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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").
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This is a list of <code>createitem</code> commands for [[Utility:DFHack|DFHack]].
 
This is a list of <code>createitem</code> commands for [[Utility:DFHack|DFHack]].
  
Not to be confused with <code>gui/create-item</code>, an interactive Lua script, or <code>create-items</code>, a Ruby script with different syntax and support for fewer types of items.
+
Not to be confused with <code>create-items</code>, a Ruby script with different syntax and support for fewer types of items.
  
 
= Usage =
 
= Usage =
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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 be used as the crafter, otherwise the first unit in the fortress will be automatically selected. Clothing and armor items will be sized for that unit's creature type.
+
* "createitem" must be run with a creature/unit selected and will place items at their feet.
* By default, items will be placed on the floor, either at the feet of the selected unit or beneath the cursor.
 
** If you select a container (such as a barrel, backpack, or minecart) and type <code>createitem item</code>, all subsequently created items will be placed inside that container.
 
** If you select a building (such as a workshop, chest, or weapon rack) and type <code>createitem building</code>, all subsequently created items will be placed inside that building.
 
** Typing <code>createitem floor</code> will switch it back to placing created items on the floor. This will also happen automatically if the previously-selected container or building is destroyed.
 
 
* 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.
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* 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>.
** Some IDs contain a space which needs to be quoted, for example <code>createitem ROUGH "INORGANIC:LAPIS LAZULI"</code>.
 
** All ID values are ''case sensitive'', so make sure you capitalize them correctly - in vanilla raws, they are typically all uppercase, but mixed-case IDs may be encountered when using mods.
 
  
 
__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)
 
== Fuel ==
 
* Coke
 
BAR COAL:COKE
 
* Charcoal
 
BAR COAL:CHARCOAL
 
 
== Misc ==
 
* Ash bars
 
BAR ASH
 
* Liquids (non-DRINK but including milk)
 
LIQUID_MISC ''material''
 
* Quires
 
TOOL:ITEM_TOOL_QUIRE ''material''
 
* Pipe sections
 
PIPE_SECTION ''material''
 
  
 
== Armor ==
 
== Armor ==
 
* Gauntlets (will automatically be created in pairs)
 
* Gauntlets (will automatically be created in pairs)
 
  GLOVES:ITEM_GLOVES_GAUNTLETS ''material''
 
  GLOVES:ITEM_GLOVES_GAUNTLETS ''material''
* Gloves (will automatically be created in pairs)
 
GLOVES:ITEM_GLOVES_GLOVES ''material''
 
* Helm
 
HELM:ITEM_HELM_HELM ''material''
 
* Cap
 
HELM:ITEM_HELM_CAP ''material''
 
* Breastplate
 
ARMOR:ITEM_ARMOR_BREASTPLATE ''material''
 
* Mail shirt
 
ARMOR:ITEM_ARMOR_MAIL_SHIRT ''material''
 
* Greaves
 
PANTS:ITEM_PANTS_GREAVES ''material''
 
* Leggings
 
PANTS:ITEM_PANTS_LEGGINGS ''material''
 
* High boots (will automatically be created in pairs)
 
SHOES:ITEM_SHOES_BOOTS ''material''
 
* Low boots (will automatically be created in pairs)
 
SHOES:ITEM_SHOES_SHOES ''material''
 
* Shoes (will automatically be created in pairs)
 
SHOES:ITEM_SHOES_BOOTS_LOW ''material''
 
* Cloak
 
ARMOR:ITEM_ARMOR_CLOAK ''material''
 
* Shield
 
SHIELD:ITEM_SHIELD_SHIELD ''material''
 
* Buckler
 
SHIELD:ITEM_SHIELD_BUCKLER ''material''
 
* Skirt (long)
 
PANTS:ITEM_PANTS_SKIRT_LONG ''material''
 
* Skirt (short)
 
PANTS:ITEM_PANTS_SKIRT_SHORT ''material''
 
* Skirt
 
PANTS:ITEM_PANTS_SKIRT ''material''
 
  
 
== Weapons ==
 
== Weapons ==
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| Armor stand || ARMORSTAND
 
| Armor stand || ARMORSTAND
 
|-
 
|-
| Bag || BAG
+
| Bag || BOX
 
|-
 
|-
 
| Bed || BED
 
| Bed || BED
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== Animal products ==
 
== Animal products ==
=== Cloth/leather/milk ===
+
=== 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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* Plant fiber (only works with appropriate plants):
 
* Plant fiber (only works with appropriate plants):
 
  CLOTH PLANT_MAT:''plant'':THREAD
 
  CLOTH PLANT_MAT:''plant'':THREAD
(Example: createitem CLOTH PLANT_MAT:GRASS_TAIL_PIG:THREAD 1)
 
 
* Leather (tanned):
 
* Leather (tanned):
 
  SKIN_TANNED CREATURE_MAT:''creature'':LEATHER
 
  SKIN_TANNED CREATURE_MAT:''creature'':LEATHER
* Milk (creature must be able to produce milk):
 
LIQUID_MISC CREATURE_MAT:''creature'':MILK
 
  
 
=== Shells ===
 
=== Shells ===
* Shells (when demanded for [[mood]]s, 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:
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* 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''
 
  FISH_RAW ''creature'':''caste''
Example:
 
createitem FISH_RAW POND_TURTLE:MALE
 
  
 
== Plant products ==
 
== Plant products ==
 
=== Drinks ===
 
* Drink made from the specified plant:
 
DRINK PLANT_MAT:''plant'':DRINK
 
Example: createitem DRINK PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK
 
 
Spawning drinks on the ground will create an undrinkable puddle. You may wish to select an empty barrel with the cursor first.
 
 
=== Mill Products ===
 
* Flour, dyes, and sugar:
 
POWDER_MISC PLANT_MAT:''plant'':MILL
 
Example: createitem POWDER_MISC PLANT_MAT:MUSHROOM_CUP_DIMPLE:MILL
 
 
Note that powders will only be usable if you create them into a bag by doing "createitem item" beforehand.
 
 
 
=== Seeds ===
 
=== Seeds ===
* Seeds for farming:
+
* Create seeds for farming:
 
  SEEDS PLANT_MAT:''plant'':SEED
 
  SEEDS PLANT_MAT:''plant'':SEED
 
=== Growths ===
 
* Growths being FRUIT, LEAVES, FLOWERS, etc:
 
PLANT_GROWTH PLANT:''plant'':''growth''
 
 
== Equipment ==
 
* Flask/Waterskin/Vial:
 
FLASK:NONE ''material''
 
* Backpack:
 
BACKPACK:NONE ''material''
 
  
 
= Materials =
 
= Materials =
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  ''item'' CREATURE_MAT:''creature'':{{tc|green|''material''}}
 
  ''item'' CREATURE_MAT:''creature'':{{tc|green|''material''}}
 
Valid materials:
 
Valid materials:
* Edible (e.g. for MEAT items)
+
* Edible
 
** MUSCLE
 
** MUSCLE
 
** EYE<sup>4</sup>
 
** EYE<sup>4</sup>

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