JSON Flags
- JSON Flags
Notes
- Some flags (items, effects, vehicle parts) have to be defined in
flags.json
orvp_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 HEAT12mm
12mm20x66mm
20x66mm Shot (and relatives)223
.223 Remington (and 5.56 NATO)22
.22LR (and relatives)3006
30.06300
.300 WinMag308
.308 Winchester (and relatives)32
.32 ACP36paper
.36 cap & ball38
.38 Special40
10mm40mm
40mm Grenade44
.44 Magnum44paper
.44 cap & ball454
.454 Casull45
.45 ACP (and relatives)46
46mm500
.500 Magnum50
.50 BMG57
57mm5x50
5x50 Dart66mm
66mm HEAT700nx
.700 Nitro Express762R
7.62x54mm762
7.62x39mm762x25
7.62x25mm84x246mm
84x246mm HE8x40mm
8mm Caseless9mm
9x19mm Luger (and relatives)9x18
9x18mmBB
BBRPG-7
RPG-7UPS
UPS chargesammo_flintlock
Flintlock ammoampoule
Ampoulearrow
Arrowbattery
Batteryblunderbuss
Blunderbussbolt
Boltcharcoal
Charcoalcomponents
Componentsdart
Dartdiesel
Dieselfish_bait
Fish baitfishspear
Speargun spearfusion
Laser Packgasoline
Gasolinehomebrew_rocket
homebrew rocketlamp_oil
Lamp oillaser_capacitor
Chargem235
M235 TPA (66mm Incendiary Rocket)metal_rail
Rebar Railmoney
Centsmuscle
Musclenail
Nailpebble
Pebbleplasma
Plasmaplutonium
Plutonium Cellrebreather_filter
Rebreather filtershot
Shotshellsignal_flare
Signal Flaretape
Duct tapethread
Threadthrown
Thrownunfinished_char
Semi-charred fuelwater
Waterpaper
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 simpletransform
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 variableENERGY_SHIELD_HP
that is depleted by blocked attacks and a second variableENERGY_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 fieldsENERGY SHIELD_HP
andENERGY_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 theStylish
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 againstfear_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 ofROLLER_QUAD
, still allows the player to move faster than walking speed.ROLLER_QUAD
The medium choice betweenROLLER_INLINE
andROLLER_ONE
, while it is more stable, and moves faster, it also has a harsher non-flat terrain penalty thanROLLER_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 overFANCY
if the player has theStylish
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 asARM_L
andARM_R
.ARM_L
ARM_R
EYES
FEET
same asFOOT_L
andFOOT_R
.FOOT_L
FOOT_R
HANDS
same asHAND_L
andHAND_R
.HAND_L
HAND_R
HEAD
LEGS
same asLEG_L
andLEG_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 theUSES_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 itsheal_bonus
HP instead of it modifying the base healing step. WithoutALWAYS_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 theFLIES
or haveATTACK_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’snonstandard_block
level, unless the limb also hasALWAYS_BLOCK
. Either block flag is required for non-arm / non-leg limbs to be eligible to block.WING_ARM
Counts as a wing forCharacter::can_fly
if two instances of the flag are present.
Books
INSPIRATIONAL
Reading this book grants bonus morale to characters with theSPIRITUAL
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 bloodACID_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 theCANNIBALISM
andSTRICT_HUMANITARIANISM
flags without a morale penalty.CBQ_LEARN_BONUS
You learn CBQ from the bionic bio_cqb faster.CHANGING
This 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 withLEVITATION
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, likeCOLDBLOOD4
andDRAGONBLOOD3
(Black Dragon from Magiclysm).ETHEREAL
You will not drop your items if you gain theincorporeal
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 toZOOM
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 tocreature_size::huge
. Checked last of the size category flags, if no size flags are found your size defaults tocreature_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 woundedINVISIBLE
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 tocreature_size::large
. Checked third of the size category flags.LEVITATION
You can walk on air. Does not allow you to ascend unless paired withCLIMB_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 thePSIONIC
flag.NO_PSIONICS
You are unable to use any psionic power (spell with thePSIONIC
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 thePREDATOR_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 thePREDATOR_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 thePREDATOR_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 thePREDATOR_FUN
flag. Immune to theguilt
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 thanROOTS2
).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 tocreature_size::huge
. Checked last of the shapeshift size category flags and before any normal size flag. This and other shapeshift size flags must be paired with theTEMPORARY_SHAPESHIFT
flag.SHAPESHIFT_SIZE_LARGE
Changes your size tocreature_size::large
. Checked third of the shapeshift size category flags and before any normal size flag.SHAPESHIFT_SIZE_SMALL
Changes your size tocreature_size::small
. Checked second of the shapeshift size category flags and before any normal size flag.SHAPESHIFT_SIZE_TINY
Changes your size tocreature_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 tocreature_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 withSTRICT_HUMANITARIANISM
without morale penalties.SUNBURN
TBD, probably related toALBINO
.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 ofDIMENSIONAL_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 tocreature_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 withITEM_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 asTHRESH_MYCUS
, makes all monsters with FUNGUS species friendly, fungicidal gas & antifungal pills cause worse effects. Mutate when eating mycus fruit, or when sleeping.
Mutation Categories
These branches are the valid dreams
from dreams.json.
MUTCAT_ALPHA
“You feel… better. Somehow.”MUTCAT_BEAST
“Your heart races and you see blood for a moment.”MUTCAT_BIRD
“Your body lightens and you long for the sky.”MUTCAT_CATTLE
“Your mind and body slow down. You feel peaceful.”MUTCAT_CEPHALOPOD
“Your mind is overcome by images of eldritch horrors… and then they pass.”MUTCAT_CHIMERA
“You need to roar, bask, bite, and flap. NOW.”MUTCAT_ELFA
“Nature is becoming one with you…”MUTCAT_FISH
“You are overcome by an overwhelming longing for the ocean.”MUTCAT_INSECT
“You hear buzzing, and feel your body harden.”MUTCAT_LIZARD
“For a heartbeat, your body cools down.”MUTCAT_MEDICAL
“You can feel the blood rushing through your veins and a strange, medicated feeling washes over your senses.”MUTCAT_PLANT
“You feel much closer to nature.”MUTCAT_RAPTOR
“Mmm…sweet bloody flavor… tastes like victory.”MUTCAT_RAT
“You feel a momentary nausea.”MUTCAT_SLIME
“Your body loses all rigidity for a moment.”MUTCAT_SPIDER
“You feel insidious.”MUTCAT_TROGLOBITE
“You yearn for a cool, dark place to hide.”
Comestibles
ACID
When consumed using theBLECH
function, penalties are reduced if character hasACIDPROOF
orACIDBLOOD
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. Seecan_heal_with
in mutation.CORROSIVE
when consumed using theBLECH
function, causes the same penalties asACID
but is not affected byACIDPROOF
orACIDBLOOD
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 thePLANTBLECH
function penalties will be reversed for plants.FREEZERBURN
First thaw isMUSHY
, 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 usingFORAGE_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
Allowsnegative_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. TheNUTRIENT_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 diseasedrunk
.ALCOHOL_WEAK
Slightly increases drunkenness. Adds diseasedrunk
.ALCOHOL
Increases drunkenness. Adds diseasedrunk
.ANTIBIOTIC
Helps fight infections. Removes diseaseinfected
and adds diseaserecover
.BANDAGE
Stop bleeding.BLECH
Causes vomiting, adds diseasepoison
, 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 diseasecig
.COKE
Decreases hunger. Adds diseasehigh
.CRACK
Decreases hunger. Adds diseasehigh
.DISINFECTANT
Prevents infections.FIRSTAID
Heals.FLUMED
Adds diseasetook_flumed
.FLUSLEEP
Adds diseasetook_flumed
and increases sleepiness.FUNGICIDE
Kills fungus and spores. Removes diseasesfungus
andspores
.HALLU
Adds diseasehallu
.HONEYCOMB
Spawns wax.INHALER
Removes diseaseasthma
.IODINE
Adds diseaseiodine
.MARLOSS
“As you eat the berry, you have a near-religious experience, feeling at one with your surroundings…”MYCUS
if has traitTHRESH_MARLOSS
, neutral effect removes radiation, add 30 painkiller & heals all bodyparts by 4. if good effect, add 1000 morale, sleep for 5 hours, addTHRESH_MYCUS
, also removes marloss addictionsaddiction_marloss_r
,addiction_marloss_b
,addiction_marloss_y
. With mycus threshold, adds 5 painkiller and stimulant. With traitM_DEPENDENT
, removes 87 kcal, add 10 thirst, adds 5 sleepiness, and add morale to negate mutation pains. not having previously mentioned traits causes you to vomit, mutate, randomly gain 2 pain, reduce daily health by 8-50, removes 87 kcal, add 10 thirst, and add 5 sleepiness. Only applies to mycus fruit by default.METH
Adds diseasemeth
.NONE
“You can’t do anything of interest with your [x].”PETFOOD
“Lets you feed the item to animals. Specify inpetfood
i.e.[ "CATTLEFOOD", "DOGFOOD", "CATFOOD", "BIRDFOOD" ]
.”PKILL
Reduces pain. Adds diseasepkill[n]
where[n]
is the level of flagPKILL_[n]
used on this comestible.PLANTBLECH
ActivatesBLECH
iuse action if player does not have plant mutations.POISON
Adds diseasespoison
andfoodpoison
.PROZAC
Adds diseasetook_prozac
if not currently present, otherwise acts as a minor stimulant. Rarely has thetook_prozac_bad
adverse effect.PURIFIER
Removes random number of negative mutations.SEWAGE
Causes vomiting.SLEEP
Greatly increases sleepiness.THORAZINE
Removes diseaseshallu
,visuals
,high
. Additionally removes diseaseformication
if diseasedermatik
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 diseaseweed_high
.XANAX
Alleviates anxiety. Adds diseasetook_xanax
.
Effects
These are checked by hardcode for monsters (introducing new flags will require C++ changes), but for characters are considered “character flags”, meaning new ones can be implemented in JSON alone. See also Character flags
DISABLE_FLIGHT
Monsters affected by an effect with this flag will never count as flying (even if they have theFLIES
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 asEFFECT_LIMB_SCORE_MOD
, but limb score is modified only if effect is applied to body part, that has said score; effect, that apply -50% vision debuff, won’t have effect if applied to leg with this flag.GRAB
This effect is a grab, creatures will attempt to break it as such (seecharacter_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. Bodypartgrabbing_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 insideSEALED
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 theCONNECT_WITH_WALL
flag.O
does not have the flag, whileX
andY
have theAUTO_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 theFLAT_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 entriesconnect_group
andconnects_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 alsoNOITEM
.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 nearbyelevator 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 theHIDDEN_HALLU
flag when found through foraging.FORAGE_POISION
This item can be found with theHIDDEN_POISON
flag when found through foraging.FRESH_WATER
Source of fresh water. Will spawn fresh water (once) on terrains withSPAWN_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 ifSEALED
.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 theMOUNTED_GUN
flag.NANOFAB_TABLE
This is a nanofabricator, and it can generate items out of specific blueprints. HardcodedNOCOLLIDE
Feature that simply doesn’t collide with vehicles at all.NOITEM
Items cannot be added here but may overflow to adjacent tiles. See alsoDESTROY_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 forplace_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. OverridesWALL
, 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. OverridesWALL
, 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 theCLEAR_RUBBLE
item action. Can be applied to terrain, but it “clears up the nothing”.RUG
Enables theRemove 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 viaFRESH_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 thetranslocator
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 lightUNSTABLE
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 impliesCONNECT_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 theReveal wall wirings
construction.WORKOUT_ARMS
This furniture is for training your arms. Needed for checks likeis_limb_broken()
.WORKOUT_LEGS
This furniture is for training your legs. Needed for checks likeis_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’sSEARCHLIGHT
).ALIGN_WORKBENCH
(only for furniture) A hint to the tiles display that the sprite for this furniture should face toward any adjacent tile with a workbench quality.ALLOW_ON_OPEN_AIR
Don’t warn when this furniture is placed ont_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 theautodoc
examine action.AUTODOC_COUCH
This furniture can be a couch for a furniture with theautodoc
examine action.BLOCKSDOOR
This will boost map terrain’s resistance to bashing ifstr_*_blocked
is set (seemap_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 withBIRD
threshold mutation can eat. See alsoINEDIBLE
.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 withCALORIES_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 withCATTLE
threshold mutation can eat. See alsoINEDIBLE
.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 ofNONCONDUCTIVE
.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 definedexplosion
data in definition. SeeJSON_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. ImpliesNPC_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
Causedrop_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 withFELINE
threshold mutation can eat. See alsoINEDIBLE
.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 ofSOFT
.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 readert_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 withRADIOACTIVE
).LEAK_DAM
Leaks when damaged (may be combined withRADIOACTIVE
).LUPINE
Food that only player withLUPINE
threshold mutation can eat (like dog food). See alsoINEDIBLE
.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 readert_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 withMOUSE
threshold mutation can eat. See alsoINEDIBLE
.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 showUsed 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 withSLOW_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 byNPC_ACTIVATE
andNPC_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. ImpliesTRADER_AVOID
andNPC_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 haveLOCKPICK
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 thespawn_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. ImpliesTRADER_AVOID
.RABBIT
Food that only player withRABBIT
threshold mutation can eat. See alsoINEDIBLE
.RADIOACTIVE
Is radioactive (can be used withLEAK_*
).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 withRAT
threshold mutation can eat. See alsoINEDIBLE
.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 propertiesREQUIRES_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 withNEEDS_UNFOLD
.SOFT
Override item checks to be soft, not rigid and comfortable. Opposite ofHARD
.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 aREQUIRES_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 onMOUNTABLE
map/vehicle tiles. Does not include wield time penalty (seeSLOW_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 asFOLDED_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 alsoNEEDS_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 asCOLLAPSED_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 theMOUNTABLE
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 withPUMP_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 infault_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 theUNLUBRICATED
fault.NEVER_JAMS
Never malfunctions. Unaffected by theJAMMED_GUN
fault.NO_DIRTYING
Prevents the gun from receivingfault_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 overMAG_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 aSPEEDLOADER
, except the target gun or magazine don’t have to be emptied to oocur the transferments.
Magic
See Spell flags.
Mapgen
See Mapgen flags.
Map Specials
mx_bandits_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 ofCONDUCTIVE
.POLEARM
Item is clumsy up close and does 70% of normal damage against adjacent targets. Should be paired withREACH_ATTACK
. Simple reach piercing weapons like spears should not get this flag.REACH_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 interveningTHIN_OBSTACLE
terrain is not an obstacle. Should be paired withREACH_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 theAnimal 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 ofvision_day
andvision_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 wayDIGS
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 thezombie_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 theTINY
flag.HAS_MIND
Is sapient and capable of reason (mi-go, triffids, cyborgs, etc.).HUMAN
assumesHAS_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 keeptracking_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 thatHAS_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 theHAS_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 usingcopy-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 applyparalyzepoison
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 alsoACIDTRAIL
.SILENT_DISAPPEAR
If this monster dissapear (left no corpse), theThe %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 thevampire_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 ofvision_day
andvision_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 theGOODHEARING
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’sid
has the prefixmon_
replaced bybroken_
: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 theexpects_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 unfittedSECRET
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 recipesNO_MANIP
Manipulation score do not affect crafting this recipeNO_BENCH
Workbench bonus or penalty do not apply to this recipeNO_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 theASTHMA
trait) from being given to this professionSUR_START
WriteZombies nearby
in the scenario info, doesn’t spawn monsters by itself (put close toLONE_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 byPACIFIST
,PRED1
,PRED2
,PRED3
, andPRED4
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 alsoEATEN_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 alsoEATEN_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 -> parasitesQUARTERED
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 betweenHOT
andCOLD
.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.
- See contents of techniques.json.
- Techniques are also used with martial arts styles, see martialarts.json.
Tools
Melee flags are fully compatible with tool flags, and vice versa.
ACT_ON_RANGED_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 hasPOWERED
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
orLIGHT_100
). Note: this flags setsitype::light_emission
field and then is removed (can’t be found usinghas_flag
).MAGICAL
Causes magical effects or functions based on arcane principles. Currently used byiuse::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 requiresRADIOSIGNAL_*
).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 itsenergy_drain
. Tools can also consume bionic power instead of battery ammo.USE_PLAYER_ENERGY
Item withuse_action
thatcast_spell
consumes the specifiedbase_energy_cost
.USE_UPS
Allows item to use energy from UPS to satisfy itsenergy_drain
. Tools can also consume UPS instead of battery ammo.WATER_EXTINGUISH
Is extinguishable in water or under precipitation. Converts items (requiresreverts_to
oruse_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 andPERFECT_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 themanhack
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 withFILTHY
flag.WASH_HARD_ITEMS
Wash hard items withFILTHY
flag.WASH_SOFT_ITEMS
Wash soft items withFILTHY
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-penetratingSONAR
.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 withE_ALTERNATOR
flag.ANCHOR_POINT
Allows secure seatbelt attachment.ANIMAL_CTRL
Can harness an animal, needHARNESS_bodytype
flag to specify bodytype of animal.APPLIANCE
This vehicle part is an appliance, and treated accordinglyARCADE
Allow player to play games when vehicle part is activeARMOR
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_CONTROL
This 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 withLOCKABLE_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 withWINDOW
, 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 withLOCKABLE_DOOR
flag.DOOR_MOTOR
Can only be installed on a part withOPENABLE
flag.ENABLED_DRAINS_EPOWER
Make vehicle part to require some energy to start it’s work. Requiresepower
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 asBATTERY_MOUNT
, but for handheld battery mount.HARNESS_bodytype
Replace bodytype withany
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 withCARGO
flag.LOCKABLE_CARGO
Cargo containers that are able to have a lock installed.LOCKABLE_DOOR
Doors that are able to have a lock installed. (SeeDOOR_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 thanMUSCLE_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 withBATTERY_MOUNT
flag.NEEDS_HANDHELD_BATTERY_MOUNT
Same asNEEDS_BATTERY_MOUNT
, but for handheld battery mount.NEEDS_WHEEL_MOUNT_HEAVY
Can only be installed on a part withWHEEL_MOUNT_HEAVY
flag.NEEDS_WHEEL_MOUNT_LIGHT
Can only be installed on a part withWHEEL_MOUNT_LIGHT
flag.NEEDS_WHEEL_MOUNT_MEDIUM
Can only be installed on a part withWHEEL_MOUNT_MEDIUM
flag.NEEDS_WINDOW
Can only be installed on a part withWINDOW
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 alsoOPENABLE
.ODDTURN
Only on during odd turns.ON_CONTROLS
Can only be installed on a part withCONTROLS
flag.ON_ROOF
Parts with this flag could only be installed on a roof (parts withROOF
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 withBELTABLE
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 toWHEEL
, 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 intransform_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 withTURRET
flag.TURRET_MOUNT
Parts with this flag are suitable for installing turrets.TURRET
Is a weapon turret. Can only be installed on a part withTURRET_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 ofSTABLE
.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 tocheck_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.