Items
What’s actually on the ground, pulled out of the room prose and held still — so the box that just dropped doesn’t scroll away while you’re still fighting.
What it’s for
Loot arrives at the worst moment. The room description names it once, in the middle of a sentence that also names the creatures, and then combat messages push the whole thing off the top of your screen.
The items window keeps the room’s non-creature objects in a standing list: dropped loot, boxes, furniture, scenery. Click one and the game’s verb menu opens on it, so you can look, get, or open without typing a noun you’d have to scroll back to read. In the GUI you can also drag an item onto a container or your hand.
Set it up
- Click Windows in the top toolbar, expand Entities, and tick Items. Set the row’s
zone — the Right Bar keeps it next to your other room lists.
(Typed equivalent:
.addwindow items items 92 25 28 10.) - There are no per-window options for this widget; its border, colors, and title are the standard window settings under Appearance.
→ Expected result: a list of everything on the ground. Clicking one opens that object’s verb menu; an empty room reads No objects here.
Common setups
A loot shelf under your hunting column
Add the items window, send it to the Right Bar, and give it about ten rows below Targets and Players. All three read the same room feed and refresh together when you move or something drops.
You’ll see: one column that answers “what’s attacking me / who’s watching / what’s on the floor” without a single scroll.
Bagging loot without typing
With the items window and a container window both open in the GUI, drag an item row onto the container.
You’ll see: the item moves into that container, and it leaves the items list on the next
room update — the same result as typing put <item> in <container>, with no noun to spell.
Tips & gotchas
⚠️ Right-clicking an item row opens the window menu, not a menu for that item. Left-click the name to ask the server for the object’s verbs.
⚠️ The TUI puts a live count in the title (
Items [04]); the GUI does not. The GUI shows No objects here. in an empty room instead.
Creatures and items come from the same feed, split by how the game bolds them. The room’s object line marks creatures in bold and everything else plain. Bold entries become Targets; plain ones land here. That’s why a creature never appears in this window and a chest never appears in that one.
Dragging is a GUI-only gesture, and items are the only one of the three room lists that has it. Target and player rows respond to clicks only.
The list is in the game’s order, not sorted. Rows appear exactly as the room reports them, so a new drop shows up wherever the game puts it rather than at the bottom.
The window follows the room, not your inventory. Picking something up removes it here on the next room update. What you’re carrying belongs to the Inventory window.
See also
- Targets — the bolded, creature half of the same room feed
- Players — the room roster, with corpse styling
- Inventory — what you’re carrying, rather than what’s on the floor
- Containers — a window per bag, and the drop target for dragging loot
- Room Window — the prose, with its Objects section toggle
Config reference (TOML)
Per-window (layout.toml)
widget_type = "items". This widget has exactly one field of its own.
| Field | Type | Default | What it does |
|---|---|---|---|
entity_id | string | "items" | Entity feed id for the window |
Everything else is a standard window field. The shipped template is 10 rows by 40 columns, with a floor of 4 rows by 20 columns.
There is no [items] config section — this window has no global settings. The
[target_list] settings that shape Targets and Players do not
apply to it.
[[windows]]
name = "loot"
widget_type = "items"
title = "Ground"
row = 25
col = 92
rows = 10
cols = 28
show_border = true