Gloomwood

Gloomwood

sheern Sep 11, 2022 @ 3:39pm
Item Codes?
First off, love what I have played so far. I got to the end of the early access content and now want to play around. To that end I have been replaying the game with cheats, and screwing around with things like god mode. My question is this, in the console there is a command for infinite items, however it requires the item name. As I would love to mess around with unlimited fire bolts or shotgun shells, does anyone have a list of items for use? This would also benefit those wishing to play with the "give" command.
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Showing 1-15 of 19 comments
James Cain Sep 11, 2022 @ 4:05pm 
Yeah I can't figure out "list" or "give" either
Yzal Sep 11, 2022 @ 4:55pm 
spawn weapon // spawns all the weapons in the current build. Yes it weapon, not weapons.

Individual weapon spawning:
spawn weapon_revolver
spawn weapon_shotgun
spawn weapon_undertaker
spawn weapon_canesword

all spawned weapons start with a full magazine.
those are the ones i managed to figure out.
Last edited by Yzal; Sep 11, 2022 @ 5:00pm
Livvie Goat Sep 11, 2022 @ 7:14pm 
be careful with spawning stuff in. It may cause levels to load incorrectly upon return. I noticed after spawning in a bunch of pistols that when I returned to the fishery I got stuck in a black screen.
Bjørn Mäd Sep 12, 2022 @ 4:08am 
I have found some item codes:

Item_RevolverRound [amount]
Item_ShotgunShell [amount]
Item_Medhypo
Item_Bottle

still trying to figure out the other item codes.
Last edited by Bjørn Mäd; Sep 12, 2022 @ 4:10am
sheern Sep 12, 2022 @ 4:52am 
I discovered "item_handlantern". I'm still trying to figure out if the "INFINITE" command can be used for items such as ammo. The command description suggests that you would need to define what entity it would apply to, such as the player or an enemy.
mvz Sep 12, 2022 @ 4:59am 
I do get a console after pressing tilde. but after typing any commands and hitting enter, the command just sits there and there's no feedback.. pressing enter again just highlights the allready typed-in command.. ini file has been edited to =1.. whats wrong?
sheern Sep 12, 2022 @ 2:28pm 
Originally posted by mvz:
I do get a console after pressing tilde. but after typing any commands and hitting enter, the command just sits there and there's no feedback.. pressing enter again just highlights the allready typed-in command.. ini file has been edited to =1.. whats wrong?
Did you set "Cheats" to 1 as well?
japs_hate_nuclear Sep 12, 2022 @ 3:17pm 
You can leave out the _NAME suffix when spawning these items

Example: spawn item_handlantern spawns a handlantern, you don't need to write spawn item_handlantern_name or anything like that

// Items
ITEM_BACKPACK_NAME = "Backpack";
ITEM_BACKPACK_DESC = "A bag to carry all your items in";

ITEM_BLOODVIAL_NAME = "Blood Vial";
ITEM_BLOODVIAL_DESC = "A sampling of the doctor's blood to test for trauma, toxins and illnesses.";

ITEM_JOURNAL_NAME = "Journal";
ITEM_JOURNAL_DESC = "A journal containing various notes, documents and maps of the city.";

ITEM_HANDLANTERN_NAME = "Handlantern";
ITEM_HANDLANTERN_DESC = "An electrical handlantern that can illuminate the darkness at the cost of high visibility. Local steamboat captains rumor that such lamps can repel the ghostly fog that seeps in from the sea.";

ITEM_HANDLANTERN_BROKEN_NAME = "Broken Handlantern";
ITEM_HANDLANTERN_BROKEN_DESC = "A broken electrical handlantern. Not much use for it now.";

ITEM_LIGHTGEMRING_NAME = "Light Gem Ring";
ITEM_LIGHTGEMRING_DESC = "A ring with a crystal that reacts to nearby light.";

ITEM_KEYRING_NAME = "Key Ring";
ITEM_KEYRING_DESC = "A ring that contains all of your found keys.";

ITEM_MEDHYPO_NAME = "Vitalizing Tonic";
ITEM_MEDHYPO_DESC = "A hypodermic syringe containing a concoction of strong analgesics and anticoagulants. The tincture's signature glow comes from a native herb in the southern swamplands.";

ITEM_MEDKIT_NAME = "Medikit";
ITEM_MEDKIT_DESC = "Fully restores health";

ITEM_MONOCLE_NAME = "Monocle";
ITEM_MONOCLE_DESC = "Has an extendable lens for zooming";

ITEM_MUSICBOX_NAME = "Music Box";
ITEM_MUSICBOX_DESC = "Wind handle to save the game";

// Food
ITEM_CHEESE_NAME = "Cheese Wheel";
ITEM_CHEESE_DESC = "A strong scented cheese wheel. The majority of the region's dairy comes from nose-horned goats that migrated from the eastern mountains.";

ITEM_APPLE_NAME = "Apple";
ITEM_APPLE_DESC = "A somewhat moldy apple.";

ITEM_LEVER_HANDLE_NAME = "Lever Handle";
ITEM_LEVER_HANDLE_DESC = "A handle for a mechanical lever";

// Ammo
ITEM_REVOLVERROUND_NAME = "Revolver Cartridge";
ITEM_REVOLVERROUND_DESC = "A single, revolver cartridge. The casing appears to have been reused. May create a decent distraction in a pinch.";

ITEM_REVOLVERROUNDSPENT_NAME = "Spent Revolver Round";
ITEM_REVOLVERROUNDSPENT_DESC = "An empty, spent revolver casing. May suffice as an impromptu distraction in a pinch.";

ITEM_REVOLVERROUNDBOX_NAME = "Revolver Cartridges";
ITEM_REVOLVERROUNDBOX_DESC = "A worn, soggy box of common revolver cartridges. A faint marking of the Constabulary approval stamp is barely legible on the front.";

ITEM_SHOTGUNSHELL_NAME = "Shotgun Shell";
ITEM_SHOTGUNSHELL_DESC = "A buckshot shell for the shotgun. May suffice as an impromptu distraction in a pinch.";

ITEM_SHOTGUNSHELLSPENT_NAME = "Spent Shotgun Shell";
ITEM_SHOTGUNSHELLSPENT_DESC = "An empty, spent shell. May suffice as an impromptu distraction in a pinch.";

ITEM_SHOTGUNSHELLBOX_NAME = "Shotgun Shell Box";
ITEM_SHOTGUNSHELLBOX_DESC = "A decayed box of shotgun shells. Once outlawed in this region, shotgun ammunition returned to usage as the city relied more on game over imported goods.";

ITEM_UNDERTAKER_SLUG_NAME = "Slug Bolt";
ITEM_UNDERTAKER_SLUG_DESC = "A heavy slug round for the Undertaker pistol. Can activate buttons and shatter glass and lights.";

ITEM_UNDERTAKER_INCENDIARY_NAME = "Incendiary Bolt";
ITEM_UNDERTAKER_INCENDIARY_DESC = "An incendiary round for the Undertaker pistol.";

ITEM_UNDERTAKER_SHOCK_NAME = "Flash Bolt";
ITEM_UNDERTAKER_SHOCK_DESC = "A blinding round for the Undertaker pistol.";

// Junk
ITEM_BOTTLE_NAME = "Glass Bottle";
ITEM_BOTTLE_DESC = "An empty, glass liquor bottle that is capable of creating a loud distraction. The faded label of the Ashbrew Brewery wraps the front.";

ITEM_CAN_FISH_NAME = "Can of Fish";
ITEM_CAN_FISH_DESC = "A can labeled with a 'Croup Fisheries' sticker. A salty, sickly smell emanates from the wrapper.";

ITEM_CAN_FISH_EMPTY_NAME = "Can of Fish (Empty)";
ITEM_CAN_FISH_EMPTY_DESC = "An empty can labeled with a 'Croup Fisheries' sticker. The inside of the can is stained with a slimy residue.";

ITEM_CAN_BEANS_NAME = "Can of Beans";
ITEM_CAN_BEANS_DESC = "A can labeled with a 'Doctor Smithy's Pork and Beans' sticker. An unmistakable nostalgic scent eminates.";

ITEM_CAN_BEANS_EMPTY_NAME = "Can of Beans (Empty)";
ITEM_CAN_BEANS_EMPTY_DESC = "An empty can labeled with a 'Doctor Smithy's Pork and Beans' sticker. The only thing left inside is the pain of having nothing. It hurts.";

ITEM_RIFLE_BROKEN_NAME = "Huntsmans' Rifle";
ITEM_RIFLE_BROKEN_DESC = "A makeshift, shoddy hunting rifle. The grips are built for the distorted proportions of the huntsmen and cannot be handled by average humans.";

// Giblets
ITEM_GIBLET_WOODSMAN_HEAD_NAME = "Woodsman Head";
ITEM_GIBLET_WOODSMAN_HEAD_DESC = "(Not Researched)";

ITEM_GIBLET_WOODSMAN_ARM_LEFT_NAME = "Woodsman Arm (Left)";
ITEM_GIBLET_WOODSMAN_ARM_LEFT_DESC = "(Not Researched)";

ITEM_GIBLET_WOODSMAN_ARM_RIGHT_NAME = "Woodsman Arm (Right)";
ITEM_GIBLET_WOODSMAN_ARM_RIGHT_DESC = "(Not Researched)";

ITEM_GIBLET_WOODSMAN_LEG_LEFT_NAME = "Woodsman Leg (Left)";
ITEM_GIBLET_WOODSMAN_LEG_LEFT_DESC = "(Not Researched)";

ITEM_GIBLET_WOODSMAN_LEG_RIGHT_NAME = "Woodsman Leg (Right)";
ITEM_GIBLET_WOODSMAN_LEG_RIGHT_DESC = "(Not Researched)";

ITEM_GIBLET_HUNTSMAN_HEAD_NAME = "Huntsman Head";
ITEM_GIBLET_HUNTSMAN_HEAD_DESC = "(Not Researched)";

ITEM_GIBLET_HUNTSMAN_ARM_LEFT_NAME = "Huntsman Arm (Left)";
ITEM_GIBLET_HUNTSMAN_ARM_LEFT_DESC = "(Not Researched)";

ITEM_GIBLET_HUNTSMAN_ARM_RIGHT_NAME = "Huntsman Arm (Right)";
ITEM_GIBLET_HUNTSMAN_ARM_RIGHT_DESC = "(Not Researched)";

ITEM_GIBLET_HUNTSMAN_LEG_LEFT_NAME = "Huntsman Leg (Left)";
ITEM_GIBLET_HUNTSMAN_LEG_LEFT_DESC = "(Not Researched)";

ITEM_GIBLET_HUNTSMAN_LEG_RIGHT_NAME = "Huntsman Leg (Right)";
ITEM_GIBLET_HUNTSMAN_LEG_RIGHT_DESC = "(Not Researched)";

ITEM_GIBLET_CITIZEN_MAN_HEAD_NAME = "Citizen Man Head";
ITEM_GIBLET_CITIZEN_MAN_HEAD_DESC = "(Not Researched)";

// Weapons
ITEM_CANESWORD_NAME = "Canesword";
ITEM_CANESWORD_DESC = "A durable canesword with an ivory handle and silver coated blade. A powered thrust to an unaware, unarmored enemy will deal critical damage.";

ITEM_REVOLVER_NAME = "Revolver";
ITEM_REVOLVER_DESC = "Break-action revolver with six chambers. Steel-casted and chambered for a cartridge round local to the city.";

ITEM_SHOTGUN_NAME = "Shotgun";
ITEM_SHOTGUN_DESC = "A collapsable pump shotgun. A favorite among the trappers who desired an easily carryable close-range weapon for their excursions past the bulwark.";

ITEM_LEGTRAP_NAME = "Leg-hold Trap";
ITEM_LEGTRAP_DESC = "A trap that can be used to snare the target's leg.";

ITEM_UNDERTAKER_NAME = "Undertaker Pistol";
ITEM_UNDERTAKER_DESC = "A custom, single-shot pistol with a silencer. The chamber is shaped for a special canister type that delivers various gasses and liquids. ";

// Tools
ITEM_BUTTON_PRESSER_NAME = "Button Cap";
ITEM_BUTTON_PRESSER_DESC = "A cap for a button presser. Can be used to repair certain devices.";

// Keys
KEY_NONE_NAME = "None";
KEY_NONE_DESC = "No keys have been found.";

KEY_TESTKEY1_NAME = "Test Key";
KEY_TESTKEY1_DESC = "The first test key.";

KEY_TESTKEY2_NAME = "Second Test Key";
KEY_TESTKEY2_DESC = "The second test key.";

KEY_EMBLEM_CROW_NAME = "Emblem of the Crow";
KEY_EMBLEM_CROW_DESC = "Engraved with the symbol of a Crow";

KEY_EMBLEM_RAT_NAME = "Emblem of the Rat";
KEY_EMBLEM_RAT_DESC = "Engraved symbol of a Rat";

KEY_DEMO_SAFEHOUSE_NAME = "Safehouse Key";
KEY_DEMO_SAFEHOUSE_DESC = "For the safehouse front door";

KEY_DEMO_COURTYARD_NAME = "Warden Court Key";
KEY_DEMO_COURTYARD_DESC = "For the door near the Jailhouse entrance";

KEY_DEMO_GUARDHOUSE_NAME = "Guardhouse Key";
KEY_DEMO_GUARDHOUSE_DESC = "For the guardhouse near the Market gate";

KEY_FISHERY_SUPPLYROOM_NAME = "Fishery Supply Room Key";
KEY_FISHERY_SUPPLYROOM_DESC = "Key to the supply room at Mr. Croup's Fishery.";

KEY_FISHERY_MANAGER_NAME = "Fishery Manager's Key";
KEY_FISHERY_MANAGER_DESC = "Manager's key at Mr. Croup's Fishery.";

KEY_FISHERY_ROOFTOP_NAME = "Fishery Rooftop Key";
KEY_FISHERY_ROOFTOP_DESC = "Key for the rooftop at Mr. Croup's Fishery.";

KEY_FISHERY_POWERROOM_NAME = "Fishery Power Room";
KEY_FISHERY_POWERROOM_DESC = "Key for the power room at Mr. Croup's Fishery.";

KEY_FISHERY_POWERGENERATOR_NAME = "Fishery Generator Key";
KEY_FISHERY_POWERGENERATOR_DESC = "Key to the Fishery power generator.";

KEY_FISHERY_CARRIAGE_BACKDOOR_NAME = "Fishery Carriage Station Backdoor";
KEY_FISHERY_CARRIAGE_BACKDOOR_DESC = "Key to the backdoor of the Fishery Carriage Station";

KEY_COAST_FISHERY_CABIN_NAME = "Fishery Cabin Key";
KEY_COAST_FISHERY_CABIN_DESC = "Key to the cabin overlooking Mr. Croup's Fishery.";

KEY_CAVES_POWERGENERATOR_NAME = "Mines Generator Key";
KEY_CAVES_POWERGENERATOR_DESC = "Key to the generator room in the coastal mines.";

KEY_CAVES_STORAGE_NAME = "Mines Storage Key";
KEY_CAVES_STORAGE_DESC = "Key to the storage room in the coastal mines. A faint scent of blood is stained into the metal.";

KEY_COAST_HOUSE_1_NAME = "Coast Desolated House Key";
KEY_COAST_HOUSE_1_DESC = "Key to a desolated house along the coastal road.";

KEY_CLIFFS_INN_CELLAR_NAME = "Slaughtered Goat Cellar Key";
KEY_CLIFFS_INN_CELLAR_DESC = "Key to the cellar of the Slaughtered Goat inn.";

// Currency
CURRENCY_GOLD_NAME = "Gold";
CURRENCY_GOLD_DESC = "Shiny coins and valuable trinkets";

// Treasure
ITEM_BROOCH_1_NAME = "Widow's Brooch";
ITEM_BROOCH_1_DESC = "A brooch from Mr. Croup's widow. Could fetch a high price from the right buyer.";

ITEM_GEM_RAW_SMALL_1_NAME = "Raw Gem (Small)";
ITEM_GEM_RAW_SMALL_1_DESC = "A small, uncut gem. Somewhat valuable.";

ITEM_GEM_RAW_LARGE_1_NAME = "Raw Gem (Large)";
ITEM_GEM_RAW_LARGE_1_DESC = "A large, uncut gem. Very valuable.";
Last edited by japs_hate_nuclear; Sep 12, 2022 @ 3:19pm
Stoic⁧⁧Sirius Sep 12, 2022 @ 3:45pm 
Originally posted by .:
You can leave out the _NAME suffix when spawning these items

ITEM_GEM_RAW_SMALL_1_NAME = "Raw Gem (Small)";
ITEM_GEM_RAW_SMALL_1_DESC = "A small, uncut gem. Somewhat valuable.";

ITEM_GEM_RAW_LARGE_1_NAME = "Raw Gem (Large)";
ITEM_GEM_RAW_LARGE_1_DESC = "A large, uncut gem. Very valuable.";

Interestingly enough, spawning small gems works, but trying to do so with large just puts out an error about not being able to determine what the item was
RadioactiveSterling Sep 12, 2022 @ 11:27pm 
i can't figure out how the infinite command works
Cerasza Sep 16, 2022 @ 2:38pm 
Originally posted by mvz:
I do get a console after pressing tilde. but after typing any commands and hitting enter, the command just sits there and there's no feedback.. pressing enter again just highlights the allready typed-in command.. ini file has been edited to =1.. whats wrong?

Having the same issue. Set both console and cheats in the .ini to 1, enter just highlights the text I type in the console.
you can use (level coast_fishery) and get the old moon icon for light that you had in the old demo of gloomwood. idk what the other levels are tho.
Yzal Sep 17, 2022 @ 10:27am 
Originally posted by Cultest:
you can use (level coast_fishery) and get the old moon icon for light that you had in the old demo of gloomwood. idk what the other levels are tho.
coast_fishery it's the first level, coast_caves the 2nd and coast_cliffside the third.
Last edited by Yzal; Sep 17, 2022 @ 12:21pm
James Cain Sep 17, 2022 @ 12:09pm 
Oooo some spicy finds since I last checked
VideoJones Oct 16, 2022 @ 6:26pm 
Has anyone been able to figure out how the infinite command works yet?
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Date Posted: Sep 11, 2022 @ 3:39pm
Posts: 19