User:Ickputzdirwech
This user is a credit to the wiki, and has define-itely gone above and beyond! I can't reward you for all your work on infobox main and the massive slog that was changing over all the half-functioning define templates but I wanted to say that while the average reader might not realize the extent it helps now and will help in the future, we do and its massively appreciated. You're a goddamn legend. - Harakoni (Wiki Moderator) (talk) 12:57, 20 April 2022 (UTC) |
Templates I created
Table templates
- Template:Trading Value Table and Template:Trading Value Table Row
- Template:Melee Weapons Table and Template:Melee Weapons Table Row
- Template:Floor Table Row
- Template:Furniture Table Row
- Template:Apparel Table and Template:Apparel Table Row
Formatting templates
- Template:%
- Template:Plural
- Template:Version to date
- Template:Align Ticks
- Template:Align Silver
- Template:AP (armor piercing)
- Template:CS (cells per second)
- Template:DPS (damage per second)
- Template:MTB (mean time between)
Other
Maintenance
Maintenance
Trading calculations
The following pages provide an overview of the most profitable ways of selling a certain type of material:
- User:Ickputzdirwech/Trading Overview (Work in progress)
- User:Ickputzdirwech/Leathery
- User:Ickputzdirwech/Fabric
- User:Ickputzdirwech/Wood
- User:Ickputzdirwech/Metallic (Work in progress)
- Stony
To Do:
- Check if profitability border really doesn't depend on material value.
- Consider the 60% selling and 140% buying multipliers? --> No. Trade Price Improvement including the standard 60% selling and 140% buying multipliers don't change the relative profitability.
- Excel probably rounds 2.5 up. Market value states, that it should be rounded down.
- Example calculations
- Overview tables
Test Pages
Notes
To-Do
- Trading value table
- Should silver/work and silver/material columns include the general selling multiplier of 0.6? --> No, it's only supposed to show relative profitability
- Improve the comprehensibility of the table.
- Delete the test pages.
- Change structure of Materials.
- Replace Property:Type "Textile" with "Material".
- Replace Lumber etc. with Woody etc. in Property:Type2.
- Merge Materials with Stuff. --> Doesn't work because of icon.
- Update Stone blocks.
- Beautify the tables on Materials, Stone, Metals, Fabric and Leathers.
- Automate table Weapons#Material / Quality modifiers.
- Check if Template:Building Stats Table is used on all relevant pages.
- Remove column mass?
- Add column work/value?
- Check out Template:Weapon Material Table
Ideas
- Create a table for level 20 skill to calculate the profit for trading.
Properties that would be helpful if they were defined on each page
- Sell price multiplier / none if not sellable
- Property:Skill_1 and Property:Skill_2 (some pages have this already)
Issues I stumbled upon and couldn't solve
- mw-collapsible in combination with a caption seems to remove the colour from the top row of a table
Another message from Harakoni
Sorry to intrude, another one on your user page because you can't see code on your talk page. (You can feel free to delete the above one btw)
Wait so after all the production to fix tool cabinet to this
- Art bench
- Butcher spot
- Butcher table
- Crafting spot
- Drug lab
- Electric smithy
- Electric tailor bench
- Fabrication bench
- Fueled smithy
- Hand tailor bench
- Machining table
- Stonecutter's table
We could have just done this?
That is kinda frustrating - Harakoni (Wiki Moderator) (talk) 12:18, 4 December 2022 (UTC)
- @User:Harakoni, I just noticed: the second solution doesn't set the number of columns automatically depending on how many fit on the screen. --Ickputzdirwech (talk) 00:53, 14 December 2022 (UTC)
Another really nice way to make automated lists:
<ul><li>{{#ask: [[Name::~*spot]] | format = template | template = DLC Icons | link = none | sep = </li><li> }}</li></ul>
Plant choice
Hydroponics basin
Since they have a unique use cotton plant, healroot, smokeleaf plant and tinctoria are all excellent choices for hydroponics basins. The same is true for hop plant, psychoid plant, fibercorn and toxipotato plant, their fertility sensitivity of 70% to 0% respectively means the advantage of growing them in hydroponics basins compared to less fertile soil is rather limited, however.
When it comes to growing food, consider the following:
- Rice plants will provide the best crop yields. Lit with a sunlamp in optimal temperatures, a hydroponics basin will yield 24 rice every 1.98 days, or 12.12 food per day (assuming a 100% mutiplier from difficulty). The exact amount may vary due to sowing and harvesting times, as well as external factors like power outages and solar flares. In spite of this, rice remains the crop with the greatest yield potential.
- Strawberry plants provide the second highest crop yields, producing 32 berries every 3.03 days (assuming a 100% mutiplier from difficulty) under a sunlamp and optimal temperatures. This works out to about 10.56 food per hydroponics basin per day. This is 87.13% of what a crop of hydroponic rice would yield in the same time-frame. However, berries have the advantage of being suitable for consumption immediately, without the need for cooking.
- Potato plants are the least tile-efficient crop to grow. Their fertility sensitivity of 0.4 prevents them from gaining the full benefit from hydroponics. A hydroponics basin will yield 44 potatoes every 6.23 days, or 7.08 food per day (assuming a 100% mutiplier from difficulty). That is only 58.42% of what a crop of hydroponic rice would yield the same time-frame, they are technically the most work-efficient crop in hydroponics, however. If you happen to be starved on grower time, then potatoes have a small niche – but a colony using hydroponics is unlikely to be starved on grower time.
- Nutrifungus might be a viable option if your ideoligion prefers eating raw fungus. A hydroponics basin will yield 44 raw fungus every 8.72 days, or 5.04 food per day (assuming a 100% mutiplier from difficulty). That is only 41.58% of what a crop of hydroponic rice would yield the same time-frame, but with a potential mood buff .
Stony soil
Since they have a unique use cotton plant, healroot, smokeleaf plant and tinctoria are all excellent choices for hydroponics basins. The same is true for hop plant, psychoid plant, fibercorn and toxipotato plant, their fertility sensitivity of 70% to 0% respectively means the advantage of growing them in hydroponics basins compared to less fertile soil is rather limited, however.
When it comes to growing food, consider the following:
- Rice plants will provide the best crop yields. Lit with a sunlamp in optimal temperatures, a hydroponics basin will yield 24 rice every 7.91 days, or 3.04 food per day (assuming a 100% mutiplier from difficulty). The exact amount may vary due to sowing and harvesting times, as well as external factors like power outages and solar flares. In spite of this, rice remains the crop with the greatest yield potential.
- Strawberry plants provide the second highest crop yields, producing 32 berries every 12.13 days (assuming a 100% mutiplier from difficulty) under a sunlamp and optimal temperatures. This works out to about 2.64 food per hydroponics basin per day. This is 86.84% of what a crop of hydroponic rice would yield in the same time-frame. However, berries have the advantage of being suitable for consumption immediately, without the need for cooking.
- Potato plants are the least tile-efficient crop to grow. Their fertility sensitivity of 0.4 prevents them from gaining the full benefit from hydroponics. A hydroponics basin will yield 44 potatoes every 12.17 days, or 3.6 food per day (assuming a 100% mutiplier from difficulty). That is only 118.42% of what a crop of hydroponic rice would yield the same time-frame, they are technically the most work-efficient crop in hydroponics, however. If you happen to be starved on grower time, then potatoes have a small niche – but a colony using hydroponics is unlikely to be starved on grower time.
- Nutrifungus might be a viable option if your ideoligion prefers eating raw fungus. A hydroponics basin will yield 44 raw fungus every 11.6 days, or 3.8 food per day (assuming a 100% mutiplier from difficulty). That is only 125% of what a crop of hydroponic rice would yield the same time-frame, but with a potential mood buff .