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createitem
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==========
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sync tags spreadsheet to git
spreadsheet - https://docs.google.com/spreadsheets/d/1hiDlo8M_bB_1jE-5HRs2RrrA_VZ4cRu9VXaTctX_nwk/edit#gid=170388995
sync command - for fname in *rst; do name=$(echo $fname | sed 's/[.]rst//'); tagline=$(egrep ",$name," ~/Downloads/DFHack\ taxonomy\ -\ Tool\ tags.csv | ~/Downloads/csvtotags.sh); sed -ri "s;[*]*Tags:.*;$tagline;" $fname; done
contents of csvtotags.sh -
fgrep . | sed -r 's/^[^,]+,([^,]+),[^.]+[.]"?,/\1,/' | awk -F, '
function tag(idx, tagname) {
if ($idx == "TRUE") {
if (hastag == 1) {printf(", ")}
printf("`tag/%s`", tagname)
hastag = 1
}
}
{
printf("%s", "**Tags:** ")
hastag = 0
tag(2, "adventure")
tag(3, "fort")
tag(4, "legends")
tag(5, "embark")
tag(6, "system")
tag(7, "dev")
tag(8, "auto")
tag(9, "productivity")
tag(10, "inspection")
tag(11, "design")
tag(12, "quickfort")
tag(13, "interface")
tag(14, "fps")
tag(15, "fix")
tag(16, "mod")
tag(17, "armok")
tag(18, "animals")
tag(19, "buildings")
tag(20, "items")
tag(21, "jobs")
tag(22, "map")
tag(23, "labors")
tag(24, "units")
tag(25, "stockpiles")
tag(26, "trees")
printf("\n")
}
'
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**Tags:** `tag/adventure`, `tag/fort`, `tag/armok`, `tag/items`
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:dfhack-keybind:`createitem`
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:index:`Create arbitrary items. <createitem; Create arbitrary items.>` You can
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create new items of any type and made of any material. A unit must be selected
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in-game to use this command. By default, items created are spawned at the feet
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of the selected unit.
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Specify the item and material information as you would indicate them in custom
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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
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``EGG``, then 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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Usage:
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``createitem <item> <material> [<count>]``
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Create <count> copies (default is 1) of the specified item made out of the
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specified material.
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``createitem inspect``
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Obtain the item and material tokens of an existing item. Its output can be
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used directly as arguments to ``createitem`` to create new matching items
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(as long as the item type is supported).
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``createitem floor|item|building``
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Subsequently created items will be placed on the floor beneath the selected
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unit's, inside the selected item, or as part of the selected building.
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.. note::
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``createitem building`` is good for loading traps, but if you use it with
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workshops, you will have to deconstruct the workshop to access the item.
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Examples
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--------
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``createitem GLOVES:ITEM_GLOVES_GAUNTLETS INORGANIC:STEEL 2``
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Create 2 pairs of steel gauntlets (that is, 2 left gauntlets and 2 right
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gauntlets).
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``createitem WOOD PLANT_MAT:TOWER_CAP:WOOD 100``
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Create 100 tower-cap logs.
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``createitem PLANT_GROWTH BILBERRY:FRUIT``
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Create a single bilberry.
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For more examples, :wiki:`the wiki <Utility:DFHack/createitem>`.
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