.. dfhack-tool::
:summary: Create arbitrary items.
:tags: adventure fort armok items
You can create new items of any type and made of any material. By default, items created are spawned at the feet of the selected unit. If no unit is selected, the first citizen will be used as the creator unit and the items will be spawned at the location of the keyboard cursor.
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
:NONEcan be omitted - If the item is
REMAINS,FISH,FISH_RAW,VERMIN,PET, orEGG, then specify aCREATURE:CASTEpair instead of a material token. - If the item is a
PLANT_GROWTH, specify aPLANT_ID:GROWTH_IDpair instead of a material token.
Corpses, body parts, and prepared meals cannot be created using this tool. See gui/create-item for an interactive version of the tool.
createitem <item> <material> [<count>]- Create <count> copies (default is 1) of the specified item made out of the specified material.
createitem inspect- Obtain the item and material tokens of an existing item. Its output can be
used directly as arguments to
createitemto create new matching items (as long as the item type is supported). createitem floor|item|building- 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.
Note
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.
createitem GLOVES:ITEM_GLOVES_GAUNTLETS INORGANIC:STEEL 2- Create 2 pairs of steel gauntlets (that is, 2 left gauntlets and 2 right gauntlets).
createitem WOOD PLANT_MAT:TOWER_CAP:WOOD 100- Create 100 tower-cap logs.
createitem PLANT_GROWTH BILBERRY:FRUIT- Create a single bilberry.
For more examples, :wiki:`the wiki <Utility:DFHack/createitem>`.