Topic on User talk:Cheldra

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Harakoni (talkcontribs)

Wow, you have done a ton. A few things:

Not everything needs to be in the infobox. The infoboxes are already getting too big as is and some of it isn't necessary. If its not a something that will need to be quickly referenced or something that needs automatic stuff done to it, then it likely doesn't need to be in there. For example, the slabs do show unique behavior (with properties of floors and buildings at the same time), but the edifice line and property is completely obscure for the reader, isn't used anywhere else, and could be replaced with information in the summary and maybe a general page about how similar things work.

leavesresourceswhendestroyed = false is redundant when you can override destroy yield with "none" or some equivalent which maintains clarity for editors that don't rely on the xmls. deconstructyieldfraction is arguably similar, but it is convenient. Manual settings are necessary as while technically things like the Infinite Chemreactor have cost lists that are used to generate the their yields, having that cost list defined would just be confusing to editors and readers.

On the opposite note, flammability is one of those oft-referenced stats, and shouldn't be removed from building pages where its 0. A reader can't tell the difference between it not being present because its meant to be 0 flammability and the wiki just being incomplete.

Light radius - lights have a defined color as well as the radius, the color of the light affects the brightness - standing lamps and red standing lamps both have a light radius of 12, but 9 tiles over the plain lamp is still considered "lit", while its only 7 for the red. Light radius itself is not a particularly useful value both because of this, and because its not super clear to the reader how that translates into "lit" area. If we could calculate the "lit radius" automatically from the glowRadius and glowColor then that would be a useful inclusion, but not really otherwise.

If you're creating a new page from current data, feel free to tag it as verified for the current version. Everything on the page has to be current after all.

Facilities and research requirements can't be set the way you have set them, but I think maybe they should be. I'll set it up tomorrow.

Lastly, placeable, rotateable, blocks wind, minifiable etc perhaps they should be standardized to be boolean properties rather than text as they are now? Pages with them already defined will have to be changed over to the right format before the property pages themselves are updated, but it might make things clearer and easier.

Cheldra (talkcontribs)

1) That's a good point, I probably was a bit overzealous in adding properties. BTW, the slabs aren't the only non-edifices, that's a property also shared by conduits, burnout shields, and steam geysers. But regardless, you're right in that it's not worth adding to the infobox. A page on non-edifices makes sense, I'll get around to it at some point.

2) You raise a good point in editability for those not using the xmls. I'll switch to manual deconstruct and destroy lists where it's abormal or not buildable.

3) 100% agree on flammability - I hadn't realised initially that the default was 0, but switched to using default of 0 part way through. I think only a few lost it, and I'll re-do them soon.

4) I've done a little investigating of the source code just now, and I think I have a formula that accurately predicts glow from glowRadius, glowColor and distance (it matches the exact %s I'm seeing in-game). I'll work on getting it in a usable format for the wiki.

r = glowRadius
d = distance + 1
c = sum(glowColors)

a = 1 - d/r
b = 1/(d*d)
f = a + (b-a)*0.4

glow = min(0.5, f*c/3/255*3.6)

5) Sure thing

6) Please do, you seem much more adept than me at handling strings in the wiki

7) Agreed, that makes sense


Thank you for adding the images btw :)

Harakoni (talkcontribs)

1) I meant its not called anywhere. but no matter, we'll take ti out of the infobox once we have the replacement/s we discussed set up, just so we don't lose track of any in the meantime.

3) Oh awesome. can we implement Template:Lit Radius in the info box/elsewhere? Is it ready for roll out?

6) Done. Might change over stuff tags to work like that too (it makes calling it much easier) but it'll have to wait until I can hunt down everything that uses stuff tags and update them all at once so nothing breaks.

Wrt the Images. you're very welcome. Lemme know if theres anything specific you need. Also thanks for taking constructive criticism so well/how it was intended. You're doing so much that these "issues" are pretty small in comparison to your contributions but I appreciate you being magnanimous about it all the same.

Cheldra (talkcontribs)
Cheldra (talkcontribs)

I've been kind of assuming placeable meant that the player could build it, but some things like Mech node have it as true. Is that not what it's meant to be?

BTW thank you for all the feedback

Harakoni (talkcontribs)

My understanding is placeable is anything that can be either constructed or moved by the player - basically if there a way for a player to place the blueprint. So the mech node is placeable because you can minify it and move it, a nutrient paste dispenser is placeable because its constructable, but an ancient car isn't because it does neither. But I could be wrong.

Harakoni (talkcontribs)

Also, wrt lit radius, great work!

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