Difference between revisions of "Template:Infobox main"

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;Required Research
:[[Research#{{#var: research1}}|{{#var: research1}}]] {{#if: {{#pos:artificial metabolism,brain wiring,cataphract armor,circadian influence,compact weaponry,flesh shaping,healing factors,molecular analysis,neural computation,poison synthesis,specialized limbs,skin hardening |{{lc:{{#var: research1}}}} }} | {{Icon Small|Techprint|16}}}}<!--
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:[[Research#{{#var: research1}}|{{#var: research1}}]] {{#if: {{#pos:artificial metabolism,brain wiring,cataphract armor,circadian influence,compact weaponry,flesh shaping,healing factors,jump packs,molecular analysis,neural computation,poison synthesis,specialized limbs,skin hardening |{{lc:{{#var: research1}}}} }} | {{Icon Small|Techprint|16}}}}<!--
  
-->{{#if:{{#var: research2}}|, [[Research#{{#var: research2}}|{{#var: research2}}]] {{#if: {{#pos:artificial metabolism,brain wiring,cataphract armor,circadian influence,compact weaponry,flesh shaping,healing factors,molecular analysis,neural computation,poison synthesis,specialized limbs,skin hardening |{{lc:{{#var: research2}}}} }} | {{Icon Small|Techprint|16}}}} }}<!--
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-->{{#if:{{#var: research2}}|, [[Research#{{#var: research2}}|{{#var: research2}}]] {{#if: {{#pos:artificial metabolism,brain wiring,cataphract armor,circadian influence,compact weaponry,flesh shaping,healing factors,jump packs,molecular analysis,neural computation,poison synthesis,specialized limbs,skin hardening |{{lc:{{#var: research2}}}} }} | {{Icon Small|Techprint|16}}}} }}<!--
  
-->{{#if:{{#var: research3}}|, [[Research#{{#var: research3}}|{{#var: research3}}]] {{#if: {{#pos:artificial metabolism,brain wiring,cataphract armor,circadian influence,compact weaponry,flesh shaping,healing factors,molecular analysis,neural computation,poison synthesis,specialized limbs,skin hardening |{{lc:{{#var: research3}}}} }} | {{Icon Small|Techprint|16}}}} }}<!--
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-->{{#if:{{#var: research3}}|, [[Research#{{#var: research3}}|{{#var: research3}}]] {{#if: {{#pos:artificial metabolism,brain wiring,cataphract armor,circadian influence,compact weaponry,flesh shaping,healing factors,jump packs,molecular analysis,neural computation,poison synthesis,specialized limbs,skin hardening |{{lc:{{#var: research3}}}} }} | {{Icon Small|Techprint|16}}}} }}<!--
  
-->{{#if:{{#var: research4}}|, [[Research#{{#var: research4}}|{{#var: research4}}]] {{#if: {{#pos:artificial metabolism,brain wiring,cataphract armor,circadian influence,compact weaponry,flesh shaping,healing factors,molecular analysis,neural computation,poison synthesis,specialized limbs,skin hardening |{{lc:{{#var: research4}}}} }} | {{Icon Small|Techprint|16}}}} }}<!--
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-->{{#if:{{#var: research4}}|, [[Research#{{#var: research4}}|{{#var: research4}}]] {{#if: {{#pos:artificial metabolism,brain wiring,cataphract armor,circadian influence,compact weaponry,flesh shaping,healing factors,jump packs,molecular analysis,neural computation,poison synthesis,specialized limbs,skin hardening |{{lc:{{#var: research4}}}} }} | {{Icon Small|Techprint|16}}}} }}<!--
  
-->{{#if:{{#var: research5}}|, [[Research#{{#var: research5}}|{{#var: research5}}]] {{#if: {{#pos:artificial metabolism,brain wiring,cataphract armor,circadian influence,compact weaponry,flesh shaping,healing factors,molecular analysis,neural computation,poison synthesis,specialized limbs,skin hardening |{{lc:{{#var: research5}}}} }} | {{Icon Small|Techprint|16}}}} }}
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-->{{#if:{{#var: research5}}|, [[Research#{{#var: research5}}|{{#var: research5}}]] {{#if: {{#pos:artificial metabolism,brain wiring,cataphract armor,circadian influence,compact weaponry,flesh shaping,healing factors,jump packs,molecular analysis,neural computation,poison synthesis,specialized limbs,skin hardening |{{lc:{{#var: research5}}}} }} | {{Icon Small|Techprint|16}}}} }}
 
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Revision as of 01:46, 7 June 2022

Documentation icon Template documentation[view] [edit] [history] [purge]

Intro

Template:Infobox main Is the core of what powers the SemanticMediaWiki database of rimworld objects. Since the template is so complex, it's worth taking a step back and summarizing what this template does:

  • Takes in facts: On each page which describes an in-game object, we call {{infobox main | ...}}, where ... is a very long list of parameters describing the object in question, including its name, type, the cost to make it, and a bunch of other things
  • Rendering an infobox: This template takes those parameters and presents them in a nice looking infobox on the right side of the page. If you add a param |marketvalue = 200, this template will add a line to the infobox showing the market value annotated with a silver icon. Cool!
  • Setting SMW properties: The real magic comes from this templates ability to also set SMW properties. If the |marketvalue = 200 param is present, this template will also set a SMW property 'Market Value Base' equal to 200 for whatever page the infobox was called on.

As an example, say there was an Page called "Foo" for an in-game object with the same name. In-game, a foo has a market value of 200. When you invoke {{infobox main | ... | marketvalue = 200 | ..., this template will set the 'Market Value Base' property of the 'Foo' page to 200.

These properties can then be retrieved using a snippet like {{#show:Foo|?Market Value Base}}. You can browse the properties for a given page by clicking the "Browse properties" link on the left side of the page. For an example, see Special:Browse/:Duster

Positional parameters

This template also takes one (and only one -- all others are ignored) positional parameter that specifies the type of infobox styling to use (primarily: to set the color of the infobox based on object type)

Usage

  • Everything is optional for the template to function; however, relevant sections should be filled in for the sake of completeness. The information displayed is dependent on which category is used, and will not be displayed unless a value is provided.
  • You can add a "name" and "image". Fill these values if the PAGENAME macro is not adequate (if the page name has a disambig qualifier for example)

Parameter List

{{infobox main
|animal/plant/weapon/area/structure/production/security/furniture/fabric/leathery/metallic/stony (used to set color theme)
|additional styles (optional)

|set property = Boolean value for whether the template should set properties. This defaults to true on main pages, and false on namespaced pages. 

|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)
|beauty = use for beauty
|flammability = how quickly it burns. format: in decimals(vb:0.8) , displayed as % vb(80%)
|market value = the amount of currency the item is worth
|mass base = mass in kilograms - DO NOT USE FOR ANIMALS
|hp = the amount of damage an object can take; use for objects with hit points

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

<!--Apparel and Armor-->
|armorblunt           = blunt armor rating for non-material dependent Apparel and Armor
|armorsharp           = sharp armor rating for non-material dependent Apparel and Armor
|armorheat            = heat armor rating for non-material dependent Apparel and Armor
|armorbluntfactor     = blunt armor multiplier for material dependent Apparel and Armor
|armorsharpfactor     = sharp armor multiplier for material dependent Apparel and Armor
|armorheatfactor      = heat armor multiplier for material dependent Apparel and Armor
|painshockthreshold   = increase in pain shock threshold
|insulationheat       = base heat tolerance modifier
|insulationcold       = base cold tolerance modifier
|insulationheatfactor = base heat tolerance for material dependent Apparel and Armor
|insulationcoldfactor = base cold tolerance for material dependent Apparel and Armor
|coverage             = coverage provided by the item
|layer                = the layer the item occupies on the pawn

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

<!-- 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

<!-- Materials -->
| beauty factor             = number
| beauty offset             = number
| work to make factor       = number
| work to build factor      = number
| work to build offset      = number in ticks
| max hit points factor     = number
| flammability factor       = number
| armor - sharp factor      = number
| armor - blunt factor      = number
| armor - heat factor       = number
| insulation - cold factor  = number in °C
| insulation - heat factor  = number in °C
| melee blunt damage factor = number
| melee sharp damage factor = number
| melee cooldown factor     = number
| door opening speed factor = number
| rest effectiveness factor = number

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

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

<!-- Ranged Weapons Only -->
|burst = Shots per burst. Set to 1 for single-shot weapons.
|burstticks = Time between bursts (in ticks)
|range = Weapon range
|minrange = Minimum weapon range AKA forced-miss range
|missRadius = Missed shots are forced to land within this radius of the target
|area = Explosive area (in squares)
|velocity = use for projectile velocity
|accuracyTouch = use for touch accuracy 
|accuracyShort = use for short range accuracy 
|accuracyMedium = use for medium range accuracy 
|accuracyLong = use for long range accuracy
|accuracyAvg = use for average accuracy: note that this value has to be calculated and cannot be obtained simply by taking the mean of the above accuracies
|blastRadius = use for blast radius of explosive weapons
|armor penetration = armor penetration  of the attack
|stoppingPower = stopping power of the weapon

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


<!-- Miscellaneous -->
|stuff tags = the different [[stuff]] categories that can be used.  Inc: Stony, Metallic, Fabric, Leathery, Woody
|work to make = the amount of work required to craft the item
|resource 1 = The first type of resource required to build or craft this item. Replace with "Stuff" when a stuffable items is being defined.
|resource 2 = The second type of resource required to build or craft this item
|resource 3 = The third type of resource required to build or craft this item
|resource 4 = The fourth type of resource required to build or craft this item
|resource 5 = The fifth type of resource required to build or craft this item
|resource 6 = The sixth type of resource required to build or craft this item
|resource 1 amount = The amount of the first type of resource required to build or craft this item
|resource 2 amount = The amount of the second type of resource required to build or craft this item
|resource 3 amount = The amount of the third type of resource required to build or craft this item
|resource 4 amount = The amount of the fourth type of resource required to build or craft this item
|resource 5 amount = The amount of the fifth type of resource required to build or craft this item
|resource 6 amount = The amount of the sixth type of resource required to build or craft this item
|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 -->
|deterioration =
|is exotic species =
|petness =
|nuzzleMtb =
|eggs_unfertilized =

<!-- Deprecated parameters -->
|resources to make = amount of resources to build or craft this item.  Format using {{icon|metal|75}} or similar (more info at Template:Icon). Deprecated in favor of individual resource definitions. 
|work to build = merged with work to make
|minimum skill = minimum skill level required to build or craft something -- was never consistently applied
|info = Removed and replaced with description =.
|walkSpeed = Superseded by moveSpeed
|speed = Superseded by moveSpeed
|accuracy = Superseded by accuracyTouch, accuracyShort, accuracyMedium, and accuracyLong.
|DPS = Removed. Now calculated automatically.
|healthscale = Unused. Would determine hit points for each body part.
|armorelectric = Not currently used.
|armorpoison = Not currently used.
|eggs_avg10 = Previously average per month. Game now uses seasons and template automatically calculates value.
|mobdamage = Superseded by attack1dmg
|mobdamagetype = Superseded by attack1type
|mobdamage2 = As above, for second attack
|mobdamagetype2 = As above, for second attack
|mobdamage3 = As above for, third attack
|mobdamagetype3 = As above, for third attack
|handleskill = minimum handling skill
|sell price multiplier = a multiplier on the price at which you can sell items.
}}

Deprecated positional paramters

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

  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.


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.

Base Stats

Type
Animal
Market Value
300 Silver
Flammability
70%

Pawn Stats

Move Speed
4.5 c/s
Mass - Baby
28.8 kg
Mass - Juvenile
72 kg
Mass - Adult
144 kg
Health Scale
1.75
Body Size
2.4
Carrying Capacity
180 kg
Pack Capacity
84 kg
Filth Rate
16
Hunger Rate
0.86
Diet
herbivorous
Life Expectancy
15
Manhunter Chance
10%
Manhunter Chance (Taming)
0%
Trainable Intelligence
none
Wildness
60%
Minimum Handling Skill
5
Roam Interval
2 days
Maturity Age
0.333 years (20 days)
Juvenile Age
0.25 years (15 days)
Comfortable Temp Range
-55 °C – 45 °C (-67 °F – 113 °F)

Production

Meat Yield
336 muffalo meat
Leather Yield
96 bluefur
Wool Amount
120 muffalo wool
Shearing Interval
15 days
Gestation Period
6.66 days
Offspring Per Birth
1

Melee Combat

Attack 1
head
13 dmg (Blunt)
19% AP
2.6 second cooldown
Attack 2
front left leg
10 dmg (Blunt)
15% AP
2 second cooldown
Attack 3
front left leg
10 dmg (Poke)
15% AP
2 second cooldown
Attack 4
front right leg
10 dmg (Blunt)
15% AP
2 second cooldown
Attack 5
front right leg
10 dmg (Poke)
15% AP
2 second cooldown
Attack 6
teeth
10 dmg (Bite)
15% AP
2 second cooldown
Average DPS
3.1
Technical
tradeTags
AnimalFarm, AnimalCommon


{{infobox main|animal|
|name = Muffalo
|image = Animal Muffalo side.png|200px{{!}}Muffalo
|description = A large herding herbivore descended from buffalo and adapted for both cold and warm environments. While enraged muffalo are deadly, tamed muffalo are quite docile and can be used as pack animals.<br>Nobody is quite sure why they're blue - it might even be some early genetic modification test that just never got changed.
|type = Animal
|movespeed = 4.5
|min comfortable temperature = -55
|max comfortable temperature = 45
|flammability = 0.7
|marketvalue = 300
|filth rate = 16
|woolname = muffalo wool
|sheartime = 15
|wool = 120
|herdanimal = true
|bodysize = 2.4
|healthscale = 1.75
|hungerrate = 0.535
|diet = herbivorous
|leathername = bluefur
|wildness = 0.6
|manhuntertame = 0
|manhunter = 0.1
|roamMtb = 2
|trainable = none
|packanimal = true
|gestation = 6.66
|offspring = 1
|lifespan = 15
|juvenileage = 0.25
|maturityage = 0.3333
|tradeTags = AnimalFarm, AnimalCommon
|attack1dmg = 13
|attack1type = Blunt
|attack1cool = 2.6
|attack1part = head
|attack2dmg = 10
|attack2type = Blunt
|attack2cool = 2
|attack2part = front left leg
|attack3dmg = 10
|attack3type = Poke
|attack3cool = 2
|attack3part = front left leg
|attack4dmg = 10
|attack4type = Blunt
|attack4cool = 2
|attack4part = front right leg
|attack5dmg = 10
|attack5type = Poke
|attack5cool = 2
|attack5part = front right leg
|attack6dmg = 10
|attack6type = Bite
|attack6cool = 2
|attack6part = teeth
|attack6chancefactor = 0.5
|livesin_temperateforest = 0.5
|livesin_temperateswamp = 0.5
|livesin_borealforest = 0.5
|livesin_tundra = 2
|livesin_coldbog = 0.5
|livesin_icesheet = 0.1
|livesin_seaice = 0.1
}}

Example #2

Autopistol

Autopistol

An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.

Base Stats

Type
EquipmentWeapons
Class
Industrial
Market Value
139 Silver
Mass
1.2 kg

Ranged Combat

Mode
Single-Shot
Damage
10 dmg (Bullet)
Armor penetration
15%
Warm-Up
18 ticks (0.3 secs)
Cooldown
60 ticks (1 sec)
Range
25.9 tile(s)
Accuracy
80% - 70% - 40% - 30%
Avg. accuracy
65%
Velocity
55 (m/s)
Burst Count
1 (per burst)
DPS
7.69 (5)
Stopping power
0.5

Melee Combat

Average DPS
3.1
Melee Attack 1
Grip
9 dmg (Blunt)
2.0 seconds cooldown
13% armor penetration
Melee Attack 2 
Barrel
9 dmg (Blunt)
2.0 seconds cooldown
13% armor penetration
Melee Attack 3 
Barrel
9 dmg (Poke)
2.0 seconds cooldown
13% armor penetration
Melee Average DPS
4.5
Melee Average AP
13%

Creation

Crafted At
Machining table
Required Research
Blowback operation
Skill Required
Crafting 4
Work To Make
5,000 ticks (1.39 mins)
Resources to make
Steel 30 + Component 2
Technical
weaponTags
Gun, SimpleGun


{{infobox main|weapon|pull-left
| name = Autopistol
| image = Autopistol.png|Autopistol
| description = An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.
| type = Equipment
| type2 = Weapons
| class = Industrial
| damage = 10
| damage type = Bullet
| armorPenetration = 15
| range = 25.9
| work to make = 5000
| accuracyTouch = 80
| accuracyShort = 70
| accuracyMedium = 40
| accuracyLong = 30
| accuracyAvg = 65
| mode = Single-Shot
| warmup = 18
| cooldown = 60
| burst = 1
| DPS = DPS
| velocity = 55
| production facility 1 = Machining table
| research = Blowback Operation
| resource 1 = Steel
| resource 1 amount = 30
| resource 2 = Component
| resource 2 amount = 2
| marketvalue = 139
| mass base = 1.2
| stoppingPower = 0.5
| meleeattack1dmg = 9
| meleeattack1type = blunt
| meleeattack1part = Grip
| meleeattack1cool = 2.0
| meleeattack1ap = 13
| meleeattack2dmg = 9
| meleeattack2type = blunt
| meleeattack2part = Barrel
| meleeattack2cool = 2.0
| meleeattack2ap = 13
| meleeattack3dmg = 9
| meleeattack3type = Poke
| meleeattack3part = Barrel
| meleeattack3cool = 2.0
| meleeattack3ap = 13
| MeleeWeaponAverageDPS = 4.5
| MeleeWeaponAverageAP = 13
| page verified for version =
| skill 1 = Crafting
| skill 1 level = 4
| weaponTags = Gun, SimpleGun
}}

Example #3

Art bench

Art bench

A workbench equipped for creating art.

Base Stats

Type
BuildingProduction
Mass
20 kg
HP
180
Flammability
100%
Path Cost
50

Building

Size
3 ˣ 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
50%
Terrain Affordance
Medium
Cleanliness
-5
Facility
Tool cabinet
Average DPS
3.1

Creation

Work To Make
2,500 ticks (41.67 secs)
Stuff tags
Metallic, Woody
Resources to make
Stuff 75 + Steel 50
Deconstruct yield
Stuff 37 - 38 + Steel 25
Destroy yield
Stuff 18 - 19 + Steel 12 - 13

{{infobox main|production|
| name = Art bench
| image = TableSculpting.png|Art bench
| 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 =
}}