Difference between revisions of "Template:Infobox main/doc"

From RimWorld Wiki
Jump to navigation Jump to search
m (Most missing Parameters added to the Parameter Table: Most are either incomplete or partially filled as of now)
m (Table Updates)
Line 21: Line 21:
  
 
== Usage ==
 
== Usage ==
{{Stub|section =1|reason= Add Bandwidth and combat power}}
+
{{Stub|section =1|reason=Parity with available parameters and documentation (List & Table)}}
 
<div class="pull-left">
 
<div class="pull-left">
 
* Everything is optional for the template to function; however, relevant sections should be filled in for the sake of completeness. The information displayed is dependent on which category is used, and will not be displayed unless a value is provided.  
 
* Everything is optional for the template to function; however, relevant sections should be filled in for the sake of completeness. The information displayed is dependent on which category is used, and will not be displayed unless a value is provided.  
Line 299: Line 299:
  
 
{| class="wikitable mw-collapsible mw-collapsed"
 
{| class="wikitable mw-collapsible mw-collapsed"
! Parameter !! Dependencies !! Type/Unit !! Property !! Description !! xml-tag
+
! Parameter !! Dependencies !! Type/Unit !! Property / [[Stat]] !! Description !! xml-tag
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | 0. Testing
 
! colspan="6" style="text-align:left;" | 0. Testing
Line 309: Line 309:
 
<!-- Style -->
 
<!-- Style -->
 
|-
 
|-
| <1> || optional || One of:  
+
| <1> || optional
 +
| One of:  
 
* furniture, medicine = c_01
 
* furniture, medicine = c_01
 
* structure = c_02
 
* structure = c_02
Line 327: Line 328:
 
<!-- Basic -->
 
<!-- Basic -->
 
|-
 
|-
| name || optional || pagename || [[Property:Name]] || Title of the infobox. Defaults to current page name if not specified. || <code><label></code>
+
| name || optional || pagename || [[Property:Name]] || Title of the infobox. Defaults to current page name if not specified.
 +
| <code><label></code>
 
|-
 
|-
| image || optional || Picture name.png || [[Property:Image]] || Defaults to name.png. || <code><graphicData></code>
+
| image || optional || Picture name.png || [[Property:Image]] || Defaults to name.png.
 +
| <code><graphicData></code>
 
|-
 
|-
 
| imagesize || optional, image || px || – || See [https://www.mediawiki.org/wiki/Help:Images#Rendering_a_single_image https://www.mediawiki.org/wiki/Help:Images#Rendering_a_single_image]. || –
 
| imagesize || optional, image || px || – || See [https://www.mediawiki.org/wiki/Help:Images#Rendering_a_single_image https://www.mediawiki.org/wiki/Help:Images#Rendering_a_single_image]. || –
 
|-
 
|-
| audio || optional || Audio name.wav || [[Property:Audio]] || So far only used for [[musical instrument]]s. || <code><soundPlayInstrument></code>
+
| audio || optional || Audio name.wav || [[Property:Audio]] || So far only used for [[musical instrument]]s.
 +
| <code><soundPlayInstrument></code>
 
|-
 
|-
| description || optional || text || [[Property:Description]] || In-game description of the item. || <code><description></code>
+
| description || optional || text || [[Property:Description]] || In-game description of the item.
 +
| <code><description></code>
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | 2. Base Stats
 
! colspan="6" style="text-align:left;" | 2. Base Stats
Line 345: Line 350:
 
| type2 || optional || pagename || [[Property:Type2]] || Sets subcategory. || –
 
| type2 || optional || pagename || [[Property:Type2]] || Sets subcategory. || –
 
|-
 
|-
| stuff category || optional || One of:
+
| stuff category || optional
* Metallic
+
| One of:
* Woody
+
{{:Property:Stuff Category}}
* Stony
+
| [[Property:Stuff Category]] || Used by [[materials]].
* Fabric
+
| <code><stuffProps><categories></code>
* Leathery
 
* Bioferrite
 
| [[Property:Stuff Category]] || Used by [[materials]]. || <code><stuffProps><categories></code>
 
 
|-
 
|-
| color || optional ||  || - || || <code></code>
+
| color || optional ||  || - ||  
 +
| <code><stuffProps><color></code>
 
|-
 
|-
| tech level || optional || One of:
+
| tech level || optional
* Neolithic
+
| One of:
* Medieval
+
{{:Property:Tech Level}}
* Industrial
+
| [[Property:Tech Level]] ||
* Archotech
+
| <code><techLevel></code>
* Spacer
 
* Ultra
 
| [[Property:Tech Level]] || || <code><techLevel></code>
 
 
|- <!-- These are mainly tech levels for weapons, not actual weapon classes -->
 
|- <!-- These are mainly tech levels for weapons, not actual weapon classes -->
| class || optional || One of:
+
| class || optional
* Neolithic
+
| One of:
* Medieval
+
{{:Property:Class}}
* Industrial
+
| [[Property:Class]] || Used by [[weapons]].
* Spacer
+
| <code><weaponClasses></code>
* Ultra
 
* Mechanoid
 
| [[Property:Class]] || Used by [[weapons]]. || <code><weaponClasses></code>
 
 
|-
 
|-
| marketvalue || optional || silver || [[Property:Market Value Base]] || The amount of silver the item is worth. Defaults to [[Template:Market Value Calculator]]. || <code><statBases><MarketValue></code>
+
| marketvalue || optional || silver || [[Property:Market Value Base]] || The amount of silver the item is worth. Defaults to [[Template:Market Value Calculator]].
 +
| <code><statBases><MarketValue></code>
 
|-
 
|-
| stack limit || optional || integer || [[Property:Stack Limit]] || Maximum stach size. || <code><stackLimit></code>
+
| stack limit || optional || integer || [[Property:Stack Limit]] || Maximum stach size.
 +
| <code><stackLimit></code>
 
|-
 
|-
| mass base || optional || kg || [[Property:Mass Base]] || Mass in kilograms - DO NOT USE FOR ANIMALS. || <code><statBases><Mass></code>
+
| mass base || optional || kg || [[Property:Mass Base]] || Mass in kilograms - DO NOT USE FOR ANIMALS.
 +
| <code><statBases><Mass></code>
 
|-
 
|-
| beauty || optional || integer || [[Property:Beauty]] || {{Q|Beauty (Stat)|Description}} || <code><statBases><Beauty></code>
+
| beauty || optional || integer
 +
|
 +
* [[Property:Beauty]]
 +
* [[Beauty (Stat)]]
 +
| {{Q|Beauty (Stat)|Description}}
 +
| <code><statBases><Beauty></code>
 
|-
 
|-
| beauty outdoors || optional || integer || [[Property:Beauty]] || {{Q|Outdoor Beauty|Description}} || <code><statBases><BeautyOutdoors></code>
+
| beauty outdoors || optional || integer
 +
|
 +
* [[Property:Beauty]]
 +
* [[Outdoor Beauty]]
 +
| {{Q|Outdoor Beauty|Description}}
 +
| <code><statBases><BeautyOutdoors></code>
 
|-
 
|-
| styledominance || optional || integer || [[Property:Style Dominance]] || {{Q|Style Dominance|Description}} || <code><statBases><StyleDominance></code>
+
| styledominance || optional || integer
 +
|
 +
* [[Property:Style Dominance]]
 +
* [[Style Dominance]]
 +
| {{Q|Style Dominance|Description}}
 +
| <code><statBases><StyleDominance></code>
 
|-
 
|-
| style || optional, styledominance || One of:
+
| style || optional, styledominance
* Hindu
+
| One of:
* Christian
+
{{:Property:Style}}
* Islamic
+
| [[Property:Style]] ||
* Buddhist
+
| <code><StyleCategoryDef></code>
* Morbid
 
* Totemic
 
* Spikecore
 
* Rustic
 
* Animalist
 
* Techist
 
| [[Property:Style]] || || <code><StyleCategoryDef></code>
 
 
<!-- Durability -->
 
<!-- Durability -->
 
|-
 
|-
| hp || optional || integer || [[Property:Max Hit Points Base]] || The amount of damage an object can take. || <code><statBases><MaxHitPoints></code>
+
| hp || optional || integer || [[Property:Max Hit Points Base]] || The amount of damage an object can take.
 +
| <code><statBases><MaxHitPoints></code>
 
|-
 
|-
| deterioration || optional || number || [[Property:Deterioration Rate Base]] || {{Q|Deterioration Rate|Description}} || <code><statBases><DeteriorationRate></code>
+
| deterioration || optional || number
 +
|
 +
* [[Property:Deterioration Rate Base]]
 +
* [[Deterioration Rate]]
 +
| {{Q|Deterioration Rate|Description}}
 +
| <code><statBases><DeteriorationRate></code>
 
|-
 
|-
| flammability || optional || number (displayed as %) || [[Property:Style]] || How quickly it burns. || <code><statBases><Flammability></code>
+
| flammability || optional || number (displayed as %)
 +
|
 +
* [[Property:Flammability Base]]
 +
* [[Flammability]]
 +
| {{Q|Flammability|Description}}
 +
| <code><statBases><Flammability></code>
 
|-
 
|-
| days to rot || optional || days || [[Property:Days To Start Rot Base]] || Used for items that spoil when not frozen. || <code><daysToRotStart></code>
+
| days to rot || optional || days || [[Property:Days To Start Rot Base]] || Used for items that spoil when not frozen.
 +
| <code><daysToRotStart></code>
 
|-
 
|-
| min safe temperature || optional || °C || [[Property:Min Safe Temperature]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]]. || <code><minSafeTemperature></code>
+
| min safe temperature || optional || °C || [[Property:Min Safe Temperature]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]].
 +
| <code><minSafeTemperature></code>
 
|-
 
|-
| max safe temperature || optional || °C || [[Property:Max Safe Temperature]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]]. || <code><maxSafeTemperature></code>
+
| max safe temperature || optional || °C || [[Property:Max Safe Temperature]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]].
 +
| <code><maxSafeTemperature></code>
 
|-
 
|-
| spoiling rate per degree per tick || optional || number (displayed as %) || [[Property:Spoiling Rate]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]]. || <code><progressPerDegreePerTick></code>
+
| spoiling rate per degree per tick || optional || number (displayed as %) || [[Property:Spoiling Rate]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]].
 +
| <code><progressPerDegreePerTick></code>
 
<!-- Other -->
 
<!-- Other -->
 
|-
 
|-
| rotatable || optional || boolean || [[Property:Rotatable]] || Whether this item spoils when not frozen. || <code><rotatable></code>
+
| rotatable || optional || boolean || [[Property:Rotatable]] || Whether this item spoils when not frozen.
 +
| <code><rotatable></code>
 
|-
 
|-
| path cost || optional || integer || [[Property:Path Cost]] || || <code><pathCost></code>
+
| path cost || optional || integer || [[Property:Path Cost]] ||
 +
| <code><pathCost></code>
 
<!-- Combat Power, used by Pawns and Buildings, so it doesn't belong in either -->
 
<!-- Combat Power, used by Pawns and Buildings, so it doesn't belong in either -->
 
|-
 
|-
| combatPower || optional || Number || [[Property:Combat Power]] || Combat power of a pawn, used for raid points and calculating the size / composition of threats. || <code><combatPower></code> or <code><building><combatPower></code>
+
| combatPower || optional || Number || [[Property:Combat Power]] || Combat power of a pawn, used for raid points and calculating the size / composition of threats.
 +
| <code><combatPower></code> or <code><building><combatPower></code>
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | Refuelable
 
! colspan="6" style="text-align:left;" | Refuelable
 
|-
 
|-
 
<!-- Refuelable -->
 
<!-- Refuelable -->
| fuel filter || optional || Text || [[Property:Fuel Filter]] || The applicable item(s) that can refuel a building || <code><comps><Class="CompProperties_Refuelable"><fuelFilter></code>
+
| fuel filter || optional || Text || [[Property:Fuel Filter]] || The applicable item(s) that can refuel a building
 +
| <code><comps><Class="CompProperties_Refuelable"><fuelFilter></code>
 
|-
 
|-
| fuel capacity || optional || Number || [[Property:Fuel Capacity]] || The maximum quantity of applicable fuel items a building can be fueled with || <code><comps><Class="CompProperties_Refuelable"><fuelCapacity></code>
+
| fuel capacity || optional || Number || [[Property:Fuel Capacity]] || The maximum quantity of applicable fuel items a building can be fueled with
 +
| <code><comps><Class="CompProperties_Refuelable"><fuelCapacity></code>
 
|-
 
|-
| fuel consumption rate || optional || Number || [[Property:Fuel Consumption Rate]] || Units of fuel consumed per day || <code><comps><Class="CompProperties_Refuelable"><fuelConsumptionRate></code>
+
| fuel consumption rate || optional || Number || [[Property:Fuel Consumption Rate]] || Units of fuel consumed per day
 +
| <code><comps><Class="CompProperties_Refuelable"><fuelConsumptionRate></code>
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | Mineable
 
! colspan="6" style="text-align:left;" | Mineable
 
|-
 
|-
 
<!-- Mineable -->
 
<!-- Mineable -->
| mineable thing || optional || Page || [[Property:Mineable Thing]] || The item that is dropped upon an ore being mined || <code><mineableThing></code>
+
| mineable thing || optional || Page || [[Property:Mineable Thing]] || The item that is dropped upon an ore being mined
 +
| <code><mineableThing></code>
 
|-
 
|-
| mineable yield || optional || Number || [[Property:Mineable Yield]] || The amount of an item that is dropped upon an ore being mined || <code><mineableYield></code>
+
| mineable yield || optional || Number || [[Property:Mineable Yield]] || The amount of an item that is dropped upon an ore being mined
 +
| <code><mineableYield></code>
 
|-
 
|-
| mineable scatter commonality || optional || Number || [[Property:Mineable Scatter Commonality]] || The frequency of an ore spawning in an applicable map || <code><mineableScatterCommonality></code>
+
| mineable scatter commonality || optional || Number || [[Property:Mineable Scatter Commonality]] || The frequency of an ore spawning in an applicable map
 +
| <code><mineableScatterCommonality></code>
 
|-
 
|-
| mineable scatter lump size range || optional || Text || [[Property:Mineable Scatter Lump Size Range]] || The range of size in cells of an ore vein || <code><mineableScatterLumpSizeRange></code>
+
| mineable scatter lump size range || optional || Text || [[Property:Mineable Scatter Lump Size Range]] || The range of size in cells of an ore vein
 +
| <code><mineableScatterLumpSizeRange></code>
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | Containment {{AnomalyIcon}}
 
! colspan="6" style="text-align:left;" | Containment {{AnomalyIcon}}
 
|-
 
|-
 
<!-- Containment -->
 
<!-- Containment -->
| minimum containment strength || optional || Number || [[Property:Minimum Containment Strength]] || The containment strength required to keep a restrainable entity from escaping frequently || <code><MinimumContainmentStrength></code>
+
| minimum containment strength || optional || Number
 +
|
 +
* [[Property:Minimum Containment Strength]]
 +
* [[Minimum Containment Strength]]
 +
| {{Q|Minimum Containment Strength|Description}}
 +
| <code><MinimumContainmentStrength></code>
 
|-
 
|-
| anomaly knowledge || optional || Number || [[Property:Anomaly Knowledge]] || The base amount of [[Property:Knowledge Category]] gained when studied || <code><anomalyKnowledge></code>
+
| anomaly knowledge || optional || Number || [[Property:Anomaly Knowledge]] || The base amount of [[Property:Knowledge Category]] gained when studied
 +
| <code><anomalyKnowledge></code>
 
|-
 
|-
| knowledge category || optional || Text (Basic, Advanced) || [[Property:Knowledge Category]] || The category of knowledge gained when studying applicable pawns || <code><knowledgeCategory></code>
+
| knowledge category || optional || Text (Basic, Advanced) || [[Property:Knowledge Category]] || The category of knowledge gained when studying applicable pawns
 +
| <code><knowledgeCategory></code>
 
|-
 
|-
| study interval || optional || Number || [[Property:Studiable Frequency Ticks]] || The cooldown before a thing can be studied again. This value is typically {{Ticks/gametime/days|120,000}} || <code><frequencyTicks></code>
+
| study interval || optional || Number || [[Property:Studiable Frequency Ticks]] || The cooldown before a thing can be studied again. This value is typically {{Ticks/gametime/days|120,000}}
 +
| <code><frequencyTicks></code>
 
|-
 
|-
| bioferrite density || optional || Number || [[Property:Bioferrite Density]] || A multiplier on the base [[Bioferrite]] generation of an entity || <code><bioferriteDensity></code>
+
| bioferrite density || optional || Number || [[Property:Bioferrite Density]] || A multiplier on the base [[Bioferrite]] generation of an entity
 +
| <code><bioferriteDensity></code>
 
|-
 
|-
| gets cold containment bonus || optional || Boolean || [[Property:Gets Cold Containment Bonus]] || Whether or not a holdable pawn will get a containment bonus for being held at a temperature relative to their minimum comfortable temperature: this bonus is 100% at their minimum comfortable temperature || <code><getsColdContainmentBonus></code>
+
| gets cold containment bonus || optional || Boolean
 +
|
 +
* [[Property:Gets Cold Containment Bonus]]
 +
* [[Cold Containment Bonus]]
 +
| {{Q|Cold Containment Bonus|Description}}
 +
| <code><getsColdContainmentBonus></code>
 
|-
 
|-
| min monolith level for study || optional || Number (0, 1, 2, 3, 4, 5, 6) || [[Property:Minimum Monolith Level For Study]] || The [[Monolith]] activation level required to study applicable things || <code><minMonolithLevelForStudy></code>
+
| min monolith level for study || optional || Number (0, 1, 2, 3, 4, 5, 6) || [[Property:Minimum Monolith Level For Study]] || The [[Monolith]] activation level required to study applicable things
 +
| <code><minMonolithLevelForStudy></code>
 
|-
 
|-
| requires holding platform || optional || Boolean || [[Property:Requires Holding Platform]] || Whether or not a pawn needs to be contained by a [[Holding spot]] or [[Holding platform]] in order to be studied || <code><requiresHoldingPlatform></code>
+
| requires holding platform || optional || Boolean || [[Property:Requires Holding Platform]] || Whether or not a pawn needs to be contained by a [[Holding spot]] or [[Holding platform]] in order to be studied
 +
| <code><requiresHoldingPlatform></code>
 
|-
 
|-
| base escape interval MTB days || optional || Number || [[Property:Base Escape Interval Mtb Days]] || The base average number of days a holdable pawn will try to escape || <code><baseEscapeIntervalMtbDays></code>
+
| base escape interval MTB days || optional || Number || [[Property:Base Escape Interval Mtb Days]] || The base average number of days a holdable pawn will try to escape
 +
| <code><baseEscapeIntervalMtbDays></code>
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | 3. Building
 
! colspan="6" style="text-align:left;" | 3. Building
|-
 
| edifice || optional || boolean || [[Property:Edifice]] || Whether this building has hight. || <building><isEdifice>
 
 
<!-- 3. BUILDING -->
 
<!-- 3. BUILDING -->
 
|-
 
|-
| size || optional ||  || [[Property:Size]] || || <code><size></code>
+
| size || optional ||  || [[Property:Size]] ||  
 +
| <code><size></code>
 
|-
 
|-
| minifiable || optional ||  || [[Property:Minifiable]] || || <code><minifiedDef></code>
+
| minifiable || optional ||  || [[Property:Minifiable]] ||  
 +
| <code><minifiedDef></code>
 
|-
 
|-
| placeable || optional ||  || [[Property:Placeable]] || || <code></code>
+
| placeable || optional ||  || [[Property:Placeable]] ||  
 +
| <code></code>
 
|-
 
|-
| passability || optional ||  || [[Property:Passability]] || || <code><passability></code>
+
| passability || optional ||  || [[Property:Passability]] ||  
 +
| <code><passability></code>
 
|-
 
|-
| cover || optional ||  || [[Property:Cover Effectiveness]] || || <code><fillPercent></code>
+
| cover || optional ||  || [[Property:Cover Effectiveness]] ||  
 +
| <code><fillPercent></code>
 
|-
 
|-
| edifice || optional || || [[Property:Edifice]] || || <code></code>
+
| edifice || optional || boolean || [[Property:Edifice]] || Whether this building has hight.
 +
| <code><building><isEdifice></code>
 
|-
 
|-
| blockswind || optional ||  || [[Property:Blocks Wind]] || || <code></code>
+
| blockswind || optional ||  || [[Property:Blocks Wind]] ||  
 +
| <code></code>
 
|-
 
|-
| terrain affordance || optional ||  || [[Property:Terrain Affordance]] || || <code><terrainAffordanceNeeded></code>
+
| terrain affordance || optional ||  || [[Property:Terrain Affordance]] ||  
 +
| <code><terrainAffordanceNeeded></code>
 
|-
 
|-
| power || optional ||  || [[Property:Power Consumption]] || || <code><comps><Class="CompProperties_Power"><basePowerConsumption></code>
+
| power || optional ||  || [[Property:Power Consumption]] ||  
 +
| <code><comps><Class="CompProperties_Power"><basePowerConsumption></code>
 
|-   
 
|-   
| cleanliness || optional ||  || [[Property:Cleanliness]] || || <code></code>
+
| cleanliness || optional ||  || [[Property:Cleanliness]] ||  
 +
| <code></code>
 
<!-- Terrain -->
 
<!-- Terrain -->
 
|-
 
|-
| cleaning time factor || optional || || [[Property:Cleaning Time Factor]], [[Cleaning Time Multiplier]] || {{Q|Cleaning Time Multiplier|Description}} || <code></code>
+
| cleaning time factor || optional ||  
 +
|
 +
* [[Property:Cleaning Time Factor]]
 +
* [[Cleaning Time Multiplier]]
 +
| {{Q|Cleaning Time Multiplier|Description}}
 +
| <code></code>
 
|-
 
|-
| filth multiplier || optional || || [[Property:Filth Multiplier]], [[Filth Multiplier]] || {{Q|Filth Multiplier|Description}} || <code></code>
+
| filth multiplier || optional ||  
 +
|
 +
* [[Property:Filth Multiplier]]
 +
* [[Filth Multiplier]]
 +
| {{Q|Filth Multiplier|Description}}
 +
| <code></code>
 
|-
 
|-
| facility || optional ||  || [[Property:Facility]] || || <code></code>
+
| facility || optional ||  || [[Property:Facility]] ||  
 +
| <code></code>
 
<!-- Building - Furniture -->
 
<!-- Building - Furniture -->
 
|-
 
|-
| glowcolor || optional ||  || [[Property:Glow Color]] || || <code><comps><Class="CompProperties_Glower"><glowColor></code>
+
| glowcolor || optional ||  || [[Property:Glow Color]] ||  
 +
| <code><comps><Class="CompProperties_Glower"><glowColor></code>
 
|-
 
|-
| glowradius || optional ||  || [[Property:Glow Radius]] || || <code><comps><Class="CompProperties_Glower"><glowRadius></code>
+
| glowradius || optional ||  || [[Property:Glow Radius]] ||  
 +
| <code><comps><Class="CompProperties_Glower"><glowRadius></code>
 
|-
 
|-
| heatpersecond || optional ||  || [[Property:Heat Per Second]] || || <code><comps><Class="CompProperties_HeatPusher"><heatPerSecond></code>
+
| heatpersecond || optional ||  || [[Property:Heat Per Second]] ||  
 +
| <code><comps><Class="CompProperties_HeatPusher"><heatPerSecond></code>
 
|-
 
|-
| maxheattemperature || optional ||  || [[Property:Max Heat Temperature]] || || <code><comps><Class="CompProperties_HeatPusher"><heatPushMaxTemperature></code>
+
| maxheattemperature || optional ||  || [[Property:Max Heat Temperature]] ||  
 +
| <code><comps><Class="CompProperties_HeatPusher"><heatPushMaxTemperature></code>
 
|-
 
|-
| mincooltemperature || optional ||  || [[Property:Min Cool Temperature]] || || <code><comps><Class="CompProperties_HeatPusher"><heatPushMinTemperature></code>
+
| mincooltemperature || optional ||  || [[Property:Min Cool Temperature]] ||  
 +
| <code><comps><Class="CompProperties_HeatPusher"><heatPushMinTemperature></code>
 
|-
 
|-
| surgery success chance factor || optional || || [[Property:Surgery Success Chance Factor]] || || <code><statBases><SurgerySuccessChanceFactor></code>
+
| surgery success chance factor || optional ||  
 +
|
 +
* [[Property:Surgery Success Chance Factor]]
 +
* [[Surgery Success Chance Factor]]
 +
| {{Q|Surgery Success Chance Factor|Description}}
 +
| <code><statBases><SurgerySuccessChanceFactor></code>
 
|-
 
|-
| immunity gain speed factor || optional || || [[Property:Immunity Gain Speed Factor]] || || <code><statBases><ImmunityGainSpeedFactor></code>
+
| immunity gain speed factor || optional ||  
 +
|
 +
* [[Property:Immunity Gain Speed Factor]]
 +
* [[Immunity Gain Speed Factor]]
 +
| {{Q|Immunity Gain Speed Factor|Description}}
 +
| <code><statBases><ImmunityGainSpeedFactor></code>
 
|-
 
|-
| rest effectiveness || optional || || [[Property:Rest Effectiveness]] || || <code></code>
+
| rest effectiveness || optional ||  
 +
|
 +
* [[Property:Rest Effectiveness]]
 +
* [[Rest Effectiveness]]
 +
| {{Q|Rest Effectiveness|Description}}
 +
| <code></code>
 
|-
 
|-
| comfort || optional ||  || [[Property:Comfort Base]] || || <code><statBases><Comfort></code>
+
| comfort || optional ||  || [[Property:Comfort Base]] ||  
 +
| <code><statBases><Comfort></code>
 
|-
 
|-
| comfort offset || optional ||  || [[Property:Comfort Offset]] || || <code></code>
+
| comfort offset || optional ||  || [[Property:Comfort Offset]] ||  
 +
| <code></code>
 
<!-- Building - Recreation -->
 
<!-- Building - Recreation -->
 
|-
 
|-
| recreation power || optional || || [[Property:Recreation Power]] || || <code><statBases><JoyGainFactor></code>
+
| recreation power || optional ||  
 +
|
 +
* [[Property:Recreation Power]]
 +
* [[Recreation Power]]
 +
| {{Q|Recreation Power|Description}}
 +
| <code><statBases><JoyGainFactor></code>
 
|-
 
|-
| recreation type || optional ||  || - || || <code><joyKind></code>
+
| recreation type || optional ||  || - ||  
 +
| <code><joyKind></code>
 
<!-- Building - Production -->
 
<!-- Building - Production -->
 
|-
 
|-
| work speed factor || optional || || [[Property:Work Speed Factor]] || || <code><statBases><WorkTableWorkSpeedFactor></code>
+
| work speed factor || optional ||  
 +
|
 +
* [[Property:Work Speed Factor]]
 +
* [[Work Speed Factor]]
 +
| {{Q|Work Speed Factor|Description}}
 +
| <code><statBases><WorkTableWorkSpeedFactor></code>
 
|-
 
|-
| work efficiency factor || optional || || [[Property:Work Efficiency Factor]] || || <code><statBases><WorkTableEfficiencyFactor></code>
+
| work efficiency factor || optional ||  
 +
|
 +
* [[Property:Work Efficiency Factor]]
 +
* [[Work Efficiency Factor]]
 +
| {{Q|Work Efficiency Factor|Description}}
 +
| <code><statBases><WorkTableEfficiencyFactor></code>
 
|-
 
|-
| unpowered work speed factor || optional ||  || [[Property:Unpowered Work Speed Factor]] || || <code><building><unpoweredWorkTableWorkSpeedFactor></code>
+
| unpowered work speed factor || optional ||  || [[Property:Unpowered Work Speed Factor]] ||  
 +
| <code><building><unpoweredWorkTableWorkSpeedFactor></code>
 
<!-- Building - Misc -->
 
<!-- Building - Misc -->
 
|-
 
|-
| work speed offset || optional ||  || [[Property:Work Speed Offset]] || || <code></code>
+
| work speed offset || optional ||  || [[Property:Work Speed Offset]] ||  
 +
| <code></code>
 
|-
 
|-
| max simultaneous facilities || optional ||  || [[Property:Max Simultaneous Facilities]] || || <code></code>
+
| max simultaneous facilities || optional ||  || [[Property:Max Simultaneous Facilities]] ||  
 +
| <code></code>
 
|-
 
|-
| efficiency || optional ||  || [[Property:Efficiency]] || || <code></code>
+
| efficiency || optional ||  || [[Property:Efficiency]] ||  
 +
| <code></code>
 
<!-- Building - Floors -->
 
<!-- Building - Floors -->
 
|-
 
|-
| speed || optional ||  || [[Property:Move Speed Factor]] || || <code></code>
+
| speed || optional ||  || [[Property:Move Speed Factor]] ||  
 +
| <code></code>
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | 4. Apparel
 
! colspan="6" style="text-align:left;" | 4. Apparel
 
<!-- 4. APPAREL -->
 
<!-- 4. APPAREL -->
 
|-
 
|-
| insulationcold || optional || || [[Property:Insulation - Cold Base]] || || <code></code>
+
| insulationcold || optional ||  
 +
|
 +
* [[Property:Insulation - Cold Base]]
 +
* [[Insulation - Cold]]
 +
| {{Q|Insulation - Cold|Description}}
 +
| <code><statBases><Insulation_Cold></code>
 
|-
 
|-
| insulationheat || optional || || [[Property:Insulation - Heat Base]] || || <code></code>
+
| insulationheat || optional ||  
 +
|
 +
* [[Property:Insulation - Heat Base]]
 +
* [[Insulation - Heat]]
 +
| {{Q|Insulation - Heat|Description}}
 +
| <code><statBases><Insulation_Heat></code>
 
|-
 
|-
| insulationcoldfactor || optional || || [[Property:Insulation Factor - Cold]] || || <code></code>
+
| insulationcoldfactor || optional ||  
 +
|
 +
* [[Property:Insulation Factor - Cold]]
 +
* [[Insulation - Cold - Material Effect Multiplier]]
 +
| {{Q|Insulation - Cold - Material Effect Multiplier|Description}}
 +
| <code><statBases><StuffEffectMultiplierInsulation_Cold></code>
 
|-
 
|-
| insulationheatfactor || optional || || [[Property:Insulation Factor - Heat]] || || <code></code>
+
| insulationheatfactor || optional ||  
 +
|
 +
* [[Property:Insulation Factor - Heat]]
 +
* [[Insulation - Heat - Material Effect Multiplier]]
 +
| {{Q|Insulation - Heat - Material Effect Multiplier|Description}}
 +
| <code><statBases><StuffEffectMultiplierInsulation_Heat></code>
 
|-
 
|-
| armorsharp || optional || || [[Property:Armor - Sharp]] || || <code></code>
+
| armorsharp || optional ||  
 +
|
 +
* [[Property:Armor - Sharp]]
 +
* [[Armor - Sharp]]
 +
| {{Q|Armor - Sharp|Description}}
 +
| <code><statBases><ArmorRating_Sharp></code>
 
|-
 
|-
| armorblunt || optional || || [[Property:Armor - Blunt]] || || <code></code>
+
| armorblunt || optional ||  
 +
|
 +
* [[Property:Armor - Blunt]]
 +
* [[Armor - Blunt]]
 +
| {{Q|Armor - Blunt|Description}}
 +
| <code><statBases><ArmorRating_Blunt></code>
 
|-
 
|-
| armorheat || optional ||  || [[Property:Armor - Heat]] || || <code></code>
+
| armorheat || optional ||  ||
 +
* [[Property:Armor - Heat]]
 +
* [[Armor - Heat]]
 +
| {{Q|Armor - Heat|Description}}
 +
| <code><statBases><ArmorRating_Heat></code>
 
|-
 
|-
| armorsharpfactor || optional ||  || [[Property:Armor Factor - Sharp]] || || <code></code>
+
| armorsharpfactor || optional ||  ||
 +
* [[Property:Armor Factor - Sharp]]
 +
* [[Armor - Material Effect Multiplier]]
 +
| {{Q|Armor - Material Effect Multiplier|Description}}
 +
| <code><statBases><StuffEffectMultiplierArmor></code>
 
|-
 
|-
| armorbluntfactor || optional ||  || [[Property:Armor Factor - Blunt]] || || <code></code>
+
| armorbluntfactor || optional ||  ||
 +
* [[Property:Armor Factor - Blunt]]
 +
* [[Armor - Material Effect Multiplier]]
 +
| {{Q|Armor - Material Effect Multiplier|Description}}
 +
| <code><statBases><StuffEffectMultiplierArmor></code>
 
|-
 
|-
| armorheatfactor || optional ||  || [[Property:Armor Factor - Heat]] || || <code></code>
+
| armorheatfactor || optional ||  ||
 +
* [[Property:Armor Factor - Heat]]
 +
* [[Armor - Material Effect Multiplier]]
 +
| {{Q|Armor - Material Effect Multiplier|Description}}
 +
| <code><statBases><StuffEffectMultiplierArmor></code>
 
|-
 
|-
| painshockthreshold || optional || || [[Property:Pain Shock Threshold]] || || <code></code>
+
| painshockthreshold || optional || Number || [[Property:Pain Shock Threshold]] ||  
 +
| <code><equippedStatOffsets><PainShockThreshold></code>
 
|-
 
|-
| lifestage || optional || || [[Property:Lifestage]] || || <code></code>
+
| lifestage || optional || Text || [[Property:Lifestage]] ||  
 +
| <code><apparel><developmentalStageFilter></code>
 
|-
 
|-
| coverage || optional || || [[Property:Coverage]] || || <code></code>
+
| coverage || optional || Text || [[Property:Coverage]] ||  
 +
| <code><apparel><bodyPartGroups></code>
 
|-
 
|-
| layer || optional || || [[Property:layer]] || || <code></code>
+
| layer || optional || Text || [[Property:layer]] ||  
 +
| <code><apparel><layers></code>
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | 5. Pawn Stats
 
! colspan="6" style="text-align:left;" | 5. Pawn Stats
Line 573: Line 735:
 
<!-- Animal Health -->
 
<!-- Animal Health -->
 
|-
 
|-
| bandwidth || optional || Number || [[Property:Bandwidth]] || || <code></code>
+
| bandwidth || optional || Number || [[Property:Bandwidth]] ||  
 +
| <code></code>
 
|-
 
|-
| movespeed || optional || Number || [[Property:Move Speed Base]] || || <code></code>
+
| movespeed || optional || Number || [[Property:Move Speed Base]] ||  
 +
| <code></code>
 
|-
 
|-
| healthscale || optional || Number || [[Property:Health Scale]] || || <code></code>
+
| healthscale || optional || Number || [[Property:Health Scale]] ||  
 +
| <code><race><baseHealthScale></code>
 
|-
 
|-
| bodysize || optional || Number || [[Property:Body Size]] || || <code></code>
+
| bodysize || optional || Number || [[Property:Body Size]] ||  
 +
| <code><race><baseBodySize></code>
 
|-
 
|-
| massyoung || optional || Number || [[Property:Mass - Young]] || || <code></code>
+
| massyoung || optional || Number || [[Property:Mass - Young]] ||  
 +
| <code></code>
 
|-
 
|-
| massjuvenile || optional || Number || [[Property:Mass - Juvenile]] || || <code></code>
+
| massjuvenile || optional || Number || [[Property:Mass - Juvenile]] ||  
 +
| <code></code>
 
|-
 
|-
| massadult || optional || Number || [[Property:Mass - Adult]] || || <code></code>
+
| massadult || optional || Number || [[Property:Mass - Adult]] ||  
 +
| <code></code>
 
|-
 
|-
| ridingspeed || optional || Number || [[Property:Riding Speed]] || || <code></code>
+
| ridingspeed || optional || Number || [[Property:Riding Speed]] ||  
 +
| <code></code>
 
|-
 
|-
| filth rate || optional || Number || [[Property:Animal Filth Rate]] || || <code><statBases><FilthRate></code>
+
| filth rate || optional || Number || [[Property:Animal Filth Rate]] ||  
 +
| <code><statBases><FilthRate></code>
 
|-
 
|-
| hungerrate || optional || Number || [[Property:Base Hunger Rate]] || || <code></code>
+
| hungerrate || optional || Number || [[Property:Base Hunger Rate]] ||  
 +
| <code><race><baseHungerRate></code>
 
|-
 
|-
| diet || optional || || [[Property:Diet]] || || <code><race><foodType></code>
+
| diet || optional || Text: || [[Property:Diet]] ||  
 +
| <code><race><foodType></code>
 
|-
 
|-
| lifespan || optional || Number || [[Property:Life Expectancy]] || || <code><race><lifeExpectancy></code>
+
| lifespan || optional || Number (Years) || [[Property:Life Expectancy]] || Lifespan (Years)
 +
| <code><race><lifeExpectancy></code>
 
|-
 
|-
| manhunter || optional || Number || [[Property:Turn Manhunter Chance When Attacked]] || || <code><race><manhunterOnDamageChance></code>
+
| manhunter || optional || Number || [[Property:Turn Manhunter Chance When Attacked]] ||  
 +
| <code><race><manhunterOnDamageChance></code>
 
|-
 
|-
| manhuntertame || optional || Number || [[Property:Turn Manhunter Chance When Taming]] || || <code><race><manhunterOnTameFailChance></code>
+
| manhuntertame || optional || Number || [[Property:Turn Manhunter Chance When Taming]] ||  
 +
| <code><race><manhunterOnTameFailChance></code>
 
|-
 
|-
| trainable || optional || || [[Property:Trainable Intelligence]] ||  || <code></code>
+
| trainable || optional || Text || [[Property:Trainable Intelligence]]
 +
* [[Property:Can Train Attack]]
 +
* [[Property:Can Train Guard]]
 +
* [[Property:Can Train Haul]]
 +
* [[Property:Can Train Rescue]]
 +
|  
 +
| <code><race><trainability></code>
 
|-
 
|-
| wildness || optional || Number || [[Property:Wildness]] || || <code><race><wildness></code>
+
| wildness || optional || Number || [[Property:Wildness]] ||  
 +
| <code><race><wildness></code>
 
|-
 
|-
| min handling skill || optional || Number || [[Property:Minimum Handling Skill]] || || <code></code>
+
| min handling skill || optional || Number (0~20) || [[Property:Minimum Handling Skill]] ||  
 +
| <code></code>
 
|-
 
|-
| petness || optional || || [[Property:Petness]] || || <code></code>
+
| petness || optional || Number || [[Property:Petness]] ||  
 +
| <code><race><petness></code>
 
|-
 
|-
| predator || optional || || - || || <code></code>
+
| predator || optional || Boolean || - ||  
 +
| <code><race><predator></code>
 
|-
 
|-
| roamMtb || optional || Number || [[Property:Roam Mtb Days]] || || <code></code>
+
| roamMtb || optional || Number || [[Property:Roam Mtb Days]] ||  
 +
| <code><race><roamMtbDays></code>
 
|-
 
|-
| nuzzleMtb || optional || Number || [[Property:Nuzzle Mtb Hours]] || || <code></code>
+
| nuzzleMtb || optional || Number || [[Property:Nuzzle Mtb Hours]] ||  
 +
| <code><race><nuzzleMtbHours></code>
 
|-
 
|-
| mateMtb || optional || Number || [[Property:Mate Mtb Hours]] || || <code></code>
+
| mateMtb || optional || Number || [[Property:Mate Mtb Hours]] ||  
 +
| <code><race><mateMtbHours></code>
 
|-
 
|-
| maturityage || optional || Number || [[Property:Maturity Age]] || || <code></code>
+
| maturityage || optional || Number || [[Property:Maturity Age]] ||  
 +
| <code><lifeStageAges><def></def><minAge></code>
 
|-
 
|-
| juvenileage || optional || Number || [[Property:Juvenile Age]] || || <code></code>
+
| juvenileage || optional || Number || [[Property:Juvenile Age]] ||  
 +
| <code><lifeStageAges><def></def><minAge></code>
 
|-
 
|-
| psychic sensitivity || optional || Number || [[Property:Psychic Sensitivity]], [[Psychic Sensitivity]] || {{Q|Psychic Sensitivity|Description}} || <code></code>
+
| psychic sensitivity || optional || Number
 +
|
 +
* [[Property:Psychic Sensitivity]]
 +
* [[Psychic Sensitivity]]
 +
| {{Q|Psychic Sensitivity|Description}}
 +
| <code></code>
 
|-
 
|-
| toxic resistance || optional || Number || [[Property:Toxic Resistance]], [[Toxic Resistance]] || {{Q||Description}} || <code></code>
+
| toxic resistance || optional || Number (0~1)
 +
|
 +
* [[Property:Toxic Resistance]]
 +
* [[Toxic Resistance]]
 +
| {{Q|Toxic Resistance|Description}}
 +
| <code></code>
 
|-
 
|-
| toxic environment resistance || Number || [[Property:Toxic Environment Resistance]], [[Toxic Environment Resistance]] || {{Q|Toxic Environment Resistance|Description}} || <code></code>
+
| toxic environment resistance || optional || Number (0~1)
 +
|
 +
* [[Property:Toxic Environment Resistance]]
 +
* [[Toxic Environment Resistance]]
 +
| {{Q|Toxic Environment Resistance|Description}}
 +
| <code></code>
 
|-
 
|-
| EMP resistance || optional || Number || [[Property:EMP Resistance]], [[EMP Resistance]] || {{Q||Description}} || <code></code>
+
| EMP resistance || optional || Number (0~1)
 +
|
 +
* [[Property:EMP Resistance]]
 +
* [[EMP Resistance]]
 +
| {{Q|EMP Resistance|Description}}
 +
| <code></code>
 
|-
 
|-
| min comfortable temperature || optional || || [[Property:Min Comfortable Temperature]] || {{Q||Description}} || <code></code>
+
| min comfortable temperature || optional || Number
 +
|
 +
* [[Property:Min Comfortable Temperature]]
 +
* [[Minimum Comfortable Temperature]]
 +
| {{Q|Minimum Comfortable Temperature|Description}}
 +
| <code><statBases><ComfyTemperatureMin></code>
 
|-
 
|-
| max comfortable temperature || optional || || [[Property:Max Comfortable Temperature]] || {{Q||Description}} || <code></code>
+
| max comfortable temperature || optional || Number
 +
|
 +
* [[Property:Max Comfortable Temperature]]
 +
* [[Maximum Comfortable Temperature]]
 +
| {{Q|Maximum Comfortable Temperature|Description}}
 +
| <code><statBases><ComfyTemperatureMax></code>
 
|-
 
|-
| livesin_temperateforest || optional || Boolean || [[Property:Lives In Temperate Forest]] || || <code></code>
+
| livesin_temperateforest || optional || Boolean || [[Property:Lives In Temperate Forest]] ||  
 +
| <code></code>
 
|-
 
|-
| livesin_temperateswamp || optional || Boolean || [[Property:Lives In Temperate Swamp]] || || <code></code>
+
| livesin_temperateswamp || optional || Boolean || [[Property:Lives In Temperate Swamp]] ||  
 +
| <code></code>
 
|-
 
|-
| livesin_tropicalrainforest || optional || Boolean || [[Property:Lives In Tropical Rainforest]] || || <code></code>
+
| livesin_tropicalrainforest || optional || Boolean || [[Property:Lives In Tropical Rainforest]] ||  
 +
| <code></code>
 
|-
 
|-
| livesin_tropicalswamp || optional || Boolean || [[Property:Lives In Tropical Swamp]] || || <code></code>
+
| livesin_tropicalswamp || optional || Boolean || [[Property:Lives In Tropical Swamp]] ||  
 +
| <code></code>
 
|-
 
|-
| livesin_aridshrubland || optional || Boolean || [[Property:Lives In Arid Shrubland]] || || <code></code>
+
| livesin_aridshrubland || optional || Boolean || [[Property:Lives In Arid Shrubland]] ||  
 +
| <code></code>
 
|-
 
|-
| livesin_desert || optional || Boolean || [[Property:Lives In Desert]] || || <code></code>
+
| livesin_desert || optional || Boolean || [[Property:Lives In Desert]] ||  
 +
| <code></code>
 
|-
 
|-
| livesin_extremedesert || optional || Boolean || [[Property:Lives In Extreme Desert]] || || <code></code>
+
| livesin_extremedesert || optional || Boolean || [[Property:Lives In Extreme Desert]] ||  
 +
| <code></code>
 
|-
 
|-
| livesin_borealforest || optional || Boolean || [[Property:Lives In Boreal Forest]] || || <code></code>
+
| livesin_borealforest || optional || Boolean || [[Property:Lives In Boreal Forest]] ||  
 +
| <code></code>
 
|-
 
|-
| livesin_coldbog || optional || Boolean || [[Property:Lives In Cold Bog]] || || <code></code>
+
| livesin_coldbog || optional || Boolean || [[Property:Lives In Cold Bog]] ||  
 +
| <code></code>
 
|-
 
|-
| livesin_tundra || optional || Boolean || [[Property:Lives In Tundra]] || || <code></code>
+
| livesin_tundra || optional || Boolean || [[Property:Lives In Tundra]] ||  
 +
| <code></code>
 
|-
 
|-
| livesin_icesheet || optional || Boolean || [[Property:Lives In Ice Sheet]] || || <code></code>
+
| livesin_icesheet || optional || Boolean || [[Property:Lives In Ice Sheet]] ||  
 +
| <code></code>
 
|-
 
|-
| livesin_seaice || optional || Boolean || [[Property:Lives In Sea Ice]] || || <code></code>
+
| livesin_seaice || optional || Boolean || [[Property:Lives In Sea Ice]] ||  
 +
| <code></code>
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | 6. Production
 
! colspan="6" style="text-align:left;" | 6. Production
 
<!-- 6. PRODUCTION -->
 
<!-- 6. PRODUCTION -->
 
|-
 
|-
| meatyield || optional || || [[Property:Meat Yield]], [[Meat Amount]] || {{Q|Meat Amount|Description}} || <code></code>
+
| meatyield || optional ||  
 +
|
 +
* [[Property:Meat Yield]]
 +
* [[Meat Amount]]
 +
| {{Q|Meat Amount|Description}}
 +
| <code></code>
 
|-
 
|-
 
| basemeatamount || optional ||  || - ||  || -
 
| basemeatamount || optional ||  || - ||  || -
 
|-
 
|-
| meatname || optional ||  || [[Property:Meat Name]] || || <code><race><meatLabel></code> or <code><race><specificMeatDef></code>
+
| meatname || optional ||  || [[Property:Meat Name]] ||  
 +
| <code><race><meatLabel></code> or <code><race><specificMeatDef></code>
 
|-
 
|-
| leathername || optional ||  || [[Property:Leather Name]] || || <code><race><leatherDef></code>
+
| leathername || optional ||  || [[Property:Leather Name]] ||  
 +
| <code><race><leatherDef></code>
 
|-
 
|-
| leatheryield || optional || || [[Property:Leather Yield]], [[Leather Amount]] || {{Q|Leather Amount|Description}} || <code><statBases><LeatherAmount></code>
+
| leatheryield || optional ||  
 +
|
 +
* [[Property:Leather Yield]]
 +
* [[Leather Amount]]
 +
| {{Q|Leather Amount|Description}}
 +
| <code><statBases><LeatherAmount></code>
 
|-
 
|-
 
| baseleatheramount || optional ||  || - ||  || -
 
| baseleatheramount || optional ||  || - ||  || -
 +
<!-- CompProperties_Milkable -->
 
|-
 
|-
| milk || optional || || [[Property:Milk Amount]] || || <code></code>
+
| milk || optional || Number || [[Property:Milk Amount]] ||  
 +
| <code><comps><Class="CompProperties_Milkable"><milkAmount></code>
 
|-
 
|-
| mlikname || optional || || [[Property:Milk Name]] || || <code></code>
+
| mlikname || optional || Text || [[Property:Milk Name]] ||  
 +
| <code><comps><Class="CompProperties_Milkable"><milkDef></code>
 
|-
 
|-
| milktime || optional || || [[Property:Milking Interval Days]], [[Property:Daily Milk Average]] || || <code></code>
+
| milktime || optional || Number (Days) || [[Property:Milking Interval Days]], [[Property:Daily Milk Average]] ||  
 +
| <code><comps><Class="CompProperties_Milkable"><milkIntervalDays></code>
 +
<!-- CompProperties_Shearable -->
 
|-
 
|-
| wool || optional ||  || [[Property:Wool Amount]] || || <code></code>
+
| wool || optional ||  || [[Property:Wool Amount]] ||  
 +
| <code><comps><Class="CompProperties_Shearable"><woolDef></code>
 
|-
 
|-
| woolname || optional ||  || [[Property:Wool Name]] || || <code></code>
+
| woolname || optional ||  || [[Property:Wool Name]] ||  
 +
| <code><comps><Class="CompProperties_Shearable"><woolAmount></code>
 
|-
 
|-
| sheartime || optional ||  || [[Property:Shearing Interval Days]], [[Property:Daily Wool Average]] || || <code></code>
+
| sheartime || optional ||  || [[Property:Shearing Interval Days]], [[Property:Daily Wool Average]] ||  
 +
| <code><comps><Class="CompProperties_Shearable"><shearIntervalDays></code>
 +
<!-- CompProperties_EggLayer -->
 
|-
 
|-
| eggsmin || optional || || [[Property:Eggs Per Clutch Minimum]] || || <code></code>
+
| eggsmin || optional || Number || [[Property:Eggs Per Clutch Minimum]] ||  
 +
| <code><comps><Class="CompProperties_EggLayer"><eggCountRange></code>
 
|-
 
|-
| eggsmax || optional || || [[Property:Eggs Per Clutch Maximum]] || || <code></code>
+
| eggsmax || optional || Number || [[Property:Eggs Per Clutch Maximum]] ||  
 +
| <code><comps><Class="CompProperties_EggLayer"><eggCountRange></code>
 
|-
 
|-
| eggtime || optional || || [[Property:Egg Laying Interval]], [[Property:Eggs Per Season Average]] || || <code><comps><Class="CompProperties_EggLayer"><eggLayIntervalDays></code>
+
| eggtime || optional || Number (Days) || [[Property:Egg Laying Interval]], [[Property:Eggs Per Season Average]] ||  
 +
| <code><comps><Class="CompProperties_EggLayer"><eggLayIntervalDays></code>
 
|-
 
|-
| eggs_avg || optional || || [[Property:Eggs Per Clutch Average]] || || <code></code>
+
| eggs_avg || optional || Number || [[Property:Eggs Per Clutch Average]] ||  
 +
| <code><comps><Class="CompProperties_EggLayer"><eggCountRange></code>
 
|-
 
|-
| egg_unfertilized || optional || || [[Property:Can Lay Unfertilized Eggs]] || || <code></code>
+
| egg_unfertilized || optional || Boolean || [[Property:Can Lay Unfertilized Eggs]] ||  
 +
| <code><comps><Class="CompProperties_EggLayer"><eggUnfertilizedDef></code>
 
|-
 
|-
| gestation || optional || || [[Property:Gestation Period Days]] || || <code><race><gestationPeriodDays></code>
+
| gestation || optional || Number (Days) || [[Property:Gestation Period Days]] ||  
 +
| <code><race><gestationPeriodDays></code>
 
|-
 
|-
| offspring || optional || || [[Property:Offspring Per Birth]] || || <code></code>
+
| offspring || optional || Number || [[Property:Offspring Per Birth]] ||  
 +
| <code><race><litterSizeCurve></code>
 
|-
 
|-
| avg offspring || optional || || [[Property:Average Offspring Per Birth]] || || <code></code>
+
| avg offspring || optional || Number || [[Property:Average Offspring Per Birth]] ||  
 +
| <code><race><litterSizeCurve></code>
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | 7. Ingestion
 
! colspan="6" style="text-align:left;" | 7. Ingestion
 
<!-- 7. INGESTION -->
 
<!-- 7. INGESTION -->
 
|-
 
|-
| nutrition || optional || || [[Property:Nutrition]], [[Nutrition (Stat)]] || {{Q|Nutrition (Stat)|Description}} || <code></code>
+
| nutrition || optional || Number
 +
|
 +
* [[Property:Nutrition]]
 +
* [[Nutrition (Stat)]]
 +
| {{Q|Nutrition (Stat)|Description}}
 +
| <code></code>
 
|-
 
|-
| taste || optional ||  || [[Property:Taste]] || || <code></code>
+
| taste || optional
 +
| One of:
 +
{{:Property:Taste}}
 +
| [[Property:Taste]] ||  
 +
| <code><ingestible><preferability></code>
 
|-
 
|-
| ingested direct thought || optional ||  || [[Property:Ingested Direct Thought]] || || <code></code>
+
| ingested direct thought || optional ||  || [[Property:Ingested Direct Thought]] ||  
 +
| <code><ingestible><tasteThought></code>
 
|-
 
|-
| joy offset || optional || || [[Property:Joy Offset]] || || <code></code>
+
| joy offset || optional || Number || [[Property:Joy Offset]] ||  
 +
| <code><ingestible><joy></code>
 
|-
 
|-
| joy kind || optional ||  || [[Property:Joy Kind]] || || <code></code>
+
| joy kind || optional
 +
| One of:
 +
{{:Property:Joy Kind}}
 +
| [[Property:Joy Kind]] ||  
 +
| <code><ingestible><joyKind></code>
 
|-
 
|-
| addictiveness || optional ||  || [[Property:Addictiveness]] || || <code></code>
+
| addictiveness || optional ||  || [[Property:Addictiveness]] ||  
 +
| <code><comps><Class="CompProperties_Drug"><addictiveness></code>
 
|-
 
|-
| food poison chance || optional || || [[Property:Food Poison Chance Base]], [[Food Poison Chance]] || {{Q|Food Poison Chance|Description}} || <code></code>
+
| food poison chance || optional || Number (0~1)
 +
|
 +
* [[Property:Food Poison Chance Base]]
 +
* [[Food Poison Chance (Food Stat)]]
 +
| {{Q|Food Poison Chance (Food Stat)|Description}}
 +
| <code><statBases><FoodPoisonChanceFixedHuman></code>
 
|-
 
|-
| max num to ingest at once || optional ||  || [[Property:Max Num To Ingest At Once]] || || <code></code>
+
| max num to ingest at once || optional ||  || [[Property:Max Num To Ingest At Once]] ||  
 +
| <code><ingestible><maxNumToIngestAtOnce></code>
 
|-
 
|-
| ingestion time || optional ||  || [[Property:Ingestion Time]] || || <code></code>
+
| ingestion time || optional ||  || [[Property:Ingestion Time]] ||  
 +
| <code><ingestible><baseIngestTicks></code>
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | 8. Stat Modifiers (for materials)
 
! colspan="6" style="text-align:left;" | 8. Stat Modifiers (for materials)
 
<!-- 8. STAT MODIFIERS (for Materials) -->
 
<!-- 8. STAT MODIFIERS (for Materials) -->
 
|-
 
|-
| beauty factor || optional || number || [[Property:Beauty Factor]] || || <stuffProps><statFactors><Beauty>
+
| beauty factor || optional || number || [[Property:Beauty Factor]] ||  
 +
| <code><stuffProps><statFactors><Beauty></code>
 
|-
 
|-
| beauty offset || optional || number || [[Property:Beauty Offset]] || || <stuffProps><statOffsets><Beauty>
+
| beauty offset || optional || number || [[Property:Beauty Offset]] ||  
 +
| <code><stuffProps><statOffsets><Beauty></code>
 
|-
 
|-
| work to make factor || optional || number || [[Property:Work To Make Factor]] || || <stuffProps><statFactors><WorkToMake>
+
| work to make factor || optional || number || [[Property:Work To Make Factor]] ||  
 +
| <code><stuffProps><statFactors><WorkToMake></code>
 
|-
 
|-
| work to build factor || optional || number || [[Property:Work To Build Factor]] || || <stuffProps><statFactors><WorkToBuild>
+
| work to build factor || optional || number || [[Property:Work To Build Factor]] ||  
 +
| <code><stuffProps><statFactors><WorkToBuild></code>
 
|-
 
|-
| work to build offset || optional || ticks || [[Property:Work To Build Offset]] || || <stuffProps><statOffsets><WorkToBuild>
+
| work to build offset || optional || ticks || [[Property:Work To Build Offset]] ||  
 +
| <code><stuffProps><statOffsets><WorkToBuild></code>
 
|-
 
|-
| max hit points factor || optional || number || [[Property:Max Hit Points Factor]] || || <stuffProps><statFactors><MaxHitPoints>
+
| max hit points factor || optional || number || [[Property:Max Hit Points Factor]] ||  
 +
| <code><stuffProps><statFactors><MaxHitPoints></code>
 
|-
 
|-
| flammability factor || optional || number || [[Property:Flammability Factor]] || || <stuffProps><statFactors><Flammability>
+
| flammability factor || optional || number || [[Property:Flammability Factor]] ||  
 +
| <code><stuffProps><statFactors><Flammability></code>
 
|-
 
|-
| armor - sharp factor || optional || number || [[Property:Armor - Sharp Factor]], [[Armor - Sharp (Material Factor)]] || {{Q|Armor - Sharp (Material Factor)|Description}} || <statBases><StuffPower_Armor_Sharp>
+
| armor - sharp factor || optional || number
 +
|
 +
* [[Property:Armor - Sharp Factor]]
 +
* [[Armor - Sharp (Material Factor)]]
 +
| {{Q|Armor - Sharp (Material Factor)|Description}}
 +
| <code><statBases><StuffPower_Armor_Sharp></code>
 
|-
 
|-
| armor - blunt factor || optional || number || [[Property:Armor - Blunt Factor]], [[Armor - Blunt (Material Factor)]] || {{Q|Armor - Blunt (Material Factor)|Description}} || <statBases><StuffPower_Armor_Blunt>
+
| armor - blunt factor || optional || number
 +
|
 +
* [[Property:Armor - Blunt Factor]]
 +
* [[Armor - Blunt (Material Factor)]]
 +
| {{Q|Armor - Blunt (Material Factor)|Description}}
 +
| <code><statBases><StuffPower_Armor_Blunt></code>
 
|-
 
|-
| armor - heat factor || optional || number || [[Property:Armor - Heat Factor]], [[Armor - Heat (Material Factor)]] || {{Q|Armor - Heat (Material Factor)|Description}} || <statBases><StuffPower_Armor_Heat>
+
| armor - heat factor || optional || number
 +
|
 +
* [[Property:Armor - Heat Factor]]
 +
* [[Armor - Heat (Material Factor)]]
 +
| {{Q|Armor - Heat (Material Factor)|Description}}
 +
| <code><statBases><StuffPower_Armor_Heat></code>
 
|-
 
|-
| insulation - cold factor || optional || °C || [[Property:Insulation - Cold Factor]], [[Insulation - Cold (Material Factor)]] || {{Q|Insulation - Cold (Material Factor)|Description}} || <statBases><StuffPower_Insulation_Cold>
+
| insulation - cold factor || optional || °C
 +
|
 +
* [[Property:Insulation - Cold Factor]]
 +
* [[Insulation - Cold (Material Factor)]]
 +
| {{Q|Insulation - Cold (Material Factor)|Description}}
 +
| <code><statBases><StuffPower_Insulation_Cold></code>
 
|-
 
|-
| insulation - heat factor || optional || °C || [[Property:Insulation - Heat Factor]], [[Insulation - Heat (Material Factor)]] || {{Q|Insulation - Heat (Material Factor)|Description}} || <statBases><StuffPower_Insulation_Heat>
+
| insulation - heat factor || optional || °C
 +
|
 +
* [[Property:Insulation - Heat Factor]]
 +
* [[Insulation - Heat (Material Factor)]]
 +
| {{Q|Insulation - Heat (Material Factor)|Description}}
 +
| <code><statBases><StuffPower_Insulation_Heat></code>
 
|-
 
|-
| melee blunt damage factor || optional || number || [[Property:Melee Blunt Damage Factor]], [[Blunt Damage]] || {{Q||Description}} || <statBases><BluntDamageMultiplier>
+
| melee blunt damage factor || optional || number
 +
|
 +
* [[Property:Melee Blunt Damage Factor]]
 +
* [[Blunt Damage]]
 +
| {{Q|Blunt Damage|Description}}
 +
| <code><statBases><BluntDamageMultiplier></code>
 
|-
 
|-
| melee sharp damage factor || optional || number || [[Property:Melee Sharp Damage Factor]], [[Sharp Damage]] || {{Q||Description}} || <statBases><SharpDamageMultiplier>
+
| melee sharp damage factor || optional || number
 +
|
 +
* [[Property:Melee Sharp Damage Factor]]
 +
* [[Sharp Damage]]
 +
| {{Q|Sharp Damage|Description}}
 +
| <code><statBases><SharpDamageMultiplier></code>
 
|-
 
|-
| melee cooldown factor || optional || number || [[Property:Melee Cooldown Factor]], [[Melee Cooldown]] || {{Q||Description}} || <stuffProps><statFactors><MeleeWeapon_CooldownMultiplier>
+
| melee cooldown factor || optional || number
 +
|
 +
* [[Property:Melee Cooldown Factor]]
 +
* [[Melee Cooldown]]
 +
| {{Q|Melee Cooldown|Description}}
 +
| <code><stuffProps><statFactors><MeleeWeapon_CooldownMultiplier></code>
 
|-
 
|-
| door opening speed factor || optional || number || [[Property:Door Opening Speed Factor]] || || <stuffProps><statFactors><DoorOpenSpeed>
+
| door opening speed factor || optional || number || [[Property:Door Opening Speed Factor]] ||  
 +
| <code><stuffProps><statFactors><DoorOpenSpeed></code>
 
|-
 
|-
| rest effectiveness factor || optional || number || [[Property:Rest Effectiveness Factor]] || || <stuffProps><statFactors><BedRestEffectiveness>
+
| rest effectiveness factor || optional || number || [[Property:Rest Effectiveness Factor]] ||  
 +
| <code><stuffProps><statFactors><BedRestEffectiveness></code>
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | 9. Medical
 
! colspan="6" style="text-align:left;" | 9. Medical
 
<!-- 9. MEDICAL -->
 
<!-- 9. MEDICAL -->
 
|-
 
|-
| medical potency base || optional || number (displayed as %) || [[Property:Medical Potency Base]], [[Medical Potency]] || {{Q|Medical Potency|Description}} || <code><statBases><MedicalPotency></code>
+
| medical potency base || optional || number (displayed as %)
 +
|
 +
* [[Property:Medical Potency Base]]
 +
* [[Medical Potency]]
 +
| {{Q|Medical Potency|Description}}
 +
| <code><statBases><MedicalPotency></code>
 
|-
 
|-
| medical quality max || optional || number (displayed as %) || [[Property:Medical Quality Max]], [[Medical Tend Quality Maximum]] || {{Q|Medical Tend Quality Maximum|Description}} || <code><statBases><MedicalQualityMax></code>
+
| medical quality max || optional || number (displayed as %)
 +
|
 +
* [[Property:Medical Quality Max]]
 +
* [[Medical Tend Quality Maximum]]
 +
| {{Q|Medical Tend Quality Maximum|Description}}
 +
| <code><statBases><MedicalQualityMax></code>
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | 10. Plant Stats
 
! colspan="6" style="text-align:left;" | 10. Plant Stats
 
<!-- 10. PLANT STATS -->
 
<!-- 10. PLANT STATS -->
 
|-
 
|-
| grow days || optional || || [[Property:Grow Days]] || || <code></code>
+
| grow days || optional || Number (Days) || [[Property:Grow Days]] ||  
 +
| <code><plant><growDays></code>
 
|-
 
|-
| lifespanDaysPerGrowDays || optional || || [[Property:Lifespan Days Per Grow Days]] || || <code></code>
+
| lifespanDaysPerGrowDays || optional || Number (Days) || [[Property:Lifespan Days Per Grow Days]] ||  
 +
| <code><plant><lifespanDaysPerGrowDays></code>
 
|-
 
|-
| sow work || optional || || [[Property:Sow Work]] || || <code></code>
+
| sow work || optional || Number (Ticks) || [[Property:Sow Work]] ||  
 +
| <code><plant><sowWork></code>
 
|-
 
|-
| harvest work || optional || || [[Property:Harvest Work]] || || <code></code>
+
| harvest work || optional || Number (Ticks) || [[Property:Harvest Work]] ||  
 +
| <code><plant><harvestWork></code>
 
|-
 
|-
| product || optional || || [[Property:Harvest Product]] || || <code></code>
+
| product || optional || Page || [[Property:Harvest Product]] ||  
 +
| <code><plant><harvestedThingDef></code>
 
|-
 
|-
| yield || optional || || [[Property:Harvest Yield]] || || <code></code>
+
| yield || optional || Number || [[Property:Harvest Yield]] ||  
 +
| <code><plant><harvestYield></code>
 
|-
 
|-
| min sowing skill || optional || || [[Property:Minimum Required Growing Skill]] || || <code></code>
+
| min sowing skill || optional || Number (0~20) || [[Property:Minimum Required Growing Skill]] ||  
 +
| <code><plant><sowMinSkill></code>
 
|-
 
|-
| min fertility || optional || || [[Property:Fertility Min]] || || <code></code>
+
| min fertility || optional || Number || [[Property:Fertility Min]] ||  
 +
| <code><plant><fertilityMin></code>
 
|-
 
|-
| fertility sensitivity || optional || || [[Property:Fertility Sensitivity]] || || <code></code>
+
| fertility sensitivity || optional || Number || [[Property:Fertility Sensitivity]] ||  
 +
| <code><plant><fertilitySensitivity></code>
 
|-
 
|-
| min grow light || optional || || [[Property:Min Grow Light]] || || <code></code>
+
| min grow light || optional || Number || [[Property:Min Grow Light]] ||  
 +
| <code><plant><growMinGlow></code>
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | 11. Ranged Combat
 
! colspan="6" style="text-align:left;" | 11. Ranged Combat
Line 792: Line 1,146:
 
<!-- 11. RANGED COMBAT -->
 
<!-- 11. RANGED COMBAT -->
 
|-
 
|-
| damage type || optional ||  || - || || <code><verbs><defaultProjectile><ThingDef><projectile><damageDef></code>
+
| damage type || optional ||  || - ||  
 +
| <code><verbs><defaultProjectile><ThingDef><projectile><damageDef></code>
 
|-
 
|-
| mode || optional ||  || [[Property:Mode]] || || <code></code>
+
| mode || optional ||  || [[Property:Mode]] ||  
 +
| <code></code>
 
|-
 
|-
| damage || optional || Number || [[Property:Damage Base]] || || <code><verbs><defaultProjectile><ThingDef><projectile><damageAmountBase></code>
+
| damage || optional || Number || [[Property:Damage Base]] ||  
 +
| <code><verbs><defaultProjectile><ThingDef><projectile><damageAmountBase></code>
 
|-
 
|-
| armorPenetration || optional || Number || [[Property:Armor Penetration]] || || <code><verbs><defaultProjectile><ThingDef><projectile><armorPenetrationBase></code>
+
| armorPenetration || optional || Number || [[Property:Armor Penetration]] ||  
 +
| <code><verbs><defaultProjectile><ThingDef><projectile><armorPenetrationBase></code>
 
|-
 
|-
| warmup || optional || Number || [[Property:Aiming Time Base]] || Warmup || <code><verbs><warmupTime></code> or <code><building><turretBurstWarmupTime></code>
+
| warmup || optional || Number || [[Property:Aiming Time Base]] || Warmup
 +
| <code><verbs><warmupTime></code> or <code><building><turretBurstWarmupTime></code>
 
|-
 
|-
| cooldown || optional || Number || [[Property:Ranged Cooldown Base]] || || <code><statBases><RangedWeapon_Cooldown></code> or <code><building><turretBurstCooldownTime></code>
+
| cooldown || optional || Number || [[Property:Ranged Cooldown Base]] ||  
 +
| <code><statBases><RangedWeapon_Cooldown></code> or <code><building><turretBurstCooldownTime></code>
 
|-
 
|-
| range || optional || Number (Cells) || [[Property:Range]] || Range || <code><verbs><range></code>
+
| range || optional || Number (Cells) || [[Property:Range]] || Range
 +
| <code><verbs><range></code>
 
|-
 
|-
| minrange || optional || Number (Cells) || [[Property:Minimum Range]] || || <code><verbs><minRange></code>
+
| minrange || optional || Number (Cells) || [[Property:Minimum Range]] ||  
 +
| <code><verbs><minRange></code>
 
|-
 
|-
| accuracy || optional || Number || [[Shooting Accuracy (Turrets)]] || {{Q|Shooting Accuracy (Turrets)|Description)}} || <code><statBases><ShootingAccuracyTurret></code>
+
| accuracy || optional || Number
 +
| [[Shooting Accuracy (Turrets)]]
 +
| {{Q|Shooting Accuracy (Turrets)|Description)}}
 +
| <code><statBases><ShootingAccuracyTurret></code>
 
|-
 
|-
| accuracyTouch || optional || Number (0~1) || [[Property:Accuracy (Touch) Base]], [[Accuracy (Close)]] || {{Q|Accuracy (Close)|Description}} || <code><statBases><AccuracyTouch></code>
+
| accuracyTouch || optional || Number (0~1)
 +
|
 +
* [[Property:Accuracy (Touch) Base]]
 +
* [[Accuracy (Close)]]
 +
| {{Q|Accuracy (Close)|Description}}
 +
| <code><statBases><AccuracyTouch></code>
 
|-
 
|-
| accuracyShort || optional || Number (0~1) || [[Property:Accuracy (Short) Base]], [[Accuracy (Short)]] || {{Q|Accuracy (Short)|Description}} || <code><statBases><AccuracyShort></code>
+
| accuracyShort || optional || Number (0~1)
 +
|
 +
* [[Property:Accuracy (Short) Base]]
 +
* [[Accuracy (Short)]]
 +
| {{Q|Accuracy (Short)|Description}}
 +
| <code><statBases><AccuracyShort></code>
 
|-
 
|-
| accuracyMedium || optional || Number (0~1) || [[Property:Accuracy (Medium) Base]], [[Accuracy (Medium)]] || {{Q|Accuracy (Medium)|Description}} || <code><statBases><AccuracyMedium></code>
+
| accuracyMedium || optional || Number (0~1)
 +
|
 +
* [[Property:Accuracy (Medium) Base]]
 +
* [[Accuracy (Medium)]]
 +
| {{Q|Accuracy (Medium)|Description}}
 +
| <code><statBases><AccuracyMedium></code>
 
|-
 
|-
| accuracyLong || optional || Number (0~1) || [[Property:Accuracy (Long) Base]], [[Accuracy (Long)] || {{Q|Accuracy (Long)|Description}} || <code><statBases><AccuracyLong></code>
+
| accuracyLong || optional || Number (0~1)
 +
|
 +
* [[Property:Accuracy (Long) Base]]
 +
* [[Accuracy (Long)]]
 +
| {{Q|Accuracy (Long)|Description}}
 +
| <code><statBases><AccuracyLong></code>
 
|-
 
|-
| velocity || optional || Number || [[Property:Velocity]] || || <code><verbs><defaultProjectile><ThingDef><projectile><speed></code>
+
| velocity || optional || Number || [[Property:Velocity]] ||  
 +
| <code><verbs><defaultProjectile><ThingDef><projectile><speed></code>
 
|-
 
|-
| burst || optional || Number || [[Property:Burst Count]] || Burst shot count || <code><verbs><burstShotCount></code>
+
| burst || optional || Number || [[Property:Burst Count]] || Burst shot count
 +
| <code><verbs><burstShotCount></code>
 
|-
 
|-
| burstTicks || optional || Number ([[Ticks]]) || [[Property:Burst Ticks]] || || <code><verbs><ticksBetweenBurstShots></code>
+
| burstTicks || optional || Number ([[Ticks]]) || [[Property:Burst Ticks]] ||  
 +
| <code><verbs><ticksBetweenBurstShots></code>
 
|-
 
|-
| missRadius || optional || Number || [[Property:Miss Radius]] || Miss radius || <code><verbs><forcedMissRadius></code> or <code><verbs><forcedMissRadiusClassicMortars></code>
+
| missRadius || optional || Number || [[Property:Miss Radius]] || Miss radius
 +
| <code><verbs><forcedMissRadius></code> or <code><verbs><forcedMissRadiusClassicMortars></code>
 
|-
 
|-
| blastRadius || optional || Number || [[Property:Blast Radius]] || || <code><ThingDef><projectile><explosionRadius></code>
+
| blastRadius || optional || Number || [[Property:Blast Radius]] ||  
 +
| <code><ThingDef><projectile><explosionRadius></code>
 
|-
 
|-
| DPS || optional || Number || [[Property:Maximum DPS]] || Damage Per Second || <code></code>
+
| DPS || optional || Number || [[Property:Maximum DPS]] || Damage Per Second
 +
| <code></code>
 
|-
 
|-
 
| stoppingPower || optional || Number || [[Property:Stopping Power]]
 
| stoppingPower || optional || Number || [[Property:Stopping Power]]
Line 839: Line 1,230:
 
<!-- 12. MELEE COMBAT -->
 
<!-- 12. MELEE COMBAT -->
 
|-
 
|-
| attack(1~7)dmg, meleeattack1dmg || optional || Number || [[Property:Attack 1 Damage]] || || <code><tools><power></code>
+
| attack(1~7)dmg, meleeattack1dmg || optional || Number || [[Property:Attack 1 Damage]] ||  
 +
| <code><tools><power></code>
 
|-
 
|-
 
| attack(1~7)ap || optional || Number (0~2) || [[Property:Attack 1 AP]]
 
| attack(1~7)ap || optional || Number (0~2) || [[Property:Attack 1 AP]]
Line 847: Line 1,239:
 
| <code><tools><armorPenetration></code>
 
| <code><tools><armorPenetration></code>
 
|-
 
|-
| attack(1~7)type, meleeattack1type || optional || Text || [[Property:Attack 1 Type]] || || <code><tools><capacities></code>
+
| attack(1~7)type, meleeattack1type || optional || Text || [[Property:Attack 1 Type]] ||  
 +
| <code><tools><capacities></code>
 
|-
 
|-
| attack(1~7)part, meleeattack1part || optional || Text || [[Property:Attack 1 Part]] || || <code><tools><linkedBodyPartsGroup></code>
+
| attack(1~7)part, meleeattack1part || optional || Text || [[Property:Attack 1 Part]] ||  
 +
| <code><tools><linkedBodyPartsGroup></code>
 
|-
 
|-
| attack(1~7)cool, meleeattack1cool || optional || Number || [[Property:Attack 1 Cooldown]] || || <code><tools><cooldownTime></code>
+
| attack(1~7)cool, meleeattack1cool || optional || Number || [[Property:Attack 1 Cooldown]] ||  
 +
| <code><tools><cooldownTime></code>
 
|-
 
|-
| attack(1~7)chancefactor || optional || Number || [[Property:Attack 1 Chance Factor]] || Chance that this attack will be used || <code><tools><chanceFactor></code>
+
| attack(1~7)chancefactor || optional || Number || [[Property:Attack 1 Chance Factor]] || Chance that this attack will be used
 +
| <code><tools><chanceFactor></code>
 
|-
 
|-
| attack(1~7)stun || optional || Number || [[Property:Attack 1 Stun]] || || <code><tools><surpriseAttack><extraMeleeDamages><def></def><amount></code>
+
| attack(1~7)stun || optional || Number || [[Property:Attack 1 Stun]] ||  
 +
| <code><tools><surpriseAttack><extraMeleeDamages><def></def><amount></code>
 
|-
 
|-
| MeleeWeaponAverageDPS || optional || Number || [[Property:MeleeDPS]], [[Melee Damage Per Second]] || {{Q|Melee Damage Per Second|Description}} || -
+
| MeleeWeaponAverageDPS || optional || Number
 +
|
 +
* [[Property:MeleeDPS]]
 +
* [[Melee Damage Per Second]]
 +
| {{Q|Melee Damage Per Second|Description}}
 +
| -
 
|-
 
|-
| MeleeWeaponAverageAP || optional || Number || [[Property:MeleeAP]], [[Melee Weapon Average Armor Penetration]] || {{Q|Melee Weapon Average Armor Penetration|Description}} || -
+
| MeleeWeaponAverageAP || optional || Number
 +
|
 +
* [[Property:MeleeAP]]
 +
* [[Melee Weapon Average Armor Penetration]]
 +
| {{Q|Melee Weapon Average Armor Penetration|Description}}
 +
| -
 
|-
 
|-
| body part || optional ||  || - || || <code></code>
+
| body part || optional ||  || - ||  
 +
| <code></code>
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | 13. Creation
 
! colspan="6" style="text-align:left;" | 13. Creation
 
<!-- 13. CREATION -->
 
<!-- 13. CREATION -->
 
|-
 
|-
| research || optional ||  || [[Property:Required Research]] || || <code><researchPrerequisites></code>
+
| research || optional ||  || [[Property:Required Research]] ||  
 +
| <code><researchPrerequisites></code>
 
|-
 
|-
| production facility 1 || optional || Page || [[Property:Production Facility 1]] || || <code></code>
+
| production facility 1 || optional || Page || [[Property:Production Facility 1]] ||  
 +
| <code></code>
 
|-
 
|-
| work to make || optional || Number, Ticks || [[Property:Work To Make]], [[Work To Make]], [[Work To Build]]
+
| work to make || optional || Number, Ticks
 +
|
 +
* [[Property:Work To Make]]
 +
* [[Work To Make]]
 +
* [[Work To Build]]
 
|<!-- Description -->
 
|<!-- Description -->
 
{{Q|Work To Make|Label}}
 
{{Q|Work To Make|Label}}
Line 881: Line 1,295:
 
| <code><statBases><WorkToMake></code> (Items) or <code><statBases><WorkToBuild></code> (Buildings)
 
| <code><statBases><WorkToMake></code> (Items) or <code><statBases><WorkToBuild></code> (Buildings)
 
|-
 
|-
| resources to make || optional ||  || - || || <code><costList></code>
+
| resources to make || optional ||  || - ||  
 +
| <code><costList></code>
 
|-
 
|-
| resource 1 || optional || Page || [[Property:Resource 1]] || || <code></code>
+
| resource 1 || optional || Page || [[Property:Resource 1]] ||  
 +
| <code></code>
 
|-
 
|-
| resource 2 || optional || Page || [[Property:Resource 2]] || || <code></code>
+
| resource 2 || optional || Page || [[Property:Resource 2]] ||  
 +
| <code></code>
 
|-
 
|-
| resource 3 || optional || Page || [[Property:Resource 3]] || || <code></code>
+
| resource 3 || optional || Page || [[Property:Resource 3]] ||  
 +
| <code></code>
 
|-
 
|-
| resource 4 || optional || Page || [[Property:Resource 4]] || || <code></code>
+
| resource 4 || optional || Page || [[Property:Resource 4]] ||  
 +
| <code></code>
 
|-
 
|-
| resource 5 || optional || Page || [[Property:Resource 5]] || || <code></code>
+
| resource 5 || optional || Page || [[Property:Resource 5]] ||  
 +
| <code></code>
 
|-
 
|-
| resource 6 || optional || Page || [[Property:Resource 6]] || || <code></code>
+
| resource 6 || optional || Page || [[Property:Resource 6]] ||  
 +
| <code></code>
 
|-
 
|-
| resource 1 amount || optional || Number || [[Property:Resource 1 Amount]] || || <code></code>
+
| resource 1 amount || optional || Number || [[Property:Resource 1 Amount]] ||  
 +
| <code></code>
 
|-
 
|-
| resource 2 amount || optional || Number || [[Property:Resource 2 Amount]] || || <code></code>
+
| resource 2 amount || optional || Number || [[Property:Resource 2 Amount]] ||  
 +
| <code></code>
 
|-
 
|-
| resource 3 amount || optional || Number || [[Property:Resource 3 Amount]] || || <code></code>
+
| resource 3 amount || optional || Number || [[Property:Resource 3 Amount]] ||  
 +
| <code></code>
 
|-
 
|-
| resource 4 amount || optional || Number || [[Property:Resource 4 Amount]] || || <code></code>
+
| resource 4 amount || optional || Number || [[Property:Resource 4 Amount]] ||  
 +
| <code></code>
 
|-
 
|-
| resource 5 amount || optional || Number || [[Property:Resource 5 Amount]] || || <code></code>
+
| resource 5 amount || optional || Number || [[Property:Resource 5 Amount]] ||  
 +
| <code></code>
 
|-
 
|-
| resource 6 amount || optional || Number || [[Property:Resource 6 Amount]] || || <code></code>
+
| resource 6 amount || optional || Number || [[Property:Resource 6 Amount]] ||  
 +
| <code></code>
 
|-
 
|-
| skill 1 || optional ||  || [[Property:Skill 1]] || || <code></code>
+
| skill 1 || optional ||  || [[Property:Skill 1]] ||  
 +
| <code></code>
 
|-
 
|-
| skill 2 || optional ||  || [[Property:Skill 2]] || || <code></code>
+
| skill 2 || optional ||  || [[Property:Skill 2]] ||  
 +
| <code></code>
 
|-
 
|-
| skill 1 level || optional || Number (0-20) || [[Property:Skill 1 Level]] || || <code></code>
+
| skill 1 level || optional || Number (0-20) || [[Property:Skill 1 Level]] ||  
 +
| <code></code>
 
|-
 
|-
| skill 2 level || optional || Number (0-20) || [[Property:Skill 2 Level]] || || <code></code>
+
| skill 2 level || optional || Number (0-20) || [[Property:Skill 2 Level]] ||  
 +
| <code></code>
 
|-
 
|-
| constructable || optional ||  || - || || <code></code>
+
| constructable || optional ||  || - ||  
 +
| <code></code>
 
|-
 
|-
| work speed stat || optional ||  || [[Property:Work Speed Stat]] || || <code></code>
+
| work speed stat || optional ||  || [[Property:Work Speed Stat]] ||  
 +
| <code></code>
 
|-
 
|-
| gestation cycles || optional ||  || [[Property:Gestation Cycles]] || || <code></code>
+
| gestation cycles || optional ||  || [[Property:Gestation Cycles]] ||  
 +
| <code></code>
 
|-
 
|-
| stuff tags || optional ||  || [[Property:Stuff Tags]] || || <code></code>
+
| stuff tags || optional ||  || [[Property:Stuff Tags]] ||  
 +
| <code></code>
 
|-
 
|-
| product amount || optional ||  || [[Property:Product Amount]] || || <code></code>
+
| product amount || optional ||  || [[Property:Product Amount]] ||  
 +
| <code></code>
 
|-
 
|-
| deconstruct yield || optional ||  || - || || <code></code>
+
| deconstruct yield || optional ||  || - ||  
 +
| <code></code>
 
|-
 
|-
| destroyyield || optional ||  || - || || <code></code>
+
| destroyyield || optional ||  || - ||  
 +
| <code></code>
 
|-
 
|-
| leavesresourceswhendestroyed || optional ||  || - || || <code><leaveResourcesWhenKilled></code>
+
| leavesresourceswhendestroyed || optional ||  || - ||  
 +
| <code><leaveResourcesWhenKilled></code>
 
|-
 
|-
| bonusdestroyleavings || optional ||  || - || || <code></code>
+
| bonusdestroyleavings || optional ||  || - ||  
 +
| <code></code>
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | Ability
 
! colspan="6" style="text-align:left;" | Ability
 
<!-- 14. ABILITY -->
 
<!-- 14. ABILITY -->
 
|-
 
|-
| psylink level || optional || Number (1-6) || [[Property:Psylink Level]] || {{Q||Description}} || <code></code>
+
| psylink level || optional || Number (1-6)
 +
|
 +
* [[Property:Psylink Level]]
 +
* [[Psylink Level]]
 +
| {{Q|Psylink Level|Description}}
 +
| <code><level></code>
 
|-
 
|-
| psyfocus cost || optional || Number || [[Property:Psyfocus Cost]] || {{Q||Description}} || <code></code>
+
| psyfocus cost || optional || Number
 +
|
 +
* [[Property:Psyfocus Cost]]
 +
* [[Psyfocus Cost]]
 +
| {{Q|Psyfocus Cost|Description}}
 +
| <code><statBases><Ability_PsyfocusCost></code>
 
|-
 
|-
| neural heat gain || optional || Number || [[Property:Neural Heat Gain]] || {{Q||Description}} || <code></code>
+
| neural heat gain || optional || Number
 +
|
 +
* [[Property:Neural Heat Gain]]
 +
* [[Neural Heat Gain]]
 +
| {{Q|Neural Heat Gain|Description}}
 +
| <code><statBases><Ability_EntropyGain></code>
 
|-
 
|-
| casting time || optional || Number || [[Property:Casting Time]] || {{Q||Description}} || <code></code>
+
| casting time || optional || Number
 +
|
 +
* [[Property:Casting Time]]
 +
* [[Casting Time]]
 +
| {{Q|Casting Time|Description}}
 +
| <code><verbProperties><warmupTime></code>
 
|-
 
|-
| ability range || optional || Number || [[Property:Ability Range]] || {{Q||Description}} || <code></code>
+
| ability range || optional || Number
 +
|
 +
* [[Property:Range]]
 +
* [[Range]]
 +
| {{Q|Range|Description}}
 +
| <code><verbProperties><range></code>
 
|-
 
|-
| effect radius || optional || Number || [[Property:Effect Radius]] || {{Q||Description}} || <code></code>
+
| effect radius || optional || Number
 +
|
 +
* [[Property:Effect Radius]]
 +
* [[Effect Radius]]
 +
| {{Q|Effect Radius|Description}}
 +
| <code><statBases><Ability_EffectRadius></code>
 
|-
 
|-
| duration || optional || Number || [[Property:Duration]] || {{Q||Description}} || <code></code>
+
| duration || optional || Number
 +
|
 +
* [[Property:Duration]]
 +
* [[Duration]]
 +
| {{Q|Duration|Description}}
 +
| <code><statBases><Ability_Duration></code>
 
|-
 
|-
| duration multiplier || optional || Number || - || || <code></code>
+
| duration multiplier || optional || Number || - ||  
 +
| <code><comps><Class="CompProperties_AbilityGiveHediff"><durationMultiplier></code>
 
|-
 
|-
| goodwill impact || optional || Number || [[Property:Goodwill Impact]] || {{Q||Description}} || <code></code>
+
| goodwill impact || optional || Number
 +
|
 +
* [[Property:Goodwill Impact]]
 +
* [[Goodwill Impact]]
 +
| {{Q|Goodwill Impact|Description}}
 +
| <code><comps><Class="CompProperties_AbilityEffectWithDuration"><goodwillImpact></code>
 
|-
 
|-
| caster must be capable of violence || optional || Boolean || [[Property:Caster Must Be Capable Of Violence]] || || <code></code>
+
| caster must be capable of violence || optional || Boolean || [[Property:Caster Must Be Capable Of Violence]] ||  
 +
| <code><casterMustBeCapableOfViolence></code>
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | 14. Technical
 
! colspan="6" style="text-align:left;" | 14. Technical
Line 961: Line 1,443:
 
| page verified for version, Verified || optional || Page || [[Property:Verified For]] ||  || -
 
| page verified for version, Verified || optional || Page || [[Property:Verified For]] ||  || -
 
|-
 
|-
| defName || optional || Text || [[Property:Def Name]] || || <code><defName></code>
+
| defName || optional || Text || [[Property:Def Name]] ||  
|-
+
| <code><defName></code>
| label || optional || Text || [[Property:Label]] ||  || <code><label></code>
 
|-
 
| has quality || optional || Boolean || [[Property:Has Quality]] ||  || <code></code>
 
 
|-
 
|-
| color || optional || || - || || <code></code>
+
| label || optional || Text || [[Property:Label]] ||  
 +
| <code><label></code>
 
|-
 
|-
| thingCategories || optional || || - || || <code><thingCategories></code>
+
| has quality || optional || Boolean || [[Property:Has Quality]] ||  
 +
| <code><comps><compClass>CompQuality</compClass></code>
 
|-
 
|-
| file || optional ||  || - || || <code></code>
+
| color || optional ||  || - ||  
 +
| <code></code>
 
|-
 
|-
| weaponTags || optional || Text || [[Property:weaponTags]] || || <code><weaponTags></code>
+
| thingCategories || optional || || - ||  
 +
| <code><thingCategories></code>
 
|-
 
|-
| thingSetMakerTags || optional || Text || - || || <code><thingSetMakerTags></code>
+
| file || optional || || - ||  
 +
| <code></code>
 
|-
 
|-
| defaultOutfitTags || optional || Text || - || || <code></code>
+
| weaponTags || optional || Text || [[Property:weaponTags]] ||  
 +
| <code><weaponTags></code>
 
|-
 
|-
| factionPrerequisiteTags || optional || Text || - || || <code></code>
+
| thingSetMakerTags || optional || Text || - ||  
 +
| <code><thingSetMakerTags></code>
 
|-
 
|-
| harvestTags || optional || Text || - || || <code></code>
+
| defaultOutfitTags || optional || Text || - ||  
 +
| <code><apparel><defaultOutfitTags></code>
 
|-
 
|-
| recipePrerequisitetags || optional || Text || - || || <code></code>
+
| factionPrerequisiteTags || optional || Text || - ||  
 +
| <code></code>
 
|-
 
|-
| ResearchProjectTagDef || optional || Text || - || || <code></code>
+
| harvestTag, harvestTags || optional || Text || - ||  
 +
| <code><plant><harvestTag></code>
 
|-
 
|-
| sowTag || optional || Text || - || || <code></code>
+
| recipePrerequisitetags || optional || Text || - ||  
 +
| <code></code>
 
|-
 
|-
| sowTags || optional || Text || [[Property:sowTags]] || || <code></code>
+
| ResearchProjectTagDef || optional || Text || - ||  
 +
| <code></code>
 
|-
 
|-
| tag || optional || Text || [[Property:tag]] || || <code></code>
+
| sowTag, sowTags || optional || Text || [[Property:sowTags]] ||  
 +
| <code><plant><sowTags></code>
 
|-
 
|-
| tags || optional || Text || [[Property:tags]] || || <code></code>
+
| tag, tags || optional || Text || [[Property:tags]] ||  
 +
| <code></code>
 
|-
 
|-
| techHediffsTags || optional || Text || [[Property:techHediffsTags]] || || <code></code>
+
| techHediffsTags || optional || Text || [[Property:techHediffsTags]] ||  
 +
| <code></code>
 
|-
 
|-
| thingSetMakerTagsToAllow || optional || Text || - || || <code></code>
+
| thingSetMakerTagsToAllow || optional || Text || - ||  
 +
| <code></code>
 
|-
 
|-
| tradeTag, tradeTags || optional || Text || [[Property:TradeTags]] || || <code><tradeTags></code>
+
| tradeTag, tradeTags || optional || Text || [[Property:TradeTags]] ||  
 +
| <code><tradeTags></code>
 
|-
 
|-
| tradeTagsBuy || optional || Text || - || || <code></code>
+
| tradeTagsBuy || optional || Text || - ||  
 +
| <code></code>
 
|-
 
|-
| tradeTagsSell || optional || Text || - || || <code></code>
+
| tradeTagsSell || optional || Text || - ||  
 +
| <code></code>
 
|-
 
|-
| tradeTagsToAllow || optional || Text || - || || <code></code>
+
| tradeTagsToAllow || optional || Text || - ||  
 +
| <code></code>
 
|-
 
|-
| tutorHighlightTag || optional || Text || - || || <code></code>
+
| tutorHighlightTag || optional || Text || - ||  
 +
| <code></code>
 
|-
 
|-
| apparelTags || optional || Text || [[Property:apparelTags]] || || <code></code>
+
| apparelTags || optional || Text || [[Property:apparelTags]] ||  
 +
| <code></code>
 
|-
 
|-
| buildingTags || optional || Text || [[Property:buildingTags]] || || <code></code>
+
| buildingTags || optional || Text || [[Property:buildingTags]] ||  
 +
| <code></code>
 
|-
 
|-
| stuff adjective || optional ||  || [[Property:Stuff Adjective]] || || <code></code>
+
| stuff adjective || optional ||  || [[Property:Stuff Adjective]] ||  
 +
| <code></code>
 
|-
 
|-
| small volume || optional || Boolean || [[Property:Small Volume]] || || <code></code>
+
| small volume || optional || Boolean || [[Property:Small Volume]] ||  
 +
| <code></code>
 
|-
 
|-
| preferability || optional ||  || [[Property:Preferability]] || || <code></code>
+
| preferability || optional ||  || [[Property:Preferability]] ||  
 +
| <code></code>
 
|-
 
|-
| food preference || optional ||  || [[Property:Food Preference]] || || <code></code>
+
| food preference || optional ||  || [[Property:Food Preference]] ||  
 +
| <code></code>
 
|-
 
|-
| drug category || optional ||  || [[Property:Drug Category]] || || <code></code>
+
| drug category || optional ||  || [[Property:Drug Category]] ||  
 +
| <code><ingestible><drugCategory></code>
 
|-
 
|-
| is pleasure drug || optional || Boolean || [[Property:Is Pleasure Drug]] || || <code></code>
+
| is pleasure drug || optional || Boolean || [[Property:Is Pleasure Drug]] ||  
 +
| <code></code>
 
|-
 
|-
| work efficiency factor || optional ||  || - || || <code></code>
+
| work efficiency factor || optional ||  || - ||  
 +
| <code></code>
 
|-
 
|-
| work efficiency offset || optional ||  || - || || <code></code>
+
| work efficiency offset || optional ||  || - ||  
 +
| <code></code>
 
|-
 
|-
| max simultaneous facilities || optional || Number || - || || <code></code>
+
| max simultaneous facilities || optional || Number || - ||  
 +
| <code></code>
 
|-
 
|-
| unpowered work speed factor || optional ||  || - || || <code></code>
+
| unpowered work speed factor || optional ||  || - ||  
 +
| <code></code>
 
|-
 
|-
| bulk product amount || optional ||  || [[Property:Bulk Product Amount]] || || <code></code>
+
| bulk product amount || optional ||  || [[Property:Bulk Product Amount]] ||  
 +
| <code></code>
 
|}
 
|}
  

Revision as of 04:45, 29 September 2024

Intro

Template:Infobox main Is the core of what powers the SemanticMediaWiki database of rimworld objects. Since the template is so complex, it's worth taking a step back and summarizing what this template does:

  • Takes in facts: On each page which describes an in-game object, we call {{infobox main | ...}}

|, where ... | is a very long list of parameters describing the object in question, including its name, type, the cost to make it, and a bunch of other things

  • Rendering an infobox: This template takes those parameters and presents them in a nice looking infobox on the right side of the page. If you add a param |marketvalue = 200

|, this template will add a line to the infobox showing the market value annotated with a silver icon. Cool!

  • Setting SMW properties: The real magic comes from this templates ability to also set SMW properties. If the |marketvalue = 200

| param is present, this template will also set a SMW property 'Market Value Base' equal to 200 for whatever page the infobox was called on.

As an example, say there was an Page called "Foo" for an in-game object with the same name. In-game, a foo has a market value of 200. When you invoke {{infobox main | ... | marketvalue = 200 | ... |, this template will set the 'Market Value Base' property of the 'Foo' page to 200.

These properties can then be retrieved using a snippet like {{#show:Foo|?Market Value Base}} |. You can browse the properties for a given page by clicking the "Browse properties" link on the left side of the page. For an example, see Special:Browse/:Duster

Positional parameters

This template also takes one (and only one -- all others are ignored) positional parameter that specifies the type of infobox styling to use (primarily: to set the color of the infobox based on object type)

Usage

  • Everything is optional for the template to function; however, relevant sections should be filled in for the sake of completeness. The information displayed is dependent on which category is used, and will not be displayed unless a value is provided.
  • You can add a "name" and "image". Fill these values if the PAGENAME macro is not adequate (if the page name has a disambig qualifier for example)

Parameter List

{{infobox main

<!-- All pawns (animals, humanoids, mechanoids) -->
| combatPower = combat power of a pawn, used for raid points for threats. Format: number
| movespeed    = base movement speed
| attack1dmg   = base damage of first attack <meleeDamageBaseAmount>
| attack1type  = damage type of first attack <meleeDamageDef>
| attack1part  = body part of first attack <linkedBodyPartsGroup>
| attack1cool  = cooldown of first attack (in ticks) <defaultCooldownTicks>
| attack1stun  = stun applied with first attack, if any (in stun damage, 20 ticks per point) <extraMeleeDamages>
| attack2dmg   = as above for second attack
| attack2type  = as above for second attack
| attack2part  = as above for second attack
| attack2cool  = as above for second attack
| attack2stun  = as above for second attack
| attack3dmg   = as above for third attack
| attack3type  = as above for third attack
| attack3part  = as above for third attack
| attack3cool  = as above for third attack
| attack3stun  = as above for third attack
| attack4dmg   = as above for fourth attack
| attack4type  = as above for fourth attack
| attack4part  = as above for fourth attack
| attack4cool  = as above for fourth attack
| attack4stun  = as above for fourth attack
| bodysize     = required in order to calculate meat yield, leather yields, and carrying capacity
| massyoung    = the mass of an animal when young
| massjuvenile = the mass of an animal when juvenile
| massadult    = the mass of an animal when adult
| meatname     = name of meat given when butchered. Defaults to "x meat" when not defined.
| meatyield    = amount of meat yielded when butchered. ONLY specify for animals that have a non default MeatAmount property in the XML (currently none). See also Property:Meat_Yield.
| leathername  = name of leather given when butchered. Defaults to "x leather" when not defined. Leave empty if no leather is produced.
| leatheryield = amount of leather yielded when butchered. ONLY specify for animals that have a non default LeatherAmount property in the XML. See also Property:Leather_Yield.

<!--Apparel and Armor-->
| armorblunt           = blunt armor rating for non-material dependent Apparel and Armor
| armorsharp           = sharp armor rating for non-material dependent Apparel and Armor
| armorheat            = heat armor rating for non-material dependent Apparel and Armor
| armorbluntfactor     = blunt armor multiplier for material dependent Apparel and Armor
| armorsharpfactor     = sharp armor multiplier for material dependent Apparel and Armor
| armorheatfactor      = heat armor multiplier for material dependent Apparel and Armor
| painshockthreshold   = increase in pain shock threshold
| insulationheat       = base heat tolerance modifier
| insulationcold       = base cold tolerance modifier
| insulationheatfactor = base heat tolerance for material dependent Apparel and Armor
| insulationcoldfactor = base cold tolerance for material dependent Apparel and Armor
| lifestage            = the valid lifestages the pawn can be i.e. Child and/or Adult
| clothing for nudity  = whether the item counts as clothing for determining nudity, also supports countsAsClothingForNudity=
| coverage             = coverage provided by the item
| layer                = the layer the item occupies on the pawn

<!-- Animals only -->
| manhunter          = chance to turn manhunter when attacked (0.00 - 1.00)
| manhuntertame      = chance to turn manhunter on a failed taming attempt (0.00 - 1.00)
| hungerrate         = base hunger rate
| diet               = carnivorous/herbivorous/omnivorous/dendrovorous/carnivorous and ovivorous/omnivorous and ovivorous
| lifespan           = life expectancy
| trainable          = none/simple/intermediate/advanced
| wildness           = wildness level of creature
| min handling skill = minimum Animals skill to tame/train. ONLY use when necessary - acts as an override for minimum handling skill for rare occasions when it is not derived from wildness
| milk               = amount of milk produced
| milktime           = milking interval (days)
| woolname           = name of wool given when sheared. Defaults to "x wool" when not defined.
| wool               = wool amount
| sheartime          = shearing interval
| eggsmin            = eggs per clutch minimum
| eggsmax            = eggs per clutch maximum
| eggtime            = egg laying interval
| eggs_avg           = eggs per clutch average
| gestation          = gestation period (days) (must either be a number or N/A)
| offspring          = offspring per birth (Do not use for egg-laying animals)
| maturityage        = age of maturity
| livesin_aridshrubland = true or <omit>
| livesin_borealforest  = true or <omit>
| livesin_desert        = true or <omit>
| livesin_extremedesert = true or <omit>
| livesin_icesheet      = true or <omit>
| livesin_seaice        = true or <omit>
| livesin_temperateforest    = true or <omit>
| livesin_tropicalrainforest = true or <omit>
| livesin_tundra             = true or <omit>
| predator                   = true or <omit>
| min comfortable temperature = min temperature animal can withstand
| max comfortable temperature = max temperature animal can withstand

<!-- Food -->
| nutrition base            = number
| taste                     = string
| ingested direct thought   = string
| joy offset                = number
| preferability             = string
| max num to ingest at once = number
| days to rot               = number

<!-- Plants -->
| growth time    = number of days to grow
| yield          = how much food given when harvested
| wood           = how much wood given when harvested
| min grow light = Minimum light required to grow.

<!-- BUILDING -->
| size                 = two values in the format: 3 ˣ 1
| minifiable           = whether there is an item for this building. Format: true/false
| placeable            = true/false
| rotatable            = true/false
| passability          = string e.g. pass through only
| cover                = how effective the object is when used for cover
| blockswind           = true/false
| terrain affordance   = light, medium or heavy terrain requirements to place object.
| power                = power generated or consumed. Format: + 3600 or - 150
| cleanliness          = number
| cleaning time factor = number
| facility             = comma seperated list of building names that improve this building when placed next to it. E.g: vitals monitor, dresser, end table

<!-- Building - Furniture -->
| glowcolor                     = ?
| glowradius                    = ?
| maxheattemperature            = ?
| mincooltemperature            = ?
| surgery success chance factor = ?
| immunity gain speed factor    = how fast a pawn acquires immunity while using object
| rest effectiveness            = how quickly rest gets restored
| comfort                       = how much comfort it gives when using
| comfort offset                = ?

<!-- Building - Recreation -->
| recreation power = number
| recreation type  = string

<!-- Building - Production -->
| work efficiency factor      = number
| unpowered work speed factor = work speed at an unpowered workstation

<!-- Building - Misc -->
| work speed offset           = number
| max simultaneous facilities = how many of these facilities a work table can be connected to. Format: integer
| efficiency                  = efficiency of a battery

<!-- Building - Floors -->
| speed = move speed factor of that flooring. Format: number

<!-- CREATION -->
| work to make      = the base amount of work it takes to build a structure, once all materials are gathered.
| work to uninstall = the amount of work it takes to uninstall a structure.

<!-- All Weapons -->
| damage      = Base weapon damage
| cooldown    = use for cooldown time of weapon (in ticks)
| mode        = Melee/Single-Shot/Single-Use/Burst
| warmup      = How long it takes to aim (in ticks). Set to 0 if melee weapon.
| damage type = The type of damage: Blunt - Scharp - Heat - Electric - Toxic ,if it has damage it wil get Sharp automaticly

<!-- Ranged Weapons Only -->
| burst = Shots per burst. Set to 1 for single-shot weapons.
| burstticks = Time between bursts (in ticks)
| range = Weapon range
| minrange = Minimum weapon range AKA forced-miss range
| missRadius = Missed shots are forced to land within this radius of the target
| area = Explosive area (in squares)
| velocity = use for projectile velocity
| accuracyTouch = use for touch accuracy 
| accuracyShort = use for short range accuracy 
| accuracyMedium = use for medium range accuracy 
| accuracyLong = use for long range accuracy
| blastRadius = use for blast radius of explosive weapons
| armor penetration = armor penetration  of the attack
| stoppingPower = stopping power of the weapon

<!-- Melee Weapons Only -->
| meleeattack1dmg  = base damage of first attack <meleeDamageBaseAmount>
| meleeattack1type = damage type of first attack <meleeDamageDef>
| meleeattack1part = body part of first attack <linkedBodyPartsGroup>
| meleeattack1cool = cooldown of first attack (in seconds) <defaultCooldownTicks>
| meleeattack1ap   = armor penetration of first attack
| meleeattack2dmg  = as above for second attack
| meleeattack2type = as above for second attack
| meleeattack2part = as above for second attack
| meleeattack2cool = as above for second attack
| meleeattack2ap   = as above for second attack
| meleeattack3dmg  = as above for third attack
| meleeattack3type = as above for third attack
| meleeattack3part = as above for third attack
| meleeattack3cool = as above for third attack
| meleeattack3ap   = as above for fourth attack
| meleeattack4dmg  = as above for fourth attack
| meleeattack4type = as above for fourth attack
| meleeattack4part = as above for fourth attack
| meleeattack4cool = as above for fourth attack
| meleeattack4ap   = as above for fourth attack
| MeleeWeaponAverageDPS = average melee DPS of the weapon
| MeleeWeaponAverageAP = average melee armor penetration of the weapon


<!-- Refuelable Things -->
| fuel filter = item(s) that can be used as fuel. Format: text
| fuel capacity = maximum units of storable fuel. Format: number
| fuel consumption rate = units of fuel consumed per day / charge. Format: number

<!-- Mineable Things -->
| mineable thing = resource that an ore drops. Format: text
| mineable yield = base amount of mineable thing that an ore block drops. Format: text
| mineable scatter commonality = how frequent this ore spawns in a map. Format: number
| mineable scatter lump size range = range in tiles of the size of an ore vein. Format: text

<!-- Miscellaneous -->
| stuff tags = the different [[stuff]] categories that can be used.  Inc: Stony, Metallic, Fabric, Leathery, Woody
| work to make = the amount of work required to craft the item
| resource 1 = The first type of resource required to build or craft this item. Replace with "Stuff" when a stuffable items is being defined.
| resource 2 = The second type of resource required to build or craft this item
| resource 3 = The third type of resource required to build or craft this item
| resource 4 = The fourth type of resource required to build or craft this item
| resource 5 = The fifth type of resource required to build or craft this item
| resource 6 = The sixth type of resource required to build or craft this item
| resource 1 amount = The amount of the first type of resource required to build or craft this item
| resource 2 amount = The amount of the second type of resource required to build or craft this item
| resource 3 amount = The amount of the third type of resource required to build or craft this item
| resource 4 amount = The amount of the fourth type of resource required to build or craft this item
| resource 5 amount = The amount of the fifth type of resource required to build or craft this item
| resource 6 amount = The amount of the sixth type of resource required to build or craft this item
| product amount = The amount of items crafted
| deconstruct yield = amount of resources returned when this item is deconstructed or smelted.  Format using {{icon|metal|75}} or similar (more info at Template:Icon)
| skill 1 = Primary required skill
| skill 1 level = Minimum primary skill level required
| skill 2 = Secondary required skill
| skill 2 level = Minimum secondary skill level required

| page verified for version = the last version that the page was verified for, inputted at plain text (e.g. = 1.2.2719). See for [[Template: Version]] for usage details.

<!-- Technical -->
| stuff adjective = Used for materials. Prefix for a stuffable item e.g. "golden" for "golden Club"
| small value = boolean; "true" for materials like gold and silver
| color = Used for materials. The color it colors resulting items with. Must be in rgb format in parentheses e.g. (133,97,67)

<!--Undocumented parameters -->
| is exotic species =
| petness =
| nuzzleMtb =
| eggs_unfertilized =
| healthscale = determine hit points for each body part.

<!-- Deprecated parameters -->
| accuracyAvg = use for average accuracy: note that this value has to be calculated and cannot be obtained simply by taking the mean of the above accuracies
| resources to make = amount of resources to build or craft this item.  Format using {{icon|metal|75}} or similar (more info at Template:Icon). Deprecated in favor of individual resource definitions. 
| work to build = merged with work to make
| minimum skill = minimum skill level required to build or craft something -- was never consistently applied
| info = Removed and replaced with description =.
| walkSpeed = Superseded by moveSpeed
| speed = Superseded by moveSpeed
| accuracy = Superseded by accuracyTouch, accuracyShort, accuracyMedium, and accuracyLong.
| DPS = Removed. Now calculated automatically.
| armorelectric = Not currently used.
| armorpoison = Not currently used.
| eggs_avg10 = Previously average per month. Game now uses seasons and template automatically calculates value.
| mobdamage = Superseded by attack1dmg
| mobdamagetype = Superseded by attack1type
| mobdamage2 = As above, for second attack
| mobdamagetype2 = As above, for second attack
| mobdamage3 = As above for, third attack
| mobdamagetype3 = As above, for third attack
| handleskill = minimum handling skill
| sell price multiplier = a multiplier on the price at which you can sell items.
| is exotic species = unknown and unused at the time of deprecation. Used for animals
}}
Parameter Dependencies Type/Unit Property / Stat Description xml-tag
0. Testing
set property optional boolean Boolean value for whether the template should set properties. This defaults to true on main namespace pages, and false on all other namespace pages. Only use it when absolutely neccesary.
1. Head
<1> optional One of:
  • furniture, medicine = c_01
  • structure = c_02
  • resource = c_03
  • weapon = c_06
  • animal, food = c_08
  • fabric = c_09
  • security = c_10
  • area, exotic = c_11
  • metallic, stony = c_12
  • plant = c_14
  • leathery = c_22
  • drug = c_24
  • production = c_25
  • psycast = c_09
Sets the color of the infobox.
name optional pagename Property:Name Title of the infobox. Defaults to current page name if not specified. <label>
image optional Picture name.png Property:Image Defaults to name.png. <graphicData>
imagesize optional, image px See https://www.mediawiki.org/wiki/Help:Images#Rendering_a_single_image.
audio optional Audio name.wav Property:Audio So far only used for musical instruments. <soundPlayInstrument>
description optional text Property:Description In-game description of the item. <description>
2. Base Stats
type mandatory pagename Property:Type Sets main category.
type2 optional pagename Property:Type2 Sets subcategory.
stuff category optional One of:
  • Leathery
  • Fabric
  • Woody
  • Metallic
  • Stony
  • Bioferrite
Property:Stuff Category Used by materials. <stuffProps><categories>
color optional - <stuffProps><color>
tech level optional One of:
  • Neolithic
  • Medieval
  • Industrial
  • Spacer
  • Ultra
  • Archotech
Property:Tech Level <techLevel>
class optional One of:
  • Neolithic Weapons
  • Medieval Weapons
  • Industrial Weapons
  • Spacer Weapons
  • Ultra Weapons
  • Mechanoid Weapons
Property:Class Used by weapons. <weaponClasses>
marketvalue optional silver Property:Market Value Base The amount of silver the item is worth. Defaults to Template:Market Value Calculator. <statBases><MarketValue>
stack limit optional integer Property:Stack Limit Maximum stach size. <stackLimit>
mass base optional kg Property:Mass Base Mass in kilograms - DO NOT USE FOR ANIMALS. <statBases><Mass>
beauty optional integer How enjoyable an object is to look at.
Beautiful objects fulfill characters' need for beauty.
<statBases><Beauty>
beauty outdoors optional integer How enjoyable something is to look at if it's outside.
Beautiful objects fulfill peoples' need for beauty.
<statBases><BeautyOutdoors>
styledominance optional integer How much this object contributes to overall style dominance in an area. <statBases><StyleDominance>
style optional, styledominance One of:
  • Hindu
  • Christian
  • Islamic
  • Buddhist
  • Morbid
  • Totemic
  • Spikecore
  • Rustic
  • Animalist
  • Techist
  • Horaxian
Property:Style <StyleCategoryDef>
hp optional integer Property:Max Hit Points Base The amount of damage an object can take. <statBases><MaxHitPoints>
deterioration optional number The rate at which this item deteriorates when left outside, in average hit points per day.
Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water.
<statBases><DeteriorationRate>
flammability optional number (displayed as %) How easily an object catches fire and how quickly a fire will grow as it burns. <statBases><Flammability>
days to rot optional days Property:Days To Start Rot Base Used for items that spoil when not frozen. <daysToRotStart>
min safe temperature optional °C Property:Min Safe Temperature Used for fertilzed eggs. <minSafeTemperature>
max safe temperature optional °C Property:Max Safe Temperature Used for fertilzed eggs. <maxSafeTemperature>
spoiling rate per degree per tick optional number (displayed as %) Property:Spoiling Rate Used for fertilzed eggs. <progressPerDegreePerTick>
rotatable optional boolean Property:Rotatable Whether this item spoils when not frozen. <rotatable>
path cost optional integer Property:Path Cost <pathCost>
combatPower optional Number Property:Combat Power Combat power of a pawn, used for raid points and calculating the size / composition of threats. <combatPower> or <building><combatPower>
Refuelable
fuel filter optional Text Property:Fuel Filter The applicable item(s) that can refuel a building <comps><Class="CompProperties_Refuelable"><fuelFilter>
fuel capacity optional Number Property:Fuel Capacity The maximum quantity of applicable fuel items a building can be fueled with <comps><Class="CompProperties_Refuelable"><fuelCapacity>
fuel consumption rate optional Number Property:Fuel Consumption Rate Units of fuel consumed per day <comps><Class="CompProperties_Refuelable"><fuelConsumptionRate>
Mineable
mineable thing optional Page Property:Mineable Thing The item that is dropped upon an ore being mined <mineableThing>
mineable yield optional Number Property:Mineable Yield The amount of an item that is dropped upon an ore being mined <mineableYield>
mineable scatter commonality optional Number Property:Mineable Scatter Commonality The frequency of an ore spawning in an applicable map <mineableScatterCommonality>
mineable scatter lump size range optional Text Property:Mineable Scatter Lump Size Range The range of size in cells of an ore vein <mineableScatterLumpSizeRange>
Containment Content added by the Anomaly DLC
minimum containment strength optional Number The containment strength needed to contain this entity properly. An entity in a chamber below its minimum containment strength will have a very high chance to escape. <MinimumContainmentStrength>
anomaly knowledge optional Number Property:Anomaly Knowledge The base amount of Property:Knowledge Category gained when studied <anomalyKnowledge>
knowledge category optional Text (Basic, Advanced) Property:Knowledge Category The category of knowledge gained when studying applicable pawns <knowledgeCategory>
study interval optional Number Property:Studiable Frequency Ticks The cooldown before a thing can be studied again. This value is typically 120,000 ticks (2 in-game days) <frequencyTicks>
bioferrite density optional Number Property:Bioferrite Density A multiplier on the base Bioferrite generation of an entity <bioferriteDensity>
gets cold containment bonus optional Boolean This entity is less likely to escape if kept in a very cold room. <getsColdContainmentBonus>
min monolith level for study optional Number (0, 1, 2, 3, 4, 5, 6) Property:Minimum Monolith Level For Study The Monolith activation level required to study applicable things <minMonolithLevelForStudy>
requires holding platform optional Boolean Property:Requires Holding Platform Whether or not a pawn needs to be contained by a Holding spot or Holding platform in order to be studied <requiresHoldingPlatform>
base escape interval MTB days optional Number Property:Base Escape Interval Mtb Days The base average number of days a holdable pawn will try to escape <baseEscapeIntervalMtbDays>
3. Building
size optional Property:Size <size>
minifiable optional Property:Minifiable <minifiedDef>
placeable optional Property:Placeable
passability optional Property:Passability <passability>
cover optional Property:Cover Effectiveness <fillPercent>
edifice optional boolean Property:Edifice Whether this building has hight. <building><isEdifice>
blockswind optional Property:Blocks Wind
terrain affordance optional Property:Terrain Affordance <terrainAffordanceNeeded>
power optional Property:Power Consumption <comps><Class="CompProperties_Power"><basePowerConsumption>
cleanliness optional Property:Cleanliness
cleaning time factor optional A multiplier on how long it takes to clean filth from this surface.
filth multiplier optional How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth.
facility optional Property:Facility
glowcolor optional Property:Glow Color <comps><Class="CompProperties_Glower"><glowColor>
glowradius optional Property:Glow Radius <comps><Class="CompProperties_Glower"><glowRadius>
heatpersecond optional Property:Heat Per Second <comps><Class="CompProperties_HeatPusher"><heatPerSecond>
maxheattemperature optional Property:Max Heat Temperature <comps><Class="CompProperties_HeatPusher"><heatPushMaxTemperature>
mincooltemperature optional Property:Min Cool Temperature <comps><Class="CompProperties_HeatPusher"><heatPushMinTemperature>
surgery success chance factor optional A multiplier to the chance that a surgery will succeed when performed here. Surgery success chances are also affected by many other factors, including the surgeon's ability and medicine used. <statBases><SurgerySuccessChanceFactor>
immunity gain speed factor optional Immunity gain speed is multiplied by this value. <statBases><ImmunityGainSpeedFactor>
rest effectiveness optional How fast people sleeping on this gain rest.
comfort optional Property:Comfort Base <statBases><Comfort>
comfort offset optional Property:Comfort Offset
recreation power optional How effectively this item entertains people and fulfills the need for recreation. <statBases><JoyGainFactor>
recreation type optional - <joyKind>
work speed factor optional Work speed is multiplied by this value. <statBases><WorkTableWorkSpeedFactor>
work efficiency factor optional Work efficiency is multiplied by this value. <statBases><WorkTableEfficiencyFactor>
unpowered work speed factor optional Property:Unpowered Work Speed Factor <building><unpoweredWorkTableWorkSpeedFactor>
work speed offset optional Property:Work Speed Offset
max simultaneous facilities optional Property:Max Simultaneous Facilities
efficiency optional Property:Efficiency
speed optional Property:Move Speed Factor
4. Apparel
insulationcold optional How much this apparel improves a wearer's minimum comfortable temperature.
Greater values allow surviving in colder temperatures.
<statBases><Insulation_Cold>
insulationheat optional How much this apparel improves a wearer's maximum comfortable temperature.
Greater values allow surviving in warmer temperatures.
<statBases><Insulation_Heat>
insulationcoldfactor optional - <statBases><StuffEffectMultiplierInsulation_Cold>
insulationheatfactor optional - <statBases><StuffEffectMultiplierInsulation_Heat>
armorsharp optional The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.

The remaining armor rating is then compared against a random number from 0 to 100.

00- If the random number is under half the armor rating, the damage deflects harmlessly.
00- If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
00- If the random number is greater than the armor rating, the armor has no effect.

For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.

Each layer of armor is applied separately, from the outside in.

<statBases><ArmorRating_Sharp>
armorblunt optional The protection given against blunt damage like fists, club impacts and rock falls.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.

The remaining armor rating is then compared against a random number from 0 to 100.

00- If the random number is under half the armor rating, the damage deflects harmlessly.
00- If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
00- If the random number is greater than the armor rating, the armor has no effect.

For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.

Each layer of armor is applied separately, from the outside in.

<statBases><ArmorRating_Blunt>
armorheat optional The protection given against temperature-related damage like burns.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.

The remaining armor rating is then compared against a random number from 0 to 100.

00- If the random number is under half the armor rating, the damage deflects harmlessly.
00- If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
00- If the random number is greater than the armor rating, the armor has no effect.

For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.

Each layer of armor is applied separately, from the outside in.

<statBases><ArmorRating_Heat>
armorsharpfactor optional - <statBases><StuffEffectMultiplierArmor>
armorbluntfactor optional - <statBases><StuffEffectMultiplierArmor>
armorheatfactor optional - <statBases><StuffEffectMultiplierArmor>
painshockthreshold optional Number Property:Pain Shock Threshold <equippedStatOffsets><PainShockThreshold>
lifestage optional Text Property:Lifestage <apparel><developmentalStageFilter>
coverage optional Text Property:Coverage <apparel><bodyPartGroups>
layer optional Text Property:layer <apparel><layers>
5. Pawn Stats
bandwidth optional Number Property:Bandwidth
movespeed optional Number Property:Move Speed Base
healthscale optional Number Property:Health Scale <race><baseHealthScale>
bodysize optional Number Property:Body Size <race><baseBodySize>
massyoung optional Number Property:Mass - Young
massjuvenile optional Number Property:Mass - Juvenile
massadult optional Number Property:Mass - Adult
ridingspeed optional Number Property:Riding Speed
filth rate optional Number Property:Animal Filth Rate <statBases><FilthRate>
hungerrate optional Number Property:Base Hunger Rate <race><baseHungerRate>
diet optional Text: Property:Diet <race><foodType>
lifespan optional Number (Years) Property:Life Expectancy Lifespan (Years) <race><lifeExpectancy>
manhunter optional Number Property:Turn Manhunter Chance When Attacked <race><manhunterOnDamageChance>
manhuntertame optional Number Property:Turn Manhunter Chance When Taming <race><manhunterOnTameFailChance>
trainable optional Text Property:Trainable Intelligence <race><trainability>
wildness optional Number Property:Wildness <race><wildness>
min handling skill optional Number (0~20) Property:Minimum Handling Skill
petness optional Number Property:Petness <race><petness>
predator optional Boolean - <race><predator>
roamMtb optional Number Property:Roam Mtb Days <race><roamMtbDays>
nuzzleMtb optional Number Property:Nuzzle Mtb Hours <race><nuzzleMtbHours>
mateMtb optional Number Property:Mate Mtb Hours <race><mateMtbHours>
maturityage optional Number Property:Maturity Age <lifeStageAges><def></def><minAge>
juvenileage optional Number Property:Juvenile Age <lifeStageAges><def></def><minAge>
psychic sensitivity optional Number More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit.
toxic resistance optional Number (0~1) How well this creature resists toxic buildup.
toxic environment resistance optional Number (0~1) How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison.
EMP resistance optional Number (0~1) This mechanoid has special shielding and shock-dissipation filaments that reduce the effect of EMP damage by this percentage. This reduces the duration of stuns caused by EMP.
min comfortable temperature optional Number Below this temperature, characters will be unhappy.
Significantly below this temperature, they will develop hypothermia and frostbite and eventually die.
<statBases><ComfyTemperatureMin>
max comfortable temperature optional Number Above this temperature, characters will be unhappy.
Significantly above this temperature, they will develop heatstroke and eventually die.
<statBases><ComfyTemperatureMax>
livesin_temperateforest optional Boolean Property:Lives In Temperate Forest
livesin_temperateswamp optional Boolean Property:Lives In Temperate Swamp
livesin_tropicalrainforest optional Boolean Property:Lives In Tropical Rainforest
livesin_tropicalswamp optional Boolean Property:Lives In Tropical Swamp
livesin_aridshrubland optional Boolean Property:Lives In Arid Shrubland
livesin_desert optional Boolean Property:Lives In Desert
livesin_extremedesert optional Boolean Property:Lives In Extreme Desert
livesin_borealforest optional Boolean Property:Lives In Boreal Forest
livesin_coldbog optional Boolean Property:Lives In Cold Bog
livesin_tundra optional Boolean Property:Lives In Tundra
livesin_icesheet optional Boolean Property:Lives In Ice Sheet
livesin_seaice optional Boolean Property:Lives In Sea Ice
6. Production
meatyield optional The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed.
basemeatamount optional - -
meatname optional Property:Meat Name <race><meatLabel> or <race><specificMeatDef>
leathername optional Property:Leather Name <race><leatherDef>
leatheryield optional The amount of leather yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. <statBases><LeatherAmount>
baseleatheramount optional - -
milk optional Number Property:Milk Amount <comps><Class="CompProperties_Milkable"><milkAmount>
mlikname optional Text Property:Milk Name <comps><Class="CompProperties_Milkable"><milkDef>
milktime optional Number (Days) Property:Milking Interval Days, Property:Daily Milk Average <comps><Class="CompProperties_Milkable"><milkIntervalDays>
wool optional Property:Wool Amount <comps><Class="CompProperties_Shearable"><woolDef>
woolname optional Property:Wool Name <comps><Class="CompProperties_Shearable"><woolAmount>
sheartime optional Property:Shearing Interval Days, Property:Daily Wool Average <comps><Class="CompProperties_Shearable"><shearIntervalDays>
eggsmin optional Number Property:Eggs Per Clutch Minimum <comps><Class="CompProperties_EggLayer"><eggCountRange>
eggsmax optional Number Property:Eggs Per Clutch Maximum <comps><Class="CompProperties_EggLayer"><eggCountRange>
eggtime optional Number (Days) Property:Egg Laying Interval, Property:Eggs Per Season Average <comps><Class="CompProperties_EggLayer"><eggLayIntervalDays>
eggs_avg optional Number Property:Eggs Per Clutch Average <comps><Class="CompProperties_EggLayer"><eggCountRange>
egg_unfertilized optional Boolean Property:Can Lay Unfertilized Eggs <comps><Class="CompProperties_EggLayer"><eggUnfertilizedDef>
gestation optional Number (Days) Property:Gestation Period Days <race><gestationPeriodDays>
offspring optional Number Property:Offspring Per Birth <race><litterSizeCurve>
avg offspring optional Number Property:Average Offspring Per Birth <race><litterSizeCurve>
7. Ingestion
nutrition optional Number How nutritious this food is.
taste optional One of:
  • Raw
  • Bad
  • Tasty
  • Terrible
  • Awful
  • Simple
  • Fine
  • Lavish

From FoodPreferability:

  • Undefined
  • NeverForNutrition
  • DesperateOnly
  • DesperateOnlyForHumanlikes
  • RawBad
  • RawTasty
  • MealTerrible
  • MealAwful
  • MealSimple
  • MealFine
  • MealLavish
Property:Taste <ingestible><preferability>
ingested direct thought optional Property:Ingested Direct Thought <ingestible><tasteThought>
joy offset optional Number Property:Joy Offset <ingestible><joy>
joy kind optional One of:
  • Meditative
  • Social
  • Gaming_Dexterity
  • Gaming_Cerebral
  • Television
  • Telescope
  • Chemical
  • Gluttonous
  • Reading
  • HighCulture Content added by the Royalty DLC
Property:Joy Kind <ingestible><joyKind>
addictiveness optional Property:Addictiveness <comps><Class="CompProperties_Drug"><addictiveness>
food poison chance optional Number (0~1) The chance this food will cause food poisoning. <statBases><FoodPoisonChanceFixedHuman>
max num to ingest at once optional Property:Max Num To Ingest At Once <ingestible><maxNumToIngestAtOnce>
ingestion time optional Property:Ingestion Time <ingestible><baseIngestTicks>
8. Stat Modifiers (for materials)
beauty factor optional number Property:Beauty Factor <stuffProps><statFactors><Beauty>
beauty offset optional number Property:Beauty Offset <stuffProps><statOffsets><Beauty>
work to make factor optional number Property:Work To Make Factor <stuffProps><statFactors><WorkToMake>
work to build factor optional number Property:Work To Build Factor <stuffProps><statFactors><WorkToBuild>
work to build offset optional ticks Property:Work To Build Offset <stuffProps><statOffsets><WorkToBuild>
max hit points factor optional number Property:Max Hit Points Factor <stuffProps><statFactors><MaxHitPoints>
flammability factor optional number Property:Flammability Factor <stuffProps><statFactors><Flammability>
armor - sharp factor optional number Armor against sharp damage like bullets, knife stabs, and animal bites. <statBases><StuffPower_Armor_Sharp>
armor - blunt factor optional number Armor against blunt damage like club impacts, rock falls, and explosions. <statBases><StuffPower_Armor_Blunt>
armor - heat factor optional number Armor against temperature-related damage like burns. <statBases><StuffPower_Armor_Heat>
insulation - cold factor optional °C How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn. <statBases><StuffPower_Insulation_Cold>
insulation - heat factor optional °C How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn. <statBases><StuffPower_Insulation_Heat>
melee blunt damage factor optional number A multiplier on damage from blunt-type attacks for weapons made of this material. <statBases><BluntDamageMultiplier>
melee sharp damage factor optional number A multiplier on damage from sharp-type attacks for weapons made of this material. <statBases><SharpDamageMultiplier>
melee cooldown factor optional number A multiplier on attack delay for weapons made of this material. <stuffProps><statFactors><MeleeWeapon_CooldownMultiplier>
door opening speed factor optional number Property:Door Opening Speed Factor <stuffProps><statFactors><DoorOpenSpeed>
rest effectiveness factor optional number Property:Rest Effectiveness Factor <stuffProps><statFactors><BedRestEffectiveness>
9. Medical
medical potency base optional number (displayed as %) How effective this is when used to tend wounds and diseases, or do surgery.
Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.
Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck.
<statBases><MedicalPotency>
medical quality max optional number (displayed as %) The maximum quality of medical tending that can be achieved while using this.
Better tend quality allows skilled doctors to treat wounds better, as well as more reliably.
<statBases><MedicalQualityMax>
10. Plant Stats
grow days optional Number (Days) Property:Grow Days <plant><growDays>
lifespanDaysPerGrowDays optional Number (Days) Property:Lifespan Days Per Grow Days <plant><lifespanDaysPerGrowDays>
sow work optional Number (Ticks) Property:Sow Work <plant><sowWork>
harvest work optional Number (Ticks) Property:Harvest Work <plant><harvestWork>
product optional Page Property:Harvest Product <plant><harvestedThingDef>
yield optional Number Property:Harvest Yield <plant><harvestYield>
min sowing skill optional Number (0~20) Property:Minimum Required Growing Skill <plant><sowMinSkill>
min fertility optional Number Property:Fertility Min <plant><fertilityMin>
fertility sensitivity optional Number Property:Fertility Sensitivity <plant><fertilitySensitivity>
min grow light optional Number Property:Min Grow Light <plant><growMinGlow>
11. Ranged Combat
damage type optional - <verbs><defaultProjectile><ThingDef><projectile><damageDef>
mode optional Property:Mode
damage optional Number Property:Damage Base <verbs><defaultProjectile><ThingDef><projectile><damageAmountBase>
armorPenetration optional Number Property:Armor Penetration <verbs><defaultProjectile><ThingDef><projectile><armorPenetrationBase>
warmup optional Number Property:Aiming Time Base Warmup <verbs><warmupTime> or <building><turretBurstWarmupTime>
cooldown optional Number Property:Ranged Cooldown Base <statBases><RangedWeapon_Cooldown> or <building><turretBurstCooldownTime>
range optional Number (Cells) Property:Range Range <verbs><range>
minrange optional Number (Cells) Property:Minimum Range <verbs><minRange>
accuracy optional Number Shooting Accuracy (Turrets) <statBases><ShootingAccuracyTurret>
accuracyTouch optional Number (0~1) The weapon's accuracy at a distance of 3 cells or less.
An actual shot's chance to hit will also be affected by other factors.
<statBases><AccuracyTouch>
accuracyShort optional Number (0~1) The weapon's accuracy at a distance of 12 cells.
An actual shot's chance to hit will also be affected by other factors.
<statBases><AccuracyShort>
accuracyMedium optional Number (0~1) The weapon's accuracy at a distance of 25 cells.
An actual shot's chance to hit will also be affected by other factors.
<statBases><AccuracyMedium>
accuracyLong optional Number (0~1) The weapon's accuracy at a distance of 40 cells or more.
An actual shot's chance to hit will also be affected by other factors.
<statBases><AccuracyLong>
velocity optional Number Property:Velocity <verbs><defaultProjectile><ThingDef><projectile><speed>
burst optional Number Property:Burst Count Burst shot count <verbs><burstShotCount>
burstTicks optional Number (Ticks) Property:Burst Ticks <verbs><ticksBetweenBurstShots>
missRadius optional Number Property:Miss Radius Miss radius <verbs><forcedMissRadius> or <verbs><forcedMissRadiusClassicMortars>
blastRadius optional Number Property:Blast Radius <ThingDef><projectile><explosionRadius>
DPS optional Number Property:Maximum DPS Damage Per Second
stoppingPower optional Number Property:Stopping Power Stopping power

Hits from this weapon will stagger targets, slowing their movement for several seconds.

Targets with a body size larger than the stopping power will be unaffected.

<ThingDef><projectile><stoppingPower>
12. Melee Combat
attack(1~7)dmg, meleeattack1dmg optional Number Property:Attack 1 Damage <tools><power>
attack(1~7)ap optional Number (0~2) Property:Attack 1 AP Armor penetration

Armor penetration is the amount of armor this weapon will ignore each time it hits the target.

If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor.

<tools><armorPenetration>
attack(1~7)type, meleeattack1type optional Text Property:Attack 1 Type <tools><capacities>
attack(1~7)part, meleeattack1part optional Text Property:Attack 1 Part <tools><linkedBodyPartsGroup>
attack(1~7)cool, meleeattack1cool optional Number Property:Attack 1 Cooldown <tools><cooldownTime>
attack(1~7)chancefactor optional Number Property:Attack 1 Chance Factor Chance that this attack will be used <tools><chanceFactor>
attack(1~7)stun optional Number Property:Attack 1 Stun <tools><surpriseAttack><extraMeleeDamages><def></def><amount>
MeleeWeaponAverageDPS optional Number -
MeleeWeaponAverageAP optional Number -
body part optional -
13. Creation
research optional Property:Required Research <researchPrerequisites>
production facility 1 optional Page Property:Production Facility 1
work to make optional Number, Ticks

work to make


The base amount of work it takes to make an item, once all materials are gathered.


work to build


The base amount of work it takes to build a structure, once all materials are gathered.
The work required to deconstruct the structure is also based on this.

<statBases><WorkToMake> (Items) or <statBases><WorkToBuild> (Buildings)
resources to make optional - <costList>
resource 1 optional Page Property:Resource 1
resource 2 optional Page Property:Resource 2
resource 3 optional Page Property:Resource 3
resource 4 optional Page Property:Resource 4
resource 5 optional Page Property:Resource 5
resource 6 optional Page Property:Resource 6
resource 1 amount optional Number Property:Resource 1 Amount
resource 2 amount optional Number Property:Resource 2 Amount
resource 3 amount optional Number Property:Resource 3 Amount
resource 4 amount optional Number Property:Resource 4 Amount
resource 5 amount optional Number Property:Resource 5 Amount
resource 6 amount optional Number Property:Resource 6 Amount
skill 1 optional Property:Skill 1
skill 2 optional Property:Skill 2
skill 1 level optional Number (0-20) Property:Skill 1 Level
skill 2 level optional Number (0-20) Property:Skill 2 Level
constructable optional -
work speed stat optional Property:Work Speed Stat
gestation cycles optional Property:Gestation Cycles
stuff tags optional Property:Stuff Tags
product amount optional Property:Product Amount
deconstruct yield optional -
destroyyield optional -
leavesresourceswhendestroyed optional - <leaveResourcesWhenKilled>
bonusdestroyleavings optional -
Ability
psylink level optional Number (1-6) The minimum psylink level required to use this ability. <level>
psyfocus cost optional Number How much psyfocus must be spent to perform this ability. <statBases><Ability_PsyfocusCost>
neural heat gain optional Number How much neural heat will be added as a result of performing this ability. <statBases><Ability_EntropyGain>
casting time optional Number How long it takes to perform this ability. <verbProperties><warmupTime>
ability range optional Number <verbProperties><range>
effect radius optional Number The radius of the area of effect of this ability. <statBases><Ability_EffectRadius>
duration optional Number How long the effects of this ability last. <statBases><Ability_Duration>
duration multiplier optional Number - <comps><Class="CompProperties_AbilityGiveHediff"><durationMultiplier>
goodwill impact optional Number How casting this ability on someone will impact relations with their faction. <comps><Class="CompProperties_AbilityEffectWithDuration"><goodwillImpact>
caster must be capable of violence optional Boolean Property:Caster Must Be Capable Of Violence <casterMustBeCapableOfViolence>
14. Technical
page verified for version, Verified optional Page Property:Verified For -
defName optional Text Property:Def Name <defName>
label optional Text Property:Label <label>
has quality optional Boolean Property:Has Quality <comps><compClass>CompQuality</compClass>
color optional -
thingCategories optional - <thingCategories>
file optional -
weaponTags optional Text Property:weaponTags <weaponTags>
thingSetMakerTags optional Text - <thingSetMakerTags>
defaultOutfitTags optional Text - <apparel><defaultOutfitTags>
factionPrerequisiteTags optional Text -
harvestTag, harvestTags optional Text - <plant><harvestTag>
recipePrerequisitetags optional Text -
ResearchProjectTagDef optional Text -
sowTag, sowTags optional Text Property:sowTags <plant><sowTags>
tag, tags optional Text Property:tags
techHediffsTags optional Text Property:techHediffsTags
thingSetMakerTagsToAllow optional Text -
tradeTag, tradeTags optional Text Property:TradeTags <tradeTags>
tradeTagsBuy optional Text -
tradeTagsSell optional Text -
tradeTagsToAllow optional Text -
tutorHighlightTag optional Text -
apparelTags optional Text Property:apparelTags
buildingTags optional Text Property:buildingTags
stuff adjective optional Property:Stuff Adjective
small volume optional Boolean Property:Small Volume
preferability optional Property:Preferability
food preference optional Property:Food Preference
drug category optional Property:Drug Category <ingestible><drugCategory>
is pleasure drug optional Boolean Property:Is Pleasure Drug
work efficiency factor optional -
work efficiency offset optional -
max simultaneous facilities optional Number -
unpowered work speed factor optional -
bulk product amount optional Property:Bulk Product Amount

Deprecated positional parameters

This template used to take in up to 4 positional parameters, often accomplish relatively hacky things. As of now this template only takes ONE positional parameter -- all others are ignored.

  1. (still in use)
  2. DEPRECATED: Extra CSS class to be applied to the infobox div.
  3. DEPRECATED: Used to be extra params passed to the image layout in the infobox. Superseded by the imagesize= param
  4. DEPRECATED: Overly clever use of the size parameter. The usual format is |size = X|Y. This then gets transformed into x * y. BUT it only works if you have 3 positional parameters prior to the first param.


Examples

Example #1

Muffalo

Muffalo

A large herding herbivore descended from buffalo and adapted for both cold and warm environments. While enraged muffalo are deadly, tamed muffalo are quite docile and can be used as pack animals.
Nobody is quite sure why they're blue - it might even be some early genetic modification test that just never got changed.

Base Stats

Type
Animal
Market Value
300 Silver
Flammability
70%

Pawn Stats

Move Speed
4.5 c/s
Health Scale
175% HP
Body Size
2.4
Mass - Baby
28.8 kg
Mass - Juvenile
72 kg
Mass - Adult
144 kg
Pack Capacity
84 kg
Carrying Capacity
180 kg
Filth Rate
16
Hunger Rate
0.86 Nutrition/Day
Diet
herbivorous
Life Expectancy
15 years
Manhunter Chance
10%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
60%
Minimum Handling Skill
5
Roam Interval
2 days
Mate Interval
12 hours
Maturity Age
0.333 years (20 days)
Juvenile Age
0.25 years (15 days)
Comfortable Temp Range
-55 °C – 45 °C (-67 °F – 113 °F)

Production

Meat Yield
336 Muffalo meat muffalo meat
Leather Yield
96 Bluefur bluefur
Wool Amount
120 Muffalo wool muffalo wool
Shearing Interval
15 days
Gestation Period
6.66 days
Offspring Per Birth
1

Melee Combat

Attack 1
Head
13 dmg (Blunt)
19 % AP
2.6 second cooldown
Attack 2
Front left leg
10 dmg (Blunt)
15 % AP
2 second cooldown
Attack 3
Front left leg
10 dmg (Poke)
15 % AP
2 second cooldown
Attack 4
Front right leg
10 dmg (Blunt)
15 % AP
2 second cooldown
Attack 5
Front right leg
10 dmg (Poke)
15 % AP
2 second cooldown
Attack 6
Teeth
10 dmg (Bite)
15 % AP
2 second cooldown
0.5 chance factor
Average DPS
3.1
Technical
tradeTags
AnimalFarm, AnimalCommon


{{Infobox main|animal
| name = Muffalo
| image = Muffalo east.png
| description = A large herding herbivore descended from buffalo and adapted for both cold and warm environments. While enraged muffalo are deadly, tamed muffalo are quite docile and can be used as pack animals.<br/>Nobody is quite sure why they're blue - it might even be some early genetic modification test that just never got changed.
| type = Animal
| movespeed = 4.5
| min comfortable temperature = -55
| max comfortable temperature = 45
| flammability = 0.7
| marketvalue = 300
| filth rate = 16
| woolname = muffalo wool
| sheartime = 15
| wool = 120
| herdanimal = true
| bodysize = 2.4
| healthscale = 1.75
| hungerrate = 0.535
| diet = herbivorous
| leathername = bluefur
| wildness = 0.6
| manhuntertame = 0
| manhunter = 0.1
| roamMtb = 2
| trainable = none
| mateMtb = 12
| packanimal = true
| gestation = 6.66
| offspring = 1
| lifespan = 15
| juvenileage = 0.25
| maturityage = 0.3333
| tradeTags = AnimalFarm, AnimalCommon
| attack1dmg = 13
| attack1type = Blunt
| attack1cool = 2.6
| attack1part = head
| attack2dmg = 10
| attack2type = Blunt
| attack2cool = 2
| attack2part = front left leg
| attack3dmg = 10
| attack3type = Poke
| attack3cool = 2
| attack3part = front left leg
| attack4dmg = 10
| attack4type = Blunt
| attack4cool = 2
| attack4part = front right leg
| attack5dmg = 10
| attack5type = Poke
| attack5cool = 2
| attack5part = front right leg
| attack6dmg = 10
| attack6type = Bite
| attack6cool = 2
| attack6part = teeth
| attack6chancefactor = 0.5
| livesin_temperateforest = 0.5
| livesin_temperateswamp = 0.5
| livesin_borealforest = 0.5
| livesin_tundra = 2
| livesin_coldbog = 0.5
| livesin_icesheet = 0.1
| livesin_seaice = 0.1
}}

Example #2

Autopistol

Autopistol

An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.

Base Stats

Type
EquipmentWeapons
Tech Level
Industrial
Weapon Class
Industrial
Market Value
139 Silver
Mass
1.2 kg

Ranged Combat

Mode
Single-Shot
Damage
10 dmg (Bullet)
Armor penetration
15%
Warm-Up
18 ticks (0.3 secs)
Cooldown
60 ticks (1 sec)
Range
25.9 tile(s)
Accuracy
80% - 70% - 40% - 30%
Velocity
55 (m/s)
Burst Count
1 (per burst)
DPS
7.69
Stopping power
0.5

Melee Combat

Average DPS
3.1
Melee Attack 1
Grip
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 2 
Barrel
9 dmg (Blunt)
13% AP
2.0 seconds cooldown
Melee Attack 3 
Barrel
9 dmg (Poke)
13% AP
2.0 seconds cooldown

Creation

Crafted At
Machining table
Required Research
Blowback operation
Skill Required
Crafting 4
Work To Make
5,000 ticks (1.39 mins)
Resources to make
Steel 30 + Component 2
Technical
Has Quality
True
weaponTags
Gun, SimpleGun


{{Infobox main|weapon
| name = Autopistol
| image = Autopistol.png
| description = An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.
| type = Equipment
| type2 = Weapons
| tech level = Industrial
| class = Industrial
| damage = 10
| damage type = Bullet
| armorPenetration = 15
| range = 25.9
| work to make = 5000
| accuracyTouch = 80
| accuracyShort = 70
| accuracyMedium = 40
| accuracyLong = 30
| mode = Single-Shot
| warmup = 18
| cooldown = 60
| burst = 1
| DPS = DPS
| velocity = 55
| production facility 1 = Machining table
| research = Blowback operation
| resource 1 = Steel
| resource 1 amount = 30
| resource 2 = Component
| resource 2 amount = 2
| marketvalue = 139
| mass base = 1.2
| stoppingPower = 0.5
| meleeattack1dmg = 9
| meleeattack1type = blunt
| meleeattack1part = Grip
| meleeattack1cool = 2.0
| meleeattack1ap = 13
| meleeattack2dmg = 9
| meleeattack2type = blunt
| meleeattack2part = Barrel
| meleeattack2cool = 2.0
| meleeattack2ap = 13
| meleeattack3dmg = 9
| meleeattack3type = Poke
| meleeattack3part = Barrel
| meleeattack3cool = 2.0
| meleeattack3ap = 13
| MeleeWeaponAverageDPS = 4.5
| MeleeWeaponAverageAP = 13
| page verified for version =
| skill 1 = Crafting
| skill 1 level = 4
| has quality = True
| weaponTags = Gun, SimpleGun
}}

Example #3

Art bench

Art bench

A workbench equipped for creating art.

Base Stats

Type
BuildingProduction
Mass
20 kg
HP
180
Flammability
100%
Path Cost
50 (21%)

Building

Size
3 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
50%
Terrain Affordance
Medium
Cleanliness
-5
Facility
Tool cabinet
Average DPS
3.1

Creation

Work To Make
2,500 ticks (41.67 secs)
Stuff Tags
Metallic, Woody
Resources to make
Stuff 75 + Steel 50
Deconstruct yield
Stuff 37 - 38 + Steel 25
Destroy yield
Stuff 18 - 19 + Steel 12 - 13

{{Infobox main|production
| name = Art bench
| image = TableSculpting.png
| imagesize = 192px
| description = A workbench equipped for creating art.
| type = Building
| type2 = Production
| hp = 180
| mass base = 20
| flammability = 1
| path cost = 50
<!-- Building -->
| cleanliness = -5
| passability = pass through only
| cover = 0.5
| minifiable = true
| placeable = true
| size = 3 ˣ 1
| sell price factor = 0.7
| terrain affordance = medium
| facility = tool cabinet
<!-- Creation -->
| work to make = 2500
| stuff tags = Metallic, Woody
| resource 1 = Stuff
| resource 1 amount = 75
| resource 2 = Steel
| resource 2 amount = 50
<!-- Technical -->
| page verified for version = 1.2.2900
}}

Example #4

Scorcher

Scorcher

A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.

Base Stats

Type
Mechanoid
Market Value
1200 Silver
Flammability
0%

Armor

Armor - Sharp
40%
Armor - Blunt
20%
Armor - Heat
200%

Pawn Stats

Move Speed
4.5 c/s
Health Scale
70% HP
Body Size
1
Mass
60 kg
Pack Capacity
35 kg
Carrying Capacity
75 kg
Filth Rate
1
Comfortable Temp Range
-100 °C – 250 °C (-148 °F – 482 °F)

Melee Combat

Attack 1
Front left leg
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 2
Front right leg
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 3
Head
8.5 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor
Average DPS
3.23

Creation

Crafted At
Large mech gestator
Required Research
Standard mechtech
Gestation Cycles
2
Resources to make
Steel 80 + Plasteel 32 + Component 3 + Standard subcore 1
Technical
weaponTags
MechanoidGunMiniFlameblaster


{{Infobox main|none
| name = Scorcher
| image = Scorcher east.png
| description = A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame.
| type = Mechanoid
| movespeed = 4.5
| flammability = 0
| marketvalue = 1200
| armorblunt = 20
| armorsharp = 40
| armorheat = 200
| min comfortable temperature = -100
| max comfortable temperature = 250
| bandwidth = 1
| bodysize = 1
| healthscale = 0.7
| lifespan = 
| attack1dmg = 12
| attack1type = Blunt
| attack1cool = 2
| attack1part = Front left leg
| attack2dmg = 12
| attack2type = Blunt
| attack2cool = 2
| attack2part = Front right leg
| attack3dmg = 8.5
| attack3type = Blunt
| attack3cool = 2
| attack3part = head
| attack3chancefactor = 0.2 
| page verified for version = 1.4.3525
| weaponTags = MechanoidGunMiniFlameblaster
<!-- Creation -->
| research = Standard mechtech
| production facility 1 = Large mech gestator
| gestation cycles = 2
| resource 1 = Steel
| resource 1 amount = 80
| resource 2 = Plasteel
| resource 2 amount = 32
| resource 3 = Component
| resource 3 amount = 3
| resource 4 = Standard subcore
| resource 4 amount = 1
}}

Example #5

Button-down shirt

Button-down shirt

A nice-looking collared shirt with buttons.

Base Stats

Type
GearClothing
Tech Level
Medieval
Mass
0.3 kg
HP
100

Apparel

Insulation Factor - Cold
0.26×
Insulation Factor - Heat
0.1×
Armor Factor - Sharp
0.2
Armor Factor - Blunt
0.2
Armor Factor - Heat
0.2
Clothing For Nudity
True
Lifestage
Adult
Coverage
Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm
Layer
Skin
Average DPS
3.23

Creation

Crafted At
Hand tailor bench / Electric tailor bench
Required Research
Complex clothing
Work To Make
2,700 ticks (45 secs)
Stuff Tags
Leathery, Fabric
Resources to make
Stuff 45
Technical
thingCategories
Apparel
defaultOutfitTags
Worker, Soldier
tags
IndustrialBasic


{{Infobox main
| name = Button-down shirt
| image = Button-Down_Shirt.png
| description = A nice-looking collared shirt with buttons.
| type = Gear
| type2 = Clothing
| tech level = Medieval
| hp = 100
| production facility 1 = Hand tailor bench
| production facility 2 = Electric tailor bench
| research = Complex clothing
| work to make = 2700
| resource 1 = Stuff
| resource 1 amount = 45
| stuff tags = Leathery, Fabric
| insulationheatfactor = 0.1
| insulationcoldfactor = 0.26
| armorsharpfactor = 0.2
| armorbluntfactor = 0.2
| armorheatfactor = 0.2
| lifestage = Adult
| clothing for nudity = true
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm
| layer = Skin
| mass base = 0.3
| thingCategories = Apparel
| tags = IndustrialBasic
| defaultOutfitTags = Worker, Soldier

Example #6

Chemfuel powered generator

Chemfuel powered generator

Produces power by consuming chemfuel. Must be periodically refueled by hand.

Base Stats

Type
BuildingPower
Market Value
139 Silver
Beauty
-20
HP
300
Flammability
100%
Path Cost
50 (21%)

Fuel

Usable Item(s)
Chemfuel Chemfuel
Capacity
30.0
Consumption Rate
4.5

Building

Size
2 × 2
Minifiable
False
Placeable
True
Passability
pass through only
Cover Effectiveness
75%
Blocks Wind
True
Terrain Affordance
Medium
Power
1000 W
Light Radius
3.49
Heat Per Second
6
Average DPS
3.23

Creation

Required Research
Electricity
Skill Required
Construction 6
Work To Make
2,500 ticks (41.67 secs)
Resources to make
Steel 100 + Component 3
Deconstruct yield
Steel 50 + Component 1 - 2
Destroy yield
Steel 25 + Component 0 - 1

{{infobox main|building|
| name = Chemfuel powered generator
| image = Chemfuel_powered_generator.png|128px
| description = Produces power by consuming chemfuel. Must be periodically refueled by hand.
| type = Building
| type2 = Power
| marketvalue = 139
| placeable = true
| path cost = 50
| passability = pass through only
| blockswind = true
| cover = 1
| minifiable = false
| size = 2 ˣ 2
| flammability = 1
| hp = 300
| beauty = -20
| power = 1000
| glowradius = 6
| glowcolor = (80, 112, 180)
| heatpersecond = 6
| terrain affordance = medium
| research = Electricity
| skill 1 = Construction
| skill 1 level = 6
| work to make = 2500
| resource 1 = Steel
| resource 1 amount = 100
| resource 2 = Component
| resource 2 amount = 3
| fuel filter = Chemfuel
| fuel capacity = 30.0
| fuel consumption rate = 4.5

Example #7

Steel

Steel

An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines.

Base Stats

Type
MaterialMetal
Stuff Categories
Metallic
Market Value
1.9 Silver
Stack Limit
75
Mass
0.5 kg
Beauty
-4
Rotatable
False
Path Cost
14 (48%)

Building

Terrain Affordance
Medium

Stat Modifiers

Beauty Factor
×1
Beauty Offset
+0
Work To Make Factor
×1
Work To Build Factor
×1
Max Hit Points
×1
Flammability
×0.4
Armor - Sharp
×0.9
Armor - Blunt
×0.45
Armor - Heat
×0.6
Insulation - Cold
+3 °C (5.4 °F)
Insulation - Heat
+0 °C (0 °F)
Melee Blunt Damage
×1
Melee Sharp Damage
×1
Melee Cooldown
×1
Door Opening Speed
×1
Rest Effectiveness
×1
Average DPS
3.23
Technical
defName
Steel
Color
(102,102,105)


{{Infobox main|metallic
| name = Steel
| image = Steel b.png
| description = An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines.
<!-- Base Stats -->
| type = Material
| type2 = Metal
| stuff category = Metallic
| marketvalue = 1.9
| beauty = -4
| mass base = 0.5
| stack limit = 75
| path cost = 14
| rotatable = false
| terrain affordance = Medium
<!-- Stat Modifiers -->
| beauty factor = 1
| beauty offset = 0
| work to build factor = 1
| work to make factor = 1
| max hit points factor = 1
| flammability factor = 0.4
| armor - sharp factor = 0.9
| armor - blunt factor = 0.45
| armor - heat factor = 0.6
| insulation - cold factor = 3
| insulation - heat factor = 0
| melee blunt damage factor = 1
| melee sharp damage factor  = 1
| melee cooldown factor = 1
| door opening speed factor = 1
| rest effectiveness factor = 1
<!-- Technical -->
| defName = Steel
<!-- Unused -->
| always haulable = true
| color = (102,102,105)
| construct effect = ConstructMetal
| default color = (255,255,255)
| draw gui overlay = true
| graphic class = Graphic_Random
| graphic path = Things/Item/Resource/Metal
| label = steel
| parent name = ResourceBase
| resource readout priority = Middle
| selectable = true
| slag def = ChunkSlagSteel
| sound drop = Metal_Drop
| sound impact stuff = BulletImpactMetal
| sound interact = Metal_Drop
| sound melee hit blunt = MeleeHit_Metal_Blunt
| sound melee hit sharp = MeleeHit_Metal_Sharp
| thing class = ThingWithComps
| use hit points = false
| volume = 1

Example #8

Jade ore

Jade ore

Rock containing bits of jade.

Base Stats

Type
Structure
HP
1500
Flammability
0%
Rotatable
False

Ore

Resource Base Yield
40 Jade Jade
Ore Commonality
0.065
Vein Size
2~8

Building

Size
1 × 1
Passability
impassable
Cover Effectiveness
75%
Blocks Wind
True
Average DPS
3.23
Technical
defName
MineableJade
Color
(68,83,68)


{{Infobox main|Structure
| name = Jade ore
| image = Jade ore.png
| description = Rock containing bits of jade.
<!-- Base Stats -->
| type = Structure
| hp = 1500
| flammability = 0
| rotatable = false
<!-- Building -->
| size = 1 * 1
| passability = impassable
| cover = 1
| blockswind = true
<!-- Mineable -->
| mineable = true
| isResourceRock = true
| mineable thing = Jade
| mineable yield = 40
| mineable scatter commonality = 0.065
| mineable scatter lump size range = 2~8
| veinMineable = true
<!-- Technical -->
| defName = MineableJade
| label = jade
<!-- Other -->
| category = Building
| selectable = true
| drawerType = MapMeshOnly
| filthLeaving = Filth_RubbleRock
| scatterableOnMapGen = false
| artificialForMeditationPurposes = false
| thingClass = Mineable
| linkType = CornerFiller
| linkFlags = Rock, MapEdge
| altitudeLayer = Building
| castEdgeShadows = true
| coversFloor = true
| neverMultiSelect = true
| saveCompressible = true
| holdsRoof = true
| staticSunShadowHeight = 1.0
| blockLight = true
| fertility = 0
| canOverlapZones = false
| isInert = true
| isNaturalRock = true
| canBuildNonEdificesUnder = false
| deconstructible = false
| supportsWallAttachments = true
| texPath = Things/Building/Linked/RockFlecked_Atlas
| graphicClass = Graphic_Single
| shaderType = CutoutComplex
| color = (68,83,68)
| colorTwo = (30,173,25)
}}

Example #9

Fingerspike

Fingerspike

A fleshy dog-sized creature with a single spiked limb. Despite their short legs, fingerspikes can move remarkably fast.

Base Stats

Type
Entity
Mass
60 kg
Flammability
125%

Pawn Stats

Combat Power
25
Move Speed
5.1 c/s
Health Scale
50% HP
Body Size
0.6
Mass
36 kg
Filth Rate
1
Diet
none
Life Expectancy
10 years
Trainable Intelligence
None
Toxic Resistance
50%
Comfortable Temp Range
-40 °C – 60 °C (-40 °F – 140 °F)

Production

Meat Yield
70 Twisted meat Twisted meat

Melee Combat

Attack 1
MiddleSpike
7 dmg (Stab)
10 % AP
180 second cooldown
Attack 2
HeadAttackTool
3 dmg (Blunt)
4 % AP
180 second cooldown
Average DPS
1.99

Containment

Min Containment Strength
20
Knowledge Gain
1 Basic
Study Interval
120,000 ticks (2 in-game days)
Bioferrite Generation
Bioferrite 1.2/day
Gets Cold Bonus
true
Min Monolith Level For Study
1
Held on Platform
true
Escape Interval
MTB 60 days
Technical
defName
Fingerspike


{{infobox main|entity
| name = Fingerspike
| image = Fingerspike.png
| description = A fleshy dog-sized creature with a single spiked limb. Despite their short legs, fingerspikes can move remarkably fast.
<!-- Base Stats -->
| type = Entity
| mass base = 60
| flammability = 1.25
<!-- Pawn Stats -->
| combatPower = 25
| movespeed = 5.1
| healthscale = 0.5
| bodysize = 0.6
| diet = none
| lifespan = 10
| trainable = None
| min comfortable temperature = -40
| max comfortable temperature = 60
| toxic resistance = 0.5
<!-- Entity -->
| bioferrite density = 2
<!-- Studiable -->
| knowledge category = Basic
| anomaly knowledge = 1
| study interval = 120000
| min monolith level for study = 1
<!-- Containment -->
| minimum containment strength = 20
| requires holding platform = true
| gets cold containment bonus = true
| base escape interval MTB days = 60
<!-- Production -->
| meatname = Twisted meat
| meatyield = 70
<!-- Combat -->
| attack1dmg = 7
| attack1type = Stab
| attack1part = MiddleSpike
| attack1cool = 180
| attack2dmg = 3
| attack2type = Blunt
| attack2part = HeadAttackTool
| attack2cool = 180
<!-- Technical -->
| defName = Fingerspike
| label = fingerspike
}}