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Difference between revisions of "Utility:DFHack/createitem"
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= Usage = | = Usage = | ||
− | * createitem must be run with a creature/unit selected and will place items at their feet. | + | |
+ | '''Format:''' | ||
+ | createitem {{tc|green|'''[Item token]'''}} {{tc|blue|'''[Material]'''}} {{tc|red|'''[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. <code>createitem BOULDER HEMATITE 20</code>). | * You can create multiple items at once by appending a number to the createitem command (e.g. <code>createitem BOULDER HEMATITE 20</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>. | * 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>. | ||
__TOC__ | __TOC__ | ||
+ | |||
= Items = | = Items = | ||
== Inorganic items == | == Inorganic items == |
Revision as of 17:57, 4 May 2014
This is a list of createitem
commands for DFHack.
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
). - 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
GLOVES:ITEM_GLOVES_GAUNTLETS metal 2
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 |
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
- Silk (creature must be able to produce silk):
CLOTH CREATURE_MAT:creature:SILK
- Leather (tanned):
SKIN_TANNED CREATURE_MAT:creature:LEATHER
Materials
Unusual materials that work for most items above
Body parts
Format:
item CREATURE_MAT:creature:body part
Valid body parts (note that these are tissues, not prepared organs):
- BONE
- BRAIN
- GUT (not intestines)
- HAIR
- KIDNEY
- LEATHER
- LIVER
- NERVE (nervous tissue)
- SHELL ("creature" must produce shells)
- SKIN
- STOMACH (stomach tissue)