I have a question about Steam release.
As you, maybe, know, russian comminuty managed to localise Dwarf Fortress into russian languge.
May be you can inpliment other localisations as official? DF is great, but some time it's too hard to understand it, if you don't know English.
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8093536#msg8093536PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8093826#msg8093826IndigoFenix:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8093875#msg8093875It's not possible for me to do in our current situation, and not having open source makes it hard for anybody to do well (I haven't seen and wouldn't understand the Russian translation, so I'm not sure how well it works.) It's something that would definitely be cool if we could ever figure out a way to do it. I've never localized a project, so have no idea what any of the standards are -- certainly menus are doable in some sense, though I wouldn't personally know how to get the right glyphs mapped onto the screen or what the right format is there. Our fonts have never worked well, but even without that, manually setting up the right unicode subsets maybe. As people point out, the procedural aspect is the hardest part, and likely can't be done perfectly while retaining the data structures since grammar works differently for everybody. Probably couldn't get that right enough for the official Steam/itch version, but maybe leaving out the procedure stuff would be satisfactory for people that just want to try.
Does beekeeping make more trees and plants grow in your fortress, because of pollination? If not, then why do the deserts around fortresses bloom vigorously?
How do the new alliances work in worldgen? Leader personalities? Ethics? Civ values? The old factions of snatcher civ vs. thief civ vs. civ with both vs. civ with neither? Evil races vs. non-evil races?
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8094195#msg8094195FantasticDorf:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8094409#msg8094409Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8094411#msg8094411FantasticDorf:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8094418#msg8094418Nothing happens with the beekeeping. If the plants look different near a fort, it's likely just because time has been passing there and the local tiles have gotten out of whack with the rest of the world.
There wasn't much time to do anything interesting with alliances. I think the comments have everything relevant.
Suggestiony: Have you considered increasing the minimum DF screen size (or possibly a "recommended" one, with a minimum one still functioning, but being awkward) for the Premium version in order to get more room for commands (and possibly info/labels) as part of the UI rework?
If the answer is yes, I guess it would give some people who are opposed to that a chance to speak up against it and explain why...
I've found the size to be very restrictive when making DFHack scripts with a UI (which isn't a good argument for increasing the size in itself), and assume that would apply to Toady and Threetoe as well (which obviously would be relevant).
Ah, for the new version we are definitely not going with the traditional 80x25 ha ha ha. People seem to like fullscreen games, and almost all the Steam games I've played default that way without even asking (options of course), but no decisions have been made. But given the 32x32 size of the tiles, 80x25 probably is both too large and too small, depending on monitor. It'll likely have to be dynamic. And the interface will have a different resolution than the play area (if it ends up with a tile grid at all), further complicating matters.
Considering the profession skill "geographer", will access to map data (except for legends) be transitioned from "basic UI function" to "item based, and dependent on available/memorized maps", or will geography only have abstract implications ingame (such as enabling site/civ level capabilities for entities in a "not involving and thusly not lowering player map UI access." sort of way?
For the various profession skills, IE chemist, mathematician, etc, are there considerations for targeting the whole bodies of knowledge in a larger update arc, or is the plan to give them functions going to be "as we go along" for the most part?
Will magic discovery, research, acquisition, et cetera utilize the topics and skills system, or will magic and it's knowledge be largely segregated from worldly knowledge and study as of the myth-magic arc plans, or will any considerations surrounding that come much later?
therahedwig:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8095885#msg8095885Yeah, it's just too far away for us to have concrete plans. The potential is obviously there for all sorts of things, which is part of why all that stuff is in there. We don't have any arcs planned past the Big Wait and the following laws/embark/etc. arc (which needs a better name.) So hard to say whether it'll be piece meal or part of a larger push.
The magic angle has been on my mind a bit, regarding the existing scholar stuff, but I don't know yet whether we'll really try to pull some of the existing stuff in. It's definitely doable. Even the mathematical discoveries could lead to correspondending advances in magic, without a huge burden in real-world research. Dusting off my chemistry is more of a burden, ha ha.
Given the kind of workloads you experience during your Arc workloads (and interim projects like getting army arc prepped before steam release) is it likely if you're looking at fortifications, you'll be putting some time aside to make sure other constructions are also coherent?
Special mention to glass aquariums which can't hold large roaming fish like caught whales & sharks that's been on the bug tracker for ages. Though water projects have been a erm... controversial; fishing for whales using cage traps & using pit zones to artificially air-drown and beach them is very profitable for dwarf fortresses who can engineer it and miscallenously very visually appealing and accomplishing to hold exotic sea creatures for dwarves to gawk at as trophies within aquariums, or deployed to moats & ponds in defence.
We're going to do what we can, in the time we have. Both of those things are mushy, so it's really hard to say. People falling to their deaths are worse than dead fish, but dead fish are also bad. The categories don't really overlap though.
With the Steam release on the way i've got some questions regarding the modding capabilities and also that one question i missed getting into the last FotF.
First that.
The new relationship stuff added in .47(divorces, affairs, etc.) are influenced by personality/civ values right? If so, what personality/civ values significantly affect that stuff happening or not happening? Also i assume that the ORIENTATION token is taken into account, so for example if an intelligent creature has it with values such as 0:0:1, the creature can never have an affair, since the creature would have no interest in a non-committed relationship?
Now for the steam stuff (i feel like this stuff probably has been answered before):
Since i presume you want to have Steam Workshop integration, does that mean we'll be getting something like mod-loading from folders? Since i can't imagine Workshop would work well with the current mod installation method of "Drop stuff into the raw/objects folder and hope it works".
In terms of the graphics stuff, can you give a rough outline of what new graphical features tileset authors can expect from the version coinciding with the Steam release?
ZM5:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8096377#msg8096377Sure, it does an orientation check, in terms of whether a pairing is desired. Should anyway! This doesn't increase pairing frequency aside from the existence of matches. Lust propensity does all of that. For the rest, I think it just checks everything to see how closely aligned they are, and significant personality changes can disrupt a pairing which is working. But I don't think there are facets that affect it otherwise. Ah, gregarious does, in a sense, since that affects the chance that people chat at all.
Mod-loaded: Something, yeah. I need to look at their specs, as that'll determine a lot. But the current situation where mods ride along with saves will almost certainly not be feasible.
Rough outline of graphical features: Nope! I really need to get some code up first and see what initial walls we hit. We want to have a ton of new stuff, but if it doesn't work, it doesn't work, on a case-by-case basis. Can't really predict how it'll shake out for a given feature sometimes.
Rumor is that the first ARM MacBook is coming out first half of 2021. Do you think ARM Macs will ever get builds of Dwarf Fortress?
We haven't done anything up to this point - maintaining our current ports, such as we have, has obviously been about as much as we can do. I'm not sure what the future holds in terms of circumstances being more favorable. I certainly don't have the time or expertise to manage it myself, but there could be options. And choosing between other ports or managing basic localizations, say, would be something that needs to be thought about, if we have more resources. But who knows what'll happen.
1. Is it possible to create a custom experimental creature using non-procedurally generated interactions? The living night-creature type, not the ghoul type. I've looked into the raw examples but unless it's BOGEYMAN_POLYMORPH and I just don't understand how it works I'm not sure how I'd go about doing that.
2. How exactly is fear calculated? I've been running around in adventure mode and it seems that even hearthpeople and mercenaries will run away from larger monsters even if they're something my party could defeat? I guess it's not that important given I can control them manually now but I'm curious what factors go into threat assessment if there's any besides size and the discipline skill.
1. NIGHT_CREATURE is a tag now that should hopefully work without being too strange.
2. Yeah, you are definitely noticing a defect. Everybody relevant in a fight feels terror (ie, not a ghost, not berserk, etc.), but the amount of terror is moderated by fearlessness and by the opposed strength of the sides. But the strength calculation isn't great, and larger beings do get a bit of an advantage there. It looks like the equipment/skill calc here is especially bad or even not happening at all - even the off-screen fights during raids do better equipment checks (which is good in a way, since it actually impacts the outcome there.) Should certainly be improved to better account for party equipment/skill/rep, and enemy equipment/rep at least, if not skill once you test it.
The new aquifers are still confusing. The pre embark info displays Light (new trickle ones), Heavy (old, open pipe ones), and the odd "Varied" description, which, if I understand it correctly doesn't exist as an actual discreet aquifer variant. I've seen increasing the embark rectangle from one to two tiles covering one Light and one Heavy tile has resulted in "Varied", which makes sense, but there's also areas where single tile embarks are displayed as "Varied", which I guess could result from one Light layer and one Heavy layer, or from two biomes being present on the same single tile embark, with different kinds of aquifers on each part.
1. What is DF's definition of a "Varied" aquifer?
2. How does DF determine what type of aquifer(s) a tile will have (of interest to tool makers and world designers)?
1. It means both the conditions for a heavy and light aquifer are met at different subtiles in the selected area.
2. The reason this has led to so many inconsistencies and hidden aquifers and etc. is that the soil depth is something of a mess, since they peel off by elevation level, but it is tricky to get the exact elevation level needed for the display. But regardless of all that, the important new part is that the heavy aquifers occur when drainage%20 is 7. That's odd, but we didn't have an additional field to add and it makes it feel random enough and nominally gives us our 5% figure in enough of the different drainage biomes. Perhaps not the sort of thing to survive the map rewrite, ha ha.
With the switch to graphics coming up in the steam release I have some questions regarding the graphical representation of creatures:
1. Will scars appear on creatures graphically and if so in the proper places? On a similar note will dismembered creature's sprites properly represent their lack of certain limbs?
2. With the main races at least(dwarves, humans, goblins and elves) there is a lot of physical description detail generated- how much of that will be represented on the sprite?
3. When it comes to generated races like escaped necromancer experiments will each generated combination have it's own sprite or will you generalize a sprite for escaped necromancer experiments in general?
4. When the myth and magic update finally comes around will magical corruption be represented on a creature's sprite? If so how detailed would the visual representation of the progression of this corruption be(referencing an old threetoe's story the dwarf who was cursed by elves slowly turned into a tree person starting with her hair)?
1. Not currently planned, no, especially the scars. It's feasible, but we have to prioritize other things first. We did pixelwise scars on 64x64 faces in a platoon vs. robots game twenty years ago, so hopefully we can arrive there someday.
2. I'm not prepared to commit currently. The artists have drawn a ton of cool variations involving skin and hair and clothes etc., but we still need to get it coded and tested.
3. A mixture most likely to start. It depends on how well the dwarf pictures go, in part, since they are also made from pieces.
4. No idea yet. Zombies are a form of magical corruption, in the sense of being a creature with a syndrome, and there are varying ways of representing that which take more and more resources.
Whereas, within the animal kingdom, a dwarf is a mammal and a bird is an oviparous being ...
1) How does DF interpret the species "eagle man"?
2) At the time of having children, would they lay eggs or become pregnant?
3) Could there be different combinations (60% human, 40% eagle) for each created world? (I have mentioned the eagle man so far only as an example).
4) Are mythological creatures (such as dragons, forgotten beasts ...) somehow included in the animal hierarchy?
Bumber:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8097965#msg8097965Strik3r:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8097980#msg8097980voliol:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8098473#msg8098473FantasticDorf:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8098478#msg8098478Ah, yeah, the descriptions leave a lot to be desired. I know some people think the animal people are all forms of minotaur, with completely human bodies, since the descriptions read that way sometimes. But they are mostly like the animal they come from, just more human-shaped and more thinkery. So an eagle person would definitely still be avian, and lay eggs, and (hopefully) the object files reflect this. As for what's possible later, this depends on what happens, for instance, with the "centaur problem", where we'd like to take bits and pieces of different creature definitions and mix and match and blend them. The more successful we are with this, the more fucked up the future becomes, in a wholesome way.
Re: mythical beasts, as people point out, they are intentionally removed from the mundane currently, and with their odd properties, they don't really fit into any e.g. evolutionary framework. At the same time, they do have flesh that works in a fleshy way, oftentimes, so even if they don't fit in a hierarchy, a dragon could be considered reptile-adjacent in some sense, and whatever metaphysical or mundane effects take those things into consideration might work out. For instance, a spell that required 'scales' would work with dragon scales, although really it should probably consider itself very lucky to have them and would be justified in overloading in some sense. Hopefully that sort of thing will happen, somehow.
I've been plumbing the depths of the material templates definitions and found these tokens in THREAD_PLANT_TEMPLATE: [/color]
[SHEAR_YIELD:600000] used cotton
[SHEAR_FRACTURE:600000] used cotton
Do you remember where you sourced these numbers? The only other materials defined in the raws that match these characteristics at first pale are things like steel and adamantine, and plant thread has precipitously low attributes in every other characteristic.
Is it a typo in the form of an extra 0, perhaps? I can imagine it might be due to the fact that every [SOFT] armor present in the game also has [STRUCTURAL_ELASTICITY_WOVEN_THREAD] attached, which reduces both the values to a much more sane (if a bit meager) cap, which lends me to believe that those values were the intended ones for cloth materials.
I've mainly been mulling over this because I've had a hard time finding good sources concerning fabric resistance on the internet myself, and I've been trying to make a neat little mod to add in "gambesons" as armor types, but noticed that they were seriously over performing against all edged weapons if they were allowed to use the thread templates' default values.
I do not have the slightest idea where they are from. There is a ton of information online, and it's quite possible I just copied it out of a table without thinking very hard about it, and possibly screwed up a conversion if I had to make one. There was a ton of haphazard data entry on the initial pass there. Certainly up for using better number from reputable data sets. May also have to do some additional worrying about what woven means -- it has been a problem overall with the combat system. A single cotten thread, and cloth woven in any number of ways, might be significantly different, even accounting for size? I'm not an materials engineer, like at all.
"If your dispatched Militia dwarves from fortress mode are searching for artifacts in a non-hostile way asking for directions & locations town to town like a adventuring group, and are eventually privy to the known location of it, is it currently implemented into the game to have them use their own intrigue/schemer skill (and related social skills) to corrupt a local into giving it to them without a fight?"
Without the dungeon keeper doing much to actually train schemer skill its one of those things you can get at embark but not do very much with. I had actually entertained retiring criminally/villanous adventuerers on my site to fufill the role if one of the starting seven eventually shuffled the mortal coil with their skillset or set off on a endless quest never to be seen again; in order to keep my fortress well connected.
They don't have a way to enact their own "infiltrate society" subgoal from their "recover artifact" army goal. It's not far off, which is why we were poised to get there, but it'll have to wait until after Steam/itch now.
Do you think you could provide a full list of valid creature and caste flags for use with the new summoning interaction tokens ([IE_FORBIDDEN_CREATURE_FLAG], [IE_FORBIDDEN_CREATURE_CASTE_FLAG], etc)? It looks like a number of them (SMALL_RACE, etc) do not correspond to the typical creature tokens documented on the wiki.
Creature (notably, MUNDANE and HAS_ANY_CAN_SWIM are missing due to a bug):
EQUIPMENT
EQUIPMENT_WAGON
VERMIN_EATER
VERMIN_GROUNDER
VERMIN_ROTTER
VERMIN_SOIL
VERMIN_SOIL_COLONY
LARGE_ROAMING
VERMIN_FISH
LOOSE_CLUSTERS
FANCIFUL
BIOME_MOUNTAIN
BIOME_GLACIER
BIOME_TUNDRA
BIOME_SWAMP_TEMPERATE_FRESHWATER
BIOME_SWAMP_TEMPERATE_SALTWATER
BIOME_MARSH_TEMPERATE_FRESHWATER
BIOME_MARSH_TEMPERATE_SALTWATER
BIOME_SWAMP_TROPICAL_FRESHWATER
BIOME_SWAMP_TROPICAL_SALTWATER
BIOME_SWAMP_MANGROVE
BIOME_MARSH_TROPICAL_FRESHWATER
BIOME_MARSH_TROPICAL_SALTWATER
BIOME_FOREST_TAIGA
BIOME_FOREST_TEMPERATE_CONIFER
BIOME_FOREST_TEMPERATE_BROADLEAF
BIOME_FOREST_TROPICAL_CONIFER
BIOME_FOREST_TROPICAL_DRY_BROADLEAF
BIOME_FOREST_TROPICAL_MOIST_BROADLEAF
BIOME_GRASSLAND_TEMPERATE
BIOME_SAVANNA_TEMPERATE
BIOME_SHRUBLAND_TEMPERATE
BIOME_GRASSLAND_TROPICAL
BIOME_SAVANNA_TROPICAL
BIOME_SHRUBLAND_TROPICAL
BIOME_DESERT_BADLAND
BIOME_DESERT_ROCK
BIOME_DESERT_SAND
BIOME_OCEAN_TROPICAL
BIOME_OCEAN_TEMPERATE
BIOME_OCEAN_ARCTIC
BIOME_SUBTERRANEAN_WATER
BIOME_SUBTERRANEAN_CHASM
BIOME_SUBTERRANEAN_LAVA
BIOME_POOL_TEMPERATE_FRESHWATER
BIOME_POOL_TEMPERATE_BRACKISHWATER
BIOME_POOL_TEMPERATE_SALTWATER
BIOME_POOL_TROPICAL_FRESHWATER
BIOME_POOL_TROPICAL_BRACKISHWATER
BIOME_POOL_TROPICAL_SALTWATER
BIOME_LAKE_TEMPERATE_FRESHWATER
BIOME_LAKE_TEMPERATE_BRACKISHWATER
BIOME_LAKE_TEMPERATE_SALTWATER
BIOME_LAKE_TROPICAL_FRESHWATER
BIOME_LAKE_TROPICAL_BRACKISHWATER
BIOME_LAKE_TROPICAL_SALTWATER
BIOME_RIVER_TEMPERATE_FRESHWATER
BIOME_RIVER_TEMPERATE_BRACKISHWATER
BIOME_RIVER_TEMPERATE_SALTWATER
BIOME_RIVER_TROPICAL_FRESHWATER
BIOME_RIVER_TROPICAL_BRACKISHWATER
BIOME_RIVER_TROPICAL_SALTWATER
GOOD
EVIL
SAVAGE
TWO_GENDERS
MATES_TO_BREED
HAS_MALE
HAS_FEMALE
SMALL_RACE
HAS_ANY_INTELLIGENT_LEARNS
HAS_ANY_VERMIN_HATEABLE
OCCURS_AS_ENTITY_RACE
HAS_ANY_LARGE_PREDATOR
HAS_ANY_CURIOUS_BEAST
HAS_ANY_BENIGN
HAS_ANY_NATURAL_ANIMAL
HAS_ANY_MEGABEAST
HAS_ANY_SEMIMEGABEAST
HAS_ANY_POWER
HAS_ANY_VERMIN_MICRO
HAS_ANY_NOT_FIREIMMUNE
HAS_ANY_CANNOT_BREATHE_WATER
HAS_ANY_CANNOT_BREATHE_AIR
HAS_ANY_NOT_FLIER
HAS_ANY_COMMON_DOMESTIC
HAS_ANY_UTTERANCES
HAS_ANY_INTELLIGENT_SPEAKS
HAS_ANY_FEATURE_BEAST
GENERATED
HAS_ANY_TITAN
HAS_ANY_UNIQUE_DEMON
DOES_NOT_EXIST
HAS_ANY_NOT_LIVING
HAS_ANY_MISCHIEVIOUS
HAS_ANY_FLIER
HAS_ANY_DEMON
HAS_ANY_NIGHT_CREATURE
HAS_ANY_NIGHT_CREATURE_HUNTER
HAS_ANY_NIGHT_CREATURE_BOGEYMAN
HAS_ANY_NIGHT_CREATURE_NIGHTMARE
HAS_ANY_NIGHT_CREATURE_EXPERIMENTER
HAS_ANY_CARNIVORE
ARTIFICIAL_HIVEABLE
UBIQUITOUS
ALL_CASTES_ALIVE
HAS_ANY_SUPERNATURAL
HAS_ANY_HAS_BLOOD
HAS_ANY_GRAZER
HAS_ANY_IMMOBILE
HAS_ANY_LOCAL_POPS_CONTROLLABLE
HAS_ANY_OUTSIDER_CONTROLLABLE
HAS_ANY_LOCAL_POPS_PRODUCE_HEROES
HAS_ANY_GRASP
HAS_ANY_RACE_GAIT
HAS_ANY_FLY_RACE_GAIT
HAS_ANY_SLOW_LEARNER
Caste:
CAN_BREATHE_WATER
CANNOT_BREATHE_AIR
LOCKPICKER
MISCHIEVIOUS
PATTERNFLIER
CURIOUS_BEAST
CURIOUS_BEAST_ITEM
CURIOUS_BEAST_GUZZLER
FLEEQUICK
AT_PEACE_WITH_WILDLIFE
CAN_SWIM
OPPOSED_TO_LIFE
CURIOUS_BEAST_EATER
NO_EAT
NO_DRINK
NO_SLEEP
COMMON_DOMESTIC
WAGON_PULLER
PACK_ANIMAL
FLIER
LARGE_PREDATOR
MAGMA_VISION
FIREIMMUNE
FIREIMMUNE_SUPER
WEBBER
WEBIMMUNE
FISHITEM
IMMOBILE_LAND
IMMOLATE
MILKABLE
NO_SPRING
NO_SUMMER
NO_AUTUMN
NO_WINTER
BENIGN
VERMIN_NOROAM
VERMIN_NOTRAP
VERMIN_NOFISH
HAS_NERVES
NO_DIZZINESS
NO_FEVERS
NO_UNIT_TYPE_COLOR
NO_CONNECTIONS_FOR_MOVEMENT
SUPERNATURAL
AMBUSHPREDATOR
GNAWER
NOT_BUTCHERABLE
COOKABLE_LIVE
HAS_SECRETION
IMMOBILE
MULTIPART_FULL_VISION
MEANDERER
THICKWEB
TRAINABLE_HUNTING
PET
PET_EXOTIC
HAS_ROTTABLE
CAN_SPEAK / INTELLIGENT_SPEAKS
CAN_LEARN / INTELLIGENT_LEARNS
UTTERANCES
BONECARN
CARNIVORE
AQUATIC_UNDERSWIM
NOEXERT
NOPAIN
EXTRAVISION
NOBREATHE
NOSTUN
NONAUSEA
HAS_BLOOD
TRANCES
NOEMOTION
SLOW_LEARNER
NOSTUCKINS
HAS_PUS
NOSKULL
NOSKIN
NOBONES
NOMEAT
PARALYZEIMMUNE
NOFEAR
CANOPENDOORS
ITEMCORPSE
GETS_WOUND_INFECTIONS
NOSMELLYROT
REMAINS_UNDETERMINED
HASSHELL
PEARL
TRAINABLE_WAR
NO_THOUGHT_CENTER_FOR_MOVEMENT
ARENA_RESTRICTED
LAIR_HUNTER
GELDABLE
VERMIN_HATEABLE
VEGETATION
MAGICAL
NATURAL_ANIMAL
HAS_BABYSTATE
HAS_CHILDSTATE
MULTIPLE_LITTER_RARE
MOUNT
MOUNT_EXOTIC
FEATURE_ATTACK_GROUP
VERMIN_MICRO
EQUIPS
LAYS_EGGS
GRAZER
NOTHOUGHT
TRAPAVOID
CAVE_ADAPT
MEGABEAST
SEMIMEGABEAST
ALL_ACTIVE
DIURNAL
NOCTURNAL
CREPUSCULAR
MATUTINAL
VESPERTINE
LIGHT_GEN
LISP
GETS_INFECTIONS_FROM_ROT
HAS_SOLDIER_TILE
ALCOHOL_DEPENDENT
CAN_SWIM_INNATE
POWER
TENDONS
LIGAMENTS
HAS_TILE
HAS_COLOR
HAS_GLOW_TILE
HAS_GLOW_COLOR
FEATURE_BEAST
TITAN
UNIQUE_DEMON
DEMON
MANNERISM_LAUGH
MANNERISM_SMILE
MANNERISM_WALK
MANNERISM_SIT
MANNERISM_BREATH
MANNERISM_POSTURE
MANNERISM_STRETCH
MANNERISM_EYELIDS
NIGHT_CREATURE
NIGHT_CREATURE_HUNTER
NIGHT_CREATURE_BOGEYMAN
NIGHT_CREATURE_NIGHTMARE
NIGHT_CREATURE_EXPERIMENTER
CONVERTED_SPOUSE
SPOUSE_CONVERTER
SPOUSE_CONVERSION_TARGET
DIE_WHEN_VERMIN_BITE
REMAINS_ON_VERMIN_BITE_DEATH
COLONY_EXTERNAL
LAYS_UNUSUAL_EGGS
RETURNS_VERMIN_KILLS_TO_OWNER
HUNTS_VERMIN
ADOPTS_OWNER
HAS_SOUND_ALERT
HAS_SOUND_PEACEFUL_INTERMITTENT
NOT_LIVING
NO_PHYS_ATT_GAIN
NO_PHYS_ATT_RUST
CRAZED
BLOODSUCKER
NO_VEGETATION_PERTURB
DIVE_HUNTS_VERMIN
VERMIN_GOBBLER
CANNOT_JUMP
STANCE_CLIMBER
CANNOT_CLIMB
LOCAL_POPS_CONTROLLABLE
OUTSIDER_CONTROLLABLE
LOCAL_POPS_PRODUCE_HEROES
STRANGE_MOODS
HAS_GRASP
HAS_FLY_RACE_GAIT
HAS_RACE_GAIT
SPREAD_EVIL_SPHERES_IF_RULER