Difference between revisions of "Template:Infobox main/doc"
m (jade example: idk why dps is up there lol) |
m (parameter rename) |
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| mineable = true | | mineable = true | ||
| isResourceRock = true | | isResourceRock = true | ||
− | | | + | | mineable thing = Jade |
− | | | + | | mineable yield = 40 |
− | | | + | | mineable scatter commonality = 0.065 |
− | | | + | | mineable scatter lump size range = 2~8 |
| veinMineable = true | | veinMineable = true | ||
<!-- Technical --> | <!-- Technical --> | ||
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| mineable = true | | mineable = true | ||
| isResourceRock = true | | isResourceRock = true | ||
− | | | + | | mineable thing = Jade |
− | | | + | | mineable yield = 40 |
− | | | + | | mineable scatter commonality = 0.065 |
− | | | + | | mineable scatter lump size range = 2~8 |
| veinMineable = true | | veinMineable = true | ||
<!-- Technical --> | <!-- Technical --> |
Revision as of 02:33, 27 July 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: Add Bandwidth and combat power. |
- 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 <!-- Refuelable Things (experimental) --> | 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 <!-- 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 --> |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 | 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> |
tech level | optional | One of:
|
Property:Tech Level | <techLevel> | |
class | optional | One of:
|
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:
|
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.
- (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.
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 | 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
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) }}