Template:Infobox main

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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) -->
| combatPower = combat power of a pawn, used for raid points for threats. Format: number
| movespeed    = base movement speed
| attack1dmg   = base damage of first attack <meleeDamageBaseAmount>
| attack1type  = damage type of first attack <meleeDamageDef>
| attack1part  = body part of first attack <linkedBodyPartsGroup>
| attack1cool  = cooldown of first attack (in ticks) <defaultCooldownTicks>
| attack1stun  = stun applied with first attack, if any (in stun damage, 20 ticks per point) <extraMeleeDamages>
| attack2dmg   = as above for second attack
| attack2type  = as above for second attack
| attack2part  = as above for second attack
| attack2cool  = as above for second attack
| attack2stun  = as above for second attack
| attack3dmg   = as above for third attack
| attack3type  = as above for third attack
| attack3part  = as above for third attack
| attack3cool  = as above for third attack
| attack3stun  = as above for third attack
| attack4dmg   = as above for fourth attack
| attack4type  = as above for fourth attack
| attack4part  = as above for fourth attack
| attack4cool  = as above for fourth attack
| attack4stun  = as above for fourth attack
| bodysize     = required in order to calculate meat yield, leather yields, and carrying capacity
| massyoung    = the mass of an animal when young
| massjuvenile = the mass of an animal when juvenile
| massadult    = the mass of an animal when adult
| meatname     = name of meat given when butchered. Defaults to "x meat" when not defined.
| meatyield    = amount of meat yielded when butchered. ONLY specify for animals that have a non default MeatAmount property in the XML (currently none). See also Property:Meat_Yield.
| leathername  = name of leather given when butchered. Defaults to "x leather" when not defined. Leave empty if no leather is produced.
| leatheryield = amount of leather yielded when butchered. ONLY specify for animals that have a non default LeatherAmount property in the XML. See also Property:Leather_Yield.

<!--Apparel and Armor-->
| armorblunt           = blunt armor rating for non-material dependent Apparel and Armor
| armorsharp           = sharp armor rating for non-material dependent Apparel and Armor
| armorheat            = heat armor rating for non-material dependent Apparel and Armor
| armorbluntfactor     = blunt armor multiplier for material dependent Apparel and Armor
| armorsharpfactor     = sharp armor multiplier for material dependent Apparel and Armor
| armorheatfactor      = heat armor multiplier for material dependent Apparel and Armor
| painshockthreshold   = increase in pain shock threshold
| insulationheat       = base heat tolerance modifier
| insulationcold       = base cold tolerance modifier
| insulationheatfactor = base heat tolerance for material dependent Apparel and Armor
| insulationcoldfactor = base cold tolerance for material dependent Apparel and Armor
| lifestage            = the valid lifestages the pawn can be i.e. Child and/or Adult
| clothing for nudity  = whether the item counts as clothing for determining nudity, also supports countsAsClothingForNudity=
| coverage             = coverage provided by the item
| layer                = the layer the item occupies on the pawn

<!-- Animals only -->
| manhunter          = chance to turn manhunter when attacked (0.00 - 1.00)
| manhuntertame      = chance to turn manhunter on a failed taming attempt (0.00 - 1.00)
| hungerrate         = base hunger rate
| diet               = carnivorous/herbivorous/omnivorous/dendrovorous/carnivorous and ovivorous/omnivorous and ovivorous
| lifespan           = life expectancy
| trainable          = none/simple/intermediate/advanced
| wildness           = wildness level of creature
| min handling skill = minimum Animals skill to tame/train. ONLY use when necessary - acts as an override for minimum handling skill for rare occasions when it is not derived from wildness
| milk               = amount of milk produced
| milktime           = milking interval (days)
| woolname           = name of wool given when sheared. Defaults to "x wool" when not defined.
| wool               = wool amount
| sheartime          = shearing interval
| eggsmin            = eggs per clutch minimum
| eggsmax            = eggs per clutch maximum
| eggtime            = egg laying interval
| eggs_avg           = eggs per clutch average
| gestation          = gestation period (days) (must either be a number or N/A)
| offspring          = offspring per birth (Do not use for egg-laying animals)
| maturityage        = age of maturity
| livesin_aridshrubland = true or <omit>
| livesin_borealforest  = true or <omit>
| livesin_desert        = true or <omit>
| livesin_extremedesert = true or <omit>
| livesin_icesheet      = true or <omit>
| livesin_seaice        = true or <omit>
| livesin_temperateforest    = true or <omit>
| livesin_tropicalrainforest = true or <omit>
| livesin_tundra             = true or <omit>
| predator                   = true or <omit>
| min comfortable temperature = min temperature animal can withstand
| max comfortable temperature = max temperature animal can withstand

<!-- Food -->
| nutrition base            = number
| taste                     = string
| ingested direct thought   = string
| joy offset                = number
| preferability             = string
| max num to ingest at once = number
| days to rot               = number

<!-- Plants -->
| growth time    = number of days to grow
| yield          = how much food given when harvested
| wood           = how much wood given when harvested
| min grow light = Minimum light required to grow.

<!-- BUILDING -->
| size                 = two values in the format: 3 ˣ 1
| minifiable           = whether there is an item for this building. Format: true/false
| placeable            = true/false
| rotatable            = true/false
| passability          = string e.g. pass through only
| cover                = how effective the object is when used for cover
| blockswind           = true/false
| terrain affordance   = light, medium or heavy terrain requirements to place object.
| power                = power generated or consumed. Format: + 3600 or - 150
| cleanliness          = number
| cleaning time factor = number
| facility             = comma seperated list of building names that improve this building when placed next to it. E.g: vitals monitor, dresser, end table

<!-- Building - Furniture -->
| glowcolor                     = ?
| glowradius                    = ?
| maxheattemperature            = ?
| mincooltemperature            = ?
| surgery success chance factor = ?
| immunity gain speed factor    = how fast a pawn acquires immunity while using object
| rest effectiveness            = how quickly rest gets restored
| comfort                       = how much comfort it gives when using
| comfort offset                = ?

<!-- Building - Recreation -->
| recreation power = number
| recreation type  = string

<!-- Building - Production -->
| work efficiency factor      = number
| unpowered work speed factor = work speed at an unpowered workstation

<!-- Building - Misc -->
| work speed offset           = number
| max simultaneous facilities = how many of these facilities a work table can be connected to. Format: integer
| efficiency                  = efficiency of a battery

<!-- Building - Floors -->
| speed = move speed factor of that flooring. Format: number

<!-- CREATION -->
| work to make      = the base amount of work it takes to build a structure, once all materials are gathered.
| work to uninstall = the amount of work it takes to uninstall a structure.

<!-- All Weapons -->
| damage      = Base weapon damage
| cooldown    = use for cooldown time of weapon (in ticks)
| mode        = Melee/Single-Shot/Single-Use/Burst
| warmup      = How long it takes to aim (in ticks). Set to 0 if melee weapon.
| damage type = The type of damage: Blunt - Scharp - Heat - Electric - Toxic ,if it has damage it wil get Sharp automaticly

<!-- Ranged Weapons Only -->
| burst = Shots per burst. Set to 1 for single-shot weapons.
| burstticks = Time between bursts (in ticks)
| range = Weapon range
| minrange = Minimum weapon range AKA forced-miss range
| missRadius = Missed shots are forced to land within this radius of the target
| area = Explosive area (in squares)
| velocity = use for projectile velocity
| accuracyTouch = use for touch accuracy 
| accuracyShort = use for short range accuracy 
| accuracyMedium = use for medium range accuracy 
| accuracyLong = use for long range accuracy
| blastRadius = use for blast radius of explosive weapons
| armor penetration = armor penetration  of the attack
| stoppingPower = stopping power of the weapon

<!-- Melee Weapons Only -->
| meleeattack1dmg  = base damage of first attack <meleeDamageBaseAmount>
| meleeattack1type = damage type of first attack <meleeDamageDef>
| meleeattack1part = body part of first attack <linkedBodyPartsGroup>
| meleeattack1cool = cooldown of first attack (in seconds) <defaultCooldownTicks>
| meleeattack1ap   = armor penetration of first attack
| meleeattack2dmg  = as above for second attack
| meleeattack2type = as above for second attack
| meleeattack2part = as above for second attack
| meleeattack2cool = as above for second attack
| meleeattack2ap   = as above for second attack
| meleeattack3dmg  = as above for third attack
| meleeattack3type = as above for third attack
| meleeattack3part = as above for third attack
| meleeattack3cool = as above for third attack
| meleeattack3ap   = as above for fourth attack
| meleeattack4dmg  = as above for fourth attack
| meleeattack4type = as above for fourth attack
| meleeattack4part = as above for fourth attack
| meleeattack4cool = as above for fourth attack
| meleeattack4ap   = as above for fourth attack
| MeleeWeaponAverageDPS = average melee DPS of the weapon
| MeleeWeaponAverageAP = average melee armor penetration of the weapon


<!-- Refuelable Things -->
| fuel filter = item(s) that can be used as fuel. Format: text
| fuel capacity = maximum units of storable fuel. Format: number
| fuel consumption rate = units of fuel consumed per day / charge. Format: number

<!-- Mineable Things -->
| mineable thing = resource that an ore drops. Format: text
| mineable yield = base amount of mineable thing that an ore block drops. Format: text
| mineable scatter commonality = how frequent this ore spawns in a map. Format: number
| mineable scatter lump size range = range in tiles of the size of an ore vein. Format: text

<!-- Miscellaneous -->
| stuff tags = the different [[stuff]] categories that can be used.  Inc: Stony, Metallic, Fabric, Leathery, Woody
| work to make = the amount of work required to craft the item
| resource 1 = The first type of resource required to build or craft this item. Replace with "Stuff" when a stuffable items is being defined.
| resource 2 = The second type of resource required to build or craft this item
| resource 3 = The third type of resource required to build or craft this item
| resource 4 = The fourth type of resource required to build or craft this item
| resource 5 = The fifth type of resource required to build or craft this item
| resource 6 = The sixth type of resource required to build or craft this item
| resource 1 amount = The amount of the first type of resource required to build or craft this item
| resource 2 amount = The amount of the second type of resource required to build or craft this item
| resource 3 amount = The amount of the third type of resource required to build or craft this item
| resource 4 amount = The amount of the fourth type of resource required to build or craft this item
| resource 5 amount = The amount of the fifth type of resource required to build or craft this item
| resource 6 amount = The amount of the sixth type of resource required to build or craft this item
| product amount = The amount of items crafted
| deconstruct yield = amount of resources returned when this item is deconstructed or smelted.  Format using {{icon|metal|75}} or similar (more info at Template:Icon)
| skill 1 = Primary required skill
| skill 1 level = Minimum primary skill level required
| skill 2 = Secondary required skill
| skill 2 level = Minimum secondary skill level required

| page verified for version = the last version that the page was verified for, inputted at plain text (e.g. = 1.2.2719). See for [[Template: Version]] for usage details.

<!-- Technical -->
| stuff adjective = Used for materials. Prefix for a stuffable item e.g. "golden" for "golden Club"
| small value = boolean; "true" for materials like gold and silver
| color = Used for materials. The color it colors resulting items with. Must be in rgb format in parentheses e.g. (133,97,67)

<!--Undocumented parameters -->
| is exotic species =
| petness =
| nuzzleMtb =
| eggs_unfertilized =
| healthscale = determine hit points for each body part.

<!-- Deprecated parameters -->
| accuracyAvg = use for average accuracy: note that this value has to be calculated and cannot be obtained simply by taking the mean of the above accuracies
| resources to make = amount of resources to build or craft this item.  Format using {{icon|metal|75}} or similar (more info at Template:Icon). Deprecated in favor of individual resource definitions. 
| work to build = merged with work to make
| minimum skill = minimum skill level required to build or craft something -- was never consistently applied
| info = Removed and replaced with description =.
| walkSpeed = Superseded by moveSpeed
| speed = Superseded by moveSpeed
| accuracy = Superseded by accuracyTouch, accuracyShort, accuracyMedium, and accuracyLong.
| DPS = Removed. Now calculated automatically.
| armorelectric = Not currently used.
| armorpoison = Not currently used.
| eggs_avg10 = Previously average per month. Game now uses seasons and template automatically calculates value.
| mobdamage = Superseded by attack1dmg
| mobdamagetype = Superseded by attack1type
| mobdamage2 = As above, for second attack
| mobdamagetype2 = As above, for second attack
| mobdamage3 = As above for, third attack
| mobdamagetype3 = As above, for third attack
| handleskill = minimum handling skill
| sell price multiplier = a multiplier on the price at which you can sell items.
| is exotic species = unknown and unused at the time of deprecation. Used for animals
}}

Parameter Table

Parameter Dependencies Type/Unit Property / Stat Description xml-tag / hierarchy
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:
  • furniture, medicine = c_01
  • structure = c_02
  • resource = c_03
  • weapon = c_06
  • animal, food = c_08
  • fabric = c_09
  • security = c_10
  • area, exotic = c_11
  • metallic, stony = c_12
  • plant = c_14
  • leathery = c_22
  • drug = c_24
  • production = c_25
  • psycast = c_09
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:
  • Leathery
  • Fabric
  • Woody
  • Metallic
  • Stony
  • Bioferrite
Property:Stuff Category Used by materials. <stuffProps>
<categories>
color optional -
  1. <stuffProps>
    <color>
  2. <color>
tech level optional One of:
  • Neolithic
  • Medieval
  • Industrial
  • Spacer
  • Ultra
  • Archotech
Property:Tech Level <techLevel>
class optional One of:
  • Neolithic Weapons
  • Medieval Weapons
  • Industrial Weapons
  • Spacer Weapons
  • Ultra Weapons
  • Mechanoid Weapons
Property:Class Used by weapons. <weaponClasses>
stack limit optional integer Property:Stack Limit Maximum stach size. <stackLimit>
style optional, styledominance One of:
  • Hindu
  • Christian
  • Islamic
  • Buddhist
  • Morbid
  • Totemic
  • Spikecore
  • Rustic
  • Animalist
  • Techist
  • Horaxian
Property:Style <StyleCategoryDef>
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>
burnable optional Boolean Property:Burnable Whether this item can be burned as a bill <burnableByRecipe>
smeltable optional Boolean Property:Smeltable Whether this item can be smelted as a bill <smeltable>
possession count optional Integer Property:Possession Count The amount of this item a pawn carries when it is used as a possession <possessionCount>
combatPower optional Number Property:Combat Power Combat power of a pawn, used for raid points and calculating the size / composition of threats.
  1. <combatPower>
  2. <building>
    <combatPower>
Refuelable
fuel filter optional Text Property:Fuel Filter The applicable item(s) that can refuel a building <comps>
<Class="CompProperties_Refuelable">
<fuelFilter>
fuel capacity optional Number Property:Fuel Capacity The maximum quantity of applicable fuel items a building can be fueled with <comps>
<Class="CompProperties_Refuelable">
<fuelCapacity>
fuel consumption rate optional Number Property:Fuel Consumption Rate Units of fuel consumed per day <comps>
<Class="CompProperties_Refuelable">
<fuelConsumptionRate>
Mineable
mineable thing optional Page Property:Mineable Thing The item that is dropped upon an ore being mined <mineableThing>
mineable yield optional Number Property:Mineable Yield The amount of an item that is dropped upon an ore being mined <mineableYield>
mineable scatter commonality optional Number Property:Mineable Scatter Commonality The frequency of an ore spawning in an applicable map <mineableScatterCommonality>
mineable scatter lump size range optional Text Property:Mineable Scatter Lump Size Range The range of size in cells of an ore vein <mineableScatterLumpSizeRange>
7. Ingestion
taste optional One of:
  • Raw
  • Bad
  • Tasty
  • Terrible
  • Awful
  • Simple
  • Fine
  • Lavish

From FoodPreferability:

  • Undefined
  • NeverForNutrition
  • DesperateOnly
  • DesperateOnlyForHumanlikes
  • RawBad
  • RawTasty
  • MealTerrible
  • MealAwful
  • MealSimple
  • MealFine
  • MealLavish
Property:Taste <ingestible>
<preferability>
ingested direct thought optional Property:Ingested Direct Thought <ingestible>
<tasteThought>
joy offset optional Number Property:Joy Offset <ingestible>
<joy>
joy kind optional One of:
  • Meditative
  • Social
  • Gaming_Dexterity
  • Gaming_Cerebral
  • Television
  • Telescope
  • Chemical
  • Gluttonous
  • Reading
  • HighCulture Content added by the Royalty DLC
Property:Joy Kind <ingestible>
<joyKind>
addictiveness optional Property:Addictiveness <comps>
<Class="CompProperties_Drug">
<addictiveness>
max num to ingest at once optional Property:Max Num To Ingest At Once <ingestible>
<maxNumToIngestAtOnce>
ingestion time optional Property:Ingestion Time <ingestible>
<baseIngestTicks>
10. Plant Stats
grow days optional Number (Days) Property:Grow Days <plant>
<growDays>
lifespanDaysPerGrowDays optional Number (Days) Property:Lifespan Days Per Grow Days <plant>
<lifespanDaysPerGrowDays>
sow work optional Number (Ticks) Property:Sow Work <plant>
<sowWork>
harvest work optional Number (Ticks) Property:Harvest Work <plant>
<harvestWork>
product optional Page Property:Harvest Product <plant>
<harvestedThingDef>
yield optional Number Property:Harvest Yield <plant>
<harvestYield>
min sowing skill optional Number (0~20) Property:Minimum Required Growing Skill <plant>
<sowMinSkill>
min fertility optional Number Property:Fertility Min <plant>
<fertilityMin>
fertility sensitivity optional Number Property:Fertility Sensitivity <plant>
<fertilitySensitivity>
min grow light optional Number Property:Min Grow Light <plant>
<growMinGlow>
damage type optional - <verbs>
<defaultProjectile>
<ThingDef>
<projectile>
<damageDef>
mode optional One of:


  • Melee
  • Single-Shot
  • Burst
  • Single Thrown
  • Single-Use
Property:Mode
damage optional Number Property:Damage Base <verbs>
<defaultProjectile>
<ThingDef>
<projectile>
<damageAmountBase>
armorPenetration optional Number Property:Armor Penetration <verbs>
<defaultProjectile>
<ThingDef>
<projectile>
<armorPenetrationBase>
warmup optional Number Property:Aiming Time Base Warmup
  1. <verbs>
    <warmupTime>
  2. <building>
    <turretBurstWarmupTime>
cooldown optional Number Property:Ranged Cooldown Base
  1. <statBases>
    <RangedWeapon_Cooldown>
  2. <building><turretBurstCooldownTime>
range optional Number (Cells) Property:Range Range <verbs>
<range>
minrange optional Number (Cells) Property:Minimum Range <verbs>
<minRange>
accuracy optional Number Shooting Accuracy (Turrets) <statBases>
<ShootingAccuracyTurret>
accuracyTouch optional Number (0~1) The weapon's accuracy at a distance of 3 cells or less.
An actual shot's chance to hit will also be affected by other factors.
<statBases>
<AccuracyTouch>
accuracyShort optional Number (0~1) The weapon's accuracy at a distance of 12 cells.
An actual shot's chance to hit will also be affected by other factors.
<statBases>
<AccuracyShort>
accuracyMedium optional Number (0~1) The weapon's accuracy at a distance of 25 cells.
An actual shot's chance to hit will also be affected by other factors.
<statBases>
<AccuracyMedium>
accuracyLong optional Number (0~1) The weapon's accuracy at a distance of 40 cells or more.
An actual shot's chance to hit will also be affected by other factors.
<statBases>
<AccuracyLong>
velocity optional Number Property:Velocity <verbs>
<defaultProjectile>
<ThingDef>
<projectile>
<speed>
burst optional Number Property:Burst Count Burst shot count <verbs>
<burstShotCount>
burstTicks optional Number (Ticks) Property:Burst Ticks <verbs>
<ticksBetweenBurstShots>
missRadius optional Number Property:Miss Radius Miss radius
  1. <verbs>
    <forcedMissRadius>
  2. <verbs>
    <forcedMissRadiusClassicMortars>
blastRadius optional Number Property:Blast Radius <ThingDef>
<projectile>
<explosionRadius>
DPS optional Number Property:Maximum DPS Damage Per Second
stoppingPower optional Number Property:Stopping Power Stopping power

Hits from this weapon will stagger targets, slowing their movement for several seconds.

Targets with a body size larger than the stopping power will be unaffected.

<ThingDef>
<projectile>
<stoppingPower>
12. Melee Combat
  1. attack1label
  2. attack2label
  3. attack3label
  4. attack4label
  5. attack5label
  6. attack6label
  7. attack7label
optional Text
  1. Property:Attack 1 Label
  2. Property:Attack 2 Label
  3. Property:Attack 3 Label
  4. Property:Attack 4 Label
  5. Property:Attack 5 Label
  6. Property:Attack 6 Label
  7. Property:Attack 7 Label
Label for this attack <tools>
<label>
  1. attack1labelNoLocation
  2. attack2labelNoLocation
  3. attack3labelNoLocation
  4. attack4labelNoLocation
  5. attack5labelNoLocation
  6. attack6labelNoLocation
  7. attack7labelNoLocation
optional Text
  1. Property:Attack 1 Label No Location
  2. Property:Attack 2 Label No Location
  3. Property:Attack 3 Label No Location
  4. Property:Attack 4 Label No Location
  5. Property:Attack 5 Label No Location
  6. Property:Attack 6 Label No Location
  7. Property:Attack 7 Label No Location
Non-specific label for this attack <tools>
<labelNoLocation>
  1. attack1dmg
    • meleeattack1dmg
  2. attack2dmg
  3. attack3dmg
  4. attack4dmg
  5. attack5dmg
  6. attack6dmg
  7. attack7dmg
optional Number
  1. Property:Attack 1 Damage
  2. Property:Attack 2 Damage
  3. Property:Attack 3 Damage
  4. Property:Attack 4 Damage
  5. Property:Attack 5 Damage
  6. Property:Attack 6 Damage
  7. Property:Attack 7 Damage
Damage that this attack deals <tools>
<power>
  1. attack1ap
  2. attack2ap
  3. attack3ap
  4. attack4ap
  5. attack5ap
  6. attack6ap
  7. attack7ap
optional Number (0~2)
  1. Property:Attack 1 AP
  2. Property:Attack 2 AP
  3. Property:Attack 3 AP
  4. Property:Attack 4 AP
  5. Property:Attack 5 AP
  6. Property:Attack 6 AP
  7. Property:Attack 7 AP
Armor penetration

Armor penetration is the amount of armor this weapon will ignore each time it hits the target.

If armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor.

<tools>
<armorPenetration>
  1. attack1type
    • meleeattack1type
  2. attack2type
  3. attack3type
  4. attack4type
  5. attack5type
  6. attack6type
  7. attack7type
optional Text
  1. Property:Attack 1 Type
  2. Property:Attack 2 Type
  3. Property:Attack 3 Type
  4. Property:Attack 4 Type
  5. Property:Attack 5 Type
  6. Property:Attack 6 Type
  7. Property:Attack 7 Type
Damage Type of this attack <tools>
<capacities>
  1. attack1part
    • meleeattack1part
  2. attack2part
  3. attack3part
  4. attack4part
  5. attack5part
  6. attack6part
  7. attack7part
optional Text
  1. Property:Attack 1 Part
  2. Property:Attack 2 Part
  3. Property:Attack 3 Part
  4. Property:Attack 4 Part
  5. Property:Attack 5 Part
  6. Property:Attack 6 Part
  7. Property:Attack 7 Part
Body part group associated with this attack <tools>
<linkedBodyPartsGroup>
  1. attack1cool
    • meleeattack1cool
  2. attack2cool
  3. attack3cool
  4. attack4cool
  5. attack5cool
  6. attack6cool
  7. attack7cool
optional Number (Seconds)
  1. Property:Attack 1 Cooldown
  2. Property:Attack 2 Cooldown
  3. Property:Attack 3 Cooldown
  4. Property:Attack 4 Cooldown
  5. Property:Attack 5 Cooldown
  6. Property:Attack 6 Cooldown
  7. Property:Attack 7 Cooldown
Cooldown of this attack in seconds <tools>
<cooldownTime>
  1. attack1chancefactor
  2. attack2chancefactor
  3. attack3chancefactor
  4. attack4chancefactor
  5. attack5chancefactor
  6. attack6chancefactor
  7. attack7chancefactor
optional Number
  1. Property:Attack 1 Chance Factor
  2. Property:Attack 2 Chance Factor
  3. Property:Attack 3 Chance Factor
  4. Property:Attack 4 Chance Factor
  5. Property:Attack 5 Chance Factor
  6. Property:Attack 6 Chance Factor
  7. Property:Attack 7 Chance Factor
Multiplier on the chance that this attack will be used <tools>
<chanceFactor>
  1. attack1stun
  2. attack2stun
  3. attack3stun
  4. attack4stun
  5. attack5stun
  6. attack6stun
  7. attack7stun
optional Number
  1. Property:Attack 1 Stun
  2. Property:Attack 2 Stun
  3. Property:Attack 3 Stun
  4. Property:Attack 4 Stun
  5. Property:Attack 5 Stun
  6. Property:Attack 6 Stun
  7. Property:Attack 7 Stun
Amount of stun damage received from the first attack <tools>
<surpriseAttack>
<extraMeleeDamages>
<def></def>
<amount>
  1. attack1ensureLinkedBodyPartsGroupAlwaysUsable
  2. attack2ensureLinkedBodyPartsGroupAlwaysUsable
  3. attack3ensureLinkedBodyPartsGroupAlwaysUsable
  4. attack4ensureLinkedBodyPartsGroupAlwaysUsable
  5. attack5ensureLinkedBodyPartsGroupAlwaysUsable
  6. attack6ensureLinkedBodyPartsGroupAlwaysUsable
  7. attack7ensureLinkedBodyPartsGroupAlwaysUsable
optional Boolean
  1. Property:Attack 1 Ensure Linked Body Parts Group Always Usable
  2. Property:Attack 2 Ensure Linked Body Parts Group Always Usable
  3. Property:Attack 3 Ensure Linked Body Parts Group Always Usable
  4. Property:Attack 4 Ensure Linked Body Parts Group Always Usable
  5. Property:Attack 5 Ensure Linked Body Parts Group Always Usable
  6. Property:Attack 6 Ensure Linked Body Parts Group Always Usable
  7. Property:Attack 7 Ensure Linked Body Parts Group Always Usable
? <tools>
<ensureLinkedBodyPartsGroupAlwaysUsable>
  1. attack1alwaysTreatAsWeapon
  2. attack2alwaysTreatAsWeapon
  3. attack3alwaysTreatAsWeapon
  4. attack4alwaysTreatAsWeapon
  5. attack5alwaysTreatAsWeapon
  6. attack6alwaysTreatAsWeapon
  7. attack7alwaysTreatAsWeapon
optional Boolean
  1. Property:Attack 1 Always Treat As Weapon
  2. Property:Attack 2 Always Treat As Weapon
  3. Property:Attack 3 Always Treat As Weapon
  4. Property:Attack 4 Always Treat As Weapon
  5. Property:Attack 5 Always Treat As Weapon
  6. Property:Attack 6 Always Treat As Weapon
  7. Property:Attack 7 Always Treat As Weapon
? <tools>
<alwaysTreatAsWeapon>
MeleeWeaponAverageDPS optional Number -
MeleeWeaponAverageAP optional Number -
body part optional -
13. Creation
research optional Property:Required Research <researchPrerequisites>
  1. production facility 1
  2. production facility 2
  3. production facility 3
  4. production facility 4
optional Page Where this item can be crafted at <recipeUsers>
resources to make optional - <costList>
  1. resource 1
  2. resource 2
  3. resource 3
  4. resource 4
  5. resource 5
  6. resource 6
optional Page
  1. Property:Resource 1
  2. Property:Resource 2
  3. Property:Resource 3
  4. Property:Resource 4
  5. Property:Resource 5
  6. Property:Resource 6
  1. resource 1 amount
  2. resource 2 amount
  3. resource 3 amount
  4. resource 4 amount
  5. resource 5 amount
  6. resource 6 amount
optional Number
  1. Property:Resource 1 Amount
  2. Property:Resource 2 Amount
  3. Property:Resource 3 Amount
  4. Property:Resource 4 Amount
  5. Property:Resource 5 Amount
  6. Property:Resource 6 Amount
  1. skill 1
  2. skill 2
optional
  1. Property:Skill 1
  2. Property:Skill 2
  1. <skillRequirements>
  2. <constructionSkillPrerequisite>
  1. skill 1 level
  2. skill 2 level
optional Number (0-20)
  1. Property:Skill 1 Level
  2. Property:Skill 2 Level
<skillRequirements>
constructable optional -
work speed stat optional Property:Work Speed Stat
gestation cycles optional Property:Gestation Cycles
stuff tags optional Property:Stuff Tags
product amount optional Property:Product Amount
deconstruct yield optional -
destroyyield optional -
leavesresourceswhendestroyed optional - <leaveResourcesWhenKilled>
bonusdestroyleavings optional -
Important
marketvalue optional silver The amount of silver the item is worth. Defaults to Template:Market Value Calculator. <statBases>
<MarketValue>
honor value optional Number The amount of honor your trader will earn for giving this to a tribute collector. <RoyalFavorValue>
Non Pawn Important
nutrition optional Number How nutritious this food is. <statBases>
<Nutrition>
medical potency base optional number (displayed as %) How effective this is when used to tend wounds and diseases, or do surgery.
Higher medical potency improves the quality of tending, and acts as a multiplier on the chance of success during surgery.
Medical potency is just one factor in medical outcomes, among many others, including doctor ability, equipment, cleanliness, and luck.
<statBases>
<MedicalPotency>
medical quality max optional number (displayed as %) The maximum quality of medical tending that can be achieved while using this.
Better tend quality allows skilled doctors to treat wounds better, as well as more reliably.
<statBases>
<MedicalQualityMax>
hp optional integer Property:Max Hit Points Base The amount of damage an object can take. <statBases>
<MaxHitPoints>
Basics
mass base optional kg Mass in kilograms - DO NOT USE FOR ANIMALS.

How heavy an object is to carry in a caravan or a transport pod.

Take note that for stackable items (like resources) mass corresponds to a single item, not the whole stack. Thus a full stack of 75 steel (mass equals 0.5 kg each) actually weights 32.5 kg in total.

<statBases>
<Mass>
flammability optional number (displayed as %) How easily an object catches fire and how strongly it burns. <statBases>
<Flammability>
psychic sensitivity factor optional Number A factor applied to the user's psychic sensitivity. <statFactorsQuality>
<stat>PsychicSensitivityFactor</stat>
psychic sensitivity offset optional Number An offset applied to the user's psychic sensitivity. <equippedStatOffsets>
<PsychicSensitivityOffset>
neural heat limit offset optional Number An offset applied to the user's neural heat limit. <statOffsetsQuality>
<stat>PsychicEntropyMaxOffset</stat>
neural heat recovery rate offset optional Number An offset applied to the user's neural heat recovery rate. <statOffsetsQuality>
<stat>PsychicEntropyRecoveryRateOffset</stat>
slave suppression offset optional Number An offset applied to the wearer's slave suppression. Higher values suppress slaves longer, while lower values make slaves rebel more often. <equippedStatOffsets>
<SlaveSuppressionOffset>
terror source optional Number The intensity of terror this object induces when viewed. <statBases>
<TerrorSource>
max install count optional Number How many times this can be installed. Each additional installation increases or upgrades the base effect. <statBases>
<MaxInstallCount>
Pawn
5. Pawn Stats
movespeed optional Number Property:Move Speed Base
healthscale optional Number Property:Health Scale <race>
<baseHealthScale>
bodysize optional Number Property:Body Size <race>
<baseBodySize>
massyoung optional Number Property:Mass - Young
massjuvenile optional Number Property:Mass - Juvenile
massadult optional Number Property:Mass - Adult
ridingspeed optional Number Property:Riding Speed
filth rate optional Number Property:Animal Filth Rate <statBases>
<FilthRate>
hungerrate optional Number Property:Base Hunger Rate <race>
<baseHungerRate>
diet optional One of:


Food Types:

  • None
    • none
  • VegetableOrFruit
  • Meat
  • Fluid
  • Corpse
  • Seed
  • AnimalProduct
    • animal products
  • Plant
  • Tree
  • Meal
  • Processed
  • Liquor
  • Kibble
  • Fungus
  • VegetarianAnimal
  • VegetarianRoughAnimal
  • herbivorous
  • CarnivoreAnimal
    • carnivorous
  • CarnivoreAnimalStrict
    • raw meat and corpses
  • OmnivoreAnimal
    • omnivorous
  • OmnivoreRoughAnimal
    • omnivorous grazer
  • DendrovoreAnimal
    • dendrovorous
  • OvivoreAnimal
    • ovivorous
  • OmnivoreHuman
    • omnivorous (human)

Diet Categories:

  • NeverEats
  • Herbivorous
  • Dendrovorous
  • Ovivorous
  • Omnivorous
  • Carnivorous
Property:Diet <race>
<foodType>
lifespan optional Number (Years) Property:Life Expectancy Lifespan (Years) <race>
<lifeExpectancy>
manhunter optional Number Property:Turn Manhunter Chance When Attacked <race>
<manhunterOnDamageChance>
manhuntertame optional Number Property:Turn Manhunter Chance When Taming <race>
<manhunterOnTameFailChance>
trainable optional Text Property:Trainable Intelligence <race>
<trainability>
wildness optional Number Property:Wildness <race>
<wildness>
min handling skill optional Number (0~20) Property:Minimum Handling Skill
petness optional Number Property:Petness <race>
<petness>
predator optional Boolean - <race>
<predator>
roamMtb optional Number Property:Roam Mtb Days <race>
<roamMtbDays>
nuzzleMtb optional Number Property:Nuzzle Mtb Hours <race>
<nuzzleMtbHours>
mateMtb optional Number Property:Mate Mtb Hours <race>
<mateMtbHours>
maturityage optional Number Property:Maturity Age <lifeStageAges>
<def></def>
<minAge>
juvenileage optional Number Property:Juvenile Age <lifeStageAges>
<def></def>
<minAge>
psychic sensitivity optional Number More sensitive people suffer more from negative psychic effects, and benefit more from positive ones. Higher psychic sensitivity also increases neural heat limit. <PsychicSensitivity>
toxic resistance optional Number (0~1) How well this creature resists toxic buildup. <ToxicResistance>
toxic environment resistance optional Number (0~1) How resistant this creature is to the effects of environmental toxins. This protects against toxic fallout and rot stink exposure, but not against direct attacks with venom or injected poison. <ToxicEnvironmentResistance>
min comfortable temperature optional Number Below this temperature, characters will be unhappy.

Significantly below this temperature, they will develop hypothermia and frostbite and eventually die.
<statBases>
<ComfyTemperatureMin>
max comfortable temperature optional Number Above this temperature, characters will be unhappy. Significantly above this temperature, they will develop heatstroke and eventually die. <statBases>
<ComfyTemperatureMax>
livesin_temperateforest optional Number Property:Lives In Temperate Forest The density of this animal in a Temperate forest biome <wildAnimals>
livesin_temperateswamp optional Number Property:Lives In Temperate Swamp The density of this animal in a Temperate swamp biome <wildAnimals>
livesin_tropicalrainforest optional Number Property:Lives In Tropical Rainforest The density of this animal in a Tropical rainforest biome <wildAnimals>
livesin_tropicalswamp optional Number Property:Lives In Tropical Swamp The density of this animal in a Tropical swamp biome <wildAnimals>
livesin_aridshrubland optional Number Property:Lives In Arid Shrubland The density of this animal in an Arid shrubland biome <wildAnimals>
livesin_desert optional Number Property:Lives In Desert The density of this animal in a Desert biome <wildAnimals>
livesin_extremedesert optional Number Property:Lives In Extreme Desert The density of this animal in an Extreme desert biome <wildAnimals>
livesin_borealforest optional Number Property:Lives In Boreal Forest The density of this animal in a Boreal forest biome <wildAnimals>
livesin_coldbog optional Number Property:Lives In Cold Bog The density of this animal in a Cold bog biome <wildAnimals>
livesin_tundra optional Number Property:Lives In Tundra The density of this animal in a Tundra biome <wildAnimals>
livesin_icesheet optional Number Property:Lives In Ice Sheet The density of this animal in an Ice sheet biome <wildAnimals>
livesin_seaice optional Number Property:Lives In Sea Ice The density of this animal in a Sea ice biome <wildAnimals>
Non Pawn
deterioration optional number The rate at which this item deteriorates when left outside, in average hit points of damage per day. Things deteriorate faster than normal in some weather, like rain. <statBases>
<DeteriorationRate>
beauty optional integer How enjoyable an object is to look at.
Beautiful objects fulfill characters' need for beauty.
<statBases>
<Beauty>
beauty outdoors optional integer How enjoyable something is to look at if it's outside.
Beautiful objects fulfill peoples' need for beauty.
<statBases>
<BeautyOutdoors>
cleanliness optional Number How much an object contributes to an area's cleanliness score. <statBases>
<Cleanliness>
comfort optional Number How comfortable an object is to sit or lay on.
Using comfortable objects fulfills a character's need for comfort.
<statBases>
<Comfort>
work to make optional Number, Ticks

work to make


The base amount of work it takes to make an item, once all materials are gathered.


work to build


The base amount of work it takes to build a structure, once all materials are gathered.
The work required to deconstruct the structure is also based on this.

  1. <statBases>
    <WorkToMake>
    (Items)
  2. <statBases>
    <WorkToBuild>
    (Buildings)
food poison chance optional Number (0~1) The chance this food will cause food poisoning. <statBases>
<FoodPoisonChanceFixedHuman>
styledominance optional integer How much this object contributes to overall style dominance in an area. <statBases>
<StyleDominance>
Animal Productivity
meatyield optional The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. <statBases>
<MeatAmount>
basemeatamount optional - -
meatname optional Property:Meat Name
  1. <race>
    <meatLabel>
  2. <race>
    <specificMeatDef>
leathername optional Property:Leather Name <race>
<leatherDef>
leatheryield optional The amount of leather yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. <statBases>
<LeatherAmount>
baseleatheramount optional - -
milk optional Number Property:Milk Amount <comps>
<Class="CompProperties_Milkable">
<milkAmount>
mlikname optional Text Property:Milk Name <comps>
<Class="CompProperties_Milkable">
<milkDef>
milktime optional Number (Days) <comps>
<Class="CompProperties_Milkable">
<milkIntervalDays>
wool optional Property:Wool Amount <comps>
<Class="CompProperties_Shearable">
<woolDef>
woolname optional Property:Wool Name <comps>
<Class="CompProperties_Shearable">
<woolAmount>
sheartime optional <comps>
<Class="CompProperties_Shearable">
<shearIntervalDays>
eggsmin optional Number Property:Eggs Per Clutch Minimum <comps>
<Class="CompProperties_EggLayer">
<eggCountRange>
eggsmax optional Number Property:Eggs Per Clutch Maximum <comps>
<Class="CompProperties_EggLayer">
<eggCountRange>
eggtime optional Number (Days) <comps>
<Class="CompProperties_EggLayer">
<eggLayIntervalDays>
eggs_avg optional Number Property:Eggs Per Clutch Average <comps>
<Class="CompProperties_EggLayer">
<eggCountRange>
egg_unfertilized optional Boolean Property:Can Lay Unfertilized Eggs <comps>
<Class="CompProperties_EggLayer">
<eggUnfertilizedDef>
gestation optional Number (Days) Property:Gestation Period Days <race>
<gestationPeriodDays>
offspring optional Number Property:Offspring Per Birth <race>
<litterSizeCurve>
avg offspring optional Number Property:Average Offspring Per Birth <race>
<litterSizeCurve>
Terrain
cleaning time factor optional Number A multiplier on how long it takes to clean filth from this surface. <statBases>
<CleaningTimeFactor>
filth multiplier optional Number How susceptible this surface is to filth. If this is less than 100%, some of the filth deposited here will disappear on contact. This only applies to organic filth. <statBases>
<FilthMultiplier>
natural terrain optional Boolean Property:Natural Terrain Whether this terrain is considered natural <natural>
filth acceptance mask optional One of:


  • Terrain
  • Natural
  • Unnatural
  • Pawn
  • Any
Property:Filth Acceptance Mask Types of filth able to be deposited onto this surface <filthAcceptanceMask>
generated filth optional One of:


  • Filth_Dirt
  • Filth_Sand
Property:Generated Filth Filth type generated by this surface <generatedFilth>
fertility optional Number Property:Fertility The fertility of this object <fertility>
Meditation
artificial for meditation purposes optional Boolean Property:Artificial For Meditation Purposes Whether this building affects structures sensitive to artificial buildings <building>
<artificialForMeditationPurposes>
Mechanoid
EMP resistance optional Number (0~1) This mechanoid has special shielding and shock-dissipation filaments that reduce the effect of EMP damage by this percentage. This reduces the duration of stuns caused by EMP. <statBases>
<EMPResistance>
bandwidth cost optional Number (Integer) How much bandwidth this mech consumes when under mechanitor control. <statBases>
<BandwidthCost>
wastepacks per recharge optional Number How many toxic wastepacks this mechanoid will generate at a mech recharger when going from 0 to 100% energy. Larger mechanoids will generally create more toxic wastepacks. <statBases>
<WastepacksPerRecharge>
control taking time optional Number (Seconds) How many seconds it will take for a mechanitor to take control of this mech. <statBases>
<ControlTakingTime>
repair energy cost optional Number The amount of energy that this mechanoid loses for every 100 damage repaired. <statBases>
<MechEnergyLossPerHP>
Apparel
insulationcold optional °C How much this apparel improves a wearer's minimum comfortable temperature. Greater values allow surviving in colder temperatures. <statBases>
<Insulation_Cold>
insulationheat optional °C How much this apparel improves a wearer's maximum comfortable temperature. Greater values allow surviving in warmer temperatures. <statBases>
<Insulation_Heat>
insulationcoldfactor optional Number <statBases>
<StuffEffectMultiplierInsulation_Cold>
insulationheatfactor optional Number <statBases>
<StuffEffectMultiplierInsulation_Heat>
armorsharp optional Number (0~200)% The protection given against sharp damage like bullets, knife stabs, explosions, and animal bites.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.

The remaining armor rating is then compared against a random number from 0 to 100.

  • If the random number is under half the armor rating, the damage deflects harmlessly.
  • If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
  • If the random number is greater than the armor rating, the armor has no effect.

For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.

Each layer of armor is applied separately, from the outside in.

<statBases>
<ArmorRating_Sharp>
armorblunt optional Number (0~200)% The protection given against blunt damage like fists, club impacts and rock falls.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.

The remaining armor rating is then compared against a random number from 0 to 100.

  • If the random number is under half the armor rating, the damage deflects harmlessly.
  • If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
  • If the random number is greater than the armor rating, the armor has no effect.

For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.

Each layer of armor is applied separately, from the outside in.

<statBases>
<ArmorRating_Blunt>
armorheat optional Number (0~200)% The protection given against temperature-related damage like burns.

Upon taking damage, first this armor rating is reduced by the attack's armor penetration value.

The remaining armor rating is then compared against a random number from 0 to 100.

  • If the random number is under half the armor rating, the damage deflects harmlessly.
  • If the random number is over half the armor rating, but not higher than the armor rating, the damage is reduced by half and changed to blunt.
  • If the random number is greater than the armor rating, the armor has no effect.

For example, at 90% armor rating against an attack with 10% armor penetration, there is a 40% chance of deflecting the attack harmlessly, and a 40% chance of mitigating the damage.

Each layer of armor is applied separately, from the outside in.

<statBases>
<ArmorRating_Heat>
armorsharpfactor optional Number <statBases>
<StuffEffectMultiplierArmor>
armorbluntfactor optional Number <statBases>
<StuffEffectMultiplierArmor>
armorheatfactor optional Number <statBases>
<StuffEffectMultiplierArmor>
painshockthreshold optional Number Property:Pain Shock Threshold <equippedStatOffsets>
<PainShockThreshold>
lifestage optional Any of:


  • None
  • Newborn
  • Baby
  • Child
  • Adult
Property:Lifestage The life / developmental stages that can wear this apparel <apparel>
<developmentalStageFilter>
coverage optional Text Property:Coverage The body parts that this apparel covers <apparel>
<bodyPartGroups>
layer optional Any of:
Def
Name
Label Draw
Order
OnSkin skin (Skin) 0
Middle middle 100
Shell outer (Outer) 200
Belt utility (Utility) 300
Overhead headgear (Headgear) 400
EyeCover eyes (Eyes) 500
Property:layer The layer(s) that this apparel occupies <apparel>
<layers>
Implant
Drug
Weapon
weapon classes optional One of:


Def Name Label
Melee melee
Ranged ranged
MeleePiercer melee piercer
MeleeBlunt melee blunt
LongShots long shots
ShortShots short shots
RangedHeavy ranged heavy
RangedLight ranged light
Neolithic neolithic
Ultratech ultratech
Property:Weapon Classes The weapon classes this belongs to <weaponClasses>
Weapon (Ranged)
Weapon (Melee)
Building
building tags optional One of:


  • Artillery
  • Artillery_BaseDestroyer
  • Artillery_MannedMortar
  • Bed
  • Production
  • MechClusterActivator Content added by the Royalty DLC
  • MechClusterCombatThreat Content added by the Royalty DLC
  • MechClusterMember Content added by the Royalty DLC
  • MechClusterMemberGood Content added by the Royalty DLC
  • MechClusterMemberLamp Content added by the Royalty DLC
  • MechClusterProblemCauser Content added by the Royalty DLC
  • RitualFocus Content added by the Ideology DLC
  • RitualSeat Content added by the Ideology DLC
  • Biotech Content added by the Biotech DLC
  • Anomaly Content added by the Anomaly DLC
Property:Building Tags Identifying tag for the general purpose of this building <buildingTags>
designation category optional One of:


  • Structure
  • Production
  • Furniture
  • Power
  • Security
  • Misc
  • Floors
  • Joy
  • Ship
  • Temperature
  • Ideology Content added by the Ideology DLC
  • Biotech Content added by the Biotech DLC
  • Anomaly Content added by the Anomaly DLC
Property:Designation Category What architect designation category this building belongs to <designationCategory>
building size category optional One of:


  • None
  • Small
  • Medium
  • Large
Property:Building Size Category The size category of this building <building>
<buildingSizeCategory>
paintable optional Boolean Property:Paintable Whether this building can be painted <building>
<paintable>
claimable optional Boolean Property:Claimable Whether this building can be claimed <building>
<claimable>
expand home area optional Boolean Property:Expand Home Area Whether this building will expand the home area, when expand home area with newly constructed buildings is toggled on <building>
<expandHomeArea>
repairable optional Boolean Property:Repairable Whether this building can be repaired <building>
<repairable>
is inert optional Boolean Property:Is Inert <building>
<isInert>
destroyable optional Boolean Property:Destroyable Whether this building can be destroyed
deconstructable optional Boolean Property:Deconstructable Whether this building can be deconstructed <building>
<deconstructible>
can overlap zones optional Boolean Property:Can Overlap Zones Whether zones can overlap this building <canOverlapZones>
size optional Text (x × y) Property:Size The dimensions of this object <size>
minifiable optional Boolean Property:Minifiable Whether this building is minifiable <minifiedDef>
passability optional One of:


Allowed Value Code Name
standable Standable
pass through only PassThroughOnly
impassable Impassable
Property:Passability Whether an object can be stood on, can only be walked over, or is impassable <passability>
cover optional Number (0~1: > 0.75 = 0.75) Property:Cover Effectiveness Cover effectiveness

How effective this is when used as cover in a gunfight.

Higher percentages will block more shots.

<fillPercent>
edifice optional boolean Property:Edifice Whether this building has height. <building>
<isEdifice>
blockswind optional Boolean Property:Blocks Wind Whether this building blocks wind[Elaborate] <blockWind>
terrain affordance optional What buildings / functions this terrain can support, or what affordances this building requires
  1. <terrainAffordanceNeeded> (Buildings)
  2. <affordances> (Terrain)
power optional Number The maximum power that this generator can output in ideal conditions. <comps>
<Class="CompProperties_Power">
<basePowerConsumption>
facility optional Property:Facility
glowcolor optional Property:Glow Color <comps>
<Class="CompProperties_Glower">
<glowColor>
glowradius optional Property:Glow Radius <comps>
<Class="CompProperties_Glower">
<glowRadius>
heatpersecond optional Property:Heat Per Second <comps>
<Class="CompProperties_HeatPusher">
<heatPerSecond>
maxheattemperature optional Property:Max Heat Temperature <comps>
<Class="CompProperties_HeatPusher">
<heatPushMaxTemperature>
mincooltemperature optional Property:Min Cool Temperature <comps>
<Class="CompProperties_HeatPusher">
<heatPushMinTemperature>
surgery success chance factor optional A multiplier to the chance that a surgery will succeed when performed here. Surgery success chances are also affected by many other factors, including the surgeon's ability and medicine used. <statBases>
<SurgerySuccessChanceFactor>
immunity gain speed factor optional Immunity gain speed is multiplied by this value. <statBases>
<ImmunityGainSpeedFactor>
rest effectiveness optional How fast people sleeping on this gain rest.
comfort offset optional Property:Comfort Offset
recreation power optional How effectively this item entertains people and fulfills the need for recreation. <statBases>
<JoyGainFactor>
recreation type optional - <joyKind>
work speed factor optional Work speed is multiplied by this value. <statBases>
<WorkTableWorkSpeedFactor>
work efficiency factor optional Work efficiency is multiplied by this value. <statBases>
<WorkTableEfficiencyFactor>
unpowered work speed factor optional Property:Unpowered Work Speed Factor <building>
<unpoweredWorkTableWorkSpeedFactor>
work speed offset optional Property:Work Speed Offset
max simultaneous facilities optional Property:Max Simultaneous Facilities
efficiency optional Property:Efficiency
Ability
goodwill impact optional Number How casting this ability on someone will impact relations with their faction. <comps>
<Class="CompProperties_AbilityEffectWithDuration">
<goodwillImpact>
effect radius optional Number The radius of the area of effect of this ability. <statBases>
<Ability_EffectRadius>
duration optional Number How long the effects of this ability last. <statBases>
<Ability_Duration>
duration multiplier optional Number - <comps>
<Class="CompProperties_AbilityGiveHediff">
<durationMultiplier>
ability range optional Number The maximum distance to a target of this ability, or to the center of the target location. <verbProperties>
<range>
psyfocus cost optional Number How much psyfocus must be spent to perform this ability. <statBases>
<Ability_PsyfocusCost>
neural heat gain optional Number How much neural heat will be added as a result of performing this ability. <statBases>
<Ability_EntropyGain>
casting time optional Number How long it takes to perform this ability. <verbProperties>
<warmupTime>
psylink level optional Number (1-6) The minimum psylink level required to use this ability. <level>
caster must be capable of violence optional Boolean Property:Caster Must Be Capable Of Violence <casterMustBeCapableOfViolence>
8. Stat Modifiers (for materials)
beauty factor optional number Property:Beauty Factor <stuffProps>
<statFactors>
<Beauty>
beauty offset optional number Property:Beauty Offset <stuffProps>
<statOffsets>
<Beauty>
work to make factor optional number Property:Work To Make Factor <stuffProps>
<statFactors>
<WorkToMake>
work to build factor optional number Property:Work To Build Factor <stuffProps>
<statFactors>
<WorkToBuild>
work to build offset optional ticks Property:Work To Build Offset <stuffProps>
<statOffsets>
<WorkToBuild>
max hit points factor optional number Property:Max Hit Points Factor <stuffProps>
<statFactors>
<MaxHitPoints>
flammability factor optional number Property:Flammability Factor <stuffProps>
<statFactors>
<Flammability>
armor - sharp factor optional number Armor against sharp damage like bullets, knife stabs, and animal bites. <statBases>
<StuffPower_Armor_Sharp>
armor - blunt factor optional number Armor against blunt damage like club impacts, rock falls, and explosions. <statBases>
<StuffPower_Armor_Blunt>
armor - heat factor optional number Armor against temperature-related damage like burns. <statBases>
<StuffPower_Armor_Heat>
insulation - cold factor optional °C How much an apparel made of this material improves a wearer's minimum comfortable temperature when worn. <statBases>
<StuffPower_Insulation_Cold>
insulation - heat factor optional °C How much an apparel made of this material improves a wearer's maximum comfortable temperature when worn. <statBases>
<StuffPower_Insulation_Heat>
melee blunt damage factor optional number A multiplier on damage from blunt-type attacks for weapons made of this material. <statBases>
<BluntDamageMultiplier>
melee sharp damage factor optional number A multiplier on damage from sharp-type attacks for weapons made of this material. <statBases>
<SharpDamageMultiplier>
melee cooldown factor optional number A multiplier on attack delay for weapons made of this material. <stuffProps>
<statFactors>
<MeleeWeapon_CooldownMultiplier>
door opening speed factor optional number Property:Door Opening Speed Factor <stuffProps>
<statFactors>
<DoorOpenSpeed>
rest effectiveness factor optional number Property:Rest Effectiveness Factor <stuffProps>
<statFactors>
<BedRestEffectiveness>
Surgical
Capacity Effects
Mechanitor Content added by the Biotech DLC
mech bandwidth optional Number How much bandwidth a mechanitor has. More bandwidth allows a mechanitor to produce and control more mechs at the same time.
Losing bandwidth means losing control of mechs, leaving them without an overseer. Such mechs can eventually become feral if not re-dominated.
  1. <statOffsets>
    <MechBandwidth>
  2. <equippedStatOffsets>
    <MechBandwidth>
mech control groups optional Number How many control groups this mechanitor can direct independently. Each control group can be given its own separate orders.
  1. <statOffsets>
    <MechControlGroups>
  2. <equippedStatOffsets>
    <MechControlGroups>
mech gestation speed optional Number A multiplier on the speed at which this mechanitor can form new mechanoids at a gestator. <statOffsets>
<MechFormingSpeed>
mech remote repair distance optional Number How far away a mech can be during remote repair. <statOffsets>
<MechRemoteRepairDistance>
mech remote shield distance optional Number The maximum range at which a mechanitor can place a shield on a mechanoid. <statOffsets>
<MechRemoteShieldDistance>
mech remote shield energy optional Number The energy a remote shield will have when created by a mechanitor. <statOffsets>
<MechRemoteShieldEnergy>
mech repair speed optional Number A multiplier on how fast a mechanitor can repair mechanoids. <statOffsets>
<MechRepairSpeed>
mech work speed offset optional Number A work speed offset applied to a mechanitor's mechs. <statOffsets>
<WorkSpeedGlobalOffsetMech>
Drug Addiction
Pawn Combat
Pawn Social
Pawn Misc
Pawn Work
Genetics Content added by the Biotech DLC
Psychic Ritual Content added by the Anomaly DLC
Containment Content added by the Anomaly DLC
containment strength optional Number How securely this can contain an entity. This is improved by stronger walls and doors, more light, fewer other entities in the room, and special containment devices. Some entities are easier to contain in cold temperatures. <statBases>
<ContainmentStrength>
minimum containment strength optional Number The containment strength needed to contain this entity properly. An entity in a chamber below its minimum containment strength will have a very high chance to escape. <statBases>
<MinimumContainmentStrength>
anomaly knowledge optional Number Property:Anomaly Knowledge The base amount of Property:Knowledge Category gained when studied
  1. <comps>
    <Class="CompProperties_Studiable">
    <knowledgeCategory>
  2. <race>
    <anomalyKnowledge>
knowledge category optional Text (Basic, Advanced) Property:Knowledge Category The category of knowledge gained when studying applicable pawns
  1. <comps>
    <Class="CompProperties_Studiable">
    <knowledgeCategory>
  2. <race>
    <knowledgeCategory>
study interval optional Number Property:Studiable Frequency Ticks The cooldown before a thing can be studied again. This value is typically 120,000 ticks (2 in-game days) <comps>
<Class="CompProperties_Studiable">
<frequencyTicks>
bioferrite density optional Number Property:Bioferrite Density A multiplier on the base Bioferrite generation of an entity <comps>
<Class="CompProperties_ProducesBioferrite">
<bioferriteDensity>
gets cold containment bonus optional Boolean This entity is less likely to escape if kept in a very cold room. <comps>
<Class="CompProperties_HoldingPlatformTarget">
<getsColdContainmentBonus>
min monolith level for study optional Number (0, 1, 2, 3, 4, 5, 6) Property:Minimum Monolith Level For Study The Monolith activation level required to study applicable things <comps>
<Class="CompProperties_Studiable">
<minMonolithLevelForStudy>
requires holding platform optional Boolean Property:Requires Holding Platform Whether or not a pawn needs to be contained by a Holding spot or Holding platform in order to be studied <comps>
<Class="CompProperties_Studiable">
<requiresHoldingPlatform>
requires imprisonment optional Boolean Property:Requires Imprisonment Whether or not a pawn needs to be imprisoned in order to be studied <comps>
<Class="CompProperties_Studiable">
<requiresImprisonment>
base escape interval MTB days optional Number Property:Base Escape Interval Mtb Days The base average number of days a holdable pawn will try to escape <comps>
<Class="CompProperties_HoldingPlatformTarget">
<baseEscapeIntervalMtbDays>
Serum
Content Source
14. Technical
  • page verified for version
  • Verified
optional Page Property:Verified For -
defName optional Text Property:Def Name <defName>
label optional Text Property:Label <label>
has quality optional Boolean Property:Has Quality <comps>
<compClass>CompQuality</compClass>
color optional -
thingCategories optional - <thingCategories>
file optional -
weaponTags optional Text Property:weaponTags <weaponTags>
thingSetMakerTags optional Text Property:Thing Set Maker Tags <thingSetMakerTags>
thingSetMakerTagsToAllow optional Text - <thingSetMakerTagsToAllow>
thingSetMakerTagsToDisallow optional Text - <thingSetMakerTagsToDisallow>
defaultOutfitTags optional Text Property:Default Outfit Tags What default apparel policies this apparel will be assigned to <apparel>
<defaultOutfitTags>
factionPrerequisiteTags optional Text -
  • harvestTag
  • harvestTags
optional Text - <plant>
<harvestTag>
recipePrerequisitetags optional Text -
ResearchProjectTagDef optional Text -
  • sowTag
  • sowTags
optional Text Property:sowTags
  1. <plant>
    <sowTags>
  2. <building>
    <sowTag>
  • tag
  • tags
optional Text Property:tags
techHediffsTags optional Text Property:techHediffsTags
  • tradeTag
  • tradeTags
optional One of:


  • AnimalCommon
  • AnimalDryad
  • AnimalExotic
  • AnimalFarm
  • AnimalFighter
  • AnimalInsect
  • AnimalPet
  • AnimalUncommon
  • Armor
  • Art
  • Artifact
  • BasicClothing
  • Bionic
  • Clothing
  • Drugs
  • ExoticBuilding
  • ExoticMisc
  • HiTechArmor
  • HoraxArmor
  • HoraxWeapon
  • ImplantEmpireCommon
  • ImplantEmpireRoyal
  • MortarShell
  • MusicalInstrument
  • PsychicApparel
  • PsychicWeapon
  • PsylinkNeuroformer
  • Serum
  • TechHediff
  • Television
  • UtilitySpecial
  • WeaponMelee
  • WeaponRanged
Property:TradeTags <tradeTags>
tradeTagsBuy optional Text -
tradeTagsSell optional Text -
tradeTagsToAllow optional Text -
tutorHighlightTag optional Text -
apparelTags optional Text Property:apparelTags
stuff adjective optional Property:Stuff Adjective <stuffProps> <stuffAdjective>
small volume optional Boolean Property:Small Volume <smallVolume>
preferability optional One of:


  • Plant
  • Raw
  • Awful
  • Simple
  • Fine
  • Lavish
  • Desperate

FoodPreferability Enum:

  • Undefined
  • NeverForNutrition
  • DesperateOnly
  • DesperateOnlyForHumanlikes
  • RawBad
  • RawTasty
  • MealTerrible
  • MealAwful
  • MealSimple
  • MealFine
  • MealLavish
Property:Preferability
food preference optional Property:Food Preference
drug category optional One of:


  • None
  • Medical
  • Social
  • Hard
  • Any
Property:Drug Category <ingestible><drugCategory>
is pleasure drug optional Boolean Property:Is Pleasure Drug
work efficiency factor optional -
work efficiency offset optional -
max simultaneous facilities optional Number -
unpowered work speed factor optional -
bulk product amount optional Property:Bulk Product Amount

Deprecated positional parameters

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

  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.


Examples

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.


Type
Animal
Market Value
300 Silver
Flammability
70%
Move Speed
4.5
Mass - Young
28.8 kg
Mass - Juvenile
72 kg
Mass - Adult
144 kg
Attack 1
head
13 dmg (Blunt)
2.6 ticks (0.04 secs)
Attack 2
front left leg
10 dmg (Blunt)
ticks (0.03 secs)
Attack 3
front left leg
10 dmg (Poke)
ticks (0.03 secs)
Attack 4
front right leg
10 dmg (Blunt)
ticks (0.03 secs) on first strike
Average DPS
186
Meat Yield
216 [[Meat|]]
Carrying Capacity
180
Leather Yield
72 [[|]]
Manhunter Chance
10%
Manhunter Chance (Taming)
0%
Hunger Rate
0.535
Diet
herbivorous
Life Expectancy
15
Trainable Intelligence
none
"Expression error: Unclosed bracket.}" is not a number.
Minimum Handling Skill
5
Template:^
Wildness
60%
Wool Amount
120 muffalo wool
Shearing Interval
15 days
Gestation Period
6.66 days
Offspring Per Birth
1
Maturity Age
0.3333


{{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.


Type
EquipmentWeapons
Market Value
139 Silver
Mass
1.2 kg
Average DPS
186
Template:^
Class
Industrial
Mode
Single-Shot
Dmg Type
Bullet
Average DPS
186
Damage
10
"blunt" is not in the list (Cut, Crush, Blunt, Poke, Demolish, Stab, Scratch, Toxic scratch, Bite, Toxic bite) of allowed values for the "Attack 1 Type" property.
Attack 1
Grip
9 dmg (blunt)
2.0 seconds cooldown
13% armor penetration
"blunt" is not in the list (Cut, Crush, Blunt, Poke, Demolish, Stab, Scratch, Toxic scratch, Bite, Toxic bite) of allowed values for the "Attack 2 Type" property.
Attack 2 
Barrel
9 dmg (blunt)
2.0 seconds cooldown
13% armor penetration
Attack 3 
Barrel
9 dmg (Poke)
2.0 seconds cooldown
13% armor penetration
Melee Average DPS
4.5
Melee Average AP
13%
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 (Expression error: Unexpected / operator.)
"Expression error: Unexpected / operator." is not a number.
Stopping power
0.5
Work To Make
5,000 ticks (1.39 mins)


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

Example #3

Art bench

Art bench

A workbench equipped for creating art.


Type
BuildingProduction
Placeable
true
Size
3 ˣ 1
HP
180
Mass
20 kg
Flammability
100%
Average DPS
186
Template:^
Cover Effectiveness
50%
Work To Make
2,500 ticks (41.67 secs)


{{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.


Type
Mechanoid
Market Value
1200 Silver
Flammability
0%
Armor - Blunt
20%
Armor - Sharp
40%
Armor - Heat
200%
Move Speed
4.5
Mass - Young
12 kg
Mass - Juvenile
30 kg
Mass - Adult
60 kg
Attack 1
FrontLeftLeg
12 dmg (Blunt)
ticks (0.03 secs)
Attack 2
FrontRightLeg
12 dmg (Blunt)
ticks (0.03 secs)
Attack 3
HeadAttackTool
8.5 dmg (Blunt)
ticks (0.03 secs)
Average DPS
197.63
Meat Yield
90 [[Meat|]]
Carrying Capacity
75
Leather Yield
30 [[|]]
Template:^


{{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 = 
| attack1label = front left leg
| attack1labelNoLocation = leg
| attack1dmg = 12
| attack1type = Blunt
| attack1cool = 2
| attack1part = FrontLeftLeg
| attack1alwaysTreatAsWeapon = true
| attack2label = front right leg
| attack2labelNoLocation = leg
| attack2dmg = 12
| attack2type = Blunt
| attack2cool = 2
| attack2part = FrontRightLeg
| attack2alwaysTreatAsWeapon = true
| attack3label = head
| attack3dmg = 8.5
| attack3type = Blunt
| attack3cool = 2
| attack3part = HeadAttackTool
| attack3chancefactor = 0.2
| attack3ensureLinkedBodyPartsGroupAlwaysUsable = true
| 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.


Type
GearClothing
HP
100
Mass
0.3 kg
Insulation Factor - Cold
0.26x
Insulation Factor - Heat
0.1x
Armor Factor - Blunt
0.2
Armor Factor - Sharp
0.2
Armor Factor - Heat
0.2
Coverage
Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm
Average DPS
197.63
Template:^
Work To Make
2,700 ticks (45 secs)


{{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

Chemfuel powered generator

Produces power by consuming chemfuel. Must be periodically refueled by hand.


Type
BuildingPower
Placeable
true
Size
2 ˣ 2
HP
300
Market Value
139 Silver
Beauty
-20
Flammability
100%
Average DPS
197.63
Template:^
Power
1000W
Cover Effectiveness
100%
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

Steel

An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines.


Type
MaterialMetal
Rotatable
false
Market Value
1.9 Silver
Beauty
-4
Mass
0.5 kg
Average DPS
197.63
Template:^


{{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

Jade ore

Rock containing bits of jade.


Type
Structure
Rotatable
false
Size
1 * 1
HP
1500
Flammability
0%
Average DPS
197.63
Template:^
Cover Effectiveness
100%


{{Infobox main|Structure
| name = Jade ore
| image = Jade ore.png
| description = Rock containing bits of jade.
<!-- Base Stats -->
| type = Structure
| hp = 1500
| flammability = 0
| rotatable = false
<!-- Building -->
| size = 1 * 1
| passability = impassable
| cover = 1
| blockswind = true
<!-- Mineable -->
| mineable = true
| isResourceRock = true
| mineable thing = Jade
| mineable yield = 40
| mineable scatter commonality = 0.065
| mineable scatter lump size range = 2~8
| veinMineable = true
<!-- Technical -->
| defName = MineableJade
| label = jade
<!-- Other -->
| category = Building
| selectable = true
| drawerType = MapMeshOnly
| filthLeaving = Filth_RubbleRock
| scatterableOnMapGen = false
| artificialForMeditationPurposes = false
| thingClass = Mineable
| linkType = CornerFiller
| linkFlags = Rock, MapEdge
| altitudeLayer = Building
| castEdgeShadows = true
| coversFloor = true
| neverMultiSelect = true
| saveCompressible = true
| holdsRoof = true
| staticSunShadowHeight = 1.0
| blockLight = true
| fertility = 0
| canOverlapZones = false
| isInert = true
| isNaturalRock = true
| canBuildNonEdificesUnder = false
| deconstructible = false
| supportsWallAttachments = true
| texPath = Things/Building/Linked/RockFlecked_Atlas
| graphicClass = Graphic_Single
| shaderType = CutoutComplex
| color = (68,83,68)
| colorTwo = (30,173,25)
}}

Example #9

Fingerspike

Fingerspike

A fleshy dog-sized creature with a single spiked limb. Despite their short legs, fingerspikes can move remarkably fast.


Type
Entity
Mass
60 kg
Flammability
125%
Move Speed
5.1
Mass - Young
7.2 kg
Mass - Juvenile
18 kg
Mass - Adult
36 kg
Attack 1
MiddleSpike
7 dmg (Stab)
180 ticks (3 secs)
Attack 2
HeadAttackTool
3 dmg (Blunt)
180 ticks (3 secs)
Average DPS
86.54
Meat Yield
70 [[Meat|]]
Carrying Capacity
45
Leather Yield
18 [[|]]
Diet
none
Life Expectancy
10
Trainable Intelligence
None
Template:^


{{infobox main|entity
| name = Fingerspike
| image = Fingerspike.png
| description = A fleshy dog-sized creature with a single spiked limb. Despite their short legs, fingerspikes can move remarkably fast.
<!-- Base Stats -->
| type = Entity
| mass base = 60
| flammability = 1.25
<!-- Pawn Stats -->
| combatPower = 25
| movespeed = 5.1
| healthscale = 0.5
| bodysize = 0.6
| diet = none
| lifespan = 10
| trainable = None
| min comfortable temperature = -40
| max comfortable temperature = 60
| toxic resistance = 0.5
<!-- Entity -->
| bioferrite density = 2
<!-- Studiable -->
| knowledge category = Basic
| anomaly knowledge = 1
| study interval = 120000
| min monolith level for study = 1
<!-- Containment -->
| minimum containment strength = 20
| requires holding platform = true
| gets cold containment bonus = true
| base escape interval MTB days = 60
<!-- Production -->
| meatname = Twisted meat
| meatyield = 70
<!-- Combat -->
| attack1dmg = 7
| attack1type = Stab
| attack1part = MiddleSpike
| attack1cool = 180
| attack2dmg = 3
| attack2type = Blunt
| attack2part = HeadAttackTool
| attack2cool = 180
<!-- Technical -->
| defName = Fingerspike
| label = fingerspike
}}