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Editing Utility:DFHack/createitem
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Format for adding a new example
* Description type:subtype things:''material'':things
Be sure to:
- Include a space before the command to format it correctly
- Copy the command as it would appear in DFHack, leaving out the initial
createitem
and quantity - Use two single quotes (
'
) around the part of the command that can vary (e.g. type of animal, tree, metal, etc.) - For commands with multiple parts that can vary (e.g. "createitem FISH FISH_SHAD:MALE"), include both parts in italics (e.g. "createitem FISH creature:caste").
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
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createitem {{tc|green|'''[Item token]'''}} {{tc|blue|'''[Material]'''}} {{tc|red|'''[Quantity (optional)]'''}} | createitem {{tc|green|'''[Item token]'''}} {{tc|blue|'''[Material]'''}} {{tc|red|'''[Quantity (optional)]'''}} | ||
− | * If you select a unit, then that unit will | + | * NOTE: A much simpler alternative is available via the dfhack terminal ''gui/hack-wish''. It is a basic GUI which guides you through which item you want to create, then the material, and finally the quality modifier. <!--- 'gui/hack-wish' should get its own page --> |
− | * By default, items will be placed on the floor | + | *If you select a unit, then that unit will craft the item (and gain appropriate skills), otherwise the first unit in the fortress will be automatically selected. |
− | ** If you select a container (such as a barrel, backpack, or minecart) and type | + | * By default, items will be placed on the floor beneath the cursor. |
− | ** If you select a building (such as a workshop, chest, or weapon rack) and type | + | ** If you select a container (such as a barrel, backpack, or minecart) and type "createitem item", all subsequently created items will be placed inside that container. |
− | ** Typing | + | ** If you select a building (such as a workshop, chest, or weapon rack) and type "createitem building", all subsequently created items will be placed inside that building. |
+ | ** Typing "createitem floor" will switch it back to placing created items on the floor. | ||
* A list of valid item tokens can be found [[item token|here]]. Note that CORPSE, CORPSEPIECE, and FOOD are not supported by DFHack. | * A list of valid item tokens can be found [[item token|here]]. Note that CORPSE, CORPSEPIECE, and FOOD are not supported by DFHack. | ||
− | * You can create multiple items at once by appending a number to the createitem command (e.g. <code>createitem BOULDER INORGANIC:HEMATITE 20</code>). Note that certain item types will be created in stacks, while others will be created as individual items - see the [[Reactions#quantity_2|Reactions]] page for more information. | + | * You can create multiple items at once by appending a number to the createitem command (e.g. <code>createitem BOULDER INORGANIC:HEMATITE 20</code>). Note that certain item types will be created in stacks, while others will be created as individual items - see the [[DF2012:Reactions#quantity_2|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 <code>GOBLIN_CAP</code>, retrieved from <code>[PLANT:GOBLIN_CAP]</code>. | * 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 <code>GOBLIN_CAP</code>, retrieved from <code>[PLANT:GOBLIN_CAP]</code>. | ||
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__TOC__ | __TOC__ | ||
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(Items made of glass, e.g. furniture, use these names as well) | (Items made of glass, e.g. furniture, use these names as well) | ||
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== Misc == | == Misc == | ||
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* Quires | * Quires | ||
TOOL:ITEM_TOOL_QUIRE ''material'' | TOOL:ITEM_TOOL_QUIRE ''material'' | ||
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| Armor stand || ARMORSTAND | | Armor stand || ARMORSTAND | ||
|- | |- | ||
− | | Bag || | + | | Bag || BOX |
|- | |- | ||
| Bed || BED | | Bed || BED | ||
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== Animal products == | == Animal products == | ||
− | === Cloth/leather | + | === Cloth/leather === |
* Yarn (creature must be able to produce wool): | * Yarn (creature must be able to produce wool): | ||
CLOTH CREATURE_MAT:''creature'':HAIR | CLOTH CREATURE_MAT:''creature'':HAIR | ||
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* Leather (tanned): | * Leather (tanned): | ||
SKIN_TANNED CREATURE_MAT:''creature'':LEATHER | SKIN_TANNED CREATURE_MAT:''creature'':LEATHER | ||
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=== Shells === | === Shells === | ||
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== Plant products == | == Plant products == | ||
− | + | === Seeds === | |
− | === | + | * Seeds for farming: |
− | * | + | SEEDS PLANT_MAT:''plant'':SEED |
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=== Mill Products === | === Mill Products === | ||
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Note that powders will only be usable if you create them into a bag by doing "createitem item" beforehand. | Note that powders will only be usable if you create them into a bag by doing "createitem item" beforehand. | ||
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== Equipment == | == Equipment == |