JSON Flags

Notes

  • Some flags (items, effects, vehicle parts) have to be defined in flags.json or vp_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 type table 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! :-)

  • 120mm 120mm HEAT
  • 12mm 12mm
  • 20x66mm 20x66mm Shot (and relatives)
  • 223 .223 Remington (and 5.56 NATO)
  • 22 .22LR (and relatives)
  • 3006 30.06
  • 300 .300 WinMag
  • 308 .308 Winchester (and relatives)
  • 32 .32 ACP
  • 36paper .36 cap & ball
  • 38 .38 Special
  • 40 10mm
  • 40mm 40mm Grenade
  • 44 .44 Magnum
  • 44paper .44 cap & ball
  • 454 .454 Casull
  • 45 .45 ACP (and relatives)
  • 46 46mm
  • 500 .500 Magnum
  • 50 .50 BMG
  • 57 57mm
  • 5x50 5x50 Dart
  • 66mm 66mm HEAT
  • 700nx .700 Nitro Express
  • 762R 7.62x54mm
  • 762 7.62x39mm
  • 762x25 7.62x25mm
  • 84x246mm 84x246mm HE
  • 8x40mm 8mm Caseless
  • 9mm 9x19mm Luger (and relatives)
  • 9x18 9x18mm
  • BB BB
  • RPG-7 RPG-7
  • UPS UPS charges
  • ammo_flintlock Flintlock ammo
  • ampoule Ampoule
  • arrow Arrow
  • battery Battery
  • blunderbuss Blunderbuss
  • bolt Bolt
  • charcoal Charcoal
  • components Components
  • dart Dart
  • diesel Diesel
  • fish_bait Fish bait
  • fishspear Speargun spear
  • fusion Laser Pack
  • gasoline Gasoline
  • homebrew_rocket homebrew rocket
  • lamp_oil Lamp oil
  • laser_capacitor Charge
  • m235 M235 TPA (66mm Incendiary Rocket)
  • metal_rail Rebar Rail
  • money Cents
  • muscle Muscle
  • nail Nail
  • pebble Pebble
  • plasma Plasma
  • plutonium Plutonium Cell
  • rebreather_filter Rebreather filter
  • shot Shotshell
  • signal_flare Signal Flare
  • tape Duct tape
  • thread Thread
  • thrown Thrown
  • unfinished_char Semi-charred fuel
  • water Water
  • paper Paper

Armor

Some armor flags, such as WATCH and ALARMCLOCK are compatible with other item types. Experiment to find which flags work elsewhere.

  • ABLATIVE_CHAINMAIL_ARMS item can be worn with chainmail armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.
  • ABLATIVE_CHAINMAIL_ELBOWS item can be worn with chainmail armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.
  • ABLATIVE_CHAINMAIL_KNEES item can be worn with chainmail armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.
  • ABLATIVE_CHAINMAIL_LEGS item can be worn with chainmail armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.
  • ABLATIVE_CHAINMAIL_TORSO item can be worn with chainmail armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.
  • ABLATIVE_HELMET item can be worn with Hub 01 headgear without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.
  • ABLATIVE_LARGE This item fits in large ablative pockets.
  • ABLATIVE_MANTLE item can be worn with Hub 01 armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.
  • ABLATIVE_MEDIUM This item fits in medium ablative pockets.
  • ABLATIVE_SKIRT item can be worn with Hub 01 armor without encumbrance penalty; specifically can be put in pocket for armor with this flag restriction.
  • ACTIVE_CLOAKING While active, drains UPS to provide invisibility.
  • ALARMCLOCK Has an alarm-clock feature.
  • ALLOWS_NATURAL_ATTACKS Doesn’t prevent any natural attacks or similar benefits from mutations, fingertip razors, etc., like most items covering the relevant body part would.
  • ALLOWS_TAIL You can wear this leg-covering item even if you have a tail.
  • ALLOWS_TALONS People with talon mutations still can wear this armor, that cover arms.
  • AURA This item goes in the outer aura layer, intended for metaphysical effects.
  • BAROMETER This gear is equipped with an accurate barometer (which is used to measure atmospheric pressure).
  • BELTED Layer for backpacks and things worn over outerwear.
  • BLIND Blinds the wearer while worn, and provides nominal protection vs flashbang flashes.
  • BLOCK_WHILE_WORN Allows worn armor or shields to be used for blocking attacks.
  • BULLET_IMMUNE Wearing an item with this flag makes you immune to bullet damage.
  • CANT_WEAR This item can’t be worn directly.
  • COLLAR This piece of clothing has a wide collar that can keep your mouth warm when it is mostly unencumbered.
  • COMBAT_TOGGLEABLE This item is meant to be toggled during combat. Used by NPCs to determine if they will toggle it on during combat. This only supports simple transform actions.
  • DEAF Makes the player deaf.
  • DECAY_EXPOSED_ATMOSPHERE Consumable will go bad once exposed to the atmosphere (such as MREs).
  • ELECTRIC_IMMUNE This gear completely protects you from electric discharges.
  • ENERGY_SHIELD Marks 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 variable ENERGY_SHIELD_HP that is depleted by blocked attacks and a second variable ENERGY_SHIELD_MAX_HP which 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 fields ENERGY SHIELD_HP and ENERGY_SHIELD_MAX_HP are dialogue variables stored in the item, and can be modified through effects on condition.
  • EXTRA_PLATING Item 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.
  • FANCY Wearing this clothing gives a morale bonus if the player has the Stylish trait.
  • FIN This item is swim fins aka diving fins aka flippets, and provide speed boost when you swim.
  • FIX_FARSIGHT This gear corrects farsightedness.
  • FIX_NEARSIGHT This gear corrects nearsightedness.
  • FLASH_PROTECTION This item grants a protection against different light-related dangers, including flashbangs and dazzling light.
  • FLOTATION Prevents the player from drowning in deep water. Also prevents diving underwater.
  • FRAGILE This gear is less resistant to damage than normal.
  • GAS_PROOF This item will completely protect you from any dangerous gases.
  • GNV_EFFECT Being 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_AVENTAIL Item can be worn with nasal helmet; specifically can be put in pocket for armor with this flag restriction.
  • HELMET_BACK_POUCH Item can be worn with different hard hats, as attachment; specifically can be put in pocket for armor with this flag restriction.
  • HELMET_EAR_ATTACHMENT Item can be worn with different hard hats, as attachment; specifically can be put in pocket for armor with this flag restriction.
  • HELMET_FACE_SHIELD Item can be worn with different hard hats, as attachment; specifically can be put in pocket for armor with this flag restriction.
  • HELMET_MANDIBLE_GUARD_STRAPPED Item can be worn with different hard helmets, as attachment; specifically can be put in pocket for armor with this flag restriction.
  • HELMET_MANDIBLE_GUARD Item can be worn with different hard helmets, as attachment; specifically can be put in pocket for armor with this flag restriction.
  • HELMET_NAPE_PROTECTOR Item can be worn with different hard helmets, as attachment; specifically can be put in pocket for armor with this flag restriction.
  • HOOD Allow this clothing to conditionally cover the head, for additional warmth or water protection, if the player’s head isn’t encumbered.
  • HYGROMETER This gear is equipped with an accurate hygrometer (which is used to measure humidity).
  • INTEGRATED This 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.
  • IR_EFFECT Being worn, this item will give an infrared vision.
  • MUTE Makes the player mute.
  • NORMAL Items worn like normal clothing. This is assumed as default.
  • NO_TAKEOFF Item with that flag can’t be taken off.
  • NO_WEAR_EFFECT This gear doesn’t provide any effects when worn (most jewelry).
  • ONLY_ONE You can wear only one.
  • OUTER Outer garment layer.
  • OVERSIZE Can always be worn no matter what encumbrance/mutations/bionics/etc, but prevents any other clothing being worn over this.
  • PADDED This armor counts as comfortable even if none of the specific materials are soft.
  • PARTIAL_DEAF Reduces the volume of sounds to a safe level.
  • PERSONAL This item goes in the personal aura layer, intended for metaphysical effects.
  • POCKETS Increases warmth for hands if the player’s hands are cold and the player is wielding nothing.
  • POWERARMOR_COMPATIBLE Makes item compatible with power armor despite other parameters causing failure.
  • PREFIX_XL Adds the XL prefix to the item name.
  • PREFIX_XS Adds the XS prefix to the item name.
  • PSYSHIELD_PARTIAL 25% chance to protect against fear_paralyze monster attack when worn.
  • RAD_PROOF This piece of clothing completely protects you from radiation.
  • RAD_RESIST This piece of clothing partially (75%) protects you from radiation.
  • RAINPROOF Prevents the covered body-part(s) from getting wet in the rain.
  • REQUIRES_BALANCE Gear that requires a certain balance to be steady with. If the player is hit while wearing, they have a chance to be downed.
  • RESTRICT_HANDS Prevents the player from wielding a weapon two-handed, forcing one-handed use if the weapon permits it.
  • ROLLER_INLINE Faster, but less stable overall, the penalty for non-flat terrain is even harsher.
  • ROLLER_ONE A less stable and slower version of ROLLER_QUAD, still allows the player to move faster than walking speed.
  • ROLLER_QUADThe medium choice between ROLLER_INLINE and ROLLER_ONE, while it is more stable, and moves faster, it also has a harsher non-flat terrain penalty than ROLLER_ONE.
  • SEMITANGIBLE Prevents the item from participating in the encumbrance system when worn.
  • SKINTIGHT Undergarment layer.
  • STAR_PLATE Item can be worn with ryūsei battle kit armor; specifically can be put in pocket for armor with this flag restriction.
  • STAR_SHOULDER Item can be worn with ryūsei battle kit armor ; specifically can be put in pocket for armor with this flag restriction.
  • STAR_SKIRT Item can be worn with ryūsei battle kit armor; specifically can be put in pocket for armor with this flag restriction.
  • STURDY This clothing is a lot more resistant to damage than normal.
  • SUN_GLASSES Prevents glaring when in sunlight.
  • SUPER_FANCY Gives an additional moral bonus over FANCY if the player has the Stylish trait.
  • SWIM_GOGGLES Allows you to see much further underwater.
  • THERMOMETER This gear is equipped with an accurate thermometer (which is used to measure temperature).
  • TOUGH_FEET This 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.
  • UNDERSIZE This clothes can be worn comfortably by mutants with Tiny or Unassuming. Too small for anyone else.
  • UNRESTRICTED Can always be worn, no exceptions.
  • VARSIZE Can be made to fit via tailoring.
  • WAIST Layer for belts other things worn on the waist.
  • WATCH Acts as a watch and allows the player to see actual time.
  • WATERPROOF Prevents the covered body-part(s) from getting wet in any circumstance.
  • WATER_FRIENDLY Prevents the item from making the body part count as unfriendly to water and thus reducing morale from being wet.

Covers

  • ARMS same as ARM_L and ARM_R.
  • ARM_L
  • ARM_R
  • EYES
  • FEET same as FOOT_L and FOOT_R.
  • FOOT_L
  • FOOT_R
  • HANDS same as HAND_L and HAND_R.
  • HAND_L
  • HAND_R
  • HEAD
  • LEGS same as LEG_L and LEG_R.
  • LEG_L
  • LEG_R
  • MOUTH
  • TORSO

Specifically Covers

  • torso_upper
  • torso_neck
  • torso_lower
  • torso_hanging_front
  • torso_hanging_back
  • arm_shoulder_r
  • arm_upper_r
  • arm_elbow_r
  • arm_lower_r
  • arm_shoulder_l
  • arm_upper_l
  • arm_elbow_l
  • arm_lower_l
  • leg_hip_r
  • leg_upper_r
  • leg_knee_r
  • leg_lower_r
  • leg_hip_l
  • leg_upper_l
  • leg_knee_l
  • leg_lower_l

Bionics

  • BIONIC_ARMOR_INTERFACE This bionic can provide power to powered armor.
  • BIONIC_FAULTY This bionic is a “faulty” bionic.
  • BIONIC_GUN This bionic is a gun bionic and activating it will fire it. Prevents all other activation effects including power draw by bionic.
  • BIONIC_NPC_USABLE The NPC AI knows how to use this CBM, and it can be installed on an NPC.
  • BIONIC_POWER_SOURCE This bionic is a power source bionic.
  • BIONIC_SLEEP_FRIENDLY This bionic won’t prompt the user to turn it off if they try to sleep while it’s active.
  • BIONIC_TOGGLED This bionic only has a function when activated, else it causes its effect every turn.
  • BIONIC_WEAPON This bionic is a weapon bionic and activating it will create (or destroy) bionic’s fake_item in user’s hands. Prevents all other activation effects.
  • BIONIC_SHOCKPROOF This bionic can’t be incapacitated by electrical attacks.
  • USES_BIONIC_POWER If present, items attached to this bionic will inherit the USES_BIONIC_POWER flag automatically.

Bodyparts

  • ALWAYS_BLOCK This nonstandard bodypart is always eligible to block in unarmed combat even if your martial arts don’t allow such blocks.
  • ALWAYS_HEAL This bodypart regenerates every regen tick (5 minutes, currently) regardless if the part would have healed normally.
  • HEAL_OVERRIDE This bodypart will always regenerate its heal_bonus HP instead of it modifying the base healing step. Without ALWAYS_HEAL this still only happens when the part would have healed non-zero amount of damage.
  • IGNORE_TEMP This bodypart is ignored for temperature calculations.
  • LIMB_LOWER This 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_UPPER This bodypart is high off the ground, and as such can’t be attacked by small monsters - unless they have the FLIES or have ATTACK_UPPER flags`.
  • MEND_LIMB This bodypart can heal from being broken without needing a splint.
  • NONSTANDARD_BLOCK This limb is different enough that martial arts’ arm/leg blocks aren’t applicable - blocking with this limb is unlocked by reaching the MA’s nonstandard_block level, unless the limb also has ALWAYS_BLOCK. Either block flag is required for non-arm / non-leg limbs to be eligible to block.
  • WING_ARM Counts as a wing for Character::can_fly if two instances of the flag are present.

Books

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

  • ACIDBLOOD Drip acid from wounds instead of blood
  • ACID_IMMUNE You are immune to acid damage.
  • ALARMCLOCK You always can set alarms.
  • ALBINO Cause you to have painful sunburns.
  • BARKY Makes you considered to be made of bark for the purposes of making blistering harder.
  • BASH_IMMUNE You are immune to bashing damage.
  • BG_OTHER_SURVIVORS_STORY Given to NPC when it has other survival story.
  • BG_SURVIVAL_STORY Given to NPC when it has a survival story.
  • BIO_IMMUNE You are immune to biological damage.
  • BLEED_IMMUNE Immune to bleeding.
  • BLEEDSLOW When bleeding, lose blood at 2/3 of the normal rate.
  • BLEEDSLOW2 When bleeding, lose blood at 1/3 of the normal rate.
  • BLIND Makes you blind.
  • BULLET_IMMUNE You are immune to bullet damage.
  • CANNIBAL Butcher humans, eat foods with the CANNIBALISM and STRICT_HUMANITARIANISM flags without a morale penalty.
  • CBQ_LEARN_BONUS You learn CBQ from the bionic bio_cqb faster.
  • CHANGINGThis flag is silently given to player to detect it can mutate.
  • CLAIRVOYANCE_PLUS Gives a clairvoyance effect, used for debug purposes.
  • CLIMATE_CONTROL You are resistant to extreme temperatures.
  • CLIMB_FLYING You can ascend without needing any support or ladder at all. You will fall after doing so unless paired with LEVITATION
  • CLIMB_NO_LADDER Capable of climbing up single-level walls without support.
  • COLDBLOOD2 For very heat dependent mutations.
  • COLDBLOOD3 For cold-blooded mutations.
  • COLDBLOOD For heat dependent mutations.
  • COLD_IMMUNE You are immune to cold damage.
  • CRAFT_IN_DARKNESS You can craft anything regardless of light levels.
  • CUT_IMMUNE You are immune to cutting damage.
  • DEAF Makes you deaf.
  • DIMENSIONAL_ANCHOR You can’t be teleported. Also protects you from any dangerous effects of portal storms.
  • DOWNED_RECOVERY Always has 50% chance to recover from downing, regardless of limb scores / stats.
  • ECTOTHERM For ectothermic mutations, like COLDBLOOD4 and DRAGONBLOOD3 (Black Dragon from Magiclysm).
  • ETHEREAL You will not drop your items if you gain the incorporeal effect.
  • ELECTRIC_IMMUNE You are immune to electric damage.
  • EMP_IMMUNE You bionic power cannot be drained and your vulnerable electronics cannot be broken during an EMP blast.
  • ENHANCED_VISION Increases the scouting range, similarly to ZOOM item flag.
  • EYE_MEMBRANE Lets you see underwater.
  • FEATHER_FALL You are immune to fall damage.
  • GILLS You can breathe underwater.
  • GLARE_RESIST Protect your eyes from glare like sunglasses.
  • GLIDE You can glide from ledges without the use of wings, as if by magic.
  • GLIDING You are in the process of gliding.
  • HARDTOHIT Whenever something attacks you, RNG gets rolled twice, and you get the better result.
  • HEATSINK You are resistant to extreme heat.
  • HEAT_IMMUNE Immune to very hot temperatures.
  • HUGE Changes your size to creature_size::huge. Checked last of the size category flags, if no size flags are found your size defaults to creature_size::medium.
  • HYPEROPIC You are far-sighted: close combat is hampered and reading is impossible without glasses.
  • IMMUNE_HEARING_DAMAGE Immune to hearing damage from loud sounds.
  • IMMUNE_SPOIL You are immune to negative outcomes from spoiled food.
  • INFECTION_IMMUNE This mutation grants immunity to infections, including infection from bites and tetanus.
  • INFRARED You can see infrared, aka heat vision.
  • INSECTBLOOD Your body drip insect blood if wounded.
  • INVERTEBRATEBLOOD Your body drip invertebrate blood if wounded
  • INVISIBLE You can’t be seen.
  • ITEM_WATERPROOFING Gear on your person is immune to being dissolved or broken while you’re underwater.
  • LARGE Changes your size to creature_size::large. Checked third of the size category flags.
  • LEVITATION You can walk on air. Does not allow you to ascend unless paired with CLIMB_FLYING
  • MEND_ALL You need no splint to heal broken bones.
  • MUSCLE_VEH_BOOST Something, such as buzzing insect wings, is speeding you up when you use a muscle-powered vehicle.
  • MYCUS_IMMUNE Critter is immune to fungal hase field (fd_fungal_haze)
  • MYOPIC You are nearsighted: vision range is severely reduced without glasses.
  • MYOPIC_IN_LIGHT You are nearsighted in light, but can see normally in low-light conditions.
  • NIGHT_VISION You can see in the dark.
  • NO_DISEASE This mutation grants immunity to diseases.
  • NO_RADIATION This mutation grants immunity to radiations.
  • NO_SCENT You have no scent.
  • NO_SPELLCASTING Mutations 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 the PSIONIC flag.
  • NO_PSIONICS You are unable to use any psionic power (spell with the PSIONIC flag).
  • NO_THIRST Your thirst is not modified by food or drinks.
  • NUMB Changes character’s moral behaviour in some situations.
  • NYCTOPHOBIA Apply some negative effects when the ambient light is too low.
  • PAIN_IMMUNE Character don’t feel pain.
  • PARAIMMUNE You are immune to parasites.
  • PLANTBLOOD Your body drip veggy blood if wounded.
  • PORTAL_PROOF You are immune to personal portal storm effects.
  • PRED1 Small morale bonus from foods with the PREDATOR_FUN flag. Lower morale penalty from the guilt mondeath effect.
  • PRED2 Learn combat skills with double catchup modifier. Resist skill rust on combat skills. Small morale bonus from foods with the PREDATOR_FUN flag. Lower morale penalty from the guilt mondeath effect.
  • PRED3 Learn combat skills with double catchup modifier. Resist skill rust on combat skills. Medium morale bonus from foods with the PREDATOR_FUN flag. Immune to the guilt mondeath effect.
  • PRED4 Learn combat skills with triple catchup modifier. Learn combat skills without spending focus. Resist skill rust on combat skills. Large morale bonus from foods with the PREDATOR_FUN flag. Immune to the guilt mondeath effect.
  • PSYCHOPATH Butcher humans without a morale penalty.
  • READ_IN_DARKNESS You can read regardless of light level.
  • ROOTS2 Gain enhanced effects from the Mycorrhizal Communion mutation.
  • ROOTS3 Gain enhanced effects from the Mycorrhizal Communion mutation (slightly faster than ROOTS2).
  • SAPIOVORE Butcher humans without a morale penalty.
  • SEESLEEP You can see while sleeping, and aren’t bothered by light when trying to fall asleep.
  • SHAPESHIFT_SIZE_HUGE Changes your size to creature_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 the TEMPORARY_SHAPESHIFT flag.
  • SHAPESHIFT_SIZE_LARGE Changes your size to creature_size::large. Checked third of the shapeshift size category flags and before any normal size flag.
  • SHAPESHIFT_SIZE_SMALL Changes your size to creature_size::small. Checked second of the shapeshift size category flags and before any normal size flag.
  • SHAPESHIFT_SIZE_TINY Changes your size to creature_size::tiny. Checked first of the shapeshift size category flags and before any normal size flag.
  • SLUDGE_IMMUNE Critter is immune to sludge trail field (fd_sludge)
  • SMALL Changes your size to creature_size::small. Checked second of the size category flags.
  • SPIRITUAL Changes character’s moral behaviour in some situations.
  • STAB_IMMUNE You are immune to stabbing damage.
  • STEADY Your speed can never go below base speed, bonuses from effects etc can still apply.
  • STOP_SLEEP_DEPRIVATION Stops Sleep Deprivation while awake and boosts it while sleeping.
  • STRICT_HUMANITARIAN You can eat foodstuffs tagged with STRICT_HUMANITARIANISM without morale penalties.
  • SUNBURN TBD, probably related to ALBINO.
  • SUPER_CLAIRVOYANCE Gives a super clairvoyance effect (works with multiple z-levels), used for debug purposes.
  • SAFECRACK_NO_TOOL Allows to open safes without stethoscope.
  • TELEPORT_LOCK You cannot teleport. This has none of the protective effects of DIMENSIONAL_ANCHOR.
  • TEMPORARY_SHAPESHIFT You are in another shape due to some supernatural effect.
  • THERMOMETER You always know what temperature it is.
  • TINY Changes your size to creature_size::tiny. Checked first of the size category flags.
  • TREE_COMMUNION_PLUS Gain greatly enhanced effects from the Mycorrhizal Communion mutation.
  • VINE_RAPPEL You can rappel down staircases and sheer drops of any height.
  • WALK_UNDERWATER your stamina burn is not increased when you swim, emulating you walking on the water bottom.
  • WALL_CLING You can ascend/descend sheer cliffs as long as the tile above borders at least one wall. Chance to slip and fall each step.
  • WATERWALKING You can walk across the surface of the water as though it were solid ground. Should usually be combined with ITEM_WATERPROOFING to protect items as well.
  • WATCH You always know what time it is.
  • WEBBED_FEET You have webbings on your feet, supporting your swimming speed if not wearing footwear.
  • WEBBED_HANDS You have webbings on your hands, supporting your swimming speed.
  • WEB_RAPPEL You can rappel down staircases and sheer drops of any height.
  • WEB_WALKER Removes the movement speed demerit while walking through webs.
  • WINGS_1 You can slow your fall, effectively reducing the height of it by 1 level.
  • WINGS_2 You can slow your fall, effectively reducing the height of falls by 2 levels, and ignore pit-like traps.
  • WING_ARMS Two instances of this flag enable you to glide and ignore pit traps if not above 50% carryweight or 4 lift strength.
  • WINGGLIDE You can glide using some part of your body and strenuous physical effort.
  • mycus acts as THRESH_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

  • ACID When consumed using the BLECH function, penalties are reduced if character has ACIDPROOF or ACIDBLOOD traits.
  • CARNIVORE_OK Can be eaten by characters with the Carnivore mutation at 50% kcal reduction.
  • CANT_HEAL_EVERYONE This med can’t be used by everyone, it requires a special mutation. See can_heal_with in mutation.
  • CORROSIVE when consumed using the BLECH function, causes the same penalties as ACID but is not affected by ACIDPROOF or ACIDBLOOD traits.
  • EATEN_COLD Morale bonus for eating cold.
  • EATEN_HOT Morale bonus for eating hot.
  • EDIBLE_FROZEN Being frozen doesn’t prevent eating it. No morale bonus.
  • INEDIBLE Inedible by default, enabled to eat when in conjunction with (mutation threshold) flags: BIRD, CATTLE, FELINE, LUPINE, MOUSE, RABBIT, RAT.
  • FERTILIZER Works as fertilizer for farming, of if this consumed with the PLANTBLECH function penalties will be reversed for plants.
  • FREEZERBURN First thaw is MUSHY, second is rotten.
  • FUNGAL_VECTOR Will give a fungal infection when consumed.
  • HIDDEN_HALLU Food causes hallucinations, visible only with a certain survival skill level.
  • HIDDEN_POISON Food displays as poisonous with a certain survival skill level. Note that this doesn’t make items poisonous on its own, consider adding "use_action": [ "POISON" ] as well, or using FORAGE_POISON instead.
  • MELTS Provides half fun unless frozen. Edible when frozen.
  • MILLABLE Can be placed inside a mill, to turn into flour.
  • MUTAGEN_CATALYST Injecting it will jumpstart mutation.
  • MUTAGEN_PRIMER Injecting it will prime your body for mutation.
  • MYCUS_OK Can be eaten by post-threshold Mycus characters. Only applies to Mycus fruits by default.
  • NEGATIVE_MONOTONY_OK Allows negative_monotony property to lower comestible fun to negative values.
  • NO_AUTO_CONSUME Consumables with this flag would not get consumed in auto-eat / auto-drink zone.
  • NO_INGEST Administered by some means other than oral intake.
  • NUTRIENT_OVERRIDE When you craft an item, game checks if it’s a comestible, and if it is, it stores the components the item was created from. The NUTRIENT_OVERRIDE flag will skip this step.
  • PKILL_1 Minor painkiller.
  • PKILL_2 Moderate painkiller.
  • PKILL_3 Heavy painkiller.
  • PKILL_L Slow-release painkiller.
  • RAD_STERILIZED Irradiated food that is safe to eat, but is not edible forever (such as MREs).
  • RAW Reduces 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.
  • SMOKABLE Accepted by smoking rack.
  • SMOKED Not accepted by smoking rack (product of smoking).
  • USE_EAT_VERB “You drink your %s.” or “You eat your %s.”
  • USE_ON_NPC Can be used on NPCs (not necessarily by them).
  • ZOOM Zoom items can increase your overmap sight range.

Comestible type

  • DRINK
  • FOOD
  • MED

Addiction type

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

use_action

These flags apply to the use_action field, instead of the flags field.

  • ALCOHOL_STRONG Greatly increases drunkenness. Adds disease drunk.
  • ALCOHOL_WEAK Slightly increases drunkenness. Adds disease drunk.
  • ALCOHOL Increases drunkenness. Adds disease drunk.
  • ANTIBIOTIC Helps fight infections. Removes disease infected and adds disease recover.
  • BANDAGE Stop bleeding.
  • BLECH Causes vomiting, adds disease poison, adds pain and hurts torso.
  • BLECH_BECAUSE_UNCLEAN Causes warning.
  • CHEW Displays message “You chew your %s.”, but otherwise does nothing.
  • CIG Alleviates nicotine cravings. Adds disease cig.
  • COKE Decreases hunger. Adds disease high.
  • CRACK Decreases hunger. Adds disease high.
  • DISINFECTANT Prevents infections.
  • FIRSTAID Heals.
  • FLUMED Adds disease took_flumed.
  • FLUSLEEP Adds disease took_flumed and increases sleepiness.
  • FUNGICIDE Kills fungus and spores. Removes diseases fungus and spores.
  • HALLU Adds disease hallu.
  • HONEYCOMB Spawns wax.
  • INHALER Removes disease asthma.
  • IODINE Adds disease iodine.
  • MARLOSS “As you eat the berry, you have a near-religious experience, feeling at one with your surroundings…”
  • MYCUS if has trait THRESH_MARLOSS, neutral effect removes radiation, add 30 painkiller & heals all bodyparts by 4. if good effect, add 1000 morale, sleep for 5 hours, add THRESH_MYCUS, also removes marloss addictions addiction_marloss_r,addiction_marloss_b, addiction_marloss_y . With mycus threshold, adds 5 painkiller and stimulant. With trait M_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.
  • METH Adds disease meth.
  • NONE “You can’t do anything of interest with your [x].”
  • PETFOOD “Lets you feed the item to animals. Specify in petfood i.e. [ "CATTLEFOOD", "DOGFOOD", "CATFOOD", "BIRDFOOD" ].”
  • PKILL Reduces pain. Adds disease pkill[n] where [n] is the level of flag PKILL_[n] used on this comestible.
  • PLANTBLECH Activates BLECH iuse action if player does not have plant mutations.
  • POISON Adds diseases poison and foodpoison.
  • PROZAC Adds disease took_prozac if not currently present, otherwise acts as a minor stimulant. Rarely has the took_prozac_bad adverse effect.
  • PURIFIER Removes random number of negative mutations.
  • SEWAGE Causes vomiting.
  • SLEEP Greatly increases sleepiness.
  • THORAZINE Removes diseases hallu, visuals, high. Additionally removes disease formication if disease dermatik isn’t also present. Has a chance of a negative reaction which increases sleepiness.
  • VITAMINS Increases healthiness (not to be confused with HP).
  • WEED Makes you roll with Cheech & Chong. Adds disease weed_high.
  • XANAX Alleviates anxiety. Adds disease took_xanax.

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_FLIGHT Monsters affected by an effect with this flag will never count as flying (even if they have the FLIES flag).
  • EFFECT_IMPEDING Character 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_FLAGS Effect disables any conditional flags the limb has.
  • EFFECT_LIMB_SCORE_MOD Effect 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_LOCAL Same as EFFECT_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.
  • GRAB This effect is a grab, creatures will attempt to break it as such (see character_escape.cpp).
  • GRAB_FILTER This 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. Bodypart grabbing_effects should 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.

  • ALARMED Sets off an alarm if smashed.
  • ALLOW_FIELD_EFFECT Apply field effects to items inside SEALED terrain/furniture.
  • AUTO_WALL_SYMBOL (only for terrain) The symbol of this terrain will be one of the line drawings (corner, T-intersection, straight line etc.) depending on the adjacent terrains.

    Example: - and | are both terrain with the CONNECT_WITH_WALL flag. O does not have the flag, while X and Y have the AUTO_WALL_SYMBOL flag.

    X terrain will be drawn as a T-intersection (connected to west, south and east), Y will be drawn as horizontal line (going from west to east, no connection to south).

      -X-    -Y-
       |      O
    
  • BARRICADABLE_DOOR_DAMAGED
  • BARRICADABLE_DOOR_REINFORCED_DAMAGED
  • BARRICADABLE_DOOR_REINFORCED
  • BARRICADABLE_DOOR Door that can be barricaded.
  • BARRICADABLE_WINDOW_CURTAINS
  • BARRICADABLE_WINDOW Window that can be barricaded.
  • BLOCK_WIND This terrain will block the effects of wind.
  • BURROWABLE Burrowing 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_EQ Butcher’s equipment - required for full butchery of corpses.
  • CAN_SIT Furniture the player can sit on. Player sitting near furniture with the FLAT_SURF tag will get mood bonus for eating.
  • CHIP Used in construction menu to determine if wall can have paint chipped off.
  • CLIMBABLE You can climb on this obstacle.
  • CLIMB_SIMPLE You never fail climbing on this obstacle.
  • COLLAPSES Has a roof that can collapse.
  • CONNECT_WITH_WALL (only for terrain) This flag has been superseded by the JSON entries connect_group and connects_to, but is retained for backward compatibility.
  • CONSOLE Used as a computer.
  • CONTAINER Items on this square are hidden until looted by the player.
  • CURRENT This water is flowing.
  • DEEP_WATER This is water that can submerge the player.
  • DESTROY_ITEM Items that land here are destroyed. See also NOITEM.
  • DIFFICULT_Z Most zombies will not be able to follow you up this terrain (i.e a ladder).
  • DIGGABLE_CAN_DEEPEN Diggable location can be dug again to make deeper (e.g. shallow pit to deep pit).
  • DIGGABLE Digging monsters, seeding monster, digging with shovel, etc.
  • DONT_REMOVE_ROTTEN Plants contain a seed item which must not be removed under any circumstances.
  • DOOR Can be opened (used for NPC path-finding).
  • EASY_DECONSTRUCT Player can deconstruct this without tools.
  • ELEVATOR Terrain with this flag will move player, NPCs, monsters, and items up and down when player activates nearby elevator controls.
  • EMPTY_SPACE Terrain 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_ABOVE Furniture can be e examined from a ledge above. If deployed furniture is taken down it will be placed on the ledge.
  • FIRE_CONTAINER Stops fire from spreading (brazier, wood stove, etc).
  • FISHABLE You can try to catch fish here.
  • FLAMMABLE_ASH Burns to ash rather than rubble.
  • FLAMMABLE_HARD Harder to light on fire, but still possible.
  • FLAMMABLE Can be lit on fire.
  • FLAT_SURF Furniture or terrain with a flat hard surface (e.g. table but not chair; tree stump, etc.).
  • FLAT Player can build and move furniture on.
  • FORAGE_HALLU This item can be found with the HIDDEN_HALLU flag when found through foraging.
  • FORAGE_POISION This item can be found with the HIDDEN_POISON flag when found through foraging.
  • FRESH_WATER Source of fresh water. Will spawn fresh water (once) on terrains with SPAWN_WITH_LIQUID flag.
  • GOES_DOWN Can use > to go down a level.
  • GOES_UP Can use < to go up a level.
  • GROWTH_HARVEST This plant is ready for harvest.
  • GROWTH_MATURE This plant is in a mature stage of a growth.
  • GROWTH_SEEDLING This plant is in its seedling stage of growth.
  • HARVESTED Marks the harvested version of a terrain type (e.g. harvesting an apple tree turns it into a harvested tree, which later becomes an apple tree again).
  • HIDE_PLACE Creatures on this tile can’t be seen by creatures not standing on adjacent tiles.
  • INDOORS Has a roof over it; blocks rain, sunlight, etc.
  • LADDER This piece of furniture that makes climbing easy.
  • LIQUIDCONT Furniture that contains liquid, allows for contents to be accessed in some checks even if SEALED.
  • LIQUID Terrain is liquid (e.g. water, lava, etc.), blocking movement without being a wall.
  • LOCKED Is locked, requiring either external control or lockpicking to open.
  • MINEABLE Can be mined with a pickaxe/jackhammer.
  • MOUNTABLE Suitable for guns with the MOUNTED_GUN flag.
  • NANOFAB_TABLE This is a nanofabricator, and it can generate items out of specific blueprints. Hardcoded
  • NOCOLLIDE Feature that simply doesn’t collide with vehicles at all.
  • NOITEM Items cannot be added here but may overflow to adjacent tiles. See also DESTROY_ITEM.
  • NO_FLOOR Things should fall when placed on this tile.
  • NO_FLOOR_WATER This tile has no floor, but there is water so it doesn’t free fall.
  • NO_PICKUP_ON_EXAMINE Examining this tile (e by default) won’t open Pick Up menu even if there are items here.
  • NO_SCENT This tile cannot have scent values, which prevents scent diffusion through this tile.
  • NO_SELF_CONNECT This terrain won’t use multitile texture, and will always looks like a separate unit.
  • NO_SHOOT Terrain with this flag cannot be damaged by ranged attacks, and ranged attacks will not pass through it.
  • NO_SIGHT Creature on this tile have their sight reduced to one tile.
  • NO_SPOIL Items placed in this tile do not spoil.
  • OPENCLOSE_INSIDE If it’s a door (with an ‘open’ or ‘close’ field), it can only be opened or closed if you’re inside.
  • PAINFUL May cause a small amount of pain.
  • PERMEABLE Permeable for gases.
  • PICKABLE This terrain/furniture could be picked with lockpicks.
  • PIT_FILLABLE This terrain can be filled with dirt like a shallow pit.
  • PLACE_ITEM Valid terrain for place_item() to put items on.
  • PLANTABLE This terrain or furniture can have seeds planted in it.
  • PLANT A ‘furniture’ that grows and fruits.
  • PLOWABLE Terrain can be plowed.
  • RAIL This is a railroad, railroad vehicles can use it to move.
  • RAMP_DOWN The end of a ramp that leads down, walking into this moves you one z-level down. Overrides WALL, while still displaying the tile as Impassable.
  • RAMP_END Technical flag for proper work of ramps mechanics.
  • RAMP_UP The end of a ramp that leads up, walking into this moves you one z-level up. Overrides WALL, while still displaying the tile as Impassable.
  • RAMP Can be used to move up a z-level.
  • REDUCE_SCENT Reduces scent diffusion (not total amount of scent in area); only works if also bashable.
  • ROAD Flat and hard enough to drive or skate (with rollerblades) on.
  • ROUGH May hurt the player’s feet.
  • RUBBLE Furniture behaves like rubble: it can be cleared by the CLEAR_RUBBLE item action. Can be applied to terrain, but it “clears up the nothing”.
  • RUG Enables the Remove Carpet Construction entry.
  • SEALED Can’t use e to retrieve items; must smash them open first.
  • SEEN_FROM_ABOVE Visible from a higher level (provided the tile above has no floor).
  • SHALLOW_WATER This is water that is not deep enough to submerge the player.
  • SHARP May do minor damage to players/monsters passing through it.
  • SHORT Feature too short to collide with vehicle protrusions (e.g. mirrors, blades).
  • SIGN_ALWAYS Shows a message to indicate nothing is written here and lets you add a message if examined without a signage/snippet present.
  • SIGN Show written message on examine.
  • SMALL_HIDE Small 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_PASSAGE This terrain or furniture is too small for large or huge creatures to pass through.
  • SPAWN_WITH_LIQUID This terrain will place liquid (once) on its own spawn. Type of liquid is defined by other flags. For example, it spawns fresh water via FRESH_WATER flag.
  • SUN_ROOF_ABOVE This furniture (terrain is not supported currently) has a “fake roof” above, that blocks sunlight. Special hack for #44421, to be removed later.
  • SUPPORTS_ROOF Used as a boundary for roof construction.
  • SUPPRESS_SMOKE Prevents smoke from fires; used by ventilated wood stoves, etc.
  • SWIMMABLE Player and monsters can swim through it.
  • THIN_OBSTACLE SPEAR attacks can go through this to hit something on the other side.
  • TINY Feature too short to collide with vehicle undercarriage. Vehicles drive over them with no damage, unless a wheel hits them.
  • TRANSLOCATOR Tile is a translocator gate, for purposes of the translocator examine action.
  • TRANSPARENT_FLOOR This terrain allows light to the z-level below.
  • TRANSPARENT Players and monsters can see through/past it. Also sets ter_t.transparent.
  • TRANSLUCENT Player and monsters can’t see through/past it, but it can pass the light
  • UNSTABLE Walking here cause the bouldering effect on the character.
  • USABLE_FIRE This terrain or furniture counts as a nearby fire for crafting.
  • WALL This terrain is an upright obstacle. Used for fungal conversion, and also implies CONNECT_WITH_WALL.
  • WATER_CUBE This tile is water, used to check can you go up or down using additional flags.
  • WINDOW This 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_WALL This terrain is a wall with electric wires inside. Allows the Reveal wall wirings construction.
  • WORKOUT_ARMS This furniture is for training your arms. Needed for checks like is_limb_broken().
  • WORKOUT_LEGS This furniture is for training your legs. Needed for checks like is_limb_broken().
  • Z_TRANSPARENT Allows the lower floor to be rendered.

Fungal Conversions Only

  • FLOWER This furniture is a flower.
  • FUNGUS Fungal covered.
  • ORGANIC This furniture is partly organic.
  • SHRUB This terrain is a shrub.
  • TREE This terrain is a tree.
  • YOUNG This terrain is a young tree.

Furniture Only

  • ACTIVE_GENERATOR This furniture is considered to be an active power source for the purpose of certain monster special attacks (e.g. milspec searchlight’s SEARCHLIGHT).
  • 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_AIR Don’t warn when this furniture is placed on t_open_air or similar ‘open air’ terrains which lack a floor.
  • AMMOTYPE_RELOAD Furniture reloads by ammotype so player can choose from more than one fuel type.
  • AUTODOC This furniture can be an Autodoc console, it also needs the autodoc examine action.
  • AUTODOC_COUCH This furniture can be a couch for a furniture with the autodoc examine action.
  • BLOCKSDOOR This will boost map terrain’s resistance to bashing if str_*_blocked is set (see map_bash_info).
  • BRIDGE If this furniture is placed over water tiles, it prevents player from becoming wet.
  • FLOATS_IN_AIR If this furniture is placed over open air it won’t fall.

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_FIRE This item would be activated if dropped on a tile with fire.
  • ALLERGEN_MILK This item contain milk, which make it inedible for person with lactose intolerance.
  • ANIMAL_PRODUCT This 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_TASTE This comestible gives -5 to taste, that can’t be covered through cooking.
  • BANK_NOTE_SHAPED This item fits into the folded sleeve of wallets, like a bank note.
  • BANK_NOTE_STRAP_SHAPED This item fits into pockets intended for money straps (like a cash register).
  • BATTERY_HEAVY This item is a tool battery, and can be put in pockets that have tool battery restriction.
  • BATTERY_LIGHT This item is a light battery, and can be put in pockets that have light battery restriction.
  • BATTERY_MEDIUM This item is a medium battery, and can be put in pockets that have medium battery restriction.
  • BATTERY_ULTRA_LIGHT This item is an ultra light battery, and can be put in pockets that have ultra light battery restriction.
  • BIONIC_ARMOR_INTERFACE This bionic can provide power to powered armor.
  • BIONIC_FUEL_SOURCE Contents of this item is used for fueling bionics.
  • BIONIC_NPC_USABLE Safe CBMs that NPCs can use without extensive NPC rewrites to utilize toggle CBMs.
  • BIONIC_POWER_SOURCE This bionic is a source of bionic power.
  • BIONIC_SLEEP_FRIENDLY This bionic won’t provide a warning if the player tries to sleep while it’s active.
  • BIONIC_TOGGLED This bionic only has a function when activated, instead of causing its effect every turn.
  • BIONIC_WEAPON_MELEE This weapon is bionic melee, used for different checks in EOCs.
  • BIRD Food that only player with BIRD threshold mutation can eat. See also INEDIBLE.
  • BURNOUT You can visually inspect how much it is burned out (candle, torch).
  • CALORIES_INTAKE This item allows you to see detailed info about your calories intake for today and tomorrow in consuming menu. Can be used with CALORIES_INTAKE_TRACKER use_action, that shows the same info.
  • CAMERA_PRO This item is professional camera, and increase the quality of made photos.
  • CATTLE Food that only player with CATTLE threshold mutation can eat. See also INEDIBLE.
  • CBM This item is CBM, and works respectively.
  • COIN_SHAPED This item is shaped like a coin and fits into the coin purse of a wallet.
  • COLLAPSE_CONTENTS This item has its content hidden by default, and you need to manually reveal it using > show/hide content button.
  • CONDUCTIVE Item is considered as conducting electricity, even if material it’s made of is non-conductive. Opposite of NONCONDUCTIVE.
  • COOP_CARD Gives you access to the artisans workshop.
  • CORPSE Flag used to spawn various human corpses during the mapgen.
  • CREDIT_CARD_SHAPED This item is shaped like a credit card and fits into the card slots of a wallet and similar pockets.
  • CRUTCHES Item with this flag helps characters not to fall down if their legs are broken.
  • CUSTOM_EXPLOSION Flag, automatically applied to items that has defined explosion data in definition. See JSON_INFO.md.
  • CUT_HARVEST You need a grass-cutting tool like sickle to harvest this plant.
  • DANGEROUS NPCs will not accept this item. Explosion iuse actor implies this flag. Implies NPC_THROW_NOW.
  • DETERGENT This item can be used as a detergent in a washing machine.
  • DISCOUNT_VALUE_1 This item gives a small discount for fuel, bought in automated gas console.
  • DISCOUNT_VALUE_2 This item gives an average discount for fuel, bought in automated gas console.
  • DISCOUNT_VALUE_3 This item gives a big discount for fuel, bought in automated gas console.
  • DROP_ACTION_ONLY_IF_LIQUID Cause drop_action only if item in liquid phase.
  • DURABLE_MELEE Item is made to hit stuff and it does it well, so it’s considered to be a lot tougher than other weapons made of the same materials.
  • ELECTRONIC This item contain sensitive electronics which can be fried by nearby EMP blast.
  • FAKE_MILL Item is a fake item, to denote a partially milled product by @ref Item::process_fake_mill, where conditions for its removal are set.
  • FAKE_SMOKE Item is a fake item generating smoke, recognizable by @ref item::process_fake_smoke, where conditions for its removal are set.
  • FELINE Food that only player with FELINE threshold mutation can eat. See also INEDIBLE.
  • FIREWOOD This item can serve as a firewood. Items with this flag are sorted out to “Loot: Wood” zone.
  • FLAMING This item is on fire, you deal additional fire damage using it.
  • FRAGILE_MELEE Fragile items that fall apart easily when used as a weapon due to poor construction quality and will break into components when broken.
  • FRESH_GRAIN This item is fresh-cut grain, and can be dried in a stook.
  • GASFILTER_MED This is a medium size gas filter cartridge, that is used as magazine for various gasmasks.
  • GASFILTER_SM This is a small size gas filter cartridge, that is used as magazine for various gasmasks.
  • GAS_DISCOUNT Discount cards for the automated gas stations.
  • GAS_TANK This item can store gases.
  • GEMSTONE This is a gemstone, and you can put it in some jewelry.
  • HARD Override item checks to be hard, rigid and uncomfortable without padding. Opposite of SOFT.
  • HELMET_HEAD_ATTACHMENT This item can be attached to hard hat; Currently used only for flashlights.
  • HURT_WHEN_WIELDED Weapon deal damage to your right arm (or to both if weapon is two-handed), equal it’s damage.
  • INDUSTRIAL_CARD Used in industrial ID cards to open industrial card reader t_card_industrial.
  • IRREPLACEABLE_CONSUMABLE This item will grow in price the longer cataclysm goes. Currently not used.
  • IS_PET_ARMOR Is armor for a pet monster, not armor for a person.
  • ITEM_BROKEN Item was broken and won’t activate anymore.
  • JAVELIN This item is javelin, and can be put into javelin bag.
  • LEAK_ALWAYS Leaks (may be combined with RADIOACTIVE).
  • LEAK_DAM Leaks when damaged (may be combined with RADIOACTIVE).
  • LUPINE Food that only player with LUPINE threshold mutation can eat (like dog food). See also INEDIBLE.
  • MC_MOBILE, MC_HAS_DATA Memory card related flags, see einktabletpc and camera related functions.
  • METHANOL_TANK This item is methanol tank, and is used as magazine for various methanol-powered tools.
  • MILITARY_CARD Used in military ID cards to open military card reader t_card_military.
  • MISSION_ITEM This item’s chance to spawn isn’t affected by world item spawn scaling factor.
  • MOP This item could be used to mop up spilled liquids like blood or water.
  • MOUSE Food that only player with MOUSE threshold mutation can eat. See also INEDIBLE.
  • MUNDANE This 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_action of "type": "cast_spell" can use this feature separately, using boolean "mundane": true.
  • MUTAGEN_SAMPLE This item is mutagen sample, and show Used in the creation of mutagenic drugs message in the item description.
  • NANOFAB_REPAIR This item can be repaired using nanofabricator.
  • NANOFAB_TEMPLATE This item is nanofabricator template, and can use related syntax.
  • NEEDS_UNFOLD Has an additional time penalty upon wielding. For melee weapons and guns this is offset by the relevant skill. Stacks with SLOW_WIELD.
  • NO_CLEAN this item is impossible to clean.
  • NO_PACKED This item is not protected against contamination and won’t stay sterile. Only applies to CBMs.
  • NO_REPAIR Prevents repairing of this item even if otherwise suitable tools exist.
  • NO_SALVAGE Item cannot be broken down through a salvage process. Best used when something should not be able to be broken down (i.e. base components like leather patches).
  • NO_STERILE This item is not sterile. Only applies to CBMs.
  • NPC_ACTIVATE NPCs can activate this item as an alternative attack. Currently done by throwing it right after activation. BOMB implies this.
  • NPC_ALT_ATTACK Shouldn’t be set directly. Implied by NPC_ACTIVATE and NPC_THROWN.
  • NPC_SAFE NPC will consume this item if you give them, no matter of it’s trust about you.
  • NPC_THROWN NPCs will throw this item (without activating it first) as an alternative attack.
  • NPC_THROW_NOW NPCs will try to throw this item away, preferably at enemies. Implies TRADER_AVOID and NPC_THROWN.
  • OLD_CURRENCY Paper bills and coins that used to be legal tender before the Cataclysm and may still be accepted by some automated systems.
  • PALS_LARGE This item can be attached to MOLLE straps, and it will consume 3 slots.
  • PALS_MEDIUM This item can be attached to MOLLE straps, and it will consume 2 slots.
  • PALS_SMALL This item can be attached to MOLLE straps, and it will consume 1 slot.
  • PAPER_SHAPED This item is shaped in form of thin paper sheet, and can be stored in leather journal.
  • PERFECT_LOCKPICK Item is a perfect lockpick. Takes only 5 seconds to pick a lock and never fails, but using it grants only a small amount of lock picking xp. The item should have LOCKPICK quality of at least 1.
  • PLANTABLE_SEED This item is a seed, and you can plant it.
  • PRESERVE_SPAWN_OMT This item will store the OMT that it spawns in, in the spawn_location_omt item var.
  • PROVIDES_TECHNIQUES This item will provide martial arts techniques when worn/in the character’s inventory, in addition to those provided by the weapon and martial art.
  • PSEUDO Used internally to mark items that are referred to in the crafting inventory but are not actually items. They can be used as tools, but not as components. Implies TRADER_AVOID.
  • RABBIT Food that only player with RABBIT threshold mutation can eat. See also INEDIBLE.
  • RADIOACTIVE Is radioactive (can be used with LEAK_*).
  • RADIO_INVOKE_PROC This item can receive a signal, that will make it detonate.
  • RAD_DETECT This item is a radiation badge, and can print it’s change in color depending on radiation level around the player. Hardcoded.
  • RAIN_PROTECT Protects from sunlight and from rain when wielded.
  • RAT Food that only player with RAT threshold mutation can eat. See also INEDIBLE.
  • REBREATHER_CART This is a rebreather cartridge, and is used as magazine for various rebreather masks.
  • REBREATHER If you wear this item, your oxygen won’t fall lower than 12 (default is ~50).
  • REDUCED_BASHING Gunmod flag; reduces the item’s bashing damage by 50%.
  • REDUCED_WEIGHT Gunmod 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 properties
  • REQUIRES_TINDER Requires tinder to be present on the tile this item tries to start a fire on.
  • ROBOFAC_ROBOT_MEDIUM This item is a medium-size Hub 01 drone, and you can store it in specific slot in drone-tech harness.
  • ROBOFAC_ROBOT_SMALL This item is a small-size Hub 01 drone, and you can store it in specific slot in drone-tech harness.
  • SCIENCE_CARD_MAINTENANCE_BLUE
  • SCIENCE_CARD_MAINTENANCE_BLUE
  • SCIENCE_CARD_MAINTENANCE_GREEN
  • SCIENCE_CARD_MAINTENANCE_YELLOW
  • SCIENCE_CARD_MEDICAL_RED
  • SCIENCE_CARD_MUTAGEN_CYAN
  • SCIENCE_CARD_MUTAGEN_GREEN
  • SCIENCE_CARD_MUTAGEN_PINK
  • SCIENCE_CARD_MU_UNIVERSAL
  • SCIENCE_CARD_SECURITY_BLACK
  • SCIENCE_CARD_SECURITY_MAGENTA
  • SCIENCE_CARD_SECURITY_YELLOW
  • SCIENCE_CARD_TRANSPORT_1
  • SCIENCE_CARD_VISITOR This and above are used to open related doors in TCL.
  • SHEATH_BOW This item can fit into bow sling.
  • SHEATH_SPEAR This item can be attached to spear strap.
  • SINGLE_USE This 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_CONTAINER This item allows sleep aids inside of it to help in sleeping (e.g. a pillowcase).
  • SLEEP_AID This item helps in sleeping.
  • SLEEP_IGNORE This item is not shown as before-sleep warning.
  • SLOW_WIELD Has an additional time penalty upon wielding. For melee weapons and guns this is offset by the relevant skill. Stacks with NEEDS_UNFOLD.
  • SOFT Override item checks to be soft, not rigid and comfortable. Opposite of HARD.
  • SOLARPACK_ON This item is turned on solar backpack, and can charge different stuff if under the sun.
  • SPAWN_ACTIVE This item always spawn active, no need to activate it manually.
  • SPLINT This item is splint, when worn on broken body part, it slowly mend it.
  • STRICT_HUMANITARIANISM Flag, automatically applied to food, if it was cooked from demihuman meat, and allow a different food interactions in names.
  • TACK Item can be used as tack for a mount.
  • TANGLE When this item is thrown, and hits a target, it has a chance to tangle them up and immobilize them.
  • TARDIS Container 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_UP Item can be used to tie up a creature.
  • TINDER This item can be used as tinder for lighting a fire with a REQUIRES_TINDER flagged firestarter.
  • TOBACCO This item is a lit cigar or cigarette, and gives smoking effect when you wear it.
  • TOURNIQUET This item is tourniquet, it temporarily reduces bleed intensity and increases your effective compression limit.
  • TOW_CABLE This item is a tow cable, and allow towing the vehicle.
  • TRADER_AVOID NPCs will not start with this item. Use this for active items (e.g. flashlight (on)), dangerous items (e.g. active bomb), fake items or unusual items (e.g. unique quest item).
  • TRADER_KEEP_EQUIPPED NPCs will only trade this item if they aren’t currently wearing or wielding it.
  • TRADER_KEEP NPCs will not trade this item away under any circumstances.
  • TWO_WAY_RADIO this items is two-way radio, and work accordingly.
  • UNBREAKABLE_MELEE Never gets damaged when used as melee weapon.
  • UNBREAKABLE This item can not be damaged, be that directly, while worn as armor, or when used as a melee weapon.
  • UNRECOVERABLE Cannot be recovered from a disassembly.
  • USE_POWER_WHEN_HIT This armor consume energy when you got hit, equal to damage that was dealt (energy consuming happen before the armor mitigation).
  • WATER_BREAK_ACTIVE Item can get wet and is broken in water if active.
  • WATER_BREAK Item is broken in water.
  • WATER_DISSOLVE Item is dissolved in water.
  • ZERO_WEIGHT Normally 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.

  • BACKBLAST Causes a small explosion behind the person firing the weapon. Currently not implemented?
  • BIPOD Handling bonus only applies on MOUNTABLE map/vehicle tiles. Does not include wield time penalty (see SLOW_WIELD).
  • BRASS_CATCHER This gunmod is brass catcher, and can store all casing you shoot.
  • CHOKE This gunmod is a choke, and it prevent you from shooting slugs.
  • COLLAPSED_STOCK Decrease the length of the gun for 20 cm. Same as FOLDED_STOCK. Currently not working.
  • COLLAPSIBLE_STOCK Reduces weapon volume proportional to the base size of the gun (excluding any mods). Does not include wield time penalt. See also NEEDS_UNFOLD.
  • CONSUMABLE Makes a gunpart have a chance to get damaged depending on ammo fired, and definable fields ‘consume_chance’ and ‘consume_divisor’.
  • DISABLE_SIGHTS Prevents use of the base weapon sights.
  • EASY_CLEAN This weapon is relatively simple, and you spend half as time to clean and lube it.
  • FIRE_TWOHAND Gun can only be fired if player has two free hands.
  • FOLDED_STOCK Decrease the length of the gun for 20 cm. Same as COLLAPSED_STOCK.
  • INSTALL_DIFFICULT This gunmod is difficult to install, and potentially you can damage your gun if you fail.
  • IRREMOVABLE Makes so that the gunmod cannot be removed.
  • IS_ARMOR This gunmod can use armor syntax and can be worn (same as weapon you install this mod).
  • LASER_SIGHT This 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_BAT This is an exotic battery designed to power military mechs.
  • MOUNTED_GUN Gun can only be used on terrain / furniture with the MOUNTABLE flag.
  • NO_TURRET Prevents generation of a vehicle turret prototype for this gun.
  • NO_UNLOAD Cannot be unloaded.
  • PRIMITIVE_RANGED_WEAPON Allows using non-gunsmith tools to repair (but not reinforce) it.
  • PUMP_ACTION Gun has rails on its pump action, allowing to install only mods with PUMP_RAIL_COMPATIBLE flag on underbarrel slot.
  • PUMP_RAIL_COMPATIBLE Mod can be installed on underbarrel slot of guns with rails on their pump action.
  • RELOAD_AND_SHOOT Firing automatically reloads and then shoots.
  • RELOAD_EJECT Ejects shell from gun on reload instead of when fired.
  • RELOAD_ONE Only reloads one round at a time.
  • REMOVED_STOCK Decrease the length of the gun for 26 cm. Applied when you saw off the stock.
  • STR_DRAW Range with this weapon is reduced unless character has at least twice the required minimum strength.
  • STR_RELOAD Reload speed is affected by strength.
  • UNDERWATER_GUN Gun is optimized for usage underwater, performs badly outside of water.
  • WATERPROOF_GUN Gun does not rust and can be used underwater.
  • WONT_TRAIN_MARKSMANSHIP Shooting this gun won’t train your marksmanship.

Firing modes

  • MELEE Melee attack using properties of the gun or auxiliary gunmod.
  • NPC_AVOID NPCs will not attempt to use this mode.

Gun faults

  • BAD_CYCLING 1/16 chance that the gun fails to cycle when fired resulting in fault_gun_chamber_spent fault.
  • BLACKPOWDER_FOULING_DAMAGE Causes the gun to take random acid damage over time.
  • NEEDS_NO_LUBE Gun doesn’t need lube to work properly. Unaffected by the UNLUBRICATED fault.
  • NEVER_JAMS Never malfunctions. Unaffected by the JAMMED_GUN fault.
  • NO_DIRTYING Prevents the gun from receiving fault_gun_dirt fault.
  • NON_FOULING Gun does not become dirty or blackpowder fouled.
  • JAMMED_GUN Stops burst fire. Adds delay on next shot.
  • UNLUBRICATED Randomly causes screeching noise when firing and applies damage when that happens.

Magazines

  • MAG_BULKY Can be stashed in an appropriate oversize ammo pouch (intended for bulky or awkwardly shaped magazines).
  • MAG_COMPACT Can be stashed in an appropriate ammo pouch (intended for compact magazines).
  • MAG_DESTROY Magazine is destroyed when the last round is consumed (intended for ammo belts). Has precedence over MAG_EJECT.
  • MAG_EJECT Magazine is ejected from the gun/tool when the last round is consumed.
  • SPEEDLOADER Acts like a magazine, except it transfers rounds to the emptied target gun or magazine instead of being inserted into it.
  • SPEEDLOADER_CLIP Acts like a SPEEDLOADER, 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_block Road block made by bandits from tree logs, caltrops, or nailboards.
  • mx_burned_ground Fire has ravaged this place.
  • mx_point_burned_ground Fire has ravaged this place (partial application).
  • mx_casings Several types of spent casings (solitary, groups, entire overmap tile).
  • mx_city_trap A spinning blade trap with a loudspeaker to attract zombies.
  • mx_clay_deposit A small surface clay deposit.
  • mx_clearcut All trees become stumps.
  • mx_collegekids Corpses and items.
  • mx_corpses Up to 5 corpses with everyday loot.
  • mx_crater Crater formed using a bomb.
  • mx_drugdeal Corpses and some drugs.
  • mx_dead_vegetation Kills all plants (e.g. aftermath of acid rain).
  • mx_point_dead_vegetation Kills all plants (e.g. aftermath of acid rain) (partial application).
  • mx_exocrash_1 Area of glassed sand created by a crashed pod of space travelers. Populated by zomborgs.
  • mx_exocrash_2 Area of glassed sand created by a crashed pod of space travelers. Populated by zomborgs.
  • mx_fallen_shed A collapsed shed.
  • mx_grove All trees and shrubs become a single species of tree.
  • mx_grass A meadow with tall grass.
  • mx_grass_2 A meadow with tall grass.
  • mx_grave A grave in the open field, with a corpse and some everyday loot.
  • mx_helicopter Metal wreckage and some items.
  • mx_house_spider A house with wasps, dermatiks, and walls converted to paper.
  • mx_house_wasp A house with spiders, webs, eggs and some rare loot.
  • mx_jabberwock A chance of a jabberwock.
  • mx_looters Up to 5 bandits spawn in the building.
  • mx_marloss_pilgrimage A sect of people worshiping fungaloids.
  • mx_mass_grave Mass grave with zombies and everyday loot.
  • mx_mayhem Several types of road mayhem (firefights, crashed cars etc).
  • mx_military Corpses and some military items.
  • mx_minefield A military roadblock at the entry of the bridges with landmines scattered in the front of it.
  • mx_nest_dermatik Dermatik nest.
  • mx_nest_wasp Wasp nest.
  • mx_null No special at all.
  • mx_pond A small pond.
  • mx_pond_forest A small basin.
  • mx_pond_forest_2 A small basin.
  • mx_pond_swamp A small bog.
  • mx_pond_swamp_2 A small bog.
  • mx_portal_in Another portal to neither space.
  • mx_portal Portal to neither space, with several types of surrounding environment.
  • mx_prison_bus Prison bus with zombie cops and zombie prisoners.
  • mx_prison_van Traces of a violent escape near a prison van.
  • mx_reed Extra water vegetation.
  • mx_roadblock Roadblock furniture with turrets and some cars.
  • mx_roadworks Partially closed damaged road with chance of work equipment and utility vehicles.
  • mx_science Corpses and some scientist items.
  • mx_shrubbery All trees and shrubs become a single species of shrub.
  • mx_spider A big spider web, complete with spiders and eggs.
  • mx_supplydrop Crates with some military items in it.
  • mx_Trapdoor_spider_den A spider spawning out of nowhere.
  • mx_trees A small chunk of forest with puddles with fresh water.
  • mx_trees_2 A small chunk of forest with puddles with fresh water.
  • mx_shia A chance of Shia, if the Crazy Cataclysm mod is enabled.
  • mx_shia A chance of Jackson, if the Crazy Cataclysm mod is enabled.

Material Phases

  • GAS
  • LIQUID
  • NULL
  • PLASMA
  • SOLID

Melee

Melee flags are fully compatible with tool flags, and vice versa.

  • ALLOWS_BODY_BLOCK Allows 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_TWOHAND Item is always wielded with two hands. Without this, the items volume and weight are used to calculate this.
  • BIONIC_WEAPON Cannot wield this item normally. It has to be attached to a bionic and equipped through activation of the bionic.
  • DIAMOND Diamond coating adds 30% bonus to cutting and piercing damage.
  • MESSY Creates more mess when pulping.
  • NO_CVD Item can never be used with a CVD machine.
  • NO_RELOAD Item can never be reloaded (even if has a valid ammo type).
  • NO_UNWIELD Cannot unwield this item. Fake weapons and tools wielded from bionics will automatically have this flag added.
  • NONCONDUCTIVE Item 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 of CONDUCTIVE.
  • POLEARM Item is clumsy up close and does 70% of normal damage against adjacent targets. Should be paired with REACH_ATTACK. Simple reach piercing weapons like spears should not get this flag.
  • REACH_ATTACK Allows performing a melee attack on 2-tile distance.
  • REACH3 Allows performing a melee attack on 3-tile distance.
  • SHEATH_AXE Item can be sheathed in an axe sheath.
  • SHEATH_GOLF Item can be sheathed in a golf bag.
  • SHEATH_KNIFE Item can be sheathed in a knife sheath, it’s applicable to small/medium knives (with volume not bigger than 2).
  • SHEATH_SWORD Item can be sheathed in a sword scabbard.
  • SPEAR When making reach attacks intervening THIN_OBSTACLE terrain is not an obstacle. Should be paired with REACH_ATTACK.
  • UNARMED_WEAPON Fighting while wielding this item still counts as unarmed combat.
  • WHIP Has a chance of disarming the opponent.

Monsters

Used to describe monster characteristics and set their properties and abilities.

  • ACIDPROOF Immune to acid.
  • ACIDTRAIL Leaves a trail of acid.
  • ACID_BLOOD Makes monster bleed acid. Does not automatically dissolve in a pool of acid on death.
  • ALL_SEEING Can see every creature within its vision (highest of day/night vision counts) on the same z-level.
  • ALWAYS_SEES_YOU This monster always knows where the avatar is.
  • ALWAYS_VISIBLE This monster can always be seen regardless of line of sight or light level.
  • ANIMAL Is an animal for purposes of the Animal Empathy trait.
  • AQUATIC Confined to water.
  • ARTHROPOD_BLOOD Forces monster to bleed hemolymph.
  • ATTACKMON Attacks other monsters regardless of faction relations when pathing through their space.
  • ATTACK_LOWER Even though this monster is large in size it can’t attack upper limbs.
  • ATTACK_UPPER Even though this monster is small in size it can attack upper limbs.
  • BADVENOM Attack may severely poison the player.
  • BASHES Bashes down doors.
  • BILE_BLOOD Makes monster bleed bile.
  • BIOLOGICALPROOF Immune to biological damage.
  • BORES Tunnels through just about anything (15x bash multiplier e.g. dark wyrms’ bash skill 12 -> 180).
  • CAMOUFLAGE 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 of vision_day and vision_night ranges.
  • CANPLAY This creature can be played with if it’s a pet.
  • CAN_BE_CULLED This animal can be culled if it’s a pet.
  • CAN_DIG Will dig on any diggable terrain the same way DIGS does, however, will walk normally over non-diggable terrain.
  • CAN_OPEN_DOORS Can open doors on its path.
  • CLIMBS Can climb over fences or similar obstacles quickly.
  • COLDPROOF Immune to cold damage.
  • COMBAT_MOUNT This mount has better chance to ignore hostile monster fear.
  • CONSOLE_DESPAWN Despawns when a nearby console is properly hacked.
  • CONVERSATION This monster can engage in conversation. Will need to have chat_topics as well.
  • CORNERED_FIGHTER This creature will stop fleeing and fight back if enemies pursue it into melee range.
  • DORMANT This monster will be revived by dormant corpse traps.
  • DEADLY_VIRUS This monster can inflict the zombie_virus effect. Used by the Dark Days of the Dead and Deadly Zombie Virus mods.
  • DESTROYS Bashes down walls and more (2.5x bash multiplier, where base is the critter’s max melee bashing).
  • DIGS Digs through the ground. Will not travel through non-diggable terrain such as roads.
  • DOGFOOD Can be ordered to attack with a dog whistle.
  • DRIPS_GASOLINE Occasionally drips gasoline on move.
  • DRIPS_NAPALM Occasionally drips napalm on move.
  • DROPS_AMMO This monster drops ammo. Should not be set for monsters that use pseudo ammo.
  • EATS This creature has a stomach_size (defined in its monster json) which gets filled up when it eats, and digests food over time.
  • ELECTRIC_FIELD This 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.
  • ELECTRIC Shocks unarmed attackers.
  • ELECTRONIC Affected by EMP blasts and similar stuff (e.g. a robot).
  • FILTHY Any 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.
  • FIREPROOF Immune to fire.
  • FIREY Burns stuff and is immune to fire.
  • FISHABLE This monster can be fished.
  • FLAMMABLE Monster catches fire, burns, and spreads fire to nearby objects.
  • FLIES Can fly over open air without dropping z-level, over water, etc.
  • GOODHEARING Pursues sounds more than most monsters.
  • GRABS Its attacks may grab you!
  • GROUP_BASH Gets help from monsters around it when bashing, adding their strength together.
  • GROUP_MORALE More courageous when near friends.
  • GUILT_ANIMAL Killing 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_CHILD Killing 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_HUMAN Killing 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_OTHERS Killing 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.
  • HARDTOSHOOT It’s one size smaller for ranged attacks, no less than the TINY flag.
  • HAS_MIND Is sapient and capable of reason (mi-go, triffids, cyborgs, etc.). HUMAN assumes HAS_MIND.
  • HEARS It can hear you.
  • HIT_AND_RUN Flee for several turns after a melee attack.
  • HUMAN It’s a live human, as long as it’s alive.
  • ID_CARD_DESPAWN Despawns when a science ID card is used on a nearby console.
  • IMMOBILE Doesn’t move (e.g. turrets).
  • INSECTICIDEPROOF It’s immune to insecticide even though it’s made of bug flesh (“iflesh”).
  • INTERIOR_AMMO Monster contains ammo inside itself, no need to load on launch. Prevents ammo from being dropped on disable.
  • KEENNOSE Keen sense of smell.
  • KEEP_DISTANCE Monster will try to keep tracking_distance number of tiles between it and its current target.
  • LOUDMOVES Makes move noises as if ~2 sizes louder, even if flying.
  • MECH_DEFENSIVE This mech can protect you thoroughly when piloted.
  • MECH_RECON_VISION This mech grants you night-vision and enhanced overmap sight radius when piloted.
  • MILITARY_MECH Is a military-grade mech.
  • MILKABLE Produces milk when milked.
  • MIND_SEEING Can see any target that HAS_MIND and is not immune to telepathy out to 2/3rds of its daytime vision range or nighttime vision range, whichever is greater.
  • NEMESIS Tags Nemesis enemies for the HAS_NEMESIS mutation.
  • NEVER_WANDER This monster will never join wandering hordes.
  • NIGHT_INVISIBILITY Monster becomes invisible if it’s more than one tile away and the lighting on its tile is LL_LOW or less. Visibility is not affected by night vision.
  • NOGIB Does not leave gibs / meat chunks when killed with huge damage.
  • NOHEAD Headshots not allowed!
  • NOT_HALLUCINATION This monster does not appear while the player is hallucinating.
  • NO_BREATHE Creature can’t drown and is unharmed by gas, smoke or poison.
  • NO_BREED Creature doesn’t reproduce even though it has reproduction data. Useful when using copy-from to make child versions of adult creatures.
  • NO_FUNG_DMG This monster can’t be damaged by fungal spores and can’t be fungalized either.
  • NO_NECRO This monster can’t be revived by necros. It will still rise on its own.
  • NULL Source use only.
  • PACIFIST Monster will never do melee attacks. Useful for having them use grab without attacking the player.
  • PARALYZEVENOM This monster can apply paralyzepoison effect for 10 minutes.
  • PARALYZE Attack may paralyze the player with venom.
  • PATH_AVOID_DANGER This monster will path around some dangers instead of through them.
  • PATH_AVOID_FALL This monster will path around cliffs instead of off of them.
  • PATH_AVOID_FIRE This monster will path around heat-related dangers instead of through them.
  • PAY_BOT Creature can be turned into a pet for a limited time in exchange of e-money.
  • PET_HARNESSABLE Creature can be attached to a harness.
  • PET_MOUNTABLE Creature can be ridden or attached to a harness.
  • PET_WONT_FOLLOW This monster won’t follow the player automatically when tamed.
  • PHOTOPHOBIC Severely weakened if in light level >= 30 (within about 7 tiles of a full-strength flashlight) by applying photophobia effect.
  • PLASTIC Absorbs physical damage to a great degree.
  • POISON Poisonous to eat.
  • PRIORITIZE_TARGETS This monster will prioritize targets depending on their danger levels.
  • PUSH_MON Can push creatures out of its way.
  • PUSH_VEH Can push vehicles out of its way.
  • QUEEN When it dies, local populations start to die off too.
  • QUIETMOVES Makes move noises as if ~2 sizes smaller.
  • RANGED_ATTACKER Monster has any sort of ranged attack.
  • REVIVES_HEALTHY When revived, this monster has full hitpoints and speed.
  • REVIVES Monster corpse will revive after a short period of time.
  • RIDEABLE_MECH This monster is a mech suit that can be piloted.
  • SEES It can see you (and will run/follow).
  • SHEARABLE This monster can be sheared for wool.
  • SHORTACIDTRAIL Leaves an intermittent trail of acid. See also ACIDTRAIL.
  • SILENT_DISAPPEAR If this monster dissapear (left no corpse), the The %s disappears. message won’t be printed.
  • SILENTMOVES Makes no noise at all when moving.
  • SLUDGEPROOF Ignores the effect of sludge trails.
  • SLUDGETRAIL Causes the monster to leave a sludge trap trail when moving.
  • SMALLSLUDGETRAIL Causes the monster to occasionally leave a 1-tile sludge trail when moving.
  • SMALL_HIDER This small monster can hide under or behind furniture such as beds, refrigerators, and underbrush.
  • SMELLS It can smell you.
  • STUMBLES Stumbles in its movement.
  • STUN_IMMUNE This monster is immune to stun.
  • SUNDEATH Dies in full sunlight.
  • SWARMS Groups together and forms loose packs.
  • SWIMS Treats water as 50 movement point terrain.
  • VAMP_VIRUS This monster can inflict the vampire_virus effect. Used by Xedra Evolved mod.
  • VENOM Attack may poison the player.
  • WARM Warm blooded.
  • WATER_CAMOUFLAGE If 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 of vision_day and vision_night ranges. Can also make it harder to see in deep water or across z-levels if it is underwater and the viewer is not.
  • WEBWALK Doesn’t destroy webs and won’t get caught in them.

Anger, Fear and Placation Triggers

For more information about monster aggro, see MONSTERS.md.

  • FIRE Triggers if there’s a fire within 3 tiles, the strength of the effect equals 5 * the field intensity of the fire.
  • FRIEND_ATTACKED Triggers 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_DIED Triggers 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_SEEN Increases 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.
  • HURT Triggers when the monster is hurt, strength equals 1 + (damage / 3 ). Always triggers character aggro.
  • NULL Source use only?
  • PLAYER_CLOSE Triggers when a potential enemy is within 5 tiles range. Anger/fear trigger only. Triggers character aggro <anger>% of the time.
  • PLAYER_WEAK Strength = 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_BABY Increases 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.
  • SOUND Not 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 the GOODHEARING flag).
  • STALK Raises monster aggression by 1, triggers 20% of the time each turn if aggression > 5. Anger trigger only!
  • MATING_SEASON Increases 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

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

Death Functions

Previously hardcoded death functions have been mostly replaced by the death_function field.

  • BOOMER Explodes in vomit.
  • BROKEN Spawns a broken robot item. The monster’s id has the prefix mon_ replaced by broken_: mon_eyebot -> broken_eyebot.
  • DISAPPEAR Hallucination disappears.
  • FUNGUS Explodes 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.

  • AUTUMN
  • SPRING
  • SUMMER
  • WINTER

Time of day

Multiple time of day conditions will be combined together so that any of those conditions become valid time of day spawn times.

  • DAWN
  • DAY
  • DUSK
  • NIGHT

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

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

Overmap specials

  • BEE Location is related to bees. Used to classify location.
  • BLOB Location should “blob” outward from the defined location with a chance to be placed in adjacent locations.
  • CLASSIC Location is allowed when classic zombies are enabled.
  • DERMATIK Location is related to a dermatik infestation. Used to classify location.
  • FARM
  • FUNGAL Location is related to fungi. Used to classify location.
  • GLOBALLY_UNIQUE Location will only occur once per world. occurrences is overridden to define a percent chance (e.g. "occurrences" : [75, 100] is 75%).
  • OVERMAP_UNIQUE Location will only occur once per overmap. occurrences is overridden to define a percent chance (e.g. "occurrences" : [75, 100] is 75%).
  • LAKE Location is placed on a lake and will be ignored for placement if the overmap doesn’t contain any lake terrain.
  • MAN_MADE For location, created by human. Used by the Innawood mod.
  • MI-GO Location is related to mi-go.
  • SAFE_AT_WORLDGEN Location 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.
  • TRIFFID Location is related to triffids. Used to classify location.
  • URBAN
  • WILDERNESS Locations that have no road connection.

City buildings

  • CITY_UNIQUE Location will only occur once per city.

Overmap terrains

  • KNOWN_DOWN There’s a known way down.
  • KNOWN_UP There’s a known way up.
  • LINEAR For roads etc, which use ID_straight, ID_curved, ID_tee, ID_four_way.
  • NO_ROTATE The terrain can’t be rotated (ID_north, ID_east, ID_south, and ID_west instances will NOT be generated, just ID).
  • SHOULD_NOT_SPAWN The 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.
  • RIVER It’s a river tile.
  • SIDEWALK Has sidewalks on the sides adjacent to roads.
  • IGNORE_ROTATION_FOR_ADJACENCY When 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_PREDECESSOR Mapgen 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 the expects_predecessor feature.
  • LAKE Consider this location to be a valid lake terrain for mapgen purposes.
  • LAKE_SHORE Consider this location to be a valid lake shore terrain for mapgen purposes.
  • SOURCE_FUEL For NPC AI, this location may contain fuel for looting.
  • SOURCE_FOOD For NPC AI, this location may contain food for looting.
  • SOURCE_FARMING For NPC AI, this location may contain useful farming supplies for looting.
  • SOURCE_FABRICATION For NPC AI, this location may contain fabrication tools and components for looting.
  • SOURCE_GUN For NPC AI, this location may contain guns for looting.
  • SOURCE_AMMO For NPC AI, this location may contain ammo for looting.
  • SOURCE_BOOKS For NPC AI, this location may contain books for looting.
  • SOURCE_WEAPON For NPC AI, this location may contain weapons for looting.
  • SOURCE_FORAGE For NPC AI, this location may contain plants to forage.
  • SOURCE_COOKING For NPC AI, this location may contain useful tools and ingredients to aid in cooking.
  • SOURCE_TAILORING For NPC AI, this location may contain useful tools for tailoring.
  • SOURCE_DRINK For NPC AI, this location may contain drink for looting.
  • SOURCE_VEHICLES For NPC AI, this location may contain vehicles/parts/vehicle tools, to loot.
  • SOURCE_ELECTRONICS For NPC AI, this location may contain useful electronics to loot.
  • SOURCE_CONSTRUCTION For NPC AI, this location may contain useful tools/components for construction.
  • SOURCE_CHEMISTRY For NPC AI, this location may contain useful chemistry tools/components.
  • SOURCE_CLOTHING For NPC AI, this location may contain useful clothing to loot.
  • SOURCE_SAFETY For NPC AI, this location may be safe/sheltered and a good place for a base.
  • SOURCE_ANIMALS For NPC AI, this location may contain useful animals for farming/riding.
  • SOURCE_MEDICINE For NPC AI, this location may contain useful medicines for looting.
  • SOURCE_LUXURY For NPC AI, this location may contain valuable/feel-good items to sell/keep.
  • SOURCE_PEOPLE For NPC AI, this location may have other survivors.
  • RISK_EXTREME For 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_HIGH For NPC AI, this location is risky to visit. This is the minimum amount of risk for locations inside of a city.
  • RISK_LOW For 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_LOOT This is a place that may contain any of the above, but at a lower frequency, usually a house.

Recipes

  • ALLOW_ROTTEN Explicitly allow rotten components when crafting non-perishables.
  • BLIND_EASY Easy to craft with little to no light.
  • BLIND_HARD Possible to craft with little to no light, but difficult.
  • FULL_MAGAZINE Crafted or deconstructed items from this recipe will have fully-charged magazines.
  • NEED_FULL_MAGAZINE If this recipe requires magazines, it needs one that is full.
  • NO_RESIZE This clothes you crafted spawn unfitted
  • SECRET Not automatically learned at character creation time based on high skill levels.
  • AFFECTED_BY_PAIN 1 unit of pain decreases the speed of craft for 1%. Recommended to not use in vanilla recipes
  • NO_MANIP Manipulation score do not affect crafting this recipe
  • NO_BENCH Workbench bonus or penalty do not apply to this recipe
  • NO_ENCHANTMENT Enchantment (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_AMMO
  • CC_ARMOR
  • CC_CHEM
  • CC_DRINK
  • CC_ELECTRONIC
  • CC_FOOD
  • CC_MISC
  • CC_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_REQ Food 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_HORIZONTAL Causes the building recipe to mirror both the location and contents of the blueprint(s) used by the recipe.
  • MAP_MIRROR_VERTICAL Causes 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

  • BORDERED Initial start location is bordered by an enormous wall of solid rock.
  • CHALLENGE Game won’t choose this scenario in random game types.
  • CITY_START Scenario is available only when city size value in world options is more than 0.
  • FIRE_START Player starts the game with fire nearby.
  • HELI_CRASH Player starts the game with various limbs wounds.
  • LONE_START This scenario won’t spawn a fellow NPC on game start.
  • NO_BONUS_ITEMS This scenario prevent bonus items (such as inhalers with the ASTHMA trait) from being given to this profession
  • SUR_START Write Zombies nearby in the scenario info, doesn’t spawn monsters by itself (put close to LONE_START)

Profession

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

Starting Location

  • ALLOW_OUTSIDE Allows placing player outside of building, useful for outdoor start.
  • BOARDED Start in boarded building (windows and doors are boarded, movable furniture is moved to windows and doors).

Skills

Tags

  • combat_skill The skill is considered a combat skill. It’s affected by PACIFIST, PRED1, PRED2, PRED3, and PRED4 traits.
  • contextual_skill The skill is abstract, it depends on context (an indirect item to which it’s applied). Neither player nor NPCs can possess it.

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.

  • COLD Item is cold. See also EATEN_COLD.
  • DIRTY Item (liquid) was dropped on the ground and is now irreparably dirty.
  • FIELD_DRESS_FAILED Corpse was damaged by unskillful field dressing. Affects butcher results.
  • FIELD_DRESS Corpse was field dressed. Affects butcher results.
  • FIT Reduces encumbrance by one.
  • FROZEN Item is frozen solid (used by freezer).
  • HIDDEN_ITEM This item cannot be seen in AIM.
  • HOT Item is hot. See also EATEN_HOT.
  • IRRADIATED Item has been irradiated and will spoil at a much reduced rate.
  • LITCIG Marks a lit smoking item (cigarette, joint etc.).
  • MUSHY FREEZERBURN item was frozen and is now mushy and tasteless and will go bad after freezing again.
  • NO_PARASITES Invalidates parasites count set in food -> type -> comestible -> parasites
  • QUARTERED Corpse was quartered into parts. Affects butcher results, weight, volume.
  • REVIVE_SPECIAL Corpses revives when the player is nearby.
  • WARM A hidden flag used to track an item’s journey to/from hot, buffers between HOT and COLD.
  • WET Item 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.

Tools

Melee flags are fully compatible with tool flags, and vice versa.

  • ACT_ON_RANGED_HIT The item should activate when thrown or fired, then immediately get processed if it spawns on the ground.
  • ALLOWS_REMOTE_USE This item can be activated or reloaded from adjacent tile without picking it up.
  • BELT_CLIP The item can be clipped or hooked on to a belt loop of the appropriate size (belt loops are limited by their max_volume and max_weight properties).
  • BOMB It can be a remote controlled bomb.
  • CABLE_SPOOL This item is a spool of cable and must be processed as such. It should usually have a “link_up” iuse_action, which it has special behavior for.
  • CANNIBALISM The item is a food that contains human flesh, and applies all applicable effects when consumed.
  • CHARGEDIM If illuminated, light intensity fades with charge, starting at 20% charge left.
  • DIG_TOOL If wielded, digs thorough terrain like rock and walls, as player walks into them. If item also has POWERED flag, then it digs faster, but uses up the item’s ammo as if activating it.
  • FIRESTARTER Item will start fire with some difficulty.
  • FIRE Item will start a fire immediately.
  • HAS_RECIPE Used by the E-Ink tablet to indicate it’s currently showing a recipe.
  • IS_UPS Item is Unified Power Supply. Used in active item processing.
  • LIGHT_[X] Illuminates the area with light intensity [X] where [X] is an intensity value (e.g. LIGHT_4 or LIGHT_100). Note: this flags sets itype::light_emission field and then is removed (can’t be found using has_flag).
  • MAGICAL Causes magical effects or functions based on arcane principles. Currently used by iuse::robotcontrol to determine if the hacking device is a computer (and thus has a screen that must be read etc).
  • NO_DROP Item should never exist on map tile as a discrete item (must be contained by another item).
  • NO_UNLOAD Cannot be unloaded.
  • POWERED If turned ON, item uses its own source of power, instead of relying on power of the user.
  • RADIOCARITEM Item can be put into a remote controlled car.
  • RADIOSIGNAL_1 Activated per radio signal 1.
  • RADIOSIGNAL_2 Activated per radio signal 2.
  • RADIOSIGNAL_3 Activated per radio signal 3.
  • RADIO_ACTIVATION Activated by a remote control (also requires RADIOSIGNAL_*).
  • RADIO_CONTAINER It’s a container of something that is radio controlled.
  • RADIO_MODABLE Indicates the item can be made into a radio-activated item.
  • RADIO_MOD The item has been made into a radio-activated item.
  • RECHARGE Gain charges when placed in a cargo area with a recharge station.
  • SAFECRACK This item can be used to unlock safes.
  • USES_BIONIC_POWER Allows item to use energy from player bionic power to satisfy its energy_drain. Tools can also consume bionic power instead of battery ammo.
  • USE_PLAYER_ENERGY Item with use_action that cast_spell consumes the specified base_energy_cost.
  • USE_UPS Allows item to use energy from UPS to satisfy its energy_drain. Tools can also consume UPS instead of battery ammo.
  • WATER_EXTINGUISH Is extinguishable in water or under precipitation. Converts items (requires reverts_to or use_action transform to be set).
  • WET Item is wet and will slowly dry off (e.g. towel).
  • WIND_EXTINGUISH This item will be extinguished by the wind.
  • WRITE_MESSAGE This 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_ACT Get rid of it, or you’ll end up like that guy in Robocop.
  • ACIDBOMB Pull the pin on an acid bomb.
  • AUTOCLAVE Sterilize one CBM by autoclaving it.
  • BELL Ring the bell.
  • BOLTCUTTERS Use your town key to gain access anywhere.
  • BREAK_STICK Breaks long branch into two.
  • C4 Arm the C4.
  • CAN_GOO Release a little blob buddy.
  • CAPTURE_MONSTER_ACT Capture and encapsulate a monster. The associated action is also used for releasing it.
  • CROWBAR Pry open doors, windows, man-hole covers and many other things that need prying.
  • DIG Clear rubble.
  • DIRECTIONAL_ANTENNA Find the source of a signal with your radio.
  • DIVE_TANK Use compressed air tank to breathe.
  • DOG_WHISTLE Dogs hate this thing; your dog seems pretty cool with it though.
  • DOLLCHAT That creepy doll just keeps on talking.
  • EXTINGUISHER Put out fires.
  • FIRECRACKER_ACT The saddest Fourth of July.
  • FIRECRACKER_PACK_ACT Keep the change you filthy animal.
  • FIRECRACKER_PACK Light an entire packet of firecrackers.
  • FIRECRACKER Light a singular firecracker.
  • FLASHBANG Pull the pin on a flashbang.
  • GEIGER Detect local radiation levels.
  • GRANADE_ACT Assaults enemies with source code fixes?
  • GRANADE Pull the pin on Granade.
  • GRENADE Pull the pin on a grenade.
  • HACKSAW Cut metal into chunks.
  • HAMMER Pry boards off of windows, doors and fences.
  • HEATPACK Activate the heatpack and get warm.
  • HEAT_FOOD Heat food around fires.
  • HOTPLATE Use the hotplate.
  • JACKHAMMER Bust down walls and other constructions.
  • JET_INJECTOR Inject some jet drugs right into your veins.
  • LAW Unpack the LAW for firing.
  • LIGHTSTRIP Activates the lightstrip.
  • LUMBER Cut logs into planks.
  • MAKEMOUND Make a mound of dirt.
  • MANHACK Activate a manhack.
  • MATCHBOMB Light the matchbomb.
  • MILITARYMAP Learn of local military installations, and show roads.
  • MININUKE Set the timer and run. Or hit with a hammer (not really).
  • MOLOTOV_LIT Throw it, but don’t drop it.
  • MOLOTOV Light the Molotov cocktail.
  • MOP Mop up the mess.
  • MP3_ON Turn the mp3 player off.
  • MP3 Turn the mp3 player on.
  • NOISE_EMITTER_OFF Turn the noise emitter on.
  • NOISE_EMITTER_ON Turn the noise emitter off.
  • NONE Do nothing.
  • PACK_CBM Put CBM in special autoclave pouch so that they stay sterile once sterilized.
  • PHEROMONE Makes zombies ignore you.
  • PICK_LOCK Pick a lock on a door. Speed and success chance are determined by skill, LOCKPICK item quality and PERFECT_LOCKPICK item flag.
  • PICKAXE Does nothing but berate you for having it (I’m serious).
  • PLACE_RANDOMLY This is very much like the flag in the manhack iuse, it prevents the item from querying the player as to where they want the monster unloaded to, and instead chooses randomly.
  • PORTABLE_GAME Play games.
  • PORTAL Create portal traps.
  • RADIO_OFF Turn the radio on.
  • RADIO_ON Turn the radio off.
  • RAG Stop the bleeding.
  • RESTAURANTMAP Learn of local eateries, and show roads.
  • ROADMAP Learn of local common points-of-interest and show roads.
  • SCISSORS Cut up clothing.
  • SEED Asks if you are sure that you want to eat the seed. As it is better to plant seeds.
  • SEW Sew clothing.
  • SHELTER Put up a full-blown shelter.
  • SHOCKTONFA_OFF Turn the shocktonfa on.
  • SHOCKTONFA_ON Turn the shocktonfa off.
  • SIPHON Siphon liquids out of vehicle.
  • SMOKEBOMB_ACT This may be a good way to hide as a smoker.
  • SMOKEBOMB Pull the pin on a smoke bomb.
  • SOLARPACK_OFF Fold solar backpack array.
  • SOLARPACK Unfold solar backpack array.
  • SOLDER_WELD Solder or weld items.
  • SPRAY_CAN Graffiti the town.
  • SURVIVORMAP Learn of local points-of-interest that can help you survive, and show roads.
  • TAZER Shock someone or something.
  • TELEPORT Teleport.
  • TORCH Light a torch.
  • TOURISTMAP Learn of local points-of-interest that a tourist would like to visit, and show roads.
  • TOWEL Dry your character using the item as towel.
  • TURRET Activate a turret.
  • WASH_ALL_ITEMS Wash items with FILTHY flag.
  • WASH_HARD_ITEMS Wash hard items with FILTHY flag.
  • WASH_SOFT_ITEMS Wash soft items with FILTHY flag.
  • WATER_PURIFIER Purify water.

Traps

  • AVATAR_ONLY Only the player character will trigger this trap.
  • CONVECTS_TEMPERATURE This trap convects temperature, like lava.
  • PIT This trap is a version of the pit terrain.
  • SONAR_DETECTABLE This trap can be identified with ground-penetrating SONAR.
  • UNCONSUMED If this trap is a spell type it will not be removed after activation.
  • UNDODGEABLE This trap can’t be dodged.

Vehicles

Fuel types

  • animal Beast of burden.
  • avgas I believe I can fly!
  • battery Electrifying.
  • biodiesel Homemade power.
  • coal_lump Good ol’ steampunk.
  • charcoal Good ol’ steampunk.
  • diesel Refined dino.
  • gasoline Refined dino.
  • jp8 Refined dino for military use.
  • lamp_oil Let there be light!
  • motor_oil Synthetic analogue of refined dino.
  • muscle I got the power!
  • plut_cell 1.21 Gigawatts!
  • wind Wind 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_PLANTER This planter doesn’t spill seeds and avoids damaging itself on non-diggable surfaces.
  • AIRCRAFT_REPAIRABLE_NOPROF Allows the player to safely remove part from an aircraft without any proficiency.
  • AISLE_LIGHT This part lightens up surroundings.
  • AISLE Player can move over this part with less speed penalty than normal.
  • ALTERNATOR Recharges batteries installed on the vehicle. Can only be installed on a part with E_ALTERNATOR flag.
  • ANCHOR_POINT Allows secure seatbelt attachment.
  • ANIMAL_CTRL Can harness an animal, need HARNESS_bodytype flag to specify bodytype of animal.
  • APPLIANCE This vehicle part is an appliance, and treated accordingly
  • ARCADE Allow player to play games when vehicle part is active
  • ARMOR Protects the other vehicle parts it’s installed over during collisions.
  • ATOMIC_LIGHT This part lightens up surroundings.
  • AUTOPILOT This part will enable a vehicle to have a simple autopilot.
  • BATTERY_MOUNT This part allows mounting batteries for quick change.
  • BED A bed where the player can sleep.
  • BEEPER Generates noise when the vehicle moves backward.
  • BELTABLE Seatbelt can be attached to this part.
  • BIKE_RACK_VEH Can be used to merge an adjacent single tile wide vehicle, or split a single tile wide vehicle off into its own vehicle.
  • BOARDABLE The player can safely move over or stand on this part while the vehicle is moving.
  • CAMERA_CONTROLThis part allows for using the camera system installed on a vehicle.
  • CAMERA Vehicle part which allows looking through the installed camera system.
  • CAPTURE_MONSTER_VEH Can be used to capture monsters when mounted on a vehicle.
  • CARGO_LOCKING This cargo area is inaccessible to NPCs. Can only be installed on a part with LOCKABLE_CARGO flag.
  • CARGO_PASSABLE Items stored in vehicle part with this flag won’t hinder passenger’s ability to fit in comfortably into a given tile.
  • CARGO Cargo holding area.
  • CHIMES Generates continuous noise when used.
  • CIRCLE_LIGHT Projects a circular radius of light when turned on.
  • CONE_LIGHT Projects a cone of light when turned on.
  • CONTROLS Can be used to control the vehicle.
  • CONTROL_ANIMAL These controls can only be used to control a vehicle pulled by an animal (e.g., reins and other tack).
  • COOLER There is a separate command to toggle this part.
  • COVERED Prevents items in cargo parts from emitting any light.
  • CTRL_ELECTRONIC Controls electrical and electronic systems of the vehicle.
  • CURTAIN Can be installed over a part flagged with WINDOW, and functions the same as blinds found on windows in buildings.
  • DISHWASHER Can be used to wash filthy non-soft items en masse.
  • DOME_LIGHT This part lightens up surroundings.
  • DOOR_LOCKING This is a lock that can be installed on a door. Can only be installed on a part with LOCKABLE_DOOR flag.
  • DOOR_MOTOR Can only be installed on a part with OPENABLE flag.
  • ENABLED_DRAINS_EPOWER Make vehicle part to require some energy to start it’s work. Requires epower field.
  • ENGINE Is an engine and contributes towards vehicle mechanical power.
  • EVENTURN Only on during even turns.
  • EXTRA_DRAG Tells the vehicle that the part exerts engine power reduction.
  • E_ALTERNATOR Is an engine that can power an alternator.
  • E_COLD_START Is an engine that starts much slower in cold weather.
  • E_COMBUSTION Is an engine that burns its fuel and can backfire or explode when damaged.
  • E_DIESEL_FUEL This vehicle part can burn diesel or JP8 (also biodiesel or kerosene, albeit less effective) from tank.
  • E_HEATER Is an engine and has a heater to warm internal vehicle items when on.
  • E_HIGHER_SKILL Is an engine that is more difficult to install as more engines are installed.
  • E_STARTS_INSTANTLY Is an engine that starts instantly, like food pedals.
  • FLAT_SURF Part with a flat hard surface (e.g. table).
  • FLUIDTANK Allow to store liquid in this part. Amount of liquid should be defined in item for this vehicle part.
  • FREEZER Can freeze items in below zero degrees Celsius temperature.
  • FRIDGE Can refrigerate items.
  • FUNNEL If installed over a vehicle tank, can collect rainwater during rains.
  • HALF_CIRCLE_LIGHT Projects a directed half-circular radius of light when turned on.
  • HANDHELD_BATTERY_MOUNT Same as BATTERY_MOUNT, but for handheld battery mount.
  • HARNESS_bodytype Replace bodytype with any to accept any type, or with the targeted type.
  • HORN Generates noise when used.
  • INITIAL_PART When starting a new vehicle via the construction menu, this vehicle part will be the initial part of the vehicle (if the used item matches the item required for this part). The items of parts with this flag are automatically added as component to the vehicle start construction.
  • INTERNAL Can only be installed on a part with CARGO flag.
  • LOCKABLE_CARGO Cargo containers that are able to have a lock installed.
  • LOCKABLE_DOOR Doors that are able to have a lock installed. (See DOOR_LOCKING)
  • MUFFLER Muffles the noise a vehicle makes while running.
  • MULTISQUARE Causes this part and any adjacent parts with the same ID to act as a singular part.
  • MUSCLE_ARMS Power of the engine with such flag depends on player’s strength (it’s less effective than MUSCLE_LEGS).
  • MUSCLE_LEGS Power of the engine with such flag depends on player’s strength.
  • NAILABLE Attached with nails.
  • NEEDS_BATTERY_MOUNT Part with this flag needs to be installed over part with BATTERY_MOUNT flag.
  • NEEDS_HANDHELD_BATTERY_MOUNT Same as NEEDS_BATTERY_MOUNT, but for handheld battery mount.
  • NEEDS_WHEEL_MOUNT_HEAVY Can only be installed on a part with WHEEL_MOUNT_HEAVY flag.
  • NEEDS_WHEEL_MOUNT_LIGHT Can only be installed on a part with WHEEL_MOUNT_LIGHT flag.
  • NEEDS_WHEEL_MOUNT_MEDIUM Can only be installed on a part with WHEEL_MOUNT_MEDIUM flag.
  • NEEDS_WINDOW Can only be installed on a part with WINDOW flag.
  • NO_INSTALL_HIDDEN Part can’t be installed by player and hidden in install menu (e.g. power cords, inflatable boat parts, summoned vehicle parts).
  • NO_INSTALL_PLAYER Part can’t be installed by player but visible in install menu (e.g. helicopter rotors).
  • NO_LEAK Causes a boat hull to float even when damaged.
  • NO_MODIFY_VEHICLE Installing 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_REPAIR Cannot be repaired.
  • NO_UNINSTALL Cannot be uninstalled.
  • OBSTACLE Cannot walk through part, unless the part is also OPENABLE.
  • ODDTURN Only on during odd turns.
  • ON_CONTROLS Can only be installed on a part with CONTROLS flag.
  • ON_ROOF Parts with this flag could only be installed on a roof (parts with ROOF flag).
  • OPAQUE Cannot be seen through.
  • OPENABLE Can be opened or closed.
  • OPENCLOSE_INSIDE Can be opened or closed, but only from inside the vehicle.
  • OVER Can be mounted over other parts.
  • PERPETUAL If paired with REACTOR, part produces electrical power without consuming fuel.
  • PLANTER Plants seeds into tilled dirt, spilling them when the terrain underneath is unsuitable. It is damaged by running it over non-DIGGABLE surfaces.
  • PLOW Tills the soil underneath the part while active. Takes damage from unsuitable terrain at a level proportional to the speed of the vehicle.
  • POWER_TRANSFER Transmits power to and from an attached thingy (probably a vehicle).
  • PROTRUSION Part sticks out so no other parts can be installed over it.
  • REACTOR When enabled, part consumes fuel to generate epower.
  • REAPER Cuts down mature crops, depositing them on the square.
  • RECHARGE Recharge items with the same flag (currently only the rechargeable battery mod).
  • REMOTE_CONTROLS Once installed, allows using vehicle through remote controls.
  • REVERSIBLE Removal has identical requirements to installation but is twice as quick.
  • ROOF Covers a section of the vehicle. Areas of the vehicle that have a roof and roofs on surrounding sections, are considered inside. Otherwise they’re outside.
  • SCOOP Pulls items from underneath the vehicle to the cargo space of the part. Also mops up liquids.
  • SEATBELT Helps prevent the player from being ejected from the vehicle during an accident. Can only be installed on a part with BELTABLE flag.
  • SEAT A seat where the player can sit or sleep.
  • SECURITY If installed, will emit a loud noise when the vehicle is smashed.
  • SHARP Striking a monster with this part does cutting damage instead of bashing damage, and prevents stunning the monster.
  • SHOCK_ABSORBER This 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_PART This part can be installed or removed from that otherwise prevent modification.
  • SMASH_REMOVE When you remove this part, instead of getting the item back, you will get the bash results.
  • SOLAR_PANEL Recharges vehicle batteries when exposed to sunlight. Has a 1/4 chance of being broken on car generation.
  • SPACE_HEATER There is separate command to toggle this part.
  • STABLE Similar to WHEEL, but if the vehicle is only a 1x1 section, this single wheel counts as enough wheels.
  • STEERABLE This wheel is steerable.
  • STEREO Allows playing music for increasing the morale.
  • TRACKED Contributes to steering effectiveness but doesn’t count as a steering axle for install difficulty and still contributes to drag for the center of steering calculation.
  • TRACK Allows the vehicle installed on to be marked and tracked on map.
  • TRANSFORM_TERRAIN Transform terrain (using rules defined in transform_terrain).
  • TURRET_CONTROLS If 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 with TURRET flag.
  • TURRET_MOUNT Parts with this flag are suitable for installing turrets.
  • TURRET Is a weapon turret. Can only be installed on a part with TURRET_MOUNT flag.
  • UNMOUNT_ON_DAMAGE Part breaks off the vehicle when destroyed by damage. Item is new and typically undamaged.
  • UNMOUNT_ON_MOVE Dismount this part when the vehicle moves. Doesn’t drop the part, unless you give it special handling.
  • UNSTABLE_WHEEL This will not provide for the wheeling needs of your vehicle if installed alone. Opposite of STABLE.
  • VARIABLE_SIZE Has ‘bigness’ for power, wheel radius, etc.
  • VISION Gives vision of otherwise unseen directions (e.g. mirrors).
  • WALL_MOUNTED This vehicle part is mounted on wall, and can’t be moved by itself.
  • WASHING_MACHINE Can be used to wash filthy clothes en masse.
  • WATER_WHEEL Recharges vehicle batteries when submerged in moving water.
  • WHEEL Counts as a wheel in wheel calculations.
  • WIDE_CONE_LIGHT Projects a wide cone of light when turned on.
  • WINDOW Can see through this part and can install curtains over it.
  • WIND_POWERED This engine is powered by wind (e.g. sails).
  • WIND_TURBINE Recharges vehicle batteries when exposed to wind.
  • WIRING TBD, seems related to check_no_wiring.
  • WORKBENCH Can craft at this part, must be paired with a workbench JSON entry.

Vehicle faults

  • BAD_COLD_START The engine starts as if the temperature was 20 F colder. Does not stack with multiples of itself.
  • BAD_FUEL_PUMP Prevents engine from starting and makes it stutter.
  • BAD_STARTER Prevents engine from starting and makes click noise.
  • DOUBLE_FUEL_CONSUMPTION Doubles fuel consumption of the engine. Does not stack with multiples of itself.
  • ENG_BACKFIRE Causes the engine to backfire as if it had zero hp.
  • EXTRA_EXHAUST Makes the engine emit more exhaust smoke. Does not stack with multiples of itself.
  • IMMOBILIZER Prevents engine from starting and makes it beep.
  • NO_ALTERNATOR_CHARGE The alternator connected to this engine does not work.
  • REDUCE_ENG_POWER Multiplies engine power by 0.6. Does not stack with multiples of itself.