Difference between revisions of "Template:Infobox main/doc"
m (Most missing Parameters added to the Parameter Table: Most are either incomplete or partially filled as of now) |
m (Table Updates) |
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== Usage == | == Usage == | ||
− | {{Stub|section =1|reason= | + | {{Stub|section =1|reason=Parity with available parameters and documentation (List & Table)}} |
<div class="pull-left"> | <div class="pull-left"> | ||
* Everything is optional for the template to function; however, relevant sections should be filled in for the sake of completeness. The information displayed is dependent on which category is used, and will not be displayed unless a value is provided. | * Everything is optional for the template to function; however, relevant sections should be filled in for the sake of completeness. The information displayed is dependent on which category is used, and will not be displayed unless a value is provided. | ||
Line 299: | Line 299: | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
− | ! Parameter !! Dependencies !! Type/Unit !! Property !! Description !! xml-tag | + | ! Parameter !! Dependencies !! Type/Unit !! Property / [[Stat]] !! Description !! xml-tag |
|- | |- | ||
! colspan="6" style="text-align:left;" | 0. Testing | ! colspan="6" style="text-align:left;" | 0. Testing | ||
Line 309: | Line 309: | ||
<!-- Style --> | <!-- Style --> | ||
|- | |- | ||
− | | <1> || optional | + | | <1> || optional |
+ | | One of: | ||
* furniture, medicine = c_01 | * furniture, medicine = c_01 | ||
* structure = c_02 | * structure = c_02 | ||
Line 327: | Line 328: | ||
<!-- Basic --> | <!-- Basic --> | ||
|- | |- | ||
− | | name || optional || pagename || [[Property:Name]] || Title of the infobox. Defaults to current page name if not specified. | + | | name || optional || pagename || [[Property:Name]] || Title of the infobox. Defaults to current page name if not specified. |
+ | | <code><label></code> | ||
|- | |- | ||
− | | image || optional || Picture name.png || [[Property:Image]] || Defaults to name.png. | + | | image || optional || Picture name.png || [[Property:Image]] || Defaults to name.png. |
+ | | <code><graphicData></code> | ||
|- | |- | ||
| imagesize || optional, image || px || – || See [https://www.mediawiki.org/wiki/Help:Images#Rendering_a_single_image https://www.mediawiki.org/wiki/Help:Images#Rendering_a_single_image]. || – | | imagesize || optional, image || px || – || See [https://www.mediawiki.org/wiki/Help:Images#Rendering_a_single_image https://www.mediawiki.org/wiki/Help:Images#Rendering_a_single_image]. || – | ||
|- | |- | ||
− | | audio || optional || Audio name.wav || [[Property:Audio]] || So far only used for [[musical instrument]]s. | + | | audio || optional || Audio name.wav || [[Property:Audio]] || So far only used for [[musical instrument]]s. |
+ | | <code><soundPlayInstrument></code> | ||
|- | |- | ||
− | | description || optional || text || [[Property:Description]] || In-game description of the item. | + | | description || optional || text || [[Property:Description]] || In-game description of the item. |
+ | | <code><description></code> | ||
|- | |- | ||
! colspan="6" style="text-align:left;" | 2. Base Stats | ! colspan="6" style="text-align:left;" | 2. Base Stats | ||
Line 345: | Line 350: | ||
| type2 || optional || pagename || [[Property:Type2]] || Sets subcategory. || – | | type2 || optional || pagename || [[Property:Type2]] || Sets subcategory. || – | ||
|- | |- | ||
− | | stuff category || optional | + | | stuff category || optional |
− | + | | One of: | |
− | + | {{:Property:Stuff Category}} | |
− | + | | [[Property:Stuff Category]] || Used by [[materials]]. | |
− | + | | <code><stuffProps><categories></code> | |
− | |||
− | |||
− | | [[Property:Stuff Category]] || Used by [[materials]]. | ||
|- | |- | ||
− | | color || optional || || - || | + | | color || optional || || - || |
+ | | <code><stuffProps><color></code> | ||
|- | |- | ||
− | | tech level || optional | + | | tech level || optional |
− | + | | One of: | |
− | + | {{:Property:Tech Level}} | |
− | + | | [[Property:Tech Level]] || | |
− | + | | <code><techLevel></code> | |
− | |||
− | |||
− | | [[Property:Tech Level]] || | ||
|- <!-- These are mainly tech levels for weapons, not actual weapon classes --> | |- <!-- These are mainly tech levels for weapons, not actual weapon classes --> | ||
− | | class || optional | + | | class || optional |
− | + | | One of: | |
− | + | {{:Property:Class}} | |
− | + | | [[Property:Class]] || Used by [[weapons]]. | |
− | + | | <code><weaponClasses></code> | |
− | |||
− | |||
− | | [[Property:Class]] || Used by [[weapons]]. | ||
|- | |- | ||
− | | marketvalue || optional || silver || [[Property:Market Value Base]] || The amount of silver the item is worth. Defaults to [[Template:Market Value Calculator]]. | + | | 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> | ||
|- | |- | ||
− | | mass base || optional || kg || [[Property:Mass Base]] || Mass in kilograms - DO NOT USE FOR ANIMALS. | + | | mass base || optional || kg || [[Property:Mass Base]] || Mass in kilograms - DO NOT USE FOR ANIMALS. |
+ | | <code><statBases><Mass></code> | ||
|- | |- | ||
− | | beauty || optional || integer | | + | | beauty || optional || integer |
+ | | | ||
+ | * [[Property:Beauty]] | ||
+ | * [[Beauty (Stat)]] | ||
+ | | {{Q|Beauty (Stat)|Description}} | ||
+ | | <code><statBases><Beauty></code> | ||
|- | |- | ||
− | | beauty outdoors || optional || integer | | + | | beauty outdoors || optional || integer |
+ | | | ||
+ | * [[Property:Beauty]] | ||
+ | * [[Outdoor Beauty]] | ||
+ | | {{Q|Outdoor Beauty|Description}} | ||
+ | | <code><statBases><BeautyOutdoors></code> | ||
|- | |- | ||
− | | styledominance || optional || integer | | + | | styledominance || optional || integer |
+ | | | ||
+ | * [[Property:Style Dominance]] | ||
+ | * [[Style Dominance]] | ||
+ | | {{Q|Style Dominance|Description}} | ||
+ | | <code><statBases><StyleDominance></code> | ||
|- | |- | ||
− | | style || optional, styledominance | + | | style || optional, styledominance |
− | + | | One of: | |
− | + | {{:Property:Style}} | |
− | + | | [[Property:Style]] || | |
− | + | | <code><StyleCategoryDef></code> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | [[Property:Style]] || | ||
<!-- Durability --> | <!-- Durability --> | ||
|- | |- | ||
− | | hp || optional || integer || [[Property:Max Hit Points Base]] || The amount of damage an object can take. | + | | hp || optional || integer || [[Property:Max Hit Points Base]] || The amount of damage an object can take. |
+ | | <code><statBases><MaxHitPoints></code> | ||
|- | |- | ||
− | | deterioration || optional || number | | + | | deterioration || optional || number |
+ | | | ||
+ | * [[Property:Deterioration Rate Base]] | ||
+ | * [[Deterioration Rate]] | ||
+ | | {{Q|Deterioration Rate|Description}} | ||
+ | | <code><statBases><DeteriorationRate></code> | ||
|- | |- | ||
− | | flammability || optional || number (displayed as %) | | + | | flammability || optional || number (displayed as %) |
+ | | | ||
+ | * [[Property:Flammability Base]] | ||
+ | * [[Flammability]] | ||
+ | | {{Q|Flammability|Description}} | ||
+ | | <code><statBases><Flammability></code> | ||
|- | |- | ||
− | | days to rot || optional || days || [[Property:Days To Start Rot Base]] || Used for items that spoil when not frozen. | + | | 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]]. | + | | 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]]. | + | | max safe temperature || optional || °C || [[Property:Max Safe Temperature]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]]. |
+ | | <code><maxSafeTemperature></code> | ||
|- | |- | ||
− | | spoiling rate per degree per tick || optional || number (displayed as %) || [[Property:Spoiling Rate]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]]. | + | | spoiling rate per degree per tick || optional || number (displayed as %) || [[Property:Spoiling Rate]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]]. |
+ | | <code><progressPerDegreePerTick></code> | ||
<!-- Other --> | <!-- Other --> | ||
|- | |- | ||
− | | rotatable || optional || boolean || [[Property:Rotatable]] || Whether this item spoils when not frozen. | + | | rotatable || optional || boolean || [[Property:Rotatable]] || Whether this item spoils when not frozen. |
+ | | <code><rotatable></code> | ||
|- | |- | ||
− | | path cost || optional || integer || [[Property:Path Cost]] || | + | | path cost || optional || integer || [[Property:Path Cost]] || |
+ | | <code><pathCost></code> | ||
<!-- Combat Power, used by Pawns and Buildings, so it doesn't belong in either --> | <!-- Combat Power, used by Pawns and Buildings, so it doesn't belong in either --> | ||
|- | |- | ||
− | | combatPower || optional || Number || [[Property:Combat Power]] || Combat power of a pawn, used for raid points and calculating the size / composition of threats. | + | | combatPower || optional || Number || [[Property:Combat Power]] || Combat power of a pawn, used for raid points and calculating the size / composition of threats. |
+ | | <code><combatPower></code> or <code><building><combatPower></code> | ||
|- | |- | ||
! colspan="6" style="text-align:left;" | Refuelable | ! colspan="6" style="text-align:left;" | Refuelable | ||
|- | |- | ||
<!-- Refuelable --> | <!-- Refuelable --> | ||
− | | fuel filter || optional || Text || [[Property:Fuel Filter]] || The applicable item(s) that can refuel a building | + | | fuel filter || optional || Text || [[Property:Fuel Filter]] || The applicable item(s) that can refuel a building |
+ | | <code><comps><Class="CompProperties_Refuelable"><fuelFilter></code> | ||
|- | |- | ||
− | | fuel capacity || optional || Number || [[Property:Fuel Capacity]] || The maximum quantity of applicable fuel items a building can be fueled with | + | | fuel capacity || optional || Number || [[Property:Fuel Capacity]] || The maximum quantity of applicable fuel items a building can be fueled with |
+ | | <code><comps><Class="CompProperties_Refuelable"><fuelCapacity></code> | ||
|- | |- | ||
− | | fuel consumption rate || optional || Number || [[Property:Fuel Consumption Rate]] || Units of fuel consumed per day | + | | fuel consumption rate || optional || Number || [[Property:Fuel Consumption Rate]] || Units of fuel consumed per day |
+ | | <code><comps><Class="CompProperties_Refuelable"><fuelConsumptionRate></code> | ||
|- | |- | ||
! colspan="6" style="text-align:left;" | Mineable | ! colspan="6" style="text-align:left;" | Mineable | ||
|- | |- | ||
<!-- Mineable --> | <!-- Mineable --> | ||
− | | mineable thing || optional || Page || [[Property:Mineable Thing]] || The item that is dropped upon an ore being mined | + | | mineable thing || optional || Page || [[Property:Mineable Thing]] || The item that is dropped upon an ore being mined |
+ | | <code><mineableThing></code> | ||
|- | |- | ||
− | | mineable yield || optional || Number || [[Property:Mineable Yield]] || The amount of an item that is dropped upon an ore being mined | + | | mineable yield || optional || Number || [[Property:Mineable Yield]] || The amount of an item that is dropped upon an ore being mined |
+ | | <code><mineableYield></code> | ||
|- | |- | ||
− | | mineable scatter commonality || optional || Number || [[Property:Mineable Scatter Commonality]] || The frequency of an ore spawning in an applicable map | + | | mineable scatter commonality || optional || Number || [[Property:Mineable Scatter Commonality]] || The frequency of an ore spawning in an applicable map |
+ | | <code><mineableScatterCommonality></code> | ||
|- | |- | ||
− | | mineable scatter lump size range || optional || Text || [[Property:Mineable Scatter Lump Size Range]] || The range of size in cells of an ore vein | + | | mineable scatter lump size range || optional || Text || [[Property:Mineable Scatter Lump Size Range]] || The range of size in cells of an ore vein |
+ | | <code><mineableScatterLumpSizeRange></code> | ||
|- | |- | ||
! colspan="6" style="text-align:left;" | Containment {{AnomalyIcon}} | ! colspan="6" style="text-align:left;" | Containment {{AnomalyIcon}} | ||
|- | |- | ||
<!-- Containment --> | <!-- Containment --> | ||
− | | minimum containment strength || optional || Number | | + | | minimum containment strength || optional || Number |
+ | | | ||
+ | * [[Property:Minimum Containment Strength]] | ||
+ | * [[Minimum Containment Strength]] | ||
+ | | {{Q|Minimum Containment Strength|Description}} | ||
+ | | <code><MinimumContainmentStrength></code> | ||
|- | |- | ||
− | | anomaly knowledge || optional || Number || [[Property:Anomaly Knowledge]] || The base amount of [[Property:Knowledge Category]] gained when studied | + | | anomaly knowledge || optional || Number || [[Property:Anomaly Knowledge]] || The base amount of [[Property:Knowledge Category]] gained when studied |
+ | | <code><anomalyKnowledge></code> | ||
|- | |- | ||
− | | knowledge category || optional || Text (Basic, Advanced) || [[Property:Knowledge Category]] || The category of knowledge gained when studying applicable pawns | + | | knowledge category || optional || Text (Basic, Advanced) || [[Property:Knowledge Category]] || The category of knowledge gained when studying applicable pawns |
+ | | <code><knowledgeCategory></code> | ||
|- | |- | ||
− | | study interval || optional || Number || [[Property:Studiable Frequency Ticks]] || The cooldown before a thing can be studied again. This value is typically {{Ticks/gametime/days|120,000}} | + | | study interval || optional || Number || [[Property:Studiable Frequency Ticks]] || The cooldown before a thing can be studied again. This value is typically {{Ticks/gametime/days|120,000}} |
+ | | <code><frequencyTicks></code> | ||
|- | |- | ||
− | | bioferrite density || optional || Number || [[Property:Bioferrite Density]] || A multiplier on the base [[Bioferrite]] generation of an entity | + | | bioferrite density || optional || Number || [[Property:Bioferrite Density]] || A multiplier on the base [[Bioferrite]] generation of an entity |
+ | | <code><bioferriteDensity></code> | ||
|- | |- | ||
− | | gets cold containment bonus || optional || Boolean | | + | | gets cold containment bonus || optional || Boolean |
+ | | | ||
+ | * [[Property:Gets Cold Containment Bonus]] | ||
+ | * [[Cold Containment Bonus]] | ||
+ | | {{Q|Cold Containment Bonus|Description}} | ||
+ | | <code><getsColdContainmentBonus></code> | ||
|- | |- | ||
− | | min monolith level for study || optional || Number (0, 1, 2, 3, 4, 5, 6) || [[Property:Minimum Monolith Level For Study]] || The [[Monolith]] activation level required to study applicable things | + | | min monolith level for study || optional || Number (0, 1, 2, 3, 4, 5, 6) || [[Property:Minimum Monolith Level For Study]] || The [[Monolith]] activation level required to study applicable things |
+ | | <code><minMonolithLevelForStudy></code> | ||
|- | |- | ||
− | | requires holding platform || optional || Boolean || [[Property:Requires Holding Platform]] || Whether or not a pawn needs to be contained by a [[Holding spot]] or [[Holding platform]] in order to be studied | + | | requires holding platform || optional || Boolean || [[Property:Requires Holding Platform]] || Whether or not a pawn needs to be contained by a [[Holding spot]] or [[Holding platform]] in order to be studied |
+ | | <code><requiresHoldingPlatform></code> | ||
|- | |- | ||
− | | base escape interval MTB days || optional || Number || [[Property:Base Escape Interval Mtb Days]] || The base average number of days a holdable pawn will try to escape | + | | base escape interval MTB days || optional || Number || [[Property:Base Escape Interval Mtb Days]] || The base average number of days a holdable pawn will try to escape |
+ | | <code><baseEscapeIntervalMtbDays></code> | ||
|- | |- | ||
! colspan="6" style="text-align:left;" | 3. Building | ! colspan="6" style="text-align:left;" | 3. Building | ||
− | |||
− | |||
<!-- 3. BUILDING --> | <!-- 3. BUILDING --> | ||
|- | |- | ||
− | | size || optional || || [[Property:Size]] || | + | | size || optional || || [[Property:Size]] || |
+ | | <code><size></code> | ||
|- | |- | ||
− | | minifiable || optional || || [[Property:Minifiable]] || | + | | minifiable || optional || || [[Property:Minifiable]] || |
+ | | <code><minifiedDef></code> | ||
|- | |- | ||
− | | placeable || optional || || [[Property:Placeable]] || | + | | placeable || optional || || [[Property:Placeable]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | passability || optional || || [[Property:Passability]] || | + | | passability || optional || || [[Property:Passability]] || |
+ | | <code><passability></code> | ||
|- | |- | ||
− | | cover || optional || || [[Property:Cover Effectiveness]] || | + | | cover || optional || || [[Property:Cover Effectiveness]] || |
+ | | <code><fillPercent></code> | ||
|- | |- | ||
− | | edifice || optional || | + | | edifice || optional || boolean || [[Property:Edifice]] || Whether this building has hight. |
+ | | <code><building><isEdifice></code> | ||
|- | |- | ||
− | | blockswind || optional || || [[Property:Blocks Wind]] || | + | | blockswind || optional || || [[Property:Blocks Wind]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | terrain affordance || optional || || [[Property:Terrain Affordance]] || | + | | terrain affordance || optional || || [[Property:Terrain Affordance]] || |
+ | | <code><terrainAffordanceNeeded></code> | ||
|- | |- | ||
− | | power || optional || || [[Property:Power Consumption]] || | + | | power || optional || || [[Property:Power Consumption]] || |
+ | | <code><comps><Class="CompProperties_Power"><basePowerConsumption></code> | ||
|- | |- | ||
− | | cleanliness || optional || || [[Property:Cleanliness]] || | + | | cleanliness || optional || || [[Property:Cleanliness]] || |
+ | | <code></code> | ||
<!-- Terrain --> | <!-- Terrain --> | ||
|- | |- | ||
− | | cleaning time factor || optional || | + | | cleaning time factor || optional || |
+ | | | ||
+ | * [[Property:Cleaning Time Factor]] | ||
+ | * [[Cleaning Time Multiplier]] | ||
+ | | {{Q|Cleaning Time Multiplier|Description}} | ||
+ | | <code></code> | ||
|- | |- | ||
− | | filth multiplier || optional || | + | | filth multiplier || optional || |
+ | | | ||
+ | * [[Property:Filth Multiplier]] | ||
+ | * [[Filth Multiplier]] | ||
+ | | {{Q|Filth Multiplier|Description}} | ||
+ | | <code></code> | ||
|- | |- | ||
− | | facility || optional || || [[Property:Facility]] || | + | | facility || optional || || [[Property:Facility]] || |
+ | | <code></code> | ||
<!-- Building - Furniture --> | <!-- Building - Furniture --> | ||
|- | |- | ||
− | | glowcolor || optional || || [[Property:Glow Color]] || | + | | glowcolor || optional || || [[Property:Glow Color]] || |
+ | | <code><comps><Class="CompProperties_Glower"><glowColor></code> | ||
|- | |- | ||
− | | glowradius || optional || || [[Property:Glow Radius]] || | + | | glowradius || optional || || [[Property:Glow Radius]] || |
+ | | <code><comps><Class="CompProperties_Glower"><glowRadius></code> | ||
|- | |- | ||
− | | heatpersecond || optional || || [[Property:Heat Per Second]] || | + | | heatpersecond || optional || || [[Property:Heat Per Second]] || |
+ | | <code><comps><Class="CompProperties_HeatPusher"><heatPerSecond></code> | ||
|- | |- | ||
− | | maxheattemperature || optional || || [[Property:Max Heat Temperature]] || | + | | maxheattemperature || optional || || [[Property:Max Heat Temperature]] || |
+ | | <code><comps><Class="CompProperties_HeatPusher"><heatPushMaxTemperature></code> | ||
|- | |- | ||
− | | mincooltemperature || optional || || [[Property:Min Cool Temperature]] || | + | | mincooltemperature || optional || || [[Property:Min Cool Temperature]] || |
+ | | <code><comps><Class="CompProperties_HeatPusher"><heatPushMinTemperature></code> | ||
|- | |- | ||
− | | surgery success chance factor || optional || | + | | surgery success chance factor || optional || |
+ | | | ||
+ | * [[Property:Surgery Success Chance Factor]] | ||
+ | * [[Surgery Success Chance Factor]] | ||
+ | | {{Q|Surgery Success Chance Factor|Description}} | ||
+ | | <code><statBases><SurgerySuccessChanceFactor></code> | ||
|- | |- | ||
− | | immunity gain speed factor || optional || | + | | immunity gain speed factor || optional || |
+ | | | ||
+ | * [[Property:Immunity Gain Speed Factor]] | ||
+ | * [[Immunity Gain Speed Factor]] | ||
+ | | {{Q|Immunity Gain Speed Factor|Description}} | ||
+ | | <code><statBases><ImmunityGainSpeedFactor></code> | ||
|- | |- | ||
− | | rest effectiveness || optional || | + | | rest effectiveness || optional || |
+ | | | ||
+ | * [[Property:Rest Effectiveness]] | ||
+ | * [[Rest Effectiveness]] | ||
+ | | {{Q|Rest Effectiveness|Description}} | ||
+ | | <code></code> | ||
|- | |- | ||
− | | comfort || optional || || [[Property:Comfort Base]] || | + | | comfort || optional || || [[Property:Comfort Base]] || |
+ | | <code><statBases><Comfort></code> | ||
|- | |- | ||
− | | comfort offset || optional || || [[Property:Comfort Offset]] || | + | | comfort offset || optional || || [[Property:Comfort Offset]] || |
+ | | <code></code> | ||
<!-- Building - Recreation --> | <!-- Building - Recreation --> | ||
|- | |- | ||
− | | recreation power || optional || | + | | recreation power || optional || |
+ | | | ||
+ | * [[Property:Recreation Power]] | ||
+ | * [[Recreation Power]] | ||
+ | | {{Q|Recreation Power|Description}} | ||
+ | | <code><statBases><JoyGainFactor></code> | ||
|- | |- | ||
− | | recreation type || optional || || - || | + | | recreation type || optional || || - || |
+ | | <code><joyKind></code> | ||
<!-- Building - Production --> | <!-- Building - Production --> | ||
|- | |- | ||
− | | work speed factor || optional || | + | | work speed factor || optional || |
+ | | | ||
+ | * [[Property:Work Speed Factor]] | ||
+ | * [[Work Speed Factor]] | ||
+ | | {{Q|Work Speed Factor|Description}} | ||
+ | | <code><statBases><WorkTableWorkSpeedFactor></code> | ||
|- | |- | ||
− | | work efficiency factor || optional || | + | | work efficiency factor || optional || |
+ | | | ||
+ | * [[Property:Work Efficiency Factor]] | ||
+ | * [[Work Efficiency Factor]] | ||
+ | | {{Q|Work Efficiency Factor|Description}} | ||
+ | | <code><statBases><WorkTableEfficiencyFactor></code> | ||
|- | |- | ||
− | | unpowered work speed factor || optional || || [[Property:Unpowered Work Speed Factor]] || | + | | unpowered work speed factor || optional || || [[Property:Unpowered Work Speed Factor]] || |
+ | | <code><building><unpoweredWorkTableWorkSpeedFactor></code> | ||
<!-- Building - Misc --> | <!-- Building - Misc --> | ||
|- | |- | ||
− | | work speed offset || optional || || [[Property:Work Speed Offset]] || | + | | work speed offset || optional || || [[Property:Work Speed Offset]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | max simultaneous facilities || optional || || [[Property:Max Simultaneous Facilities]] || | + | | max simultaneous facilities || optional || || [[Property:Max Simultaneous Facilities]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | efficiency || optional || || [[Property:Efficiency]] || | + | | efficiency || optional || || [[Property:Efficiency]] || |
+ | | <code></code> | ||
<!-- Building - Floors --> | <!-- Building - Floors --> | ||
|- | |- | ||
− | | speed || optional || || [[Property:Move Speed Factor]] || | + | | speed || optional || || [[Property:Move Speed Factor]] || |
+ | | <code></code> | ||
|- | |- | ||
! colspan="6" style="text-align:left;" | 4. Apparel | ! colspan="6" style="text-align:left;" | 4. Apparel | ||
<!-- 4. APPAREL --> | <!-- 4. APPAREL --> | ||
|- | |- | ||
− | | insulationcold || optional || | + | | insulationcold || optional || |
+ | | | ||
+ | * [[Property:Insulation - Cold Base]] | ||
+ | * [[Insulation - Cold]] | ||
+ | | {{Q|Insulation - Cold|Description}} | ||
+ | | <code><statBases><Insulation_Cold></code> | ||
|- | |- | ||
− | | insulationheat || optional || | + | | insulationheat || optional || |
+ | | | ||
+ | * [[Property:Insulation - Heat Base]] | ||
+ | * [[Insulation - Heat]] | ||
+ | | {{Q|Insulation - Heat|Description}} | ||
+ | | <code><statBases><Insulation_Heat></code> | ||
|- | |- | ||
− | | insulationcoldfactor || optional || | + | | insulationcoldfactor || optional || |
+ | | | ||
+ | * [[Property:Insulation Factor - Cold]] | ||
+ | * [[Insulation - Cold - Material Effect Multiplier]] | ||
+ | | {{Q|Insulation - Cold - Material Effect Multiplier|Description}} | ||
+ | | <code><statBases><StuffEffectMultiplierInsulation_Cold></code> | ||
|- | |- | ||
− | | insulationheatfactor || optional || | + | | insulationheatfactor || optional || |
+ | | | ||
+ | * [[Property:Insulation Factor - Heat]] | ||
+ | * [[Insulation - Heat - Material Effect Multiplier]] | ||
+ | | {{Q|Insulation - Heat - Material Effect Multiplier|Description}} | ||
+ | | <code><statBases><StuffEffectMultiplierInsulation_Heat></code> | ||
|- | |- | ||
− | | armorsharp || optional || | + | | armorsharp || optional || |
+ | | | ||
+ | * [[Property:Armor - Sharp]] | ||
+ | * [[Armor - Sharp]] | ||
+ | | {{Q|Armor - Sharp|Description}} | ||
+ | | <code><statBases><ArmorRating_Sharp></code> | ||
|- | |- | ||
− | | armorblunt || optional || | + | | armorblunt || optional || |
+ | | | ||
+ | * [[Property:Armor - Blunt]] | ||
+ | * [[Armor - Blunt]] | ||
+ | | {{Q|Armor - Blunt|Description}} | ||
+ | | <code><statBases><ArmorRating_Blunt></code> | ||
|- | |- | ||
− | | armorheat || optional || || [[Property:Armor - Heat]] || | + | | armorheat || optional || || |
+ | * [[Property:Armor - Heat]] | ||
+ | * [[Armor - Heat]] | ||
+ | | {{Q|Armor - Heat|Description}} | ||
+ | | <code><statBases><ArmorRating_Heat></code> | ||
|- | |- | ||
− | | armorsharpfactor || optional || || [[Property:Armor Factor - Sharp]] || | + | | armorsharpfactor || optional || || |
+ | * [[Property:Armor Factor - Sharp]] | ||
+ | * [[Armor - Material Effect Multiplier]] | ||
+ | | {{Q|Armor - Material Effect Multiplier|Description}} | ||
+ | | <code><statBases><StuffEffectMultiplierArmor></code> | ||
|- | |- | ||
− | | armorbluntfactor || optional || || [[Property:Armor Factor - Blunt]] || | + | | armorbluntfactor || optional || || |
+ | * [[Property:Armor Factor - Blunt]] | ||
+ | * [[Armor - Material Effect Multiplier]] | ||
+ | | {{Q|Armor - Material Effect Multiplier|Description}} | ||
+ | | <code><statBases><StuffEffectMultiplierArmor></code> | ||
|- | |- | ||
− | | armorheatfactor || optional || || [[Property:Armor Factor - Heat]] || | + | | armorheatfactor || optional || || |
+ | * [[Property:Armor Factor - Heat]] | ||
+ | * [[Armor - Material Effect Multiplier]] | ||
+ | | {{Q|Armor - Material Effect Multiplier|Description}} | ||
+ | | <code><statBases><StuffEffectMultiplierArmor></code> | ||
|- | |- | ||
− | | painshockthreshold || optional || | + | | painshockthreshold || optional || Number || [[Property:Pain Shock Threshold]] || |
+ | | <code><equippedStatOffsets><PainShockThreshold></code> | ||
|- | |- | ||
− | | lifestage || optional || | + | | lifestage || optional || Text || [[Property:Lifestage]] || |
+ | | <code><apparel><developmentalStageFilter></code> | ||
|- | |- | ||
− | | coverage || optional || | + | | coverage || optional || Text || [[Property:Coverage]] || |
+ | | <code><apparel><bodyPartGroups></code> | ||
|- | |- | ||
− | | layer || optional || | + | | layer || optional || Text || [[Property:layer]] || |
+ | | <code><apparel><layers></code> | ||
|- | |- | ||
! colspan="6" style="text-align:left;" | 5. Pawn Stats | ! colspan="6" style="text-align:left;" | 5. Pawn Stats | ||
Line 573: | Line 735: | ||
<!-- Animal Health --> | <!-- Animal Health --> | ||
|- | |- | ||
− | | bandwidth || optional || Number || [[Property:Bandwidth]] || | + | | bandwidth || optional || Number || [[Property:Bandwidth]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | movespeed || optional || Number || [[Property:Move Speed Base]] || | + | | movespeed || optional || Number || [[Property:Move Speed Base]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | healthscale || optional || Number || [[Property:Health Scale]] || | + | | healthscale || optional || Number || [[Property:Health Scale]] || |
+ | | <code><race><baseHealthScale></code> | ||
|- | |- | ||
− | | bodysize || optional || Number || [[Property:Body Size]] || | + | | bodysize || optional || Number || [[Property:Body Size]] || |
+ | | <code><race><baseBodySize></code> | ||
|- | |- | ||
− | | massyoung || optional || Number || [[Property:Mass - Young]] || | + | | massyoung || optional || Number || [[Property:Mass - Young]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | massjuvenile || optional || Number || [[Property:Mass - Juvenile]] || | + | | massjuvenile || optional || Number || [[Property:Mass - Juvenile]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | massadult || optional || Number || [[Property:Mass - Adult]] || | + | | massadult || optional || Number || [[Property:Mass - Adult]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | ridingspeed || optional || Number || [[Property:Riding Speed]] || | + | | ridingspeed || optional || Number || [[Property:Riding Speed]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | filth rate || optional || Number || [[Property:Animal Filth Rate]] || | + | | filth rate || optional || Number || [[Property:Animal Filth Rate]] || |
+ | | <code><statBases><FilthRate></code> | ||
|- | |- | ||
− | | hungerrate || optional || Number || [[Property:Base Hunger Rate]] || | + | | hungerrate || optional || Number || [[Property:Base Hunger Rate]] || |
+ | | <code><race><baseHungerRate></code> | ||
|- | |- | ||
− | | diet || optional || | + | | diet || optional || Text: || [[Property:Diet]] || |
+ | | <code><race><foodType></code> | ||
|- | |- | ||
− | | lifespan || optional || Number || [[Property:Life Expectancy]] || | + | | lifespan || optional || Number (Years) || [[Property:Life Expectancy]] || Lifespan (Years) |
+ | | <code><race><lifeExpectancy></code> | ||
|- | |- | ||
− | | manhunter || optional || Number || [[Property:Turn Manhunter Chance When Attacked]] || | + | | manhunter || optional || Number || [[Property:Turn Manhunter Chance When Attacked]] || |
+ | | <code><race><manhunterOnDamageChance></code> | ||
|- | |- | ||
− | | manhuntertame || optional || Number || [[Property:Turn Manhunter Chance When Taming]] || | + | | manhuntertame || optional || Number || [[Property:Turn Manhunter Chance When Taming]] || |
+ | | <code><race><manhunterOnTameFailChance></code> | ||
|- | |- | ||
− | | trainable || optional || | + | | trainable || optional || Text || [[Property:Trainable Intelligence]] |
+ | * [[Property:Can Train Attack]] | ||
+ | * [[Property:Can Train Guard]] | ||
+ | * [[Property:Can Train Haul]] | ||
+ | * [[Property:Can Train Rescue]] | ||
+ | | | ||
+ | | <code><race><trainability></code> | ||
|- | |- | ||
− | | wildness || optional || Number || [[Property:Wildness]] || | + | | wildness || optional || Number || [[Property:Wildness]] || |
+ | | <code><race><wildness></code> | ||
|- | |- | ||
− | | min handling skill || optional || Number || [[Property:Minimum Handling Skill]] || | + | | min handling skill || optional || Number (0~20) || [[Property:Minimum Handling Skill]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | petness || optional || | + | | petness || optional || Number || [[Property:Petness]] || |
+ | | <code><race><petness></code> | ||
|- | |- | ||
− | | predator || optional || | + | | predator || optional || Boolean || - || |
+ | | <code><race><predator></code> | ||
|- | |- | ||
− | | roamMtb || optional || Number || [[Property:Roam Mtb Days]] || | + | | roamMtb || optional || Number || [[Property:Roam Mtb Days]] || |
+ | | <code><race><roamMtbDays></code> | ||
|- | |- | ||
− | | nuzzleMtb || optional || Number || [[Property:Nuzzle Mtb Hours]] || | + | | nuzzleMtb || optional || Number || [[Property:Nuzzle Mtb Hours]] || |
+ | | <code><race><nuzzleMtbHours></code> | ||
|- | |- | ||
− | | mateMtb || optional || Number || [[Property:Mate Mtb Hours]] || | + | | mateMtb || optional || Number || [[Property:Mate Mtb Hours]] || |
+ | | <code><race><mateMtbHours></code> | ||
|- | |- | ||
− | | maturityage || optional || Number || [[Property:Maturity Age]] || | + | | maturityage || optional || Number || [[Property:Maturity Age]] || |
+ | | <code><lifeStageAges><def></def><minAge></code> | ||
|- | |- | ||
− | | juvenileage || optional || Number || [[Property:Juvenile Age]] || | + | | juvenileage || optional || Number || [[Property:Juvenile Age]] || |
+ | | <code><lifeStageAges><def></def><minAge></code> | ||
|- | |- | ||
− | | psychic sensitivity || optional || Number | | + | | psychic sensitivity || optional || Number |
+ | | | ||
+ | * [[Property:Psychic Sensitivity]] | ||
+ | * [[Psychic Sensitivity]] | ||
+ | | {{Q|Psychic Sensitivity|Description}} | ||
+ | | <code></code> | ||
|- | |- | ||
− | | toxic resistance || optional || Number | | + | | toxic resistance || optional || Number (0~1) |
+ | | | ||
+ | * [[Property:Toxic Resistance]] | ||
+ | * [[Toxic Resistance]] | ||
+ | | {{Q|Toxic Resistance|Description}} | ||
+ | | <code></code> | ||
|- | |- | ||
− | | toxic environment resistance || Number | | + | | toxic environment resistance || optional || Number (0~1) |
+ | | | ||
+ | * [[Property:Toxic Environment Resistance]] | ||
+ | * [[Toxic Environment Resistance]] | ||
+ | | {{Q|Toxic Environment Resistance|Description}} | ||
+ | | <code></code> | ||
|- | |- | ||
− | | EMP resistance || optional || Number | | + | | EMP resistance || optional || Number (0~1) |
+ | | | ||
+ | * [[Property:EMP Resistance]] | ||
+ | * [[EMP Resistance]] | ||
+ | | {{Q|EMP Resistance|Description}} | ||
+ | | <code></code> | ||
|- | |- | ||
− | | min comfortable temperature || optional || | + | | min comfortable temperature || optional || Number |
+ | | | ||
+ | * [[Property:Min Comfortable Temperature]] | ||
+ | * [[Minimum Comfortable Temperature]] | ||
+ | | {{Q|Minimum Comfortable Temperature|Description}} | ||
+ | | <code><statBases><ComfyTemperatureMin></code> | ||
|- | |- | ||
− | | max comfortable temperature || optional || | + | | max comfortable temperature || optional || Number |
+ | | | ||
+ | * [[Property:Max Comfortable Temperature]] | ||
+ | * [[Maximum Comfortable Temperature]] | ||
+ | | {{Q|Maximum Comfortable Temperature|Description}} | ||
+ | | <code><statBases><ComfyTemperatureMax></code> | ||
|- | |- | ||
− | | livesin_temperateforest || optional || Boolean || [[Property:Lives In Temperate Forest]] || | + | | livesin_temperateforest || optional || Boolean || [[Property:Lives In Temperate Forest]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | livesin_temperateswamp || optional || Boolean || [[Property:Lives In Temperate Swamp]] || | + | | livesin_temperateswamp || optional || Boolean || [[Property:Lives In Temperate Swamp]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | livesin_tropicalrainforest || optional || Boolean || [[Property:Lives In Tropical Rainforest]] || | + | | livesin_tropicalrainforest || optional || Boolean || [[Property:Lives In Tropical Rainforest]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | livesin_tropicalswamp || optional || Boolean || [[Property:Lives In Tropical Swamp]] || | + | | livesin_tropicalswamp || optional || Boolean || [[Property:Lives In Tropical Swamp]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | livesin_aridshrubland || optional || Boolean || [[Property:Lives In Arid Shrubland]] || | + | | livesin_aridshrubland || optional || Boolean || [[Property:Lives In Arid Shrubland]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | livesin_desert || optional || Boolean || [[Property:Lives In Desert]] || | + | | livesin_desert || optional || Boolean || [[Property:Lives In Desert]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | livesin_extremedesert || optional || Boolean || [[Property:Lives In Extreme Desert]] || | + | | livesin_extremedesert || optional || Boolean || [[Property:Lives In Extreme Desert]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | livesin_borealforest || optional || Boolean || [[Property:Lives In Boreal Forest]] || | + | | livesin_borealforest || optional || Boolean || [[Property:Lives In Boreal Forest]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | livesin_coldbog || optional || Boolean || [[Property:Lives In Cold Bog]] || | + | | livesin_coldbog || optional || Boolean || [[Property:Lives In Cold Bog]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | livesin_tundra || optional || Boolean || [[Property:Lives In Tundra]] || | + | | livesin_tundra || optional || Boolean || [[Property:Lives In Tundra]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | livesin_icesheet || optional || Boolean || [[Property:Lives In Ice Sheet]] || | + | | livesin_icesheet || optional || Boolean || [[Property:Lives In Ice Sheet]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | livesin_seaice || optional || Boolean || [[Property:Lives In Sea Ice]] || | + | | livesin_seaice || optional || Boolean || [[Property:Lives In Sea Ice]] || |
+ | | <code></code> | ||
|- | |- | ||
! colspan="6" style="text-align:left;" | 6. Production | ! colspan="6" style="text-align:left;" | 6. Production | ||
<!-- 6. PRODUCTION --> | <!-- 6. PRODUCTION --> | ||
|- | |- | ||
− | | meatyield || optional || | + | | meatyield || optional || |
+ | | | ||
+ | * [[Property:Meat Yield]] | ||
+ | * [[Meat Amount]] | ||
+ | | {{Q|Meat Amount|Description}} | ||
+ | | <code></code> | ||
|- | |- | ||
| basemeatamount || optional || || - || || - | | basemeatamount || optional || || - || || - | ||
|- | |- | ||
− | | meatname || optional || || [[Property:Meat Name]] || | + | | meatname || optional || || [[Property:Meat Name]] || |
+ | | <code><race><meatLabel></code> or <code><race><specificMeatDef></code> | ||
|- | |- | ||
− | | leathername || optional || || [[Property:Leather Name]] || | + | | leathername || optional || || [[Property:Leather Name]] || |
+ | | <code><race><leatherDef></code> | ||
|- | |- | ||
− | | leatheryield || optional || | + | | leatheryield || optional || |
+ | | | ||
+ | * [[Property:Leather Yield]] | ||
+ | * [[Leather Amount]] | ||
+ | | {{Q|Leather Amount|Description}} | ||
+ | | <code><statBases><LeatherAmount></code> | ||
|- | |- | ||
| baseleatheramount || optional || || - || || - | | baseleatheramount || optional || || - || || - | ||
+ | <!-- CompProperties_Milkable --> | ||
|- | |- | ||
− | | milk || optional || | + | | milk || optional || Number || [[Property:Milk Amount]] || |
+ | | <code><comps><Class="CompProperties_Milkable"><milkAmount></code> | ||
|- | |- | ||
− | | mlikname || optional || | + | | mlikname || optional || Text || [[Property:Milk Name]] || |
+ | | <code><comps><Class="CompProperties_Milkable"><milkDef></code> | ||
|- | |- | ||
− | | milktime || optional || | + | | milktime || optional || Number (Days) || [[Property:Milking Interval Days]], [[Property:Daily Milk Average]] || |
+ | | <code><comps><Class="CompProperties_Milkable"><milkIntervalDays></code> | ||
+ | <!-- CompProperties_Shearable --> | ||
|- | |- | ||
− | | wool || optional || || [[Property:Wool Amount]] || | + | | wool || optional || || [[Property:Wool Amount]] || |
+ | | <code><comps><Class="CompProperties_Shearable"><woolDef></code> | ||
|- | |- | ||
− | | woolname || optional || || [[Property:Wool Name]] || | + | | woolname || optional || || [[Property:Wool Name]] || |
+ | | <code><comps><Class="CompProperties_Shearable"><woolAmount></code> | ||
|- | |- | ||
− | | sheartime || optional || || [[Property:Shearing Interval Days]], [[Property:Daily Wool Average]] || | + | | sheartime || optional || || [[Property:Shearing Interval Days]], [[Property:Daily Wool Average]] || |
+ | | <code><comps><Class="CompProperties_Shearable"><shearIntervalDays></code> | ||
+ | <!-- CompProperties_EggLayer --> | ||
|- | |- | ||
− | | eggsmin || optional || | + | | eggsmin || optional || Number || [[Property:Eggs Per Clutch Minimum]] || |
+ | | <code><comps><Class="CompProperties_EggLayer"><eggCountRange></code> | ||
|- | |- | ||
− | | eggsmax || optional || | + | | eggsmax || optional || Number || [[Property:Eggs Per Clutch Maximum]] || |
+ | | <code><comps><Class="CompProperties_EggLayer"><eggCountRange></code> | ||
|- | |- | ||
− | | eggtime || optional || | + | | eggtime || optional || Number (Days) || [[Property:Egg Laying Interval]], [[Property:Eggs Per Season Average]] || |
+ | | <code><comps><Class="CompProperties_EggLayer"><eggLayIntervalDays></code> | ||
|- | |- | ||
− | | eggs_avg || optional || | + | | eggs_avg || optional || Number || [[Property:Eggs Per Clutch Average]] || |
+ | | <code><comps><Class="CompProperties_EggLayer"><eggCountRange></code> | ||
|- | |- | ||
− | | egg_unfertilized || optional || | + | | egg_unfertilized || optional || Boolean || [[Property:Can Lay Unfertilized Eggs]] || |
+ | | <code><comps><Class="CompProperties_EggLayer"><eggUnfertilizedDef></code> | ||
|- | |- | ||
− | | gestation || optional || | + | | gestation || optional || Number (Days) || [[Property:Gestation Period Days]] || |
+ | | <code><race><gestationPeriodDays></code> | ||
|- | |- | ||
− | | offspring || optional || | + | | offspring || optional || Number || [[Property:Offspring Per Birth]] || |
+ | | <code><race><litterSizeCurve></code> | ||
|- | |- | ||
− | | avg offspring || optional || | + | | avg offspring || optional || Number || [[Property:Average Offspring Per Birth]] || |
+ | | <code><race><litterSizeCurve></code> | ||
|- | |- | ||
! colspan="6" style="text-align:left;" | 7. Ingestion | ! colspan="6" style="text-align:left;" | 7. Ingestion | ||
<!-- 7. INGESTION --> | <!-- 7. INGESTION --> | ||
|- | |- | ||
− | | nutrition || optional || | + | | nutrition || optional || Number |
+ | | | ||
+ | * [[Property:Nutrition]] | ||
+ | * [[Nutrition (Stat)]] | ||
+ | | {{Q|Nutrition (Stat)|Description}} | ||
+ | | <code></code> | ||
|- | |- | ||
− | | taste || optional | | + | | taste || optional |
+ | | One of: | ||
+ | {{:Property:Taste}} | ||
+ | | [[Property:Taste]] || | ||
+ | | <code><ingestible><preferability></code> | ||
|- | |- | ||
− | | ingested direct thought || optional || || [[Property:Ingested Direct Thought]] || | + | | ingested direct thought || optional || || [[Property:Ingested Direct Thought]] || |
+ | | <code><ingestible><tasteThought></code> | ||
|- | |- | ||
− | | joy offset || optional || | + | | joy offset || optional || Number || [[Property:Joy Offset]] || |
+ | | <code><ingestible><joy></code> | ||
|- | |- | ||
− | | joy kind || optional | | + | | joy kind || optional |
+ | | One of: | ||
+ | {{:Property:Joy Kind}} | ||
+ | | [[Property:Joy Kind]] || | ||
+ | | <code><ingestible><joyKind></code> | ||
|- | |- | ||
− | | addictiveness || optional || || [[Property:Addictiveness]] || | + | | addictiveness || optional || || [[Property:Addictiveness]] || |
+ | | <code><comps><Class="CompProperties_Drug"><addictiveness></code> | ||
|- | |- | ||
− | | food poison chance || optional || | + | | food poison chance || optional || Number (0~1) |
+ | | | ||
+ | * [[Property:Food Poison Chance Base]] | ||
+ | * [[Food Poison Chance (Food Stat)]] | ||
+ | | {{Q|Food Poison Chance (Food Stat)|Description}} | ||
+ | | <code><statBases><FoodPoisonChanceFixedHuman></code> | ||
|- | |- | ||
− | | max num to ingest at once || optional || || [[Property:Max Num To Ingest At Once]] || | + | | max num to ingest at once || optional || || [[Property:Max Num To Ingest At Once]] || |
+ | | <code><ingestible><maxNumToIngestAtOnce></code> | ||
|- | |- | ||
− | | ingestion time || optional || || [[Property:Ingestion Time]] || | + | | ingestion time || optional || || [[Property:Ingestion Time]] || |
+ | | <code><ingestible><baseIngestTicks></code> | ||
|- | |- | ||
! colspan="6" style="text-align:left;" | 8. Stat Modifiers (for materials) | ! colspan="6" style="text-align:left;" | 8. Stat Modifiers (for materials) | ||
<!-- 8. STAT MODIFIERS (for Materials) --> | <!-- 8. STAT MODIFIERS (for Materials) --> | ||
|- | |- | ||
− | | beauty factor || optional || number || [[Property:Beauty Factor]] || | | + | | beauty factor || optional || number || [[Property:Beauty Factor]] || |
+ | | <code><stuffProps><statFactors><Beauty></code> | ||
|- | |- | ||
− | | beauty offset || optional || number || [[Property:Beauty Offset]] || | | + | | beauty offset || optional || number || [[Property:Beauty Offset]] || |
+ | | <code><stuffProps><statOffsets><Beauty></code> | ||
|- | |- | ||
− | | work to make factor || optional || number || [[Property:Work To Make Factor]] || | | + | | work to make factor || optional || number || [[Property:Work To Make Factor]] || |
+ | | <code><stuffProps><statFactors><WorkToMake></code> | ||
|- | |- | ||
− | | work to build factor || optional || number || [[Property:Work To Build Factor]] || | | + | | work to build factor || optional || number || [[Property:Work To Build Factor]] || |
+ | | <code><stuffProps><statFactors><WorkToBuild></code> | ||
|- | |- | ||
− | | work to build offset || optional || ticks || [[Property:Work To Build Offset]] || | | + | | work to build offset || optional || ticks || [[Property:Work To Build Offset]] || |
+ | | <code><stuffProps><statOffsets><WorkToBuild></code> | ||
|- | |- | ||
− | | max hit points factor || optional || number || [[Property:Max Hit Points Factor]] || | | + | | max hit points factor || optional || number || [[Property:Max Hit Points Factor]] || |
+ | | <code><stuffProps><statFactors><MaxHitPoints></code> | ||
|- | |- | ||
− | | flammability factor || optional || number || [[Property:Flammability Factor]] || | | + | | flammability factor || optional || number || [[Property:Flammability Factor]] || |
+ | | <code><stuffProps><statFactors><Flammability></code> | ||
|- | |- | ||
− | | armor - sharp factor || optional || number | | + | | armor - sharp factor || optional || number |
+ | | | ||
+ | * [[Property:Armor - Sharp Factor]] | ||
+ | * [[Armor - Sharp (Material Factor)]] | ||
+ | | {{Q|Armor - Sharp (Material Factor)|Description}} | ||
+ | | <code><statBases><StuffPower_Armor_Sharp></code> | ||
|- | |- | ||
− | | armor - blunt factor || optional || number | | + | | armor - blunt factor || optional || number |
+ | | | ||
+ | * [[Property:Armor - Blunt Factor]] | ||
+ | * [[Armor - Blunt (Material Factor)]] | ||
+ | | {{Q|Armor - Blunt (Material Factor)|Description}} | ||
+ | | <code><statBases><StuffPower_Armor_Blunt></code> | ||
|- | |- | ||
− | | armor - heat factor || optional || number | | + | | armor - heat factor || optional || number |
+ | | | ||
+ | * [[Property:Armor - Heat Factor]] | ||
+ | * [[Armor - Heat (Material Factor)]] | ||
+ | | {{Q|Armor - Heat (Material Factor)|Description}} | ||
+ | | <code><statBases><StuffPower_Armor_Heat></code> | ||
|- | |- | ||
− | | insulation - cold factor || optional || °C | | + | | insulation - cold factor || optional || °C |
+ | | | ||
+ | * [[Property:Insulation - Cold Factor]] | ||
+ | * [[Insulation - Cold (Material Factor)]] | ||
+ | | {{Q|Insulation - Cold (Material Factor)|Description}} | ||
+ | | <code><statBases><StuffPower_Insulation_Cold></code> | ||
|- | |- | ||
− | | insulation - heat factor || optional || °C | | + | | insulation - heat factor || optional || °C |
+ | | | ||
+ | * [[Property:Insulation - Heat Factor]] | ||
+ | * [[Insulation - Heat (Material Factor)]] | ||
+ | | {{Q|Insulation - Heat (Material Factor)|Description}} | ||
+ | | <code><statBases><StuffPower_Insulation_Heat></code> | ||
|- | |- | ||
− | | melee blunt damage factor || optional || number | | + | | melee blunt damage factor || optional || number |
+ | | | ||
+ | * [[Property:Melee Blunt Damage Factor]] | ||
+ | * [[Blunt Damage]] | ||
+ | | {{Q|Blunt Damage|Description}} | ||
+ | | <code><statBases><BluntDamageMultiplier></code> | ||
|- | |- | ||
− | | melee sharp damage factor || optional || number | | + | | melee sharp damage factor || optional || number |
+ | | | ||
+ | * [[Property:Melee Sharp Damage Factor]] | ||
+ | * [[Sharp Damage]] | ||
+ | | {{Q|Sharp Damage|Description}} | ||
+ | | <code><statBases><SharpDamageMultiplier></code> | ||
|- | |- | ||
− | | melee cooldown factor || optional || number | | + | | melee cooldown factor || optional || number |
+ | | | ||
+ | * [[Property:Melee Cooldown Factor]] | ||
+ | * [[Melee Cooldown]] | ||
+ | | {{Q|Melee Cooldown|Description}} | ||
+ | | <code><stuffProps><statFactors><MeleeWeapon_CooldownMultiplier></code> | ||
|- | |- | ||
− | | door opening speed factor || optional || number || [[Property:Door Opening Speed Factor]] || | | + | | door opening speed factor || optional || number || [[Property:Door Opening Speed Factor]] || |
+ | | <code><stuffProps><statFactors><DoorOpenSpeed></code> | ||
|- | |- | ||
− | | rest effectiveness factor || optional || number || [[Property:Rest Effectiveness Factor]] || | | + | | rest effectiveness factor || optional || number || [[Property:Rest Effectiveness Factor]] || |
+ | | <code><stuffProps><statFactors><BedRestEffectiveness></code> | ||
|- | |- | ||
! colspan="6" style="text-align:left;" | 9. Medical | ! colspan="6" style="text-align:left;" | 9. Medical | ||
<!-- 9. MEDICAL --> | <!-- 9. MEDICAL --> | ||
|- | |- | ||
− | | medical potency base || optional || number (displayed as %) | | + | | medical potency base || optional || number (displayed as %) |
+ | | | ||
+ | * [[Property:Medical Potency Base]] | ||
+ | * [[Medical Potency]] | ||
+ | | {{Q|Medical Potency|Description}} | ||
+ | | <code><statBases><MedicalPotency></code> | ||
|- | |- | ||
− | | medical quality max || optional || number (displayed as %) | | + | | medical quality max || optional || number (displayed as %) |
+ | | | ||
+ | * [[Property:Medical Quality Max]] | ||
+ | * [[Medical Tend Quality Maximum]] | ||
+ | | {{Q|Medical Tend Quality Maximum|Description}} | ||
+ | | <code><statBases><MedicalQualityMax></code> | ||
|- | |- | ||
! colspan="6" style="text-align:left;" | 10. Plant Stats | ! colspan="6" style="text-align:left;" | 10. Plant Stats | ||
<!-- 10. PLANT STATS --> | <!-- 10. PLANT STATS --> | ||
|- | |- | ||
− | | grow days || optional || | + | | grow days || optional || Number (Days) || [[Property:Grow Days]] || |
+ | | <code><plant><growDays></code> | ||
|- | |- | ||
− | | lifespanDaysPerGrowDays || optional || | + | | lifespanDaysPerGrowDays || optional || Number (Days) || [[Property:Lifespan Days Per Grow Days]] || |
+ | | <code><plant><lifespanDaysPerGrowDays></code> | ||
|- | |- | ||
− | | sow work || optional || | + | | sow work || optional || Number (Ticks) || [[Property:Sow Work]] || |
+ | | <code><plant><sowWork></code> | ||
|- | |- | ||
− | | harvest work || optional || | + | | harvest work || optional || Number (Ticks) || [[Property:Harvest Work]] || |
+ | | <code><plant><harvestWork></code> | ||
|- | |- | ||
− | | product || optional || | + | | product || optional || Page || [[Property:Harvest Product]] || |
+ | | <code><plant><harvestedThingDef></code> | ||
|- | |- | ||
− | | yield || optional || | + | | yield || optional || Number || [[Property:Harvest Yield]] || |
+ | | <code><plant><harvestYield></code> | ||
|- | |- | ||
− | | min sowing skill || optional || | + | | min sowing skill || optional || Number (0~20) || [[Property:Minimum Required Growing Skill]] || |
+ | | <code><plant><sowMinSkill></code> | ||
|- | |- | ||
− | | min fertility || optional || | + | | min fertility || optional || Number || [[Property:Fertility Min]] || |
+ | | <code><plant><fertilityMin></code> | ||
|- | |- | ||
− | | fertility sensitivity || optional || | + | | fertility sensitivity || optional || Number || [[Property:Fertility Sensitivity]] || |
+ | | <code><plant><fertilitySensitivity></code> | ||
|- | |- | ||
− | | min grow light || optional || | + | | min grow light || optional || Number || [[Property:Min Grow Light]] || |
+ | | <code><plant><growMinGlow></code> | ||
|- | |- | ||
! colspan="6" style="text-align:left;" | 11. Ranged Combat | ! colspan="6" style="text-align:left;" | 11. Ranged Combat | ||
Line 792: | Line 1,146: | ||
<!-- 11. RANGED COMBAT --> | <!-- 11. RANGED COMBAT --> | ||
|- | |- | ||
− | | damage type || optional || || - || | + | | damage type || optional || || - || |
+ | | <code><verbs><defaultProjectile><ThingDef><projectile><damageDef></code> | ||
|- | |- | ||
− | | mode || optional || || [[Property:Mode]] || | + | | mode || optional || || [[Property:Mode]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | damage || optional || Number || [[Property:Damage Base]] || | + | | damage || optional || Number || [[Property:Damage Base]] || |
+ | | <code><verbs><defaultProjectile><ThingDef><projectile><damageAmountBase></code> | ||
|- | |- | ||
− | | armorPenetration || optional || Number || [[Property:Armor Penetration]] || | + | | armorPenetration || optional || Number || [[Property:Armor Penetration]] || |
+ | | <code><verbs><defaultProjectile><ThingDef><projectile><armorPenetrationBase></code> | ||
|- | |- | ||
− | | warmup || optional || Number || [[Property:Aiming Time Base]] || Warmup | + | | warmup || optional || Number || [[Property:Aiming Time Base]] || Warmup |
+ | | <code><verbs><warmupTime></code> or <code><building><turretBurstWarmupTime></code> | ||
|- | |- | ||
− | | cooldown || optional || Number || [[Property:Ranged Cooldown Base]] || | + | | cooldown || optional || Number || [[Property:Ranged Cooldown Base]] || |
+ | | <code><statBases><RangedWeapon_Cooldown></code> or <code><building><turretBurstCooldownTime></code> | ||
|- | |- | ||
− | | range || optional || Number (Cells) || [[Property:Range]] || Range | + | | range || optional || Number (Cells) || [[Property:Range]] || Range |
+ | | <code><verbs><range></code> | ||
|- | |- | ||
− | | minrange || optional || Number (Cells) || [[Property:Minimum Range]] || | + | | minrange || optional || Number (Cells) || [[Property:Minimum Range]] || |
+ | | <code><verbs><minRange></code> | ||
|- | |- | ||
− | | accuracy || optional || Number | + | | accuracy || optional || Number |
+ | | [[Shooting Accuracy (Turrets)]] | ||
+ | | {{Q|Shooting Accuracy (Turrets)|Description)}} | ||
+ | | <code><statBases><ShootingAccuracyTurret></code> | ||
|- | |- | ||
− | | accuracyTouch || optional || Number (0~1) | | + | | accuracyTouch || optional || Number (0~1) |
+ | | | ||
+ | * [[Property:Accuracy (Touch) Base]] | ||
+ | * [[Accuracy (Close)]] | ||
+ | | {{Q|Accuracy (Close)|Description}} | ||
+ | | <code><statBases><AccuracyTouch></code> | ||
|- | |- | ||
− | | accuracyShort || optional || Number (0~1) | | + | | accuracyShort || optional || Number (0~1) |
+ | | | ||
+ | * [[Property:Accuracy (Short) Base]] | ||
+ | * [[Accuracy (Short)]] | ||
+ | | {{Q|Accuracy (Short)|Description}} | ||
+ | | <code><statBases><AccuracyShort></code> | ||
|- | |- | ||
− | | accuracyMedium || optional || Number (0~1) | | + | | accuracyMedium || optional || Number (0~1) |
+ | | | ||
+ | * [[Property:Accuracy (Medium) Base]] | ||
+ | * [[Accuracy (Medium)]] | ||
+ | | {{Q|Accuracy (Medium)|Description}} | ||
+ | | <code><statBases><AccuracyMedium></code> | ||
|- | |- | ||
− | | accuracyLong || optional || Number (0~1) | | + | | accuracyLong || optional || Number (0~1) |
+ | | | ||
+ | * [[Property:Accuracy (Long) Base]] | ||
+ | * [[Accuracy (Long)]] | ||
+ | | {{Q|Accuracy (Long)|Description}} | ||
+ | | <code><statBases><AccuracyLong></code> | ||
|- | |- | ||
− | | velocity || optional || Number || [[Property:Velocity]] || | + | | velocity || optional || Number || [[Property:Velocity]] || |
+ | | <code><verbs><defaultProjectile><ThingDef><projectile><speed></code> | ||
|- | |- | ||
− | | burst || optional || Number || [[Property:Burst Count]] || Burst shot count | + | | burst || optional || Number || [[Property:Burst Count]] || Burst shot count |
+ | | <code><verbs><burstShotCount></code> | ||
|- | |- | ||
− | | burstTicks || optional || Number ([[Ticks]]) || [[Property:Burst Ticks]] || | + | | burstTicks || optional || Number ([[Ticks]]) || [[Property:Burst Ticks]] || |
+ | | <code><verbs><ticksBetweenBurstShots></code> | ||
|- | |- | ||
− | | missRadius || optional || Number || [[Property:Miss Radius]] || Miss radius | + | | missRadius || optional || Number || [[Property:Miss Radius]] || Miss radius |
+ | | <code><verbs><forcedMissRadius></code> or <code><verbs><forcedMissRadiusClassicMortars></code> | ||
|- | |- | ||
− | | blastRadius || optional || Number || [[Property:Blast Radius]] || | + | | blastRadius || optional || Number || [[Property:Blast Radius]] || |
+ | | <code><ThingDef><projectile><explosionRadius></code> | ||
|- | |- | ||
− | | DPS || optional || Number || [[Property:Maximum DPS]] || Damage Per Second | + | | DPS || optional || Number || [[Property:Maximum DPS]] || Damage Per Second |
+ | | <code></code> | ||
|- | |- | ||
| stoppingPower || optional || Number || [[Property:Stopping Power]] | | stoppingPower || optional || Number || [[Property:Stopping Power]] | ||
Line 839: | Line 1,230: | ||
<!-- 12. MELEE COMBAT --> | <!-- 12. MELEE COMBAT --> | ||
|- | |- | ||
− | | attack(1~7)dmg, meleeattack1dmg || optional || Number || [[Property:Attack 1 Damage]] || | + | | attack(1~7)dmg, meleeattack1dmg || optional || Number || [[Property:Attack 1 Damage]] || |
+ | | <code><tools><power></code> | ||
|- | |- | ||
| attack(1~7)ap || optional || Number (0~2) || [[Property:Attack 1 AP]] | | attack(1~7)ap || optional || Number (0~2) || [[Property:Attack 1 AP]] | ||
Line 847: | Line 1,239: | ||
| <code><tools><armorPenetration></code> | | <code><tools><armorPenetration></code> | ||
|- | |- | ||
− | | attack(1~7)type, meleeattack1type || optional || Text || [[Property:Attack 1 Type]] || | + | | attack(1~7)type, meleeattack1type || optional || Text || [[Property:Attack 1 Type]] || |
+ | | <code><tools><capacities></code> | ||
|- | |- | ||
− | | attack(1~7)part, meleeattack1part || optional || Text || [[Property:Attack 1 Part]] || | + | | attack(1~7)part, meleeattack1part || optional || Text || [[Property:Attack 1 Part]] || |
+ | | <code><tools><linkedBodyPartsGroup></code> | ||
|- | |- | ||
− | | attack(1~7)cool, meleeattack1cool || optional || Number || [[Property:Attack 1 Cooldown]] || | + | | attack(1~7)cool, meleeattack1cool || optional || Number || [[Property:Attack 1 Cooldown]] || |
+ | | <code><tools><cooldownTime></code> | ||
|- | |- | ||
− | | attack(1~7)chancefactor || optional || Number || [[Property:Attack 1 Chance Factor]] || Chance that this attack will be used | + | | attack(1~7)chancefactor || optional || Number || [[Property:Attack 1 Chance Factor]] || Chance that this attack will be used |
+ | | <code><tools><chanceFactor></code> | ||
|- | |- | ||
− | | attack(1~7)stun || optional || Number || [[Property:Attack 1 Stun]] || | + | | attack(1~7)stun || optional || Number || [[Property:Attack 1 Stun]] || |
+ | | <code><tools><surpriseAttack><extraMeleeDamages><def></def><amount></code> | ||
|- | |- | ||
− | | MeleeWeaponAverageDPS || optional || Number | | + | | MeleeWeaponAverageDPS || optional || Number |
+ | | | ||
+ | * [[Property:MeleeDPS]] | ||
+ | * [[Melee Damage Per Second]] | ||
+ | | {{Q|Melee Damage Per Second|Description}} | ||
+ | | - | ||
|- | |- | ||
− | | MeleeWeaponAverageAP || optional || Number | | + | | MeleeWeaponAverageAP || optional || Number |
+ | | | ||
+ | * [[Property:MeleeAP]] | ||
+ | * [[Melee Weapon Average Armor Penetration]] | ||
+ | | {{Q|Melee Weapon Average Armor Penetration|Description}} | ||
+ | | - | ||
|- | |- | ||
− | | body part || optional || || - || | + | | body part || optional || || - || |
+ | | <code></code> | ||
|- | |- | ||
! colspan="6" style="text-align:left;" | 13. Creation | ! colspan="6" style="text-align:left;" | 13. Creation | ||
<!-- 13. CREATION --> | <!-- 13. CREATION --> | ||
|- | |- | ||
− | | research || optional || || [[Property:Required Research]] || | + | | research || optional || || [[Property:Required Research]] || |
+ | | <code><researchPrerequisites></code> | ||
|- | |- | ||
− | | production facility 1 || optional || Page || [[Property:Production Facility 1]] || | + | | production facility 1 || optional || Page || [[Property:Production Facility 1]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | work to make || optional || Number, Ticks | | + | | work to make || optional || Number, Ticks |
+ | | | ||
+ | * [[Property:Work To Make]] | ||
+ | * [[Work To Make]] | ||
+ | * [[Work To Build]] | ||
|<!-- Description --> | |<!-- Description --> | ||
{{Q|Work To Make|Label}} | {{Q|Work To Make|Label}} | ||
Line 881: | Line 1,295: | ||
| <code><statBases><WorkToMake></code> (Items) or <code><statBases><WorkToBuild></code> (Buildings) | | <code><statBases><WorkToMake></code> (Items) or <code><statBases><WorkToBuild></code> (Buildings) | ||
|- | |- | ||
− | | resources to make || optional || || - || | + | | resources to make || optional || || - || |
+ | | <code><costList></code> | ||
|- | |- | ||
− | | resource 1 || optional || Page || [[Property:Resource 1]] || | + | | resource 1 || optional || Page || [[Property:Resource 1]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | resource 2 || optional || Page || [[Property:Resource 2]] || | + | | resource 2 || optional || Page || [[Property:Resource 2]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | resource 3 || optional || Page || [[Property:Resource 3]] || | + | | resource 3 || optional || Page || [[Property:Resource 3]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | resource 4 || optional || Page || [[Property:Resource 4]] || | + | | resource 4 || optional || Page || [[Property:Resource 4]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | resource 5 || optional || Page || [[Property:Resource 5]] || | + | | resource 5 || optional || Page || [[Property:Resource 5]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | resource 6 || optional || Page || [[Property:Resource 6]] || | + | | resource 6 || optional || Page || [[Property:Resource 6]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | resource 1 amount || optional || Number || [[Property:Resource 1 Amount]] || | + | | resource 1 amount || optional || Number || [[Property:Resource 1 Amount]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | resource 2 amount || optional || Number || [[Property:Resource 2 Amount]] || | + | | resource 2 amount || optional || Number || [[Property:Resource 2 Amount]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | resource 3 amount || optional || Number || [[Property:Resource 3 Amount]] || | + | | resource 3 amount || optional || Number || [[Property:Resource 3 Amount]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | resource 4 amount || optional || Number || [[Property:Resource 4 Amount]] || | + | | resource 4 amount || optional || Number || [[Property:Resource 4 Amount]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | resource 5 amount || optional || Number || [[Property:Resource 5 Amount]] || | + | | resource 5 amount || optional || Number || [[Property:Resource 5 Amount]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | resource 6 amount || optional || Number || [[Property:Resource 6 Amount]] || | + | | resource 6 amount || optional || Number || [[Property:Resource 6 Amount]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | skill 1 || optional || || [[Property:Skill 1]] || | + | | skill 1 || optional || || [[Property:Skill 1]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | skill 2 || optional || || [[Property:Skill 2]] || | + | | skill 2 || optional || || [[Property:Skill 2]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | skill 1 level || optional || Number (0-20) || [[Property:Skill 1 Level]] || | + | | skill 1 level || optional || Number (0-20) || [[Property:Skill 1 Level]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | skill 2 level || optional || Number (0-20) || [[Property:Skill 2 Level]] || | + | | skill 2 level || optional || Number (0-20) || [[Property:Skill 2 Level]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | constructable || optional || || - || | + | | constructable || optional || || - || |
+ | | <code></code> | ||
|- | |- | ||
− | | work speed stat || optional || || [[Property:Work Speed Stat]] || | + | | work speed stat || optional || || [[Property:Work Speed Stat]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | gestation cycles || optional || || [[Property:Gestation Cycles]] || | + | | gestation cycles || optional || || [[Property:Gestation Cycles]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | stuff tags || optional || || [[Property:Stuff Tags]] || | + | | stuff tags || optional || || [[Property:Stuff Tags]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | product amount || optional || || [[Property:Product Amount]] || | + | | product amount || optional || || [[Property:Product Amount]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | deconstruct yield || optional || || - || | + | | deconstruct yield || optional || || - || |
+ | | <code></code> | ||
|- | |- | ||
− | | destroyyield || optional || || - || | + | | destroyyield || optional || || - || |
+ | | <code></code> | ||
|- | |- | ||
− | | leavesresourceswhendestroyed || optional || || - || | + | | leavesresourceswhendestroyed || optional || || - || |
+ | | <code><leaveResourcesWhenKilled></code> | ||
|- | |- | ||
− | | bonusdestroyleavings || optional || || - || | + | | bonusdestroyleavings || optional || || - || |
+ | | <code></code> | ||
|- | |- | ||
! colspan="6" style="text-align:left;" | Ability | ! colspan="6" style="text-align:left;" | Ability | ||
<!-- 14. ABILITY --> | <!-- 14. ABILITY --> | ||
|- | |- | ||
− | | psylink level || optional || Number (1-6) | | + | | psylink level || optional || Number (1-6) |
+ | | | ||
+ | * [[Property:Psylink Level]] | ||
+ | * [[Psylink Level]] | ||
+ | | {{Q|Psylink Level|Description}} | ||
+ | | <code><level></code> | ||
|- | |- | ||
− | | psyfocus cost || optional || Number | | + | | psyfocus cost || optional || Number |
+ | | | ||
+ | * [[Property:Psyfocus Cost]] | ||
+ | * [[Psyfocus Cost]] | ||
+ | | {{Q|Psyfocus Cost|Description}} | ||
+ | | <code><statBases><Ability_PsyfocusCost></code> | ||
|- | |- | ||
− | | neural heat gain || optional || Number | | + | | neural heat gain || optional || Number |
+ | | | ||
+ | * [[Property:Neural Heat Gain]] | ||
+ | * [[Neural Heat Gain]] | ||
+ | | {{Q|Neural Heat Gain|Description}} | ||
+ | | <code><statBases><Ability_EntropyGain></code> | ||
|- | |- | ||
− | | casting time || optional || Number | | + | | casting time || optional || Number |
+ | | | ||
+ | * [[Property:Casting Time]] | ||
+ | * [[Casting Time]] | ||
+ | | {{Q|Casting Time|Description}} | ||
+ | | <code><verbProperties><warmupTime></code> | ||
|- | |- | ||
− | | ability range || optional || Number | | + | | ability range || optional || Number |
+ | | | ||
+ | * [[Property:Range]] | ||
+ | * [[Range]] | ||
+ | | {{Q|Range|Description}} | ||
+ | | <code><verbProperties><range></code> | ||
|- | |- | ||
− | | effect radius || optional || Number | | + | | effect radius || optional || Number |
+ | | | ||
+ | * [[Property:Effect Radius]] | ||
+ | * [[Effect Radius]] | ||
+ | | {{Q|Effect Radius|Description}} | ||
+ | | <code><statBases><Ability_EffectRadius></code> | ||
|- | |- | ||
− | | duration || optional || Number | | + | | duration || optional || Number |
+ | | | ||
+ | * [[Property:Duration]] | ||
+ | * [[Duration]] | ||
+ | | {{Q|Duration|Description}} | ||
+ | | <code><statBases><Ability_Duration></code> | ||
|- | |- | ||
− | | duration multiplier || optional || Number || - || | + | | duration multiplier || optional || Number || - || |
+ | | <code><comps><Class="CompProperties_AbilityGiveHediff"><durationMultiplier></code> | ||
|- | |- | ||
− | | goodwill impact || optional || Number | | + | | goodwill impact || optional || Number |
+ | | | ||
+ | * [[Property:Goodwill Impact]] | ||
+ | * [[Goodwill Impact]] | ||
+ | | {{Q|Goodwill Impact|Description}} | ||
+ | | <code><comps><Class="CompProperties_AbilityEffectWithDuration"><goodwillImpact></code> | ||
|- | |- | ||
− | | caster must be capable of violence || optional || Boolean || [[Property:Caster Must Be Capable Of Violence]] || | + | | caster must be capable of violence || optional || Boolean || [[Property:Caster Must Be Capable Of Violence]] || |
+ | | <code><casterMustBeCapableOfViolence></code> | ||
|- | |- | ||
! colspan="6" style="text-align:left;" | 14. Technical | ! colspan="6" style="text-align:left;" | 14. Technical | ||
Line 961: | Line 1,443: | ||
| page verified for version, Verified || optional || Page || [[Property:Verified For]] || || - | | page verified for version, Verified || optional || Page || [[Property:Verified For]] || || - | ||
|- | |- | ||
− | | defName || optional || Text || [[Property:Def Name]] || | + | | defName || optional || Text || [[Property:Def Name]] || |
− | + | | <code><defName></code> | |
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | label || optional || Text || [[Property:Label]] || |
+ | | <code><label></code> | ||
|- | |- | ||
− | | | + | | has quality || optional || Boolean || [[Property:Has Quality]] || |
+ | | <code><comps><compClass>CompQuality</compClass></code> | ||
|- | |- | ||
− | | | + | | color || optional || || - || |
+ | | <code></code> | ||
|- | |- | ||
− | | | + | | thingCategories || optional || || - || |
+ | | <code><thingCategories></code> | ||
|- | |- | ||
− | | | + | | file || optional || || - || |
+ | | <code></code> | ||
|- | |- | ||
− | | | + | | weaponTags || optional || Text || [[Property:weaponTags]] || |
+ | | <code><weaponTags></code> | ||
|- | |- | ||
− | | | + | | thingSetMakerTags || optional || Text || - || |
+ | | <code><thingSetMakerTags></code> | ||
|- | |- | ||
− | | | + | | defaultOutfitTags || optional || Text || - || |
+ | | <code><apparel><defaultOutfitTags></code> | ||
|- | |- | ||
− | | | + | | factionPrerequisiteTags || optional || Text || - || |
+ | | <code></code> | ||
|- | |- | ||
− | | | + | | harvestTag, harvestTags || optional || Text || - || |
+ | | <code><plant><harvestTag></code> | ||
|- | |- | ||
− | | | + | | recipePrerequisitetags || optional || Text || - || |
+ | | <code></code> | ||
|- | |- | ||
− | | | + | | ResearchProjectTagDef || optional || Text || - || |
+ | | <code></code> | ||
|- | |- | ||
− | | | + | | sowTag, sowTags || optional || Text || [[Property:sowTags]] || |
+ | | <code><plant><sowTags></code> | ||
|- | |- | ||
− | | tags || optional || Text || [[Property:tags]] || | + | | tag, tags || optional || Text || [[Property:tags]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | techHediffsTags || optional || Text || [[Property:techHediffsTags]] || | + | | techHediffsTags || optional || Text || [[Property:techHediffsTags]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | thingSetMakerTagsToAllow || optional || Text || - || | + | | thingSetMakerTagsToAllow || optional || Text || - || |
+ | | <code></code> | ||
|- | |- | ||
− | | tradeTag, tradeTags || optional || Text || [[Property:TradeTags]] || | + | | tradeTag, tradeTags || optional || Text || [[Property:TradeTags]] || |
+ | | <code><tradeTags></code> | ||
|- | |- | ||
− | | tradeTagsBuy || optional || Text || - || | + | | tradeTagsBuy || optional || Text || - || |
+ | | <code></code> | ||
|- | |- | ||
− | | tradeTagsSell || optional || Text || - || | + | | tradeTagsSell || optional || Text || - || |
+ | | <code></code> | ||
|- | |- | ||
− | | tradeTagsToAllow || optional || Text || - || | + | | tradeTagsToAllow || optional || Text || - || |
+ | | <code></code> | ||
|- | |- | ||
− | | tutorHighlightTag || optional || Text || - || | + | | tutorHighlightTag || optional || Text || - || |
+ | | <code></code> | ||
|- | |- | ||
− | | apparelTags || optional || Text || [[Property:apparelTags]] || | + | | apparelTags || optional || Text || [[Property:apparelTags]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | buildingTags || optional || Text || [[Property:buildingTags]] || | + | | buildingTags || optional || Text || [[Property:buildingTags]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | stuff adjective || optional || || [[Property:Stuff Adjective]] || | + | | stuff adjective || optional || || [[Property:Stuff Adjective]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | small volume || optional || Boolean || [[Property:Small Volume]] || | + | | small volume || optional || Boolean || [[Property:Small Volume]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | preferability || optional || || [[Property:Preferability]] || | + | | preferability || optional || || [[Property:Preferability]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | food preference || optional || || [[Property:Food Preference]] || | + | | food preference || optional || || [[Property:Food Preference]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | drug category || optional || || [[Property:Drug Category]] || | + | | drug category || optional || || [[Property:Drug Category]] || |
+ | | <code><ingestible><drugCategory></code> | ||
|- | |- | ||
− | | is pleasure drug || optional || Boolean || [[Property:Is Pleasure Drug]] || | + | | is pleasure drug || optional || Boolean || [[Property:Is Pleasure Drug]] || |
+ | | <code></code> | ||
|- | |- | ||
− | | work efficiency factor || optional || || - || | + | | work efficiency factor || optional || || - || |
+ | | <code></code> | ||
|- | |- | ||
− | | work efficiency offset || optional || || - || | + | | work efficiency offset || optional || || - || |
+ | | <code></code> | ||
|- | |- | ||
− | | max simultaneous facilities || optional || Number || - || | + | | max simultaneous facilities || optional || Number || - || |
+ | | <code></code> | ||
|- | |- | ||
− | | unpowered work speed factor || optional || || - || | + | | unpowered work speed factor || optional || || - || |
+ | | <code></code> | ||
|- | |- | ||
− | | bulk product amount || optional || || [[Property:Bulk Product Amount]] || | + | | bulk product amount || optional || || [[Property:Bulk Product Amount]] || |
+ | | <code></code> | ||
|} | |} | ||
Revision as of 04:45, 29 September 2024
This page has been suggested for recoding. Reason: Doesn't play nice with skins - font color changes, but not background. Background either needs to be transparent or use color from skin.. You can help RimWorld Wiki by improving it. |
Intro
Template:Infobox main Is the core of what powers the SemanticMediaWiki database of rimworld objects. Since the template is so complex, it's worth taking a step back and summarizing what this template does:
- Takes in facts: On each page which describes an in-game object, we call
{{infobox main | ...}}
|, where ...
| is a very long list of parameters describing the object in question, including its name, type, the cost to make it, and a bunch of other things
- Rendering an infobox: This template takes those parameters and presents them in a nice looking infobox on the right side of the page. If you add a param
|marketvalue = 200
|, this template will add a line to the infobox showing the market value annotated with a silver icon. Cool!
- Setting SMW properties: The real magic comes from this templates ability to also set SMW properties. If the
|marketvalue = 200
| param is present, this template will also set a SMW property 'Market Value Base' equal to 200 for whatever page the infobox was called on.
As an example, say there was an Page called "Foo" for an in-game object with the same name. In-game, a foo has a market value of 200. When you invoke {{infobox main | ... | marketvalue = 200 | ...
|, this template will set the 'Market Value Base' property of the 'Foo' page to 200.
These properties can then be retrieved using a snippet like {{#show:Foo|?Market Value Base}}
|. You can browse the properties for a given page by clicking the "Browse properties" link on the left side of the page. For an example, see Special:Browse/:Duster
Positional parameters
This template also takes one (and only one -- all others are ignored) positional parameter that specifies the type of infobox styling to use (primarily: to set the color of the infobox based on object type)
Usage
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Parity with available parameters and documentation (List & Table). |
- Everything is optional for the template to function; however, relevant sections should be filled in for the sake of completeness. The information displayed is dependent on which category is used, and will not be displayed unless a value is provided.
- You can add a "name" and "image". Fill these values if the PAGENAME macro is not adequate (if the page name has a disambig qualifier for example)
Parameter List
{{infobox main <!-- All pawns (animals, humanoids, mechanoids) --> | combatPower = combat power of a pawn, used for raid points for threats. Format: number | movespeed = base movement speed | attack1dmg = base damage of first attack <meleeDamageBaseAmount> | attack1type = damage type of first attack <meleeDamageDef> | attack1part = body part of first attack <linkedBodyPartsGroup> | attack1cool = cooldown of first attack (in ticks) <defaultCooldownTicks> | attack1stun = stun applied with first attack, if any (in stun damage, 20 ticks per point) <extraMeleeDamages> | attack2dmg = as above for second attack | attack2type = as above for second attack | attack2part = as above for second attack | attack2cool = as above for second attack | attack2stun = as above for second attack | attack3dmg = as above for third attack | attack3type = as above for third attack | attack3part = as above for third attack | attack3cool = as above for third attack | attack3stun = as above for third attack | attack4dmg = as above for fourth attack | attack4type = as above for fourth attack | attack4part = as above for fourth attack | attack4cool = as above for fourth attack | attack4stun = as above for fourth attack | bodysize = required in order to calculate meat yield, leather yields, and carrying capacity | massyoung = the mass of an animal when young | massjuvenile = the mass of an animal when juvenile | massadult = the mass of an animal when adult | meatname = name of meat given when butchered. Defaults to "x meat" when not defined. | meatyield = amount of meat yielded when butchered. ONLY specify for animals that have a non default MeatAmount property in the XML (currently none). See also Property:Meat_Yield. | leathername = name of leather given when butchered. Defaults to "x leather" when not defined. Leave empty if no leather is produced. | leatheryield = amount of leather yielded when butchered. ONLY specify for animals that have a non default LeatherAmount property in the XML. See also Property:Leather_Yield. <!--Apparel and Armor--> | armorblunt = blunt armor rating for non-material dependent Apparel and Armor | armorsharp = sharp armor rating for non-material dependent Apparel and Armor | armorheat = heat armor rating for non-material dependent Apparel and Armor | armorbluntfactor = blunt armor multiplier for material dependent Apparel and Armor | armorsharpfactor = sharp armor multiplier for material dependent Apparel and Armor | armorheatfactor = heat armor multiplier for material dependent Apparel and Armor | painshockthreshold = increase in pain shock threshold | insulationheat = base heat tolerance modifier | insulationcold = base cold tolerance modifier | insulationheatfactor = base heat tolerance for material dependent Apparel and Armor | insulationcoldfactor = base cold tolerance for material dependent Apparel and Armor | lifestage = the valid lifestages the pawn can be i.e. Child and/or Adult | clothing for nudity = whether the item counts as clothing for determining nudity, also supports countsAsClothingForNudity= | coverage = coverage provided by the item | layer = the layer the item occupies on the pawn <!-- Animals only --> | manhunter = chance to turn manhunter when attacked (0.00 - 1.00) | manhuntertame = chance to turn manhunter on a failed taming attempt (0.00 - 1.00) | hungerrate = base hunger rate | diet = carnivorous/herbivorous/omnivorous/dendrovorous/carnivorous and ovivorous/omnivorous and ovivorous | lifespan = life expectancy | trainable = none/simple/intermediate/advanced | wildness = wildness level of creature | min handling skill = minimum Animals skill to tame/train. ONLY use when necessary - acts as an override for minimum handling skill for rare occasions when it is not derived from wildness | milk = amount of milk produced | milktime = milking interval (days) | woolname = name of wool given when sheared. Defaults to "x wool" when not defined. | wool = wool amount | sheartime = shearing interval | eggsmin = eggs per clutch minimum | eggsmax = eggs per clutch maximum | eggtime = egg laying interval | eggs_avg = eggs per clutch average | gestation = gestation period (days) (must either be a number or N/A) | offspring = offspring per birth (Do not use for egg-laying animals) | maturityage = age of maturity | livesin_aridshrubland = true or <omit> | livesin_borealforest = true or <omit> | livesin_desert = true or <omit> | livesin_extremedesert = true or <omit> | livesin_icesheet = true or <omit> | livesin_seaice = true or <omit> | livesin_temperateforest = true or <omit> | livesin_tropicalrainforest = true or <omit> | livesin_tundra = true or <omit> | predator = true or <omit> | min comfortable temperature = min temperature animal can withstand | max comfortable temperature = max temperature animal can withstand <!-- Food --> | nutrition base = number | taste = string | ingested direct thought = string | joy offset = number | preferability = string | max num to ingest at once = number | days to rot = number <!-- Plants --> | growth time = number of days to grow | yield = how much food given when harvested | wood = how much wood given when harvested | min grow light = Minimum light required to grow. <!-- BUILDING --> | size = two values in the format: 3 ˣ 1 | minifiable = whether there is an item for this building. Format: true/false | placeable = true/false | rotatable = true/false | passability = string e.g. pass through only | cover = how effective the object is when used for cover | blockswind = true/false | terrain affordance = light, medium or heavy terrain requirements to place object. | power = power generated or consumed. Format: + 3600 or - 150 | cleanliness = number | cleaning time factor = number | facility = comma seperated list of building names that improve this building when placed next to it. E.g: vitals monitor, dresser, end table <!-- Building - Furniture --> | glowcolor = ? | glowradius = ? | maxheattemperature = ? | mincooltemperature = ? | surgery success chance factor = ? | immunity gain speed factor = how fast a pawn acquires immunity while using object | rest effectiveness = how quickly rest gets restored | comfort = how much comfort it gives when using | comfort offset = ? <!-- Building - Recreation --> | recreation power = number | recreation type = string <!-- Building - Production --> | work efficiency factor = number | unpowered work speed factor = work speed at an unpowered workstation <!-- Building - Misc --> | work speed offset = number | max simultaneous facilities = how many of these facilities a work table can be connected to. Format: integer | efficiency = efficiency of a battery <!-- Building - Floors --> | speed = move speed factor of that flooring. Format: number <!-- CREATION --> | work to make = the base amount of work it takes to build a structure, once all materials are gathered. | work to uninstall = the amount of work it takes to uninstall a structure. <!-- All Weapons --> | damage = Base weapon damage | cooldown = use for cooldown time of weapon (in ticks) | mode = Melee/Single-Shot/Single-Use/Burst | warmup = How long it takes to aim (in ticks). Set to 0 if melee weapon. | damage type = The type of damage: Blunt - Scharp - Heat - Electric - Toxic ,if it has damage it wil get Sharp automaticly <!-- Ranged Weapons Only --> | burst = Shots per burst. Set to 1 for single-shot weapons. | burstticks = Time between bursts (in ticks) | range = Weapon range | minrange = Minimum weapon range AKA forced-miss range | missRadius = Missed shots are forced to land within this radius of the target | area = Explosive area (in squares) | velocity = use for projectile velocity | accuracyTouch = use for touch accuracy | accuracyShort = use for short range accuracy | accuracyMedium = use for medium range accuracy | accuracyLong = use for long range accuracy | blastRadius = use for blast radius of explosive weapons | armor penetration = armor penetration of the attack | stoppingPower = stopping power of the weapon <!-- Melee Weapons Only --> | meleeattack1dmg = base damage of first attack <meleeDamageBaseAmount> | meleeattack1type = damage type of first attack <meleeDamageDef> | meleeattack1part = body part of first attack <linkedBodyPartsGroup> | meleeattack1cool = cooldown of first attack (in seconds) <defaultCooldownTicks> | meleeattack1ap = armor penetration of first attack | meleeattack2dmg = as above for second attack | meleeattack2type = as above for second attack | meleeattack2part = as above for second attack | meleeattack2cool = as above for second attack | meleeattack2ap = as above for second attack | meleeattack3dmg = as above for third attack | meleeattack3type = as above for third attack | meleeattack3part = as above for third attack | meleeattack3cool = as above for third attack | meleeattack3ap = as above for fourth attack | meleeattack4dmg = as above for fourth attack | meleeattack4type = as above for fourth attack | meleeattack4part = as above for fourth attack | meleeattack4cool = as above for fourth attack | meleeattack4ap = as above for fourth attack | MeleeWeaponAverageDPS = average melee DPS of the weapon | MeleeWeaponAverageAP = average melee armor penetration of the weapon <!-- Refuelable Things --> | fuel filter = item(s) that can be used as fuel. Format: text | fuel capacity = maximum units of storable fuel. Format: number | fuel consumption rate = units of fuel consumed per day / charge. Format: number <!-- Mineable Things --> | mineable thing = resource that an ore drops. Format: text | mineable yield = base amount of mineable thing that an ore block drops. Format: text | mineable scatter commonality = how frequent this ore spawns in a map. Format: number | mineable scatter lump size range = range in tiles of the size of an ore vein. Format: text <!-- Miscellaneous --> | stuff tags = the different [[stuff]] categories that can be used. Inc: Stony, Metallic, Fabric, Leathery, Woody | work to make = the amount of work required to craft the item | resource 1 = The first type of resource required to build or craft this item. Replace with "Stuff" when a stuffable items is being defined. | resource 2 = The second type of resource required to build or craft this item | resource 3 = The third type of resource required to build or craft this item | resource 4 = The fourth type of resource required to build or craft this item | resource 5 = The fifth type of resource required to build or craft this item | resource 6 = The sixth type of resource required to build or craft this item | resource 1 amount = The amount of the first type of resource required to build or craft this item | resource 2 amount = The amount of the second type of resource required to build or craft this item | resource 3 amount = The amount of the third type of resource required to build or craft this item | resource 4 amount = The amount of the fourth type of resource required to build or craft this item | resource 5 amount = The amount of the fifth type of resource required to build or craft this item | resource 6 amount = The amount of the sixth type of resource required to build or craft this item | product amount = The amount of items crafted | deconstruct yield = amount of resources returned when this item is deconstructed or smelted. Format using {{icon|metal|75}} or similar (more info at Template:Icon) | skill 1 = Primary required skill | skill 1 level = Minimum primary skill level required | skill 2 = Secondary required skill | skill 2 level = Minimum secondary skill level required | page verified for version = the last version that the page was verified for, inputted at plain text (e.g. = 1.2.2719). See for [[Template: Version]] for usage details. <!-- Technical --> | stuff adjective = Used for materials. Prefix for a stuffable item e.g. "golden" for "golden Club" | small value = boolean; "true" for materials like gold and silver | color = Used for materials. The color it colors resulting items with. Must be in rgb format in parentheses e.g. (133,97,67) <!--Undocumented parameters --> | is exotic species = | petness = | nuzzleMtb = | eggs_unfertilized = | healthscale = determine hit points for each body part. <!-- Deprecated parameters --> | accuracyAvg = use for average accuracy: note that this value has to be calculated and cannot be obtained simply by taking the mean of the above accuracies | resources to make = amount of resources to build or craft this item. Format using {{icon|metal|75}} or similar (more info at Template:Icon). Deprecated in favor of individual resource definitions. | work to build = merged with work to make | minimum skill = minimum skill level required to build or craft something -- was never consistently applied | info = Removed and replaced with description =. | walkSpeed = Superseded by moveSpeed | speed = Superseded by moveSpeed | accuracy = Superseded by accuracyTouch, accuracyShort, accuracyMedium, and accuracyLong. | DPS = Removed. Now calculated automatically. | armorelectric = Not currently used. | armorpoison = Not currently used. | eggs_avg10 = Previously average per month. Game now uses seasons and template automatically calculates value. | mobdamage = Superseded by attack1dmg | mobdamagetype = Superseded by attack1type | mobdamage2 = As above, for second attack | mobdamagetype2 = As above, for second attack | mobdamage3 = As above for, third attack | mobdamagetype3 = As above, for third attack | handleskill = minimum handling skill | sell price multiplier = a multiplier on the price at which you can sell items. | is exotic species = unknown and unused at the time of deprecation. Used for animals }}
Parameter | Dependencies | Type/Unit | Property / Stat | Description | xml-tag |
---|---|---|---|---|---|
0. Testing | |||||
set property | optional | boolean | – | Boolean value for whether the template should set properties. This defaults to true on main namespace pages, and false on all other namespace pages. Only use it when absolutely neccesary. | – |
1. Head | |||||
<1> | optional | One of:
|
– | 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:
|
Property:Stuff Category | Used by materials. | <stuffProps><categories>
|
color | optional | - | <stuffProps><color>
| ||
tech level | optional | One of:
|
Property:Tech Level | <techLevel>
| |
class | optional | One of:
|
Property:Class | Used by weapons. | <weaponClasses>
|
marketvalue | optional | silver | Property:Market Value Base | The amount of silver the item is worth. Defaults to Template:Market Value Calculator. | <statBases><MarketValue>
|
stack limit | optional | integer | Property:Stack Limit | Maximum stach size. | <stackLimit>
|
mass base | optional | kg | Property:Mass Base | Mass in kilograms - DO NOT USE FOR ANIMALS. | <statBases><Mass>
|
beauty | optional | integer | How enjoyable an object is to look at. Beautiful objects fulfill characters' need for beauty. |
<statBases><Beauty>
| |
beauty outdoors | optional | integer | How enjoyable something is to look at if it's outside. Beautiful objects fulfill peoples' need for beauty. |
<statBases><BeautyOutdoors>
| |
styledominance | optional | integer | How much this object contributes to overall style dominance in an area. | <statBases><StyleDominance>
| |
style | optional, styledominance | One of:
|
Property:Style | <StyleCategoryDef>
| |
hp | optional | integer | Property:Max Hit Points Base | The amount of damage an object can take. | <statBases><MaxHitPoints>
|
deterioration | optional | number | The rate at which this item deteriorates when left outside, in average hit points per day. Deterioration rate is also affected by things like weather, roofs, toxic fallout, or being left in shallow water. |
<statBases><DeteriorationRate>
| |
flammability | optional | number (displayed as %) | How easily an object catches fire and how quickly a fire will grow as it burns. | <statBases><Flammability>
| |
days to rot | optional | days | Property:Days To Start Rot Base | Used for items that spoil when not frozen. | <daysToRotStart>
|
min safe temperature | optional | °C | Property:Min Safe Temperature | Used for fertilzed eggs. | <minSafeTemperature>
|
max safe temperature | optional | °C | Property:Max Safe Temperature | Used for fertilzed eggs. | <maxSafeTemperature>
|
spoiling rate per degree per tick | optional | number (displayed as %) | Property:Spoiling Rate | Used for fertilzed eggs. | <progressPerDegreePerTick>
|
rotatable | optional | boolean | Property:Rotatable | Whether this item spoils when not frozen. | <rotatable>
|
path cost | optional | integer | Property:Path Cost | <pathCost>
| |
combatPower | optional | Number | Property:Combat Power | Combat power of a pawn, used for raid points and calculating the size / composition of threats. | <combatPower> or <building><combatPower>
|
Refuelable | |||||
fuel filter | optional | Text | Property:Fuel Filter | The applicable item(s) that can refuel a building | <comps><Class="CompProperties_Refuelable"><fuelFilter>
|
fuel capacity | optional | Number | Property:Fuel Capacity | The maximum quantity of applicable fuel items a building can be fueled with | <comps><Class="CompProperties_Refuelable"><fuelCapacity>
|
fuel consumption rate | optional | Number | Property:Fuel Consumption Rate | Units of fuel consumed per day | <comps><Class="CompProperties_Refuelable"><fuelConsumptionRate>
|
Mineable | |||||
mineable thing | optional | Page | Property:Mineable Thing | The item that is dropped upon an ore being mined | <mineableThing>
|
mineable yield | optional | Number | Property:Mineable Yield | The amount of an item that is dropped upon an ore being mined | <mineableYield>
|
mineable scatter commonality | optional | Number | Property:Mineable Scatter Commonality | The frequency of an ore spawning in an applicable map | <mineableScatterCommonality>
|
mineable scatter lump size range | optional | Text | Property:Mineable Scatter Lump Size Range | The range of size in cells of an ore vein | <mineableScatterLumpSizeRange>
|
Containment | |||||
minimum containment strength | optional | Number | The containment strength needed to contain this entity properly. An entity in a chamber below its minimum containment strength will have a very high chance to escape. | <MinimumContainmentStrength>
| |
anomaly knowledge | optional | Number | Property:Anomaly Knowledge | The base amount of Property:Knowledge Category gained when studied | <anomalyKnowledge>
|
knowledge category | optional | Text (Basic, Advanced) | Property:Knowledge Category | The category of knowledge gained when studying applicable pawns | <knowledgeCategory>
|
study interval | optional | Number | Property:Studiable Frequency Ticks | The cooldown before a thing can be studied again. This value is typically 120,000 ticks (2 in-game days) | <frequencyTicks>
|
bioferrite density | optional | Number | Property:Bioferrite Density | A multiplier on the base Bioferrite generation of an entity | <bioferriteDensity>
|
gets cold containment bonus | optional | Boolean | This entity is less likely to escape if kept in a very cold room. | <getsColdContainmentBonus>
| |
min monolith level for study | optional | Number (0, 1, 2, 3, 4, 5, 6) | Property:Minimum Monolith Level For Study | The Monolith activation level required to study applicable things | <minMonolithLevelForStudy>
|
requires holding platform | optional | Boolean | Property:Requires Holding Platform | Whether or not a pawn needs to be contained by a Holding spot or Holding platform in order to be studied | <requiresHoldingPlatform>
|
base escape interval MTB days | optional | Number | Property:Base Escape Interval Mtb Days | The base average number of days a holdable pawn will try to escape | <baseEscapeIntervalMtbDays>
|
3. Building | |||||
size | optional | Property:Size | <size>
| ||
minifiable | optional | Property:Minifiable | <minifiedDef>
| ||
placeable | optional | Property:Placeable |
| ||
passability | optional | Property:Passability | <passability>
| ||
cover | optional | Property:Cover Effectiveness | <fillPercent>
| ||
edifice | optional | boolean | Property:Edifice | Whether this building has hight. | <building><isEdifice>
|
blockswind | optional | Property:Blocks Wind |
| ||
terrain affordance | optional | Property:Terrain Affordance | <terrainAffordanceNeeded>
| ||
power | optional | Property:Power Consumption | <comps><Class="CompProperties_Power"><basePowerConsumption>
| ||
cleanliness | optional | Property:Cleanliness |
| ||
cleaning time factor | optional | A multiplier on how long it takes to clean filth from this surface. |
| ||
filth multiplier | optional | How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth. |
| ||
facility | optional | Property:Facility |
| ||
glowcolor | optional | Property:Glow Color | <comps><Class="CompProperties_Glower"><glowColor>
| ||
glowradius | optional | Property:Glow Radius | <comps><Class="CompProperties_Glower"><glowRadius>
| ||
heatpersecond | optional | Property:Heat Per Second | <comps><Class="CompProperties_HeatPusher"><heatPerSecond>
| ||
maxheattemperature | optional | Property:Max Heat Temperature | <comps><Class="CompProperties_HeatPusher"><heatPushMaxTemperature>
| ||
mincooltemperature | optional | Property:Min Cool Temperature | <comps><Class="CompProperties_HeatPusher"><heatPushMinTemperature>
| ||
surgery success chance factor | optional | A multiplier to the chance that a surgery will succeed when performed here. Surgery success chances are also affected by many other factors, including the surgeon's ability and medicine used. | <statBases><SurgerySuccessChanceFactor>
| ||
immunity gain speed factor | optional | Immunity gain speed is multiplied by this value. | <statBases><ImmunityGainSpeedFactor>
| ||
rest effectiveness | optional | How fast people sleeping on this gain rest. |
| ||
comfort | optional | Property:Comfort Base | <statBases><Comfort>
| ||
comfort offset | optional | Property:Comfort Offset |
| ||
recreation power | optional | How effectively this item entertains people and fulfills the need for recreation. | <statBases><JoyGainFactor>
| ||
recreation type | optional | - | <joyKind>
| ||
work speed factor | optional | Work speed is multiplied by this value. | <statBases><WorkTableWorkSpeedFactor>
| ||
work efficiency factor | optional | Work efficiency is multiplied by this value. | <statBases><WorkTableEfficiencyFactor>
| ||
unpowered work speed factor | optional | Property:Unpowered Work Speed Factor | <building><unpoweredWorkTableWorkSpeedFactor>
| ||
work speed offset | optional | Property:Work Speed Offset |
| ||
max simultaneous facilities | optional | Property:Max Simultaneous Facilities |
| ||
efficiency | optional | Property:Efficiency |
| ||
speed | optional | Property:Move Speed Factor |
| ||
4. Apparel | |||||
insulationcold | optional | How much this apparel improves a wearer's minimum comfortable temperature. Greater values allow surviving in colder temperatures. |
<statBases><Insulation_Cold>
| ||
insulationheat | optional | How much this apparel improves a wearer's maximum comfortable temperature. Greater values allow surviving in warmer temperatures. |
<statBases><Insulation_Heat>
| ||
insulationcoldfactor | optional | - | <statBases><StuffEffectMultiplierInsulation_Cold>
| ||
insulationheatfactor | optional | - | <statBases><StuffEffectMultiplierInsulation_Heat>
| ||
armorsharp | optional | The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100.
For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in. |
<statBases><ArmorRating_Sharp>
| ||
armorblunt | optional | The protection given against blunt damage like fists, club impacts and rock falls.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100.
For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in. |
<statBases><ArmorRating_Blunt>
| ||
armorheat | optional | The protection given against temperature-related damage like burns.
Upon taking damage, first this armor rating is reduced by the attack's armor penetration value. The remaining armor rating is then compared against a random number from 0 to 100.
For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage. Each layer of armor is applied separately, from the outside in. |
<statBases><ArmorRating_Heat>
| ||
armorsharpfactor | optional | - | <statBases><StuffEffectMultiplierArmor>
| ||
armorbluntfactor | optional | - | <statBases><StuffEffectMultiplierArmor>
| ||
armorheatfactor | optional | - | <statBases><StuffEffectMultiplierArmor>
| ||
painshockthreshold | optional | Number | Property:Pain Shock Threshold | <equippedStatOffsets><PainShockThreshold>
| |
lifestage | optional | Text | Property:Lifestage | <apparel><developmentalStageFilter>
| |
coverage | optional | Text | Property:Coverage | <apparel><bodyPartGroups>
| |
layer | optional | Text | Property:layer | <apparel><layers>
| |
5. Pawn Stats | |||||
bandwidth | optional | Number | Property:Bandwidth |
| |
movespeed | optional | Number | Property:Move Speed Base |
| |
healthscale | optional | Number | Property:Health Scale | <race><baseHealthScale>
| |
bodysize | optional | Number | Property:Body Size | <race><baseBodySize>
| |
massyoung | optional | Number | Property:Mass - Young |
| |
massjuvenile | optional | Number | Property:Mass - Juvenile |
| |
massadult | optional | Number | Property:Mass - Adult |
| |
ridingspeed | optional | Number | Property:Riding Speed |
| |
filth rate | optional | Number | Property:Animal Filth Rate | <statBases><FilthRate>
| |
hungerrate | optional | Number | Property:Base Hunger Rate | <race><baseHungerRate>
| |
diet | optional | Text: | Property:Diet | <race><foodType>
| |
lifespan | optional | Number (Years) | Property:Life Expectancy | Lifespan (Years) | <race><lifeExpectancy>
|
manhunter | optional | Number | Property:Turn Manhunter Chance When Attacked | <race><manhunterOnDamageChance>
| |
manhuntertame | optional | Number | Property:Turn Manhunter Chance When Taming | <race><manhunterOnTameFailChance>
| |
trainable | optional | Text | Property:Trainable Intelligence | <race><trainability>
| |
wildness | optional | Number | Property:Wildness | <race><wildness>
| |
min handling skill | optional | Number (0~20) | Property:Minimum Handling Skill |
| |
petness | optional | Number | Property:Petness | <race><petness>
| |
predator | optional | Boolean | - | <race><predator>
| |
roamMtb | optional | Number | Property:Roam Mtb Days | <race><roamMtbDays>
| |
nuzzleMtb | optional | Number | Property:Nuzzle Mtb Hours | <race><nuzzleMtbHours>
| |
mateMtb | optional | Number | Property:Mate Mtb Hours | <race><mateMtbHours>
| |
maturityage | optional | Number | Property:Maturity Age | <lifeStageAges><def></def><minAge>
| |
juvenileage | optional | Number | Property:Juvenile Age | <lifeStageAges><def></def><minAge>
| |
psychic sensitivity | optional | Number | More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit. |
| |
toxic resistance | optional | Number (0~1) | How well this creature resists toxic buildup. |
| |
toxic environment resistance | optional | Number (0~1) | How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison. |
| |
EMP resistance | optional | Number (0~1) | This mechanoid has special shielding and shock-dissipation filaments that reduce the effect of EMP damage by this percentage. This reduces the duration of stuns caused by EMP. |
| |
min comfortable temperature | optional | Number | Below this temperature, characters will be unhappy. Significantly below this temperature, they will develop hypothermia and frostbite and eventually die. |
<statBases><ComfyTemperatureMin>
| |
max comfortable temperature | optional | Number | Above this temperature, characters will be unhappy. Significantly above this temperature, they will develop heatstroke and eventually die. |
<statBases><ComfyTemperatureMax>
| |
livesin_temperateforest | optional | Boolean | Property:Lives In Temperate Forest |
| |
livesin_temperateswamp | optional | Boolean | Property:Lives In Temperate Swamp |
| |
livesin_tropicalrainforest | optional | Boolean | Property:Lives In Tropical Rainforest |
| |
livesin_tropicalswamp | optional | Boolean | Property:Lives In Tropical Swamp |
| |
livesin_aridshrubland | optional | Boolean | Property:Lives In Arid Shrubland |
| |
livesin_desert | optional | Boolean | Property:Lives In Desert |
| |
livesin_extremedesert | optional | Boolean | Property:Lives In Extreme Desert |
| |
livesin_borealforest | optional | Boolean | Property:Lives In Boreal Forest |
| |
livesin_coldbog | optional | Boolean | Property:Lives In Cold Bog |
| |
livesin_tundra | optional | Boolean | Property:Lives In Tundra |
| |
livesin_icesheet | optional | Boolean | Property:Lives In Ice Sheet |
| |
livesin_seaice | optional | Boolean | Property:Lives In Sea Ice |
| |
6. Production | |||||
meatyield | optional | The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. |
| ||
basemeatamount | optional | - | - | ||
meatname | optional | Property:Meat Name | <race><meatLabel> or <race><specificMeatDef>
| ||
leathername | optional | Property:Leather Name | <race><leatherDef>
| ||
leatheryield | optional | The amount of leather yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. | <statBases><LeatherAmount>
| ||
baseleatheramount | optional | - | - | ||
milk | optional | Number | Property:Milk Amount | <comps><Class="CompProperties_Milkable"><milkAmount>
| |
mlikname | optional | Text | Property:Milk Name | <comps><Class="CompProperties_Milkable"><milkDef>
| |
milktime | optional | Number (Days) | Property:Milking Interval Days, Property:Daily Milk Average | <comps><Class="CompProperties_Milkable"><milkIntervalDays>
| |
wool | optional | Property:Wool Amount | <comps><Class="CompProperties_Shearable"><woolDef>
| ||
woolname | optional | Property:Wool Name | <comps><Class="CompProperties_Shearable"><woolAmount>
| ||
sheartime | optional | Property:Shearing Interval Days, Property:Daily Wool Average | <comps><Class="CompProperties_Shearable"><shearIntervalDays>
| ||
eggsmin | optional | Number | Property:Eggs Per Clutch Minimum | <comps><Class="CompProperties_EggLayer"><eggCountRange>
| |
eggsmax | optional | Number | Property:Eggs Per Clutch Maximum | <comps><Class="CompProperties_EggLayer"><eggCountRange>
| |
eggtime | optional | Number (Days) | Property:Egg Laying Interval, Property:Eggs Per Season Average | <comps><Class="CompProperties_EggLayer"><eggLayIntervalDays>
| |
eggs_avg | optional | Number | Property:Eggs Per Clutch Average | <comps><Class="CompProperties_EggLayer"><eggCountRange>
| |
egg_unfertilized | optional | Boolean | Property:Can Lay Unfertilized Eggs | <comps><Class="CompProperties_EggLayer"><eggUnfertilizedDef>
| |
gestation | optional | Number (Days) | Property:Gestation Period Days | <race><gestationPeriodDays>
| |
offspring | optional | Number | Property:Offspring Per Birth | <race><litterSizeCurve>
| |
avg offspring | optional | Number | Property:Average Offspring Per Birth | <race><litterSizeCurve>
| |
7. Ingestion | |||||
nutrition | optional | Number | How nutritious this food is. |
| |
taste | optional | One of:
From FoodPreferability:
|
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: | Property:Joy Kind | <ingestible><joyKind>
| |
addictiveness | optional | Property:Addictiveness | <comps><Class="CompProperties_Drug"><addictiveness>
| ||
food poison chance | optional | Number (0~1) | The chance this food will cause food poisoning. | <statBases><FoodPoisonChanceFixedHuman>
| |
max num to ingest at once | optional | Property:Max Num To Ingest At Once | <ingestible><maxNumToIngestAtOnce>
| ||
ingestion time | optional | Property:Ingestion Time | <ingestible><baseIngestTicks>
| ||
8. Stat Modifiers (for materials) | |||||
beauty factor | optional | number | Property:Beauty Factor | <stuffProps><statFactors><Beauty>
| |
beauty offset | optional | number | Property:Beauty Offset | <stuffProps><statOffsets><Beauty>
| |
work to make factor | optional | number | Property:Work To Make Factor | <stuffProps><statFactors><WorkToMake>
| |
work to build factor | optional | number | Property:Work To Build Factor | <stuffProps><statFactors><WorkToBuild>
| |
work to build offset | optional | ticks | Property:Work To Build Offset | <stuffProps><statOffsets><WorkToBuild>
| |
max hit points factor | optional | number | Property:Max Hit Points Factor | <stuffProps><statFactors><MaxHitPoints>
| |
flammability factor | optional | number | Property:Flammability Factor | <stuffProps><statFactors><Flammability>
| |
armor - sharp factor | optional | number | Armor against sharp damage like bullets, knife stabs, and animal bites. | <statBases><StuffPower_Armor_Sharp>
| |
armor - blunt factor | optional | number | Armor against blunt damage like club impacts, rock falls, and explosions. | <statBases><StuffPower_Armor_Blunt>
| |
armor - heat factor | optional | number | Armor against temperature-related damage like burns. | <statBases><StuffPower_Armor_Heat>
| |
insulation - cold factor | optional | °C | How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn. | <statBases><StuffPower_Insulation_Cold>
| |
insulation - heat factor | optional | °C | How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn. | <statBases><StuffPower_Insulation_Heat>
| |
melee blunt damage factor | optional | number | A multiplier on damage from blunt-type attacks for weapons made of this material. | <statBases><BluntDamageMultiplier>
| |
melee sharp damage factor | optional | number | A multiplier on damage from sharp-type attacks for weapons made of this material. | <statBases><SharpDamageMultiplier>
| |
melee cooldown factor | optional | number | A multiplier on attack delay for weapons made of this material. | <stuffProps><statFactors><MeleeWeapon_CooldownMultiplier>
| |
door opening speed factor | optional | number | Property:Door Opening Speed Factor | <stuffProps><statFactors><DoorOpenSpeed>
| |
rest effectiveness factor | optional | number | Property:Rest Effectiveness Factor | <stuffProps><statFactors><BedRestEffectiveness>
| |
9. Medical | |||||
medical potency base | optional | number (displayed as %) | How effective this is when used to tend wounds and diseases, or do surgery. Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery. Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck. |
<statBases><MedicalPotency>
| |
medical quality max | optional | number (displayed as %) | The maximum quality of medical tending that can be achieved while using this. Better tend quality allows skilled doctors to treat wounds better, as well as more reliably. |
<statBases><MedicalQualityMax>
| |
10. Plant Stats | |||||
grow days | optional | Number (Days) | Property:Grow Days | <plant><growDays>
| |
lifespanDaysPerGrowDays | optional | Number (Days) | Property:Lifespan Days Per Grow Days | <plant><lifespanDaysPerGrowDays>
| |
sow work | optional | Number (Ticks) | Property:Sow Work | <plant><sowWork>
| |
harvest work | optional | Number (Ticks) | Property:Harvest Work | <plant><harvestWork>
| |
product | optional | Page | Property:Harvest Product | <plant><harvestedThingDef>
| |
yield | optional | Number | Property:Harvest Yield | <plant><harvestYield>
| |
min sowing skill | optional | Number (0~20) | Property:Minimum Required Growing Skill | <plant><sowMinSkill>
| |
min fertility | optional | Number | Property:Fertility Min | <plant><fertilityMin>
| |
fertility sensitivity | optional | Number | Property:Fertility Sensitivity | <plant><fertilitySensitivity>
| |
min grow light | optional | Number | Property:Min Grow Light | <plant><growMinGlow>
| |
11. Ranged Combat | |||||
damage type | optional | - | <verbs><defaultProjectile><ThingDef><projectile><damageDef>
| ||
mode | optional | Property:Mode |
| ||
damage | optional | Number | Property:Damage Base | <verbs><defaultProjectile><ThingDef><projectile><damageAmountBase>
| |
armorPenetration | optional | Number | Property:Armor Penetration | <verbs><defaultProjectile><ThingDef><projectile><armorPenetrationBase>
| |
warmup | optional | Number | Property:Aiming Time Base | Warmup | <verbs><warmupTime> or <building><turretBurstWarmupTime>
|
cooldown | optional | Number | Property:Ranged Cooldown Base | <statBases><RangedWeapon_Cooldown> or <building><turretBurstCooldownTime>
| |
range | optional | Number (Cells) | Property:Range | Range | <verbs><range>
|
minrange | optional | Number (Cells) | Property:Minimum Range | <verbs><minRange>
| |
accuracy | optional | Number | Shooting Accuracy (Turrets) | <statBases><ShootingAccuracyTurret>
| |
accuracyTouch | optional | Number (0~1) | The weapon's accuracy at a distance of 3 cells or less. An actual shot's chance to hit will also be affected by other factors. |
<statBases><AccuracyTouch>
| |
accuracyShort | optional | Number (0~1) | The weapon's accuracy at a distance of 12 cells. An actual shot's chance to hit will also be affected by other factors. |
<statBases><AccuracyShort>
| |
accuracyMedium | optional | Number (0~1) | The weapon's accuracy at a distance of 25 cells. An actual shot's chance to hit will also be affected by other factors. |
<statBases><AccuracyMedium>
| |
accuracyLong | optional | Number (0~1) | The weapon's accuracy at a distance of 40 cells or more. An actual shot's chance to hit will also be affected by other factors. |
<statBases><AccuracyLong>
| |
velocity | optional | Number | Property:Velocity | <verbs><defaultProjectile><ThingDef><projectile><speed>
| |
burst | optional | Number | Property:Burst Count | Burst shot count | <verbs><burstShotCount>
|
burstTicks | optional | Number (Ticks) | Property:Burst Ticks | <verbs><ticksBetweenBurstShots>
| |
missRadius | optional | Number | Property:Miss Radius | Miss radius | <verbs><forcedMissRadius> or <verbs><forcedMissRadiusClassicMortars>
|
blastRadius | optional | Number | Property:Blast Radius | <ThingDef><projectile><explosionRadius>
| |
DPS | optional | Number | Property:Maximum DPS | Damage Per Second |
|
stoppingPower | optional | Number | Property:Stopping Power | Stopping power
Hits from this weapon will stagger targets, slowing their movement for several seconds. |
<ThingDef><projectile><stoppingPower>
|
12. Melee Combat | |||||
attack(1~7)dmg, meleeattack1dmg | optional | Number | Property:Attack 1 Damage | <tools><power>
| |
attack(1~7)ap | optional | Number (0~2) | Property:Attack 1 AP | Armor penetration
Armor penetration is the amount of armor this weapon will ignore each time it hits the target. |
<tools><armorPenetration>
|
attack(1~7)type, meleeattack1type | optional | Text | Property:Attack 1 Type | <tools><capacities>
| |
attack(1~7)part, meleeattack1part | optional | Text | Property:Attack 1 Part | <tools><linkedBodyPartsGroup>
| |
attack(1~7)cool, meleeattack1cool | optional | Number | Property:Attack 1 Cooldown | <tools><cooldownTime>
| |
attack(1~7)chancefactor | optional | Number | Property:Attack 1 Chance Factor | Chance that this attack will be used | <tools><chanceFactor>
|
attack(1~7)stun | optional | Number | Property:Attack 1 Stun | <tools><surpriseAttack><extraMeleeDamages><def></def><amount>
| |
MeleeWeaponAverageDPS | optional | Number | - | ||
MeleeWeaponAverageAP | optional | Number | - | ||
body part | optional | - |
| ||
13. Creation | |||||
research | optional | Property:Required Research | <researchPrerequisites>
| ||
production facility 1 | optional | Page | Property:Production Facility 1 |
| |
work to make | optional | Number, Ticks |
work to make The base amount of work it takes to make an item, once all materials are gathered. work to build The base amount of work it takes to build a structure, once all materials are gathered. |
<statBases><WorkToMake> (Items) or <statBases><WorkToBuild> (Buildings)
| |
resources to make | optional | - | <costList>
| ||
resource 1 | optional | Page | Property:Resource 1 |
| |
resource 2 | optional | Page | Property:Resource 2 |
| |
resource 3 | optional | Page | Property:Resource 3 |
| |
resource 4 | optional | Page | Property:Resource 4 |
| |
resource 5 | optional | Page | Property:Resource 5 |
| |
resource 6 | optional | Page | Property:Resource 6 |
| |
resource 1 amount | optional | Number | Property:Resource 1 Amount |
| |
resource 2 amount | optional | Number | Property:Resource 2 Amount |
| |
resource 3 amount | optional | Number | Property:Resource 3 Amount |
| |
resource 4 amount | optional | Number | Property:Resource 4 Amount |
| |
resource 5 amount | optional | Number | Property:Resource 5 Amount |
| |
resource 6 amount | optional | Number | Property:Resource 6 Amount |
| |
skill 1 | optional | Property:Skill 1 |
| ||
skill 2 | optional | Property:Skill 2 |
| ||
skill 1 level | optional | Number (0-20) | Property:Skill 1 Level |
| |
skill 2 level | optional | Number (0-20) | Property:Skill 2 Level |
| |
constructable | optional | - |
| ||
work speed stat | optional | Property:Work Speed Stat |
| ||
gestation cycles | optional | Property:Gestation Cycles |
| ||
stuff tags | optional | Property:Stuff Tags |
| ||
product amount | optional | Property:Product Amount |
| ||
deconstruct yield | optional | - |
| ||
destroyyield | optional | - |
| ||
leavesresourceswhendestroyed | optional | - | <leaveResourcesWhenKilled>
| ||
bonusdestroyleavings | optional | - |
| ||
Ability | |||||
psylink level | optional | Number (1-6) | The minimum psylink level required to use this ability. | <level>
| |
psyfocus cost | optional | Number | How much psyfocus must be spent to perform this ability. | <statBases><Ability_PsyfocusCost>
| |
neural heat gain | optional | Number | How much neural heat will be added as a result of performing this ability. | <statBases><Ability_EntropyGain>
| |
casting time | optional | Number | How long it takes to perform this ability. | <verbProperties><warmupTime>
| |
ability range | optional | Number | <verbProperties><range>
| ||
effect radius | optional | Number | The radius of the area of effect of this ability. | <statBases><Ability_EffectRadius>
| |
duration | optional | Number | How long the effects of this ability last. | <statBases><Ability_Duration>
| |
duration multiplier | optional | Number | - | <comps><Class="CompProperties_AbilityGiveHediff"><durationMultiplier>
| |
goodwill impact | optional | Number | How casting this ability on someone will impact relations with their faction. | <comps><Class="CompProperties_AbilityEffectWithDuration"><goodwillImpact>
| |
caster must be capable of violence | optional | Boolean | Property:Caster Must Be Capable Of Violence | <casterMustBeCapableOfViolence>
| |
14. Technical | |||||
page verified for version, Verified | optional | Page | Property:Verified For | - | |
defName | optional | Text | Property:Def Name | <defName>
| |
label | optional | Text | Property:Label | <label>
| |
has quality | optional | Boolean | Property:Has Quality | <comps><compClass>CompQuality</compClass>
| |
color | optional | - |
| ||
thingCategories | optional | - | <thingCategories>
| ||
file | optional | - |
| ||
weaponTags | optional | Text | Property:weaponTags | <weaponTags>
| |
thingSetMakerTags | optional | Text | - | <thingSetMakerTags>
| |
defaultOutfitTags | optional | Text | - | <apparel><defaultOutfitTags>
| |
factionPrerequisiteTags | optional | Text | - |
| |
harvestTag, harvestTags | optional | Text | - | <plant><harvestTag>
| |
recipePrerequisitetags | optional | Text | - |
| |
ResearchProjectTagDef | optional | Text | - |
| |
sowTag, sowTags | optional | Text | Property:sowTags | <plant><sowTags>
| |
tag, tags | optional | Text | Property:tags |
| |
techHediffsTags | optional | Text | Property:techHediffsTags |
| |
thingSetMakerTagsToAllow | optional | Text | - |
| |
tradeTag, tradeTags | optional | Text | Property:TradeTags | <tradeTags>
| |
tradeTagsBuy | optional | Text | - |
| |
tradeTagsSell | optional | Text | - |
| |
tradeTagsToAllow | optional | Text | - |
| |
tutorHighlightTag | optional | Text | - |
| |
apparelTags | optional | Text | Property:apparelTags |
| |
buildingTags | optional | Text | Property:buildingTags |
| |
stuff adjective | optional | Property:Stuff Adjective |
| ||
small volume | optional | Boolean | Property:Small Volume |
| |
preferability | optional | Property:Preferability |
| ||
food preference | optional | Property:Food Preference |
| ||
drug category | optional | Property:Drug Category | <ingestible><drugCategory>
| ||
is pleasure drug | optional | Boolean | Property:Is Pleasure Drug |
| |
work efficiency factor | optional | - |
| ||
work efficiency offset | optional | - |
| ||
max simultaneous facilities | optional | Number | - |
| |
unpowered work speed factor | optional | - |
| ||
bulk product amount | optional | Property:Bulk Product Amount |
|
Deprecated positional parameters
This template used to take in up to 4 positional parameters, often accomplish relatively hacky things. As of now this template only takes ONE positional parameter -- all others are ignored.
- (still in use)
- DEPRECATED: Extra CSS class to be applied to the infobox div.
- DEPRECATED: Used to be extra params passed to the image layout in the infobox. Superseded by the imagesize= param
- DEPRECATED: Overly clever use of the size parameter. The usual format is |size = X|Y. This then gets transformed into x * y. BUT it only works if you have 3 positional parameters prior to the first param.
Examples
Example #1
Muffalo
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
- 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
- Leather Yield
- 96 bluefur
- Wool Amount
- 120 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
- tradeTags
- AnimalFarm, AnimalCommon
{{Infobox main|animal | name = Muffalo | image = Muffalo east.png | description = A large herding herbivore descended from buffalo and adapted for both cold and warm environments. While enraged muffalo are deadly, tamed muffalo are quite docile and can be used as pack animals.<br/>Nobody is quite sure why they're blue - it might even be some early genetic modification test that just never got changed. | type = Animal | movespeed = 4.5 | min comfortable temperature = -55 | max comfortable temperature = 45 | flammability = 0.7 | marketvalue = 300 | filth rate = 16 | woolname = muffalo wool | sheartime = 15 | wool = 120 | herdanimal = true | bodysize = 2.4 | healthscale = 1.75 | hungerrate = 0.535 | diet = herbivorous | leathername = bluefur | wildness = 0.6 | manhuntertame = 0 | manhunter = 0.1 | roamMtb = 2 | trainable = none | mateMtb = 12 | packanimal = true | gestation = 6.66 | offspring = 1 | lifespan = 15 | juvenileage = 0.25 | maturityage = 0.3333 | tradeTags = AnimalFarm, AnimalCommon | attack1dmg = 13 | attack1type = Blunt | attack1cool = 2.6 | attack1part = head | attack2dmg = 10 | attack2type = Blunt | attack2cool = 2 | attack2part = front left leg | attack3dmg = 10 | attack3type = Poke | attack3cool = 2 | attack3part = front left leg | attack4dmg = 10 | attack4type = Blunt | attack4cool = 2 | attack4part = front right leg | attack5dmg = 10 | attack5type = Poke | attack5cool = 2 | attack5part = front right leg | attack6dmg = 10 | attack6type = Bite | attack6cool = 2 | attack6part = teeth | attack6chancefactor = 0.5 | livesin_temperateforest = 0.5 | livesin_temperateswamp = 0.5 | livesin_borealforest = 0.5 | livesin_tundra = 2 | livesin_coldbog = 0.5 | livesin_icesheet = 0.1 | livesin_seaice = 0.1 }}
Example #2
Autopistol
An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.
Base Stats
- Tech Level
- Industrial
- Weapon Class
- Industrial
- 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
- Required Research
- Blowback operation
- Skill Required
- Crafting 4
- Work To Make
- 5,000 ticks (1.39 mins)
- Has Quality
- True
- weaponTags
- Gun, SimpleGun
{{Infobox main|weapon | name = Autopistol | image = Autopistol.png | description = An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire. | type = Equipment | type2 = Weapons | tech level = Industrial | class = Industrial | damage = 10 | damage type = Bullet | armorPenetration = 15 | range = 25.9 | work to make = 5000 | accuracyTouch = 80 | accuracyShort = 70 | accuracyMedium = 40 | accuracyLong = 30 | mode = Single-Shot | warmup = 18 | cooldown = 60 | burst = 1 | DPS = DPS | velocity = 55 | production facility 1 = Machining table | research = Blowback operation | resource 1 = Steel | resource 1 amount = 30 | resource 2 = Component | resource 2 amount = 2 | marketvalue = 139 | mass base = 1.2 | stoppingPower = 0.5 | meleeattack1dmg = 9 | meleeattack1type = blunt | meleeattack1part = Grip | meleeattack1cool = 2.0 | meleeattack1ap = 13 | meleeattack2dmg = 9 | meleeattack2type = blunt | meleeattack2part = Barrel | meleeattack2cool = 2.0 | meleeattack2ap = 13 | meleeattack3dmg = 9 | meleeattack3type = Poke | meleeattack3part = Barrel | meleeattack3cool = 2.0 | meleeattack3ap = 13 | MeleeWeaponAverageDPS = 4.5 | MeleeWeaponAverageAP = 13 | page verified for version = | skill 1 = Crafting | skill 1 level = 4 | has quality = True | weaponTags = Gun, SimpleGun }}
Example #3
Art bench
A workbench equipped for creating art.
Base Stats
- Type
- Building – Production
- 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
{{Infobox main|production | name = Art bench | image = TableSculpting.png | imagesize = 192px | description = A workbench equipped for creating art. | type = Building | type2 = Production | hp = 180 | mass base = 20 | flammability = 1 | path cost = 50 <!-- Building --> | cleanliness = -5 | passability = pass through only | cover = 0.5 | minifiable = true | placeable = true | size = 3 ˣ 1 | sell price factor = 0.7 | terrain affordance = medium | facility = tool cabinet <!-- Creation --> | work to make = 2500 | stuff tags = Metallic, Woody | resource 1 = Stuff | resource 1 amount = 75 | resource 2 = Steel | resource 2 amount = 50 <!-- Technical --> | page verified for version = 1.2.2900 }}
Example #4
Scorcher
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
- Flammability
- 0%
Armor
- Armor - Sharp
- 40%
- Armor - Blunt
- 20%
- Armor - Heat
- 200%
Pawn Stats
- Move Speed
- 4.5 c/s
- Health Scale
- 70% HP
- Body Size
- 1
- Mass
- 60 kg
- Pack Capacity
- 35 kg
- Carrying Capacity
- 75 kg
- Filth Rate
- 1
- Comfortable Temp Range
- -100 °C – 250 °C (-148 °F – 482 °F)
Melee Combat
- Attack 1
- Front left leg
12 dmg (Blunt)
18 % AP
2 second cooldown - Attack 2
- Front right leg
12 dmg (Blunt)
18 % AP
2 second cooldown - Attack 3
- Head
8.5 dmg (Blunt)
13 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 3.23
Creation
- Required Research
- Standard mechtech
- Gestation Cycles
- 2
- weaponTags
- MechanoidGunMiniFlameblaster
{{Infobox main|none | name = Scorcher | image = Scorcher east.png | description = A close-approach war mechanoid that specializes in incendiary attacks. Its flame burst attack has little reach, but once it closes on a group of defenders it can ignite and disrupt them with blasts of searing flame. | type = Mechanoid | movespeed = 4.5 | flammability = 0 | marketvalue = 1200 | armorblunt = 20 | armorsharp = 40 | armorheat = 200 | min comfortable temperature = -100 | max comfortable temperature = 250 | bandwidth = 1 | bodysize = 1 | healthscale = 0.7 | lifespan = | attack1dmg = 12 | attack1type = Blunt | attack1cool = 2 | attack1part = Front left leg | attack2dmg = 12 | attack2type = Blunt | attack2cool = 2 | attack2part = Front right leg | attack3dmg = 8.5 | attack3type = Blunt | attack3cool = 2 | attack3part = head | attack3chancefactor = 0.2 | page verified for version = 1.4.3525 | weaponTags = MechanoidGunMiniFlameblaster <!-- Creation --> | research = Standard mechtech | production facility 1 = Large mech gestator | gestation cycles = 2 | resource 1 = Steel | resource 1 amount = 80 | resource 2 = Plasteel | resource 2 amount = 32 | resource 3 = Component | resource 3 amount = 3 | resource 4 = Standard subcore | resource 4 amount = 1 }}
Example #5
Button-down shirt
A nice-looking collared shirt with buttons.
Base Stats
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
- Required Research
- Complex clothing
- Work To Make
- 2,700 ticks (45 secs)
- Stuff Tags
- Leathery, Fabric
- thingCategories
- Apparel
- defaultOutfitTags
- Worker, Soldier
- tags
- IndustrialBasic
{{Infobox main | name = Button-down shirt | image = Button-Down_Shirt.png | description = A nice-looking collared shirt with buttons. | type = Gear | type2 = Clothing | tech level = Medieval | hp = 100 | production facility 1 = Hand tailor bench | production facility 2 = Electric tailor bench | research = Complex clothing | work to make = 2700 | resource 1 = Stuff | resource 1 amount = 45 | stuff tags = Leathery, Fabric | insulationheatfactor = 0.1 | insulationcoldfactor = 0.26 | armorsharpfactor = 0.2 | armorbluntfactor = 0.2 | armorheatfactor = 0.2 | lifestage = Adult | clothing for nudity = true | coverage = Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm | layer = Skin | mass base = 0.3 | thingCategories = Apparel | tags = IndustrialBasic | defaultOutfitTags = Worker, Soldier
Example #6
Chemfuel powered generator
Produces power by consuming chemfuel. Must be periodically refueled by hand.
Base Stats
Fuel
- Usable Item(s)
- 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)
{{infobox main|building| | name = Chemfuel powered generator | image = Chemfuel_powered_generator.png|128px | description = Produces power by consuming chemfuel. Must be periodically refueled by hand. | type = Building | type2 = Power | marketvalue = 139 | placeable = true | path cost = 50 | passability = pass through only | blockswind = true | cover = 1 | minifiable = false | size = 2 ˣ 2 | flammability = 1 | hp = 300 | beauty = -20 | power = 1000 | glowradius = 6 | glowcolor = (80, 112, 180) | heatpersecond = 6 | terrain affordance = medium | research = Electricity | skill 1 = Construction | skill 1 level = 6 | work to make = 2500 | resource 1 = Steel | resource 1 amount = 100 | resource 2 = Component | resource 2 amount = 3 | fuel filter = Chemfuel | fuel capacity = 30.0 | fuel consumption rate = 4.5
Example #7
Steel
An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines.
Base Stats
- Stuff Categories
- Metallic
- 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
- defName
- Steel
- Color
- (102,102,105)
{{Infobox main|metallic | name = Steel | image = Steel b.png | description = An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines. <!-- Base Stats --> | type = Material | type2 = Metal | stuff category = Metallic | marketvalue = 1.9 | beauty = -4 | mass base = 0.5 | stack limit = 75 | path cost = 14 | rotatable = false | terrain affordance = Medium <!-- Stat Modifiers --> | beauty factor = 1 | beauty offset = 0 | work to build factor = 1 | work to make factor = 1 | max hit points factor = 1 | flammability factor = 0.4 | armor - sharp factor = 0.9 | armor - blunt factor = 0.45 | armor - heat factor = 0.6 | insulation - cold factor = 3 | insulation - heat factor = 0 | melee blunt damage factor = 1 | melee sharp damage factor = 1 | melee cooldown factor = 1 | door opening speed factor = 1 | rest effectiveness factor = 1 <!-- Technical --> | defName = Steel <!-- Unused --> | always haulable = true | color = (102,102,105) | construct effect = ConstructMetal | default color = (255,255,255) | draw gui overlay = true | graphic class = Graphic_Random | graphic path = Things/Item/Resource/Metal | label = steel | parent name = ResourceBase | resource readout priority = Middle | selectable = true | slag def = ChunkSlagSteel | sound drop = Metal_Drop | sound impact stuff = BulletImpactMetal | sound interact = Metal_Drop | sound melee hit blunt = MeleeHit_Metal_Blunt | sound melee hit sharp = MeleeHit_Metal_Sharp | thing class = ThingWithComps | use hit points = false | volume = 1
Example #8
Jade ore
Rock containing bits of jade.
Base Stats
- Type
- Structure
- HP
- 1500
- Flammability
- 0%
- Rotatable
- False
Ore
- Resource Base Yield
- 40 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
- defName
- MineableJade
- Color
- (68,83,68)
{{Infobox main|Structure | name = Jade ore | image = Jade ore.png | description = Rock containing bits of jade. <!-- Base Stats --> | type = Structure | hp = 1500 | flammability = 0 | rotatable = false <!-- Building --> | size = 1 * 1 | passability = impassable | cover = 1 | blockswind = true <!-- Mineable --> | mineable = true | isResourceRock = true | mineable thing = Jade | mineable yield = 40 | mineable scatter commonality = 0.065 | mineable scatter lump size range = 2~8 | veinMineable = true <!-- Technical --> | defName = MineableJade | label = jade <!-- Other --> | category = Building | selectable = true | drawerType = MapMeshOnly | filthLeaving = Filth_RubbleRock | scatterableOnMapGen = false | artificialForMeditationPurposes = false | thingClass = Mineable | linkType = CornerFiller | linkFlags = Rock, MapEdge | altitudeLayer = Building | castEdgeShadows = true | coversFloor = true | neverMultiSelect = true | saveCompressible = true | holdsRoof = true | staticSunShadowHeight = 1.0 | blockLight = true | fertility = 0 | canOverlapZones = false | isInert = true | isNaturalRock = true | canBuildNonEdificesUnder = false | deconstructible = false | supportsWallAttachments = true | texPath = Things/Building/Linked/RockFlecked_Atlas | graphicClass = Graphic_Single | shaderType = CutoutComplex | color = (68,83,68) | colorTwo = (30,173,25) }}
Example #9
Fingerspike
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
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)
- Gets Cold Bonus
- true
- Min Monolith Level For Study
- 1
- Held on Platform
- true
- Escape Interval
- MTB 60 days
- 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 }}