dfhack/docs/plugins/createitem.rst

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createitem
==========
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.. dfhack-tool::
:summary: Create arbitrary items.
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:tags: unavailable adventure fort armok items
You can create new items of any type and made of any material. A unit must be
selected in-game to use this command. By default, items created are spawned at
the feet of the selected unit.
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Specify the item and material information as you would indicate them in custom
reaction raws, with the following differences:
* Separate the item and material with a space rather than a colon
* 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``, then specify a ``CREATURE:CASTE`` pair instead of a material token.
* If the item is a ``PLANT_GROWTH``, specify a ``PLANT_ID:GROWTH_ID`` pair
instead of a material token.
Corpses, body parts, and prepared meals cannot be created using this tool.
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Usage
-----
``createitem <item> <material> [<count>]``
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Create <count> copies (default is 1) of the specified item made out of the
specified material.
``createitem inspect``
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Obtain the item and material tokens of an existing item. Its output can be
used directly as arguments to ``createitem`` to create new matching items
(as long as the item type is supported).
``createitem floor|item|building``
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Subsequently created items will be placed on the floor beneath the selected
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
workshops, you will have to deconstruct the workshop to access the item.
Examples
--------
``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
gauntlets).
``createitem WOOD PLANT_MAT:TOWER_CAP:WOOD 100``
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Create 100 tower-cap logs.
``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>`.