Difference between revisions of "Template:Acquisition"

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(first step to implement a list of traders the item can be bought from)
 
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VARIABLES
 
VARIABLES
-->{{#vardefine:pageName      | {{{ 1 | {{PAGENAME}} }}} }}{{#vardefine:displayName|{{Q|{{#var:pageName}}|Name}}}}{{#ifeq:{{Q|{{#var:pageName}}|Type}}|Psycast|There are two ways to acquire {{#var:displayName}}:
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-->{{#vardefine:pageName      | {{{ 1 | {{PAGENAME}} }}} }}{{#vardefine:displayName|{{Q|{{#var:pageName}}|Name}}}}{{#ifeq:{{Q|{{#var:pageName}}|Type}}|Psycast|There are two ways to acquire the psycast '''{{#var:displayName}}''':
# A randomly selected level {{#vardefineecho:psylinkLevel|{{Q|{{#var:pageName}}|Psylink Level}}}} psycast is granted to the psycaster when they gain psylink level {{#var:psylinkLevel}}. {{#var:displayName}} is one of the options that may be selected. Note that this occurs regardless of how the psylink level is gained.
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# Upon reaching [[psylink]] level '''{{#vardefineecho:psylinkLevel|{{Q|{{#var:pageName}}|Psylink Level}}}}''', a random psycast of level {{#var:psylinkLevel}} is granted regardless of how this level up is achieved. This won't apply if the psycaster already knew one or more level {{#var:psylinkLevel}} psycast.
 
# {{#var:displayName}} can also be acquired from a [[psytrainer]] naming it. See the [[psytrainer]] page for further details.
 
# {{#var:displayName}} can also be acquired from a [[psytrainer]] naming it. See the [[psytrainer]] page for further details.
 
|<!--
 
|<!--
-->{{#vardefine:verb      | {{#switch: {{Q|{{#var:pageName}}|Type}} | Building = constructed | Mechanoid = gestated | #default = crafted}} }}<!--
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-->{{#vardefine:verb      | {{#switch: {{Q|{{#var:pageName}}|Type}} | Building = constructed | Mechanoid = gestated by a [[mechanitor]] | #default = crafted}} }}<!--
 
-->{{#vardefine:prodFac1  | {{lc:{{Q|{{#var:pageName}}|Production Facility 1}} }} }}<!--
 
-->{{#vardefine:prodFac1  | {{lc:{{Q|{{#var:pageName}}|Production Facility 1}} }} }}<!--
 
-->{{#vardefine:prodFac  | {{#if: {{#var:prodFac1}} | <nowiki> </nowiki>at a{{#switch:{{#sub:{{#var:prodFac1}}|0|1}}|a|e|i|o|u|y=n}} [[{{#var:prodFac1}}]]<!--
 
-->{{#vardefine:prodFac  | {{#if: {{#var:prodFac1}} | <nowiki> </nowiki>at a{{#switch:{{#sub:{{#var:prodFac1}}|0|1}}|a|e|i|o|u|y=n}} [[{{#var:prodFac1}}]]<!--
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-->{{#vardefine:tech2          | {{#explode:{{#var:tech}}|,|1}} }}<!--
 
-->{{#vardefine:tech2          | {{#explode:{{#var:tech}}|,|1}} }}<!--
 
-->{{#vardefine:tech3          | {{#explode:{{#var:tech}}|,|2}} }}<!--
 
-->{{#vardefine:tech3          | {{#explode:{{#var:tech}}|,|2}} }}<!--
-->{{#vardefine:researchRequirementNote  | {{#if: {{#pos:Artificial metabolism, Brain wiring, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:tech}} }} | Note that this research requires a [[techprint]]. | {{#if: {{#pos:Cataphract armor | {{#var:tech}} }} | Note that this research requires two [[techprint]]s.| {{#if: {{#pos:Bioferrite harvesting, Bioferrite shaping, Bioferrite weaponry, Bioferrite generator, Void sculptures, Insanity weaponry, Mutation weaponry, Atmospheric heater, Frenzy inducer, Sleep suppressor, Entity containment, Electroharvester, Disruptor flares, Proximity detector, Void provocation, Draw animals, Draw shamblers, Chronophagy, Psychophagy, Skip abduction, Summon fleshbeasts, Advanced psychic rituals, Provoke pit gate, Death refusal, Philophagy, Pleasure pulse, Neurosis pulse, Blood rain, Brainwipe, Serum synthesis, Metalblood serum, Mind-numb serum, Juggernaut serum, Bliss lobotomy, Ghoul infusion, Ghoul enhancements, Ghoul resurrection, Deadlife dust, Revenant invisibility| {{#var:tech}} }} | Note that this research requires [[Research#Anomaly|dark study]] to unlock.}} }} }} }}<!--
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-->{{#vardefine:researchRequirementNote  | {{#if: {{#pos:Artificial metabolism, Brain wiring, Circadian influence, Compact weaponry, Flesh shaping, Healing factors, Jump packs, Molecular analysis, Neural computation, Poison synthesis, Specialized limbs, Skin hardening | {{#var:tech}} }} | Note that this research requires a [[techprint]]. | {{#if: {{#pos:Cataphract armor | {{#var:tech}} }} | Note that this research requires two [[techprint]]s.| {{#if: {{#pos:Bioferrite harvesting, Bioferrite shaping, Bioferrite weaponry, Bioferrite generator, Void sculptures, Insanity weaponry, Mutation weaponry, Atmospheric heater, Frenzy inducer, Sleep suppressor, Entity containment, Electroharvester, Disruptor flares, Proximity detector, Void provocation, Draw animals, Draw shamblers, Chronophagy, Psychophagy, Skip abduction, Summon fleshbeasts, Advanced psychic rituals, Provoke pit gate, Death refusal, Philophagy, Pleasure pulse, Neurosis pulse, Blood rain, Brainwipe, Serum synthesis, Metalblood serum, Mind-numb serum, Juggernaut serum, Bliss lobotomy, Ghoul infusion, Ghoul enhancements, Ghoul resurrection, Deadlife dust, Revenant invisibility| {{#var:tech}} }} | Note that this research requires [[Research#Anomaly|dark study]] to unlock.|{{#if: {{#pos:Wastepack atomizer, Ultra mechtech | {{#var:tech}} }} | Note that this research requires a [[nano structuring chip]] to unlock.| {{#if: {{#pos:High mechtech | {{#var:tech}} }} | Note that this research requires a [[powerfocus chip]] to unlock.| {{#if: {{#pos:Standard mechtech | {{#var:tech}} }} | Note that this research requires a [[signal chip]] to unlock.}} }} }} }} }} }} }}<!--
 
-->{{#vardefine:work/gestation | {{#switch: {{#expr:{{Q|{{#var:pageName}}|Gestation Cycles}}-1}} | 0 = 1 [[gestation cycle]] taking {{Ticks|1800}} to initiate | -1 = {{Ticks|{{Q|{{#var:pageName}}|Work To Make}} }} of work modified by the {{#switch: {{#var:verb}} | constructed = [[construction speed]] of the builder | crafted = [[{{Q|{{#var:pageName}}|Work Speed Stat|General Labor Speed}}|{{lc:{{Q|{{#var:pageName}}|Work Speed Stat|general labor speed}} }}]] of the crafter}}{{#ifeq:{{Q|{{#var:pageName}}|Resource 1}}|Stuff|<nowiki></nowiki> and the {{#switch: {{#var:verb}} | constructed = [[Property:Work To Build Factor|work to build factor]] and [[Property:Work To Build Offset|offset]] | crafted = [[Property:Work To Make Factor|work to make factor]]}} of the material}} | #default = {{Q|{{#var:pageName}}|Gestation Cycles}} [[gestation cycle]]s taking {{Ticks|1800}} each to initiate}} }}<!--
 
-->{{#vardefine:work/gestation | {{#switch: {{#expr:{{Q|{{#var:pageName}}|Gestation Cycles}}-1}} | 0 = 1 [[gestation cycle]] taking {{Ticks|1800}} to initiate | -1 = {{Ticks|{{Q|{{#var:pageName}}|Work To Make}} }} of work modified by the {{#switch: {{#var:verb}} | constructed = [[construction speed]] of the builder | crafted = [[{{Q|{{#var:pageName}}|Work Speed Stat|General Labor Speed}}|{{lc:{{Q|{{#var:pageName}}|Work Speed Stat|general labor speed}} }}]] of the crafter}}{{#ifeq:{{Q|{{#var:pageName}}|Resource 1}}|Stuff|<nowiki></nowiki> and the {{#switch: {{#var:verb}} | constructed = [[Property:Work To Build Factor|work to build factor]] and [[Property:Work To Build Offset|offset]] | crafted = [[Property:Work To Make Factor|work to make factor]]}} of the material}} | #default = {{Q|{{#var:pageName}}|Gestation Cycles}} [[gestation cycle]]s taking {{Ticks|1800}} each to initiate}} }}<!--
  
 
TEXT
 
TEXT
-->{{Plural||{{#var:displayName}} }} can be {{#var:verb}}{{#var:prodFac}}{{#if:{{#var:tech1}}|<nowiki> </nowiki>once the [[Research#{{#var:tech1}}|{{lc:{{#var:tech1}} }}]]{{#if: {{#var:tech3}} | , [[Research#{{#var:tech3}}|{{lc:{{#var:tech3}} }}]]}}{{#if: {{#var:tech2}} | <nowiki> </nowiki>and [[Research#{{#var:tech2}}|{{lc:{{#var:tech2}} }}]]}} research {{#if: {{#var:tech2}} | projects have | project has}} been completed. {{#var:researchRequirementNote}} Each requires|, each requiring}} {{Required Resources|{{#var:pageName}} }}{{#if: {{Q|{{#var:pageName}}|Skill 1}}|,|<nowiki> </nowiki>and}} {{#var:work/gestation}}{{#if: {{Q|{{#var:pageName}}|Skill 1}}|, and a [[{{lc:{{Q|{{#var:pageName}}|Skill 1}} }}]] skill of {{Q|{{#var:pageName}}|Skill 1 Level}} }}. {{#if:{{Q|{{#var:pageName}}|Bandwidth}}| They take up {{Q|{{#var:pageName}}|Bandwidth}} [[bandwidth]] from their linked mechanitor.}}<!--Sleep accelerators can only be constructed by colonist with an [[Ideoligion]] containing the [[Ideoligion#Transhumanist|Transhumanist]] meme. -->{{#ifeq: {{Q|{{#var:pageName}}|Minifiable}} | false | <nowiki> </nowiki>
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-->{{Plural||{{#var:displayName}} }} can be {{#var:verb}}{{#var:prodFac}}{{#if:{{#var:tech1}}|<nowiki> </nowiki>once the [[Research#{{#var:tech1}}|{{lc:{{#var:tech1}} }}]]{{#if: {{#var:tech3}} | , [[Research#{{#var:tech3}}|{{lc:{{#var:tech3}} }}]]}}{{#if: {{#var:tech2}} | <nowiki> </nowiki>and [[Research#{{#var:tech2}}|{{lc:{{#var:tech2}} }}]]}} research {{#if: {{#var:tech2}} | projects have | project has}} been completed. {{#var:researchRequirementNote}} Each requires|, each requiring}} {{Required Resources|{{#var:pageName}} }}{{#if: {{Q|{{#var:pageName}}|Skill 1}}|,|<nowiki> </nowiki>and}} {{#var:work/gestation}}{{#if: {{Q|{{#var:pageName}}|Skill 1}}|, and a [[{{lc:{{Q|{{#var:pageName}}|Skill 1}} }}]] skill of {{Q|{{#var:pageName}}|Skill 1 Level}} }}. {{#if:{{Q|{{#var:pageName}}|Bandwidth}}| They take up {{Q|{{#var:pageName}}|Bandwidth}} [[bandwidth]] from their linked mechanitor.}}{{#if:{{Q|{{#var:pageName}}|Style}}|Note that they can only be constructed by pawns that follow [[ideoligion]]s that include the [[{{Q|{{#var:pageName}}|Style}}]] style.{{#if: {{#pos: {{Q| {{#var:pageName}} | From DLC }} | Ideology (DLC) }} ||{{IdeologyIcon}}}}}}<!--Sleep accelerators can only be constructed by colonist with an [[Ideoligion]] containing the [[Ideoligion#Transhumanist|Transhumanist]] meme. -->{{#ifeq: {{Q|{{#var:pageName}}|Minifiable}} | false | <nowiki> </nowiki>
  
Once constructed, they cannot be re-installed, they can only be deconstructed.}}<!--NOT ALL TRADE TAGGED THINGS ARE PURCHASABLE {{#if: {{Q|{{#var:pageName}}|TradeTags}} | <nowiki> </nowiki>
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Once constructed, they cannot be re-installed, they can only be deconstructed.}}<!--WIP: list of which traders an item can be bought from. So far it works with Property:Trades Single. --><!-- {{#if: {{#ask: [[Trades Single::{{#var:pageName}}]]}} | <nowiki> </nowiki>
  
{{Plural||{{#var:displayName}} }} can also be bought from [[traders]].}}-->}}</includeonly><noinclude>{{Documentation}}</noinclude>
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{{Plural||{{#var:displayName}} }} can also be bought from the following traders: {{#ask: [[Trades Single::{{#var:pageName}}]]}}.}} -->}}</includeonly><noinclude>{{Documentation}}</noinclude>

Latest revision as of 16:52, 18 October 2024

Documentation icon Template documentation[view] [edit] [history] [purge]


Usage[edit]

Goal is to be able to automate the initial paragraph of acquisition. Not finished.

  1. Whether it can be build or crafted. Check.png
    • Handle things that can be mined Ex.png
    • Handle things that can't be made by the player Ex.png
  2. Workbench/es Check.png
  3. Research Check.png
    • Up to three Check.png
    • If it requires a mech commander chipCheck.png(hardcoded list)
      • Which?Check.png(hardcoded list)
    • If is Anomaly research Check.png (hardcoded list)
    • Techprint Check.png (hardcoded list)
      • Number of techprints Check.png (hardcoded list)
  4. Required resources Check.png
  5. Crafting time Check.png
  6. Minimum skill Check.png
  7. Gestation cycles Check.png
  8. Ideoligion requirements Ex.png (requires infobox update)
  9. Note when it can't be minified. Check.png
  10. Whether it can be bought from traders. Check.png/Ex.png (a lot of pages are missing the Property:TradeTags though, and not every thing with TradeTags is actually purchasable)
    • Which traders it can be bought from Ex.png
  • Mech resurrection? Ex.png?

Examples[edit]

Flak vest[edit]

Flak vests can be crafted at a machining table once the flak armor research project has been completed. Each requires Steel 60 Steel, Cloth 30 Cloth, Component 1 Component, 9,000 ticks (2.5 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 4.

Machining table[edit]

Machining tables can be constructed once the machining research project has been completed. Each requires Steel 150 Steel, Component 5 Components, 3,000 ticks (50 secs) of work modified by the construction speed of the builder, and a construction skill of 4.

War mask[edit]

War masks can be crafted at a crafting spot, hand tailor bench, or electric tailor bench, each requiring Stuff 25 Stuff (Woody) and 3,000 ticks (50 secs) of work modified by the general labor speed of the crafter and the work to make factor of the material.

Stool[edit]

Stools can be constructed, each requiring Stuff 25 Stuff (Metallic/Woody/Stony, 250 for SMVs) and 450 ticks (7.5 secs) of work modified by the construction speed of the builder and the work to build factor and offset of the material.

Cataphract armor[edit]

Cataphract armor can be crafted at a fabrication bench once the cataphract armor research project has been completed. Note that this research requires two techprints. Each requires Plasteel 150 Plasteel, Uranium 50 Uranium, Advanced component 6 Advanced components, 75,000 ticks (20.83 mins) of work modified by the general labor speed of the crafter, and a crafting skill of 8.

Incinerator[edit]

Incinerators can be crafted at a bioferrite shaper once the bioferrite weaponry research project has been completed. Note that this research requires dark study to unlock. Each requires Steel 75 Steel, Component 6 Components, Bioferrite 30 Bioferrite and 48,000 ticks (13.33 mins) of work modified by the general labor speed of the crafter.

Bandwidth pack[edit]

Bandwidth packs can be crafted at a machining table once the standard mechtech research project has been completed. Note that this research requires a signal chip to unlock. Each requires Steel 50 Steel, Component 8 Components, Signal chip 2 Signal chips, 3,200 ticks (53.33 secs) of work modified by the general labor speed of the crafter, and a crafting skill of 4.

Centurion[edit]

Centurions can be gestated by a mechanitor at a large mech gestator once the ultra mechtech research project has been completed. Note that this research requires a nano structuring chip to unlock. Each requires Steel 300 Steel, Plasteel 200 Plasteel, Advanced component 2 Advanced components, Powerfocus chip 1 Powerfocus chip, High subcore 1 High subcore and 12 gestation cycles taking 1,800 ticks (30 secs) each to initiate.

Totemic stone tile[edit]

Totemic stone tiles can be crafted once the stonecutting research project has been completed. Each requires Stuff 20 Stuff (Stony), 5,000 ticks (1.39 mins) of work modified by the general labor speed of the crafter and the work to make factor of the material, and a construction skill of 6. Note that they can only be constructed by pawns that follow ideoligions that include the Totemic style.

Berserk pulse[edit]

There are two ways to acquire the psycast Berserk pulse:

  1. Upon reaching psylink level 6, a random psycast of level 6 is granted regardless of how this level up is achieved. This won't apply if the psycaster already knew one or more level 6 psycast.
  2. Berserk pulse can also be acquired from a psytrainer naming it. See the psytrainer page for further details.