Template:Infobox main/doc
Intro
Template:Infobox main Is the core of what powers the SemanticMediaWiki database of rimworld objects. Since the template is so complex, it's worth taking a step back and summarizing what this template does:
- Takes in facts: On each page which describes an in-game object, we call
{{infobox main | ...}}
, where...
is a very long list of parameters describing the object in question, including its name, type, the cost to make it, and a bunch of other things - Rendering an infobox: This template takes those parameters and presents them in a nice looking infobox on the right side of the page. If you add a param
|marketvalue = 200
, this template will add a line to the infobox showing the market value annotated with a silver icon. Cool! - Setting SMW properties: The real magic comes from this templates ability to also set SMW properties. If the
|marketvalue = 200
param is present, this template will also set a SMW property 'Market Value Base' equal to 200 for whatever page the infobox was called on.
As an example, say there was an Page called "Foo" for an in-game object with the same name. In-game, a foo has a market value of 200. When you invoke {{infobox main | ... | marketvalue = 200 | ...
, this template will set the 'Market Value Base' property of the 'Foo' page to 200.
These properties can then be retrieved using a snippet like {{#show:Foo|?Market Value Base}}
. You can browse the properties for a given page by clicking the "Browse properties" link on the left side of the page. For an example, see Special:Browse/:Duster
Positional parameters
This template also takes 4 positional parameters, though I need to spend more time confirming what they do:
- Changes the color of the box depending on the category of thing
- ???
- ???
- 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. This is way overly clever and should be cleaned up.
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)
{{infobox main |animal/plant/weapon/area/structure/production/security/furniture (used to set color theme) |additional styles (optional) |name = Title of the infobox. Defaults to current page name if not specified. |image = Picture name.(jpg/png)| variables such as size, alt text (optional) |description = Short description of the item. Recommended to use the description from the in-game info page. |type = use for main category |type2 = use for subcategory (optional) |placeable = Yes/No |rotatable = Yes/No |size = two values, separated by | - (1|2) |beauty = use for beauty |flammability = how quickly it burns. format: in decimals(vb:0.8) , displayed as % vb(80%) |market value = the amount of currency the item is worth |mass base = mass in kilograms - DO NOT USE FOR ANIMALS |hp = the amount of damage an object can take; use for objects with hit points <!-- All pawns (animals, humanoids, mechanoids) --> |movespeed = base movement speed |attack1dmg = base damage of first attack <meleeDamageBaseAmount> |attack1type = damage type of first attack <meleeDamageDef> |attack1part = body part of first attack <linkedBodyPartsGroup> |attack1cool = cooldown of first attack (in ticks) <defaultCooldownTicks> |attack1stun = stun applied with first attack, if any (in stun damage, 20 ticks per point) <extraMeleeDamages> |attack2dmg = as above for second attack |attack2type = as above for second attack |attack2part = as above for second attack |attack2cool = as above for second attack |attack2stun = as above for second attack |attack3dmg = as above for third attack |attack3type = as above for third attack |attack3part = as above for third attack |attack3cool = as above for third attack |attack3stun = as above for third attack |attack4dmg = as above for fourth attack |attack4type = as above for fourth attack |attack4part = as above for fourth attack |attack4cool = as above for fourth attack |attack4stun = as above for fourth attack |bodysize = required in order to calculate meat yield, leather yields, and carrying capacity |leathername = use only if leather, skin, or fur is dropped when butchered |massyoung = the mass of an animal when young |massjuvenile = the mass of an animal when juvenile |massadult = the mass of an animal when adult <!--Apparel and Armor--> |armorblunt = blunt armor rating for non-material dependent Apparel and Armor |armorsharp = sharp armor rating for non-material dependent Apparel and Armor |armorheat = heat armor rating for non-material dependent Apparel and Armor |armorbluntfactor = blunt armor multiplier for material dependent Apparel and Armor |armorsharpfactor = sharp armor multiplier for material dependent Apparel and Armor |armorheatfactor = heat armor multiplier for material dependent Apparel and Armor |painshockthreshold = increase in pain shock threshold |insulationheat = base heat tolerance modifier |insulationcold = base cold tolerance modifier |insulationheatfactor = base heat tolerance for material dependent Apparel and Armor |insulationcoldfactor = base cold tolerance for material dependent Apparel and Armor |coverage = coverage provided by the item <!-- 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 |handleskill = minimum handling skill |wildness = wildness level of creature |milk = amount of milk produced |milktime = milking interval (days) |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_temperateforest = true or <omit> |livesin_tropicalrainforest = true or <omit> |livesin_tundra = true or <omit> |predator = true or <omit> |meatyield = amount of meat yielded when butchered. ONLY specify this parameter for animal defs that explicitly specify a MeatAmount property in the XML (currently Thrumbo, Centipede, and Scyther)! |meatname = name of meat given when butchered. Defaults to "x meat" when not defined. |woolname = name of wool given when sheared. Defaults to "x wool" when not defined. <!-- Plants --> |time = number of days to grow |yield = how much food given when harvested |wood = how much wood given when harvested <!-- Buildings--> |power = power generated. Format: + 3600 or - 150 |facility = multi-analyzer/tool cabinet/vitals monitor (name of facility that this production station links to for improved efficiency) |work to build = the base amount of work it takes to build a structure, once all materials are gathered. |work to deconstuct = the amount of work it takes to break down a structure. |material amount = amount of materials needed to build it, has to be the one that varies |material name= only needed if not [steel,stone,wood,plasteel...]; |material 2 amount = amount of second material |material 2 name= name of second material (for icon) |material 3 amount = amount of third material |material 3 name= name of third material (for icon) |material 4 amount = amount of fourth material |material 4 name= name of fourth material (for icon) <!-- Furniture --> |comfort = how much comfort it gives when using |cover effectiveness = how effective the object is when used for cover. |sell price multiplier = a multiplier on the price at which you can sell items. |terrain requirement = light, medium or heavy terrain requirements to place object. |work to build = the base amount of work it takes to build a structure, once all materials are gathered. |work to uninstall = the amount of work it takes to uninstall a structure. |immunity gain speed factor = how fast a pawn acquires immunity while using object |rest effectiveness = how quickly rest gets restored <!-- All Weapons --> |class = neolithic/modern/advanced/mechanoid |damage = Base weapon damage |cooldown = use for cooldown time of weapon (in ticks) |mode = Melee/Single-Shot/Burst |warmup = How long it takes to aim (in ticks). Set to 0 if melee weapon. |damage type= The type of damage: Blunt - Scharp - Heat - Electric - Toxic ,if it has damage it wil get Sharp automaticly <!-- Ranged Weapons Only --> |burst = Shots per burst. Set to 1 for single-shot weapons. |burstticks = Time between bursts (in ticks) |range = Weapon range |minrange = Minimum weapon range AKA forced-miss range |missRadius = Missed shots are forced to land within this radius of the target |area = Explosive area (in squares) |velocity = use for projectile velocity |accuracyTouch = use for touch accuracy |accuracyShort = use for short range accuracy |accuracyMedium = use for medium range accuracy |accuracyLong = use for long range accuracy |accuracyAvg = use for average accuracy: note that this value has to be calculated and cannot be obtained simply by taking the mean of the above accuracies |blastRadius = use for blast radius of explosive weapons <!-- Melee Weapons Only --> |meleeattack1dmg = base damage of first attack <meleeDamageBaseAmount> |meleeattack1type = damage type of first attack <meleeDamageDef> |meleeattack1part = body part of first attack <linkedBodyPartsGroup> |meleeattack1cool = cooldown of first attack (in seconds) <defaultCooldownTicks> |meleeattack1ap = armor penetration of first attack |meleeattack2dmg = as above for second attack |meleeattack2type = as above for second attack |meleeattack2part = as above for second attack |meleeattack2cool = as above for second attack |meleeattack2ap = as above for second attack |meleeattack3dmg = as above for third attack |meleeattack3type = as above for third attack |meleeattack3part = as above for third attack |meleeattack3cool = as above for third attack |meleeattack3ap = as above for fourth attack |meleeattack4dmg = as above for fourth attack |meleeattack4type = as above for fourth attack |meleeattack4part = as above for fourth attack |meleeattack4cool = as above for fourth attack |meleeattack4ap = as above for fourth attack |MeleeWeaponAverageDPS = average melee DPS of the weapon |MeleeWeaponAverageAP = average melee armor penetration of the weapon <!-- Miscellaneous --> |resources to make = amount of resources to build or craft this item. Format using {{icon|metal|75}} or similar (more info at Template:Icon) |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) <!-- Deprecated parameters --> |minimum skill = minimum skill level required to build or craft something -- was never consistently applied |buy = Amount of resource to buy or build this item. Format: {{icon|metal|75}} (More info at Template:Icon) -- replaced with resources to make |sell = Amount of resource to sell or deconstruct this item. Format: {{icon|cloth|18}} (More info at Template:Icon) -- replaced with deconstruct yield |info = Removed and replaced with description =. |walkSpeed = Superseded by moveSpeed |speed = Superseded by moveSpeed |accuracy = Superseded by accuracyTouch, accuracyShort, accuracyMedium, and accuracyLong. |DPS = Removed. Now calculated automatically. |healthscale = Unused. Would determine hit points for each body part. |armorelectric = Not currently used. |armorpoison = Not currently used. |eggs_avg10 = Previously average per month. Game now uses seasons and template automatically calculates value. |mobdamage = Superseded by attack1dmg |mobdamagetype = Superseded by attack1type |mobdamage2 = As above, for second attack |mobdamagetype2 = As above, for second attack |mobdamage3 = As above for, third attack |mobdamagetype3 = As above, for third attack }}
Example #1
Muffalo
"A large herding herbivore descended from buffalo and adapted for some exotic environment. Peaceful unless disturbed."
Base Stats
Pawn Stats
- Move Speed
- 3.6 c/s
- Health Scale
- 175% HP
- Body Size
- 2.0
- Mass - Baby
- 24 kg
- Mass - Juvenile
- 60 kg
- Mass - Adult
- 120 kg
- Carrying Capacity
- 150 kg
- Filth Rate
- 1
- Diet
- herbivorous
- Life Expectancy
- 15 years
- Manhunter Chance
- 1.25%
- Trainable Intelligence
- Intermediate
- Wildness
- 50%
- Minimum Handling Skill
- 4
- Maturity Age
- Expression error: Unexpected round operator. years Expression error: Unexpected < operator.
Production
- Leather Yield
- 80 muffalo leather
- Milk Amount
- 6 milk
- Milking Interval
- 4 days
- Wool Amount
- 100 muffalo wool
- Shearing Interval
- 60 days
- Gestation Period
- 60 days
- Offspring Per Birth
- 1
{{infobox main|animal| |name = Muffalo |image = Animal Muffalo side.png|200px{{!}}Muffalo |description = "A large herding herbivore descended from buffalo and adapted for some exotic environment. Peaceful unless disturbed." |type = Animals |type2 = Wild |bodysize = 2.0 |healthscale = 1.75 |movespeed = 3.6 |mobdamage = 10 |mobdamagetype = blunt |mobdamageaverage = 10 |leathername = muffalo leather |woolname = muffalo wool |wool = 100 |sheartime = 60 |milk = 6 |milktime = 4 |manhunter = 0.0125 |hungerrate = |diet = herbivorous |trainable = intermediate |wildness = 0.5 |handleskill = 3 |gestation = 60 |lifespan = 15 |offspring = 1 |maturityage = 3+ |marketvalue = 500 |livesin_aridshrubland = true |livesin_borealforest = true |livesin_icesheet = true |livesin_temperateforest = true |livesin_tundra = true }}
Example #2
Pistol
"Ancient pattern automatic pistol. Weak and short range, but quick."
Base Stats
Ranged Combat
{{infobox main|weapon|pull-left |name = Pistol |image = Pistol.png|Pistol |type = Equipment{{!}}Equipment |type2 = Weapons{{!}}Weapons |description = "Ancient pattern automatic pistol. Weak and short range, but quick." |class = Modern |damage = 9 |range = 24 |accuracyTouch = 91 |accuracyShort = 71 |accuracyMedium = 50 |accuracyLong = 32 |mode = Single-Shot |warmup = 54 |cooldown = 40 |burst = 1 |DPS = DPS |velocity = 55 |marketvalue = 200 }}