Template:Infobox main/doc
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 |animal/plant/weapon/area/structure/production/security/furniture (used to set color theme) |additional styles (optional) |name = Title of the infobox. Defaults to current page name if not specified. |image = Picture name.(jpg/png)| variables such as size, alt text (optional) |description = Short description of the item. Recommended to use the description from the in-game info page. |type = use for main category |type2 = use for subcategory (optional) |placeable = Yes/No |rotatable = Yes/No |size = two values, separated by | - (1|2) |beauty = use for beauty |flammability = how quickly it burns. format: in decimals(vb:0.8) , displayed as % vb(80%) |market value = the amount of currency the item is worth |mass base = mass in kilograms - DO NOT USE FOR ANIMALS |hp = the amount of damage an object can take; use for objects with hit points <!-- 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 |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 |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 <!-- Plants --> |growth time = number of days to grow |yield = how much food given when harvested |wood = how much wood given when harvested <!-- Buildings--> |power = power generated or consumed. Format: + 3600 or - 150 |facility = multi-analyzer/tool cabinet/vitals monitor (name of facility that this production station links to for improved efficiency) <!-- Furniture --> |comfort = how much comfort it gives when using |cover = how effective the object is when used for cover. |sell price multiplier = a multiplier on the price at which you can sell items. |terrain requirement = light, medium or heavy terrain requirements to place object. |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. |immunity gain speed factor = how fast a pawn acquires immunity while using object |rest effectiveness = how quickly rest gets restored <!-- All Weapons --> |class = neolithic/modern/advanced/mechanoid |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 |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. <!--Undocumented parameters --> |efficiency = |deterioration = |is exotic species = |petness = |nuzzleMtb = |eggs_unfertilized = |comfort offset = <!-- 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 }}
Deprecated positional paramters
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
- 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 = Animal Muffalo side.png|200px{{!}}Muffalo |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 |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
- 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
Creation
- Required Research
- Blowback operation
- Skill Required
- Crafting 4
- Work To Make
- 5,000 ticks (1.39 mins)
- weaponTags
- Gun, SimpleGun
{{infobox main|weapon|pull-left | name = Autopistol | image = Autopistol.png|Autopistol | description = An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire. | type = Equipment | type2 = Weapons | 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 | 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 (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
{{infobox main|building| |page verified for version = |name = Art bench |image = TableSculpting.png|Art bench |imagesize = 192px |description = A workbench equipped for creating art. |type = Building |type2 = Production |placeable = true |path cost = 50 |passability = pass through only |cover = 0.5 |minifiable = true |size = 3 ˣ 1 |mass base = 20 |flammability = 1 |hp = 180 |sell price multiplier = 0.7 |cleanliness = -5 |terrain affordance = medium |facility = tool cabinet |work to make = 2500 |stuff tags = Metallic, Woody |resource 1 = Stuff |resource 1 amount = 75 |resource 2 = Steel |resource 2 amount = 50 }}
Example #4
Smokeleaf joint
Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus and slows movement. Smokeleaf use can produce a dependency. Joints can be produced at a crafting spot without equipment, and are a fixture in many traditional low-industriousness cultures.
Base Stats
- Type
- Drug – Social Drug
- Stack Limit
- 150
- Mass
- 0.05 kg
- Beauty
- -4
- HP
- 50
- Deterioration Rate
- 6
- Flammability
- 130%
Ingestion
- Recreation Offset
- 80%
- Recreation Kind
- Chemical
- Addictiveness
- 2%
- Maximum To Ingest
- 1
- Average DPS
- 3.1
Creation
{{infobox main|food| | name = Smokeleaf joint | image = Smokeleaf joint.png | description = Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus and slows movement. Smokeleaf use can produce a dependency. Joints can be produced at a crafting spot without equipment, and are a fixture in many traditional low-industriousness cultures. | type = Drug | type2 = Social Drug | hp = 50 | deterioration = 6 | marketvalue = 11 | beauty = -4 | mass base = 0.05 | flammability = 1.3 | stack limit = 150 <!-- Creation --> | production facility 1 = Crafting spot | production facility 2 = Drug lab | skill 1 = Cooking | work to make = 450 | resource 1 = Smokeleaf leaves | resource 1 amount = 4 <!-- Food --> | food type = Plant, Processed | base ingest ticks = 720 | joy kind = Chemical | joy offset = 0.8 | max num to ingest at once = 1 | nurseable = true | nutrition base = 0 <!-- Drug --> | high severity = 0.5 | rest offset = -0.1 | tolerance severity = 0.03 <!-- Addiction --> | addictiveness = 0.02 | min tolerance to addict = 0.15 | existing addiction severity offset = 0.06 | need level offset = 0.9 <!-- High --> | hunger rate factor offset = 0.3 | pain offset = -0.2 | consciousness offset = -0.3 | moving offset = -0.1 <!-- Thought --> | mood offset = 13 }}