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{{Recode|reason=Doesn't play nice with skins - font color changes, but not background. Background either needs to be transparent or use color from skin.}}
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==Intro==
== Intro ==
 
 
[[Template:Infobox main]] Is the core of what powers the SemanticMediaWiki database of rimworld objects.
 
[[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:
 
Since the template is so complex, it's worth taking a step back and summarizing what this template does:
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These properties can then be retrieved using a snippet like <code><nowiki>{{#show:Foo|?Market Value Base}}</nowiki></code>.  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]]
 
These properties can then be retrieved using a snippet like <code><nowiki>{{#show:Foo|?Market Value Base}}</nowiki></code>.  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 ==
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==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)
 
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 ==
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==Usage==
{{Stub|section =1|reason= Add Bandwidth and combat power}}
 
 
<div class="pull-left">
 
<div class="pull-left">
* 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.  
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*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)
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*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)
<div class="toccolours mw-collapsible mw-collapsed">
 
'''Parameter List'''
 
<div class="mw-collapsible-content">
 
 
<pre>
 
<pre>
 
{{infobox main
 
{{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) -->
 
<!-- All pawns (animals, humanoids, mechanoids) -->
|movespeed   = base movement speed
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|movespeed = base movement speed
|attack1dmg   = base damage of first attack <meleeDamageBaseAmount>
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|attack1dmg = base damage of first attack <meleeDamageBaseAmount>
|attack1type = damage type of first attack <meleeDamageDef>
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|attack1type = damage type of first attack <meleeDamageDef>
|attack1part = body part of first attack <linkedBodyPartsGroup>
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|attack1part = body part of first attack <linkedBodyPartsGroup>
|attack1cool = cooldown of first attack (in ticks) <defaultCooldownTicks>
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|attack1cool = cooldown of first attack (in ticks) <defaultCooldownTicks>
|attack1stun = stun applied with first attack, if any (in stun damage, 20 ticks per point) <extraMeleeDamages>
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|attack1stun = stun applied with first attack, if any (in stun damage, 20 ticks per point) <extraMeleeDamages>
|attack2dmg   = as above for second attack
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|attack2dmg = as above for second attack
|attack2type = as above for second attack
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|attack2type = as above for second attack
|attack2part = as above for second attack
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|attack2part = as above for second attack
|attack2cool = as above for second attack
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|attack2cool = as above for second attack
|attack2stun = as above for second attack
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|attack2stun = as above for second attack
|attack3dmg   = as above for third attack
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|attack3dmg = as above for third attack
|attack3type = as above for third attack
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|attack3type = as above for third attack
|attack3part = as above for third attack
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|attack3part = as above for third attack
|attack3cool = as above for third attack
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|attack3cool = as above for third attack
|attack3stun = as above for third attack
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|attack3stun = as above for third attack
|attack4dmg   = as above for fourth attack
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|attack4dmg = as above for fourth attack
|attack4type = as above for fourth attack
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|attack4type = as above for fourth attack
|attack4part = as above for fourth attack
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|attack4part = as above for fourth attack
|attack4cool = as above for fourth attack
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|attack4cool = as above for fourth attack
|attack4stun = as above for fourth attack
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|attack4stun = as above for fourth attack
|bodysize     = required in order to calculate meat yield, leather yields, and carrying capacity
+
|bodysize = required in order to calculate meat yield, leather yields, and carrying capacity
|massyoung   = the mass of an animal when young
+
|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
 
|massjuvenile = the mass of an animal when juvenile
|massadult   = the mass of an animal when adult
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|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-->
 
<!--Apparel and Armor-->
|armorblunt           = blunt armor rating for non-material dependent Apparel and Armor
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|armorblunt = blunt armor rating for non-material dependent Apparel and Armor
|armorsharp           = sharp armor rating for non-material dependent Apparel and Armor
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|armorsharp = sharp armor rating for non-material dependent Apparel and Armor
|armorheat           = heat armor rating for non-material dependent Apparel and Armor
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|armorheat = heat armor rating for non-material dependent Apparel and Armor
|armorbluntfactor     = blunt armor multiplier for material dependent Apparel and Armor
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|armorbluntfactor = blunt armor multiplier for material dependent Apparel and Armor
|armorsharpfactor     = sharp armor multiplier for material dependent Apparel and Armor
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|armorsharpfactor = sharp armor multiplier for material dependent Apparel and Armor
|armorheatfactor     = heat armor multiplier for material dependent Apparel and Armor
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|armorheatfactor = heat armor multiplier for material dependent Apparel and Armor
|painshockthreshold   = increase in pain shock threshold
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|painshockthreshold = increase in pain shock threshold
|insulationheat       = base heat tolerance modifier
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|insulationheat = base heat tolerance modifier
|insulationcold       = base cold tolerance modifier
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|insulationcold = base cold tolerance modifier
 
|insulationheatfactor = base heat tolerance for material dependent Apparel and Armor
 
|insulationheatfactor = base heat tolerance for material dependent Apparel and Armor
 
|insulationcoldfactor = base cold 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
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|coverage = coverage provided by the item
|clothing for nudity  = whether the item counts as clothing for determining nudity, also supports countsAsClothingForNudity=
+
|layer = the layer the item occupies on the pawn
|coverage             = coverage provided by the item
 
|layer               = the layer the item occupies on the pawn
 
  
 
<!-- Animals only -->
 
<!-- Animals only -->
|manhunter         = chance to turn manhunter when attacked (0.00 - 1.00)
+
|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)
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|manhuntertame = chance to turn manhunter on a failed taming attempt (0.00 - 1.00)
|hungerrate         = base hunger rate
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|hungerrate = base hunger rate
|diet               = carnivorous/herbivorous/omnivorous/dendrovorous/carnivorous and ovivorous/omnivorous and ovivorous
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|diet = carnivorous/herbivorous/omnivorous/dendrovorous/carnivorous and ovivorous/omnivorous and ovivorous
|lifespan           = life expectancy
+
|lifespan = life expectancy
|trainable         = none/simple/intermediate/advanced
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|trainable = none/simple/intermediate/advanced
|wildness           = wildness level of creature
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|handleskill = minimum handling skill
|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
+
|wildness = wildness level of creature
|milk               = amount of milk produced
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|milk = amount of milk produced
|milktime           = milking interval (days)
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|milktime = milking interval (days)
|woolname          = name of wool given when sheared. Defaults to "x wool" when not defined.
+
|wool = wool amount
|wool               = wool amount
+
|sheartime = shearing interval
|sheartime         = shearing interval
+
|eggsmin = eggs per clutch minimum
|eggsmin           = eggs per clutch minimum
+
|eggsmax = eggs per clutch maximum
|eggsmax           = eggs per clutch maximum
+
|eggtime = egg laying interval
|eggtime           = egg laying interval
+
|eggs_avg = eggs per clutch average
|eggs_avg           = eggs per clutch average
+
|gestation = gestation period (days) (must either be a number or N/A)
|gestation         = gestation period (days) (must either be a number or N/A)
+
|offspring = offspring per birth (Do not use for egg-laying animals)
|offspring         = offspring per birth (Do not use for egg-laying animals)
+
|maturityage = age of maturity
|maturityage       = age of maturity
 
 
|livesin_aridshrubland = true or <omit>
 
|livesin_aridshrubland = true or <omit>
|livesin_borealforest = true or <omit>
+
|livesin_borealforest = true or <omit>
|livesin_desert       = true or <omit>
+
|livesin_desert = true or <omit>
 
|livesin_extremedesert = true or <omit>
 
|livesin_extremedesert = true or <omit>
|livesin_icesheet     = true or <omit>
+
|livesin_icesheet = true or <omit>
|livesin_seaice        = true or <omit>
+
|livesin_temperateforest = true or <omit>
|livesin_temperateforest   = true or <omit>
 
 
|livesin_tropicalrainforest = true or <omit>
 
|livesin_tropicalrainforest = true or <omit>
|livesin_tundra             = true or <omit>
+
|livesin_tundra = true or <omit>
|predator                   = true or <omit>
+
|predator = true or <omit>
|min comfortable temperature = min temperature animal can withstand
+
|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)!
|max comfortable temperature = max temperature animal can withstand
+
|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.
<!-- 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 -->
 
<!-- Plants -->
|growth time   = number of days to grow
+
|time = number of days to grow
|yield         = how much food given when harvested
+
|yield = how much food given when harvested
|wood           = how much wood given when harvested
+
|wood = how much wood given when harvested
|min grow light = Minimum light required to grow.
 
  
<!-- BUILDING -->
+
<!-- Buildings-->
| size                = two values in the format: 3 ˣ 1
+
|power = power generated. Format: + 3600 or - 150
| minifiable          = whether there is an item for this building. Format: true/false
+
|facility = multi-analyzer/tool cabinet/vitals monitor (name of facility that this production station links to for improved efficiency)
| placeable            = true/false
+
|material amount = amount of materials needed to build it, has to be the one that varies
| rotatable            = true/false
+
|material name= only needed if not [steel,stone,wood,plasteel...];
| passability          = string e.g. pass through only
+
|material 2 amount = amount of second material
| cover                = how effective the object is when used for cover
+
|material 2 name= name of second material (for icon)
| blockswind          = true/false
+
|material 3 amount = amount of third material
| terrain affordance  = light, medium or heavy terrain requirements to place object.
+
|material 3 name= name of third material (for icon)
| power                = power generated or consumed. Format: + 3600 or - 150
+
|material 4 amount = amount of fourth material
| cleanliness          = number
+
|material 4 name= name of fourth material (for icon)
| 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 -->
+
<!-- Furniture -->
| glowcolor                    = ?
+
|comfort = how much comfort it gives when using
| glowradius                    = ?
+
|cover effectiveness = how effective the object is when used for cover. 
| maxheattemperature            = ?
+
|sell price multiplier = a multiplier on the price at which you can sell items.
| mincooltemperature            = ?
+
|terrain requirement = light, medium or heavy terrain requirements to place object.
| surgery success chance factor = ?
+
|work to build = the base amount of work it takes to build a structure, once all materials are gathered.
| immunity gain speed factor   = how fast a pawn acquires immunity while using object
+
|work to uninstall = the amount of work it takes to uninstall a structure.
| rest effectiveness           = how quickly rest gets restored
+
|immunity gain speed factor = how fast a pawn acquires immunity while using object
| comfort                      = how much comfort it gives when using
+
|rest effectiveness = how quickly rest gets restored
| comfort offset                = ?
 
  
<!-- Building - Recreation -->
+
<!-- All Weapons -->
| recreation power = number
+
|class = neolithic/modern/advanced/mechanoid
| recreation type  = string
+
|damage = Base weapon damage
 
+
|cooldown = use for cooldown time of weapon (in ticks)
<!-- Building - Production -->
+
|mode = Melee/Single-Shot/Burst
| work efficiency factor      = number
+
|warmup = How long it takes to aim (in ticks). Set to 0 if melee weapon.
| unpowered work speed factor = work speed at an unpowered workstation
+
|damage type= The type of damage: Blunt - Scharp - Heat - Electric - Toxic ,if it has damage it wil get Sharp automaticly
 
 
<!-- 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 -->
 
<!-- Ranged Weapons Only -->
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|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
 
|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
 
|blastRadius = use for blast radius of explosive weapons
|armor penetration = armor penetration  of the attack
 
|stoppingPower = stopping power of the weapon
 
  
 
<!-- Melee Weapons Only -->
 
<!-- Melee Weapons Only -->
|meleeattack1dmg = base damage of first attack <meleeDamageBaseAmount>
+
|meleeattack1dmg = base damage of first attack <meleeDamageBaseAmount>
 
|meleeattack1type = damage type of first attack <meleeDamageDef>
 
|meleeattack1type = damage type of first attack <meleeDamageDef>
 
|meleeattack1part = body part of first attack <linkedBodyPartsGroup>
 
|meleeattack1part = body part of first attack <linkedBodyPartsGroup>
 
|meleeattack1cool = cooldown of first attack (in seconds) <defaultCooldownTicks>
 
|meleeattack1cool = cooldown of first attack (in seconds) <defaultCooldownTicks>
|meleeattack1ap   = armor penetration of first attack
+
|meleeattack1ap = armor penetration of first attack
|meleeattack2dmg = as above for second attack
+
|meleeattack2dmg = as above for second attack
 
|meleeattack2type = as above for second attack
 
|meleeattack2type = as above for second attack
 
|meleeattack2part = as above for second attack
 
|meleeattack2part = as above for second attack
 
|meleeattack2cool = as above for second attack
 
|meleeattack2cool = as above for second attack
|meleeattack2ap   = as above for second attack
+
|meleeattack2ap = as above for second attack
|meleeattack3dmg = as above for third attack
+
|meleeattack3dmg = as above for third attack
 
|meleeattack3type = as above for third attack
 
|meleeattack3type = as above for third attack
 
|meleeattack3part = as above for third attack
 
|meleeattack3part = as above for third attack
 
|meleeattack3cool = as above for third attack
 
|meleeattack3cool = as above for third attack
|meleeattack3ap   = as above for fourth attack
+
|meleeattack3ap = as above for fourth attack
|meleeattack4dmg = as above for fourth attack
+
|meleeattack4dmg = as above for fourth attack
 
|meleeattack4type = as above for fourth attack
 
|meleeattack4type = as above for fourth attack
 
|meleeattack4part = as above for fourth attack
 
|meleeattack4part = as above for fourth attack
 
|meleeattack4cool = as above for fourth attack
 
|meleeattack4cool = as above for fourth attack
|meleeattack4ap   = as above for fourth attack
+
|meleeattack4ap = as above for fourth attack
 
|MeleeWeaponAverageDPS = average melee DPS of the weapon
 
|MeleeWeaponAverageDPS = average melee DPS of the weapon
 
|MeleeWeaponAverageAP = average melee armor penetration of the weapon
 
|MeleeWeaponAverageAP = average melee armor penetration of the weapon
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<!-- Miscellaneous -->
 
<!-- Miscellaneous -->
|stuff tags = the different [[stuff]] categories that can be used.  Inc: Stony, Metallic, Fabric, Leathery, Woody
+
|resources to make = amount of resources to build or craft this item. Format using {{icon|metal|75}} or similar (more info at Template:Icon)
|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)
 
|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 =
 
  
 
<!-- Deprecated parameters -->
 
<!-- 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
 
|work to build = merged with work to make
 
|minimum skill = minimum skill level required to build or craft something -- was never consistently applied
 
|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 =.
 
|info = Removed and replaced with description =.
 
|walkSpeed = Superseded by moveSpeed
 
|walkSpeed = Superseded by moveSpeed
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|mobdamage3 = As above for, third attack
 
|mobdamage3 = As above for, third attack
 
|mobdamagetype3 = 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.
 
 
}}</pre>
 
}}</pre>
</div>
 
</div>
 
 
</div>
 
</div>
 
{{clear}}
 
{{clear}}
  
{| class="wikitable mw-collapsible mw-collapsed"
+
==Deprecated positional paramters==
! Parameter !! Dependencies !! Type/Unit !! Property !! Description !! xml-tag
 
|-
 
! colspan="6" style="text-align:left;" | 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. || –
 
|-
 
! colspan="6" style="text-align:left;" | 1. Head
 
|-
 
| <1> || optional || One of:
 
* animal
 
* area
 
* drug
 
* exotic
 
* fabric
 
* food
 
* furniture
 
* leathery
 
* medicine
 
* metallic
 
* plant
 
* production
 
* resource
 
* security
 
* stony
 
* structure
 
* weapon
 
| – || 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 https://www.mediawiki.org/wiki/Help:Images#Rendering_a_single_image]. || –
 
|-
 
| audio || optional || Audio name.wav || [[Property:Audio]] || So far only used for [[musical instrument]]s. || <soundPlayInstrument>
 
|-
 
| description || optional || text || [[Property:Description]] || In-game description of the item. || <description>
 
|-
 
! colspan="6" style="text-align:left;" | 2. Base Stats
 
|-
 
| type || mandatory || pagename || [[Property:Type]] || Sets main category. || –
 
|-
 
| type2 || optional || pagename || [[Property:Type2]] || Sets subcategory. || –
 
|-
 
| stuff category || optional || One of:
 
* Metallic
 
* Woody
 
* Stony
 
* Fabric
 
* Leathery
 
| [[Property:Stuff Category]] || Used by [[materials]]. || <stuffProps><categories>
 
|-
 
| tech level || optional || One of:
 
* Neolithic
 
* Medieval
 
* Industrial
 
* Archotech
 
* Spacer
 
* Ultra
 
| [[Property:Tech Level]] || || <techLevel>
 
|-
 
| class || optional || One of:
 
* Neolithic
 
* Medieval
 
* Industrial
 
* Spacer
 
* Ultra
 
* Mechanoid
 
| [[Property:Class]] || Used by [[weapons]]. || <weaponClasses>
 
|-
 
| market value || optional || silver || [[Property:Market Value Base]] || The amount of silver the item is worth. Defaults to [[Template:Market Value Calculator]]. || <statBases><MarketValue>
 
|-
 
| stack limit || optional || integer || [[Property:Stack Limit]] || Maximum stach size. || <stackLimit>
 
|-
 
| mass base || optional || kg || [[Property:Mass Base]] || Mass in kilograms - DO NOT USE FOR ANIMALS. || <statBases><Mass>
 
|-
 
| beauty || optional || integer || [[Property:Beauty]] || || <statBases><Beauty>
 
|-
 
| beauty outdoors || optional || integer || [[Property:Beauty]] || Beauty score when outdoors. || <statBases><BeautyOutdoors>
 
|-
 
| styledominance || optional || integer || [[Property:Style Dominance]] || How much this object contributes to overall style dominance in an area. || <statBases><StyleDominance>
 
|-
 
| style || optional, styledominance || One of:
 
* Hindu
 
* Christian
 
* Islamic
 
* Buddhist
 
* Morbid
 
* Totemic
 
* Spikecore
 
* Rustic
 
* Animalist
 
* Techist
 
| [[Property:Style]] || || <StyleCategoryDef>
 
|-
 
| hp || optional || integer || [[Property:Max Hit Points Base]] || The amount of damage an object can take. || <statBases><MaxHitPoints>
 
|-
 
| deterioration || optional || number || [[Property:Deterioration Rate Base]] || {{Q|Deterioration Rate|Description}} || <statBases><DeteriorationRate>
 
|-
 
| flammability || optional || number (displayed as %) || [[Property:Style]] || How quickly it burns. || <statBases>
 
|-
 
| 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 [[Eggs#Fertilized eggs|fertilzed eggs]]. || <minSafeTemperature>
 
|-
 
| max safe temperature || optional || °C || [[Property:Max Safe Temperature]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]]. || <maxSafeTemperature>
 
|-
 
| spoiling rate per degree per tick || optional || number (displayed as %) || [[Property:Spoiling Rate]] || Used for [[Eggs#Fertilized eggs|fertilzed eggs]]. || <progressPerDegreePerTick>
 
|-
 
| rotatable || optional || boolean || [[Property:Rotatable]] || Whether this item spoils when not frozen. || <rotatable>
 
|-
 
| path cost || optional || integer || [[Property:Path Cost]] || || <pathCost>
 
|-
 
! colspan="6" style="text-align:left;" | 3. Building
 
|-
 
| edifice || optional || boolean || [[Property:Edifice]] || Whether this building has hight. || <building><isEdifice>
 
|-
 
! colspan="6" style="text-align:left;" | 4. Apparel
 
|-
 
! colspan="6" style="text-align:left;" | 5. Pawn Stats
 
|-
 
! colspan="6" style="text-align:left;" | 6. Production
 
|-
 
! colspan="6" style="text-align:left;" | 7. Ingestion
 
|-
 
! colspan="6" style="text-align:left;" | 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 || [[Property:Armor - Sharp Factor]] || || <statBases><StuffPower_Armor_Sharp>
 
|-
 
| armor - blunt factor || optional || number || [[Property:Armor - Blunt Factor]] || || <statBases><StuffPower_Armor_Blunt>
 
|-
 
| armor - heat factor || optional || number || [[Property:Armor - Heat Factor]] || || <statBases><StuffPower_Armor_Heat>
 
|-
 
| insulation - cold factor || optional || °C || [[Property:Insulation - Cold Factor]] || Is actually an offset and not a factor. || <statBases><StuffPower_Insulation_Cold>
 
|-
 
| insulation - heat factor || optional || °C || [[Property:Insulation - Heat Factor]] || Is actually an offset and not a factor. || <statBases><StuffPower_Insulation_Heat>
 
|-
 
| melee blunt damage factor || optional || number || [[Property:Melee Blunt Damage Factor]] || || <statBases><BluntDamageMultiplier>
 
|-
 
| melee sharp damage factor || optional || number || [[Property:Melee Sharp Damage Factor]] || || <statBases><SharpDamageMultiplier>
 
|-
 
| melee cooldown factor || optional || number || [[Property:Melee Cooldown Factor]] || || <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>
 
|-
 
! colspan="6" style="text-align:left;" | 9. Medical
 
|-
 
| medical potency base || optional || number (displayed as %) || [[Property:Medical Potency Base]] || {{Q|Medical Potency|Description}} || <statBases><MedicalPotency>
 
|-
 
| medical quality max || optional || number (displayed as %) || [[Property:Medical Quality Max]] || {{Q|Medical Tend Quality Maximum|Description}} || <statBases><MedicalQualityMax>
 
|-
 
! colspan="6" style="text-align:left;" | 10. Plant Stats
 
|-
 
! colspan="6" style="text-align:left;" | 11. Ranged Combat
 
|-
 
! colspan="6" style="text-align:left;" | 12. Melee Combat
 
|-
 
! colspan="6" style="text-align:left;" | 13. Creation
 
|-
 
! colspan="6" style="text-align:left;" | 14. Technical
 
|}
 
 
 
== 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.  
 
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.  
 
# (still in use)
 
# (still in use)
Line 468: Line 227:
 
{{clear}}
 
{{clear}}
  
== Example #1 ==
+
==Example #1==
{{Infobox main|animal
+
{{infobox main|animal|
| name = Muffalo
+
|name = Muffalo
| image = Muffalo east.png
+
|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.
+
|description = "A large herding herbivore descended from buffalo and adapted for some exotic environment. Peaceful unless disturbed."
| type = Animal
+
|type = Animals
| movespeed = 4.5
+
|type2 = Wild
| min comfortable temperature = -55
+
|bodysize = 2.0
| max comfortable temperature = 45
+
|healthscale = 1.75
| flammability = 0.7
+
|movespeed = 3.6
| marketvalue = 300
+
|mobdamage = 10
| filth rate = 16
+
|mobdamagetype = blunt
| woolname = muffalo wool
+
|mobdamageaverage = 10
| sheartime = 15
+
|leathername = muffalo leather
| wool = 120
+
|woolname = muffalo wool
| herdanimal = true
+
|wool = 100
| bodysize = 2.4
+
|sheartime = 60
| healthscale = 1.75
+
|milk = 6
| hungerrate = 0.535
+
|milktime = 4
| diet = herbivorous
+
|manhunter = 0.0125
| leathername = bluefur
+
|hungerrate =
| wildness = 0.6
+
|diet = herbivorous
| manhuntertame = 0
+
|trainable = intermediate
| manhunter = 0.1
+
|wildness = 0.5
| roamMtb = 2
+
|handleskill = 3
| trainable = none
+
|gestation = 60
| mateMtb = 12
+
|lifespan = 15
| packanimal = true
+
|offspring = 1
| gestation = 6.66
+
|maturityage = 3
| offspring = 1
+
|marketvalue  = 500
| lifespan = 15
+
|livesin_aridshrubland = true
| juvenileage = 0.25
+
|livesin_borealforest = true
| maturityage = 0.3333
+
|livesin_icesheet = true
| tradeTags = AnimalFarm, AnimalCommon
+
|livesin_temperateforest = true
| attack1dmg = 13
+
|livesin_tundra = true
| 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
 
 
}}
 
}}
<div class="pull-left" style="width:40em"><pre>
+
<div class="pull-left"><pre>
{{Infobox main|animal
+
{{infobox main|animal|
| name = Muffalo
+
|name = Muffalo
| image = Muffalo east.png
+
|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.
+
|description = "A large herding herbivore descended from buffalo and adapted for some exotic environment. Peaceful unless disturbed."
| type = Animal
+
|type = Animals
| movespeed = 4.5
+
|type2 = Wild
| min comfortable temperature = -55
+
|bodysize = 2.0
| max comfortable temperature = 45
+
|healthscale = 1.75
| flammability = 0.7
+
|movespeed = 3.6
| marketvalue = 300
+
|mobdamage = 10
| filth rate = 16
+
|mobdamagetype = blunt
| woolname = muffalo wool
+
|mobdamageaverage = 10
| sheartime = 15
+
|leathername = muffalo leather
| wool = 120
+
|woolname = muffalo wool
| herdanimal = true
+
|wool = 100
| bodysize = 2.4
+
|sheartime = 60
| healthscale = 1.75
+
|milk = 6
| hungerrate = 0.535
+
|milktime = 4
| diet = herbivorous
+
|manhunter = 0.0125
| leathername = bluefur
+
|hungerrate =
| wildness = 0.6
+
|diet = herbivorous
| manhuntertame = 0
+
|trainable = intermediate
| manhunter = 0.1
+
|wildness = 0.5
| roamMtb = 2
+
|handleskill = 3
| trainable = none
+
|gestation = 60
| mateMtb = 12
+
|lifespan = 15
| packanimal = true
+
|offspring = 1
| gestation = 6.66
+
|maturityage = 3+
| offspring = 1
+
|marketvalue  = 500
| lifespan = 15
+
|livesin_aridshrubland = true
| juvenileage = 0.25
+
|livesin_borealforest = true
| maturityage = 0.3333
+
|livesin_icesheet = true
| tradeTags = AnimalFarm, AnimalCommon
+
|livesin_temperateforest = true
| attack1dmg = 13
+
|livesin_tundra = true
| 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
 
 
}}</pre></div>
 
}}</pre></div>
 
{{clear}}
 
{{clear}}
  
== Example #2 ==
+
==Example #2==
{{Infobox main|weapon
+
{{infobox main|weapon|pull-left
| name = Autopistol
+
|name = Autopistol
| image = Autopistol.png
+
|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{{!}}Equipment
| type = Equipment
+
|type2 = Weapons{{!}}Weapons
| type2 = Weapons
+
|description = "An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire."
| tech level = Industrial
+
|class = Modern
| class = Industrial
+
|damage = 9
| damage = 10
+
|range = 25.9
| damage type = Bullet
+
|accuracyTouch = 80
| armorPenetration = 15
+
|accuracyShort = 70
| range = 25.9
+
|accuracyMedium = 40
| work to make = 5000
+
|accuracyLong = 30
| accuracyTouch = 80
+
|accuracyAvg = 65
| accuracyShort = 70
+
|mode = Single-Shot
| accuracyMedium = 40
+
|warmup = 54
| accuracyLong = 30
+
|cooldown = 40
| accuracyAvg = 65
+
|burst = 1
| mode = Single-Shot
+
|DPS = DPS
| warmup = 18
+
|velocity = 55
| cooldown = 60
+
|marketvalue = 200
| 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
 
 
}}
 
}}
  
<div class="pull-left" style="width:40em"><pre>
+
<div class="pull-left"><pre>
{{Infobox main|weapon
+
{{infobox main|weapon|pull-left
| name = Autopistol
+
|name = Autopistol
| image = Autopistol.png
+
|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{{!}}Equipment
| type = Equipment
+
|type2 = Weapons{{!}}Weapons
| type2 = Weapons
+
|description = "An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire."
| tech level = Industrial
+
|class = Modern
| class = Industrial
+
|damage = 9
| damage = 10
+
|range = 24
| damage type = Bullet
+
|accuracyTouch = 91
| armorPenetration = 15
+
|accuracyShort = 71
| range = 25.9
+
|accuracyMedium = 50
| work to make = 5000
+
|accuracyLong = 32
| accuracyTouch = 80
+
|mode = Single-Shot
| accuracyShort = 70
+
|warmup = 54
| accuracyMedium = 40
+
|cooldown = 40
| accuracyLong = 30
+
|burst = 1
| accuracyAvg = 65
+
|DPS = DPS
| mode = Single-Shot
+
|velocity = 55
| warmup = 18
+
|marketvalue = 200
| cooldown = 60
+
}}</pre></div>
| 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
 
}}</pre></div>{{clear}}
 
 
 
== Example #3 ==
 
{{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
 
}}
 
 
 
<div class="pull-left" style="width:40em"><pre>
 
{{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
 
}}</pre></div>{{clear}}
 
 
 
== Example #4 ==
 
{{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 =
 
| attack1dmg = 12
 
| attack1type = Blunt
 
| attack1cool = 2
 
| attack1part = Front left leg
 
| attack2dmg = 12
 
| attack2type = Blunt
 
| attack2cool = 2
 
| attack2part = Front right leg
 
| attack3dmg = 8.5
 
| attack3type = Blunt
 
| attack3cool = 2
 
| attack3part = head
 
| attack3chancefactor = 0.2
 
| 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
 
}}
 
<div class="pull-left" style="width:40em"><pre>
 
{{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 =
 
| attack1dmg = 12
 
| attack1type = Blunt
 
| attack1cool = 2
 
| attack1part = Front left leg
 
| attack2dmg = 12
 
| attack2type = Blunt
 
| attack2cool = 2
 
| attack2part = Front right leg
 
| attack3dmg = 8.5
 
| attack3type = Blunt
 
| attack3cool = 2
 
| attack3part = head
 
| attack3chancefactor = 0.2
 
| 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
 
}}</pre></div>{{clear}}
 
 
 
== Example #5 ==
 
{{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
 
}}
 
<div class="pull-left" style="width:40em"><pre>
 
{{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</pre></div>{{clear}}
 
  
== Example #6 ==
 
{{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
 
}}
 
<div class="pull-left" style="width:40em"><pre>
 
{{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</pre></div>{{clear}}
 
 
== Example #7 ==
 
{{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
 
}}
 
<div class="pull-left" style="width:40em"><pre>
 
{{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</pre></div>{{clear}}
 
  
 
<includeonly>[[Category:Infobox templates]]</includeonly>
 
<includeonly>[[Category:Infobox templates]]</includeonly>
 
<noinclude>[[Category:Template documentation]]</noinclude>
 
<noinclude>[[Category:Template documentation]]</noinclude>

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