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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)) |
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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
- TALLOW
- MILK3
- CHEESE
- SKIN1,4
- 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