49 lines
1.8 KiB
ReStructuredText
49 lines
1.8 KiB
ReStructuredText
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createitem
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==========
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Allows creating new items of arbitrary types and made of arbitrary materials. A
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unit must be selected in-game to use this command. By default, items created are
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spawned at the feet of the selected unit.
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Specify the item and material information as you would indicate them in
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custom reaction raws, with the following differences:
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* Separate the item and material with a space rather than a colon
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* If the item has no subtype, the ``:NONE`` can be omitted
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* If the item is ``REMAINS``, ``FISH``, ``FISH_RAW``, ``VERMIN``, ``PET``, or ``EGG``,
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specify a ``CREATURE:CASTE`` pair instead of a material token.
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* If the item is a ``PLANT_GROWTH``, specify a ``PLANT_ID:GROWTH_ID`` pair
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instead of a material token.
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Corpses, body parts, and prepared meals cannot be created using this tool.
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To obtain the item and material tokens of an existing item, run
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``createitem inspect``. Its output can be passed directly as arguments to
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``createitem`` to create new matching items, as long as the item type is
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supported.
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Examples:
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* Create 2 pairs of steel gauntlets::
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createitem GLOVES:ITEM_GLOVES_GAUNTLETS INORGANIC:STEEL 2
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* Create tower-cap logs::
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createitem WOOD PLANT_MAT:TOWER_CAP:WOOD
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* Create bilberries::
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createitem PLANT_GROWTH BILBERRY:FRUIT
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For more examples, :wiki:`see this wiki page <Utility:DFHack/createitem>`.
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To change where new items are placed, first run the command with a
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destination type while an appropriate destination is selected.
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Options:
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:floor: Subsequent items will be placed on the floor beneath the selected unit's feet.
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:item: Subsequent items will be stored inside the currently selected item.
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:building: Subsequent items will become part of the currently selected building.
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Good for loading traps; do not use with workshops (or deconstruct to use the item).
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