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

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* 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)
 
* 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)
 
<div class="toccolours mw-collapsible mw-collapsed">
 
<div class="toccolours mw-collapsible mw-collapsed">
'''Parameter List'''
+
=== Parameter List ===
 
<div class="mw-collapsible-content">
 
<div class="mw-collapsible-content">
 
<pre>
 
<pre>
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{{clear}}
 
{{clear}}
  
 +
=== Parameter Table ===
 
{| class="wikitable mw-collapsible mw-collapsed"
 
{| class="wikitable mw-collapsible mw-collapsed"
! Parameter !! Dependencies !! Type/Unit !! Property / [[Stat]] !! Description !! xml-tag
+
! Parameter !! Dependencies !! Type/Unit !! Property / [[Stat]] !! Description !! xml-tag / hierarchy
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | 0. Testing
 
! colspan="6" style="text-align:left;" | 0. Testing
Line 354: Line 355:
 
{{:Property:Stuff Category}}
 
{{:Property:Stuff Category}}
 
| [[Property:Stuff Category]] || Used by [[materials]].
 
| [[Property:Stuff Category]] || Used by [[materials]].
| <code><stuffProps><categories></code>
+
| <code><stuffProps><br /><categories></code>
 
|-
 
|-
 
| color || optional ||  || - ||  
 
| color || optional ||  || - ||  
| <code><stuffProps><color></code>
+
|
 +
# <code><stuffProps><br /><color></code>
 +
# <code><color></code>
 
|-
 
|-
 
| tech level || optional
 
| tech level || optional
Line 370: Line 373:
 
| [[Property:Class]] || Used by [[weapons]].
 
| [[Property:Class]] || Used by [[weapons]].
 
| <code><weaponClasses></code>
 
| <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>
 
 
|-
 
|-
 
| stack limit || optional || integer || [[Property:Stack Limit]] || Maximum stach size.
 
| stack limit || optional || integer || [[Property:Stack Limit]] || Maximum stach size.
 
| <code><stackLimit></code>
 
| <code><stackLimit></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]]
 
* [[Beauty (Stat)]]
 
| {{Q|Beauty (Stat)|Description}}
 
| <code><statBases><Beauty></code>
 
|-
 
| beauty outdoors || optional || integer
 
|
 
* [[Property:Beauty]]
 
* [[Outdoor Beauty]]
 
| {{Q|Outdoor Beauty|Description}}
 
| <code><statBases><BeautyOutdoors></code>
 
|-
 
| styledominance || optional || integer
 
|
 
* [[Property:Style Dominance]]
 
* [[Style Dominance]]
 
| {{Q|Style Dominance|Description}}
 
| <code><statBases><StyleDominance></code>
 
 
|-
 
|-
 
| style || optional, styledominance
 
| style || optional, styledominance
Line 408: Line 384:
 
<!-- Durability -->
 
<!-- Durability -->
 
|-
 
|-
| hp || optional || integer || [[Property:Max Hit Points Base]] || The amount of damage an object can take.
+
| days to rot || optional || days || [[Property:Days To Start Rot Base]] || Used for items that spoil when not frozen.
| <code><statBases><MaxHitPoints></code>
+
| <code><daysToRotStart></code>
 
|-
 
|-
| deterioration || optional || number
+
| min safe temperature || optional || °C || [[Property:Min Safe Temperature]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]].
|
+
| <code><minSafeTemperature></code>
* [[Property:Deterioration Rate Base]]
 
* [[Deterioration Rate]]
 
| {{Q|Deterioration Rate|Description}}
 
| <code><statBases><DeteriorationRate></code>
 
 
|-
 
|-
| flammability || optional || number (displayed as %)
+
| max safe temperature || optional || °C || [[Property:Max Safe Temperature]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]].
|
 
* [[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>
 
|-
 
| 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>
 
| <code><maxSafeTemperature></code>
 
|-
 
|-
Line 438: Line 397:
 
<!-- Other -->
 
<!-- Other -->
 
|-
 
|-
| rotatable || optional || boolean || [[Property:Rotatable]] || Whether this item spoils when not frozen.
+
| rotatable || optional || Boolean || [[Property:Rotatable]] || Whether this item spoils when not frozen.
 
| <code><rotatable></code>
 
| <code><rotatable></code>
 
|-
 
|-
| path cost || optional || integer || [[Property:Path Cost]] ||
+
| path cost || optional || Integer || [[Property:Path Cost]] ||
 
| <code><pathCost></code>
 
| <code><pathCost></code>
 +
|-
 +
| burnable || optional || Boolean
 +
| [[Property:Burnable]] || Whether this item can be burned as a bill
 +
| <code><burnableByRecipe></code>
 +
|-
 +
| smeltable || optional || Boolean
 +
| [[Property:Smeltable]] || Whether this item can be smelted as a bill
 +
| <code><smeltable></code>
 +
|-
 +
| possession count || optional || Integer
 +
| [[Property:Possession Count]] || The amount of this item a pawn carries when it is used as a possession
 +
| <code><possessionCount></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.
 
| 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>
+
|
 +
# <code><combatPower></code>
 +
# <code><building><br /><combatPower></code>
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | Refuelable
 
! colspan="6" style="text-align:left;" | Refuelable
Line 452: Line 425:
 
<!-- Refuelable -->
 
<!-- Refuelable -->
 
| fuel filter || optional || Text || [[Property:Fuel Filter]] || The applicable item(s) that can refuel a building
 
| fuel filter || optional || Text || [[Property:Fuel Filter]] || The applicable item(s) that can refuel a building
| <code><comps><Class="CompProperties_Refuelable"><fuelFilter></code>
+
| <code><comps><br /><Class="CompProperties_Refuelable"><br /><fuelFilter></code>
 
|-
 
|-
 
| fuel capacity || optional || Number || [[Property:Fuel Capacity]] || The maximum quantity of applicable fuel items a building can be fueled with
 
| 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>
+
| <code><comps><br /><Class="CompProperties_Refuelable"><br /><fuelCapacity></code>
 
|-
 
|-
 
| fuel consumption rate || optional || Number || [[Property:Fuel Consumption Rate]] || Units of fuel consumed per day
 
| fuel consumption rate || optional || Number || [[Property:Fuel Consumption Rate]] || Units of fuel consumed per day
| <code><comps><Class="CompProperties_Refuelable"><fuelConsumptionRate></code>
+
| <code><comps><br /><Class="CompProperties_Refuelable"><br /><fuelConsumptionRate></code>
 
|-
 
|-
 
! colspan="6" style="text-align:left;" | Mineable
 
! colspan="6" style="text-align:left;" | Mineable
Line 475: Line 448:
 
| <code><mineableScatterLumpSizeRange></code>
 
| <code><mineableScatterLumpSizeRange></code>
 
|-
 
|-
! colspan="6" style="text-align:left;" | Containment {{AnomalyIcon}}
+
! colspan="6" style="text-align:left;" | 7. Ingestion
 +
<!-- 7. INGESTION -->
 
|-
 
|-
<!-- Containment -->
+
| taste || optional
| minimum containment strength || optional || Number
+
| One of:
|
+
{{:Property:Taste}}
* [[Property:Minimum Containment Strength]]
+
| [[Property:Taste]] ||  
* [[Minimum Containment Strength]]
+
| <code><ingestible><br /><preferability></code>
| {{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
+
| ingested direct thought || optional || || [[Property:Ingested Direct Thought]] ||  
| <code><anomalyKnowledge></code>
+
| <code><ingestible><br /><tasteThought></code>
 
|-
 
|-
| knowledge category || optional || Text (Basic, Advanced) || [[Property:Knowledge Category]] || The category of knowledge gained when studying applicable pawns
+
| joy offset || optional || Number || [[Property:Joy Offset]] ||  
| <code><knowledgeCategory></code>
+
| <code><ingestible><br /><joy></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}}
+
| joy kind || optional
| <code><frequencyTicks></code>
+
| One of:
 +
{{:Property:Joy Kind}}
 +
| [[Property:Joy Kind]] ||  
 +
| <code><ingestible><br /><joyKind></code>
 
|-
 
|-
| bioferrite density || optional || Number || [[Property:Bioferrite Density]] || A multiplier on the base [[Bioferrite]] generation of an entity
+
| addictiveness || optional || || [[Property:Addictiveness]] ||  
| <code><bioferriteDensity></code>
+
| <code><comps><br /><Class="CompProperties_Drug"><br /><addictiveness></code>
 
|-
 
|-
| gets cold containment bonus || optional || Boolean
+
| max num to ingest at once || optional || || [[Property:Max Num To Ingest At Once]] ||  
|
+
| <code><ingestible><br /><maxNumToIngestAtOnce></code>
* [[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
+
| ingestion time || optional || || [[Property:Ingestion Time]] ||  
| <code><minMonolithLevelForStudy></code>
+
| <code><ingestible><br /><baseIngestTicks></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
+
! colspan="6" style="text-align:left;" | 10. Plant Stats
| <code><requiresHoldingPlatform></code>
+
<!-- 10. PLANT STATS -->
 
|-
 
|-
| 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
+
| grow days || optional || Number (Days) || [[Property:Grow Days]] ||  
| <code><baseEscapeIntervalMtbDays></code>
+
| <code><plant><br /><growDays></code>
 
|-
 
|-
! colspan="6" style="text-align:left;" | 3. Building
+
| lifespanDaysPerGrowDays || optional || Number (Days) || [[Property:Lifespan Days Per Grow Days]] ||  
<!-- 3. BUILDING -->
+
| <code><plant><br /><lifespanDaysPerGrowDays></code>
 
|-
 
|-
| size || optional || || [[Property:Size]] ||  
+
| sow work || optional || Number (Ticks) || [[Property:Sow Work]] ||  
| <code><size></code>
+
| <code><plant><br /><sowWork></code>
 
|-
 
|-
| minifiable || optional || || [[Property:Minifiable]] ||  
+
| harvest work || optional || Number (Ticks) || [[Property:Harvest Work]] ||  
| <code><minifiedDef></code>
+
| <code><plant><br /><harvestWork></code>
 
|-
 
|-
| placeable || optional || || [[Property:Placeable]] ||  
+
| product || optional || Page || [[Property:Harvest Product]] ||  
| <code></code>
+
| <code><plant><br /><harvestedThingDef></code>
 
|-
 
|-
| passability || optional || || [[Property:Passability]] ||  
+
| yield || optional || Number || [[Property:Harvest Yield]] ||  
| <code><passability></code>
+
| <code><plant><br /><harvestYield></code>
 
|-
 
|-
| cover || optional || || [[Property:Cover Effectiveness]] ||  
+
| min sowing skill || optional || Number (0~20) || [[Property:Minimum Required Growing Skill]] ||  
| <code><fillPercent></code>
+
| <code><plant><br /><sowMinSkill></code>
 +
|-
 +
| min fertility || optional || Number || [[Property:Fertility Min]] ||
 +
| <code><plant><br /><fertilityMin></code>
 +
|-
 +
| fertility sensitivity || optional || Number || [[Property:Fertility Sensitivity]] ||
 +
| <code><plant><br /><fertilitySensitivity></code>
 +
|-
 +
| min grow light || optional || Number || [[Property:Min Grow Light]] ||
 +
| <code><plant><br /><growMinGlow></code>
 +
<!-- 11. RANGED COMBAT -->
 
|-
 
|-
| edifice || optional || boolean || [[Property:Edifice]] || Whether this building has hight.
+
| damage type || optional || || - ||  
| <code><building><isEdifice></code>
+
| <code><verbs><br /><defaultProjectile><br /><ThingDef><br /><projectile><br /><damageDef></code>
 
|-
 
|-
| blockswind || optional ||  || [[Property:Blocks Wind]] ||  
+
| mode || optional
 +
| One of:
 +
{{:Property:Mode}}
 +
| [[Property:Mode]] ||  
 
| <code></code>
 
| <code></code>
 
|-
 
|-
| terrain affordance || optional || || [[Property:Terrain Affordance]] ||  
+
| damage || optional || Number || [[Property:Damage Base]] ||  
| <code><terrainAffordanceNeeded></code>
+
| <code><verbs><br /><defaultProjectile><br /><ThingDef><br /><projectile><br /><damageAmountBase></code>
 
|-
 
|-
| power || optional || || [[Property:Power Consumption]] ||  
+
| armorPenetration || optional || Number || [[Property:Armor Penetration]] ||  
| <code><comps><Class="CompProperties_Power"><basePowerConsumption></code>
+
| <code><verbs><br /><defaultProjectile><br /><ThingDef><br /><projectile><br /><armorPenetrationBase></code>
|- 
 
| cleanliness || optional ||  || [[Property:Cleanliness]] ||
 
| <code></code>
 
<!-- Terrain -->
 
 
|-
 
|-
| cleaning time factor || optional ||  
+
| warmup || optional || Number || [[Property:Aiming Time Base]] || Warmup
 
|
 
|
* [[Property:Cleaning Time Factor]]
+
# <code><verbs><br /><warmupTime></code>
* [[Cleaning Time Multiplier]]
+
# <code><building><br /><turretBurstWarmupTime></code>
| {{Q|Cleaning Time Multiplier|Description}}
 
| <code></code>
 
 
|-
 
|-
| filth multiplier || optional ||  
+
| cooldown || optional || Number || [[Property:Ranged Cooldown Base]] ||  
 
|
 
|
* [[Property:Filth Multiplier]]
+
# <code><statBases><br /><RangedWeapon_Cooldown></code>
* [[Filth Multiplier]]
+
# <code><building><turretBurstCooldownTime></code>
| {{Q|Filth Multiplier|Description}}
 
| <code></code>
 
 
|-
 
|-
| facility || optional || || [[Property:Facility]] ||  
+
| range || optional || Number (Cells) || [[Property:Range]] || Range
| <code></code>
+
| <code><verbs><br /><range></code>
<!-- Building - Furniture -->
 
 
|-
 
|-
| glowcolor || optional || || [[Property:Glow Color]] ||  
+
| minrange || optional || Number (Cells) || [[Property:Minimum Range]] ||  
| <code><comps><Class="CompProperties_Glower"><glowColor></code>
+
| <code><verbs><br /><minRange></code>
 
|-
 
|-
| glowradius || optional || || [[Property:Glow Radius]] ||  
+
| accuracy || optional || Number
| <code><comps><Class="CompProperties_Glower"><glowRadius></code>
+
| [[Shooting Accuracy (Turrets)]]
 +
| {{Q|Shooting Accuracy (Turrets)|Description)}}
 +
| <code><statBases><br /><ShootingAccuracyTurret></code>
 
|-
 
|-
| heatpersecond || optional || || [[Property:Heat Per Second]] ||  
+
| accuracyTouch || optional || Number (0~1)
| <code><comps><Class="CompProperties_HeatPusher"><heatPerSecond></code>
+
|
 +
* [[Property:Accuracy (Touch) Base]]
 +
* [[Accuracy (Close)]]
 +
| {{Q|Accuracy (Close)|Description}}
 +
| <code><statBases><br /><AccuracyTouch></code>
 
|-
 
|-
| maxheattemperature || optional ||  || [[Property:Max Heat Temperature]] ||
+
| accuracyShort || optional || Number (0~1)
| <code><comps><Class="CompProperties_HeatPusher"><heatPushMaxTemperature></code>
 
|-
 
| mincooltemperature || optional ||  || [[Property:Min Cool Temperature]] ||
 
| <code><comps><Class="CompProperties_HeatPusher"><heatPushMinTemperature></code>
 
|-
 
| surgery success chance factor || optional ||  
 
 
|
 
|
* [[Property:Surgery Success Chance Factor]]
+
* [[Property:Accuracy (Short) Base]]
* [[Surgery Success Chance Factor]]
+
* [[Accuracy (Short)]]
| {{Q|Surgery Success Chance Factor|Description}}
+
| {{Q|Accuracy (Short)|Description}}
| <code><statBases><SurgerySuccessChanceFactor></code>
+
| <code><statBases><br /><AccuracyShort></code>
 
|-
 
|-
| immunity gain speed factor || optional ||  
+
| accuracyMedium || optional || Number (0~1)
 
|
 
|
* [[Property:Immunity Gain Speed Factor]]
+
* [[Property:Accuracy (Medium) Base]]
* [[Immunity Gain Speed Factor]]
+
* [[Accuracy (Medium)]]
| {{Q|Immunity Gain Speed Factor|Description}}
+
| {{Q|Accuracy (Medium)|Description}}
| <code><statBases><ImmunityGainSpeedFactor></code>
+
| <code><statBases><br /><AccuracyMedium></code>
 
|-
 
|-
| rest effectiveness || optional ||  
+
| accuracyLong || optional || Number (0~1)
 
|
 
|
* [[Property:Rest Effectiveness]]
+
* [[Property:Accuracy (Long) Base]]
* [[Rest Effectiveness]]
+
* [[Accuracy (Long)]]
| {{Q|Rest Effectiveness|Description}}
+
| {{Q|Accuracy (Long)|Description}}
| <code></code>
+
| <code><statBases><br /><AccuracyLong></code>
 +
|-
 +
| velocity || optional || Number || [[Property:Velocity]] ||
 +
| <code><verbs><br /><defaultProjectile><br /><ThingDef><br /><projectile><br /><speed></code>
 
|-
 
|-
| comfort || optional || || [[Property:Comfort Base]] ||  
+
| burst || optional || Number || [[Property:Burst Count]] || Burst shot count
| <code><statBases><Comfort></code>
+
| <code><verbs><br /><burstShotCount></code>
 
|-
 
|-
| comfort offset || optional || || [[Property:Comfort Offset]] ||  
+
| burstTicks || optional || Number ([[Ticks]]) || [[Property:Burst Ticks]] ||  
| <code></code>
+
| <code><verbs><br /><ticksBetweenBurstShots></code>
<!-- Building - Recreation -->
 
 
|-
 
|-
| recreation power || optional ||  
+
| missRadius || optional || Number || [[Property:Miss Radius]] || Miss radius
 
|
 
|
* [[Property:Recreation Power]]
+
# <code><verbs><br /><forcedMissRadius></code>
* [[Recreation Power]]
+
# <code><verbs><br /><forcedMissRadiusClassicMortars></code>
| {{Q|Recreation Power|Description}}
 
| <code><statBases><JoyGainFactor></code>
 
 
|-
 
|-
| recreation type || optional || || - ||  
+
| blastRadius || optional || Number || [[Property:Blast Radius]] ||  
| <code><joyKind></code>
+
| <code><ThingDef><br /><projectile><br /><explosionRadius></code>
<!-- Building - Production -->
 
 
|-
 
|-
| work speed factor || optional ||  
+
| DPS || optional || Number || [[Property:Maximum DPS]] || Damage Per Second
|
+
| <code></code>
* [[Property:Work Speed Factor]]
 
* [[Work Speed Factor]]
 
| {{Q|Work Speed Factor|Description}}
 
| <code><statBases><WorkTableWorkSpeedFactor></code>
 
 
|-
 
|-
| work efficiency factor || optional ||  
+
| stoppingPower || optional || Number || [[Property:Stopping Power]]
|
+
| Stopping power
* [[Property:Work Efficiency Factor]]
+
----
* [[Work Efficiency Factor]]
+
Hits from this weapon will stagger targets, slowing their movement for several seconds.<br /><br />Targets with a [[Property:Body Size|body size]] larger than the stopping power will be unaffected.
| {{Q|Work Efficiency Factor|Description}}
+
| <code><ThingDef><br /><projectile><br /><stoppingPower></code>
| <code><statBases><WorkTableEfficiencyFactor></code>
 
 
|-
 
|-
| unpowered work speed factor || optional ||  || [[Property:Unpowered Work Speed Factor]] ||
+
! colspan="6" style="text-align:left;" | 12. Melee Combat
| <code><building><unpoweredWorkTableWorkSpeedFactor></code>
+
<!-- 12. MELEE COMBAT -->
<!-- Building - Misc -->
 
 
|-
 
|-
| work speed offset || optional || || [[Property:Work Speed Offset]] ||
+
|
| <code></code>
+
# attack1label
 +
# attack2label
 +
# attack3label
 +
# attack4label
 +
# attack5label
 +
# attack6label
 +
# attack7label
 +
| optional || Text
 +
|
 +
# [[Property:Attack 1 Label]]
 +
# [[Property:Attack 2 Label]]
 +
# [[Property:Attack 3 Label]]
 +
# [[Property:Attack 4 Label]]
 +
# [[Property:Attack 5 Label]]
 +
# [[Property:Attack 6 Label]]
 +
# [[Property:Attack 7 Label]]
 +
| Label for this attack
 +
| <code><tools><br /><label></code>
 
|-
 
|-
| max simultaneous facilities || optional || || [[Property:Max Simultaneous Facilities]] ||
+
|
| <code></code>
+
# attack1labelNoLocation
 +
# attack2labelNoLocation
 +
# attack3labelNoLocation
 +
# attack4labelNoLocation
 +
# attack5labelNoLocation
 +
# attack6labelNoLocation
 +
# attack7labelNoLocation
 +
| optional || Text
 +
|
 +
# [[Property:Attack 1 Label No Location]]
 +
# [[Property:Attack 2 Label No Location]]
 +
# [[Property:Attack 3 Label No Location]]
 +
# [[Property:Attack 4 Label No Location]]
 +
# [[Property:Attack 5 Label No Location]]
 +
# [[Property:Attack 6 Label No Location]]
 +
# [[Property:Attack 7 Label No Location]]
 +
| Non-specific label for this attack
 +
| <code><tools><br /><labelNoLocation></code>
 
|-
 
|-
| efficiency || optional || || [[Property:Efficiency]] ||
+
|
| <code></code>
+
# attack1dmg
<!-- Building - Floors -->
+
#* meleeattack1dmg
 +
# attack2dmg
 +
# attack3dmg
 +
# attack4dmg
 +
# attack5dmg
 +
# attack6dmg
 +
# attack7dmg
 +
| optional || Number
 +
|
 +
# [[Property:Attack 1 Damage]]
 +
# [[Property:Attack 2 Damage]]
 +
# [[Property:Attack 3 Damage]]
 +
# [[Property:Attack 4 Damage]]
 +
# [[Property:Attack 5 Damage]]
 +
# [[Property:Attack 6 Damage]]
 +
# [[Property:Attack 7 Damage]]
 +
| Damage that this attack deals
 +
| <code><tools><br /><power></code>
 
|-
 
|-
| speed || optional || || [[Property:Move Speed Factor]] ||
+
|
| <code></code>
+
# attack1ap
 +
# attack2ap
 +
# attack3ap
 +
# attack4ap
 +
# attack5ap
 +
# attack6ap
 +
# attack7ap
 +
| optional || Number (0~2)
 +
|
 +
# [[Property:Attack 1 AP]]
 +
# [[Property:Attack 2 AP]]
 +
# [[Property:Attack 3 AP]]
 +
# [[Property:Attack 4 AP]]
 +
# [[Property:Attack 5 AP]]
 +
# [[Property:Attack 6 AP]]
 +
# [[Property:Attack 7 AP]]
 +
| Armor penetration
 +
----
 +
Armor penetration is the amount of armor this weapon will ignore each time it hits the target.<br /><br />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.
 +
| <code><tools><br /><armorPenetration></code>
 
|-
 
|-
! colspan="6" style="text-align:left;" | 4. Apparel
+
|
<!-- 4. APPAREL -->
+
# attack1type
 +
#* meleeattack1type
 +
# attack2type
 +
# attack3type
 +
# attack4type
 +
# attack5type
 +
# attack6type
 +
# attack7type
 +
| optional || Text
 +
|
 +
# [[Property:Attack 1 Type]]
 +
# [[Property:Attack 2 Type]]
 +
# [[Property:Attack 3 Type]]
 +
# [[Property:Attack 4 Type]]
 +
# [[Property:Attack 5 Type]]
 +
# [[Property:Attack 6 Type]]
 +
# [[Property:Attack 7 Type]]
 +
| [[Damage Type]] of this attack
 +
| <code><tools><br /><capacities></code>
 
|-
 
|-
| insulationcold || optional ||
 
 
|
 
|
* [[Property:Insulation - Cold Base]]
+
# attack1part
* [[Insulation - Cold]]
+
#* meleeattack1part
| {{Q|Insulation - Cold|Description}}
+
# attack2part
| <code><statBases><Insulation_Cold></code>
+
# attack3part
 +
# attack4part
 +
# attack5part
 +
# attack6part
 +
# attack7part
 +
| optional || Text
 +
|
 +
# [[Property:Attack 1 Part]]
 +
# [[Property:Attack 2 Part]]
 +
# [[Property:Attack 3 Part]]
 +
# [[Property:Attack 4 Part]]
 +
# [[Property:Attack 5 Part]]
 +
# [[Property:Attack 6 Part]]
 +
# [[Property:Attack 7 Part]]
 +
| Body part group associated with this attack
 +
| <code><tools><br /><linkedBodyPartsGroup></code>
 
|-
 
|-
| insulationheat || optional ||
 
 
|
 
|
* [[Property:Insulation - Heat Base]]
+
# attack1cool
* [[Insulation - Heat]]
+
#* meleeattack1cool
| {{Q|Insulation - Heat|Description}}
+
# attack2cool
| <code><statBases><Insulation_Heat></code>
+
# attack3cool
 +
# attack4cool
 +
# attack5cool
 +
# attack6cool
 +
# attack7cool
 +
| optional || Number (Seconds)
 +
|
 +
# [[Property:Attack 1 Cooldown]]
 +
# [[Property:Attack 2 Cooldown]]
 +
# [[Property:Attack 3 Cooldown]]
 +
# [[Property:Attack 4 Cooldown]]
 +
# [[Property:Attack 5 Cooldown]]
 +
# [[Property:Attack 6 Cooldown]]
 +
# [[Property:Attack 7 Cooldown]]
 +
| Cooldown of this attack in seconds
 +
| <code><tools><br /><cooldownTime></code>
 
|-
 
|-
| insulationcoldfactor || optional ||
 
 
|
 
|
* [[Property:Insulation Factor - Cold]]
+
# attack1chancefactor
* [[Insulation - Cold - Material Effect Multiplier]]
+
# attack2chancefactor
| {{Q|Insulation - Cold - Material Effect Multiplier|Description}}
+
# attack3chancefactor
| <code><statBases><StuffEffectMultiplierInsulation_Cold></code>
+
# attack4chancefactor
 +
# attack5chancefactor
 +
# attack6chancefactor
 +
# attack7chancefactor
 +
| optional || Number
 +
|
 +
# [[Property:Attack 1 Chance Factor]]
 +
# [[Property:Attack 2 Chance Factor]]
 +
# [[Property:Attack 3 Chance Factor]]
 +
# [[Property:Attack 4 Chance Factor]]
 +
# [[Property:Attack 5 Chance Factor]]
 +
# [[Property:Attack 6 Chance Factor]]
 +
# [[Property:Attack 7 Chance Factor]]
 +
| Multiplier on the chance that this attack will be used
 +
| <code><tools><br /><chanceFactor></code>
 
|-
 
|-
| insulationheatfactor || optional ||
 
 
|
 
|
* [[Property:Insulation Factor - Heat]]
+
# attack1stun
* [[Insulation - Heat - Material Effect Multiplier]]
+
# attack2stun
| {{Q|Insulation - Heat - Material Effect Multiplier|Description}}
+
# attack3stun
| <code><statBases><StuffEffectMultiplierInsulation_Heat></code>
+
# attack4stun
 +
# attack5stun
 +
# attack6stun
 +
# attack7stun
 +
| optional || Number
 +
|
 +
# [[Property:Attack 1 Stun]]
 +
# [[Property:Attack 2 Stun]]
 +
# [[Property:Attack 3 Stun]]
 +
# [[Property:Attack 4 Stun]]
 +
# [[Property:Attack 5 Stun]]
 +
# [[Property:Attack 6 Stun]]
 +
# [[Property:Attack 7 Stun]]
 +
| Amount of [[Damage Types#Stun|stun]] damage received from the first attack
 +
| <code><tools><br /><surpriseAttack><br /><extraMeleeDamages><br /><def></def><br /><amount></code>
 
|-
 
|-
| armorsharp || optional ||
 
 
|
 
|
* [[Property:Armor - Sharp]]
+
# attack1ensureLinkedBodyPartsGroupAlwaysUsable
* [[Armor - Sharp]]
+
# attack2ensureLinkedBodyPartsGroupAlwaysUsable
| {{Q|Armor - Sharp|Description}}
+
# attack3ensureLinkedBodyPartsGroupAlwaysUsable
| <code><statBases><ArmorRating_Sharp></code>
+
# attack4ensureLinkedBodyPartsGroupAlwaysUsable
 +
# attack5ensureLinkedBodyPartsGroupAlwaysUsable
 +
# attack6ensureLinkedBodyPartsGroupAlwaysUsable
 +
# attack7ensureLinkedBodyPartsGroupAlwaysUsable
 +
| optional || Boolean
 +
|
 +
# [[Property:Attack 1 Ensure Linked Body Parts Group Always Usable]]
 +
# [[Property:Attack 2 Ensure Linked Body Parts Group Always Usable]]
 +
# [[Property:Attack 3 Ensure Linked Body Parts Group Always Usable]]
 +
# [[Property:Attack 4 Ensure Linked Body Parts Group Always Usable]]
 +
# [[Property:Attack 5 Ensure Linked Body Parts Group Always Usable]]
 +
# [[Property:Attack 6 Ensure Linked Body Parts Group Always Usable]]
 +
# [[Property:Attack 7 Ensure Linked Body Parts Group Always Usable]]
 +
| ?
 +
| <code><tools><br /><ensureLinkedBodyPartsGroupAlwaysUsable></code>
 
|-
 
|-
| armorblunt || optional ||
 
 
|
 
|
* [[Property:Armor - Blunt]]
+
# attack1alwaysTreatAsWeapon
* [[Armor - Blunt]]
+
# attack2alwaysTreatAsWeapon
| {{Q|Armor - Blunt|Description}}
+
# attack3alwaysTreatAsWeapon
| <code><statBases><ArmorRating_Blunt></code>
+
# attack4alwaysTreatAsWeapon
 +
# attack5alwaysTreatAsWeapon
 +
# attack6alwaysTreatAsWeapon
 +
# attack7alwaysTreatAsWeapon
 +
| optional || Boolean
 +
|
 +
# [[Property:Attack 1 Always Treat As Weapon]]
 +
# [[Property:Attack 2 Always Treat As Weapon]]
 +
# [[Property:Attack 3 Always Treat As Weapon]]
 +
# [[Property:Attack 4 Always Treat As Weapon]]
 +
# [[Property:Attack 5 Always Treat As Weapon]]
 +
# [[Property:Attack 6 Always Treat As Weapon]]
 +
# [[Property:Attack 7 Always Treat As Weapon]]
 +
| ?
 +
| <code><tools><br /><alwaysTreatAsWeapon></code>
 
|-
 
|-
| armorheat || optional || ||
+
| MeleeWeaponAverageDPS || optional || Number
* [[Property:Armor - Heat]]
+
|
* [[Armor - Heat]]
+
* [[Property:MeleeDPS]]
| {{Q|Armor - Heat|Description}}
+
* [[Melee Damage Per Second]]
| <code><statBases><ArmorRating_Heat></code>
+
| {{Q|Melee Damage Per Second|Description}}
 +
| -
 
|-
 
|-
| armorsharpfactor || optional || ||
+
| MeleeWeaponAverageAP || optional || Number
* [[Property:Armor Factor - Sharp]]
+
|
* [[Armor - Material Effect Multiplier]]
+
* [[Property:MeleeAP]]
| {{Q|Armor - Material Effect Multiplier|Description}}
+
* [[Melee Weapon Average Armor Penetration]]
| <code><statBases><StuffEffectMultiplierArmor></code>
+
| {{Q|Melee Weapon Average Armor Penetration|Description}}
 +
| -
 
|-
 
|-
| armorbluntfactor || optional ||  ||
+
| body part || optional ||  || - ||  
* [[Property:Armor Factor - Blunt]]
+
| <code></code>
* [[Armor - Material Effect Multiplier]]
 
| {{Q|Armor - Material Effect Multiplier|Description}}
 
| <code><statBases><StuffEffectMultiplierArmor></code>
 
 
|-
 
|-
| armorheatfactor || optional ||  ||
+
! colspan="6" style="text-align:left;" | 13. Creation
* [[Property:Armor Factor - Heat]]
+
<!-- 13. CREATION -->
* [[Armor - Material Effect Multiplier]]
 
| {{Q|Armor - Material Effect Multiplier|Description}}
 
| <code><statBases><StuffEffectMultiplierArmor></code>
 
 
|-
 
|-
| painshockthreshold || optional || Number || [[Property:Pain Shock Threshold]] ||  
+
| research || optional || || [[Property:Required Research]] ||  
| <code><equippedStatOffsets><PainShockThreshold></code>
+
| <code><researchPrerequisites></code>
 
|-
 
|-
| lifestage || optional || Text || [[Property:Lifestage]] ||
+
|
| <code><apparel><developmentalStageFilter></code>
+
# production facility 1
 +
# production facility 2
 +
# production facility 3
 +
# production facility 4
 +
| optional || Page
 +
|
 +
* [[Property:Production Facility 1]]
 +
* [[Property:Production Facility 2]]
 +
* [[Property:Production Facility 3]]
 +
* [[Property:Production Facility 4]]
 +
| Where this item can be crafted at
 +
| <code><recipeUsers></code>
 
|-
 
|-
| coverage || optional || Text || [[Property:Coverage]] ||  
+
| resources to make || optional || || - ||  
| <code><apparel><bodyPartGroups></code>
+
| <code><costList></code>
 
|-
 
|-
| layer || optional || Text || [[Property:layer]] ||  
+
|
| <code><apparel><layers></code>
+
# resource 1
 +
# resource 2
 +
# resource 3
 +
# resource 4
 +
# resource 5
 +
# resource 6
 +
| optional || Page
 +
|
 +
# [[Property:Resource 1]]
 +
# [[Property:Resource 2]]
 +
# [[Property:Resource 3]]
 +
# [[Property:Resource 4]]
 +
# [[Property:Resource 5]]
 +
# [[Property:Resource 6]]
 +
|  
 +
| <code></code>
 
|-
 
|-
! colspan="6" style="text-align:left;" | 5. Pawn Stats
+
|
<!-- 5. PAWN STATS -->
+
# resource 1 amount
<!-- Animal Health -->
+
# resource 2 amount
|-
+
# resource 3 amount
| bandwidth || optional || Number || [[Property:Bandwidth]] ||  
+
# resource 4 amount
 +
# resource 5 amount
 +
# resource 6 amount
 +
| optional || Number
 +
|
 +
# [[Property:Resource 1 Amount]]
 +
# [[Property:Resource 2 Amount]]
 +
# [[Property:Resource 3 Amount]]
 +
# [[Property:Resource 4 Amount]]
 +
# [[Property:Resource 5 Amount]]
 +
# [[Property:Resource 6 Amount]]
 +
|  
 
| <code></code>
 
| <code></code>
 
|-
 
|-
| movespeed || optional || Number || [[Property:Move Speed Base]] ||  
+
|
| <code></code>
+
# skill 1
 +
# skill 2
 +
| optional ||  
 +
|
 +
# [[Property:Skill 1]]
 +
# [[Property:Skill 2]]
 +
|  
 +
|
 +
# <code><skillRequirements></code>
 +
# <code><constructionSkillPrerequisite></code>
 
|-
 
|-
| healthscale || optional || Number || [[Property:Health Scale]] ||  
+
|
| <code><race><baseHealthScale></code>
+
# skill 1 level
 +
# skill 2 level
 +
| optional || Number (0-20)
 +
|
 +
# [[Property:Skill 1 Level]]
 +
# [[Property:Skill 2 Level]]
 +
|  
 +
| <code><skillRequirements></code>
 
|-
 
|-
| bodysize || optional || Number || [[Property:Body Size]] ||  
+
| constructable || optional || || - ||  
| <code><race><baseBodySize></code>
+
| <code></code>
 
|-
 
|-
| massyoung || optional || Number || [[Property:Mass - Young]] ||  
+
| work speed stat || optional || || [[Property:Work Speed Stat]] ||  
 
| <code></code>
 
| <code></code>
 
|-
 
|-
| massjuvenile || optional || Number || [[Property:Mass - Juvenile]] ||  
+
| gestation cycles || optional || || [[Property:Gestation Cycles]] ||  
 
| <code></code>
 
| <code></code>
 
|-
 
|-
| massadult || optional || Number || [[Property:Mass - Adult]] ||  
+
| stuff tags || optional || || [[Property:Stuff Tags]] ||  
 
| <code></code>
 
| <code></code>
 
|-
 
|-
| ridingspeed || optional || Number || [[Property:Riding Speed]] ||  
+
| product amount || optional || || [[Property:Product Amount]] ||  
 
| <code></code>
 
| <code></code>
 
|-
 
|-
| filth rate || optional || Number || [[Property:Animal Filth Rate]] ||  
+
| deconstruct yield || optional || || - ||  
| <code><statBases><FilthRate></code>
+
| <code></code>
 
|-
 
|-
| hungerrate || optional || Number || [[Property:Base Hunger Rate]] ||  
+
| destroyyield || optional || || - ||  
| <code><race><baseHungerRate></code>
+
| <code></code>
 
|-
 
|-
| diet || optional || Text: || [[Property:Diet]] ||  
+
| leavesresourceswhendestroyed || optional || || - ||  
| <code><race><foodType></code>
+
| <code><leaveResourcesWhenKilled></code>
 
|-
 
|-
| lifespan || optional || Number (Years) || [[Property:Life Expectancy]] || Lifespan (Years)
+
| bonusdestroyleavings || optional || || - ||  
| <code><race><lifeExpectancy></code>
+
| <code></code>
 
|-
 
|-
| manhunter || optional || Number || [[Property:Turn Manhunter Chance When Attacked]] ||  
+
! colspan="6" style="text-align:left;" | Important
| <code><race><manhunterOnDamageChance></code>
+
<!-- Important -->
 
|-
 
|-
| manhuntertame || optional || Number || [[Property:Turn Manhunter Chance When Taming]] ||
+
| marketvalue || optional || silver
| <code><race><manhunterOnTameFailChance></code>
+
|
 +
* [[Property:Market Value Base]]
 +
* [[Market Value]]
 +
| The amount of silver the item is worth. Defaults to [[Template:Market Value Calculator]].
 +
| <code><statBases><br /><MarketValue></code>
 
|-
 
|-
| trainable || optional || Text || [[Property:Trainable Intelligence]]
+
| honor value || optional || Number
* [[Property:Can Train Attack]]
+
|
* [[Property:Can Train Guard]]
+
* [[Property:Honor Value]]
* [[Property:Can Train Haul]]
+
* [[Honor Value]]
* [[Property:Can Train Rescue]]
+
| {{Q|Honor Value|Description}}
|  
+
| <code><RoyalFavorValue></code>
| <code><race><trainability></code>
+
<!-- Pawn Important -->
|-
 
| wildness || optional || Number || [[Property:Wildness]] ||
 
| <code><race><wildness></code>
 
 
|-
 
|-
| min handling skill || optional || Number (0~20) || [[Property:Minimum Handling Skill]] ||  
+
! colspan="6" style="text-align:left;" | Non Pawn Important
| <code></code>
+
<!-- Non Pawn Important -->
 
|-
 
|-
| petness || optional || Number || [[Property:Petness]] ||  
+
| nutrition || optional || Number
| <code><race><petness></code>
+
|
 +
* [[Property:Nutrition]]
 +
* [[Nutrition (Stat)]]
 +
| {{Q|Nutrition (Stat)|Description}}
 +
| <code><statBases><br /><Nutrition></code>
 
|-
 
|-
| predator || optional || Boolean || - ||  
+
| medical potency base || optional || number (displayed as %)
| <code><race><predator></code>
+
|
 +
* [[Property:Medical Potency Base]]
 +
* [[Medical Potency]]
 +
| {{Q|Medical Potency|Description}}
 +
| <code><statBases><br /><MedicalPotency></code>
 
|-
 
|-
| roamMtb || optional || Number || [[Property:Roam Mtb Days]] ||  
+
| medical quality max || optional || number (displayed as %)
| <code><race><roamMtbDays></code>
+
|
 +
* [[Property:Medical Quality Max]]
 +
* [[Medical Tend Quality Maximum]]
 +
| {{Q|Medical Tend Quality Maximum|Description}}
 +
| <code><statBases><br /><MedicalQualityMax></code>
 
|-
 
|-
| nuzzleMtb || optional || Number || [[Property:Nuzzle Mtb Hours]] ||  
+
| hp || optional || integer || [[Property:Max Hit Points Base]] || The amount of damage an object can take.
| <code><race><nuzzleMtbHours></code>
+
| <code><statBases><br /><MaxHitPoints></code>
 
|-
 
|-
| mateMtb || optional || Number || [[Property:Mate Mtb Hours]] ||  
+
! colspan="6" style="text-align:left;" | Basics
| <code><race><mateMtbHours></code>
+
<!-- Basics -->
 
|-
 
|-
| maturityage || optional || Number || [[Property:Maturity Age]] ||  
+
| mass base || optional || kg
| <code><lifeStageAges><def></def><minAge></code>
+
|
 +
* [[Property:Mass Base]]
 +
* [[Mass]]
 +
| Mass in kilograms - DO NOT USE FOR ANIMALS.
 +
----
 +
{{Q|Mass|Description}}
 +
| <code><statBases><br /><Mass></code>
 
|-
 
|-
| juvenileage || optional || Number || [[Property:Juvenile Age]] ||  
+
| flammability || optional || number (displayed as %)
| <code><lifeStageAges><def></def><minAge></code>
+
|
 +
* [[Property:Flammability Base]]
 +
* [[Flammability]]
 +
| {{Q|Flammability|Description}}
 +
| <code><statBases><br /><Flammability></code>
 
|-
 
|-
| psychic sensitivity || optional || Number
+
| psychic sensitivity factor || optional || Number
 
|
 
|
* [[Property:Psychic Sensitivity]]
+
* [[Property:Psychic Sensitivity Factor]]
* [[Psychic Sensitivity]]
+
* [[Psychic Sensitivity Factor]]
| {{Q|Psychic Sensitivity|Description}}
+
| {{Q|Psychic Sensitivity Factor|Description}}
| <code></code>
+
| <code><statFactorsQuality><br /><stat>PsychicSensitivityFactor</stat></code>
 
|-
 
|-
| toxic resistance || optional || Number (0~1)
+
| psychic sensitivity offset || optional || Number
 
|
 
|
* [[Property:Toxic Resistance]]
+
* [[Property:Psychic Sensitivity Offset]]
* [[Toxic Resistance]]
+
* [[Psychic Sensitivity Offset]]
| {{Q|Toxic Resistance|Description}}
+
| {{Q|Psychic Sensitivity Offset|Description}}
| <code></code>
+
| <code><equippedStatOffsets><br /><PsychicSensitivityOffset></code>
 
|-
 
|-
| toxic environment resistance || optional || Number (0~1)
+
| neural heat limit offset || optional || Number
 
|
 
|
* [[Property:Toxic Environment Resistance]]
+
* [[Property:Neural Heat Limit Offset]]
* [[Toxic Environment Resistance]]
+
* [[Neural Heat Limit Offset]]
| {{Q|Toxic Environment Resistance|Description}}
+
| {{Q|Neural Heat Limit Offset|Description}}
| <code></code>
+
| <code><statOffsetsQuality><br /><stat>PsychicEntropyMaxOffset</stat></code>
 
|-
 
|-
| EMP resistance || optional || Number (0~1)
+
| neural heat recovery rate offset || optional || Number
 
|
 
|
* [[Property:EMP Resistance]]
+
* [[Property:Neural Heat Recovery Rate Offset]]
* [[EMP Resistance]]
+
* [[Neural Heat Recovery Rate Offset]]
| {{Q|EMP Resistance|Description}}
+
| {{Q|Neural Heat Recovery Rate Offset|Description}}
| <code></code>
+
| <code><statOffsetsQuality><br /><stat>PsychicEntropyRecoveryRateOffset</stat></code>
 
|-
 
|-
| min comfortable temperature || optional || Number
+
| slave suppression offset || optional || Number
 
|
 
|
* [[Property:Min Comfortable Temperature]]
+
* [[Property:Slave Suppression Offset]]
* [[Minimum Comfortable Temperature]]
+
* [[Slave Suppression Offset]]
| {{Q|Minimum Comfortable Temperature|Description}}
+
| {{Q|Slave Suppression Offset|Description}}
| <code><statBases><ComfyTemperatureMin></code>
+
| <code><equippedStatOffsets><br /><SlaveSuppressionOffset></code>
 
|-
 
|-
| max comfortable temperature || optional || Number
+
| terror source || optional || Number
 
|
 
|
* [[Property:Max Comfortable Temperature]]
+
* [[Property:Terror Source]]
* [[Maximum Comfortable Temperature]]
+
* [[Terror (Source)]]
| {{Q|Maximum Comfortable Temperature|Description}}
+
| {{Q|Terror (Source)|Description}}
| <code><statBases><ComfyTemperatureMax></code>
+
| <code><statBases><br /><TerrorSource></code>
 
|-
 
|-
| livesin_temperateforest || optional || Boolean || [[Property:Lives In Temperate Forest]] ||  
+
| max install count || optional || Number
| <code></code>
+
|
 +
* [[Property:Max Install Count]]
 +
* [[Max Install Count]]
 +
| {{Q|Max Install Count|Description}}
 +
| <code><statBases><br /><MaxInstallCount></code>
 
|-
 
|-
| livesin_temperateswamp || optional || Boolean || [[Property:Lives In Temperate Swamp]] ||  
+
! colspan="6" style="text-align:left;" | Pawn
| <code></code>
+
<!-- Pawn -->
 
|-
 
|-
| livesin_tropicalrainforest || optional || Boolean || [[Property:Lives In Tropical Rainforest]] ||  
+
! colspan="6" style="text-align:left;" | 5. Pawn Stats
| <code></code>
+
<!-- 5. PAWN STATS -->
 +
<!-- Animal Health -->
 
|-
 
|-
| livesin_tropicalswamp || optional || Boolean || [[Property:Lives In Tropical Swamp]] ||  
+
| movespeed || optional || Number || [[Property:Move Speed Base]] ||  
 
| <code></code>
 
| <code></code>
 
|-
 
|-
| livesin_aridshrubland || optional || Boolean || [[Property:Lives In Arid Shrubland]] ||  
+
| healthscale || optional || Number || [[Property:Health Scale]] ||  
| <code></code>
+
| <code><race><br /><baseHealthScale></code>
 
|-
 
|-
| livesin_desert || optional || Boolean || [[Property:Lives In Desert]] ||  
+
| bodysize || optional || Number || [[Property:Body Size]] ||  
| <code></code>
+
| <code><race><br /><baseBodySize></code>
 
|-
 
|-
| livesin_extremedesert || optional || Boolean || [[Property:Lives In Extreme Desert]] ||  
+
| massyoung || optional || Number || [[Property:Mass - Young]] ||  
 
| <code></code>
 
| <code></code>
 
|-
 
|-
| livesin_borealforest || optional || Boolean || [[Property:Lives In Boreal Forest]] ||  
+
| massjuvenile || optional || Number || [[Property:Mass - Juvenile]] ||  
 
| <code></code>
 
| <code></code>
 
|-
 
|-
| livesin_coldbog || optional || Boolean || [[Property:Lives In Cold Bog]] ||  
+
| massadult || optional || Number || [[Property:Mass - Adult]] ||  
 
| <code></code>
 
| <code></code>
 
|-
 
|-
| livesin_tundra || optional || Boolean || [[Property:Lives In Tundra]] ||  
+
| ridingspeed || optional || Number || [[Property:Riding Speed]] ||  
 
| <code></code>
 
| <code></code>
 
|-
 
|-
| livesin_icesheet || optional || Boolean || [[Property:Lives In Ice Sheet]] ||  
+
| filth rate || optional || Number || [[Property:Animal Filth Rate]] ||  
| <code></code>
+
| <code><statBases><br /><FilthRate></code>
 
|-
 
|-
| livesin_seaice || optional || Boolean || [[Property:Lives In Sea Ice]] ||  
+
| hungerrate || optional || Number || [[Property:Base Hunger Rate]] ||  
| <code></code>
+
| <code><race><br /><baseHungerRate></code>
 
|-
 
|-
! colspan="6" style="text-align:left;" | 6. Production
+
| diet || optional
<!-- 6. PRODUCTION -->
+
| One of:
 +
{{:Property:Diet}}
 +
| [[Property:Diet]] ||  
 +
| <code><race><br /><foodType></code>
 
|-
 
|-
| meatyield || optional ||  
+
| lifespan || optional || Number (Years) || [[Property:Life Expectancy]] || Lifespan (Years)
|
+
| <code><race><br /><lifeExpectancy></code>
* [[Property:Meat Yield]]
 
* [[Meat Amount]]
 
| {{Q|Meat Amount|Description}}
 
| <code></code>
 
 
|-
 
|-
| basemeatamount || optional || || - || || -
+
| manhunter || optional || Number || [[Property:Turn Manhunter Chance When Attacked]] ||  
 +
| <code><race><br /><manhunterOnDamageChance></code>
 
|-
 
|-
| meatname || optional || || [[Property:Meat Name]] ||  
+
| manhuntertame || optional || Number || [[Property:Turn Manhunter Chance When Taming]] ||  
| <code><race><meatLabel></code> or <code><race><specificMeatDef></code>
+
| <code><race><br /><manhunterOnTameFailChance></code>
 
|-
 
|-
| leathername || optional || || [[Property:Leather Name]] ||  
+
| trainable || optional || Text || [[Property:Trainable Intelligence]]
| <code><race><leatherDef></code>
+
* [[Property:Can Train Attack]]
 +
* [[Property:Can Train Guard]]
 +
* [[Property:Can Train Haul]]
 +
* [[Property:Can Train Rescue]]
 +
|  
 +
| <code><race><br /><trainability></code>
 
|-
 
|-
| leatheryield || optional ||  
+
| wildness || optional || Number || [[Property:Wildness]] ||  
|
+
| <code><race><br /><wildness></code>
* [[Property:Leather Yield]]
 
* [[Leather Amount]]
 
| {{Q|Leather Amount|Description}}
 
| <code><statBases><LeatherAmount></code>
 
 
|-
 
|-
| baseleatheramount || optional || || - || || -
+
| min handling skill || optional || Number (0~20) || [[Property:Minimum Handling Skill]] ||  
<!-- CompProperties_Milkable -->
+
| <code></code>
 
|-
 
|-
| milk || optional || Number || [[Property:Milk Amount]] ||  
+
| petness || optional || Number || [[Property:Petness]] ||  
| <code><comps><Class="CompProperties_Milkable"><milkAmount></code>
+
| <code><race><br /><petness></code>
 
|-
 
|-
| mlikname || optional || Text || [[Property:Milk Name]] ||  
+
| predator || optional || Boolean || - ||  
| <code><comps><Class="CompProperties_Milkable"><milkDef></code>
+
| <code><race><br /><predator></code>
 
|-
 
|-
| milktime || optional || Number (Days) || [[Property:Milking Interval Days]], [[Property:Daily Milk Average]] ||  
+
| roamMtb || optional || Number || [[Property:Roam Mtb Days]] ||  
| <code><comps><Class="CompProperties_Milkable"><milkIntervalDays></code>
+
| <code><race><br /><roamMtbDays></code>
<!-- CompProperties_Shearable -->
 
 
|-
 
|-
| wool || optional || || [[Property:Wool Amount]] ||  
+
| nuzzleMtb || optional || Number || [[Property:Nuzzle Mtb Hours]] ||  
| <code><comps><Class="CompProperties_Shearable"><woolDef></code>
+
| <code><race><br /><nuzzleMtbHours></code>
 
|-
 
|-
| woolname || optional || || [[Property:Wool Name]] ||  
+
| mateMtb || optional || Number || [[Property:Mate Mtb Hours]] ||  
| <code><comps><Class="CompProperties_Shearable"><woolAmount></code>
+
| <code><race><br /><mateMtbHours></code>
 
|-
 
|-
| sheartime || optional || || [[Property:Shearing Interval Days]], [[Property:Daily Wool Average]] ||  
+
| maturityage || optional || Number || [[Property:Maturity Age]] ||  
| <code><comps><Class="CompProperties_Shearable"><shearIntervalDays></code>
+
| <code><lifeStageAges><br /><def></def><br /><minAge></code>
<!-- CompProperties_EggLayer -->
 
 
|-
 
|-
| eggsmin || optional || Number || [[Property:Eggs Per Clutch Minimum]] ||  
+
| juvenileage || optional || Number || [[Property:Juvenile Age]] ||  
| <code><comps><Class="CompProperties_EggLayer"><eggCountRange></code>
+
| <code><lifeStageAges><br /><def></def><br /><minAge></code>
 
|-
 
|-
| eggsmax || optional || Number || [[Property:Eggs Per Clutch Maximum]] ||  
+
| psychic sensitivity || optional || Number
| <code><comps><Class="CompProperties_EggLayer"><eggCountRange></code>
+
|
 +
* [[Property:Psychic Sensitivity]]
 +
* [[Psychic Sensitivity]]
 +
| {{Q|Psychic Sensitivity|Description}}
 +
| <code><PsychicSensitivity></code>
 
|-
 
|-
| eggtime || optional || Number (Days) || [[Property:Egg Laying Interval]], [[Property:Eggs Per Season Average]] ||  
+
| toxic resistance || optional || Number (0~1)
| <code><comps><Class="CompProperties_EggLayer"><eggLayIntervalDays></code>
+
|
 +
* [[Property:Toxic Resistance]]
 +
* [[Toxic Resistance]]
 +
| {{Q|Toxic Resistance|Description}}
 +
| <code><ToxicResistance></code>
 
|-
 
|-
| eggs_avg || optional || Number || [[Property:Eggs Per Clutch Average]] ||  
+
| toxic environment resistance || optional || Number (0~1)
| <code><comps><Class="CompProperties_EggLayer"><eggCountRange></code>
+
|
 +
* [[Property:Toxic Environment Resistance]]
 +
* [[Toxic Environment Resistance]]
 +
| {{Q|Toxic Environment Resistance|Description}}
 +
| <code><ToxicEnvironmentResistance></code>
 
|-
 
|-
| egg_unfertilized || optional || Boolean || [[Property:Can Lay Unfertilized Eggs]] ||  
+
| min comfortable temperature || optional || Number
| <code><comps><Class="CompProperties_EggLayer"><eggUnfertilizedDef></code>
+
|
 +
* [[Property:Min Comfortable Temperature]]
 +
* [[Minimum Comfortable Temperature]]
 +
| {{Q|Minimum Comfortable Temperature|Description}}
 +
| <code><statBases><br /><ComfyTemperatureMin></code>
 +
|-
 +
| max comfortable temperature || optional || Number
 +
|
 +
* [[Property:Max Comfortable Temperature]]
 +
* [[Maximum Comfortable Temperature]]
 +
| {{Q|Maximum Comfortable Temperature|Description}}
 +
| <code><statBases><br /><ComfyTemperatureMax></code>
 
|-
 
|-
| gestation || optional || Number (Days) || [[Property:Gestation Period Days]] ||  
+
| livesin_temperateforest || optional || Number || [[Property:Lives In Temperate Forest]] || The density of this animal in a [[Temperate forest]] biome || <code><wildAnimals></code>
| <code><race><gestationPeriodDays></code>
 
 
|-
 
|-
| offspring || optional || Number || [[Property:Offspring Per Birth]] ||  
+
| livesin_temperateswamp || optional || Number || [[Property:Lives In Temperate Swamp]] || The density of this animal in a [[Temperate swamp]] biome || <code><wildAnimals></code>
| <code><race><litterSizeCurve></code>
 
 
|-
 
|-
| avg offspring || optional || Number || [[Property:Average Offspring Per Birth]] ||  
+
| livesin_tropicalrainforest || optional || Number || [[Property:Lives In Tropical Rainforest]] || The density of this animal in a [[Tropical rainforest]] biome || <code><wildAnimals></code>
| <code><race><litterSizeCurve></code>
 
 
|-
 
|-
! colspan="6" style="text-align:left;" | 7. Ingestion
+
| livesin_tropicalswamp || optional || Number || [[Property:Lives In Tropical Swamp]] || The density of this animal in a [[Tropical swamp]] biome || <code><wildAnimals></code>
<!-- 7. INGESTION -->
 
 
|-
 
|-
| nutrition || optional || Number
+
| livesin_aridshrubland || optional || Number || [[Property:Lives In Arid Shrubland]] || The density of this animal in an [[Arid shrubland]] biome || <code><wildAnimals></code>
|
 
* [[Property:Nutrition]]
 
* [[Nutrition (Stat)]]
 
| {{Q|Nutrition (Stat)|Description}}
 
| <code></code>
 
 
|-
 
|-
| taste || optional
+
| livesin_desert || optional || Number || [[Property:Lives In Desert]] || The density of this animal in a [[Desert]] biome || <code><wildAnimals></code>
| One of:
 
{{:Property:Taste}}
 
| [[Property:Taste]] ||  
 
| <code><ingestible><preferability></code>
 
 
|-
 
|-
| ingested direct thought || optional || || [[Property:Ingested Direct Thought]] ||  
+
| livesin_extremedesert || optional || Number || [[Property:Lives In Extreme Desert]] || The density of this animal in an [[Extreme desert]] biome || <code><wildAnimals></code>
| <code><ingestible><tasteThought></code>
 
 
|-
 
|-
| joy offset || optional || Number || [[Property:Joy Offset]] ||  
+
| livesin_borealforest || optional || Number || [[Property:Lives In Boreal Forest]] || The density of this animal in a [[Boreal forest]] biome || <code><wildAnimals></code>
| <code><ingestible><joy></code>
 
 
|-
 
|-
| joy kind || optional
+
| livesin_coldbog || optional || Number || [[Property:Lives In Cold Bog]] || The density of this animal in a [[Cold bog]] biome || <code><wildAnimals></code>
| One of:
 
{{:Property:Joy Kind}}
 
| [[Property:Joy Kind]] ||  
 
| <code><ingestible><joyKind></code>
 
 
|-
 
|-
| addictiveness || optional || || [[Property:Addictiveness]] ||  
+
| livesin_tundra || optional || Number || [[Property:Lives In Tundra]] || The density of this animal in a [[Tundra]] biome || <code><wildAnimals></code>
| <code><comps><Class="CompProperties_Drug"><addictiveness></code>
 
 
|-
 
|-
| food poison chance || optional || Number (0~1)
+
| livesin_icesheet || optional || Number || [[Property:Lives In Ice Sheet]] || The density of this animal in an [[Ice sheet]] biome || <code><wildAnimals></code>
|
 
* [[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]] ||  
+
| livesin_seaice || optional || Number || [[Property:Lives In Sea Ice]] || The density of this animal in a [[Sea ice]] biome || <code><wildAnimals></code>
| <code><ingestible><maxNumToIngestAtOnce></code>
 
 
|-
 
|-
| ingestion time || optional ||  || [[Property:Ingestion Time]] ||  
+
! colspan="6" style="text-align:left;" | Non Pawn
| <code><ingestible><baseIngestTicks></code>
+
<!-- Non Pawn -->
 
|-
 
|-
! colspan="6" style="text-align:left;" | 8. Stat Modifiers (for materials)
+
| deterioration || optional || number
<!-- 8. STAT MODIFIERS (for Materials) -->
+
|
 +
* [[Property:Deterioration Rate Base]]
 +
* [[Deterioration Rate]]
 +
| {{Q|Deterioration Rate|Description}}
 +
| <code><statBases><br /><DeteriorationRate></code>
 
|-
 
|-
| beauty factor || optional || number || [[Property:Beauty Factor]] ||  
+
| beauty || optional || integer
| <code><stuffProps><statFactors><Beauty></code>
+
|
 +
* [[Property:Beauty]]
 +
* [[Beauty (Stat)]]
 +
| {{Q|Beauty (Stat)|Description}}
 +
| <code><statBases><br /><Beauty></code>
 
|-
 
|-
| beauty offset || optional || number || [[Property:Beauty Offset]] ||  
+
| beauty outdoors || optional || integer
| <code><stuffProps><statOffsets><Beauty></code>
+
|
 +
* [[Property:Beauty]]
 +
* [[Outdoor Beauty]]
 +
| {{Q|Outdoor Beauty|Description}}
 +
| <code><statBases><br /><BeautyOutdoors></code>
 +
|- 
 +
| cleanliness || optional || Number
 +
|
 +
* [[Property:Cleanliness]]
 +
* [[Cleanliness (Stat)]]
 +
| {{Q|Cleanliness (Stat)|Description}}
 +
| <code><statBases><br /><Cleanliness></code>
 
|-
 
|-
| work to make factor || optional || number || [[Property:Work To Make Factor]] ||  
+
| comfort || optional || Number
| <code><stuffProps><statFactors><WorkToMake></code>
+
|
 +
* [[Property:Comfort Base]]
 +
* [[Comfort (Stat)]]
 +
| {{Q|Comfort (Stat)|Description}}
 +
| <code><statBases><br /><Comfort></code>
 
|-
 
|-
| work to build factor || optional || number || [[Property:Work To Build Factor]] ||  
+
| work to make || optional || Number, Ticks
| <code><stuffProps><statFactors><WorkToBuild></code>
+
|
 +
* [[Property:Work To Make]]
 +
* [[Work To Make]]
 +
* [[Work To Build]]
 +
|<!-- Description -->
 +
{{Q|Work To Make|Label}}
 +
----
 +
{{Q|Work To Make|Description}}
 +
----
 +
{{Q|Work To Build|Label}}
 +
----
 +
{{Q|Work To Build|Description}}
 +
|
 +
# <code><statBases><br /><WorkToMake></code> (Items)
 +
# <code><statBases><br /><WorkToBuild></code> (Buildings)
 
|-
 
|-
| work to build offset || optional || ticks || [[Property:Work To Build Offset]] ||  
+
| food poison chance || optional || Number (0~1)
| <code><stuffProps><statOffsets><WorkToBuild></code>
+
|
 +
* [[Property:Food Poison Chance Base]]
 +
* [[Food Poison Chance (Food Stat)]]
 +
| {{Q|Food Poison Chance (Food Stat)|Description}}
 +
| <code><statBases><br /><FoodPoisonChanceFixedHuman></code>
 
|-
 
|-
| max hit points factor || optional || number || [[Property:Max Hit Points Factor]] ||  
+
| styledominance || optional || integer
| <code><stuffProps><statFactors><MaxHitPoints></code>
+
|
 +
* [[Property:Style Dominance]]
 +
* [[Style Dominance]]
 +
| {{Q|Style Dominance|Description}}
 +
| <code><statBases><br /><StyleDominance></code>
 
|-
 
|-
| flammability factor || optional || number || [[Property:Flammability Factor]] ||  
+
! colspan="6" style="text-align:left;" | Animal Productivity
| <code><stuffProps><statFactors><Flammability></code>
+
<!-- Animal Productivity -->
 
|-
 
|-
| armor - sharp factor || optional || number
+
| meatyield || optional ||  
 
|
 
|
* [[Property:Armor - Sharp Factor]]
+
* [[Property:Meat Yield]]
* [[Armor - Sharp (Material Factor)]]
+
* [[Meat Amount]]
| {{Q|Armor - Sharp (Material Factor)|Description}}
+
| {{Q|Meat Amount|Description}}
| <code><statBases><StuffPower_Armor_Sharp></code>
+
| <code><statBases><br /><MeatAmount></code>
 +
|-
 +
| basemeatamount || optional ||  || - ||  || -
 
|-
 
|-
| armor - blunt factor || optional || number
+
| meatname || optional || || [[Property:Meat Name]] ||
 
|
 
|
* [[Property:Armor - Blunt Factor]]
+
# <code><race><br /><meatLabel></code>
* [[Armor - Blunt (Material Factor)]]
+
# <code><race><br /><specificMeatDef></code>
| {{Q|Armor - Blunt (Material Factor)|Description}}
+
|-
| <code><statBases><StuffPower_Armor_Blunt></code>
+
| leathername || optional ||  || [[Property:Leather Name]] ||  
 +
| <code><race><br /><leatherDef></code>
 
|-
 
|-
| armor - heat factor || optional || number
+
| leatheryield || optional ||  
 
|
 
|
* [[Property:Armor - Heat Factor]]
+
* [[Property:Leather Yield]]
* [[Armor - Heat (Material Factor)]]
+
* [[Leather Amount]]
| {{Q|Armor - Heat (Material Factor)|Description}}
+
| {{Q|Leather Amount|Description}}
| <code><statBases><StuffPower_Armor_Heat></code>
+
| <code><statBases><br /><LeatherAmount></code>
 
|-
 
|-
| insulation - cold factor || optional || °C
+
| baseleatheramount || optional || || - || || -
|
+
<!-- CompProperties_Milkable -->
* [[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
+
| milk || optional || Number || [[Property:Milk Amount]] ||  
|
+
| <code><comps><br /><Class="CompProperties_Milkable"><br /><milkAmount></code>
* [[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
+
| mlikname || optional || Text || [[Property:Milk Name]] ||
 +
| <code><comps><br /><Class="CompProperties_Milkable"><br /><milkDef></code>
 +
|-
 +
| milktime || optional || Number (Days)
 
|
 
|
* [[Property:Melee Blunt Damage Factor]]
+
* [[Property:Milking Interval Days]]
* [[Blunt Damage]]
+
* [[Property:Daily Milk Average]]
| {{Q|Blunt Damage|Description}}
+
|  
| <code><statBases><BluntDamageMultiplier></code>
+
| <code><comps><br /><Class="CompProperties_Milkable"><br /><milkIntervalDays></code>
 +
<!-- CompProperties_Shearable -->
 +
|-
 +
| wool || optional ||  || [[Property:Wool Amount]] ||  
 +
| <code><comps><br /><Class="CompProperties_Shearable"><br /><woolDef></code>
 
|-
 
|-
| melee sharp damage factor || optional || number
+
| woolname || optional || || [[Property:Wool Name]] ||  
|
+
| <code><comps><br /><Class="CompProperties_Shearable"><br /><woolAmount></code>
* [[Property:Melee Sharp Damage Factor]]
 
* [[Sharp Damage]]
 
| {{Q|Sharp Damage|Description}}
 
| <code><statBases><SharpDamageMultiplier></code>
 
 
|-
 
|-
| melee cooldown factor || optional || number
+
| sheartime || optional ||  
 
|
 
|
* [[Property:Melee Cooldown Factor]]
+
* [[Property:Shearing Interval Days]]
* [[Melee Cooldown]]
+
* [[Property:Daily Wool Average]]
| {{Q|Melee Cooldown|Description}}
+
|  
| <code><stuffProps><statFactors><MeleeWeapon_CooldownMultiplier></code>
+
| <code><comps><br /><Class="CompProperties_Shearable"><br /><shearIntervalDays></code>
 +
<!-- CompProperties_EggLayer -->
 
|-
 
|-
| door opening speed factor || optional || number || [[Property:Door Opening Speed Factor]] ||  
+
| eggsmin || optional || Number || [[Property:Eggs Per Clutch Minimum]] ||  
| <code><stuffProps><statFactors><DoorOpenSpeed></code>
+
| <code><comps><br /><Class="CompProperties_EggLayer"><br /><eggCountRange></code>
 
|-
 
|-
| rest effectiveness factor || optional || number || [[Property:Rest Effectiveness Factor]] ||  
+
| eggsmax || optional || Number || [[Property:Eggs Per Clutch Maximum]] ||  
| <code><stuffProps><statFactors><BedRestEffectiveness></code>
+
| <code><comps><br /><Class="CompProperties_EggLayer"><br /><eggCountRange></code>
 
|-
 
|-
! colspan="6" style="text-align:left;" | 9. Medical
+
| eggtime || optional || Number (Days)
<!-- 9. MEDICAL -->
+
|
 +
* [[Property:Egg Laying Interval]]
 +
* [[Property:Eggs Per Season Average]]
 +
|
 +
| <code><comps><br /><Class="CompProperties_EggLayer"><br /><eggLayIntervalDays></code>
 
|-
 
|-
| medical potency base || optional || number (displayed as %)
+
| eggs_avg || optional || Number || [[Property:Eggs Per Clutch Average]] ||  
|
+
| <code><comps><br /><Class="CompProperties_EggLayer"><br /><eggCountRange></code>
* [[Property:Medical Potency Base]]
 
* [[Medical Potency]]
 
| {{Q|Medical Potency|Description}}
 
| <code><statBases><MedicalPotency></code>
 
 
|-
 
|-
| medical quality max || optional || number (displayed as %)
+
| egg_unfertilized || optional || Boolean || [[Property:Can Lay Unfertilized Eggs]] ||  
|
+
| <code><comps><br /><Class="CompProperties_EggLayer"><br /><eggUnfertilizedDef></code>
* [[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
+
| gestation || optional || Number (Days) || [[Property:Gestation Period Days]] ||  
<!-- 10. PLANT STATS -->
+
| <code><race><br /><gestationPeriodDays></code>
 
|-
 
|-
| grow days || optional || Number (Days) || [[Property:Grow Days]] ||  
+
| offspring || optional || Number || [[Property:Offspring Per Birth]] ||  
| <code><plant><growDays></code>
+
| <code><race><br /><litterSizeCurve></code>
 
|-
 
|-
| lifespanDaysPerGrowDays || optional || Number (Days) || [[Property:Lifespan Days Per Grow Days]] ||  
+
| avg offspring || optional || Number || [[Property:Average Offspring Per Birth]] ||  
| <code><plant><lifespanDaysPerGrowDays></code>
+
| <code><race><br /><litterSizeCurve></code>
 
|-
 
|-
| sow work || optional || Number (Ticks) || [[Property:Sow Work]] ||  
+
! colspan="6" style="text-align:left;" | Terrain
| <code><plant><sowWork></code>
+
<!-- Terrain -->
 
|-
 
|-
| harvest work || optional || Number (Ticks) || [[Property:Harvest Work]] ||  
+
| cleaning time factor || optional || Number
| <code><plant><harvestWork></code>
+
|
 +
* [[Property:Cleaning Time Factor]]
 +
* [[Cleaning Time Multiplier]]
 +
| {{Q|Cleaning Time Multiplier|Description}}
 +
| <code><statBases><br /><CleaningTimeFactor></code>
 
|-
 
|-
| product || optional || Page || [[Property:Harvest Product]] ||  
+
| filth multiplier || optional || Number
| <code><plant><harvestedThingDef></code>
+
|
 +
* [[Property:Filth Multiplier]]
 +
* [[Filth Multiplier]]
 +
| {{Q|Filth Multiplier|Description}}
 +
| <code><statBases><br /><FilthMultiplier></code>
 
|-
 
|-
| yield || optional || Number || [[Property:Harvest Yield]] ||
+
| natural terrain || optional || Boolean
| <code><plant><harvestYield></code>
+
| [[Property:Natural Terrain]]
 +
| Whether this terrain is considered natural
 +
| <code><natural></code>
 
|-
 
|-
| min sowing skill || optional || Number (0~20) || [[Property:Minimum Required Growing Skill]] ||
+
| filth acceptance mask || optional
| <code><plant><sowMinSkill></code>
+
| One of:
 +
{{:Property:Filth Acceptance Mask}}
 +
| [[Property:Filth Acceptance Mask]]
 +
| Types of [[filth]] able to be deposited onto this surface
 +
| <code><filthAcceptanceMask></code>
 
|-
 
|-
| min fertility || optional || Number || [[Property:Fertility Min]] ||
+
| generated filth || optional
| <code><plant><fertilityMin></code>
+
| One of:
 +
{{:Property:Generated Filth}}
 +
| [[Property:Generated Filth]]
 +
| [[Filth]] type generated by this surface
 +
| <code><generatedFilth></code>
 
|-
 
|-
| fertility sensitivity || optional || Number || [[Property:Fertility Sensitivity]] ||
+
| fertility || optional || Number
| <code><plant><fertilitySensitivity></code>
+
| [[Property:Fertility]]
 +
| The fertility of this object
 +
| <code><fertility></code>
 
|-
 
|-
| min grow light || optional || Number || [[Property:Min Grow Light]] ||  
+
! colspan="6" style="text-align:left;" | Meditation
| <code><plant><growMinGlow></code>
+
<!-- Meditation -->
 
|-
 
|-
! colspan="6" style="text-align:left;" | 11. Ranged Combat
+
| artificial for meditation purposes || optional || Boolean
<!-- WEAPONS -->
+
| [[Property:Artificial For Meditation Purposes]]
<!-- 11. RANGED COMBAT -->
+
| Whether this building affects structures sensitive to artificial buildings
 +
| <code><building><br /><artificialForMeditationPurposes></code>
 
|-
 
|-
| damage type || optional ||  || - ||
+
! colspan="6" style="text-align:left;" | Mechanoid
| <code><verbs><defaultProjectile><ThingDef><projectile><damageDef></code>
+
<!-- Mechanoid -->
 
|-
 
|-
| mode || optional || || [[Property:Mode]] ||  
+
| EMP resistance || optional || Number (0~1)
| <code></code>
+
|
 +
* [[Property:EMP Resistance]]
 +
* [[EMP Resistance]]
 +
| {{Q|EMP Resistance|Description}}
 +
| <code><statBases><br /><EMPResistance></code>
 
|-
 
|-
| damage || optional || Number || [[Property:Damage Base]] ||  
+
| bandwidth cost || optional || Number (Integer)
| <code><verbs><defaultProjectile><ThingDef><projectile><damageAmountBase></code>
+
|
 +
* [[Property:Bandwidth]]
 +
* [[Bandwidth Cost]]
 +
| {{Q|Bandwidth Cost|Description}}
 +
| <code><statBases><br /><BandwidthCost></code>
 
|-
 
|-
| armorPenetration || optional || Number || [[Property:Armor Penetration]] ||  
+
| wastepacks per recharge || optional || Number
| <code><verbs><defaultProjectile><ThingDef><projectile><armorPenetrationBase></code>
+
|
 +
* [[Property:Wastepacks Per Recharge]]
 +
* [[Wastepacks Per Recharge]]
 +
| {{Q|Wastepacks Per Recharge|Description}}
 +
| <code><statBases><br /><WastepacksPerRecharge></code>
 
|-
 
|-
| warmup || optional || Number || [[Property:Aiming Time Base]] || Warmup
+
| control taking time || optional || Number (Seconds)
| <code><verbs><warmupTime></code> or <code><building><turretBurstWarmupTime></code>
+
|
 +
* [[Property:Control Taking Time]]
 +
* [[Control Taking Time]]
 +
| {{Q|Control Taking Time|Description}}
 +
| <code><statBases><br /><ControlTakingTime></code>
 
|-
 
|-
| cooldown || optional || Number || [[Property:Ranged Cooldown Base]] ||  
+
| repair energy cost || optional || Number
| <code><statBases><RangedWeapon_Cooldown></code> or <code><building><turretBurstCooldownTime></code>
+
|
 +
* [[Property:Repair Energy Cost]]
 +
* [[Repair Energy Cost]]
 +
| {{Q|Repair Energy Cost|Description}}
 +
| <code><statBases><br /><MechEnergyLossPerHP></code>
 
|-
 
|-
| range || optional || Number (Cells) || [[Property:Range]] || Range
+
! colspan="6" style="text-align:left;" | Apparel
| <code><verbs><range></code>
+
<!-- Apparel -->
 
|-
 
|-
| minrange || optional || Number (Cells) || [[Property:Minimum Range]] ||  
+
| insulationcold || optional || °C
| <code><verbs><minRange></code>
+
|
 +
* [[Property:Insulation - Cold Base]]
 +
* [[Insulation - Cold]]
 +
| {{Q|Insulation - Cold|Description}}
 +
| <code><statBases><br /><Insulation_Cold></code>
 
|-
 
|-
| accuracy || optional || Number
+
| insulationheat || optional || °C
| [[Shooting Accuracy (Turrets)]]
+
|
| {{Q|Shooting Accuracy (Turrets)|Description)}}
+
* [[Property:Insulation - Heat Base]]
| <code><statBases><ShootingAccuracyTurret></code>
+
* [[Insulation - Heat]]
 +
| {{Q|Insulation - Heat|Description}}
 +
| <code><statBases><br /><Insulation_Heat></code>
 
|-
 
|-
| accuracyTouch || optional || Number (0~1)
+
| insulationcoldfactor || optional || Number
 
|
 
|
* [[Property:Accuracy (Touch) Base]]
+
* [[Property:Insulation Factor - Cold]]
* [[Accuracy (Close)]]
+
* [[Insulation - Cold - Material Effect Multiplier]]
| {{Q|Accuracy (Close)|Description}}
+
| {{Q|Insulation - Cold - Material Effect Multiplier|Description}}
| <code><statBases><AccuracyTouch></code>
+
| <code><statBases><br /><StuffEffectMultiplierInsulation_Cold></code>
 
|-
 
|-
| accuracyShort || optional || Number (0~1)
+
| insulationheatfactor || optional || Number
 
|
 
|
* [[Property:Accuracy (Short) Base]]
+
* [[Property:Insulation Factor - Heat]]
* [[Accuracy (Short)]]
+
* [[Insulation - Heat - Material Effect Multiplier]]
| {{Q|Accuracy (Short)|Description}}
+
| {{Q|Insulation - Heat - Material Effect Multiplier|Description}}
| <code><statBases><AccuracyShort></code>
+
| <code><statBases><br /><StuffEffectMultiplierInsulation_Heat></code>
 
|-
 
|-
| accuracyMedium || optional || Number (0~1)
+
| armorsharp || optional || Number (0~200)% <!-- It would be nice to accept 0~2 -->
 
|
 
|
* [[Property:Accuracy (Medium) Base]]
+
* [[Property:Armor - Sharp]]
* [[Accuracy (Medium)]]
+
* [[Armor - Sharp]]
| {{Q|Accuracy (Medium)|Description}}
+
| {{Q|Armor - Sharp|Description}}
| <code><statBases><AccuracyMedium></code>
+
| <code><statBases><br /><ArmorRating_Sharp></code>
 
|-
 
|-
| accuracyLong || optional || Number (0~1)
+
| armorblunt || optional || Number (0~200)% <!-- It would be nice to accept 0~2 -->
 
|
 
|
* [[Property:Accuracy (Long) Base]]
+
* [[Property:Armor - Blunt]]
* [[Accuracy (Long)]]
+
* [[Armor - Blunt]]
| {{Q|Accuracy (Long)|Description}}
+
| {{Q|Armor - Blunt|Description}}
| <code><statBases><AccuracyLong></code>
+
| <code><statBases><br /><ArmorRating_Blunt></code>
 
|-
 
|-
| velocity || optional || Number || [[Property:Velocity]] ||  
+
| armorheat || optional || Number (0~200)% <!-- It would be nice to accept 0~2 -->
| <code><verbs><defaultProjectile><ThingDef><projectile><speed></code>
+
|
 +
* [[Property:Armor - Heat]]
 +
* [[Armor - Heat]]
 +
| {{Q|Armor - Heat|Description}}
 +
| <code><statBases><br /><ArmorRating_Heat></code>
 
|-
 
|-
| burst || optional || Number || [[Property:Burst Count]] || Burst shot count
+
| armorsharpfactor || optional || Number
| <code><verbs><burstShotCount></code>
+
|
 +
* [[Property:Armor Factor - Sharp]]
 +
* [[Armor - Material Effect Multiplier]]
 +
| {{Q|Armor - Material Effect Multiplier|Description}}
 +
| <code><statBases><br /><StuffEffectMultiplierArmor></code>
 +
|-
 +
| armorbluntfactor || optional || Number
 +
|
 +
* [[Property:Armor Factor - Blunt]]
 +
* [[Armor - Material Effect Multiplier]]
 +
| {{Q|Armor - Material Effect Multiplier|Description}}
 +
| <code><statBases><br /><StuffEffectMultiplierArmor></code>
 
|-
 
|-
| burstTicks || optional || Number ([[Ticks]]) || [[Property:Burst Ticks]] ||  
+
| armorheatfactor || optional || Number
| <code><verbs><ticksBetweenBurstShots></code>
+
|
 +
* [[Property:Armor Factor - Heat]]
 +
* [[Armor - Material Effect Multiplier]]
 +
| {{Q|Armor - Material Effect Multiplier|Description}}
 +
| <code><statBases><br /><StuffEffectMultiplierArmor></code>
 
|-
 
|-
| missRadius || optional || Number || [[Property:Miss Radius]] || Miss radius
+
| painshockthreshold || optional || Number || [[Property:Pain Shock Threshold]] ||  
| <code><verbs><forcedMissRadius></code> or <code><verbs><forcedMissRadiusClassicMortars></code>
+
| <code><equippedStatOffsets><br /><PainShockThreshold></code>
 
|-
 
|-
| blastRadius || optional || Number || [[Property:Blast Radius]] ||
+
| lifestage || optional
| <code><ThingDef><projectile><explosionRadius></code>
+
| Any of:
 +
{{:Property:Lifestage}}
 +
| [[Property:Lifestage]]
 +
| The life / developmental stages that can wear this apparel
 +
| <code><apparel><br /><developmentalStageFilter></code>
 
|-
 
|-
| DPS || optional || Number || [[Property:Maximum DPS]] || Damage Per Second
+
| coverage || optional
| <code></code>
+
| Text
 +
| [[Property:Coverage]]
 +
| The body parts that this apparel covers
 +
| <code><apparel><br /><bodyPartGroups></code>
 
|-
 
|-
| stoppingPower || optional || Number || [[Property:Stopping Power]]
+
| layer || optional
| Stopping power
+
| Any of:
----
+
{{:Property:layer}}
Hits from this weapon will stagger targets, slowing their movement for several seconds.<br /><br />Targets with a [[Property:Body Size|body size]] larger than the stopping power will be unaffected.
+
| [[Property:layer]]
| <code><ThingDef><projectile><stoppingPower></code>
+
| The layer(s) that this apparel occupies
 +
| <code><apparel><br /><layers></code>
 
|-
 
|-
! colspan="6" style="text-align:left;" | 12. Melee Combat
+
! colspan="6" style="text-align:left;" | Implant
<!-- 12. MELEE COMBAT -->
+
<!-- Implant -->
 
|-
 
|-
| attack(1~7)dmg, meleeattack1dmg || optional || Number || [[Property:Attack 1 Damage]] ||  
+
! colspan="6" style="text-align:left;" | Drug
| <code><tools><power></code>
+
<!-- Drug -->
 
|-
 
|-
| attack(1~7)ap || optional || Number (0~2) || [[Property:Attack 1 AP]]
+
! colspan="6" style="text-align:left;" | Weapon
| Armor penetration
+
<!-- Weapon -->
----
 
Armor penetration is the amount of armor this weapon will ignore each time it hits the target.<br /><br />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.
 
| <code><tools><armorPenetration></code>
 
 
|-
 
|-
| attack(1~7)type, meleeattack1type || optional || Text || [[Property:Attack 1 Type]] ||
+
| weapon classes || optional
| <code><tools><capacities></code>
+
| One of:
 +
{{:Property:Weapon Classes}}
 +
| [[Property:Weapon Classes]]
 +
| The weapon classes this belongs to
 +
| <code><weaponClasses></code>
 
|-
 
|-
| attack(1~7)part, meleeattack1part || optional || Text || [[Property:Attack 1 Part]] ||
+
! colspan="6" style="text-align:left;" | Weapon (Ranged)
| <code><tools><linkedBodyPartsGroup></code>
+
<!-- Weapon (Ranged) -->
 
|-
 
|-
| attack(1~7)cool, meleeattack1cool || optional || Number || [[Property:Attack 1 Cooldown]] ||
+
! colspan="6" style="text-align:left;" | Weapon (Melee)
| <code><tools><cooldownTime></code>
+
<!-- Weapon (Melee) -->
 
|-
 
|-
| attack(1~7)chancefactor || optional || Number || [[Property:Attack 1 Chance Factor]] || Chance that this attack will be used
+
! colspan="6" style="text-align:left;" | Building
| <code><tools><chanceFactor></code>
+
<!-- Building -->
 
|-
 
|-
| attack(1~7)stun || optional || Number || [[Property:Attack 1 Stun]] ||
+
| building tags || optional
| <code><tools><surpriseAttack><extraMeleeDamages><def></def><amount></code>
+
| One of:
 +
{{:Property:Building Tags}}
 +
| [[Property:Building Tags]]
 +
| Identifying tag for the general purpose of this building
 +
| <code><buildingTags></code>
 
|-
 
|-
| MeleeWeaponAverageDPS || optional || Number
+
| designation category || optional
|
+
| One of:
* [[Property:MeleeDPS]]
+
{{:Property:Designation Category}}
* [[Melee Damage Per Second]]
+
| [[Property:Designation Category]]
| {{Q|Melee Damage Per Second|Description}}
+
| What architect designation category this building belongs to
| -
+
| <code><designationCategory></code>
 +
|-
 +
| building size category || optional
 +
| One of:
 +
{{:Property:Building Size Category}}
 +
| [[Property:Building Size Category]]
 +
| The size category of this building
 +
| <code><building><br /><buildingSizeCategory></code>
 +
|-
 +
| paintable || optional || Boolean
 +
| [[Property:Paintable]] || Whether this building can be painted
 +
| <code><building><br /><paintable></code>
 +
|-
 +
| claimable || optional || Boolean
 +
| [[Property:Claimable]] || Whether this building can be claimed
 +
| <code><building><br /><claimable></code>
 +
|-
 +
| expand home area || optional || Boolean
 +
| [[Property:Expand Home Area]]
 +
| Whether this building will expand the home area, when expand home area with newly constructed buildings is toggled on
 +
| <code><building><br /><expandHomeArea></code>
 +
|-
 +
| repairable || optional || Boolean
 +
| [[Property:Repairable]]
 +
| Whether this building can be repaired
 +
| <code><building><br /><repairable></code>
 
|-
 
|-
| MeleeWeaponAverageAP || optional || Number
+
| is inert || optional || Boolean
|
+
| [[Property:Is Inert]]
* [[Property:MeleeAP]]
+
|  
* [[Melee Weapon Average Armor Penetration]]
+
| <code><building><br /><isInert></code>
| {{Q|Melee Weapon Average Armor Penetration|Description}}
 
| -
 
 
|-
 
|-
| body part || optional || || - ||  
+
| destroyable || optional || Boolean
 +
| [[Property:Destroyable]]
 +
| Whether this building can be destroyed
 
| <code></code>
 
| <code></code>
 
|-
 
|-
! colspan="6" style="text-align:left;" | 13. Creation
+
| deconstructable || optional || Boolean
<!-- 13. CREATION -->
+
| [[Property:Deconstructable]]
 +
| Whether this building can be deconstructed
 +
| <code><building><br /><deconstructible></code>
 
|-
 
|-
| research || optional || || [[Property:Required Research]] ||
+
| can overlap zones || optional || Boolean
| <code><researchPrerequisites></code>
+
| [[Property:Can Overlap Zones]]
 +
| Whether zones can overlap this building
 +
| <code><canOverlapZones></code>
 
|-
 
|-
| production facility 1 || optional || Page || [[Property:Production Facility 1]] ||
+
| size || optional || Text (x × y)
| <code></code>
+
| [[Property:Size]]
 +
| The dimensions of this object
 +
| <code><size></code>
 
|-
 
|-
| work to make || optional || Number, Ticks
+
| minifiable || optional || Boolean
|
+
| [[Property:Minifiable]]
* [[Property:Work To Make]]
+
| Whether this building is minifiable
* [[Work To Make]]
+
| <code><minifiedDef></code>
* [[Work To Build]]
+
|-
|<!-- Description -->
+
| passability || optional
{{Q|Work To Make|Label}}
+
| One of:
 +
{{:Property:Passability}}
 +
| [[Property:Passability]]
 +
| Whether an object can be stood on, can only be walked over, or is impassable
 +
| <code><passability></code>
 +
|-
 +
| cover || optional || Number (0~1: > 0.75 = 0.75)
 +
| [[Property:Cover Effectiveness]]
 +
| Cover effectiveness
 
----
 
----
{{Q|Work To Make|Description}}
+
How effective this is when used as cover in a gunfight.<br /><br />Higher percentages will block more shots.
----
+
| <code><fillPercent></code>
{{Q|Work To Build|Label}}
 
----
 
{{Q|Work To Build|Description}}
 
| <code><statBases><WorkToMake></code> (Items) or <code><statBases><WorkToBuild></code> (Buildings)
 
 
|-
 
|-
| resources to make || optional || || - ||  
+
| edifice || optional || boolean || [[Property:Edifice]] || Whether this building has height.
| <code><costList></code>
+
| <code><building><br /><isEdifice></code>
 
|-
 
|-
| resource 1 || optional || Page || [[Property:Resource 1]] ||  
+
| blockswind || optional || Boolean || [[Property:Blocks Wind]] || Whether this building blocks wind{{Check Tag|Elaborate}}
| <code></code>
+
| <code><blockWind></code>
 
|-
 
|-
| resource 2 || optional || Page || [[Property:Resource 2]] ||  
+
| terrain affordance || optional ||  
| <code></code>
+
|
 +
* [[Property:Terrain Affordance]]
 +
* [[Property:Terrain Affordance Needed]]
 +
| What buildings / functions this terrain can support, or what affordances this building requires
 +
|
 +
# <code><terrainAffordanceNeeded></code> (Buildings)
 +
# <code><affordances></code> (Terrain)
 
|-
 
|-
| resource 3 || optional || Page || [[Property:Resource 3]] ||  
+
| power || optional || Number
| <code></code>
+
|
 +
* [[Property:Power Consumption]]
 +
* [[Max Power Output]]
 +
| {{Q|Max Power Output|Description}}
 +
| <code><comps><br /><Class="CompProperties_Power"><br /><basePowerConsumption></code>
 
|-
 
|-
| resource 4 || optional || Page || [[Property:Resource 4]] ||  
+
| facility || optional || || [[Property:Facility]] ||  
 
| <code></code>
 
| <code></code>
 +
<!-- Building - Furniture -->
 +
<!-- Building - Furniture - CompProperties_Glower -->
 
|-
 
|-
| resource 5 || optional || Page || [[Property:Resource 5]] ||  
+
| glowcolor || optional || || [[Property:Glow Color]] ||  
| <code></code>
+
| <code><comps><br /><Class="CompProperties_Glower"><br /><glowColor></code>
 
|-
 
|-
| resource 6 || optional || Page || [[Property:Resource 6]] ||  
+
| glowradius || optional || || [[Property:Glow Radius]] ||  
| <code></code>
+
| <code><comps><br /><Class="CompProperties_Glower"><br /><glowRadius></code>
 +
<!-- Building - Furniture - CompProperties_HeatPusher -->
 
|-
 
|-
| resource 1 amount || optional || Number || [[Property:Resource 1 Amount]] ||  
+
| heatpersecond || optional || || [[Property:Heat Per Second]] ||  
| <code></code>
+
| <code><comps><br /><Class="CompProperties_HeatPusher"><br /><heatPerSecond></code>
 
|-
 
|-
| resource 2 amount || optional || Number || [[Property:Resource 2 Amount]] ||  
+
| maxheattemperature || optional || || [[Property:Max Heat Temperature]] ||  
| <code></code>
+
| <code><comps><br /><Class="CompProperties_HeatPusher"><br /><heatPushMaxTemperature></code>
 
|-
 
|-
| resource 3 amount || optional || Number || [[Property:Resource 3 Amount]] ||  
+
| mincooltemperature || optional || || [[Property:Min Cool Temperature]] ||  
| <code></code>
+
| <code><comps><br /><Class="CompProperties_HeatPusher"><br /><heatPushMinTemperature></code>
 
|-
 
|-
| resource 4 amount || optional || Number || [[Property:Resource 4 Amount]] ||  
+
| surgery success chance factor || optional ||  
| <code></code>
+
|
 +
* [[Property:Surgery Success Chance Factor]]
 +
* [[Surgery Success Chance Factor]]
 +
| {{Q|Surgery Success Chance Factor|Description}}
 +
| <code><statBases><br /><SurgerySuccessChanceFactor></code>
 
|-
 
|-
| resource 5 amount || optional || Number || [[Property:Resource 5 Amount]] ||  
+
| immunity gain speed factor || optional ||  
| <code></code>
+
|
 +
* [[Property:Immunity Gain Speed Factor]]
 +
* [[Immunity Gain Speed Factor]]
 +
| {{Q|Immunity Gain Speed Factor|Description}}
 +
| <code><statBases><br /><ImmunityGainSpeedFactor></code>
 
|-
 
|-
| resource 6 amount || optional || Number || [[Property:Resource 6 Amount]] ||  
+
| rest effectiveness || optional ||  
 +
|
 +
* [[Property:Rest Effectiveness]]
 +
* [[Rest Effectiveness]]
 +
| {{Q|Rest Effectiveness|Description}}
 
| <code></code>
 
| <code></code>
 
|-
 
|-
| skill 1 || optional ||  || [[Property:Skill 1]] ||  
+
| comfort offset || optional ||  || [[Property:Comfort Offset]] ||  
 
| <code></code>
 
| <code></code>
 +
<!-- Building - Recreation -->
 
|-
 
|-
| skill 2 || optional || || [[Property:Skill 2]] ||  
+
| recreation power || optional ||  
| <code></code>
+
|
 +
* [[Property:Recreation Power]]
 +
* [[Recreation Power]]
 +
| {{Q|Recreation Power|Description}}
 +
| <code><statBases><br /><JoyGainFactor></code>
 
|-
 
|-
| skill 1 level || optional || Number (0-20) || [[Property:Skill 1 Level]] ||  
+
| recreation type || optional || || - ||  
| <code></code>
+
| <code><joyKind></code>
 +
<!-- Building - Production -->
 
|-
 
|-
| skill 2 level || optional || Number (0-20) || [[Property:Skill 2 Level]] ||  
+
| work speed factor || optional ||  
| <code></code>
+
|
 +
* [[Property:Work Speed Factor]]
 +
* [[Work Speed Factor]]
 +
| {{Q|Work Speed Factor|Description}}
 +
| <code><statBases><br /><WorkTableWorkSpeedFactor></code>
 
|-
 
|-
| constructable || optional || || - ||  
+
| work efficiency factor || optional ||  
| <code></code>
+
|
 +
* [[Property:Work Efficiency Factor]]
 +
* [[Work Efficiency Factor]]
 +
| {{Q|Work Efficiency Factor|Description}}
 +
| <code><statBases><br /><WorkTableEfficiencyFactor></code>
 
|-
 
|-
| work speed stat || optional ||  || [[Property:Work Speed Stat]] ||  
+
| unpowered work speed factor || optional ||  || [[Property:Unpowered Work Speed Factor]] ||  
| <code></code>
+
| <code><building><br /><unpoweredWorkTableWorkSpeedFactor></code>
 +
<!-- Building - Misc -->
 
|-
 
|-
| gestation cycles || optional ||  || [[Property:Gestation Cycles]] ||  
+
| work speed offset || optional ||  || [[Property:Work Speed Offset]] ||  
 
| <code></code>
 
| <code></code>
 
|-
 
|-
| stuff tags || optional ||  || [[Property:Stuff Tags]] ||  
+
| max simultaneous facilities || optional ||  || [[Property:Max Simultaneous Facilities]] ||  
 
| <code></code>
 
| <code></code>
 
|-
 
|-
| product amount || optional ||  || [[Property:Product Amount]] ||  
+
| efficiency || optional ||  || [[Property:Efficiency]] ||  
 
| <code></code>
 
| <code></code>
 
|-
 
|-
| deconstruct yield || optional ||  || - ||
+
! colspan="6" style="text-align:left;" | Ability
| <code></code>
+
<!-- Ability -->
 
|-
 
|-
| destroyyield || optional || || - ||  
+
| goodwill impact || optional || Number
| <code></code>
+
|
 +
* [[Property:Goodwill Impact]]
 +
* [[Goodwill Impact]]
 +
| {{Q|Goodwill Impact|Description}}
 +
| <code><comps><br /><Class="CompProperties_AbilityEffectWithDuration"><br /><goodwillImpact></code>
 
|-
 
|-
| leavesresourceswhendestroyed || optional || || - ||  
+
| effect radius || optional || Number
| <code><leaveResourcesWhenKilled></code>
+
|
 +
* [[Property:Effect Radius]]
 +
* [[Effect Radius]]
 +
| {{Q|Effect Radius|Description}}
 +
| <code><statBases><br /><Ability_EffectRadius></code>
 
|-
 
|-
| bonusdestroyleavings || optional || || - ||  
+
| duration || optional || Number
| <code></code>
+
|
 +
* [[Property:Duration]]
 +
* [[Duration]]
 +
| {{Q|Duration|Description}}
 +
| <code><statBases><br /><Ability_Duration></code>
 
|-
 
|-
! colspan="6" style="text-align:left;" | Ability
+
| duration multiplier || optional || Number || - ||
<!-- 14. ABILITY -->
+
| <code><comps><br /><Class="CompProperties_AbilityGiveHediff"><br /><durationMultiplier></code>
 
|-
 
|-
| psylink level || optional || Number (1-6)
+
| ability range || optional || Number
 
|
 
|
* [[Property:Psylink Level]]
+
* [[Property:Range]]
* [[Psylink Level]]
+
* [[Range (Ability)]]
| {{Q|Psylink Level|Description}}
+
| {{Q|Range (Ability)|Description}}
| <code><level></code>
+
| <code><verbProperties><br /><range></code>
 
|-
 
|-
 
| psyfocus cost || optional || Number
 
| psyfocus cost || optional || Number
Line 1,388: Line 1,803:
 
* [[Psyfocus Cost]]
 
* [[Psyfocus Cost]]
 
| {{Q|Psyfocus Cost|Description}}
 
| {{Q|Psyfocus Cost|Description}}
| <code><statBases><Ability_PsyfocusCost></code>
+
| <code><statBases><br /><Ability_PsyfocusCost></code>
 
|-
 
|-
 
| neural heat gain || optional || Number
 
| neural heat gain || optional || Number
Line 1,395: Line 1,810:
 
* [[Neural Heat Gain]]
 
* [[Neural Heat Gain]]
 
| {{Q|Neural Heat Gain|Description}}
 
| {{Q|Neural Heat Gain|Description}}
| <code><statBases><Ability_EntropyGain></code>
+
| <code><statBases><br /><Ability_EntropyGain></code>
 
|-
 
|-
 
| casting time || optional || Number
 
| casting time || optional || Number
Line 1,402: Line 1,817:
 
* [[Casting Time]]
 
* [[Casting Time]]
 
| {{Q|Casting Time|Description}}
 
| {{Q|Casting Time|Description}}
| <code><verbProperties><warmupTime></code>
+
| <code><verbProperties><br /><warmupTime></code>
 
|-
 
|-
| ability range || optional || Number
+
| psylink level || optional || Number (1-6)
 
|
 
|
* [[Property:Range]]
+
* [[Property:Psylink Level]]
* [[Range]]
+
* [[Psylink Level]]
| {{Q|Range|Description}}
+
| {{Q|Psylink Level|Description}}
| <code><verbProperties><range></code>
+
| <code><level></code>
 
|-
 
|-
| effect radius || optional || Number
+
| caster must be capable of violence || optional || Boolean || [[Property:Caster Must Be Capable Of Violence]] ||  
|
+
| <code><casterMustBeCapableOfViolence></code>
* [[Property:Effect Radius]]
 
* [[Effect Radius]]
 
| {{Q|Effect Radius|Description}}
 
| <code><statBases><Ability_EffectRadius></code>
 
 
|-
 
|-
| duration || optional || Number
+
! colspan="6" style="text-align:left;" | 8. Stat Modifiers (for materials)
|
+
<!-- 8. STAT MODIFIERS (for Materials) -->
* [[Property:Duration]]
+
<!-- Equipped Stat Offsets -->
* [[Duration]]
+
<!-- Stuff Stat Factors -->
| {{Q|Duration|Description}}
+
<!-- Stuff Stat Offsets -->
| <code><statBases><Ability_Duration></code>
+
<!-- Stuff Of Equipment Stat Factors -->
 
|-
 
|-
| duration multiplier || optional || Number || - ||  
+
| beauty factor || optional || number || [[Property:Beauty Factor]] ||  
| <code><comps><Class="CompProperties_AbilityGiveHediff"><durationMultiplier></code>
+
| <code><stuffProps><br /><statFactors><br /><Beauty></code>
 
|-
 
|-
| goodwill impact || optional || Number
+
| beauty offset || optional || number || [[Property:Beauty Offset]] ||  
|
+
| <code><stuffProps><br /><statOffsets><br /><Beauty></code>
* [[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]] ||  
+
| work to make factor || optional || number || [[Property:Work To Make Factor]] ||  
| <code><casterMustBeCapableOfViolence></code>
+
| <code><stuffProps><br /><statFactors><br /><WorkToMake></code>
 
|-
 
|-
! colspan="6" style="text-align:left;" | 14. Technical
+
| work to build factor || optional || number || [[Property:Work To Build Factor]] ||  
<!-- 15. TECHNICAL -->
+
| <code><stuffProps><br /><statFactors><br /><WorkToBuild></code>
 
|-
 
|-
| page verified for version, Verified || optional || Page || [[Property:Verified For]] || || -
+
| work to build offset || optional || ticks || [[Property:Work To Build Offset]] ||  
 +
| <code><stuffProps><br /><statOffsets><br /><WorkToBuild></code>
 
|-
 
|-
| defName || optional || Text || [[Property:Def Name]] ||  
+
| max hit points factor || optional || number || [[Property:Max Hit Points Factor]] ||  
| <code><defName></code>
+
| <code><stuffProps><br /><statFactors><br /><MaxHitPoints></code>
 
|-
 
|-
| label || optional || Text || [[Property:Label]] ||  
+
| flammability factor || optional || number || [[Property:Flammability Factor]] ||  
| <code><label></code>
+
| <code><stuffProps><br /><statFactors><br /><Flammability></code>
 
|-
 
|-
| has quality || optional || Boolean || [[Property:Has Quality]] ||  
+
| armor - sharp factor || optional || number
| <code><comps><compClass>CompQuality</compClass></code>
+
|
 +
* [[Property:Armor - Sharp Factor]]
 +
* [[Armor - Sharp (Material Factor)]]
 +
| {{Q|Armor - Sharp (Material Factor)|Description}}
 +
| <code><statBases><br /><StuffPower_Armor_Sharp></code>
 
|-
 
|-
| color || optional || || - ||
+
| armor - blunt factor || optional || number
| <code></code>
+
|
 +
* [[Property:Armor - Blunt Factor]]
 +
* [[Armor - Blunt (Material Factor)]]
 +
| {{Q|Armor - Blunt (Material Factor)|Description}}
 +
| <code><statBases><br /><StuffPower_Armor_Blunt></code>
 
|-
 
|-
| thingCategories || optional || || - ||
+
| armor - heat factor || optional || number
| <code><thingCategories></code>
+
|
 +
* [[Property:Armor - Heat Factor]]
 +
* [[Armor - Heat (Material Factor)]]
 +
| {{Q|Armor - Heat (Material Factor)|Description}}
 +
| <code><statBases><br /><StuffPower_Armor_Heat></code>
 
|-
 
|-
| file || optional || || - ||
+
| insulation - cold factor || optional || °C
| <code></code>
+
|
 +
* [[Property:Insulation - Cold Factor]]
 +
* [[Insulation - Cold (Material Factor)]]
 +
| {{Q|Insulation - Cold (Material Factor)|Description}}
 +
| <code><statBases><br /><StuffPower_Insulation_Cold></code>
 
|-
 
|-
| weaponTags || optional || Text || [[Property:weaponTags]] ||  
+
| insulation - heat factor || optional || °C
| <code><weaponTags></code>
+
|
|-
+
* [[Property:Insulation - Heat Factor]]
| thingSetMakerTags || optional || Text || - ||
+
* [[Insulation - Heat (Material Factor)]]
| <code><thingSetMakerTags></code>
+
| {{Q|Insulation - Heat (Material Factor)|Description}}
 +
| <code><statBases><br /><StuffPower_Insulation_Heat></code>
 
|-
 
|-
| defaultOutfitTags || optional || Text || - ||  
+
| melee blunt damage factor || optional || number
| <code><apparel><defaultOutfitTags></code>
+
|
 +
* [[Property:Melee Blunt Damage Factor]]
 +
* [[Blunt Damage]]
 +
| {{Q|Blunt Damage|Description}}
 +
| <code><statBases><br /><BluntDamageMultiplier></code>
 
|-
 
|-
| factionPrerequisiteTags || optional || Text || - ||  
+
| melee sharp damage factor || optional || number
| <code></code>
+
|
 +
* [[Property:Melee Sharp Damage Factor]]
 +
* [[Sharp Damage]]
 +
| {{Q|Sharp Damage|Description}}
 +
| <code><statBases><br /><SharpDamageMultiplier></code>
 
|-
 
|-
| harvestTag, harvestTags || optional || Text || - ||  
+
| melee cooldown factor || optional || number
| <code><plant><harvestTag></code>
+
|
 +
* [[Property:Melee Cooldown Factor]]
 +
* [[Melee Cooldown]]
 +
| {{Q|Melee Cooldown|Description}}
 +
| <code><stuffProps><br /><statFactors><br /><MeleeWeapon_CooldownMultiplier></code>
 
|-
 
|-
| recipePrerequisitetags || optional || Text || - ||  
+
| door opening speed factor || optional || number || [[Property:Door Opening Speed Factor]] ||  
| <code></code>
+
| <code><stuffProps><br /><statFactors><br /><DoorOpenSpeed></code>
 
|-
 
|-
| ResearchProjectTagDef || optional || Text || - ||  
+
| rest effectiveness factor || optional || number || [[Property:Rest Effectiveness Factor]] ||  
| <code></code>
+
| <code><stuffProps><br /><statFactors><br /><BedRestEffectiveness></code>
 
|-
 
|-
| sowTag, sowTags || optional || Text || [[Property:sowTags]] ||  
+
! colspan="6" style="text-align:left;" | Surgical
| <code><plant><sowTags></code>
+
<!-- Surgical -->
 
|-
 
|-
| tag, tags || optional || Text || [[Property:tags]] ||  
+
! colspan="6" style="text-align:left;" | Capacity Effects
| <code></code>
+
<!-- Capacity Effects -->
 
|-
 
|-
| techHediffsTags || optional || Text || [[Property:techHediffsTags]] ||  
+
! colspan="6" style="text-align:left;" | Mechanitor {{BiotechIcon}}
| <code></code>
+
<!-- Mechanitor -->
 
|-
 
|-
| thingSetMakerTagsToAllow || optional || Text || - ||  
+
| mech bandwidth || optional || Number
| <code></code>
+
|
 +
* [[Property:Mech Bandwidth]]
 +
* [[Mech Bandwidth]]
 +
| {{Q|Mech Bandwidth|Description}}
 +
|
 +
# <code><statOffsets><br /><MechBandwidth></code>
 +
# <code><equippedStatOffsets><br /><MechBandwidth></code>
 +
|-
 +
| mech control groups || optional || Number
 +
|
 +
* [[Property:Mech Control Groups]]
 +
* [[Mech Control Groups]]
 +
| {{Q|Mech Control Groups|Description}}
 +
|
 +
# <code><statOffsets><br /><MechControlGroups></code>
 +
# <code><equippedStatOffsets><br /><MechControlGroups></code>
 
|-
 
|-
| tradeTag, tradeTags || optional || Text || [[Property:TradeTags]] ||  
+
| mech gestation speed || optional || Number
| <code><tradeTags></code>
+
|
 +
* [[Property:Mech Gestation Speed]]
 +
* [[Mech Gestation Speed]]
 +
| {{Q|Mech Gestation Speed|Description}}
 +
| <code><statOffsets><br /><MechFormingSpeed></code>
 
|-
 
|-
| tradeTagsBuy || optional || Text || - ||  
+
| mech remote repair distance || optional || Number
| <code></code>
+
|
 +
* [[Property:Mech Remote Repair Distance]]
 +
* [[Mech Remote Repair Distance]]
 +
| {{Q|Mech Remote Repair Distance|Description}}
 +
| <code><statOffsets><br /><MechRemoteRepairDistance></code>
 
|-
 
|-
| tradeTagsSell || optional || Text || - ||  
+
| mech remote shield distance || optional || Number
| <code></code>
+
|
 +
* [[Property:Mech Remote Shield Distance]]
 +
* [[Mech Remote Shield Distance]]
 +
| {{Q|Mech Remote Shield Distance|Description}}
 +
| <code><statOffsets><br /><MechRemoteShieldDistance></code>
 
|-
 
|-
| tradeTagsToAllow || optional || Text || - ||  
+
| mech remote shield energy || optional || Number
| <code></code>
+
|
 +
* [[Property:Mech Remote Shield Energy]]
 +
* [[Mech Remote Shield Energy]]
 +
| {{Q|Mech Remote Shield Energy|Description}}
 +
| <code><statOffsets><br /><MechRemoteShieldEnergy></code>
 
|-
 
|-
| tutorHighlightTag || optional || Text || - ||  
+
| mech repair speed || optional || Number
| <code></code>
+
|
 +
* [[Property:Mech Repair Speed]]
 +
* [[Mech Repair Speed]]
 +
| {{Q|Mech Repair Speed|Description}}
 +
| <code><statOffsets><br /><MechRepairSpeed></code>
 
|-
 
|-
| apparelTags || optional || Text || [[Property:apparelTags]] ||  
+
| mech work speed offset || optional || Number
| <code></code>
+
|
 +
* [[Property:Mech Work Speed Offset]]
 +
* [[Mech Work Speed Offset]]
 +
| {{Q|Mech Work Speed Offset|Description}}
 +
| <code><statOffsets><br /><WorkSpeedGlobalOffsetMech></code>
 
|-
 
|-
| buildingTags || optional || Text || [[Property:buildingTags]] ||  
+
! colspan="6" style="text-align:left;" | Drug Addiction
| <code></code>
+
<!-- Drug Addiction -->
 
|-
 
|-
| stuff adjective || optional ||  || [[Property:Stuff Adjective]] ||  
+
! colspan="6" style="text-align:left;" | Pawn Combat
| <code></code>
+
<!-- Pawn Combat -->
 
|-
 
|-
| small volume || optional || Boolean || [[Property:Small Volume]] ||  
+
! colspan="6" style="text-align:left;" | Pawn Social
| <code></code>
+
<!-- Pawn Social -->
 
|-
 
|-
| preferability || optional ||  || [[Property:Preferability]] ||  
+
! colspan="6" style="text-align:left;" | Pawn Misc
| <code></code>
+
<!-- Pawn Misc -->
 
|-
 
|-
| food preference || optional ||  || [[Property:Food Preference]] ||  
+
! colspan="6" style="text-align:left;" | Pawn Work
| <code></code>
+
<!-- Pawn Work -->
 
|-
 
|-
| drug category || optional ||  || [[Property:Drug Category]] ||  
+
! colspan="6" style="text-align:left;" | Genetics {{BiotechIcon}}
| <code><ingestible><drugCategory></code>
+
<!-- Genetics -->
 
|-
 
|-
| is pleasure drug || optional || Boolean || [[Property:Is Pleasure Drug]] ||  
+
! colspan="6" style="text-align:left;" | Psychic Ritual {{AnomalyIcon}}
| <code></code>
+
<!-- Psychic Ritual -->
 
|-
 
|-
| work efficiency factor || optional || || - ||  
+
! colspan="6" style="text-align:left;" | Containment {{AnomalyIcon}}
| <code></code>
+
<!-- Containment -->
 +
|-
 +
| containment strength || optional || Number
 +
|
 +
* [[Property:Containment Strength]]
 +
* [[Containment Strength]]
 +
| {{Q|Containment Strength|Description}}
 +
| <code><statBases><br /><ContainmentStrength></code>
 +
|-
 +
| minimum containment strength || optional || Number
 +
|
 +
* [[Property:Minimum Containment Strength]]
 +
* [[Minimum Containment Strength]]
 +
| {{Q|Minimum Containment Strength|Description}}
 +
| <code><statBases><br /><MinimumContainmentStrength></code>
 +
|-
 +
| anomaly knowledge || optional || Number || [[Property:Anomaly Knowledge]] || The base amount of [[Property:Knowledge Category]] gained when studied
 +
|
 +
# <code><comps><br /><Class="CompProperties_Studiable"><br /><knowledgeCategory></code>
 +
# <code><race><br /><anomalyKnowledge></code>
 
|-
 
|-
| work efficiency offset || optional || || - ||  
+
| knowledge category || optional || Text (Basic, Advanced) || [[Property:Knowledge Category]] || The category of knowledge gained when studying applicable pawns
| <code></code>
+
|
 +
# <code><comps><br /><Class="CompProperties_Studiable"><br /><knowledgeCategory></code>
 +
# <code><race><br /><knowledgeCategory></code>
 
|-
 
|-
| max simultaneous facilities || optional || Number || - ||  
+
| 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></code>
+
| <code><comps><br /><Class="CompProperties_Studiable"><br /><frequencyTicks></code>
 
|-
 
|-
| unpowered work speed factor || optional || || - ||  
+
| bioferrite density || optional || Number || [[Property:Bioferrite Density]] || A multiplier on the base [[Bioferrite]] generation of an entity
| <code></code>
+
| <code><comps><br /><Class="CompProperties_ProducesBioferrite"><br /><bioferriteDensity></code>
 
|-
 
|-
| bulk product amount || optional || || [[Property:Bulk Product Amount]] ||  
+
| gets cold containment bonus || optional || Boolean
| <code></code>
+
|
|}
+
* [[Property:Gets Cold Containment Bonus]]
 
+
* [[Cold Containment Bonus]]
== Deprecated positional parameters ==
+
| {{Q|Cold Containment Bonus|Description}}
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.
+
| <code><comps><br /><Class="CompProperties_HoldingPlatformTarget"><br /><getsColdContainmentBonus></code>
# (still in use)
+
|-
# DEPRECATED: Extra CSS class to be applied to the infobox div.
+
| 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
# DEPRECATED: Used to be extra params passed to the image layout in the infobox.  Superseded by the imagesize= param
+
| <code><comps><br /><Class="CompProperties_Studiable"><br /><minMonolithLevelForStudy></code>
# 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.
+
|-
 
+
| 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><comps><br /><Class="CompProperties_Studiable"><br /><requiresHoldingPlatform></code>
{{clear}}
+
|-
 
+
| requires imprisonment || optional || Boolean || [[Property:Requires Imprisonment]] || Whether or not a pawn needs to be imprisoned in order to be studied
<div class="toccolours mw-collapsible mw-collapsed">
+
| <code><comps><br /><Class="CompProperties_Studiable"><br /><requiresImprisonment></code>
== Examples ==
+
|-
<div class="mw-collapsible-content">
+
| 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
=== Example #1 ===
+
| <code><comps><br /><Class="CompProperties_HoldingPlatformTarget"><br /><baseEscapeIntervalMtbDays></code>
{{Infobox main|animal
+
|-
| name = Muffalo
+
! colspan="6" style="text-align:left;" | Serum
| image = Muffalo east.png
+
<!-- Serum -->
| 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
+
! colspan="6" style="text-align:left;" | Content Source
| movespeed = 4.5
+
<!-- Content Source -->
| min comfortable temperature = -55
+
|-
| max comfortable temperature = 45
+
! colspan="6" style="text-align:left;" | 14. Technical
| flammability = 0.7
+
<!-- 15. TECHNICAL -->
| marketvalue = 300
+
|-
| filth rate = 16
+
|
| woolname = muffalo wool
+
* page verified for version
| sheartime = 15
+
* Verified
| wool = 120
+
| optional || Page || [[Property:Verified For]] ||  || -
| herdanimal = true
+
|-
| bodysize = 2.4
+
| defName || optional || Text || [[Property:Def Name]] ||  
| healthscale = 1.75
+
| <code><defName></code>
| hungerrate = 0.535
+
|-
| diet = herbivorous
+
| label || optional || Text || [[Property:Label]] ||  
| leathername = bluefur
+
| <code><label></code>
| wildness = 0.6
+
|-
| manhuntertame = 0
+
| has quality || optional || Boolean || [[Property:Has Quality]] ||  
| manhunter = 0.1
+
| <code><comps><br /><compClass>CompQuality</compClass></code>
| roamMtb = 2
+
|-
| trainable = none
+
| color || optional ||  || - ||  
| mateMtb = 12
+
| <code></code>
| packanimal = true
+
|-
| gestation = 6.66
+
| thingCategories || optional ||  || - ||  
| offspring = 1
+
| <code><thingCategories></code>
| lifespan = 15
+
|-
| juvenileage = 0.25
+
| file || optional ||  || - ||
| maturityage = 0.3333
+
| <code></code>
| tradeTags = AnimalFarm, AnimalCommon
+
|-
| attack1dmg = 13
+
| weaponTags || optional || Text || [[Property:weaponTags]] ||
| attack1type = Blunt
+
| <code><weaponTags></code>
| attack1cool = 2.6
+
|-
| attack1part = head
+
| thingSetMakerTags || optional || Text
| attack2dmg = 10
+
| [[Property:Thing Set Maker Tags]]
| attack2type = Blunt
+
|  
| attack2cool = 2
+
| <code><thingSetMakerTags></code>
| attack2part = front left leg
+
|-
| attack3dmg = 10
+
| thingSetMakerTagsToAllow || optional || Text || - ||  
| attack3type = Poke
+
| <code><thingSetMakerTagsToAllow></code>
| attack3cool = 2
+
|-
| attack3part = front left leg
+
| thingSetMakerTagsToDisallow || optional || Text || - ||  
| attack4dmg = 10
+
| <code><thingSetMakerTagsToDisallow></code>
| attack4type = Blunt
+
|-
| attack4cool = 2
+
| defaultOutfitTags || optional || Text || [[Property:Default Outfit Tags]] || What default apparel policies this apparel will be assigned to
| attack4part = front right leg
+
| <code><apparel><br /><defaultOutfitTags></code>
| attack5dmg = 10
+
|-
| attack5type = Poke
+
| factionPrerequisiteTags || optional || Text || - ||  
| attack5cool = 2
+
| <code></code>
| attack5part = front right leg
+
|-
| attack6dmg = 10
+
|
| attack6type = Bite
+
* harvestTag
| attack6cool = 2
+
* harvestTags
| attack6part = teeth
+
| optional || Text || - ||  
| attack6chancefactor = 0.5
+
| <code><plant><br /><harvestTag></code>
| livesin_temperateforest = 0.5
+
|-
| livesin_temperateswamp = 0.5
+
| recipePrerequisitetags || optional || Text || - ||  
| livesin_borealforest = 0.5
+
| <code></code>
| livesin_tundra = 2
+
|-
| livesin_coldbog = 0.5
+
| ResearchProjectTagDef || optional || Text || - ||  
| livesin_icesheet = 0.1
+
| <code></code>
| livesin_seaice = 0.1
+
|-
}}
+
|
<div class="pull-left" style="width:40em"><pre>
+
* sowTag
{{Infobox main|animal
+
* sowTags
| name = Muffalo
+
| optional || Text || [[Property:sowTags]] ||  
| 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.
+
# <code><plant><br /><sowTags></code>
| type = Animal
+
# <code><building><br /><sowTag></code>
| movespeed = 4.5
+
|-
| min comfortable temperature = -55
+
|
| max comfortable temperature = 45
+
* tag
| flammability = 0.7
+
* tags
| marketvalue = 300
+
| optional || Text || [[Property:tags]] ||  
| filth rate = 16
+
| <code></code>
| woolname = muffalo wool
+
|-
| sheartime = 15
+
| techHediffsTags || optional || Text || [[Property:techHediffsTags]] ||  
| wool = 120
+
| <code></code>
| herdanimal = true
+
|-
| bodysize = 2.4
+
|
| healthscale = 1.75
+
* tradeTag
| hungerrate = 0.535
+
* tradeTags
| diet = herbivorous
+
| optional
| leathername = bluefur
+
| One of:
| wildness = 0.6
+
{{:Property:TradeTags}}
| manhuntertame = 0
+
| [[Property:TradeTags]] ||  
| manhunter = 0.1
+
| <code><tradeTags></code>
| roamMtb = 2
+
|-
| trainable = none
+
| tradeTagsBuy || optional || Text || - ||  
| mateMtb = 12
+
| <code></code>
| packanimal = true
+
|-
| gestation = 6.66
+
| tradeTagsSell || optional || Text || - ||
| offspring = 1
+
| <code></code>
| lifespan = 15
+
|-
| juvenileage = 0.25
+
| tradeTagsToAllow || optional || Text || - ||
| maturityage = 0.3333
+
| <code></code>
| tradeTags = AnimalFarm, AnimalCommon
+
|-
| attack1dmg = 13
+
| tutorHighlightTag || optional || Text || - ||
| attack1type = Blunt
+
| <code></code>
| attack1cool = 2.6
+
|-
| attack1part = head
+
| apparelTags || optional || Text || [[Property:apparelTags]] ||
| attack2dmg = 10
+
| <code></code>
| attack2type = Blunt
+
|-
| attack2cool = 2
+
| stuff adjective || optional ||  || [[Property:Stuff Adjective]] ||
| attack2part = front left leg
+
| <code><stuffProps> <stuffAdjective></code>
| attack3dmg = 10
+
|-
| attack3type = Poke
+
| small volume || optional || Boolean || [[Property:Small Volume]] ||
| attack3cool = 2
+
| <code><smallVolume></code>
| attack3part = front left leg
+
|-
| attack4dmg = 10
+
| preferability || optional
| attack4type = Blunt
+
| One of:
| attack4cool = 2
+
{{:Property:Preferability}}
| attack4part = front right leg
+
| [[Property:Preferability]] ||
| attack5dmg = 10
+
| <code></code>
| attack5type = Poke
+
|-
| attack5cool = 2
+
| food preference || optional ||  || [[Property:Food Preference]] ||
| attack5part = front right leg
+
| <code></code>
| attack6dmg = 10
+
|-
| attack6type = Bite
+
| drug category || optional
| attack6cool = 2
+
| One of:
| attack6part = teeth
+
{{:Property:Drug Category}}
| attack6chancefactor = 0.5
+
| [[Property:Drug Category]] ||
| livesin_temperateforest = 0.5
+
| <code><ingestible><drugCategory></code>
| livesin_temperateswamp = 0.5
+
|-
| livesin_borealforest = 0.5
+
| is pleasure drug || optional || Boolean || [[Property:Is Pleasure Drug]] ||
| livesin_tundra = 2
+
| <code></code>
| livesin_coldbog = 0.5
+
|-
| livesin_icesheet = 0.1
+
| work efficiency factor || optional ||  || - ||
| livesin_seaice = 0.1
+
| <code></code>
}}</pre></div>
+
|-
{{clear}}
+
| work efficiency offset || optional ||  || - ||
 
+
| <code></code>
=== Example #2 ===
+
|-
{{Infobox main|weapon
+
| max simultaneous facilities || optional || Number || - ||
| name = Autopistol
+
| <code></code>
| image = Autopistol.png
+
|-
| description = An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.
+
| unpowered work speed factor || optional ||  || - ||
| type = Equipment
+
| <code></code>
| type2 = Weapons
+
|-
| tech level = Industrial
+
| bulk product amount || optional ||  || [[Property:Bulk Product Amount]] ||
| class = Industrial
+
| <code></code>
| damage = 10
+
|}
| damage type = Bullet
+
 
| armorPenetration = 15
+
== Deprecated positional parameters ==
| range = 25.9
+
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.
| work to make = 5000
+
# (still in use)
| accuracyTouch = 80
+
# DEPRECATED: Extra CSS class to be applied to the infobox div.
| accuracyShort = 70
+
# DEPRECATED: Used to be extra params passed to the image layout in the infobox.  Superseded by the imagesize= param
| accuracyMedium = 40
+
# 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.
| accuracyLong = 30
+
 
| mode = Single-Shot
+
 
| warmup = 18
+
{{clear}}
| cooldown = 60
+
 
| burst = 1
+
<div class="toccolours mw-collapsible mw-collapsed">
| DPS = DPS
+
== Examples ==
| velocity = 55
+
<div class="mw-collapsible-content">
| production facility 1 = Machining table
+
=== Example #1 ===
| research = Blowback operation
+
{{Infobox main|animal
| resource 1 = Steel
+
| name = Muffalo
| resource 1 amount = 30
+
| image = Muffalo east.png
| resource 2 = Component
+
| 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.
| resource 2 amount = 2
+
| type = Animal
| marketvalue = 139
+
| movespeed = 4.5
| mass base = 1.2
+
| min comfortable temperature = -55
| stoppingPower = 0.5
+
| max comfortable temperature = 45
| meleeattack1dmg = 9
+
| flammability = 0.7
| meleeattack1type = blunt
+
| marketvalue = 300
| meleeattack1part = Grip
+
| filth rate = 16
| meleeattack1cool = 2.0
+
| woolname = muffalo wool
| meleeattack1ap = 13
+
| sheartime = 15
| meleeattack2dmg = 9
+
| wool = 120
| meleeattack2type = blunt
+
| herdanimal = true
| meleeattack2part = Barrel
+
| bodysize = 2.4
| meleeattack2cool = 2.0
+
| healthscale = 1.75
| meleeattack2ap = 13
+
| hungerrate = 0.535
| meleeattack3dmg = 9
+
| diet = herbivorous
| meleeattack3type = Poke
+
| leathername = bluefur
| meleeattack3part = Barrel
+
| wildness = 0.6
| meleeattack3cool = 2.0
+
| manhuntertame = 0
| meleeattack3ap = 13
+
| manhunter = 0.1
| MeleeWeaponAverageDPS = 4.5
+
| roamMtb = 2
| MeleeWeaponAverageAP = 13
+
| trainable = none
| page verified for version =
+
| mateMtb = 12
| skill 1 = Crafting
+
| packanimal = true
| skill 1 level = 4
+
| gestation = 6.66
| has quality = True
+
| offspring = 1
| weaponTags = Gun, SimpleGun
+
| 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
 
}}
 
}}
 
 
<div class="pull-left" style="width:40em"><pre>
 
<div class="pull-left" style="width:40em"><pre>
{{Infobox main|weapon
+
{{Infobox main|animal
| name = Autopistol
+
| name = Muffalo
| image = Autopistol.png
+
| image = Muffalo east.png
| description = An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.
+
| 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 = Equipment
+
| type = Animal
| type2 = Weapons
+
| movespeed = 4.5
| tech level = Industrial
+
| min comfortable temperature = -55
| class = Industrial
+
| max comfortable temperature = 45
| damage = 10
+
| flammability = 0.7
| damage type = Bullet
+
| marketvalue = 300
| armorPenetration = 15
+
| filth rate = 16
| range = 25.9
+
| woolname = muffalo wool
| work to make = 5000
+
| sheartime = 15
| accuracyTouch = 80
+
| wool = 120
| accuracyShort = 70
+
| herdanimal = true
| accuracyMedium = 40
+
| bodysize = 2.4
| accuracyLong = 30
+
| healthscale = 1.75
| mode = Single-Shot
+
| hungerrate = 0.535
| warmup = 18
+
| diet = herbivorous
| cooldown = 60
+
| leathername = bluefur
| burst = 1
+
| wildness = 0.6
| DPS = DPS
+
| manhuntertame = 0
| velocity = 55
+
| manhunter = 0.1
| production facility 1 = Machining table
+
| roamMtb = 2
| research = Blowback operation
+
| trainable = none
| resource 1 = Steel
+
| mateMtb = 12
| resource 1 amount = 30
+
| packanimal = true
| resource 2 = Component
+
| gestation = 6.66
| resource 2 amount = 2
+
| offspring = 1
| marketvalue = 139
+
| lifespan = 15
| mass base = 1.2
+
| juvenileage = 0.25
| stoppingPower = 0.5
+
| maturityage = 0.3333
| meleeattack1dmg = 9
+
| tradeTags = AnimalFarm, AnimalCommon
| meleeattack1type = blunt
+
| attack1dmg = 13
| meleeattack1part = Grip
+
| attack1type = Blunt
| meleeattack1cool = 2.0
+
| attack1cool = 2.6
| meleeattack1ap = 13
+
| attack1part = head
| meleeattack2dmg = 9
+
| attack2dmg = 10
| meleeattack2type = blunt
+
| attack2type = Blunt
| meleeattack2part = Barrel
+
| attack2cool = 2
| meleeattack2cool = 2.0
+
| attack2part = front left leg
| meleeattack2ap = 13
+
| attack3dmg = 10
| meleeattack3dmg = 9
+
| attack3type = Poke
| meleeattack3type = Poke
+
| attack3cool = 2
| meleeattack3part = Barrel
+
| attack3part = front left leg
| meleeattack3cool = 2.0
+
| attack4dmg = 10
| meleeattack3ap = 13
+
| attack4type = Blunt
| MeleeWeaponAverageDPS = 4.5
+
| attack4cool = 2
| MeleeWeaponAverageAP = 13
+
| attack4part = front right leg
| page verified for version =
+
| attack5dmg = 10
| skill 1 = Crafting
+
| attack5type = Poke
| skill 1 level = 4
+
| attack5cool = 2
| has quality = True
+
| attack5part = front right leg
| weaponTags = Gun, SimpleGun
+
| attack6dmg = 10
}}</pre></div>{{clear}}
+
| attack6type = Bite
 
+
| attack6cool = 2
=== Example #3 ===
+
| attack6part = teeth
{{Infobox main|production
+
| attack6chancefactor = 0.5
| name = Art bench
+
| livesin_temperateforest = 0.5
| image = TableSculpting.png
+
| livesin_temperateswamp = 0.5
| imagesize = 192px
+
| livesin_borealforest = 0.5
| description = A workbench equipped for creating art.
+
| livesin_tundra = 2
| type = Building
+
| livesin_coldbog = 0.5
| type2 = Production
+
| livesin_icesheet = 0.1
| hp = 180
+
| livesin_seaice = 0.1
| mass base = 20
+
}}</pre></div>
| flammability = 1
+
{{clear}}
| path cost = 50
+
 
<!-- Building -->
+
=== Example #2 ===
| cleanliness = -5
+
{{Infobox main|weapon
| passability = pass through only
+
| name = Autopistol
| cover = 0.5
+
| image = Autopistol.png
| minifiable = true
+
| description = An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.
| placeable = true
+
| type = Equipment
| size = 3 ˣ 1
+
| type2 = Weapons
| sell price factor = 0.7
+
| tech level = Industrial
| terrain affordance = medium
+
| class = Industrial
| facility = tool cabinet
+
| damage = 10
<!-- Creation -->
+
| damage type = Bullet
| work to make = 2500
+
| armorPenetration = 15
| stuff tags = Metallic, Woody
+
| range = 25.9
| resource 1 = Stuff
+
| work to make = 5000
| resource 1 amount = 75
+
| accuracyTouch = 80
| resource 2 = Steel
+
| accuracyShort = 70
| resource 2 amount = 50
+
| accuracyMedium = 40
<!-- Technical -->
+
| accuracyLong = 30
| page verified for version = 1.2.2900
+
| mode = Single-Shot
}}
+
| warmup = 18
 
+
| cooldown = 60
<div class="pull-left" style="width:40em"><pre>
+
| burst = 1
{{Infobox main|production
+
| DPS = DPS
| name = Art bench
+
| velocity = 55
| image = TableSculpting.png
+
| production facility 1 = Machining table
| imagesize = 192px
+
| research = Blowback operation
| description = A workbench equipped for creating art.
+
| resource 1 = Steel
| type = Building
+
| resource 1 amount = 30
| type2 = Production
+
| resource 2 = Component
| hp = 180
+
| resource 2 amount = 2
| mass base = 20
+
| marketvalue = 139
| flammability = 1
+
| mass base = 1.2
| path cost = 50
+
| stoppingPower = 0.5
<!-- Building -->
+
| meleeattack1dmg = 9
| cleanliness = -5
+
| meleeattack1type = blunt
| passability = pass through only
+
| meleeattack1part = Grip
| cover = 0.5
+
| meleeattack1cool = 2.0
| minifiable = true
+
| meleeattack1ap = 13
| placeable = true
+
| meleeattack2dmg = 9
| size = 3 ˣ 1
+
| meleeattack2type = blunt
| sell price factor = 0.7
+
| meleeattack2part = Barrel
| terrain affordance = medium
+
| meleeattack2cool = 2.0
| facility = tool cabinet
+
| meleeattack2ap = 13
<!-- Creation -->
+
| meleeattack3dmg = 9
| work to make = 2500
+
| meleeattack3type = Poke
| stuff tags = Metallic, Woody
+
| meleeattack3part = Barrel
| resource 1 = Stuff
+
| meleeattack3cool = 2.0
| resource 1 amount = 75
+
| meleeattack3ap = 13
| resource 2 = Steel
+
| MeleeWeaponAverageDPS = 4.5
| resource 2 amount = 50
+
| MeleeWeaponAverageAP = 13
<!-- Technical -->
+
| page verified for version =
| page verified for version = 1.2.2900
+
| skill 1 = Crafting
}}</pre></div>{{clear}}
+
| skill 1 level = 4
 +
| has quality = True
 +
| weaponTags = Gun, SimpleGun
 +
}}
  
=== Example #4 ===
+
<div class="pull-left" style="width:40em"><pre>
{{Infobox main|none
+
{{Infobox main|weapon
| name = Scorcher
+
| name = Autopistol
| image = Scorcher east.png
+
| image = Autopistol.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.
+
| description = An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.
| type = Mechanoid
+
| type = Equipment
| movespeed = 4.5
+
| type2 = Weapons
| flammability = 0
+
| tech level = Industrial
| marketvalue = 1200
+
| class = Industrial
| armorblunt = 20
+
| damage = 10
| armorsharp = 40
+
| damage type = Bullet
| armorheat = 200
+
| armorPenetration = 15
| min comfortable temperature = -100
+
| range = 25.9
| max comfortable temperature = 250
+
| work to make = 5000
| bandwidth = 1
+
| accuracyTouch = 80
| bodysize = 1
+
| accuracyShort = 70
| healthscale = 0.7
+
| accuracyMedium = 40
| lifespan =  
+
| accuracyLong = 30
| attack1dmg = 12
+
| mode = Single-Shot
| attack1type = Blunt
+
| warmup = 18
| attack1cool = 2
+
| cooldown = 60
| attack1part = Front left leg
+
| burst = 1
| attack2dmg = 12
+
| DPS = DPS
| attack2type = Blunt
+
| velocity = 55
| attack2cool = 2
+
| production facility 1 = Machining table
| attack2part = Front right leg
+
| research = Blowback operation
| 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 = Steel
| resource 1 amount = 80
+
| resource 1 amount = 30
| resource 2 = Plasteel
+
| resource 2 = Component
| resource 2 amount = 32
+
| resource 2 amount = 2
| resource 3 = Component
+
| marketvalue = 139
| resource 3 amount = 3
+
| mass base = 1.2
| resource 4 = Standard subcore
+
| stoppingPower = 0.5
| resource 4 amount = 1
+
| meleeattack1dmg = 9
}}
+
| meleeattack1type = blunt
<div class="pull-left" style="width:40em"><pre>
+
| meleeattack1part = Grip
{{Infobox main|none
+
| meleeattack1cool = 2.0
| name = Scorcher
+
| meleeattack1ap = 13
| image = Scorcher east.png
+
| meleeattack2dmg = 9
| 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.
+
| meleeattack2type = blunt
| type = Mechanoid
+
| meleeattack2part = Barrel
| movespeed = 4.5
+
| meleeattack2cool = 2.0
| flammability = 0
+
| meleeattack2ap = 13
| marketvalue = 1200
+
| meleeattack3dmg = 9
| armorblunt = 20
+
| meleeattack3type = Poke
| armorsharp = 40
+
| meleeattack3part = Barrel
| armorheat = 200
+
| meleeattack3cool = 2.0
| min comfortable temperature = -100
+
| meleeattack3ap = 13
| max comfortable temperature = 250
+
| MeleeWeaponAverageDPS = 4.5
| bandwidth = 1
+
| MeleeWeaponAverageAP = 13
| bodysize = 1
+
| page verified for version =
| healthscale = 0.7
+
| skill 1 = Crafting
| lifespan =  
+
| skill 1 level = 4
| attack1dmg = 12
+
| has quality = True
| attack1type = Blunt
+
| weaponTags = Gun, SimpleGun
| attack1cool = 2
+
}}</pre></div>{{clear}}
| attack1part = Front left leg
+
 
| attack2dmg = 12
+
=== Example #3 ===
| attack2type = Blunt
+
{{Infobox main|production
| attack2cool = 2
+
| name = Art bench
| attack2part = Front right leg
+
| image = TableSculpting.png
| attack3dmg = 8.5
+
| imagesize = 192px
| attack3type = Blunt
+
| description = A workbench equipped for creating art.
| attack3cool = 2
+
| type = Building
| attack3part = head
+
| type2 = Production
| attack3chancefactor = 0.2
+
| hp = 180
| page verified for version = 1.4.3525
+
| mass base = 20
| weaponTags = MechanoidGunMiniFlameblaster
+
| 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 -->
 
<!-- Creation -->
| research = Standard mechtech
+
| work to make = 2500
| production facility 1 = Large mech gestator
+
| stuff tags = Metallic, Woody
| gestation cycles = 2
+
| resource 1 = Stuff
| resource 1 = Steel
+
| resource 1 amount = 75
| resource 1 amount = 80
+
| resource 2 = Steel
| resource 2 = Plasteel
+
| resource 2 amount = 50
| resource 2 amount = 32
+
<!-- Technical -->
| resource 3 = Component
+
| page verified for version = 1.2.2900
| resource 3 amount = 3
+
}}
| resource 4 = Standard subcore
 
| resource 4 amount = 1
 
}}</pre></div>{{clear}}
 
  
=== Example #5 ===
+
<div class="pull-left" style="width:40em"><pre>
{{Infobox main
+
{{Infobox main|production
| name = Button-down shirt
+
| name = Art bench
| image = Button-Down_Shirt.png
+
| image = TableSculpting.png
| description = A nice-looking collared shirt with buttons.
+
| imagesize = 192px
| type = Gear
+
| description = A workbench equipped for creating art.
| type2 = Clothing
+
| type = Building
| tech level = Medieval
+
| type2 = Production
| hp = 100
+
| hp = 180
| production facility 1 = Hand tailor bench
+
| mass base = 20
| production facility 2 = Electric tailor bench
+
| flammability = 1
| research = Complex clothing
+
| path cost = 50
| work to make = 2700
+
<!-- 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 = Stuff
| resource 1 amount = 45
+
| resource 1 amount = 75
| stuff tags = Leathery, Fabric
+
| resource 2 = Steel
| insulationheatfactor = 0.1
+
| resource 2 amount = 50
| insulationcoldfactor = 0.26
+
<!-- Technical -->
| armorsharpfactor = 0.2
+
| page verified for version = 1.2.2900
| armorbluntfactor = 0.2
+
}}</pre></div>{{clear}}
| armorheatfactor = 0.2
+
 
| lifestage = Adult
+
=== Example #4 ===
| clothing for nudity = true
+
{{Infobox main|none
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm
+
| name = Scorcher
| layer = Skin
+
| image = Scorcher east.png
| mass base = 0.3
+
| 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.
| thingCategories = Apparel
+
| type = Mechanoid
| tags = IndustrialBasic
+
| movespeed = 4.5
| defaultOutfitTags = Worker, Soldier
+
| flammability = 0
}}
+
| marketvalue = 1200
<div class="pull-left" style="width:40em"><pre>
+
| armorblunt = 20
{{Infobox main
+
| armorsharp = 40
| name = Button-down shirt
+
| armorheat = 200
| image = Button-Down_Shirt.png
+
| min comfortable temperature = -100
| description = A nice-looking collared shirt with buttons.
+
| max comfortable temperature = 250
| type = Gear
+
| bandwidth = 1
| type2 = Clothing
+
| bodysize = 1
| tech level = Medieval
+
| healthscale = 0.7
| hp = 100
+
| lifespan =
| production facility 1 = Hand tailor bench
+
| attack1label = front left leg
| production facility 2 = Electric tailor bench
+
| attack1labelNoLocation = leg
| research = Complex clothing
+
| attack1dmg = 12
| work to make = 2700
+
| attack1type = Blunt
| resource 1 = Stuff
+
| attack1cool = 2
| resource 1 amount = 45
+
| attack1part = FrontLeftLeg
| stuff tags = Leathery, Fabric
+
| attack1alwaysTreatAsWeapon = true
| insulationheatfactor = 0.1
+
| attack2label = front right leg
| insulationcoldfactor = 0.26
+
| attack2labelNoLocation = leg
| armorsharpfactor = 0.2
+
| attack2dmg = 12
| armorbluntfactor = 0.2
+
| attack2type = Blunt
| armorheatfactor = 0.2
+
| attack2cool = 2
| lifestage = Adult
+
| attack2part = FrontRightLeg
| clothing for nudity = true
+
| attack2alwaysTreatAsWeapon = true
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm
+
| attack3label = head
| layer = Skin
+
| attack3dmg = 8.5
| mass base = 0.3
+
| attack3type = Blunt
| thingCategories = Apparel
+
| attack3cool = 2
| tags = IndustrialBasic
+
| attack3part = HeadAttackTool
| defaultOutfitTags = Worker, Soldier</pre></div>{{clear}}
+
| attack3chancefactor = 0.2
 
+
| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true
=== Example #6 ===
+
| page verified for version = 1.4.3525
{{infobox main|building|
+
| weaponTags = MechanoidGunMiniFlameblaster
| name = Chemfuel powered generator
+
<!-- Creation -->
| image = Chemfuel_powered_generator.png|128px
+
| research = Standard mechtech
| description = Produces power by consuming chemfuel. Must be periodically refueled by hand.
+
| production facility 1 = Large mech gestator
| type = Building
+
| gestation cycles = 2
| type2 = Power
+
| resource 1 = Steel
| marketvalue = 139
+
| resource 1 amount = 80
| placeable = true
+
| resource 2 = Plasteel
| path cost = 50
+
| resource 2 amount = 32
| passability = pass through only
+
| resource 3 = Component
| blockswind = true
+
| resource 3 amount = 3
| cover = 1
+
| resource 4 = Standard subcore
| minifiable = false
+
| resource 4 amount = 1
| size = 2 ˣ 2
+
}}
| flammability = 1
+
<div class="pull-left" style="width:40em"><pre>
| hp = 300
+
{{Infobox main|none
| beauty = -20
+
| name = Scorcher
| power = 1000
+
| image = Scorcher east.png
| glowradius = 6
+
| 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.
| glowcolor = (80, 112, 180)
+
| type = Mechanoid
| heatpersecond = 6
+
| movespeed = 4.5
| terrain affordance = medium
+
| flammability = 0
| research = Electricity
+
| marketvalue = 1200
| skill 1 = Construction
+
| armorblunt = 20
| skill 1 level = 6
+
| armorsharp = 40
| work to make = 2500
+
| armorheat = 200
 +
| min comfortable temperature = -100
 +
| max comfortable temperature = 250
 +
| bandwidth = 1
 +
| bodysize = 1
 +
| healthscale = 0.7
 +
| lifespan =
 +
| attack1label = front left leg
 +
| attack1labelNoLocation = leg
 +
| attack1dmg = 12
 +
| attack1type = Blunt
 +
| attack1cool = 2
 +
| attack1part = FrontLeftLeg
 +
| attack1alwaysTreatAsWeapon = true
 +
| attack2label = front right leg
 +
| attack2labelNoLocation = leg
 +
| attack2dmg = 12
 +
| attack2type = Blunt
 +
| attack2cool = 2
 +
| attack2part = FrontRightLeg
 +
| attack2alwaysTreatAsWeapon = true
 +
| attack3label = head
 +
| attack3dmg = 8.5
 +
| attack3type = Blunt
 +
| attack3cool = 2
 +
| attack3part = HeadAttackTool
 +
| attack3chancefactor = 0.2
 +
| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true
 +
| 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 = Steel
| resource 1 amount = 100
+
| resource 1 amount = 80
| resource 2 = Component
+
| resource 2 = Plasteel
| resource 2 amount = 3
+
| resource 2 amount = 32
| fuel filter = Chemfuel
+
| resource 3 = Component
| fuel capacity = 30.0
+
| resource 3 amount = 3
| fuel consumption rate = 4.5
+
| resource 4 = Standard subcore
}}
+
| resource 4 amount = 1
<div class="pull-left" style="width:40em"><pre>
+
}}</pre></div>{{clear}}
{{infobox main|building|
+
 
| name = Chemfuel powered generator
+
=== Example #5 ===
| image = Chemfuel_powered_generator.png|128px
+
{{Infobox main
| description = Produces power by consuming chemfuel. Must be periodically refueled by hand.
+
| name = Button-down shirt
| type = Building
+
| image = Button-Down_Shirt.png
| type2 = Power
+
| description = A nice-looking collared shirt with buttons.
| marketvalue = 139
+
| type = Gear
| placeable = true
+
| type2 = Clothing
| path cost = 50
+
| tech level = Medieval
| passability = pass through only
+
| hp = 100
| blockswind = true
+
| production facility 1 = Hand tailor bench
| cover = 1
+
| production facility 2 = Electric tailor bench
| minifiable = false
+
| research = Complex clothing
| size = 2 ˣ 2
+
| work to make = 2700
| flammability = 1
+
| resource 1 = Stuff
| hp = 300
+
| resource 1 amount = 45
| beauty = -20
+
| stuff tags = Leathery, Fabric
| power = 1000
+
| insulationheatfactor = 0.1
| glowradius = 6
+
| insulationcoldfactor = 0.26
| glowcolor = (80, 112, 180)
+
| armorsharpfactor = 0.2
| heatpersecond = 6
+
| armorbluntfactor = 0.2
| terrain affordance = medium
+
| armorheatfactor = 0.2
| research = Electricity
+
| lifestage = Adult
| skill 1 = Construction
+
| clothing for nudity = true
| skill 1 level = 6
+
| coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm
| work to make = 2500
+
| layer = Skin
| resource 1 = Steel
+
| mass base = 0.3
| resource 1 amount = 100
+
| thingCategories = Apparel
| resource 2 = Component
+
| tags = IndustrialBasic
| resource 2 amount = 3
+
| defaultOutfitTags = Worker, Soldier
| fuel filter = Chemfuel
+
}}
| fuel capacity = 30.0
+
<div class="pull-left" style="width:40em"><pre>
| fuel consumption rate = 4.5</pre></div>{{clear}}
+
{{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</pre></div>{{clear}}
  
=== Example #7 ===
+
=== Example #6 ===
{{Infobox main|metallic
+
{{infobox main|building|
| name = Steel
+
| name = Chemfuel powered generator
| image = Steel b.png
+
| image = Chemfuel_powered_generator.png|128px
| description = An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines.
+
| description = Produces power by consuming chemfuel. Must be periodically refueled by hand.
<!-- Base Stats -->
+
| type = Building
| type = Material
+
| type2 = Power
| type2 = Metal
+
| marketvalue = 139
| stuff category = Metallic
+
| placeable = true
| marketvalue = 1.9
+
| path cost = 50
| beauty = -4
+
| passability = pass through only
| mass base = 0.5
+
| blockswind = true
| stack limit = 75
+
| cover = 1
| path cost = 14
+
| minifiable = false
| rotatable = false
+
| size = 2 ˣ 2
| terrain affordance = Medium
+
| flammability = 1
<!-- Stat Modifiers -->
+
| hp = 300
| beauty factor = 1
+
| beauty = -20
| beauty offset = 0
+
| power = 1000
| work to build factor = 1
+
| glowradius = 6
| work to make factor = 1
+
| glowcolor = (80, 112, 180)
| max hit points factor = 1
+
| heatpersecond = 6
| flammability factor = 0.4
+
| terrain affordance = medium
| armor - sharp factor = 0.9
+
| research = Electricity
| armor - blunt factor = 0.45
+
| skill 1 = Construction
| armor - heat factor = 0.6
+
| skill 1 level = 6
| insulation - cold factor = 3
+
| work to make = 2500
| insulation - heat factor = 0
+
| resource 1 = Steel
| melee blunt damage factor = 1
+
| resource 1 amount = 100
| melee sharp damage factor  = 1
+
| resource 2 = Component
| melee cooldown factor = 1
+
| resource 2 amount = 3
| door opening speed factor = 1
+
| fuel filter = Chemfuel
| rest effectiveness factor = 1
+
| fuel capacity = 30.0
<!-- Technical -->
+
| fuel consumption rate = 4.5
| 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
 
}}
 
 
<div class="pull-left" style="width:40em"><pre>
 
<div class="pull-left" style="width:40em"><pre>
{{Infobox main|metallic
+
{{infobox main|building|
| name = Steel
+
| name = Chemfuel powered generator
| image = Steel b.png
+
| image = Chemfuel_powered_generator.png|128px
| description = An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines.
+
| description = Produces power by consuming chemfuel. Must be periodically refueled by hand.
<!-- Base Stats -->
+
| type = Building
| type = Material
+
| type2 = Power
| type2 = Metal
+
| marketvalue = 139
| stuff category = Metallic
+
| placeable = true
| marketvalue = 1.9
+
| path cost = 50
| beauty = -4
+
| passability = pass through only
| mass base = 0.5
+
| blockswind = true
| stack limit = 75
+
| cover = 1
| path cost = 14
+
| minifiable = false
| rotatable = false
+
| size = 2 ˣ 2
| terrain affordance = Medium
+
| flammability = 1
<!-- Stat Modifiers -->
+
| hp = 300
| beauty factor = 1
+
| beauty = -20
| beauty offset = 0
+
| power = 1000
| work to build factor = 1
+
| glowradius = 6
| work to make factor = 1
+
| glowcolor = (80, 112, 180)
| max hit points factor = 1
+
| heatpersecond = 6
| flammability factor = 0.4
+
| terrain affordance = medium
| armor - sharp factor = 0.9
+
| research = Electricity
| armor - blunt factor = 0.45
+
| skill 1 = Construction
| armor - heat factor = 0.6
+
| skill 1 level = 6
| insulation - cold factor = 3
+
| work to make = 2500
| insulation - heat factor = 0
+
| resource 1 = Steel
| melee blunt damage factor = 1
+
| resource 1 amount = 100
| melee sharp damage factor  = 1
+
| resource 2 = Component
| melee cooldown factor = 1
+
| resource 2 amount = 3
| door opening speed factor = 1
+
| fuel filter = Chemfuel
| rest effectiveness factor = 1
+
| fuel capacity = 30.0
<!-- Technical -->
+
| fuel consumption rate = 4.5</pre></div>{{clear}}
| defName = Steel
+
 
<!-- Unused -->
+
=== Example #7 ===
| always haulable = true
+
{{Infobox main|metallic
| color = (102,102,105)
+
| name = Steel
| construct effect = ConstructMetal
+
| image = Steel b.png
| default color = (255,255,255)
+
| description = An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines.
| 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</pre></div>{{clear}}
 
 
 
=== Example #8 ===
 
{{Infobox main|Structure
 
| name = Jade ore
 
| image = Jade ore.png
 
| description = Rock containing bits of jade.
 
 
<!-- Base Stats -->
 
<!-- Base Stats -->
| type = Structure
+
| type = Material
| hp = 1500
+
| type2 = Metal
| flammability = 0
+
| stuff category = Metallic
 +
| marketvalue = 1.9
 +
| beauty = -4
 +
| mass base = 0.5
 +
| stack limit = 75
 +
| path cost = 14
 
| rotatable = false
 
| rotatable = false
<!-- Building -->
+
| terrain affordance = Medium
| size = 1 * 1
+
<!-- Stat Modifiers -->
| passability = impassable
+
| beauty factor = 1
| cover = 1
+
| beauty offset = 0
| blockswind = true
+
| work to build factor = 1
<!-- Mineable -->
+
| work to make factor = 1
| mineable = true
+
| max hit points factor = 1
| isResourceRock = true
+
| flammability factor = 0.4
| mineable thing = Jade
+
| armor - sharp factor = 0.9
| mineable yield = 40
+
| armor - blunt factor = 0.45
| mineable scatter commonality = 0.065
+
| armor - heat factor = 0.6
| mineable scatter lump size range = 2~8
+
| insulation - cold factor = 3
| veinMineable = true
+
| 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 -->
 
<!-- Technical -->
| defName = MineableJade
+
| defName = Steel
| label = jade
+
<!-- Unused -->
<!-- Other -->
+
| always haulable = true
| category = Building
+
| 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
 
| selectable = true
| drawerType = MapMeshOnly
+
| slag def = ChunkSlagSteel
| filthLeaving = Filth_RubbleRock
+
| sound drop = Metal_Drop
| scatterableOnMapGen = false
+
| sound impact stuff = BulletImpactMetal
| artificialForMeditationPurposes = false
+
| sound interact = Metal_Drop
| thingClass = Mineable
+
| sound melee hit blunt = MeleeHit_Metal_Blunt
| linkType = CornerFiller
+
| sound melee hit sharp = MeleeHit_Metal_Sharp
| linkFlags = Rock, MapEdge
+
| thing class = ThingWithComps
| altitudeLayer = Building
+
| use hit points = false
| castEdgeShadows = true
+
| volume = 1
| 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)
 
 
}}
 
}}
 
<div class="pull-left" style="width:40em"><pre>
 
<div class="pull-left" style="width:40em"><pre>
{{Infobox main|Structure
+
{{Infobox main|metallic
| name = Jade ore
+
| name = Steel
| image = Jade ore.png
+
| image = Steel b.png
| description = Rock containing bits of jade.
+
| description = An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines.
 
<!-- Base Stats -->
 
<!-- Base Stats -->
| type = Structure
+
| type = Material
| hp = 1500
+
| type2 = Metal
| flammability = 0
+
| stuff category = Metallic
 +
| marketvalue = 1.9
 +
| beauty = -4
 +
| mass base = 0.5
 +
| stack limit = 75
 +
| path cost = 14
 
| rotatable = false
 
| rotatable = false
<!-- Building -->
+
| terrain affordance = Medium
| size = 1 * 1
+
<!-- Stat Modifiers -->
| passability = impassable
+
| beauty factor = 1
| cover = 1
+
| beauty offset = 0
| blockswind = true
+
| work to build factor = 1
<!-- Mineable -->
+
| work to make factor = 1
| mineable = true
+
| max hit points factor = 1
| isResourceRock = true
+
| flammability factor = 0.4
| mineable thing = Jade
+
| armor - sharp factor = 0.9
| mineable yield = 40
+
| armor - blunt factor = 0.45
| mineable scatter commonality = 0.065
+
| armor - heat factor = 0.6
| mineable scatter lump size range = 2~8
+
| insulation - cold factor = 3
| veinMineable = true
+
| 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 -->
 
<!-- Technical -->
| defName = MineableJade
+
| defName = Steel
| label = jade
+
<!-- Unused -->
<!-- Other -->
+
| always haulable = true
| category = Building
+
| 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
 
| selectable = true
| drawerType = MapMeshOnly
+
| slag def = ChunkSlagSteel
| filthLeaving = Filth_RubbleRock
+
| sound drop = Metal_Drop
| scatterableOnMapGen = false
+
| sound impact stuff = BulletImpactMetal
| artificialForMeditationPurposes = false
+
| sound interact = Metal_Drop
| thingClass = Mineable
+
| sound melee hit blunt = MeleeHit_Metal_Blunt
| linkType = CornerFiller
+
| sound melee hit sharp = MeleeHit_Metal_Sharp
| linkFlags = Rock, MapEdge
+
| thing class = ThingWithComps
| altitudeLayer = Building
+
| use hit points = false
| castEdgeShadows = true
+
| volume = 1</pre></div>{{clear}}
| coversFloor = true
+
 
| neverMultiSelect = true
+
=== Example #8 ===
| saveCompressible = true
+
{{Infobox main|Structure
| holdsRoof = true
+
| name = Jade ore
| staticSunShadowHeight = 1.0
+
| image = Jade ore.png
| blockLight = true
+
| description = Rock containing bits of jade.
| fertility = 0
+
<!-- Base Stats -->
| canOverlapZones = false
+
| type = Structure
| isInert = true
+
| hp = 1500
| isNaturalRock = true
+
| flammability = 0
| canBuildNonEdificesUnder = false
+
| rotatable = false
| deconstructible = false
+
<!-- Building -->
| supportsWallAttachments = true
+
| size = 1 * 1
| texPath = Things/Building/Linked/RockFlecked_Atlas
+
| passability = impassable
| graphicClass = Graphic_Single
+
| cover = 1
| shaderType = CutoutComplex
+
| blockswind = true
| color = (68,83,68)
+
<!-- Mineable -->
| colorTwo = (30,173,25)
+
| mineable = true
}}
+
| isResourceRock = true
</pre></div>{{clear}}
+
| mineable thing = Jade
 
+
| mineable yield = 40
=== Example #9 ===
+
| mineable scatter commonality = 0.065
{{infobox main|entity
+
| mineable scatter lump size range = 2~8
| name = Fingerspike
+
| veinMineable = true
| image = Fingerspike.png
+
<!-- Technical -->
| description = A fleshy dog-sized creature with a single spiked limb. Despite their short legs, fingerspikes can move remarkably fast.
+
| defName = MineableJade
<!-- Base Stats -->
+
| label = jade
| type = Entity
+
<!-- Other -->
| mass base = 60
+
| category = Building
| flammability = 1.25
+
| selectable = true
<!-- Pawn Stats -->
+
| drawerType = MapMeshOnly
| combatPower = 25
+
| filthLeaving = Filth_RubbleRock
| movespeed = 5.1
+
| scatterableOnMapGen = false
| healthscale = 0.5
+
| artificialForMeditationPurposes = false
| bodysize = 0.6
+
| thingClass = Mineable
| diet = none
+
| linkType = CornerFiller
| lifespan = 10
+
| linkFlags = Rock, MapEdge
| trainable = None
+
| altitudeLayer = Building
| min comfortable temperature = -40
+
| castEdgeShadows = true
| max comfortable temperature = 60
+
| coversFloor = true
| toxic resistance = 0.5
+
| neverMultiSelect = true
<!-- Entity -->
+
| saveCompressible = true
| bioferrite density = 2
+
| holdsRoof = true
<!-- Studiable -->
+
| staticSunShadowHeight = 1.0
| knowledge category = Basic
+
| blockLight = true
| anomaly knowledge = 1
+
| fertility = 0
| study interval = 120000
+
| canOverlapZones = false
| min monolith level for study = 1
+
| isInert = true
<!-- Containment -->
+
| isNaturalRock = true
| minimum containment strength = 20
+
| canBuildNonEdificesUnder = false
| requires holding platform = true
+
| deconstructible = false
| gets cold containment bonus = true
+
| supportsWallAttachments = true
| base escape interval MTB days = 60
+
| texPath = Things/Building/Linked/RockFlecked_Atlas
<!-- Production -->
+
| graphicClass = Graphic_Single
| meatname = Twisted meat
+
| shaderType = CutoutComplex
| meatyield = 70
+
| color = (68,83,68)
<!-- Combat -->
+
| colorTwo = (30,173,25)
| attack1dmg = 7
+
}}
| attack1type = Stab
 
| attack1part = MiddleSpike
 
| attack1cool = 180
 
| attack2dmg = 3
 
| attack2type = Blunt
 
| attack2part = HeadAttackTool
 
| attack2cool = 180
 
<!-- Technical -->
 
| defName = Fingerspike
 
| label = fingerspike
 
}}
 
 
<div class="pull-left" style="width:40em"><pre>
 
<div class="pull-left" style="width:40em"><pre>
{{infobox main|entity
+
{{Infobox main|Structure
| name = Fingerspike
+
| name = Jade ore
| image = Fingerspike.png
+
| image = Jade ore.png
| description = A fleshy dog-sized creature with a single spiked limb. Despite their short legs, fingerspikes can move remarkably fast.
+
| description = Rock containing bits of jade.
 
<!-- Base Stats -->
 
<!-- Base Stats -->
| type = Entity
+
| type = Structure
| mass base = 60
+
| hp = 1500
| flammability = 1.25
+
| flammability = 0
<!-- Pawn Stats -->
+
| rotatable = false
| combatPower = 25
+
<!-- Building -->
| movespeed = 5.1
+
| size = 1 * 1
| healthscale = 0.5
+
| passability = impassable
| bodysize = 0.6
+
| cover = 1
| diet = none
+
| blockswind = true
| lifespan = 10
+
<!-- Mineable -->
| trainable = None
+
| mineable = true
| min comfortable temperature = -40
+
| isResourceRock = true
| max comfortable temperature = 60
+
| mineable thing = Jade
| toxic resistance = 0.5
+
| mineable yield = 40
<!-- Entity -->
+
| mineable scatter commonality = 0.065
| bioferrite density = 2
+
| mineable scatter lump size range = 2~8
<!-- Studiable -->
+
| veinMineable = true
| knowledge category = Basic
+
<!-- Technical -->
| anomaly knowledge = 1
+
| defName = MineableJade
| study interval = 120000
+
| label = jade
| min monolith level for study = 1
+
<!-- Other -->
<!-- Containment -->
+
| category = Building
| minimum containment strength = 20
+
| selectable = true
| requires holding platform = true
+
| drawerType = MapMeshOnly
| gets cold containment bonus = true
+
| filthLeaving = Filth_RubbleRock
| base escape interval MTB days = 60
+
| scatterableOnMapGen = false
<!-- Production -->
+
| artificialForMeditationPurposes = false
| meatname = Twisted meat
+
| thingClass = Mineable
| meatyield = 70
+
| linkType = CornerFiller
<!-- Combat -->
+
| linkFlags = Rock, MapEdge
| attack1dmg = 7
+
| altitudeLayer = Building
| attack1type = Stab
+
| castEdgeShadows = true
| attack1part = MiddleSpike
+
| coversFloor = true
| attack1cool = 180
+
| neverMultiSelect = true
| attack2dmg = 3
+
| saveCompressible = true
| attack2type = Blunt
+
| 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)
 +
}}
 +
</pre></div>{{clear}}
 +
 
 +
=== Example #9 ===
 +
{{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
 
| attack2part = HeadAttackTool
 
| attack2cool = 180
 
| attack2cool = 180
Line 2,426: Line 3,051:
 
| defName = Fingerspike
 
| defName = Fingerspike
 
| label = fingerspike
 
| label = fingerspike
 +
}}
 +
<div class="pull-left" style="width:40em"><pre>
 +
{{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
 +
}}</pre></div>{{clear}}
 +
 +
=== Example #10 ===
 +
{{infobox main|animal
 +
| page verified for version = 1.3.3101
 +
| name = Dromedary
 +
| image = Dromedary east.png
 +
| description = A large land mammal adapted to arid environments. Domesticated since ancient times, its wool and leather are both exceptionally good at insulating against the desert heat, and its milk is quite nourishing. It can be used as a pack animal and mount, but its bouncing gait makes it slower to ride than a horse.<br>By storing water in its large humps and reclaiming moisture from its breath as it exhales, it can go weeks without drinking.<br>When in a caravan, people can ride dromedaries to increase the caravan's speed.
 +
| type = Animal
 +
| movespeed = 4.3
 +
| min comfortable temperature = -22
 +
| max comfortable temperature = 60
 +
| flammability = 0.7
 +
| marketvalue = 300
 +
| filth rate = 16
 +
| ridingspeed = 1.3
 +
| milktime = 2
 +
| milk = 18
 +
| herdanimal = true
 +
| combatPower = 90
 +
| bodysize = 2.1
 +
| healthscale = 1.6
 +
| hungerrate = 0.535
 +
| diet = herbivorous
 +
| leathername = camelhide
 +
| wildness = 0.25
 +
| manhuntertame = 0
 +
| manhunter = 0
 +
| roamMtb = 3
 +
| trainable = none
 +
| mateMtb = 12
 +
| packanimal = true
 +
| gestation = 6.66
 +
| offspring = 1
 +
| lifespan = 45
 +
| juvenileage = 0.25
 +
| maturityage = 0.3333
 +
| tradeTags = AnimalFarm, AnimalCommon
 +
| attack1dmg = 9
 +
| attack1type = Blunt
 +
| attack1cool = 2
 +
| attack1part = front left leg
 +
| attack2dmg = 9
 +
| attack2type = Poke
 +
| attack2cool = 2
 +
| attack2part = front left leg
 +
| attack3dmg = 9
 +
| attack3type = Blunt
 +
| attack3cool = 2
 +
| attack3part = front right leg
 +
| attack4dmg = 9
 +
| attack4type = Poke
 +
| attack4cool = 2
 +
| attack4part = front right leg
 +
| attack5dmg = 10
 +
| attack5type = Bite
 +
| attack5cool = 2
 +
| attack5part = teeth
 +
| attack5chancefactor = 0.7
 +
| attack6dmg = 7
 +
| attack6type = Blunt
 +
| attack6cool = 2
 +
| attack6part = head
 +
| attack6chancefactor = 0.2
 +
| livesin_aridshrubland = 0.7
 +
| livesin_desert = 0.7
 +
| livesin_extremedesert = 0.2
 +
}}
 +
<div class="pull-left" style="width:40em"><pre>
 +
{{infobox main|animal
 +
| page verified for version = 1.3.3101
 +
| name = Dromedary
 +
| image = Dromedary east.png
 +
| description = A large land mammal adapted to arid environments. Domesticated since ancient times, its wool and leather are both exceptionally good at insulating against the desert heat, and its milk is quite nourishing. It can be used as a pack animal and mount, but its bouncing gait makes it slower to ride than a horse.<br>By storing water in its large humps and reclaiming moisture from its breath as it exhales, it can go weeks without drinking.<br>When in a caravan, people can ride dromedaries to increase the caravan's speed.
 +
| type = Animal
 +
| movespeed = 4.3
 +
| min comfortable temperature = -22
 +
| max comfortable temperature = 60
 +
| flammability = 0.7
 +
| marketvalue = 300
 +
| filth rate = 16
 +
| ridingspeed = 1.3
 +
| milktime = 2
 +
| milk = 18
 +
| herdanimal = true
 +
| combatPower = 90
 +
| bodysize = 2.1
 +
| healthscale = 1.6
 +
| hungerrate = 0.535
 +
| diet = herbivorous
 +
| leathername = camelhide
 +
| wildness = 0.25
 +
| manhuntertame = 0
 +
| manhunter = 0
 +
| roamMtb = 3
 +
| trainable = none
 +
| mateMtb = 12
 +
| packanimal = true
 +
| gestation = 6.66
 +
| offspring = 1
 +
| lifespan = 45
 +
| juvenileage = 0.25
 +
| maturityage = 0.3333
 +
| tradeTags = AnimalFarm, AnimalCommon
 +
| attack1dmg = 9
 +
| attack1type = Blunt
 +
| attack1cool = 2
 +
| attack1part = front left leg
 +
| attack2dmg = 9
 +
| attack2type = Poke
 +
| attack2cool = 2
 +
| attack2part = front left leg
 +
| attack3dmg = 9
 +
| attack3type = Blunt
 +
| attack3cool = 2
 +
| attack3part = front right leg
 +
| attack4dmg = 9
 +
| attack4type = Poke
 +
| attack4cool = 2
 +
| attack4part = front right leg
 +
| attack5dmg = 10
 +
| attack5type = Bite
 +
| attack5cool = 2
 +
| attack5part = teeth
 +
| attack5chancefactor = 0.7
 +
| attack6dmg = 7
 +
| attack6type = Blunt
 +
| attack6cool = 2
 +
| attack6part = head
 +
| attack6chancefactor = 0.2
 +
| livesin_aridshrubland = 0.7
 +
| livesin_desert = 0.7
 +
| livesin_extremedesert = 0.2
 
}}</pre></div>{{clear}}
 
}}</pre></div>{{clear}}
 
</div>
 
</div>

Latest revision as of 03:58, 8 October 2024

Intro[edit]

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[edit]

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[edit]

  • 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[edit]

{{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 Table[edit]

Parameter Dependencies Type/Unit Property / Stat Description xml-tag / hierarchy
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 -
  1. <stuffProps>
    <color>
  2. <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>
stack limit optional integer Property:Stack Limit Maximum stach size. <stackLimit>
style optional, styledominance One of:
  • Hindu
  • Christian
  • Islamic
  • Buddhist
  • Morbid
  • Totemic
  • Spikecore
  • Rustic
  • Animalist
  • Techist
  • Horaxian
Property:Style <StyleCategoryDef>
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>
burnable optional Boolean Property:Burnable Whether this item can be burned as a bill <burnableByRecipe>
smeltable optional Boolean Property:Smeltable Whether this item can be smelted as a bill <smeltable>
possession count optional Integer Property:Possession Count The amount of this item a pawn carries when it is used as a possession <possessionCount>
combatPower optional Number Property:Combat Power Combat power of a pawn, used for raid points and calculating the size / composition of threats.
  1. <combatPower>
  2. <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>
7. Ingestion
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>
max num to ingest at once optional Property:Max Num To Ingest At Once <ingestible>
<maxNumToIngestAtOnce>
ingestion time optional Property:Ingestion Time <ingestible>
<baseIngestTicks>
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>
damage type optional - <verbs>
<defaultProjectile>
<ThingDef>
<projectile>
<damageDef>
mode optional One of:


  • Melee
  • Single-Shot
  • Burst
  • Single Thrown
  • Single-Use
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
  1. <verbs>
    <warmupTime>
  2. <building>
    <turretBurstWarmupTime>
cooldown optional Number Property:Ranged Cooldown Base
  1. <statBases>
    <RangedWeapon_Cooldown>
  2. <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
  1. <verbs>
    <forcedMissRadius>
  2. <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
  1. attack1label
  2. attack2label
  3. attack3label
  4. attack4label
  5. attack5label
  6. attack6label
  7. attack7label
optional Text
  1. Property:Attack 1 Label
  2. Property:Attack 2 Label
  3. Property:Attack 3 Label
  4. Property:Attack 4 Label
  5. Property:Attack 5 Label
  6. Property:Attack 6 Label
  7. Property:Attack 7 Label
Label for this attack <tools>
<label>
  1. attack1labelNoLocation
  2. attack2labelNoLocation
  3. attack3labelNoLocation
  4. attack4labelNoLocation
  5. attack5labelNoLocation
  6. attack6labelNoLocation
  7. attack7labelNoLocation
optional Text
  1. Property:Attack 1 Label No Location
  2. Property:Attack 2 Label No Location
  3. Property:Attack 3 Label No Location
  4. Property:Attack 4 Label No Location
  5. Property:Attack 5 Label No Location
  6. Property:Attack 6 Label No Location
  7. Property:Attack 7 Label No Location
Non-specific label for this attack <tools>
<labelNoLocation>
  1. attack1dmg
    • meleeattack1dmg
  2. attack2dmg
  3. attack3dmg
  4. attack4dmg
  5. attack5dmg
  6. attack6dmg
  7. attack7dmg
optional Number
  1. Property:Attack 1 Damage
  2. Property:Attack 2 Damage
  3. Property:Attack 3 Damage
  4. Property:Attack 4 Damage
  5. Property:Attack 5 Damage
  6. Property:Attack 6 Damage
  7. Property:Attack 7 Damage
Damage that this attack deals <tools>
<power>
  1. attack1ap
  2. attack2ap
  3. attack3ap
  4. attack4ap
  5. attack5ap
  6. attack6ap
  7. attack7ap
optional Number (0~2)
  1. Property:Attack 1 AP
  2. Property:Attack 2 AP
  3. Property:Attack 3 AP
  4. Property:Attack 4 AP
  5. Property:Attack 5 AP
  6. Property:Attack 6 AP
  7. Property:Attack 7 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>
  1. attack1type
    • meleeattack1type
  2. attack2type
  3. attack3type
  4. attack4type
  5. attack5type
  6. attack6type
  7. attack7type
optional Text
  1. Property:Attack 1 Type
  2. Property:Attack 2 Type
  3. Property:Attack 3 Type
  4. Property:Attack 4 Type
  5. Property:Attack 5 Type
  6. Property:Attack 6 Type
  7. Property:Attack 7 Type
Damage Type of this attack <tools>
<capacities>
  1. attack1part
    • meleeattack1part
  2. attack2part
  3. attack3part
  4. attack4part
  5. attack5part
  6. attack6part
  7. attack7part
optional Text
  1. Property:Attack 1 Part
  2. Property:Attack 2 Part
  3. Property:Attack 3 Part
  4. Property:Attack 4 Part
  5. Property:Attack 5 Part
  6. Property:Attack 6 Part
  7. Property:Attack 7 Part
Body part group associated with this attack <tools>
<linkedBodyPartsGroup>
  1. attack1cool
    • meleeattack1cool
  2. attack2cool
  3. attack3cool
  4. attack4cool
  5. attack5cool
  6. attack6cool
  7. attack7cool
optional Number (Seconds)
  1. Property:Attack 1 Cooldown
  2. Property:Attack 2 Cooldown
  3. Property:Attack 3 Cooldown
  4. Property:Attack 4 Cooldown
  5. Property:Attack 5 Cooldown
  6. Property:Attack 6 Cooldown
  7. Property:Attack 7 Cooldown
Cooldown of this attack in seconds <tools>
<cooldownTime>
  1. attack1chancefactor
  2. attack2chancefactor
  3. attack3chancefactor
  4. attack4chancefactor
  5. attack5chancefactor
  6. attack6chancefactor
  7. attack7chancefactor
optional Number
  1. Property:Attack 1 Chance Factor
  2. Property:Attack 2 Chance Factor
  3. Property:Attack 3 Chance Factor
  4. Property:Attack 4 Chance Factor
  5. Property:Attack 5 Chance Factor
  6. Property:Attack 6 Chance Factor
  7. Property:Attack 7 Chance Factor
Multiplier on the chance that this attack will be used <tools>
<chanceFactor>
  1. attack1stun
  2. attack2stun
  3. attack3stun
  4. attack4stun
  5. attack5stun
  6. attack6stun
  7. attack7stun
optional Number
  1. Property:Attack 1 Stun
  2. Property:Attack 2 Stun
  3. Property:Attack 3 Stun
  4. Property:Attack 4 Stun
  5. Property:Attack 5 Stun
  6. Property:Attack 6 Stun
  7. Property:Attack 7 Stun
Amount of stun damage received from the first attack <tools>
<surpriseAttack>
<extraMeleeDamages>
<def></def>
<amount>
  1. attack1ensureLinkedBodyPartsGroupAlwaysUsable
  2. attack2ensureLinkedBodyPartsGroupAlwaysUsable
  3. attack3ensureLinkedBodyPartsGroupAlwaysUsable
  4. attack4ensureLinkedBodyPartsGroupAlwaysUsable
  5. attack5ensureLinkedBodyPartsGroupAlwaysUsable
  6. attack6ensureLinkedBodyPartsGroupAlwaysUsable
  7. attack7ensureLinkedBodyPartsGroupAlwaysUsable
optional Boolean
  1. Property:Attack 1 Ensure Linked Body Parts Group Always Usable
  2. Property:Attack 2 Ensure Linked Body Parts Group Always Usable
  3. Property:Attack 3 Ensure Linked Body Parts Group Always Usable
  4. Property:Attack 4 Ensure Linked Body Parts Group Always Usable
  5. Property:Attack 5 Ensure Linked Body Parts Group Always Usable
  6. Property:Attack 6 Ensure Linked Body Parts Group Always Usable
  7. Property:Attack 7 Ensure Linked Body Parts Group Always Usable
? <tools>
<ensureLinkedBodyPartsGroupAlwaysUsable>
  1. attack1alwaysTreatAsWeapon
  2. attack2alwaysTreatAsWeapon
  3. attack3alwaysTreatAsWeapon
  4. attack4alwaysTreatAsWeapon
  5. attack5alwaysTreatAsWeapon
  6. attack6alwaysTreatAsWeapon
  7. attack7alwaysTreatAsWeapon
optional Boolean
  1. Property:Attack 1 Always Treat As Weapon
  2. Property:Attack 2 Always Treat As Weapon
  3. Property:Attack 3 Always Treat As Weapon
  4. Property:Attack 4 Always Treat As Weapon
  5. Property:Attack 5 Always Treat As Weapon
  6. Property:Attack 6 Always Treat As Weapon
  7. Property:Attack 7 Always Treat As Weapon
? <tools>
<alwaysTreatAsWeapon>
MeleeWeaponAverageDPS optional Number -
MeleeWeaponAverageAP optional Number -
body part optional -
13. Creation
research optional Property:Required Research <researchPrerequisites>
  1. production facility 1
  2. production facility 2
  3. production facility 3
  4. production facility 4
optional Page Where this item can be crafted at <recipeUsers>
resources to make optional - <costList>
  1. resource 1
  2. resource 2
  3. resource 3
  4. resource 4
  5. resource 5
  6. resource 6
optional Page
  1. Property:Resource 1
  2. Property:Resource 2
  3. Property:Resource 3
  4. Property:Resource 4
  5. Property:Resource 5
  6. Property:Resource 6
  1. resource 1 amount
  2. resource 2 amount
  3. resource 3 amount
  4. resource 4 amount
  5. resource 5 amount
  6. resource 6 amount
optional Number
  1. Property:Resource 1 Amount
  2. Property:Resource 2 Amount
  3. Property:Resource 3 Amount
  4. Property:Resource 4 Amount
  5. Property:Resource 5 Amount
  6. Property:Resource 6 Amount
  1. skill 1
  2. skill 2
optional
  1. Property:Skill 1
  2. Property:Skill 2
  1. <skillRequirements>
  2. <constructionSkillPrerequisite>
  1. skill 1 level
  2. skill 2 level
optional Number (0-20)
  1. Property:Skill 1 Level
  2. Property:Skill 2 Level
<skillRequirements>
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 -
Important
marketvalue optional silver The amount of silver the item is worth. Defaults to Template:Market Value Calculator. <statBases>
<MarketValue>
honor value optional Number The amount of honor your trader will earn for giving this to a tribute collector. <RoyalFavorValue>
Non Pawn Important
nutrition optional Number How nutritious this food is. <statBases>
<Nutrition>
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>
hp optional integer Property:Max Hit Points Base The amount of damage an object can take. <statBases>
<MaxHitPoints>
Basics
mass base optional kg Mass in kilograms - DO NOT USE FOR ANIMALS.

The physical mass of an object.

<statBases>
<Mass>
flammability optional number (displayed as %) How easily an object catches fire and how quickly a fire will grow as it burns. <statBases>
<Flammability>
psychic sensitivity factor optional Number A factor applied to the user's psychic sensitivity. <statFactorsQuality>
<stat>PsychicSensitivityFactor</stat>
psychic sensitivity offset optional Number An offset applied to the user's psychic sensitivity. <equippedStatOffsets>
<PsychicSensitivityOffset>
neural heat limit offset optional Number An offset applied to the user's neural heat limit. <statOffsetsQuality>
<stat>PsychicEntropyMaxOffset</stat>
neural heat recovery rate offset optional Number An offset applied to the user's neural heat recovery rate. <statOffsetsQuality>
<stat>PsychicEntropyRecoveryRateOffset</stat>
slave suppression offset optional Number An offset applied to the wearer's slave suppression. Higher values suppress slaves longer, while lower values make slaves rebel more often. <equippedStatOffsets>
<SlaveSuppressionOffset>
terror source optional Number The intensity of terror this object induces when viewed. <statBases>
<TerrorSource>
max install count optional Number How many times this can be installed. Each additional installation increases or upgrades the base effect. <statBases>
<MaxInstallCount>
Pawn
5. Pawn Stats
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 One of:


Food Types:

  • None
    • none
  • VegetableOrFruit
  • Meat
  • Fluid
  • Corpse
  • Seed
  • AnimalProduct
    • animal products
  • Plant
  • Tree
  • Meal
  • Processed
  • Liquor
  • Kibble
  • Fungus
  • VegetarianAnimal
  • VegetarianRoughAnimal
  • herbivorous
  • CarnivoreAnimal
    • carnivorous
  • CarnivoreAnimalStrict
    • raw meat and corpses
  • OmnivoreAnimal
    • omnivorous
  • OmnivoreRoughAnimal
    • omnivorous grazer
  • DendrovoreAnimal
    • dendrovorous
  • OvivoreAnimal
    • ovivorous
  • OmnivoreHuman
    • omnivorous (human)

Diet Categories:

  • NeverEats
  • Herbivorous
  • Dendrovorous
  • Ovivorous
  • Omnivorous
  • Carnivorous
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. <PsychicSensitivity>
toxic resistance optional Number (0~1) How well this creature resists toxic buildup. <ToxicResistance>
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. <ToxicEnvironmentResistance>
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 Number Property:Lives In Temperate Forest The density of this animal in a Temperate forest biome <wildAnimals>
livesin_temperateswamp optional Number Property:Lives In Temperate Swamp The density of this animal in a Temperate swamp biome <wildAnimals>
livesin_tropicalrainforest optional Number Property:Lives In Tropical Rainforest The density of this animal in a Tropical rainforest biome <wildAnimals>
livesin_tropicalswamp optional Number Property:Lives In Tropical Swamp The density of this animal in a Tropical swamp biome <wildAnimals>
livesin_aridshrubland optional Number Property:Lives In Arid Shrubland The density of this animal in an Arid shrubland biome <wildAnimals>
livesin_desert optional Number Property:Lives In Desert The density of this animal in a Desert biome <wildAnimals>
livesin_extremedesert optional Number Property:Lives In Extreme Desert The density of this animal in an Extreme desert biome <wildAnimals>
livesin_borealforest optional Number Property:Lives In Boreal Forest The density of this animal in a Boreal forest biome <wildAnimals>
livesin_coldbog optional Number Property:Lives In Cold Bog The density of this animal in a Cold bog biome <wildAnimals>
livesin_tundra optional Number Property:Lives In Tundra The density of this animal in a Tundra biome <wildAnimals>
livesin_icesheet optional Number Property:Lives In Ice Sheet The density of this animal in an Ice sheet biome <wildAnimals>
livesin_seaice optional Number Property:Lives In Sea Ice The density of this animal in a Sea ice biome <wildAnimals>
Non Pawn
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>
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>
cleanliness optional Number How much an object contributes to an area's cleanliness score. <statBases>
<Cleanliness>
comfort optional Number How comfortable an object is to sit or lay on.
Using comfortable objects fulfills a character's need for comfort.
<statBases>
<Comfort>
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.

  1. <statBases>
    <WorkToMake>
    (Items)
  2. <statBases>
    <WorkToBuild>
    (Buildings)
food poison chance optional Number (0~1) The chance this food will cause food poisoning. <statBases>
<FoodPoisonChanceFixedHuman>
styledominance optional integer How much this object contributes to overall style dominance in an area. <statBases>
<StyleDominance>
Animal Productivity
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. <statBases>
<MeatAmount>
basemeatamount optional - -
meatname optional Property:Meat Name
  1. <race>
    <meatLabel>
  2. <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) <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 <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) <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>
Terrain
cleaning time factor optional Number A multiplier on how long it takes to clean filth from this surface. <statBases>
<CleaningTimeFactor>
filth multiplier optional Number 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. <statBases>
<FilthMultiplier>
natural terrain optional Boolean Property:Natural Terrain Whether this terrain is considered natural <natural>
filth acceptance mask optional One of:


  • Terrain
  • Natural
  • Unnatural
  • Pawn
  • Any
Property:Filth Acceptance Mask Types of filth able to be deposited onto this surface <filthAcceptanceMask>
generated filth optional One of:


  • Filth_Dirt
  • Filth_Sand
Property:Generated Filth Filth type generated by this surface <generatedFilth>
fertility optional Number Property:Fertility The fertility of this object <fertility>
Meditation
artificial for meditation purposes optional Boolean Property:Artificial For Meditation Purposes Whether this building affects structures sensitive to artificial buildings <building>
<artificialForMeditationPurposes>
Mechanoid
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. <statBases>
<EMPResistance>
bandwidth cost optional Number (Integer) How much bandwidth this mech consumes when under mechanitor control. <statBases>
<BandwidthCost>
wastepacks per recharge optional Number How many toxic wastepacks this mechanoid will generate at a mech recharger when going from 0 to 100% energy. Larger mechanoids will generally create more toxic wastepacks. <statBases>
<WastepacksPerRecharge>
control taking time optional Number (Seconds) How many seconds it will take for a mechanitor to take control of this mech. <statBases>
<ControlTakingTime>
repair energy cost optional Number The amount of energy that this mechanoid loses for every 100 damage repaired. <statBases>
<MechEnergyLossPerHP>
Apparel
insulationcold optional °C How much this apparel improves a wearer's minimum comfortable temperature.
Greater values allow surviving in colder temperatures.
<statBases>
<Insulation_Cold>
insulationheat optional °C How much this apparel improves a wearer's maximum comfortable temperature.
Greater values allow surviving in warmer temperatures.
<statBases>
<Insulation_Heat>
insulationcoldfactor optional Number - <statBases>
<StuffEffectMultiplierInsulation_Cold>
insulationheatfactor optional Number - <statBases>
<StuffEffectMultiplierInsulation_Heat>
armorsharp optional Number (0~200)% 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 Number (0~200)% 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 Number (0~200)% 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 Number - <statBases>
<StuffEffectMultiplierArmor>
armorbluntfactor optional Number - <statBases>
<StuffEffectMultiplierArmor>
armorheatfactor optional Number - <statBases>
<StuffEffectMultiplierArmor>
painshockthreshold optional Number Property:Pain Shock Threshold <equippedStatOffsets>
<PainShockThreshold>
lifestage optional Any of:


  • None
  • Newborn
  • Baby
  • Child
  • Adult
Property:Lifestage The life / developmental stages that can wear this apparel <apparel>
<developmentalStageFilter>
coverage optional Text Property:Coverage The body parts that this apparel covers <apparel>
<bodyPartGroups>
layer optional Any of:
Def
Name
Label Draw
Order
OnSkin skin (Skin) 0
Middle middle 100
Shell outer (Outer) 200
Belt utility (Utility) 300
Overhead headgear (Headgear) 400
EyeCover eyes (Eyes) 500
Property:layer The layer(s) that this apparel occupies <apparel>
<layers>
Implant
Drug
Weapon
weapon classes optional One of:


Def Name Label
Melee melee
Ranged ranged
MeleePiercer melee piercer
MeleeBlunt melee blunt
LongShots long shots
ShortShots short shots
RangedHeavy ranged heavy
RangedLight ranged light
Neolithic neolithic
Ultratech ultratech
Property:Weapon Classes The weapon classes this belongs to <weaponClasses>
Weapon (Ranged)
Weapon (Melee)
Building
building tags optional One of:


  • Artillery
  • Artillery_BaseDestroyer
  • Artillery_MannedMortar
  • Bed
  • Production
  • MechClusterActivator Content added by the Royalty DLC
  • MechClusterCombatThreat Content added by the Royalty DLC
  • MechClusterMember Content added by the Royalty DLC
  • MechClusterMemberGood Content added by the Royalty DLC
  • MechClusterMemberLamp Content added by the Royalty DLC
  • MechClusterProblemCauser Content added by the Royalty DLC
  • RitualFocus Content added by the Ideology DLC
  • RitualSeat Content added by the Ideology DLC
  • Biotech Content added by the Biotech DLC
  • Anomaly Content added by the Anomaly DLC
Property:Building Tags Identifying tag for the general purpose of this building <buildingTags>
designation category optional One of:


  • Structure
  • Production
  • Furniture
  • Power
  • Security
  • Misc
  • Floors
  • Joy
  • Ship
  • Temperature
  • Ideology Content added by the Ideology DLC
  • Biotech Content added by the Biotech DLC
  • Anomaly Content added by the Anomaly DLC
Property:Designation Category What architect designation category this building belongs to <designationCategory>
building size category optional One of:


  • None
  • Small
  • Medium
  • Large
Property:Building Size Category The size category of this building <building>
<buildingSizeCategory>
paintable optional Boolean Property:Paintable Whether this building can be painted <building>
<paintable>
claimable optional Boolean Property:Claimable Whether this building can be claimed <building>
<claimable>
expand home area optional Boolean Property:Expand Home Area Whether this building will expand the home area, when expand home area with newly constructed buildings is toggled on <building>
<expandHomeArea>
repairable optional Boolean Property:Repairable Whether this building can be repaired <building>
<repairable>
is inert optional Boolean Property:Is Inert <building>
<isInert>
destroyable optional Boolean Property:Destroyable Whether this building can be destroyed
deconstructable optional Boolean Property:Deconstructable Whether this building can be deconstructed <building>
<deconstructible>
can overlap zones optional Boolean Property:Can Overlap Zones Whether zones can overlap this building <canOverlapZones>
size optional Text (x × y) Property:Size The dimensions of this object <size>
minifiable optional Boolean Property:Minifiable Whether this building is minifiable <minifiedDef>
passability optional One of:


Allowed Value Code Name
standable Standable
pass through only PassThroughOnly
impassable Impassable
Property:Passability Whether an object can be stood on, can only be walked over, or is impassable <passability>
cover optional Number (0~1: > 0.75 = 0.75) Property:Cover Effectiveness Cover effectiveness

How effective this is when used as cover in a gunfight.

Higher percentages will block more shots.

<fillPercent>
edifice optional boolean Property:Edifice Whether this building has height. <building>
<isEdifice>
blockswind optional Boolean Property:Blocks Wind Whether this building blocks wind[Elaborate] <blockWind>
terrain affordance optional What buildings / functions this terrain can support, or what affordances this building requires
  1. <terrainAffordanceNeeded> (Buildings)
  2. <affordances> (Terrain)
power optional Number The maximum power that this generator can output in ideal conditions. <comps>
<Class="CompProperties_Power">
<basePowerConsumption>
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 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
Ability
goodwill impact optional Number How casting this ability on someone will impact relations with their faction. <comps>
<Class="CompProperties_AbilityEffectWithDuration">
<goodwillImpact>
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>
ability range optional Number The maximum distance to a target of this ability, or to the center of the target location. <verbProperties>
<range>
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>
psylink level optional Number (1-6) The minimum psylink level required to use this ability. <level>
caster must be capable of violence optional Boolean Property:Caster Must Be Capable Of Violence <casterMustBeCapableOfViolence>
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>
Surgical
Capacity Effects
Mechanitor Content added by the Biotech DLC
mech bandwidth optional Number How much bandwidth a mechanitor has. More bandwidth allows a mechanitor to produce and control more mechs at the same time.
Losing bandwidth means losing control of mechs, leaving them without an overseer. Such mechs can eventually become feral if not re-dominated.
  1. <statOffsets>
    <MechBandwidth>
  2. <equippedStatOffsets>
    <MechBandwidth>
mech control groups optional Number How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders.
  1. <statOffsets>
    <MechControlGroups>
  2. <equippedStatOffsets>
    <MechControlGroups>
mech gestation speed optional Number A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator. <statOffsets>
<MechFormingSpeed>
mech remote repair distance optional Number How far away a mech can be during remote repair. <statOffsets>
<MechRemoteRepairDistance>
mech remote shield distance optional Number The maximum range at which a mechanitor can place a shield on a mechanoid. <statOffsets>
<MechRemoteShieldDistance>
mech remote shield energy optional Number The energy a remote shield will have when created by a mechanitor. <statOffsets>
<MechRemoteShieldEnergy>
mech repair speed optional Number A multiplier on how fast a mechanitor can repair mechanoids. <statOffsets>
<MechRepairSpeed>
mech work speed offset optional Number A work speed offset applied to a mechanitor's mechs. <statOffsets>
<WorkSpeedGlobalOffsetMech>
Drug Addiction
Pawn Combat
Pawn Social
Pawn Misc
Pawn Work
Genetics Content added by the Biotech DLC
Psychic Ritual Content added by the Anomaly DLC
Containment Content added by the Anomaly DLC
containment strength optional Number How securely this can contain an entity. This is improved by stronger walls and doors, more light, fewer other entities in the room, and special containment devices. Some entities are easier to contain in cold temperatures. <statBases>
<ContainmentStrength>
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. <statBases>
<MinimumContainmentStrength>
anomaly knowledge optional Number Property:Anomaly Knowledge The base amount of Property:Knowledge Category gained when studied
  1. <comps>
    <Class="CompProperties_Studiable">
    <knowledgeCategory>
  2. <race>
    <anomalyKnowledge>
knowledge category optional Text (Basic, Advanced) Property:Knowledge Category The category of knowledge gained when studying applicable pawns
  1. <comps>
    <Class="CompProperties_Studiable">
    <knowledgeCategory>
  2. <race>
    <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) <comps>
<Class="CompProperties_Studiable">
<frequencyTicks>
bioferrite density optional Number Property:Bioferrite Density A multiplier on the base Bioferrite generation of an entity <comps>
<Class="CompProperties_ProducesBioferrite">
<bioferriteDensity>
gets cold containment bonus optional Boolean This entity is less likely to escape if kept in a very cold room. <comps>
<Class="CompProperties_HoldingPlatformTarget">
<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 <comps>
<Class="CompProperties_Studiable">
<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 <comps>
<Class="CompProperties_Studiable">
<requiresHoldingPlatform>
requires imprisonment optional Boolean Property:Requires Imprisonment Whether or not a pawn needs to be imprisoned in order to be studied <comps>
<Class="CompProperties_Studiable">
<requiresImprisonment>
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 <comps>
<Class="CompProperties_HoldingPlatformTarget">
<baseEscapeIntervalMtbDays>
Serum
Content Source
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 Property:Thing Set Maker Tags <thingSetMakerTags>
thingSetMakerTagsToAllow optional Text - <thingSetMakerTagsToAllow>
thingSetMakerTagsToDisallow optional Text - <thingSetMakerTagsToDisallow>
defaultOutfitTags optional Text Property:Default Outfit Tags What default apparel policies this apparel will be assigned to <apparel>
<defaultOutfitTags>
factionPrerequisiteTags optional Text -
  • harvestTag
  • harvestTags
optional Text - <plant>
<harvestTag>
recipePrerequisitetags optional Text -
ResearchProjectTagDef optional Text -
  • sowTag
  • sowTags
optional Text Property:sowTags
  1. <plant>
    <sowTags>
  2. <building>
    <sowTag>
  • tag
  • tags
optional Text Property:tags
techHediffsTags optional Text Property:techHediffsTags
  • tradeTag
  • tradeTags
optional One of:


  • AnimalCommon
  • AnimalDryad
  • AnimalExotic
  • AnimalFarm
  • AnimalFighter
  • AnimalInsect
  • AnimalPet
  • AnimalUncommon
  • Armor
  • Art
  • Artifact
  • BasicClothing
  • Bionic
  • Clothing
  • Drugs
  • ExoticBuilding
  • ExoticMisc
  • HiTechArmor
  • HoraxArmor
  • HoraxWeapon
  • ImplantEmpireCommon
  • ImplantEmpireRoyal
  • MortarShell
  • MusicalInstrument
  • PsychicApparel
  • PsychicWeapon
  • PsylinkNeuroformer
  • Serum
  • TechHediff
  • Television
  • UtilitySpecial
  • WeaponMelee
  • WeaponRanged
Property:TradeTags <tradeTags>
tradeTagsBuy optional Text -
tradeTagsSell optional Text -
tradeTagsToAllow optional Text -
tutorHighlightTag optional Text -
apparelTags optional Text Property:apparelTags
stuff adjective optional Property:Stuff Adjective <stuffProps> <stuffAdjective>
small volume optional Boolean Property:Small Volume <smallVolume>
preferability optional One of:


  • Plant
  • Raw
  • Awful
  • Simple
  • Fine
  • Lavish
  • Desperate

FoodPreferability Enum:

  • Undefined
  • NeverForNutrition
  • DesperateOnly
  • DesperateOnlyForHumanlikes
  • RawBad
  • RawTasty
  • MealTerrible
  • MealAwful
  • MealSimple
  • MealFine
  • MealLavish
Property:Preferability
food preference optional Property:Food Preference
drug category optional One of:


  • None
  • Medical
  • Social
  • Hard
  • Any
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[edit]

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[edit]

Example #1[edit]

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[edit]

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
Melee Average DPS
4.5
Melee Average AP
13%

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[edit]

Art bench

Art bench

A workbench equipped for creating art.

Base Stats

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

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[edit]

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 (Leg)
12 dmg (Blunt)
18 % AP
2 second cooldown
Attack 2
Front right leg (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 = 
| attack1label = front left leg
| attack1labelNoLocation = leg
| attack1dmg = 12
| attack1type = Blunt
| attack1cool = 2
| attack1part = FrontLeftLeg
| attack1alwaysTreatAsWeapon = true
| attack2label = front right leg
| attack2labelNoLocation = leg
| attack2dmg = 12
| attack2type = Blunt
| attack2cool = 2
| attack2part = FrontRightLeg
| attack2alwaysTreatAsWeapon = true
| attack3label = head
| attack3dmg = 8.5
| attack3type = Blunt
| attack3cool = 2
| attack3part = HeadAttackTool
| attack3chancefactor = 0.2
| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true
| 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[edit]

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[edit]

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

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[edit]

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

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[edit]

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[edit]

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
}}

Example #10[edit]

Dromedary

Dromedary

A large land mammal adapted to arid environments. Domesticated since ancient times, its wool and leather are both exceptionally good at insulating against the desert heat, and its milk is quite nourishing. It can be used as a pack animal and mount, but its bouncing gait makes it slower to ride than a horse.
By storing water in its large humps and reclaiming moisture from its breath as it exhales, it can go weeks without drinking.
When in a caravan, people can ride dromedaries to increase the caravan's speed.

Base Stats

Type
Animal
Market Value
300 Silver
Flammability
70%

Pawn Stats

Combat Power
90
Move Speed
4.3 c/s
Health Scale
160% HP
Body Size
2.1
Mass - Baby
25.2 kg
Mass - Juvenile
63 kg
Mass - Adult
126 kg
Pack Capacity
73.5 kg
Carrying Capacity
158 kg
Riding Speed
1.3
Filth Rate
16
Hunger Rate
0.86 Nutrition/Day
Diet
herbivorous
Life Expectancy
45 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
25%
Minimum Handling Skill
1
Roam Interval
3 days
Mate Interval
12 hours
Maturity Age
0.333 years (20 days)
Juvenile Age
0.25 years (15 days)
Comfortable Temp Range
-22 °C – 60 °C (-7.6 °F – 140 °F)

Production

Meat Yield
294 Dromedary meat dromedary meat
Leather Yield
84 Camelhide camelhide
Milk Amount
18 Milk milk
Milking Interval
2 days
Gestation Period
6.66 days
Offspring Per Birth
1

Melee Combat

Attack 1
Front left leg
9 dmg (Blunt)
13 % AP
2 second cooldown
Attack 2
Front left leg
9 dmg (Poke)
13 % AP
2 second cooldown
Attack 3
Front right leg
9 dmg (Blunt)
13 % AP
2 second cooldown
Attack 4
Front right leg
9 dmg (Poke)
13 % AP
2 second cooldown
Attack 5
Teeth
10 dmg (Bite)
15 % AP
2 second cooldown
0.7 chance factor
Attack 6
Head
7 dmg (Blunt)
10 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.74
Technical
tradeTags
AnimalFarm, AnimalCommon


{{infobox main|animal
| page verified for version = 1.3.3101
| name = Dromedary
| image = Dromedary east.png
| description = A large land mammal adapted to arid environments. Domesticated since ancient times, its wool and leather are both exceptionally good at insulating against the desert heat, and its milk is quite nourishing. It can be used as a pack animal and mount, but its bouncing gait makes it slower to ride than a horse.<br>By storing water in its large humps and reclaiming moisture from its breath as it exhales, it can go weeks without drinking.<br>When in a caravan, people can ride dromedaries to increase the caravan's speed.
| type = Animal
| movespeed = 4.3
| min comfortable temperature = -22
| max comfortable temperature = 60
| flammability = 0.7
| marketvalue = 300
| filth rate = 16
| ridingspeed = 1.3
| milktime = 2
| milk = 18
| herdanimal = true
| combatPower = 90
| bodysize = 2.1
| healthscale = 1.6
| hungerrate = 0.535
| diet = herbivorous
| leathername = camelhide
| wildness = 0.25
| manhuntertame = 0
| manhunter = 0
| roamMtb = 3
| trainable = none
| mateMtb = 12
| packanimal = true
| gestation = 6.66
| offspring = 1
| lifespan = 45
| juvenileage = 0.25
| maturityage = 0.3333
| tradeTags = AnimalFarm, AnimalCommon
| attack1dmg = 9
| attack1type = Blunt
| attack1cool = 2
| attack1part = front left leg
| attack2dmg = 9
| attack2type = Poke
| attack2cool = 2
| attack2part = front left leg
| attack3dmg = 9
| attack3type = Blunt
| attack3cool = 2
| attack3part = front right leg
| attack4dmg = 9
| attack4type = Poke
| attack4cool = 2
| attack4part = front right leg
| attack5dmg = 10
| attack5type = Bite
| attack5cool = 2
| attack5part = teeth
| attack5chancefactor = 0.7
| attack6dmg = 7
| attack6type = Blunt
| attack6cool = 2
| attack6part = head
| attack6chancefactor = 0.2
| livesin_aridshrubland = 0.7
| livesin_desert = 0.7
| livesin_extremedesert = 0.2
}}