELD_HPandENERGY_SHIELD_MAX_HPare dialogue variables stored in the item, and can be modified through effects on condition.EXTRA_PLATINGItem can be worn over some armors, as additional layer of protection (like armor above brigandine); specifically can be put in pocket for armor with this flag restriction.FINThis item is swim fins aka diving fins aka flippets, and provide speed boost when you swim.FIX_FARSIGHTThis gear corrects farsightedness.FIX_NEARSIGHTThis gear corrects nearsightedness.FLASH_PROTECTIONThis item grants a protection against different light-related dangers, including flashbangs and dazzling light.FLOTATIONPrevents the player from drowning in deep water. Also prevents diving underwater.FRAGILEThis gear is less resistant to damage than normal.GAS_PROOFThis item will completely protect you from any dangerous gases.GNV_EFFECTBeing worn, this item will give a night vision. Using enchantment, that applies effect, that modifies character’s night vision score, may be better alternative, and more flexible.HELMET_AVENTAILItem can be worn with nasal helmet; specifically can be put in pocket for armor with this flag restriction.HELMET_BACK_POUCHItem can be worn with different hard hats, as attachment; specifically can be put in pocket for armor with this flag restriction.HELMET_EAR_ATTACHMENTItem can be worn with different hard hats, as attachment; specifically can be put in pocket for armor with this flag restriction.HELMET_FACE_SHIELDItem can be worn with different hard hats, as attachment; specifically can be put in pocket for armor with this flag restriction.HELMET_MANDIBLE_GUARD_STRAPPEDItem can be worn with different hard helmets, as attachment; specifically can be put in pocket for armor with this flag restriction.HELMET_MANDIBLE_GUARDItem can be worn with different hard helmets, as attachment; specifically can be put in pocket for armor with this flag restriction.HELMET_NAPE_PROTECTORItem can be worn with different hard helmets, as attachment; specifically can be put in pocket for armor with this flag restriction.HOODAllow this clothing to conditionally cover the head, for additional warmth or water protection, if the player’s head isn’t encumbered.HYGROMETERThis gear is equipped with an accurate hygrometer (which is used to measure humidity).INTANGIBLE_ARMORThe armor provides no protection on any covered body part, as thought it had a coverage of 0%.INTEGRATEDThis item represents a part of you granted by mutations or bionics. It will always fit, will not conflict with armor-blocking mutations, cannot be unequipped (aside from losing the source), and won’t drop on death, but otherwise behaves like normal armor with regards to function, encumbrance, layer conflicts and so on.MUTEMakes the player mute.NORMALItems worn like normal clothing. This is assumed as default.NO_TAKEOFFItem with that flag can’t be taken off.NO_WEAR_EFFECTThis gear doesn’t provide any effects when worn (most jewelry).OUTEROuter garment layer.OVERSIZECan always be worn no matter what encumbrance/mutations/bionics/etc, but prevents any other clothing being worn over this.PADDEDThis armor counts as comfortable even if none of the specific materials are soft.PARTIAL_DEAFReduces the volume of sounds to a safe level.PERSONALThis item goes in the personal aura layer, intended for metaphysical effects.POCKETSIncreases warmth for hands if the player’s hands are cold and the player is wielding nothing.POWERARMOR_COMPATIBLEMakes item compatible with power armor despite other parameters causing failure.PREFIX_XLAdds the XL prefix to the item name.PREFIX_XSAdds the XS prefix to the item name.PSYSHIELD_PARTIAL25% chance to protect againstfear_paralyzemonster attack when worn.RAD_PROOFThis piece of clothing completely protects you from radiation.RAD_RESISTThis piece of clothing partially (75%) 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_INLINEFaster, but less stable overall, the penalty for non-flat terrain is even harsher.ROLLER_ONEA less stable and slower version ofROLLER_QUAD, still allows the player to move faster than walking speed.ROLLER_QUADThe medium choice betweenROLLER_INLINEandROLLER_ONE, while it is more stable, and moves faster, it also has a harsher non-flat terrain penalty thanROLLER_ONE.SEMITANGIBLEPrevents the item from participating in the encumbrance system when worn.SKINTIGHTUndergarment layer.STAR_PLATEItem can be worn with ryūsei battle kit armor; specifically can be put in pocket for armor with this flag restriction.STAR_SHOULDERItem can be worn with ryūsei battle kit armor ; specifically can be put in pocket for armor with this flag restriction.STAR_SKIRTItem can be worn with ryūsei battle kit armor; specifically can be put in pocket for armor with this flag restriction.STURDYThis clothing is a lot more resistant to damage than normal.SUN_GLASSESPrevents glaring when in sunlight.SWIM_GOGGLESAllows you to see much further underwater.THERMOMETERThis gear is equipped with an accurate thermometer (which is used to measure temperature).TOUGH_FEETThis armor provide effect similar to wearing a proper boots (like scale on your legs), so you don’t have a debuff from not wearing footwear.UNDERSIZEThis clothes can be worn comfortably by mutants with Tiny or Unassuming. Too small for anyone else.UNRESTRICTEDCan always be worn, no exceptions.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 reducing morale from being wet.
Covers
ARMSsame asARM_LandARM_R.ARM_LARM_REYESFEETsame asFOOT_LandFOOT_R.FOOT_LFOOT_RHANDSsame asHAND_LandHAND_R.HAND_LHAND_RHEADLEGSsame asLEG_LandLEG_R.LEG_LLEG_RMOUTHTORSO
Specifically Covers
torso_uppertorso_necktorso_lowertorso_hanging_fronttorso_hanging_backarm_shoulder_rarm_upper_rarm_elbow_rarm_lower_rarm_shoulder_larm_upper_larm_elbow_larm_lower_lleg_hip_rleg_upper_rleg_knee_rleg_lower_rleg_hip_lleg_upper_lleg_knee_lleg_lower_l
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 including power draw by bionic.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 its 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.USES_BIONIC_POWERIf present, items attached to this bionic will inherit theUSES_BIONIC_POWERflag automatically.
Bodyparts
ALWAYS_BLOCKThis nonstandard bodypart is always eligible to block in unarmed combat even if your martial arts don’t allow such blocks.ALWAYS_HEALThis bodypart regenerates every regen tick (5 minutes, currently) regardless if the part would have healed normally.HEAL_OVERRIDEThis bodypart will always regenerate itsheal_bonusHP instead of it modifying the base healing step. WithoutALWAYS_HEALthis still only happens when the part would have healed non-zero amount of damage.IGNORE_TEMPThis bodypart is ignored for temperature calculations.LIMB_LOWERThis bodypart is close to the ground, and as such has a higher chance to be attacked by small monsters - hitsize is tripled for creatures that can’t attack upper limbs.LIMB_UPPERThis bodypart is high off the ground, and as such can’t be attacked by small monsters - unless they have theFLIESor haveATTACK_UPPERflags`.MEND_LIMBThis bodypart can heal from being broken without needing a splint.NONSTANDARD_BLOCKThis limb is different enough that martial arts’ arm/leg blocks aren’t applicable - blocking with this limb is unlocked by reaching the MA’snonstandard_blocklevel, unless the limb also hasALWAYS_BLOCK. Either block flag is required for non-arm / non-leg limbs to be eligible to block.WING_ARMCounts as a wing forCharacter::can_flyif two instances of the flag are present.
Books
INSPIRATIONALReading this book grants bonus morale to characters with theSPIRITUALtrait.BINDER_ADD_RECIPEAdd recipe to a book binder.
Character
Character flags can be trait_id, json_flag_id or flag_id. Some of these are hardcored, others can be edited and created via JSON. The current trait/mutation list is at mutations.json. For further information, see also MUTATIONS.doc.
ACIDBLOODDrip acid from wounds instead of bloodACID_IMMUNEYou are immune to acid damage.ALARMCLOCKYou always can set alarms.ALBINOCause you to have painful sunburns.ATTUNEMENTTurns a mutation with this flag green on the list. Currently used in mods for mutations that grant spellcasting or other supernatural powers.BARKYMakes you considered to be made of bark for the purposes of making blistering harder.BASH_IMMUNEYou are immune to bashing damage.BG_OTHER_SURVIVORS_STORYGiven to NPC when it has other survival story.BG_SURVIVAL_STORYGiven to NPC when it has a survival story.BIO_IMMUNEYou are immune to biological damage.BLEED_IMMUNEImmune to bleeding.BLEEDSLOWWhen bleeding, lose blood at 2/3 of the normal rate.BLEEDSLOW2When bleeding, lose blood at 1/3 of the normal rate.BLINDMakes you blind.BLOCK_SUPERNATURAL_HEALINGBlocks supernatural healing effects, like magical healing spells, from taking effect. This flag does not block EoC-based healing like using the u_hp() effect.BULLET_IMMUNEYou are immune to bullet damage.CANNIBALButcher humans, eat foods with theCANNIBALISMandSTRICT_HUMANITARIANISMflags without a morale penalty.CANNOT_ATTACKA creature with this flag cannot attack (includes spellcasting).CANNOT_CHANGE_TEMPERATUREA creature with this flag cannot change body temperature.CANNOT_GAIN_EFFECTSA creature with this effect flag cannot gain effects.CANNOT_MOVEA creature with this flag cannot move.CANNOT_TAKE_DAMAGEA creature with this flag cannot take any damage.CBQ_LEARN_BONUSYou learn CBQ from the bionic bio_cqb faster.CHANGINGThis flag is silently given to player to detect it can mutate.CLAIRVOYANCE_PLUSGives a clairvoyance effect, used for debug purposes.CLIMATE_CONTROLYou are resistant to extreme temperatures.CLIMB_FLYINGYou can ascend without needing any support or ladder at all. You will fall after doing so unless paired withLEVITATIONCLIMB_NO_LADDERCapable of climbing up single-level walls without support.COLDBLOOD2For very heat dependent mutations.COLDBLOOD3For cold-blooded mutations.COLDBLOODFor heat dependent mutations.COLD_IMMUNEYou are immune to cold damage.CRAFT_IN_DARKNESSYou can craft anything regardless of light levels.CUT_IMMUNEYou are immune to cutting damage.DEAFMakes you deaf.DIMENSIONAL_ANCHORYou can’t be teleported. Also protects you from any dangerous effects of portal storms.DOWNED_RECOVERYAlways has 50% chance to recover from downing, regardless of limb scores / stats.ECTOTHERMFor ectothermic mutations, likeCOLDBLOOD4andDRAGONBLOOD3(Black Dragon from Magiclysm).ETHEREALYou will not drop your items if you gain theincorporealeffect.ELECTRIC_IMMUNEYou are immune to electric damage.EMP_ENERGYDRAIN_IMMUNEYour bionic power cannot be drained during an EMP blast.EMP_IMMUNEYou bionic power cannot be drained and your vulnerable electronics cannot be broken during an EMP blast.ENHANCED_VISIONIncreases the scouting range, similarly toZOOMitem flag.EYE_MEMBRANELets you see underwater.FEATHER_FALLYou are immune to fall damage.FREEZE_EFFECTSEffects do not progress in duration. An effect with this flag is ignored and will progress normally.GILLSYou can breathe underwater.GLARE_RESISTProtect your eyes from glare like sunglasses.GLIDEYou can glide from ledges without the use of wings, as if by magic.GLIDINGYou are in the process of gliding.HARDTOHITWhenever something attacks you, RNG gets rolled twice, and you get the better result.HEATSINKYou are resistant to extreme heat.HEAT_IMMUNEImmune to very hot temperatures.HERITAGETurns a mutation with this flag light cyan on the list. Currently used in mods for mutations that indicate non-human ancestry.HUGEChanges your size tocreature_size::huge. Checked last of the size category flags, if no size flags are found your size defaults tocreature_size::medium.HYPEROPICYou are far-sighted: close combat is hampered and reading is impossible without glasses.INHALED_TOXIN_IMMUNEYou are immune to any inhaled toxin that mouth environmental resistance would also protect against.IMMUNE_HEARING_DAMAGEImmune to hearing damage from loud sounds.IMMUNE_SPOILYou are immune to negative outcomes from spoiled food.INFECTION_IMMUNEThis mutation grants immunity to infections, including infection from bites and tetanus.INSECTBLOODYour body drip insect blood if wounded.INSTANT_BLEEDYou bleed corpses in 1 second each.INVERTEBRATEBLOODYour body drip invertebrate blood if woundedINVISIBLEYou can’t be seen.ITEM_WATERPROOFINGGear on your person is immune to being dissolved or broken while you’re underwater.LARGEChanges your size tocreature_size::large. Checked third of the size category flags.LEVITATIONYou can walk on air. Does not allow you to ascend unless paired withCLIMB_FLYINGMAGICAL_MIND_PROTECTIONYour mind is protected by magic from being attacked, such as from a flaming eye’s stare.MEND_ALLYou need no splint to heal broken bones.MUSCLE_VEH_BOOSTSomething, such as buzzing insect wings, is speeding you up when you use a muscle-powered vehicle.MYCUS_IMMUNECritter is immune to fungal hase field (fd_fungal_haze)MYOPICYou are nearsighted: vision range is severely reduced without glasses.MYOPIC_IN_LIGHTYou are nearsighted in light, but can see normally in low-light conditions.MYOPIC_SUPERNATURALYou are nearsighted in such a way that glasses cannot fix it, such as by magic.MYOPIC_IN_LIGHT_SUPERNATURALYou are nearsighted in light in such a way that glasses cannot fix it, such as by magic.NIGHT_VISIONYou can see in the dark.NO_BODY_HEATYour temperature is indistinguishable from the surrounding environmental temperature, making you not show up on infrared.NO_CBM_INSTALLATIONYou are unable to install any CBMs.NO_DISEASEThis mutation grants immunity to diseases.NO_RADIATIONThis mutation grants immunity to radiations.NO_SCENTYou have no scent.NO_SPELLCASTINGMutations with this flag blocks you from casting spells with the spellcasting menu. No effect on other spells sources such as activated items, mutations and bionics. Does not block spells with thePSIONICflag.NO_PSIONICSYou are unable to use any psionic power (spell with thePSIONICflag).NO_THIRSTYour thirst is not modified by food or drinks.NUMBChanges character’s moral behaviour in some situations.NYCTOPHOBIAApply some negative effects when the ambient light is too low.ONE_STORY_FALLYou can slow your fall, effectively reducing the height of it by 1 level.PAIN_IMMUNECharacter don’t feel pain.PARAIMMUNEYou are immune to parasites.PHASE_MOVEMENTDEBUG. Completely ignores all impassable tiles, gravity checks, etc. and forces movement anyway.PLANTBLOODYour body drip veggy blood if wounded.PORTAL_PROOFYou are immune to personal portal storm effects.PRED1Small morale bonus from foods with thePREDATOR_FUNflag. Lower morale penalty from the guilt mondeath effect.PRED2Learn combat skills with double catchup modifier. Resist skill rust on combat skills. Small morale bonus from foods with thePREDATOR_FUNflag. Lower morale penalty from the guilt mondeath effect.PRED3Learn combat skills with double catchup modifier. Resist skill rust on combat skills. Medium morale bonus from foods with thePREDATOR_FUNflag. Immune to the guilt mondeath effect.PRED4Learn combat skills with triple catchup modifier. Learn combat skills without spending focus. Resist skill rust on combat skills. Large morale bonus from foods with thePREDATOR_FUNflag. Immune to theguiltmondeath effect.PSYCHOPATHButcher humans without a morale penalty.READ_IN_DARKNESSYou can read regardless of light level.ROOTS2Gain enhanced effects from the Mycorrhizal Communion mutation.ROOTS3Gain enhanced effects from the Mycorrhizal Communion mutation (slightly faster thanROOTS2).SAPIOVOREButcher humans without a morale penalty.SEESLEEPYou can see while sleeping, and aren’t bothered by light when trying to fall asleep.SHAPESHIFT_SIZE_HUGEChanges your size tocreature_size::huge. Checked last of the shapeshift size category flags and before any normal size flag. This and other shapeshift size flags must be paired with theTEMPORARY_SHAPESHIFTflag.SHAPESHIFT_SIZE_LARGEChanges your size tocreature_size::large. Checked third of the shapeshift size category flags and before any normal size flag.SHAPESHIFT_SIZE_SMALLChanges your size tocreature_size::small. Checked second of the shapeshift size category flags and before any normal size flag.SHAPESHIFT_SIZE_TINYChanges your size tocreature_size::tiny. Checked first of the shapeshift size category flags and before any normal size flag.SLUDGE_IMMUNECritter is immune to sludge trail field (fd_sludge)SMALLChanges your size tocreature_size::small. Checked second of the size category flags.SPIRITUALChanges character’s moral behaviour in some situations.STAB_IMMUNEYou are immune to stabbing damage.STEADYYour speed can never go below base speed, bonuses from effects etc can still apply.STOP_SLEEP_DEPRIVATIONStops Sleep Deprivation while awake and boosts it while sleeping.STRICT_HUMANITARIANYou can eat foodstuffs tagged withSTRICT_HUMANITARIANISMwithout morale penalties.SUFFOCATION_IMMUNEYou cannot suffocate by being crushed from multiple enemies.SUNBURNA worse version ofALBINO, causing you to suffer even more severe damage.SUNBURN_SUPERNATURALThe kind of sun damage that a vampire would suffer, leading to death in minutes.SUNBURN_SUPERNATURAL_REDUCTIONReduces the damage taken bySUNBURN_SUPERNATURALby 75%.SUPER_CLAIRVOYANCEGives a super clairvoyance effect (works with multiple z-levels), used for debug purposes.SAFECRACK_NO_TOOLAllows to open safes without stethoscope.SUPPRESS_INVISIBILITYAny invisibility effects on the creature, including thePERMANENT_INVISIBILITYflag, are ignored for the duration of the effect with this flagTELEPORT_LOCKYou cannot teleport. This has none of the protective effects ofDIMENSIONAL_ANCHOR.TEMPORARY_SHAPESHIFTYou are in another shape due to some supernatural effect.TEMPORARY_SHAPESHIFT_NO_HANDSYou do not have hands in your new shapeshifted form, and so cannot pick up or manipulate objects.THERMOMETERYou always know what temperature it is.TINYChanges your size tocreature_size::tiny. Checked first of the size category flags.TREE_COMMUNION_PLUSGain greatly enhanced effects from the Mycorrhizal Communion mutation.TRUE_SEEING- You can see creatures normally even if they have theCAMOUFLAGE,INVISIBLEorNIGHT_INVISIBILITYflagsVINE_RAPPELYou can rappel down staircases and sheer drops of any height.WALK_UNDERWATERyour stamina burn is not increased when you swim, emulating you walking on the water bottom.WALL_CLINGYou can ascend/descend sheer cliffs as long as the tile above borders at least one wall. Chance to slip and fall each step.WATERWALKINGYou can walk across the surface of the water as though it were solid ground. Should usually be combined withITEM_WATERPROOFINGto protect items as well.WATCHYou always know what time it is.WEBBED_FEETYou have webbings on your feet, supporting your swimming speed if not wearing footwear.WEBBED_HANDSYou have webbings on your hands, supporting your swimming speed.WEB_RAPPELYou can rappel down staircases and sheer drops of any height.WEB_WALKERRemoves the movement speed demerit while walking through webs.WINGS_2You can slow your fall, effectively reducing the height of falls by 2 levels, and ignore pit-like traps.WING_ARMSTwo instances of this flag enable you to glide and ignore pit traps if not above 50% carryweight or 4 lift strength.WINGGLIDEYou can glide using some part of your body and strenuous physical effort.mycusacts asTHRESH_MYCUS, makes all monsters with FUNGUS species friendly, fungicidal gas & antifungal pills cause worse effects. Mutate when eating mycus fruit, or when sleeping.
Mutation Categories
These branches are the valid dreams from 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“You 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.”
Comestibles
ACIDWhen consumed using theBLECHfunction, penalties are reduced if character hasACIDPROOForACIDBLOODtraits.CARNIVORE_OKCan be eaten by characters with the Carnivore mutation at 50% kcal reduction.CANT_HEAL_EVERYONEThis med can’t be used by everyone, it requires a special mutation. Seecan_heal_within mutation.CORROSIVEwhen consumed using theBLECHfunction, causes the same penalties asACIDbut is not affected byACIDPROOForACIDBLOODtraits.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,FELINE,LUPINE,MOUSE,RABBIT,RAT.FERTILIZERWorks as fertilizer for farming, of if this consumed with thePLANTBLECHfunction penalties will be reversed for plants.FREEZERBURNFirst thaw isMUSHY, second is rotten.FUNGAL_VECTORWill give a fungal infection when consumed.HIDDEN_HALLUFood causes hallucinations, visible only with a certain survival skill level.HIDDEN_POISONFood displays as poisonous with a certain survival skill level. Note that this doesn’t make items poisonous on its own, consider adding"use_action": [ "POISON" ]as well, or usingFORAGE_POISONinstead.MELTSProvides half fun unless frozen. Edible when frozen.MILLABLECan be placed inside a mill, to turn into flour.MUTAGEN_CATALYSTInjecting it will jumpstart mutation.MUTAGEN_PRIMERInjecting it will prime your body for mutation.MYCUS_OKCan be eaten by post-threshold Mycus characters. Only applies to Mycus fruits by default.NEGATIVE_MONOTONY_OKAllowsnegative_monotonyproperty to lower comestible fun to negative values.NO_AUTO_CONSUMEConsumables with this flag would not get consumed in auto-eat / auto-drink zone.NO_INGESTAdministered by some means other than oral intake.NO_TEMPThis item does not rot and does not need temperature tracked. Any pre-existing items this flag is added to will need to go on the temperature blacklist.NUTRIENT_OVERRIDEWhen you craft an item, game checks if it’s a comestible, and if it is, it stores the components the item was created from. TheNUTRIENT_OVERRIDEflag will skip this step.PKILL_1Minor painkiller.PKILL_2Moderate painkiller.PKILL_3Heavy painkiller.PKILL_LSlow-release painkiller.RAD_STERILIZEDIrradiated food that is safe to eat, but is not edible forever (such as MREs).RAWReduces kcal by 25%, until cooked (that is, used in a recipe that requires a heat source). Should be added to all uncooked food, unless that food derives more than 50% of its calories from sugars (i.e. many fruits, some veggies) or fats (i.e. butchered fat, coconut). TODO: Make a unit test for these criteria after fat/protein/carbs are added.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.
Comestible type
DRINKFOODMED
Addiction type
alcoholamphetaminecaffeinecocainecracknicotineopiatesleeping pill
use_action
These flags apply to the use_action field, instead of the flags field.
ALCOHOL_STRONGGreatly increases drunkenness. Adds diseasedrunk.ALCOHOL_WEAKSlightly increases drunkenness. Adds diseasedrunk.ALCOHOLIncreases drunkenness. Adds diseasedrunk.ANTIBIOTICHelps fight infections. Removes diseaseinfectedand adds diseaserecover.BANDAGEStop bleeding.BLECHCauses vomiting, adds diseasepoison, adds pain and hurts torso.BLECH_BECAUSE_UNCLEANCauses warning.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.FIRSTAIDHeals.FLUMEDAdds diseasetook_flumed.FLUSLEEPAdds diseasetook_flumedand increases sleepiness.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…”MYCUSif has traitTHRESH_MARLOSS, neutral effect removes radiation, add 30 painkiller & heals all bodyparts by 4. if good effect, add 1000 morale, sleep for 5 hours, addTHRESH_MYCUS, also removes marloss addictionsaddiction_marloss_r,addiction_marloss_b,addiction_marloss_y. With mycus threshold, adds 5 painkiller and stimulant. With traitM_DEPENDENT, removes 87 kcal, add 10 thirst, adds 5 sleepiness, and add morale to negate mutation pains. not having previously mentioned traits causes you to vomit, mutate, randomly gain 2 pain, reduce daily health by 8-50, removes 87 kcal, add 10 thirst, and add 5 sleepiness. Only applies to mycus fruit by default.METHAdds diseasemeth.NONE“You can’t do anything of interest with your [x].”PETFOOD“Lets you feed the item to animals. Specify inpetfoodi.e.[ "CATTLEFOOD", "DOGFOOD", "CATFOOD", "BIRDFOOD" ].”PKILLReduces pain. Adds diseasepkill[n]where[n]is the level of flagPKILL_[n]used on this comestible.PLANTBLECHActivatesBLECHiuse action if player does not have plant mutations.POISONAdds diseasespoisonandfoodpoison.PROZACAdds diseasetook_prozacif not currently present, otherwise acts as a minor stimulant. Rarely has thetook_prozac_badadverse effect.PURIFIERRemoves random number of negative mutations.SEWAGECauses vomiting.SLEEPGreatly increases sleepiness.THORAZINERemoves diseaseshallu,visuals,high. Additionally removes diseaseformicationif diseasedermatikisn’t also present. Has a chance of a negative reaction which increases sleepiness.VITAMINSIncreases healthiness (not to be confused with HP).WEEDMakes you roll with Cheech & Chong. Adds diseaseweed_high.XANAXAlleviates anxiety. Adds diseasetook_xanax.
Effects
These are checked by hardcode for monsters (introducing new flags will require C++ changes), but for characters are considered “character flags”, meaning new ones can be implemented in JSON alone. See also Character flags
DISABLE_FLIGHTMonsters affected by an effect with this flag will never count as flying (even if they have theFLIESflag).EFFECT_IMPEDINGCharacter affected by an effect with this flag can’t move until they break free from the effect. Breaking free requires a strength check:x_in_y( STR * limb lifting score * limb grip score, 6 * get_effect_int( eff_id ).EFFECT_LIMB_DISABLE_CONDITIONAL_FLAGSEffect disables any conditional flags the limb has.EFFECT_LIMB_SCORE_MODEffect with a limb score component to be used in Character::get_limb_score. See EFFECTS_JSON.md for the exact function of limb score modifiers and JSON_INFO.md for the effects of the scores.EFFECT_LIMB_SCORE_MOD_LOCALSame asEFFECT_LIMB_SCORE_MOD, but limb score is modified only if effect is applied to body part, that has said score; effect, that apply -50% vision debuff, won’t have effect if applied to leg with this flag.GRABThis effect is a grab, creatures will attempt to break it as such (seecharacter_escape.cpp).GRAB_FILTERThis effect is a grab filter effect, assigning grabs to their grabbing monster. Handles targeted grab removal on grab break, as well as potentially acting as a filter for monster attack logic. Bodypartgrabbing_effectsshould have it defined.
Furniture and Terrain
List of known flags, used in both furniture and terrain. Some work for both, others are limited to either. Can also be used as pre_flags for construction.
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_WITH_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_DAMAGEDBARRICADABLE_DOOR_REINFORCED_DAMAGEDBARRICADABLE_DOOR_REINFORCEDBARRICADABLE_DOORDoor that can be barricaded.BARRICADABLE_WINDOW_CURTAINSBARRICADABLE_WINDOWWindow that can be barricaded.BLOCK_WINDThis terrain will block the effects of wind.BURROWABLEBurrowing monsters can travel under this terrain, while most others can’t (e.g. graboid will traverse under the chain link fence, while ordinary zombie will be stopped by it).BUTCHER_EQButcher’s equipment - required for full butchery of corpses.CAN_SITFurniture the player can sit on. Player sitting near furniture with theFLAT_SURFtag will get mood bonus for eating.CHIPUsed in construction menu to determine if wall can have paint chipped off.CLIMBABLEYou can climb on this obstacle. It also blocks creatures that cannot climb from passing through terrain that allows passage without explicit climbing (typically some kinds of fences).CLIMB_SIMPLEYou never fail climbing on this obstacle.COLLAPSESHas a roof that can collapse.CONNECT_WITH_WALL(only for terrain) This flag has been superseded by the JSON entriesconnect_groupandconnects_to, but is retained for backward compatibility.CONSOLEUsed as a computer.CONTAINERItems on this square are hidden until looted by the player.CURRENTThis water is flowing.DEEP_WATERThis is water that can submerge the player.DESTROY_ITEMItems that land here are destroyed. See alsoNOITEM.DIFFICULT_ZMost zombies will not be able to follow you up this terrain (i.e a ladder).DIGGABLE_CAN_DEEPENDiggable location can be dug again to make deeper (e.g. shallow pit to deep pit).DIGGABLEDigging monsters, seeding monster, digging with shovel, etc.DONT_REMOVE_ROTTENPlants contain a seed item which must not be removed under any circumstances.DOORCan be opened (used for NPC path-finding).EASY_DECONSTRUCTPlayer can deconstruct this without tools.ELEVATORTerrain with this flag will move player, NPCs, monsters, and items up and down when player activates nearbyelevator controls.EMPTY_SPACETerrain without anything solid in it, including a floor, implying there should be no roof supporting terrain beneath it. It also should imply containment is broken (releasing air out, water etc. in, but that’s currently not implemented).EXAMINE_FROM_ABOVEFurniture can be e examined from a ledge above. If deployed furniture is taken down it will be placed on the ledge.FIRE_CONTAINERStops fire from spreading (brazier, wood stove, etc).FISHABLEYou can try to catch fish here.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.FREE_TO_EXAMINEExamining this furniture/terrain won’t upset the local faction (if any).FRESH_WATERSource of fresh water. Will spawn fresh water (once) on terrains withSPAWN_WITH_LIQUIDflag.GOES_DOWNCan use > to go down a level.GOES_UPCan use < to go up a level.GROWTH_HARVESTThis plant is ready for harvest. Generic json flag, not all plants may use this!GROWTH_MATUREThis plant is in a mature stage of a growth. Generic json flag, not all plants may use this!GROWTH_SEEDLINGThis plant is in its seedling stage of growth. Generic json flag, not all plants may use this!GROWTH_SEEDThis plant was just planted, not grown yet. Generic json flag, not all plants may use this!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.LIQUIDCONTFurniture that contains liquid, allows for contents to be accessed in some checks even ifSEALED.LIQUIDTerrain is liquid (e.g. water, lava, etc.), blocking movement without being a wall.LOCKEDIs locked, requiring either external control or lockpicking to open.MINEABLECan be mined with a pickaxe/jackhammer.MOUNTABLESuitable for guns with theMOUNTED_GUNflag.NANOFAB_TABLEThis is a nanofabricator, and it can generate items out of specific blueprints. HardcodedNATURAL_UNDERGROUNDThis terrain occurs naturally underground and is not man made.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_FLOOR_WATERThis tile has no floor, but there is water so it doesn’t free fall.NO_PICKUP_ON_EXAMINEExamining this tile (e by default) won’t open Pick Up menu even if there are items here.NO_SCENTThis tile cannot have scent values, which prevents scent diffusion through this tile.NO_SELF_CONNECTThis terrain won’t use multitile texture, and will always looks like a separate unit.NO_SHOOTTerrain with this flag cannot be damaged by ranged attacks, and ranged attacks will not pass through it.NO_SIGHTCreature on this tile have their sight reduced to one tile.NO_SPOILItems placed in this tile do not spoil.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. Implied for passable terrain, only needed on impassable.PICKABLEThis terrain/furniture could be picked with lockpicks.PIT_FILLABLEThis terrain can be filled with dirt like a shallow pit.PLACE_ITEMValid terrain forplace_item()to put items on.PLANTABLEThis terrain or furniture can have seeds planted in it.PLANTA ‘furniture’ that grows and fruits.PLOWABLETerrain can be plowed.RAILThis is a railroad, railroad vehicles can use it to move.RAMP_DOWNThe end of a ramp that leads down, walking into this moves you one z-level down. OverridesWALL, while still displaying the tile as Impassable.RAMP_ENDTechnical flag for proper work of ramps mechanics.RAMP_UPThe end of a ramp that leads up, walking into this moves you one z-level up. OverridesWALL, while still displaying the tile as Impassable.RAMPCan be used to move up a z-level.REDUCE_SCENTReduces scent diffusion (not total amount of scent in area); only works if also bashable.REGION_PSEUDOReplaced by other terrain/furniture during mapgen; should not spawn.ROADFlat and hard enough to drive or skate (with rollerblades) on.ROUGHMay hurt the player’s feet.RUBBLEFurniture behaves like rubble: it can be cleared by theCLEAR_RUBBLEitem action. Can be applied to terrain, but it “clears up the nothing”.RUGEnables theRemove CarpetConstruction entry.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).SHALLOW_WATERThis is water that is not deep enough to submerge the player.SHARPMay do minor damage to players/monsters passing through it.SHORTFeature too short to collide with vehicle protrusions (e.g. mirrors, blades).SIGN_ALWAYSShows a message to indicate nothing is written here and lets you add a message if examined without a signage/snippet present.SIGNShow written message on examine.SMALL_HIDESmall creatures such as cockroaches and rats can hide under or inside of this furniture. Should not be applied to anything bigger than a housecat unless it is particularly flexible, IE a snake.SMALL_PASSAGEThis terrain or furniture is too small for large or huge creatures to pass through.SPAWN_WITH_LIQUIDThis terrain will place liquid (once) on its own spawn. Type of liquid is defined by other flags. For example, it spawns fresh water viaFRESH_WATERflag.SUN_ROOF_ABOVEThis furniture (terrain is not supported currently) has a “fake roof” above, that blocks sunlight. Special hack for #44421, to be removed later.SUPPORTS_ROOFUsed as a boundary for roof construction.SUPPRESS_SMOKEPrevents smoke from fires; used by ventilated wood stoves, etc.SWIMMABLEPlayer and monsters can swim through it.THIN_OBSTACLESPEARattacks can go through this to hit something on the other side.TINYFeature too short to collide with vehicle undercarriage. Vehicles drive over them with no damage, unless a wheel hits them.TRANSLOCATORTile is a translocator gate, for purposes of thetranslocatorexamine action.TRANSLOCATOR_GREATERTile is a greater translocator gate. When paired with the TRANSLOCATOR flag and translocate furniture action, allows additionally using the gate to translocate to attuned gates.TRANSPARENT_FLOORThis terrain allows light to the z-level below.TRANSPARENTPlayers and monsters can see through/past it. Also sets ter_t.transparent.TRANSLUCENTPlayer and monsters can’t see through/past it, but it can pass the lightUNSTABLEWalking 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_WITH_WALL.WATER_CUBEThis tile is water, used to check can you go up or down using additional flags.WINDOWThis terrain is a window, though it may be closed, broken, or covered up. Used by the tiles code to align furniture sprites away from the window.WIRED_WALLThis terrain is a wall with electric wires inside. Allows theReveal wall wiringsconstruction.WORKOUT_ARMSThis furniture is for training your arms. Needed for checks likeis_limb_broken().WORKOUT_LEGSThis furniture is for training your legs. Needed for checks likeis_limb_broken().Z_TRANSPARENTAllows the lower floor to be rendered.
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
ACTIVE_GENERATORThis furniture is considered to be an active power source for the purpose of certain monster special attacks (e.g. milspec searchlight’sSEARCHLIGHT).ALIGN_WORKBENCH(only for furniture) A hint to the tiles display that the sprite for this furniture should face toward any adjacent tile with a workbench quality.ALLOW_ON_OPEN_AIRDon’t warn when this furniture is placed ont_open_airor similar ‘open air’ terrains which lack a floor.AMMOTYPE_RELOADFurniture reloads by ammotype so player can choose from more than one fuel type.AUTODOCThis furniture can be an Autodoc console, it also needs theautodocexamine action.AUTODOC_COUCHThis furniture can be a couch for a furniture with theautodocexamine action.BLOCKSDOORThis will boost map terrain’s resistance to bashing ifstr_*_blockedis set (seemap_bash_info).BRIDGEIf this furniture is placed over water tiles, it prevents player from becoming wet.FLOATS_IN_AIRIf this furniture is placed over open air it won’t fall.BANK_NETWORKEDThis vending machine allows purchases with your bank balance as well as your cash cards.
Generic
These flags can be applied via JSON item definition to most items. Not to be confused with the set of flags listed under Tools > Flags that apply to items, which cannot be assigned via JSON.
ACT_IN_FIREThis item would be activated if dropped on a tile with fire.ALLERGEN_MILKThis item contain milk, which make it inedible for person with lactose intolerance.ANIMAL_PRODUCTThis item can’t be worn or eaten by vegan, despite it’s materials is not blacklisted or it has no another flags, that restrict it.BAD_TASTEThis comestible gives -5 to taste, that can’t be covered through cooking.BANK_NOTE_SHAPEDThis item fits into the folded sleeve of wallets, like a bank note.BANK_NOTE_STRAP_SHAPEDThis item fits into pockets intended for money straps (like a cash register).BATTERY_HEAVYThis item is a tool battery, and can be put in pockets that have tool battery restriction.BATTERY_LIGHTThis item is a light battery, and can be put in pockets that have light battery restriction.BATTERY_MEDIUMThis item is a medium battery, and can be put in pockets that have medium battery restriction.BATTERY_ULTRA_LIGHTThis item is an ultra light battery, and can be put in pockets that have ultra light battery restriction.BIONIC_ARMOR_INTERFACEThis bionic can provide power to powered armor.BIONIC_FUEL_SOURCEContents of this item is used for fueling bionics.BIONIC_NPC_USABLESafe CBMs that NPCs can use without extensive NPC rewrites to utilize toggle CBMs.BIONIC_POWER_SOURCEThis bionic is a source of bionic power.BIONIC_SLEEP_FRIENDLYThis bionic won’t provide a warning if the player tries to sleep while it’s active.BIONIC_TOGGLEDThis bionic only has a function when activated, instead of causing its effect every turn.BIONIC_WEAPON_MELEEThis weapon is bionic melee, used for different checks in EOCs.BIRDFood that only player withBIRDthreshold mutation can eat. See alsoINEDIBLE.BURNOUTYou can visually inspect how much it is burned out (candle, torch).CALORIES_INTAKEThis item allows you to see detailed info about your calories intake for today and tomorrow in consuming menu. Can be used withCALORIES_INTAKE_TRACKERuse_action, that shows the same info.CALORIE_BURNSame as CALORIES_INTAKE, but for calories burn.CAMERA_PROThis item is professional camera, and increase the quality of made photos.CATTLEFood that only player withCATTLEthreshold mutation can eat. See alsoINEDIBLE.CBMThis item is CBM, and works respectively.COIN_SHAPEDThis item is shaped like a coin and fits into the coin purse of a wallet.COLLAPSE_CONTENTSThis item has its content hidden by default, and you need to manually reveal it using> show/hide contentbutton.CONDUCTIVEItem is considered as conducting electricity, even if material it’s made of is non-conductive. Opposite ofNONCONDUCTIVE.COOP_CARDGives you access to the artisans workshop.CORPSEFlag used to spawn various human corpses during the mapgen.CREDIT_CARD_SHAPEDThis item is shaped like a credit card and fits into the card slots of a wallet and similar pockets.CRUTCHESItem with this flag helps characters not to fall down if their legs are broken.CUSTOM_EXPLOSIONFlag, automatically applied to items that has definedexplosiondata in definition. SeeJSON_INFO.md.CUT_HARVESTYou need a grass-cutting tool like sickle to harvest this plant.DAMAGE_VEHICLE_WHEELSThis item can damage a vehicle’s wheels when it is run over.DANGEROUSNPCs will not accept this item. Explosion iuse actor implies this flag. ImpliesNPC_THROW_NOW.DETERGENTThis item can be used as a detergent in a washing machine.DISCOUNT_VALUE_1This item gives a small discount for fuel, bought in automated gas console.DISCOUNT_VALUE_2This item gives an average discount for fuel, bought in automated gas console.DISCOUNT_VALUE_3This item gives a big discount for fuel, bought in automated gas console.DROP_ACTION_ONLY_IF_LIQUIDCausedrop_actiononly if item in liquid phase.DURABLE_MELEEItem 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.E_COPIABLEThis item can be scanned onto an electronic device and can be electronically copied.E_FILE_COLLECTIONThis item represents a combinable collection of files. Does not imply E_COPIABLE.E_STORABLEThis item can be stored on an in-game electronic device.E_STORABLE_EXCLUSIVEThis item can ONLY be stored on an in-game electronic device; it may only be handled electronically.ELECTRONICThis item contain sensitive electronics which can be fried by nearby EMP blast.FAKE_MILLItem is a fake item, to denote a partially milled product by @ref Item::process_fake_mill, where conditions for its removal are set.FAKE_SMOKEItem is a fake item generating smoke, recognizable by @ref item::process_fake_smoke, where conditions for its removal are set.FELINEFood that only player withFELINEthreshold mutation can eat. See alsoINEDIBLE.FIREWOODThis item can serve as a firewood. Items with this flag are sorted out to “Loot: Wood” zone.FLAMINGThis item is on fire, you deal additional fire damage using it.FRAGILE_MELEEFragile items that fall apart easily when used as a weapon due to poor construction quality and will break into components when broken.FRESH_GRAINThis item is fresh-cut grain, and can be dried in a stook.GASFILTER_MEDThis is a medium size gas filter cartridge, that is used as magazine for various gasmasks.GASFILTER_SMThis is a small size gas filter cartridge, that is used as magazine for various gasmasks.GAS_DISCOUNTDiscount cards for the automated gas stations.GAS_TANKThis item can store gases.GEMSTONEThis is a gemstone, and you can put it in some jewelry.HARDOverride item checks to be hard, rigid and uncomfortable without padding. Opposite ofSOFT.HELMET_HEAD_ATTACHMENTThis item can be attached to hard hat; Currently used only for flashlights.HURT_WHEN_WIELDEDWeapon deal damage to your right arm (or to both if weapon is two-handed), equal it’s damage.INDUSTRIAL_CARDUsed in industrial ID cards to open industrial card readert_card_industrial.IRREPLACEABLE_CONSUMABLEThis item will grow in price the longer cataclysm goes. Currently not used.IS_PET_ARMORIs armor for a pet monster, not armor for a person.ITEM_BROKENItem was broken and won’t activate anymore.JAVELINThis item is javelin, and can be put into javelin bag.LEAK_ALWAYSLeaks (may be combined withRADIOACTIVE).LEAK_DAMLeaks when damaged (may be combined withRADIOACTIVE).LUPINEFood that only player withLUPINEthreshold mutation can eat (like dog food). See alsoINEDIBLE.MC_MOBILE,MC_HAS_DATAMemory card related flags, see einktabletpc and camera related functions.METHANOL_TANKThis item is methanol tank, and is used as magazine for various methanol-powered tools.MILITARY_CARDUsed in military ID cards to open military card readert_card_military.MISSION_ITEMThis item’s chance to spawn isn’t affected by world item spawn scaling factor.MOPThis item could be used to mop up spilled liquids like blood or water.MOUSEFood that only player withMOUSEthreshold mutation can eat. See alsoINEDIBLE.MUNDANEThis item uses magic-related features, but is not magic itself. Enchantments turn the item magenta, by applying this flag the item’s color won’t be changed. Also, for spells the item description would be changed from “This item casts spell_name at level spell_level” to “This item when activated: spell_name”.use_actionof"type": "cast_spell"can use this feature separately, using boolean"mundane": true.MUTAGEN_SAMPLEThis item is mutagen sample, and showUsed in the creation of mutagenic drugsmessage in the item description.NANOFAB_REPAIRThis item can be repaired using nanofabricator.NANOFAB_TEMPLATEThis item is nanofabricator template, and can use related syntax.NEEDS_UNFOLDHas an additional time penalty upon wielding. For melee weapons and guns this is offset by the relevant skill. Stacks withSLOW_WIELD.NO_CLEANthis item is impossible to clean.NO_PACKEDThis item is not protected against contamination and won’t stay sterile. Only applies to CBMs.NO_REPAIRPrevents 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).NO_STERILEThis item is not sterile. Only applies to CBMs.NPC_ACTIVATENPCs can activate this item as an alternative attack. Currently done by throwing it right after activation.BOMBimplies this.NPC_ALT_ATTACKShouldn’t be set directly. Implied byNPC_ACTIVATEandNPC_THROWN.NPC_SAFENPC will consume this item if you give them, no matter of it’s trust about you.NPC_THROWNNPCs will throw this item (without activating it first) as an alternative attack.NPC_THROW_NOWNPCs will try to throw this item away, preferably at enemies. ImpliesTRADER_AVOIDandNPC_THROWN.OLD_CURRENCYPaper bills and coins that used to be legal tender before the Cataclysm and may still be accepted by some automated systems.PALS_LARGEThis item can be attached to MOLLE straps, and it will consume 3 slots.PALS_MEDIUMThis item can be attached to MOLLE straps, and it will consume 2 slots.PALS_SMALLThis item can be attached to MOLLE straps, and it will consume 1 slot.PAPER_SHAPEDThis item is shaped in form of thin paper sheet, and can be stored in leather journal.PERFECT_LOCKPICKItem is a perfect lockpick. Takes only 5 seconds to pick a lock and never fails, but using it grants only a small amount of lock picking xp. The item should haveLOCKPICKquality of at least 1.PLANTABLE_SEEDThis item is a seed, and you can plant it.POST_UPThis item can be placed on terrain/furniture with the WALL flag.PRESERVE_SPAWN_LOCThis item will store the tripoint_abs_ms (most precise and universal point) that it spawns in, in thespawn_locationitem var.HINT_THE_LOCATIONif PRESERVE_SPAWN_OMT is used, shows a snippet of how far the character from thespawn_location_omt: 1 OMT or less is(from here), less than 6 OMT is(from nearby), less than 30 OMT is(from this area), anything more is (from far away)PROVIDES_TECHNIQUESThis item will provide martial arts techniques when worn/in the character’s inventory, in addition to those provided by the weapon and martial art.PSEUDOUsed 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. ImpliesTRADER_AVOID.RABBITFood that only player withRABBITthreshold mutation can eat. See alsoINEDIBLE.RADIOACTIVEIs radioactive (can be used withLEAK_*).RADIO_INVOKE_PROCThis item can receive a signal, that will make it detonate.RAD_DETECTThis item is a radiation badge, and can print it’s change in color depending on radiation level around the player. Hardcoded.RAIN_PROTECTProtects from sunlight and from rain when wielded.RATFood that only player withRATthreshold mutation can eat. See alsoINEDIBLE.REBREATHER_CARTThis is a rebreather cartridge, and is used as magazine for various rebreather masks.REBREATHERIf you wear this item, your oxygen won’t fall lower than 12 (default is ~50).REDUCED_BASHINGGunmod flag; reduces the item’s bashing damage by 50%.REDUCED_WEIGHTGunmod flag; reduces the item’s base weight by 25%.RELIC_PINK- Changes the color of item to pink, same as any another item with magical propertiesREQUIRES_TINDERRequires tinder to be present on the tile this item tries to start a fire on.ROBOFAC_ROBOT_MEDIUMThis item is a medium-size Hub 01 drone, and you can store it in specific slot in drone-tech harness.ROBOFAC_ROBOT_SMALLThis item is a small-size Hub 01 drone, and you can store it in specific slot in drone-tech harness.SCIENCE_CARD_MAINTENANCE_BLUESCIENCE_CARD_MAINTENANCE_BLUESCIENCE_CARD_MAINTENANCE_GREENSCIENCE_CARD_MAINTENANCE_YELLOWSCIENCE_CARD_MEDICAL_REDSCIENCE_CARD_MUTAGEN_CYANSCIENCE_CARD_MUTAGEN_GREENSCIENCE_CARD_MUTAGEN_PINKSCIENCE_CARD_MU_UNIVERSALSCIENCE_CARD_SECURITY_BLACKSCIENCE_CARD_SECURITY_MAGENTASCIENCE_CARD_SECURITY_YELLOWSCIENCE_CARD_TRANSPORT_1SCIENCE_CARD_VISITORThis and above are used to open related doors in TCL.SHEATH_BOWThis item can fit into bow sling.SHEATH_SPEARThis item can be attached to spear strap.SINGLE_USEThis item is deleted after being used. Items that count by charge do not need this as they are deleted when charges run out.SLEEP_AID_CONTAINERThis item allows sleep aids inside of it to help in sleeping (e.g. a pillowcase).SLEEP_AIDThis item helps in sleeping.SLEEP_IGNOREThis item is not shown as before-sleep warning.SLOW_WIELDHas an additional time penalty upon wielding. For melee weapons and guns this is offset by the relevant skill. Stacks withNEEDS_UNFOLD.SOFTOverride item checks to be soft, not rigid and comfortable. Opposite ofHARD.SOLARPACK_ONThis item is turned on solar backpack, and can charge different stuff if under the sun.SPAWN_ACTIVEThis item always spawn active, no need to activate it manually.SPLINTThis item is splint, when worn on broken body part, it slowly mend it.STRICT_HUMANITARIANISMFlag, automatically applied to food, if it was cooked from demihuman meat, and allow a different food interactions in names.TACKItem can be used as tack for a mount.TANGLEWhen this item is thrown, and hits a target, it has a chance to tangle them up and immobilize them.TARDISContainer item with this flag bypasses internal checks for pocket data, so inside it could be bigger than on the outside, and could hold items that otherwise won’t fit its dimensions.TIE_UPItem can be used to tie up a creature.TINDERThis item can be used as tinder for lighting a fire with aREQUIRES_TINDERflagged firestarter.TOBACCOThis item is a lit cigar or cigarette, and gives smoking effect when you wear it.TOURNIQUETThis item is tourniquet, it temporarily reduces bleed intensity and increases your effective compression limit.TOW_CABLEThis item is a tow cable, and allow towing the vehicle.TRADER_AVOIDNPCs will not start with this item. Use this for active items (e.g. flashlight (on)), dangerous items (e.g. active bomb), fake items or unusual items (e.g. unique quest item).TRADER_KEEP_EQUIPPEDNPCs will only trade this item if they aren’t currently wearing or wielding it.TRADER_KEEPNPCs will not trade this item away under any circumstances.TWO_WAY_RADIOthis items is two-way radio, and work accordingly.UNBREAKABLE_MELEENever gets damaged when used as melee weapon.UNBREAKABLEThis item can not be damaged, be that directly, while worn as armor, or when used as a melee weapon.UNRECOVERABLECannot be recovered from a disassembly.USE_POWER_WHEN_HITThis armor consume energy when you got hit, equal to damage that was dealt (energy consuming happen before the armor mitigation).VIEW_PHOTOSThis item can display held photos.VIEW_RECIPESThis item can display held recipes.WATER_BREAK_ACTIVEItem can get wet and is broken in water if active.WATER_BREAKItem is broken in water.WATER_DISSOLVEItem is dissolved in water.ZERO_WEIGHTNormally items with zero weight will generate an error. Use this flag to indicate that zero weight is intentional and suppress that error.
Guns
These can be applied to guns or gunmods, adding different effects to the guns.
BACKBLASTCauses a small explosion behind the person firing the weapon. Currently not implemented?BIPODHandling bonus only applies onMOUNTABLEmap/vehicle tiles. Does not include wield time penalty (seeSLOW_WIELD).BRASS_CATCHERThis gunmod is brass catcher, and can store all casing you shoot.CHOKEThis gunmod is a choke, and it prevent you from shooting slugs.COLLAPSED_STOCKDecrease the length of the gun for 20 cm. Same asFOLDED_STOCK. Currently not working.COLLAPSIBLE_STOCKReduces weapon volume proportional to the base size of the gun (excluding any mods). Does not include wield time penalt. See alsoNEEDS_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 sights.EASY_CLEANThis weapon is relatively simple, and you spend half as time to clean and lube it.FIRE_TWOHANDGun can only be fired if player has two free hands.FOLDED_STOCKDecrease the length of the gun for 20 cm. Same asCOLLAPSED_STOCK.INSTALL_DIFFICULTThis gunmod is difficult to install, and potentially you can damage your gun if you fail.IRREMOVABLEMakes so that the gunmod cannot be removed.IS_ARMORThis gunmod can use armor syntax and can be worn (same as weapon you install this mod).LASER_SIGHTThis gunmod is a laser sight, and provide a sight bonus if specific conditions are met (target is close, and it’s not too bright?).MECH_BATThis is an exotic battery designed to power military mechs.MOUNTED_GUNGun can only be used on terrain / furniture with theMOUNTABLEflag.NO_TURRETPrevents generation of a vehicle turret prototype for this gun.NO_UNLOADCannot be unloaded.PRIMITIVE_RANGED_WEAPONAllows using non-gunsmith tools to repair (but not reinforce) it.PUMP_ACTIONGun has rails on its pump action, allowing to install only mods withPUMP_RAIL_COMPATIBLEflag 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.REMOVED_STOCKDecrease the length of the gun for 26 cm. Applied when you saw off the stock.STR_DRAWRange with this weapon is reduced unless character has at least twice the required minimum strength.STR_RELOADReload speed is affected by strength.UNDERWATER_GUNGun is optimized for usage underwater, performs badly outside of water.WATERPROOF_GUNGun does not rust and can be used underwater.WONT_TRAIN_MARKSMANSHIPShooting this gun won’t train your marksmanship.
Firing modes
MELEEMelee attack using properties of the gun or auxiliary gunmod.NPC_AVOIDNPCs will not attempt to use this mode.
Gun faults
BAD_CYCLING1/16 chance that the gun fails to cycle when fired resulting infault_gun_chamber_spentfault.BLACKPOWDER_FOULING_DAMAGECauses the gun to take random acid damage over time.NEEDS_NO_LUBEGun doesn’t need lube to work properly. Unaffected by theUNLUBRICATEDfault.NEVER_JAMSNever malfunctions. Unaffected by theJAMMED_GUNfault.NO_DIRTYINGPrevents the gun from receivingfault_gun_dirtfault.NON_FOULINGGun does not become dirty or blackpowder fouled.JAMMED_GUNStops burst fire. Adds delay on next shot.UNLUBRICATEDRandomly causes screeching noise when firing and applies damage when that happens.
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 overMAG_EJECT.MAG_EJECTMagazine is ejected from the gun/tool when the last round is consumed.SPEEDLOADERActs like a magazine, except it transfers rounds to the emptied target gun or magazine instead of being inserted into it.SPEEDLOADER_CLIPActs like aSPEEDLOADER, except the target gun or magazine don’t have to be emptied to oocur the transferments.
Magic
See Spell flags.
Mapgen
See Mapgen flags.
Map Specials
mx_bandits_blockRoad block made by bandits from tree logs, caltrops, or nailboards.mx_burned_groundFire has ravaged this place.mx_point_burned_groundFire has ravaged this place (partial application).mx_casingsSeveral types of spent casings (solitary, groups, entire overmap tile).mx_city_trapA spinning blade trap with a loudspeaker to attract zombies.mx_clay_depositA small surface clay deposit.mx_clearcutAll trees become stumps.mx_collegekidsCorpses and items.mx_corpsesUp to 5 corpses with everyday loot.mx_craterCrater formed using a bomb.mx_drugdealCorpses and some drugs.mx_dead_vegetationKills all plants (e.g. aftermath of acid rain).mx_point_dead_vegetationKills all plants (e.g. aftermath of acid rain) (partial application).mx_exocrash_1Area of glassed sand created by a crashed pod of space travelers. Populated by zomborgs.mx_exocrash_2Area of glassed sand created by a crashed pod of space travelers. Populated by zomborgs.mx_fallen_shedA collapsed shed.mx_groveAll trees and shrubs become a single species of tree.mx_grassA meadow with tall grass.mx_grass_2A meadow with tall grass.mx_graveA grave in the open field, with a corpse and some everyday loot.mx_helicopterMetal wreckage and some items.mx_house_spiderA house with wasps, dermatiks, and walls converted to paper.mx_house_waspA house with spiders, webs, eggs and some rare loot.mx_jabberwockA chance of a jabberwock.mx_lootersUp to 5 bandits spawn in the building.mx_marloss_pilgrimageA sect of people worshiping fungaloids.mx_mass_graveMass grave with zombies and everyday loot.mx_mayhemSeveral types of road mayhem (firefights, crashed cars etc).mx_militaryCorpses and some military items.mx_nest_dermatikDermatik nest.mx_nest_waspWasp nest.mx_nullNo special at all.mx_pondA small pond.mx_pond_forestA small basin.mx_pond_forest_2A small basin.mx_pond_swampA small bog.mx_pond_swamp_2A small bog.mx_portal_inAnother portal to neither space.mx_portalPortal to neither space, with several types of surrounding environment.mx_prison_busPrison bus with zombie cops and zombie prisoners.mx_prison_vanTraces of a violent escape near a prison van.mx_reedExtra water vegetation.mx_roadblockRoadblock furniture with turrets and some cars.mx_roadworksPartially closed damaged road with chance of work equipment and utility vehicles.mx_scienceCorpses and some scientist items.mx_shrubberyAll trees and shrubs become a single species of shrub.mx_spiderA big spider web, complete with spiders and eggs.mx_supplydropCrates with some military items in it.mx_Trapdoor_spider_denA spider spawning out of nowhere.mx_treesA small chunk of forest with puddles with fresh water.mx_trees_2A small chunk of forest with puddles with fresh water.mx_shiaA chance of Shia, if the Crazy Cataclysm mod is enabled.mx_shiaA chance of Jackson, if the Crazy Cataclysm mod is enabled.
Material Phases
GASLIQUIDNULLPLASMASOLID
Melee
Melee flags are fully compatible with tool flags, and vice versa.
ALLOWS_BODY_BLOCKAllows body blocks (arms and legs blocks) to trigger even while wielding the item with the flag. Used with small items like knives and pistols that do not interfere with the ability to block with your body. Only works if your current martial art allows body blocks too.ALWAYS_TWOHANDItem is always wielded with two hands. Without this, the items volume and weight are used to calculate this.BIONIC_WEAPONCannot wield this item normally. It has to be attached to a bionic and equipped through activation of the bionic.DIAMONDDiamond coating adds 30% bonus to cutting and piercing damage.MESSYCreates more mess when pulping.NO_CVDItem can never be used with a CVD machine.NO_RELOADItem can never be reloaded (even if has a valid ammo type).NO_UNWIELDCannot unwield this item. Fake weapons and tools wielded from bionics will automatically have this flag added.NONCONDUCTIVEItem doesn’t conduct electricity thanks to some feature (nonconductive material of handle or entire item) and thus can be safely used against electricity-themed monsters without the risk of zapback. Opposite ofCONDUCTIVE.POLEARMItem is clumsy up close and does 70% of normal damage against adjacent targets. Should be paired withREACH_ATTACK. Simple reach piercing weapons like spears should not get this flag.REACH_ATTACKAllows performing a melee attack on 2-tile distance.REACH3Allows performing a melee attack on 3-tile distance.SHEATH_AXEItem can be sheathed in an axe sheath.SHEATH_GOLFItem can be sheathed in a golf bag.SHEATH_KNIFEItem can be sheathed in a knife sheath, it’s applicable to small/medium knives (with volume not bigger than 2).SHEATH_SWORDItem can be sheathed in a sword scabbard.SPEARWhen making reach attacks interveningTHIN_OBSTACLEterrain is not an obstacle. Should be paired withREACH_ATTACK.UNARMED_WEAPONFighting while wielding this item still counts as unarmed combat.WHIPHas a chance of disarming the opponent.
Monsters
Used to describe monster characteristics and set their properties and abilities.
ACIDPROOFImmune to acid.ACIDTRAILLeaves a trail of acid.ACID_BLOODMakes monster bleed acid. Does not automatically dissolve in a pool of acid on death.ALL_SEEINGCan see every creature within its vision (highest of day/night vision counts) on the same z-level.ALWAYS_SEES_YOUThis monster always knows where the avatar is.ALWAYS_VISIBLEThis monster can always be seen regardless of line of sight or light level.ANIMALIs an animal for purposes of theAnimal Empathytrait.AQUATICConfined to water.ARTHROPOD_BLOODForces monster to bleed hemolymph.ATTACKMONAttacks other monsters regardless of faction relations when pathing through their space.ATTACK_LOWEREven though this monster is large in size it can’t attack upper limbs.ATTACK_UPPEREven though this monster is small in size it can attack upper limbs.BADVENOMAttack may severely poison the player.BASHESBashes down doors.BILE_BLOODMakes monster bleed bile.BIOLOGICALPROOFImmune to biological damage.BORESTunnels through just about anything (15x bash multiplier e.g. dark wyrms’ bash skill 12 -> 180).BULLETPROOFImmune to ballistic damage.CAMOUFLAGEStays invisible up to (current Perception, + base Perception if the character has the Spotting proficiency) tiles away, even in broad daylight. Monsters see it from the lower ofvision_dayandvision_nightranges.CANPLAYThis creature can be played with if it’s a pet.CAN_BE_CULLEDThis animal can be culled if it’s a pet.CAN_DIGWill dig on any diggable terrain the same wayDIGSdoes, however, will walk normally over non-diggable terrain.CAN_OPEN_DOORSCan open doors on its path.CLIMBS(depricated in favor of moveskills) Can climb over fences or similar obstacles quickly.COLDPROOFImmune to cold damage.COMBAT_MOUNTThis mount has better chance to ignore hostile monster fear.CONSOLE_DESPAWNDespawns when a nearby console is properly hacked.CONVERSATIONThis monster can engage in conversation. Will need to have chat_topics as well.CORNERED_FIGHTERThis creature will stop fleeing and fight back if enemies pursue it into melee range.COPY_SUMMONER_LOOK- This monster would copy the texture of whoever casted it, monster or characterCOPY_AVATAR_LOOK- This monster would copy the texture of avatar, no matter who it isDORMANTThis monster will be revived by dormant corpse traps.DEADLY_VIRUSThis monster can inflict thezombie_viruseffect. Used by the Dark Days of the Dead and Deadly Zombie Virus mods.DESTROYSBashes down walls and more (2.5x bash multiplier, where base is the critter’s max melee bashing).DIGSDigs through the ground. Will not travel through non-diggable terrain such as roads.DOGFOODCan be ordered to attack with a dog whistle.DRIPS_GASOLINEOccasionally drips gasoline on move.DRIPS_NAPALMOccasionally drips napalm on move.DROPS_AMMOThis monster drops ammo. Should not be set for monsters that use pseudo ammo.EATSThis creature has a stomach_size (defined in its monster json) which gets filled up when it eats, and digests food over time.ELECTRIC_FIELDThis monster is surrounded by an electrical field that ignites flammable liquids near it. It also deals damage to other monsters with this flag, with “The %s’s disabled electrical field reverses polarity!” message.ELECTRICShocks unarmed attackers.ELECTRONICAffected by EMP blasts and similar stuff (e.g. a robot).FILTHYAny clothing it drops will be filthy. The squeamish trait prevents wearing clothing with this flag, one can’t craft anything from filthy components, and wearing filthy clothes may result in infection if hit in melee.FIREPROOFImmune to fire.FIREYBurns stuff and is immune to fire.FISHABLEThis monster can be fished.FLAMMABLEMonster catches fire, burns, and spreads fire to nearby objects.FLASHBANGPROOFMonster is unaffected by flashbangs.FLIESCan fly over open air without dropping z-level, over water, etc.GOODHEARINGPursues sounds more than most monsters.GRABSIts attacks may grab you!GROUP_BASHGets help from monsters around it when bashing, adding their strength together.GROUP_MORALEMore courageous when near friends.GUILT_ANIMALKilling this monster(i.e. a hatchling or a kitten) causes guilt to the player and is counted for the kill thresholds of animals where player experiences progressively less morale penalty. WARNING: Do not use without ‘death_guilt’ death function or together with other guilt flags.GUILT_CHILDKilling this monster(i.e. a zombie child or mutant child) causes guilt to the player and is counted for the kill thresholds of children where player experiences progressively less morale penalty. WARNING: Do not use without ‘death_guilt’ death function or together with other guilt flags.GUILT_HUMANKilling this monster(i.e. a panicked person or futile fighter) causes guilt to the player and is counted for the kill thresholds of non-NPC humans where player experiences progressively less morale penalty. WARNING: Do not use without ‘death_guilt’ death function or together with other guilt flags.GUILT_OTHERSKilling this monster(i.e. a blood sacrifice) causes guilt to the player and is counted for the kill thresholds of monsters that do not fit other categories where player experiences progressively less morale penalty. WARNING: Do not use without ‘death_guilt’ death function or together with other guilt flags.HARDTOSHOOTIt’s one size smaller for ranged attacks, no less than theTINYflag.HAS_MINDIs sapient and capable of reason (mi-go, triffids, cyborgs, etc.).HUMANassumesHAS_MIND.HEARSIt can hear you.HIT_AND_RUNFlee for several turns after a melee attack.HUMANIt’s a live human, as long as it’s alive.ID_CARD_DESPAWNDespawns when a science ID card is used on a nearby console.IMMOBILEDoesn’t move (e.g. turrets).INSECTICIDEPROOFIt’s immune to insecticide even though it’s made of bug flesh (“iflesh”).INTERIOR_AMMOMonster contains ammo inside itself, no need to load on launch. Prevents ammo from being dropped on disable.KEENNOSEKeen sense of smell.KEEP_DISTANCEMonster will try to keeptracking_distancenumber of tiles between it and its current target.LOUDMOVESMakes move noises as if ~2 sizes louder, even if flying.MAGIC_USERA monster that casts magical spells, used in mods for avatar detection abilitiesMECH_DEFENSIVEThis mech can protect you thoroughly when piloted.MECH_RECON_VISIONThis mech grants you night-vision and enhanced overmap sight radius when piloted.MILITARY_MECHIs a military-grade mech.MILKABLEProduces milk when milked.MIND_SEEINGCan see any target thatHAS_MINDand is not immune to telepathy out to 5 squares. This range may be increased by applying the hardcoded effectseff_mind_seeing_bonus_5,eff_mind_seeing_bonus_10,eff_mind_seeing_bonus_20, oreff_mind_seeing_bonus_30, each of which increases the vision range by the number. These effects stack.NEMESISTags Nemesis enemies for theHAS_NEMESISmutation.NEVER_WANDERThis monster will never join wandering hordes.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!NOT_HALLUCINATIONThis monster does not appear while the player is hallucinating.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 usingcopy-fromto make child versions of adult creatures.NO_FUNG_DMGThis monster can’t be damaged by fungal spores and can’t be fungalized either.NO_NECROThis monster can’t be revived by necros. It will still rise on its own.NULLSource use only.PACIFISTMonster will never do melee attacks. Useful for having them use grab without attacking the player.PARALYZEVENOMThis monster can applyparalyzepoisoneffect for 10 minutes.PARALYZEAttack may paralyze the player with venom.PATH_AVOID_DANGERThis monster will path around some dangers instead of through them.PATH_AVOID_FALLThis monster will path around cliffs instead of off of them.PATH_AVOID_FIREThis monster will path around heat-related dangers instead of through them.PAY_BOTCreature can be turned into a pet for a limited time in exchange of e-money.PERMANENT_INVISIBILITYThe monster is invisible under all circumstances and requires preternatural means to detect. Use with cautionPET_HARNESSABLECreature can be attached to a harness.PET_MOUNTABLECreature can be ridden or attached to a harness.PET_WONT_FOLLOWThis monster won’t follow the player automatically when tamed.PHOTOPHOBICSeverely weakened if in light level >= 30 (within about 7 tiles of a full-strength flashlight) by applying photophobia effect.PLASTICAbsorbs physical damage to a great degree.POISONPoisonous to eat.PRIORITIZE_TARGETSThis monster will prioritize targets depending on their danger levels.PUSH_MONCan push creatures out of its way.PUSH_VEHCan push vehicles out of its way.QUEENWhen it dies, local populations start to die off too.QUIETMOVESMakes move noises as if ~2 sizes smaller.RANGED_ATTACKERMonster has any sort of ranged attack.REVIVES_HEALTHYWhen revived, this monster has full hitpoints and speed.REVIVESMonster corpse will revive after a short period of time.RIDEABLE_MECHThis monster is a mech suit that can be piloted.SEESIt can see you (and will run/follow).SHEARABLEThis monster can be sheared for wool.SHORTACIDTRAILLeaves an intermittent trail of acid. See alsoACIDTRAIL.SILENT_DISAPPEARIf this monster dissapear (left no corpse), theThe %s disappears.message won’t be printed.SILENTMOVESMakes no noise at all when moving.SLUDGEPROOFIgnores the effect of sludge trails.SLUDGETRAILCauses the monster to leave a sludge trap trail when moving.SMALLSLUDGETRAILCauses the monster to occasionally leave a 1-tile sludge trail when moving.SMALL_HIDERThis small monster can hide under or behind furniture such as beds, refrigerators, and underbrush.SMELLSIt can smell you.STUMBLESStumbles in its movement.STUN_IMMUNEThis monster is immune to stun.SUNDEATHDies in full sunlight.SWARMSGroups together and forms loose packs.SWIMS(depricated in favor of moveskills) Treats water as 50 movement point terrain.TRUESIGHT- The monster can see creatures normally even if they have theCAMOUFLAGE,INVISIBLEorNIGHT_INVISIBILITYflagsVAMP_VIRUSThis monster can inflict thevampire_viruseffect. Used by Xedra Evolved mod.VENOMAttack may poison the player.WARMWarm blooded.WATER_CAMOUFLAGEIf in water, stays invisible up to (current Perception, + base Perception if the character has the Spotting proficiency) tiles away, even in broad daylight. Monsters see it from the lower ofvision_dayandvision_nightranges. Can also make it harder to see in deep water or across z-levels if it is underwater and the viewer is not.WEBWALKDoesn’t destroy webs and won’t get caught in them.
Anger, Fear and Placation Triggers
For more information about monster aggro, see MONSTERS.md.
FIRETriggers if there’s a fire within 3 tiles, the strength of the effect equals 5 * the field intensity of the fire.FRIEND_ATTACKEDTriggers if the monster sees another monster of a friendly faction being attacked; strength = 15. Requires an instance of the trigger on the attacked monster as well (the trigger type need not match, just the trigger itself). Always triggers character aggro.FRIEND_DIEDTriggers if the monster sees another monster of a friendly faction dying; strength = 15. Requires an instance of the trigger on the attacked monster as well(the trigger type need not match, just the trigger itself)! Always triggers character aggro.HOSTILE_SEENIncreases aggression/ decreases morale by a random amount between 0-2 for every potential enemy it can see, up to 20 aggression. Anger/fear trigger only. Triggers character aggro<anger/2>%of the time.HURTTriggers when the monster is hurt, strength equals 1 + (damage / 3 ). Always triggers character aggro.NULLSource use only?PLAYER_CLOSETriggers when a potential enemy is within 5 tiles range. Anger/fear trigger only. Triggers character aggro<anger>%of the time.PLAYER_WEAKStrength =10 - (percent of hp remaining / 10)if a non-friendly critter has less than 70% hp remaining . Triggers character aggro<anger>%of the time.PLAYER_NEAR_BABYIncreases monster aggression by 8 and morale by 4 if the player comes within 3 tiles of its offspring (defined by the baby_monster field in its reproduction data). Anger trigger only. Always triggers character aggro.SOUNDNot an actual trigger, monsters above 10 aggression and 0 morale will wander towards, monsters below 0 morale will wander away from the source of the sound for 1 turn (6, if they have theGOODHEARINGflag).STALKRaises monster aggression by 1, triggers 20% of the time each turn if aggression > 5. Anger trigger only!MATING_SEASONIncreases aggression by 3 if a potential enemy is within 5 tiles range and the season is the same as the monster’s mating season (defined by the baby_flags field in its reproduction data). Anger trigger only. Triggers character aggro<anger>%of the time.
Categories
CLASSICOnly monsters we expect in a classic zombie movie.NULLNo category.WILDLIFENatural animals.
Death Functions
Previously hardcoded death functions have been mostly replaced by the death_function field.
BOOMERExplodes in vomit.BROKENSpawns a broken robot item. The monster’sidhas the prefixmon_replaced bybroken_:mon_eyebot->broken_eyebot.DISAPPEARHallucination disappears.FUNGUSExplodes in spores.
Monster Groups
The condition flags limit when monsters can spawn.
Seasons
Multiple season conditions will be combined together so that any of those conditions become valid time of year spawn times.
AUTUMNSPRINGSUMMERWINTER
Time of day
Multiple time of day conditions will be combined together so that any of those conditions become valid time of day spawn times.
DAWNDAYDUSKNIGHT
Special attacks
Special attacks have been moved to MONSTER_SPECIAL_ATTACKS.md as they have all been migrated away from flags.
Mutations
See Character
Overmap
Overmap connections
ORTHOGONALThe connection generally prefers straight lines, avoids turning wherever possible.PERPENDICULAR_CROSSINGThe connection will never turn while crossing the given location AND may not cross the location in a parallel direction.
Overmap specials
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.DERMATIKLocation is related to a dermatik infestation. Used to classify location.FARMFUNGALLocation is related to fungi. Used to classify location.GLOBALLY_UNIQUELocation will only occur once per world.occurrencesis overridden to define a percent chance (e.g."occurrences" : [75, 100]is 75%).OVERMAP_UNIQUELocation will only occur once per overmap.occurrencesis overridden to define a percent chance (e.g."occurrences" : [75, 100]is 75%).LAKELocation is placed on a lake and will be ignored for placement if the overmap doesn’t contain any lake terrain.MAN_MADEFor location, created by human. Used by the Innawood mod.MI-GOLocation is related to mi-go.SAFE_AT_WORLDGENLocation will not spawn overmap monster groups during worldgen (does not affect monsters spawned by mapgen). It will also cause map specials (only) with a radius for creature spawns to not spawn within their maximum radius.TRIFFIDLocation is related to triffids. Used to classify location.URBANWILDERNESSLocations that have no road connection.
City buildings
CITY_UNIQUELocation will only occur once per city.
Overmap terrains
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).SHOULD_NOT_SPAWNThe terrain should not be expected to spawn. This might be because it exists only for testing purposes, or it is part of a partially completed feature where more work is required before it can start spawning.RIVERIt’s a river tile.SIDEWALKHas sidewalks on the sides adjacent to roads.IGNORE_ROTATION_FOR_ADJACENCYWhen mapgen for this OMT performs neighbor checks, the directions will be treated as absolute, rather than rotated to account for the rotation of the mapgen itself. Probably only useful for hardcoded mapgen.REQUIRES_PREDECESSORMapgen for this will not start from scratch; it will update the mapgen from the terrain it replaced. This allows the corresponding json mapgen to use theexpects_predecessorfeature.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.PP_GENERATE_RIOT_DAMAGEApplies randomized riot damage to the local map as a last stage in generating it. Furniture and terrain will be bashed, items moved around, blood spatters are placed, and rarely spawns fires.SOURCE_FUELFor NPC AI, this location may contain fuel for looting.SOURCE_FOODFor NPC AI, this location may contain food for looting.SOURCE_FARMINGFor NPC AI, this location may contain useful farming supplies for looting.SOURCE_FABRICATIONFor NPC AI, this location may contain fabrication tools and components for looting.SOURCE_GUNFor NPC AI, this location may contain guns for looting.SOURCE_AMMOFor NPC AI, this location may contain ammo for looting.SOURCE_BOOKSFor NPC AI, this location may contain books for looting.SOURCE_WEAPONFor NPC AI, this location may contain weapons for looting.SOURCE_FORAGEFor NPC AI, this location may contain plants to forage.SOURCE_COOKINGFor NPC AI, this location may contain useful tools and ingredients to aid in cooking.SOURCE_TAILORINGFor NPC AI, this location may contain useful tools for tailoring.SOURCE_DRINKFor NPC AI, this location may contain drink for looting.SOURCE_VEHICLESFor NPC AI, this location may contain vehicles/parts/vehicle tools, to loot.SOURCE_ELECTRONICSFor NPC AI, this location may contain useful electronics to loot.SOURCE_CONSTRUCTIONFor NPC AI, this location may contain useful tools/components for construction.SOURCE_CHEMISTRYFor NPC AI, this location may contain useful chemistry tools/components.SOURCE_CLOTHINGFor NPC AI, this location may contain useful clothing to loot.SOURCE_SAFETYFor NPC AI, this location may be safe/sheltered and a good place for a base.SOURCE_ANIMALSFor NPC AI, this location may contain useful animals for farming/riding.SOURCE_MEDICINEFor NPC AI, this location may contain useful medicines for looting.SOURCE_LUXURYFor NPC AI, this location may contain valuable/feel-good items to sell/keep.SOURCE_PEOPLEFor NPC AI, this location may have other survivors.RISK_EXTREMEFor NPC AI, this location is extremely risky to even approach. Location should almost always contain active portals, huge hordes of zombies, or other very lethal enemies. Some examples would labs, superstores, and mi-go structures.RISK_HIGHFor NPC AI, this location is risky to visit. This is the minimum amount of risk for locations inside of a city.RISK_LOWFor NPC AI, this location is specifically a place of safety. Such locations should be fortified, remote, or be controlled by a neutral faction that provides security. This flag should only be applied to specific areas of nearly-guaranteed safety. Wilderness should not receive this flag unless there is some sort of specific shelter (e.g. an uninhabitated cave).GENERIC_LOOTThis is a place that may contain any of the above, but at a lower frequency, usually a house.
Recipes
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.FULL_MAGAZINECrafted or deconstructed items from this recipe will have fully-charged magazines.NEED_FULL_MAGAZINEIf this recipe requires magazines, it needs one that is full.NO_RESIZEThis clothes you crafted spawn unfittedSECRETNot automatically learned at character creation time based on high skill levels.AFFECTED_BY_PAIN1 unit of pain decreases the speed of craft for 1%. Recommended to not use in vanilla recipesNO_MANIPManipulation score do not affect crafting this recipeNO_BENCHWorkbench bonus or penalty do not apply to this recipeNO_ENCHANTMENTEnchantment (used in mutations, CBM, effects etc) bonus or penalty do not apply to this recipe
Crafting recipes
These flags apply to crafting recipes, i.e. those that fall within the following categories:
CC_AMMOCC_ARMORCC_CHEMCC_DRINKCC_ELECTRONICCC_FOODCC_MISCCC_WEAPON
Camp building recipes
These flags apply only to camp building recipes (hubs and expansions), i.e. those that have category CC_BUILDING.
NO_FOOD_REQFood requirements are waived for this camp building recipe.
Blueprint reorientation flags
The purpose of these flags is to allow reuse of blueprints to create the “same” facility oriented differently. Mirroring takes place before rotation, and it is an error to try to apply mirroring multiple times with the same orientation, as well as to try to apply multiple rotations. It is permitted to apply different versions of the flags if they apply to different directions (and it is indeed the primary intended usage).
MAP_MIRROR_HORIZONTALCauses the building recipe to mirror both the location and contents of the blueprint(s) used by the recipe.MAP_MIRROR_VERTICALCauses the building recipe to mirror both the location and contents of the blueprint(s) used by the recipe.MAP_ROTATE_[X]X has to be one of 90, 180, or 270 and requests the blueprint to be rotated by the given number of degrees before being applied.MAP_MIRROR_HORIZONTAL_IF_[Y]Similar to MAP_MIRROR_HORIZONTAL, but is applied only if the tile the expansion is on is Y. The legal values for Y are “NW”, “N”, “NE”, “E”, “SE”, “S”, SW”, and “W”.MAP_MIRROR_VERTICAL_IF_[Y]The vertical version of the previous flag.MAP_ROTATE_[X]_IF_[Y]The expansion location dependent version of “MAP_ROTATE_X”, with Y having the same legal values as the two sets of flags above.
Scenarios
BORDEREDInitial start location is bordered by an enormous wall of solid rock.CHALLENGEGame won’t choose this scenario in random game types.CITY_STARTScenario is available only when city size value in world options is more than 0.FIRE_STARTPlayer starts the game with fire nearby.HELI_CRASHPlayer starts the game with various limbs wounds.LONE_STARTThis scenario won’t spawn a fellow NPC on game start.NO_BONUS_ITEMSThis scenario prevent bonus items (such as inhalers with theASTHMAtrait) from being given to this professionSUR_STARTWriteZombies nearbyin the scenario info, doesn’t spawn monsters by itself (put close toLONE_START)
Profession
SCEN_ONLYProfession can be chosen only as part of the appropriate scenario.SKIP_DEFAULT_BACKGROUNDThis profession will not add the default background package of hobbies (adult_basic_background).
Starting Location
ALLOW_OUTSIDEAllows placing player outside of building, useful for outdoor start.BOARDEDStart in boarded building (windows and doors are boarded, movable furniture is moved to windows and doors).
Skills
Tags
combat_skillThe skill is considered a combat skill. It’s affected byPACIFIST,PRED1,PRED2,PRED3, andPRED4traits.contextual_skillThe skill is abstract, it depends on context (an indirect item to which it’s applied). Neither player nor NPCs can possess it.
Technical flags
These are added programatically when the game is running, not by JSON. These are set to specific items (a single thingamabob, not all thingamabob) by the engine, depending on in-game action or environmental context.
COLDItem is cold. See alsoEATEN_COLD.DIRTYItem (liquid) was dropped on the ground and is now irreparably dirty.FIELD_DRESS_FAILEDCorpse was damaged by unskillful field dressing. Affects butcher results.FIELD_DRESSCorpse was field dressed. Affects butcher results.FITReduces encumbrance by one.FROZENItem is frozen solid (used by freezer).HIDDEN_ITEMThis item cannot be seen in AIM.HOTItem is hot. See alsoEATEN_HOT.IRRADIATEDItem has been irradiated and will spoil at a much reduced rate.LITCIGMarks a lit smoking item (cigarette, joint etc.).MUSHYFREEZERBURNitem 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_SPECIALCorpses revives when the player is nearby.WARMA hidden flag used to track an item’s journey to/from hot, buffers betweenHOTandCOLD.WETItem is wet and will slowly dry off (e.g. towel).
Techniques
Techniques may be used by tools, armors, weapons and anything else that can be wielded.
- See contents of techniques.json.
- Techniques are also used with martial arts styles, see martialarts.json.
Tools
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 spool of cable and must be processed as such. It should usually have a “link_up” iuse_action, which it has special behavior for.CANNIBALISMThe item is a food that contains human flesh, and applies all applicable effects when consumed.CHARGEDIMIf illuminated, light intensity fades with charge, starting at 20% charge left.DIG_TOOLIf wielded, digs thorough terrain like rock and walls, as player walks into them. If item also hasPOWEREDflag, then it digs faster, but uses up the item’s ammo as if activating it.E_FILE_DEVICEThe item can handle electronic files like a computer would.FIRESTARTERItem will start fire with some difficulty.FIREItem will start a fire immediately.HAS_RECIPEUsed by the E-Ink tablet to indicate it’s currently showing a recipe.IS_UPSItem is Unified Power Supply. Used in active item processing.MAGICALCauses magical effects or functions based on arcane principles. Currently used byiuse::robotcontrolto determine if the hacking device is a computer (and thus has a screen that must be read etc).NO_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 user.RADIOCARITEMItem can be put into a remote controlled car.RADIOSIGNAL_1Activated per radio signal 1.RADIOSIGNAL_2Activated per radio signal 2.RADIOSIGNAL_3Activated per radio signal 3.RADIO_ACTIVATIONActivated by a remote control (also requiresRADIOSIGNAL_*).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_POWERAllows item to use energy from player bionic power to satisfy itsenergy_drain. Tools can also consume bionic power instead of battery ammo.USE_PLAYER_ENERGYItem withuse_actionthatcast_spellconsumes the specifiedbase_energy_cost.USE_UPSAllows item to use energy from UPS to satisfy itsenergy_drain. Tools can also consume UPS instead of battery ammo.WATER_EXTINGUISHIs extinguishable in water or under precipitation. Converts items (requiresreverts_tooruse_actiontransformto 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.
use_action
These flags apply to the use_action field, instead of the flags field.
ACIDBOMB_ACTGet rid of it, or you’ll end up like that guy in Robocop.ACIDBOMBPull the pin on an acid bomb.AUTOCLAVESterilize one CBM by autoclaving it.BELLRing the bell.BOLTCUTTERSUse your town key to gain access anywhere.BREAK_STICKBreaks long branch into two.C4Arm the C4.CAN_GOORelease a little blob buddy.CAPTURE_MONSTER_ACTCapture and encapsulate a monster. The associated action is also used for releasing it.CROWBARPry open doors, windows, man-hole covers and many other things that need prying.DIGClear rubble.DIRECTIONAL_ANTENNAFind the source of a signal with your radio.DIVE_TANKUse compressed air tank to breathe.DOG_WHISTLEDogs hate this thing; your dog seems pretty cool with it though.DOLLCHATThat creepy doll just keeps on talking.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.NOISE_EMITTER_OFFTurn the noise emitter on.NOISE_EMITTER_ONTurn the noise emitter off.NONEDo nothing.PACK_CBMPut CBM in special autoclave pouch so that they stay sterile once sterilized.PHEROMONEMakes zombies ignore you.PICK_LOCKPick a lock on a door. Speed and success chance are determined by skill,LOCKPICKitem quality andPERFECT_LOCKPICKitem flag.PICKAXEDoes nothing but berate you for having it (I’m serious).PLACE_RANDOMLYThis is very much like the flag in themanhackiuse, it prevents the item from querying the player as to where they want the monster unloaded to, and instead chooses 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.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.WASH_ALL_ITEMSWash items withFILTHYflag.WASH_HARD_ITEMSWash hard items withFILTHYflag.WASH_SOFT_ITEMSWash soft items withFILTHYflag.WATER_PURIFIERPurify water.
Traps
AVATAR_ONLYOnly the player character will trigger this trap.CONVECTS_TEMPERATUREThis trap convects temperature, like lava.PITThis trap is a version of the pit terrain.SONAR_DETECTABLEThis trap can be identified with ground-penetratingSONAR.UNCONSUMEDIf this trap is a spell type it will not be removed after activation.UNDODGEABLEThis trap can’t be dodged.
Vehicles
Fuel types
animalBeast of burden.avgasI believe I can fly!batteryElectrifying.biodieselHomemade power.coal_lumpGood ol’ steampunk.charcoalGood ol’ steampunk.dieselRefined dino.gasolineRefined dino.jp8Refined dino for military use.lamp_oilLet there be light!motor_oilSynthetic analogue of refined dino.muscleI got the power!plut_cell1.21 Gigawatts!windWind powered.
Parts
Note: Vehicle parts requiring other parts is defined by setting a requires_flag field with the flag requirement (i.e. the ON_ROOF flag contains the field "requires_flag": "ROOF").
ADVANCED_PLANTERThis planter doesn’t spill seeds and avoids damaging itself on non-diggable surfaces.AIRCRAFT_REPAIRABLE_NOPROFAllows the player to safely remove part from an aircraft without any proficiency.AISLE_LIGHTThis part lightens up surroundings.AISLEPlayer can move over this part with less speed penalty than normal.ALTERNATORRecharges batteries installed on the vehicle. Can only be installed on a part withE_ALTERNATORflag.ANCHOR_POINTAllows secure seatbelt attachment.ANIMAL_CTRLCan harness an animal, needHARNESS_bodytypeflag to specify bodytype of animal.APPLIANCEThis vehicle part is an appliance, and treated accordinglyARCADEAllow player to play games when vehicle part is activeARMORProtects the other vehicle parts it’s installed over during collisions.ATOMIC_LIGHTThis part lightens up surroundings.AUTOPILOTThis part will enable a vehicle to have a simple autopilot.BATTERY_MOUNTThis part allows mounting batteries for quick change.BEDA 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_CONTROLThis part allows for using the camera system installed on a vehicle.CAMERAVehicle part which allows looking through the installed camera system.CAPTURE_MONSTER_VEHCan be used to capture monsters when mounted on a vehicle.CARGO_LOCKINGThis cargo area is inaccessible to NPCs. Can only be installed on a part withLOCKABLE_CARGOflag.CARGO_PASSABLEItems stored in vehicle part with this flag won’t hinder passenger’s ability to fit in comfortably into a given tile.CARGOCargo holding area.CHIMESGenerates continuous noise when used.CIRCLE_LIGHTProjects a circular radius of light when turned on.CONE_LIGHTProjects a cone of light when turned on.CONTROLSCan be used to control the vehicle.CONTROL_ANIMALThese controls can only be used to control a vehicle pulled by an animal (e.g., reins and other tack).COOLERThere is a separate command to toggle this part.COVEREDPrevents items in cargo parts from emitting any light.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.DISHWASHERCan be used to wash filthy non-soft items en masse.DOME_LIGHTThis part lightens up surroundings.DOOR_LOCKINGThis is a lock that can be installed on a door. Can only be installed on a part withLOCKABLE_DOORflag.DOOR_MOTORCan only be installed on a part withOPENABLEflag.ENABLED_DRAINS_EPOWERMake vehicle part to require some energy to start it’s work. Requiresepowerfield.ENGINEIs 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_DIESEL_FUELThis vehicle part can burn diesel or JP8 (also biodiesel or kerosene, albeit less effective) from tank.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.FLAT_SURFPart with a flat hard surface (e.g. table).FLUIDTANKAllow to store liquid in this part. Amount of liquid should be defined in item for this vehicle part.FREEZERCan freeze items in below zero degrees Celsius temperature.FRIDGECan refrigerate items.FUNNELIf installed over a vehicle tank, can collect rainwater during rains.HALF_CIRCLE_LIGHTProjects a directed half-circular radius of light when turned on.HANDHELD_BATTERY_MOUNTSame asBATTERY_MOUNT, but for handheld battery mount.HARNESS_bodytypeReplace bodytype withanyto accept any type, or with the targeted type.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.INTERNALCan only be installed on a part withCARGOflag.LOCKABLE_CARGOCargo containers that are able to have a lock installed.LOCKABLE_DOORDoors that are able to have a lock installed. (SeeDOOR_LOCKING)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 nails.NEEDS_BATTERY_MOUNTPart with this flag needs to be installed over part withBATTERY_MOUNTflag.NEEDS_HANDHELD_BATTERY_MOUNTSame asNEEDS_BATTERY_MOUNT, but for handheld battery mount.NEEDS_WHEEL_MOUNT_HEAVYCan only be installed on a part withWHEEL_MOUNT_HEAVYflag.NEEDS_WHEEL_MOUNT_LIGHTCan only be installed on a part withWHEEL_MOUNT_LIGHTflag.NEEDS_WHEEL_MOUNT_MEDIUMCan only be installed on a part withWHEEL_MOUNT_MEDIUMflag.NEEDS_WINDOWCan only be installed on a part withWINDOWflag.NO_INSTALL_HIDDENPart can’t be installed by player and hidden in install menu (e.g. power cords, inflatable boat parts, summoned vehicle parts).NO_INSTALL_PLAYERPart can’t be installed by player but visible in install menu (e.g. helicopter rotors).NO_LEAKCauses a boat hull to float even when damaged.NO_MODIFY_VEHICLEInstalling a part with this flag on a vehicle will mean that it can no longer be modified. Parts with this flag should not be installable by players.NO_REPAIRCannot be repaired.NO_UNINSTALLCannot be uninstalled.OBSTACLECannot walk through part, unless the part is alsoOPENABLE.ODDTURNOnly on during odd turns.ON_CONTROLSCan only be installed on a part withCONTROLSflag.ON_ROOFParts 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_CONTROLSOnce installed, allows using vehicle through remote controls.RESIST_RUNOVER_DAMAGEFor wheels, doubles effective hardness when calculating chance to be damaged when running over items. Only useful on WHEEL parts.REVERSIBLERemoval has identical requirements to installation but is twice as quick.ROOFCovers 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. Can only be installed on a part withBELTABLEflag.SEATA seat where the player can sit or sleep.SECURITYIf installed, will emit a loud noise when the vehicle is smashed.SHARPStriking a monster with this part does cutting damage instead of bashing damage, and prevents stunning the monster.SHOCK_ABSORBERThis part protects non-frame parts on the same tile from shock damage from collisions. It doesn’t provide protect against direct impacts or other attacks.SIMPLE_PARTThis part can be installed or removed from that otherwise prevent modification.SMASH_REMOVEWhen you remove this part, instead of getting the item back, you will get the bash results.SOLAR_PANELRecharges vehicle batteries when exposed to sunlight. Has a 1/4 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.STEREOAllows playing music for increasing the morale.TRACKEDContributes to steering effectiveness but doesn’t count as a steering axle for install difficulty and still contributes to drag for the center of steering calculation.TRACKAllows the vehicle installed on to be marked and tracked on map.TRANSFORM_TERRAINTransform terrain (using rules defined intransform_terrain).TURRET_CONTROLSIf part with this flag is installed over the turret, it allows to set said turret’s targeting mode to full auto. Can only be installed on a part withTURRETflag.TURRET_MOUNTParts with this flag are suitable for installing turrets.TURRETIs a weapon turret. Can only be installed on a part withTURRET_MOUNTflag.UNMOUNT_ON_DAMAGEPart breaks off the vehicle when destroyed by damage. Item is new and typically undamaged.UNMOUNT_ON_MOVEDismount this part when the vehicle moves. Doesn’t drop the part, unless you give it special handling.UNSTABLE_WHEELThis will not provide for the wheeling needs of your vehicle if installed alone. Opposite ofSTABLE.VARIABLE_SIZEHas ‘bigness’ for power, wheel radius, etc.VISIONGives vision of otherwise unseen directions (e.g. mirrors).WALL_MOUNTEDThis vehicle part is mounted on wall, and can’t be moved by itself.WASHING_MACHINECan be used to wash filthy clothes en masse.WATER_WHEELRecharges vehicle batteries when submerged in moving water.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 (e.g. sails).WIND_TURBINERecharges vehicle batteries when exposed to wind.WIRINGTBD, seems related tocheck_no_wiring.WORKBENCHCan craft at this part, must be paired with a workbench JSON entry.
Vehicle faults
BAD_COLD_STARTThe engine starts as if the temperature was 20 F colder. Does not stack with multiples of itself.BAD_FUEL_PUMPPrevents engine from starting and makes it stutter.BAD_STARTERPrevents engine from starting and makes click noise.DOUBLE_FUEL_CONSUMPTIONDoubles fuel consumption of the engine. Does not stack with multiples of itself.ENG_BACKFIRECauses the engine to backfire as if it had zero hp.EXTRA_EXHAUSTMakes the engine emit more exhaust smoke. Does not stack with multiples of itself.IMMOBILIZERPrevents engine from starting and makes it beep.NO_ALTERNATOR_CHARGEThe alternator connected to this engine does not work.REDUCE_ENG_POWERMultiplies engine power by 0.6. Does not stack with multiples of itself.