53 lines
2.0 KiB
ReStructuredText
53 lines
2.0 KiB
ReStructuredText
createitem
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==========
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Tags:
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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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