Select thing to manipulate by argument as ID. If argument is <0 or >255, change
it to the lowest unused thing ID. If thing of ID does not exist yet, create it
with default position of y=0/x=0, the first thing type's ID, and that type's
-lifepoints value. If world is active and the thing is animate, build its field
+lifepoints value; if world is active and the thing is animate, build its field
of view.
T_TYPE [0 to 255]
Set part of selected thing's memory of the game map to string argument: the line
of the argument's number.
+T_MEMTHING [0 to 255] [0 to 255] [0 to 255]
+Add to selected thing's memory of things on map thing of ID of first argument,
+y position of second argument and x position of third argument.
+
TT_ID [-32768 to 32767]
Select thing type to manipulate by argument as ID. If argument is <0 or <255,
change it to the lowest unused thing type ID. If thing type of ID does not exist
TT_CORPSE_ID [0-255]
Set to argument the ID of the thing type that things of the selected type
transform into when their state changes from animate to inanimate.
+
+TT_PROLIFERATE [0-255]
+If non-zero, there is a chance of 1 divided by the given value each turn for any
+thing of the selected type to emit an offspring to a random neighbor cell if one
+is available that is passable and not inhabited by a thing of the same same type
+or, if the proliferating thing is animate, any other animate thing.