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The Forest uses numeric item IDs with developer-console commands. Activate the console by typing developermodeon at the title screen, press F1 to open it in-game, then use additem <item ID> for inventory or spawnitem <item ID> to place the object on the ground near your character.
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This guide explains every relevant command, shows a practical item-ID reference, and covers the reasons spawnitem can appear to do nothing. IDs are generally documented from 29 through 310, but the range contains gaps, story entries and unsupported or empty IDs, so treat it as version-sensitive.
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What are The Forest item IDs?
An item ID is the number the developer console uses to identify a particular object. The number goes after a command, with one space between the command and the ID. For example, additem 54 adds rope to your inventory, while spawnitem 54 creates rope on the ground near you.
The commonly documented range is 29–310. That is not a continuous list: some numbers are unused, some belong to story objects, and some entries do not correspond to an attachable item. Names also vary between lists. “Cloth” and “Fabric,” “Rock” and “Stone,” and “Meds” and “Medicine” are aliases for the same numeric entry.
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Use the number rather than trying to type the item name. A name in a reference table helps you find the right number, but the console command itself expects the numeric ID.
How do I activate and open the console?
- At the title screen, type
developermodeon. The developer-console documentation gives the instruction verbatim: “Typedevelopermodeonin the title screen to activate the developer console.” - Start or load your game.
- Press
F1to toggle the console. Pressing it again hides the console. - Enter a command exactly, including the space before the number, and press Enter.
If F1 does not show the console, return to the title screen and enter developermodeon there before loading the save. The activation step is separate from opening the console during play.
Which console command should I use?
Choose by destination and scope. Single-item commands give you control over one ID; bulk commands trade that precision for speed.
| Command | Result | Best use |
|---|---|---|
additem <item ID> |
Adds the identified item to your player inventory. | Immediate use, crafting or testing when the object does not need to be visible on the ground. |
spawnitem <item ID> |
Places the identified item on the ground near the player. | Creating a physical pickup in the world. |
removeitem <item ID> |
Removes the identified item from inventory. | Undoing an inventory copy created with additem. |
addallitems |
Adds non-story items. | Filling inventory with ordinary equipment and materials. |
addallstoryitems |
Adds story items. | Supplying story objects, including keycards. |
removeallitems |
Removes inventory items. | Clearing ordinary inventory entries. |
removeallstoryitems |
Removes story items. | Clearing story-object entries from inventory. |
spawnallpickups |
Respawns pickup items. | Restoring pickup objects rather than filling your inventory directly. |
removeitem works on inventory copies. It is not the inverse of a ground spawn in the sense of deleting every object that was placed in the world; it targets the item held in inventory. For a controlled test, use additem, verify the result, and remove that inventory entry afterward.
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How do I spawn items with console commands?
Place one item on the ground
- Activate developer mode at the title screen with
developermodeon. - Open the console with
F1. - Find the numeric ID in the reference table below.
- Enter
spawnitem <item ID>. Replace the placeholder with the number. For a chainsaw, enterspawnitem 261. - Look around your character for the pickup. The command places it near the player, so it may not appear exactly under the reticle.
Add an item directly to inventory
Use additem <item ID> when the physical placement is unimportant. For example, additem 44 adds the Flare Gun to inventory, and additem 307 adds Crossbow Bolts.
Remove a single inventory item
Run removeitem <item ID> with the same number. For example, removeitem 54 removes rope from inventory. This is useful for reversing a test without clearing everything.
The Forest item ID quick reference
The table uses the documented numeric IDs and preserves useful aliases where lists use different names. Energy Mix appears twice in the documentation, at IDs 100 and 213; test both if one entry does not work in your version.
| Item | ID |
|---|---|
| Bomb | 29 |
| Circuit Board / Diagram | 31 |
| Cloth / Fabric | 33 |
| Leaf | 34 |
| Lizard Meat | 35 |
| Batteries | 36 |
| Booze / Alcohol | 37 |
| Cash / Banknotes | 38 |
| Wrist Watch | 41 |
| Feather | 42 |
| Flare | 43 |
| Flare Gun | 44 |
| Head | 46 |
| Leg | 47 |
| Lighter | 48 |
| Meds / Medicine | 49 |
| Flashlight | 51 |
| Rock / Stone | 53 |
| Rope | 54 |
| Weak Spear / Spear | 56 |
| Stick | 57 |
| Teeth | 60 |
| Cassette Player | 61 |
| Coins | 91 |
| Lizard Skin | 92 |
| Skull | 94 |
| Crafted Club | 95 |
| Club | 96 |
| Coneflower / Echinacea | 97 |
| Chicory | 98 |
| Aloe | 99 |
| Energy Mix | 100 or 213 |
| Head Bomb | 101 |
| Aloe Seeds | 103 |
| Sap / Resin | 104 |
| Upgraded Stick | 105 |
| Flare Gun Ammo | 107 |
| Soda | 109 |
| Plane Meal / Food Tray | 110 |
| Twinberries / Black Honeysuckle | 112 |
| Snowberries | 113 |
| Blueberries | 114 |
| Amanita / Fly Agaric Mushroom | 115 |
| Chanterelle | 116 |
| Walkie-Talkie | 122 |
| Meat | 123 |
| Deer Skin | 126 |
| Fish | 127 |
| Rabbit Fur | 129 |
| Pouch / Berry Bag | 130 |
| Blue Paint | 131 |
| Orange Paint | 132 |
| Map | 196 |
| Passenger Manifest / List | 197 |
| Snowshoes | 199 |
| Quiver | 200 |
| Rabbit Fur Boots | 201 |
| Bone Armor | 204 |
| Keycard | 210 |
| Rock Bag | 214 |
| Stick Bag | 215 |
| Katana | 180 |
| Flintlock Pistol | 230 |
| Old Bullets | 231 |
| Chainsaw | 261 |
| Gasoline | 262 |
| Modern Bow with Flashlight | 287 |
| Chainsaw with Flashlight | 288 |
| Hairspray | 291 |
| Artifact | 294 |
| Warm Suit | 299 |
| Crossbow | 306 |
| Crossbow Bolts | 307 |
These entries cover common materials, food, weapons, ammunition, equipment and story objects. Larger ID lists also contain additional story, weapon-part, clothing and blueprint entries. Because some IDs are version-sensitive or unsupported, use the table as a practical reference rather than assuming every number in the 29–310 range is usable.
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Useful examples by goal
Prepare basic building materials
For a quick material test, add cloth with additem 33, rope with additem 54, sticks with additem 57, rocks with additem 53, and sap with additem 104. These commands put the items in inventory, which is usually more reliable than trying to place several small resources on the ground.
Prepare ranged equipment
Use additem 44 for the Flare Gun and additem 107 for Flare Gun Ammo. The Modern Bow with Flashlight is ID 287, the Crossbow is 306, and Crossbow Bolts are 307. If a weapon appears without usable ammunition, add the corresponding ammunition entry separately.
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Snowshoes are ID 199, the Quiver is 200, Rabbit Fur Boots are 201, Bone Armor is 204, and the Warm Suit is 299. The Katana is 180, the Flintlock Pistol is 230, and the Chainsaw is 261.
Supply story objects
The Keycard is ID 210. The broad command addallitems excludes story items, so it is not a substitute for addallstoryitems when you need story objects. You can also try additem 210 for the individual keycard.
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How do the bulk commands differ?
addallitems
This command adds non-story items as a group. It is faster than entering many individual IDs, but it does not supply story objects. Use it when speed matters and you want ordinary equipment and resources together.
addallstoryitems
This command targets story items. It is the appropriate bulk option for objects such as keycards that do not come from the ordinary item pool.
removeallitems and removeallstoryitems
The two removal commands have matching scopes. The first removes inventory items in the ordinary pool; the second removes story items. They are broad operations, so use removeitem <item ID> when you only want to undo one entry.
spawnallpickups
This command respawns pickup items in the world. It is different from addallitems: it restores pickup objects instead of simply filling your inventory, and it is not a way to request one chosen ID.
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Why does spawnitem sometimes do nothing?
A silent or apparently unsuccessful spawn does not always mean the syntax is wrong. Several documented limitations affect what can be added or spawned.
The ID is wrong or has an alias
Check the number against a current reference and make sure there is one space between spawnitem and the ID. Use the numeric entry, not the displayed name. For Energy Mix, try both 100 and 213 because both entries are documented.
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Some item types do not work reliably with spawn commands. Different arrow types cannot all be added, and sticky bombs may not be addable. If the item is safe to hold in inventory, try additem <item ID> instead of spawnitem <item ID>.
The number is marked N/A
IDs marked N/A in reference lists have no attached item. There is nothing for the game to place, so changing the command wording will not make that entry spawn.
You expected a story item from the ordinary bulk command
addallitems deliberately excludes story items. Use addallstoryitems or an individual story ID such as additem 210 for the Keycard.
The object spawned outside your immediate view
spawnitem places the object near the player, not necessarily at the center of the screen. Turn and inspect the surrounding ground before concluding that it failed. A ground object also will not appear in your inventory until you pick it up.
A patch or platform behaves differently
Console behavior can change between patches and modes or platforms. If a previously documented ID stops working, test the same number with additem, then try the alternate documented ID where one exists. Keep a normal save separate from experiments because bulk additions and removals change inventory state quickly.
Quick Recap
A reliable troubleshooting workflow
- Return to the title screen and confirm that
developermodeonwas entered there. - Load the game and press
F1to verify that the console is active. - Test a well-established ordinary item, such as
additem 54for rope. - If inventory addition works but ground spawning does not, try
spawnitem 54and inspect the area around the player. - For the desired item, verify its numeric ID and any alias in the table.
- If
spawnitemstill produces nothing, tryadditem. Unsupported spawn behavior is a documented possibility. - For a story object, use
addallstoryitemsor its individual ID rather thanaddallitems. - If the command affects inventory but the game state looks unchanged, close the console, inspect the inventory, and pick up any ground object manually.
What to remember before using IDs
- Inventory versus ground:
additemis the direct option for inventory;spawnitemcreates a nearby world pickup. - Single versus bulk: Individual commands are precise; all-items commands are faster but have separate story and non-story scopes.
- Removal scope:
removeitemand the bulk removal commands target inventory, not every physical object already placed in the world. - Version sensitivity: The documented 29–310 range includes gaps, aliases, story entries and IDs that may not work.
- Unsupported objects: Arrow variants, sticky bombs and N/A entries are known trouble spots.
- Test safely: Use a separate save for experiments, especially before running a bulk command.
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