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

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Revision as of 17:36, 9 January 2024

Intro

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

  • Takes in facts: On each page which describes an in-game object, we call {{infobox main | ...}}, where ... is a very long list of parameters describing the object in question, including its name, type, the cost to make it, and a bunch of other things
  • Rendering an infobox: This template takes those parameters and presents them in a nice looking infobox on the right side of the page. If you add a param |marketvalue = 200, this template will add a line to the infobox showing the market value annotated with a silver icon. Cool!
  • Setting SMW properties: The real magic comes from this templates ability to also set SMW properties. If the |marketvalue = 200 param is present, this template will also set a SMW property 'Market Value Base' equal to 200 for whatever page the infobox was called on.

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

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

Positional parameters

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

Usage

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

Parameter List

{{infobox main

<!-- All pawns (animals, humanoids, mechanoids) -->
|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
|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
|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


<!-- 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 =

<!-- Deprecated parameters -->
|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.
|healthscale = Unused. Would determine hit points for each body part.
|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.
}}
Parameter Dependencies Type/Unit Property 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:
  • animal
  • area
  • drug
  • exotic
  • fabric
  • food
  • furniture
  • leathery
  • medicine
  • metallic
  • plant
  • production
  • resource
  • security
  • stony
  • structure
  • weapon
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:
  • Metallic
  • Woody
  • Stony
  • Fabric
  • Leathery
Property:Stuff Category Used by materials. <stuffProps><categories>
tech level optional One of:
  • Neolithic
  • Medieval
  • Industrial
  • Archotech
  • Spacer
  • Ultra
Property:Tech Level <techLevel>
class optional One of:
  • Neolithic
  • Medieval
  • Industrial
  • Modern
  • Spacer
  • Ultra
  • Mechanoid
Property:Class Used by weapons. <weaponClasses>
market value 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 Property:Beauty <statBases><Beauty>
beauty outdoors optional integer Property:Beauty Beauty score when outdoors. <statBases><BeautyOutdoors>
styledominance optional integer Property:Style Dominance How much this object contributes to overall style dominance in an area. <statBases><StyleDominance>
style optional, styledominance One of:
  • Hindu
  • Christian
  • Islamic
  • Buddhist
  • Morbid
  • Totemic
  • Spikecore
  • Rustic
  • Animalist
  • Techist
Property:Style <StyleCategoryDef>
hp optional integer Property:Max Hit Points Base The amount of damage an object can take. <statBases><MaxHitPoints>
deterioration optional number Property:Deterioration Rate Base 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 %) Property:Style How quickly it burns. <statBases>
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>
3. Building
edifice optional boolean Property:Edifice Whether this building has hight. <building><isEdifice>
4. Apparel
5. Pawn Stats
6. Production
7. Ingestion
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 Property:Armor - Sharp Factor <statBases><StuffPower_Armor_Sharp>
armor - blunt factor optional number Property:Armor - Blunt Factor <statBases><StuffPower_Armor_Blunt>
armor - heat factor optional number Property:Armor - Heat Factor <statBases><StuffPower_Armor_Heat>
insulation - cold factor optional °C Property:Insulation - Cold Factor Is actually an offset and not a factor. <statBases><StuffPower_Insulation_Cold>
insulation - heat factor optional °C Property:Insulation - Heat Factor Is actually an offset and not a factor. <statBases><StuffPower_Insulation_Heat>
melee blunt damage factor optional number Property:Melee Blunt Damage Factor <statBases><BluntDamageMultiplier>
melee sharp damage factor optional number Property:Melee Sharp Damage Factor <statBases><SharpDamageMultiplier>
melee cooldown factor optional number Property:Melee Cooldown Factor <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 %) Property:Medical Potency Base 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 %) Property:Medical Quality Max 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
11. Ranged Combat
12. Melee Combat
13. Creation
14. Technical

Deprecated positional parameters

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

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


Example #1

Muffalo

Muffalo

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

Base Stats

Type
Animal
Market Value
300 Silver
Flammability
70%

Pawn Stats

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

Production

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

Melee Combat

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


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

Example #2

Autopistol

Autopistol

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

Base Stats

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

Ranged Combat

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

Melee Combat

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

Creation

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


{{Infobox main|weapon
| name = Autopistol
| image = Autopistol.png
| description = An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.
| type = Equipment
| type2 = Weapons
| tech level = Industrial
| class = Industrial
| damage = 10
| damage type = Bullet
| armorPenetration = 15
| range = 25.9
| work to make = 5000
| accuracyTouch = 80
| accuracyShort = 70
| accuracyMedium = 40
| accuracyLong = 30
| accuracyAvg = 65
| mode = Single-Shot
| warmup = 18
| cooldown = 60
| burst = 1
| DPS = DPS
| velocity = 55
| production facility 1 = Machining table
| research = Blowback operation
| resource 1 = Steel
| resource 1 amount = 30
| resource 2 = Component
| resource 2 amount = 2
| marketvalue = 139
| mass base = 1.2
| stoppingPower = 0.5
| meleeattack1dmg = 9
| meleeattack1type = blunt
| meleeattack1part = Grip
| meleeattack1cool = 2.0
| meleeattack1ap = 13
| meleeattack2dmg = 9
| meleeattack2type = blunt
| meleeattack2part = Barrel
| meleeattack2cool = 2.0
| meleeattack2ap = 13
| meleeattack3dmg = 9
| meleeattack3type = Poke
| meleeattack3part = Barrel
| meleeattack3cool = 2.0
| meleeattack3ap = 13
| MeleeWeaponAverageDPS = 4.5
| MeleeWeaponAverageAP = 13
| page verified for version =
| skill 1 = Crafting
| skill 1 level = 4
| has quality = True
| weaponTags = Gun, SimpleGun
}}

Example #3

Art bench

Art bench

A workbench equipped for creating art.

Base Stats

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

Building

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

Creation

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

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

Example #4

Scorcher

Scorcher

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

Base Stats

Type
Mechanoid
Market Value
1200 Silver
Flammability
0%

Armor

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

Pawn Stats

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

Melee Combat

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

Creation

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


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

Example #5

Button-down shirt

Button-down shirt

A nice-looking collared shirt with buttons.

Base Stats

Type
GearClothing
Tech Level
Medieval
Mass
0.3 kg
HP
100

Apparel

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

Creation

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


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