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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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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]]. | ||
− | + | See this for example and placing of items [http://97.107.128.126/smf/index.php?topic=134627.5;wap2] | |
= 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)]'''}} | ||
− | * | + | * "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>). 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. | |
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− | * You can create multiple items at once by appending a number to the createitem command (e.g. <code>createitem BOULDER | ||
* 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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=== Stone === | === Stone === | ||
* Boulders (i.e. mined stones): | * Boulders (i.e. mined stones): | ||
− | BOULDER | + | BOULDER ''stone'' |
* Blocks | * Blocks | ||
− | BLOCKS | + | BLOCKS ''stone'' |
=== Wood === | === Wood === | ||
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=== Metal === | === Metal === | ||
* [[Bar]]s (or [[wafer]]s) | * [[Bar]]s (or [[wafer]]s) | ||
− | BAR | + | BAR ''metal'' |
=== Gems === | === Gems === | ||
* Rough gems | * Rough gems | ||
− | ROUGH | + | ROUGH ''gem'' |
* Small cut gems | * Small cut gems | ||
− | SMALLGEM | + | SMALLGEM ''gem'' |
* Large cut gems | * Large cut gems | ||
− | GEM | + | GEM ''gem'' |
=== Glass === | === Glass === | ||
Raw glass: | Raw glass: | ||
− | ROUGH ''glass'' | + | ROUGH ''glass'' |
{| class="wikitable" | {| class="wikitable" | ||
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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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== Armor == | == Armor == | ||
* Gauntlets (will automatically be created in pairs) | * Gauntlets (will automatically be created in pairs) | ||
− | GLOVES:ITEM_GLOVES_GAUNTLETS '' | + | GLOVES:ITEM_GLOVES_GAUNTLETS ''metal'' |
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== Weapons == | == Weapons == | ||
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*Training spear: | *Training spear: | ||
WEAPON:ITEM_WEAPON_SPEAR_TRAINING ''material'' | WEAPON:ITEM_WEAPON_SPEAR_TRAINING ''material'' | ||
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== Trap components == | == Trap components == | ||
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== Tools == | == Tools == | ||
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== Furniture == | == Furniture == | ||
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| Armor stand || ARMORSTAND | | Armor stand || ARMORSTAND | ||
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− | | Bag || | + | | Bag || BOX |
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| Bed || BED | | Bed || BED | ||
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| Hatch cover || HATCH_COVER | | Hatch cover || HATCH_COVER | ||
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| Slab || SLAB | | Slab || SLAB | ||
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== Animal products == | == Animal products == | ||
− | === Cloth/leather | + | === Cloth/leather === |
− | * | + | * Cloth (yarn) |
CLOTH CREATURE_MAT:''creature'':HAIR | CLOTH CREATURE_MAT:''creature'':HAIR | ||
* Silk (creature must be able to produce silk): | * Silk (creature must be able to produce silk): | ||
CLOTH CREATURE_MAT:''creature'':SILK | CLOTH CREATURE_MAT:''creature'':SILK | ||
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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 === | ||
− | * Shells (when demanded for | + | * 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'' | ||
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== Plant products == | == Plant products == | ||
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=== Seeds === | === Seeds === | ||
− | * | + | * Create seeds for farming: |
− | SEEDS | + | SEEDS PLANT:''plant'':SEED |
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= 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 | + | * Edible |
** MUSCLE | ** MUSCLE | ||
** EYE<sup>4</sup> | ** EYE<sup>4</sup> |