User:Esredar/Sandbox
Esredar's sandbox
Loot Item template test[edit]
Charge lance,
Doomsday rocket launcher,
Grand sculpture,
Hunter pack,
Joywire,
Large sculpture,
Painstopper,
Power claw,
Psychic foil helmet,
Small sculpture,
Triple rocket launcher,
Biomutation pulser
,
Deadlife pack
,
Ghoul resurrection serum
,
Juggernaut serum
,
Metalblood serum
,
Mind-numb serum
,
Shard animal pulser
,
Shard insanity lance
,
Shard shock lance
,
Unique hellcat rifle ![]()
,
Void sculpture
,
Voidsight serum
,
Terror sculpture
,
Pilot assistant
,
Pilot subpersona core
,
Sentience catalyst
,
Shuttle engine
,
Unique LMG
,
Unique assault rifle
,
Unique beam repeater
,
Unique bolt-action rifle
,
Unique chain shotgun
,
Unique charge lance
,
Unique charge rifle
,
Unique greatbow
,
Unique heavy SMG
,
Unique minigun
,
Unique revolver
,
Unique sniper rifle
,
Aesthetic nose
,
Aesthetic shaper
,
Circadian assistant
,
Circadian half-cycler
,
Coagulator
,
Drill arm
,
Elbow blade
,
Eltex shirt
,
Field hand
,
Gastro-analyzer
,
Gunlink
,
Hand talon
,
Healing enhancer
,
Immunoenhancer
,
Knee spike
,
Learning assistant
,
Love enhancer
,
Mindscrew
,
Neurocalculator
,
Nuclear stomach
,
Psytrainer
,
Reprocessor stomach
,
Sterilizing stomach
,
Venom fangs
,
Venom talon
Fishing rare catches WIP[edit]
Fishing rare catches offer a large variety of items, the majority of which are available in all biomes, with a small number only available in some biomes.
Biome-independent items[edit]
The most common items are maps, followed by books and drugs.
[edit]
These items are only present in specific biome subsets:
- Hot: arid shrubland, desert, extreme desert, grassland, lava field
- Cold: boreal forest, cold bog, tundra, ice sheet, sea ice, glacial plain
- Temperate: temperate forest, temperate swamp
- Tropical: tropical rainforest, tropical swamp
- Glowforest has its own subset
- Fishing is not possible in the scarlands.
For most biomes, these items are biome-appropriate apparel, animal corpses, and fertilized eggs. In the glowforest it's psilocap and raw fungus.
Fishing rare catch table[edit]
A rare catch gives one of the following items:
Plants with completelyIgnoreFertility[edit]
Expected: same values for all types of soil
Reeds[edit]
| Ground Type | Gravel | Soil | Rich Soil | Hydroponics |
|---|---|---|---|---|
| Fertility (%) | 70 | 100 | 140 | 280 |
| Real Grow Time (days)[1] | 4.62 | 4.62 | 4.62 | N/A |
| Base Yield/day[2] | N/A |
- ↑ Actual days to grow, taking into account rest time.
- ↑ Per plant, assuming Crop Yield Multiplier of 1.0.
Note that Difficulty settings change the Crop Yield Multiplier.
Cypress tree[edit]
| Ground Type | Gravel | Soil | Rich Soil | Hydroponics |
|---|---|---|---|---|
| Fertility (%) | 70 | 100 | 140 | 280 |
| Real Grow Time (days)[1] | 64.61 | 64.61 | 64.61 | N/A |
| Base Yield/day[2] | 0.93 | 0.93 | 0.93 | N/A |
- ↑ Actual days to grow, taking into account rest time.
- ↑ Per plant, assuming Crop Yield Multiplier of 1.0.
Note that Difficulty settings change the Crop Yield Multiplier.
Done by setting min fertility and fertility sensitivity to 0.
Landmarks[edit]
Multiple tables[edit]
Implemented in Landmarks
Single table[edit]
wikitable:
| Name | Description | Terrain | Biomes | Combines with | |||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| F | SH | LH | M | TF | TS | TrR | TrS | AS | D | ED | BF | CB | T | IC | SI | GP | Gl | Gr | L | S | |||
| Basin | A natural depression in a mountain range, in which groundwater feeds a small lake. | wetland, ancient quarry | |||||||||||||||||||||
| Cavern | Example | Example | |||||||||||||||||||||
| Chasm | Example | Example | |||||||||||||||||||||
STDT double row header:
| Name | Description | Terrain | Biomes | Combines with | |||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| F | SH | LH | M | TF | TS | TrR | TrS | AS | D | ED | BF | CB | T | IC | SI | GP | Gl | Gr | L | S | |||
| Basin | A natural depression in a mountain range, in which groundwater feeds a small lake. | wetland, ancient quarry | |||||||||||||||||||||
| Cavern | Example | Example | |||||||||||||||||||||
| Chasm | Example | Example | |||||||||||||||||||||
STDT single row header:
| Name | Description | F | SH | LH | M | TF | TS | TrR | TrS | AS | D | ED | BF | CB | T | IC | SI | GP | Gl | Gr | L | S | Combines with |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Basin | A natural depression in a mountain range, in which groundwater feeds a small lake. | wetland, ancient quarry | |||||||||||||||||||||
| Cavern | Example | Example | |||||||||||||||||||||
| Chasm | Example | Example |
Biomes[edit]
Dealing with coastal animals[edit]
Adding a Is_Coastal flag to animals[edit]
Temperate Forest Fauna (current):
Alpaca, Bison, Boomalope, Boomrat, Cougar, Deer, Donkey, Gazelle, Grizzly bear, Guinea pig, Hare, Horse, Ibex, Lynx, Megasloth, Muffalo, Raccoon, Rat, Red fox, Rhinoceros, Squirrel, Timber wolf, Tortoise, Turkey, Warg, Wild boar, Yak, Badger
, Bluebird
, Crow
, Mink
, Otter
, Porcupine
, Quail
, Sea lion
, Seal
, Sparrow
, Stone crab
, Swan
, Wolverine
"true" is not a number.
Testing for non-coastal: None."true" is not a number.
Testing for coastal (not implemented): None."true" is not a number.
Comments[edit]
- Adding a Is_coastal boolean is fairly easy but since the flag would only be set on specific animals, you can only test if it is true. Undefined is not evaluated as false.
- There's also the issue of Infobox growing into a monster as we add more data
- So
- the current implementation would get all animals (coastal or not) without discriminating. It works I guess but there's no way to differentiate the coastal animals. You'd have to go to the page and see the description. Possible in the short term but a bit disappointing. Not as good as the current description.
- Testing if Is_Coastal is false always returns None. Useless.
- The only way for this to work would be to generate the value automatically on all pages that don't have the flag set. Not worth it.
- Testing if it's true would likely work. We'd get a list of the coastal animals for that biome.
- Could maybe get the full list and the coastal list and painstakingly build the displayed list. Uggh, it 's not like we have good string functions.
Maybe it's the wrong approach.
What we have in the XML[edit]
Going back to the XML files, we have:
- All coastal animals come with Odyssey. There are 8 total, 7 defined in Races_Animal_Coastal.xml, 1 (penguin) defined in Races_Animal_Birds.xml.
- Biomes have them listed under tag <coastalWildAnimals>, unlike the other animals who are in <wildAnimals>.
- 12 Core biomes and 4 Odyssey biomes have them.
- Side note: there's also tag <pollutionWildAnimals>, which was added with Biotech. Presumably that list defines the animals spawning when the tile is polluted. Not sure what happens if the map is not very polluted, do you get a mix? That's beside the point, but at some point it could be useful to display that in Biomes too.
Analysis[edit]
So it's the biome that lists which animals live where, with a different list for coastal and a different list for pollution.
In contrast, in the wiki, each animal has boolean flags set for each biome it lives in. It makes sense because it's a many to many relationship, you can't have lists in properties, and there are less biomes than animals.
Coastal animals are always coastal, at least for now. There are no animals that are sometimes land-based and sometimes coastal. So having a Is_Coastal flag along with the usual Lives_In_Temperate_Forest (and friends) makes more sense than doubling the biome list with stuff like Lives_In_Temperate_Forest_Coast, which would mirror what has been done for <wildAnimals>. My concern is property ballooning, although I'm unclear on the limitations of the wiki.
Do we need to know that an animal is coastal?
- on the animal page, it could be displayed automatically. But that could also be done by mentioning it in the text.
- having a property for it means you would get a page listing all the coastal animals. Always nice.
- on Biomes, it would be nice to differentiate between the land animals that always have a chance to be there, and the coastal animals that are only there if the tile is coastal.
I think in the short term, just setting the biomes flags would allow us to use #ask for the Odyssey biomes and the Habitats template on coastal animals.
For lists mentioning that the animals are coastal in Biomes, it would actually be easier to have specific Lives_In_Temperate_Forest_Coast. I don't like the redundancy of info but maybe that comes with the limits of working with a wiki. Need input from experienced people.