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Difference between revisions of "Utility:DFHack/createitem"

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(Fixed a mistake -> HAIR instead of WOOL)
(added examples for seeds and shells (raw fish for shells))
Line 180: Line 180:
 
* Leather (tanned):
 
* Leather (tanned):
 
  SKIN_TANNED CREATURE_MAT:''creature'':LEATHER
 
  SKIN_TANNED CREATURE_MAT:''creature'':LEATHER
 +
=== Shells ===
 +
* Shells (when demanded for moods, for example) are body parts and cannot be created directly. But it is possible to create a raw fish, then process it in a fishery:
 +
FISH_RAW ''creature'':''caste''
 +
 +
== Plant products ==
 +
=== Seeds ===
 +
* Create seeds for farming:
 +
SEEDS PLANT:''plant'':SEED
  
 
= Materials =
 
= Materials =

Revision as of 10:06, 24 August 2014

This is a list of createitem commands for DFHack.

See this for example and placing of items [1]

Usage

Format:

createitem [Item token] [Material] [Quantity (optional)]
  • "createitem" must be run with a creature/unit selected and will place items at their feet.
  • You can create multiple items at once by appending a number to the createitem command (e.g. createitem BOULDER HEMATITE 20). Note that certain item types will be created in stacks, while others will be created as individual items - see the Reactions page for more information.
  • Text in italics should be replaced with the ID from the relevant raw page on this wiki. For example, to make goblin-cap logs, visit the goblin-cap page and view the raws. The ID is found in the first token, separated from the item type with a colon - for example, the ID for goblin-caps is GOBLIN_CAP, retrieved from [PLANT:GOBLIN_CAP].

Items

Inorganic items

Most of these can be obtained from the list of item tokens.

Stone

  • Boulders (i.e. mined stones):
BOULDER stone
  • Blocks
BLOCKS stone

Wood

  • Logs
WOOD PLANT_MAT:tree:WOOD
  • Blocks
BLOCKS PLANT_MAT:tree:WOOD

Metal

BAR metal

Gems

  • Rough gems
ROUGH gem
  • Small cut gems
SMALLGEM gem
  • Large cut gems
GEM gem

Glass

Raw glass:

ROUGH glass
Glass Material token ("glass")
Green glass GLASS_GREEN
Clear glass GLASS_CLEAR
Crystal glass GLASS_CRYSTAL

(Items made of glass, e.g. furniture, use these names as well)

Armor

  • Gauntlets (will automatically be created in pairs)
GLOVES:ITEM_GLOVES_GAUNTLETS metal

Weapons

  • Whip:
WEAPON:ITEM_WEAPON_WHIP material
  • Battle axe:
WEAPON:ITEM_WEAPON_AXE_BATTLE material
  • War hammer:
WEAPON:ITEM_WEAPON_HAMMER_WAR material
  • Short sword:
WEAPON:ITEM_WEAPON_SWORD_SHORT material
  • Spear:
WEAPON:ITEM_WEAPON_SPEAR material
  • Mace:
WEAPON:ITEM_WEAPON_MACE material
  • Crossbow:
WEAPON:ITEM_WEAPON_CROSSBOW material
  • Pick:
WEAPON:ITEM_WEAPON_PICK material
  • Bow:
WEAPON:ITEM_WEAPON_BOW material
  • Blowgun:
WEAPON:ITEM_WEAPON_BLOWGUN material
  • Pike:
WEAPON:ITEM_WEAPON_PIKE material
  • Halberd:
WEAPON:ITEM_WEAPON_HALBERD material
  • Two-handed sword:
WEAPON:ITEM_WEAPON_SWORD_2H material
  • Long sword:
WEAPON:ITEM_WEAPON_SWORD_LONG material
  • Maul:
WEAPON:ITEM_WEAPON_MAUL material
  • Great axe:
WEAPON:ITEM_WEAPON_AXE_GREAT material
  • Dagger:
WEAPON:ITEM_WEAPON_DAGGER_LARGE material
  • Scourge:
WEAPON:ITEM_WEAPON_SCOURGE material
  • Flail:
WEAPON:ITEM_WEAPON_FLAIL material
  • Morningstar:
WEAPON:ITEM_WEAPON_MORNINGSTAR material
  • Scimitar:
WEAPON:ITEM_WEAPON_SCIMITAR material
  • Training axe:
WEAPON:ITEM_WEAPON_AXE_TRAINING material
  • Training sword:
WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING material
  • Training spear:
WEAPON:ITEM_WEAPON_SPEAR_TRAINING material

Trap components

  • Menacing spike
TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE material
  • Large, serrated disc
TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC material
  • Spiked ball
TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL material
  • Enormous corkscrew
TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW material
  • Giant axe blade
TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE material

Tools

Furniture

Format:

createitem Item token (from list below) Material

"Material" is the same as the material used to create basic items (e.g. logs, boulders, bars, etc.)

Item Item token
Armor stand ARMORSTAND
Bag BOX
Bed BED
Box BOX
Cabinet CABINET
Cage CAGE
Chair CHAIR
Chest BOX
Coffer
Coffin COFFIN
Door DOOR
Floodgate FLOODGATE
Grate GRATE
Hatch cover HATCH_COVER
Slab SLAB
Statue STATUE
Table TABLE
Traction bench TRACTION_BENCH
Weapon rack WEAPONRACK

Animal products

Cloth/leather

  • Cloth (yarn)
CLOTH CREATURE_MAT:creature:HAIR
  • Silk (creature must be able to produce silk):
CLOTH CREATURE_MAT:creature:SILK
  • Leather (tanned):
SKIN_TANNED CREATURE_MAT:creature:LEATHER

Shells

  • Shells (when demanded for moods, for example) are body parts and cannot be created directly. But it is possible to create a raw fish, then process it in a fishery:
FISH_RAW creature:caste

Plant products

Seeds

  • Create seeds for farming:
SEEDS PLANT:plant:SEED

Materials

Unusual materials that work for most items above

Body parts

Format:

item CREATURE_MAT:creature:material

Valid materials:

  • Edible
    • MUSCLE
    • EYE4
    • BRAIN
    • LUNG
    • HEART
    • LIVER
    • GUT
    • STOMACH
    • GIZZARD
    • PANCREAS
    • SPLEEN
    • KIDNEY
  • Craftable
    • BONE1,4
    • SHELL3
    • HOOF3
    • HORN3
    • IVORY3
    • TOOTH1
    • SILK3
    • HAIR1,4 (sometimes)
  • Processable
    • SKIN1,4
      • LEATHER
    • FAT
      • TALLOW
        • SOAP
    • MILK3
      • CHEESE
  • Useless
    • CHITIN2
    • CARTILAGE1,4
    • SPINE3
    • NERVE
    • SINEW3
    • BLOOD3
    • PUS3
    • ICHOR3
    • GOO3
    • FEATHER3
    • SCALE3
    • CLAW3
    • NAIL3
    • TALON3
1 - only present on standard creatures
2 - only present on chitinous creatures
3 - only present on some creatures
4 - missing from some creatures