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Difference between revisions of "Utility:DFHack/createitem"
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* "createitem" must be run with a creature/unit selected and will place items at their feet. | * "createitem" must be run with a creature/unit selected and will place items at their feet. | ||
* 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 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. | + | * 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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=== Stone === | === Stone === | ||
* Boulders (i.e. mined stones): | * Boulders (i.e. mined stones): | ||
− | BOULDER ''stone'' | + | BOULDER INORGANIC:''stone'' |
* Blocks | * Blocks | ||
− | BLOCKS ''stone'' | + | BLOCKS INORGANIC:''stone'' |
=== Wood === | === Wood === | ||
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=== Metal === | === Metal === | ||
* [[Bar]]s (or [[wafer]]s) | * [[Bar]]s (or [[wafer]]s) | ||
− | BAR ''metal'' | + | BAR INORGANIC:''metal'' |
=== Gems === | === Gems === | ||
* Rough gems | * Rough gems | ||
− | ROUGH ''gem'' | + | ROUGH INORGANIC:''gem'' |
* Small cut gems | * Small cut gems | ||
− | SMALLGEM ''gem'' | + | SMALLGEM INORGANIC:''gem'' |
* Large cut gems | * Large cut gems | ||
− | GEM ''gem'' | + | GEM INORGANIC:''gem'' |
=== Glass === | === Glass === | ||
Raw glass: | Raw glass: | ||
− | ROUGH ''glass'' | + | ROUGH ''glass'':NONE |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
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== Armor == | == Armor == | ||
* Gauntlets (will automatically be created in pairs) | * Gauntlets (will automatically be created in pairs) | ||
− | GLOVES:ITEM_GLOVES_GAUNTLETS '' | + | GLOVES:ITEM_GLOVES_GAUNTLETS ''material'' |
== Weapons == | == Weapons == |
Revision as of 13:35, 7 October 2014
This is a list of createitem
commands for DFHack.
Not to be confused with create-items
, a Ruby script with different syntax and support for fewer types of items.
Usage
Format:
createitem [Item token] [Material] [Quantity (optional)]
- "createitem" must be run with a creature/unit selected and will place items at their feet.
- A list of valid item tokens can be found 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.
createitem BOULDER INORGANIC: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 INORGANIC:stone
- Blocks
BLOCKS INORGANIC:stone
Wood
- Logs
WOOD PLANT_MAT:tree:WOOD
- Blocks
BLOCKS PLANT_MAT:tree:WOOD
Metal
BAR INORGANIC:metal
Gems
- Rough gems
ROUGH INORGANIC:gem
- Small cut gems
SMALLGEM INORGANIC:gem
- Large cut gems
GEM INORGANIC:gem
Glass
Raw glass:
ROUGH glass:NONE
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 material
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
- Nest box
TOOL:ITEM_TOOL_NEST_BOX material
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 |
Mechanisms | TRAPPARTS |
Slab | SLAB |
Statue | STATUE |
Table | TABLE |
Traction bench | TRACTION_BENCH |
Weapon rack | WEAPONRACK |
Animal products
Cloth/leather
- Yarn (creature must be able to produce wool):
CLOTH CREATURE_MAT:creature:HAIR
- Silk (creature must be able to produce silk):
CLOTH CREATURE_MAT:creature:SILK
- Plant fiber (only works with appropriate plants):
CLOTH PLANT_MAT:plant:THREAD
- 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_MAT: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