Difference between revisions of "User:Dr. Strangelove/Test/Alpha"

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<includeonly>{{#vardefine:Name|{{{name|{{BASEPAGENAME}}}}}}} <div class="infobox float:right; {{#if:{{{1|}}}|{{#switch:{{{1}}}|<!--
+
{{User:Dr. Strangelove/Template:Infobox|animal|
--> animal = c_08 |<!--
+
|page verified for version = A14C
--> plant = c_14 |<!--
+
|name = Arctic wolf
--> weapon = c_06 |<!--
+
|image = Arctic wolf.png
--> area = c_11 |<!--
+
|description = "An arctic variant of the old Earth wolf. As pack hunters, wolves have a complex social life and are fiercely intelligent."
--> structure = c_02 |<!--
+
|type = Animals
--> production = c_25 |<!--
+
|type2 = Wild
--> security = c_10 |<!--
+
|attack1cool = 100
--> furniture = c_01 |<!--
+
|attack1dmg = 9
-->}}}}">
+
|attack1part = front left paw
<p class="heading">{{#var:Name}}</p>
+
|attack1stun = 20
<div class="wrapper">
+
|attack1type = scratch
<div class="image_wrapper" title="{{#var:Name}}">[[File:{{{image|{{#var:Name}}}}}|{{{imagesize|250px}}}|link={{#var:Name}}|{{#var:Name}}]]</div>
+
|attack2cool = 100
<p class="text-center" style="display:block; font-size:89%; padding: .5em;">{{#if:{{{description|}}}|{{{description|}}}{{#set:Description = {{{description|}}}}}}}</p>{{#set:Image = [[File:{{{image|{{#var:Name}}.png}}}]]}}
+
|attack2dmg = 9
----
+
|attack2part = front right paw
<dl>
+
|attack2stun = 20
{{#set:Name = {{#var:Name}} }}
+
|attack2type = scratch
 
+
|attack3cool = 130
</dl>{{clear}}
+
|attack3dmg = 11
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Base Stats'''</p>
+
|attack3part = teeth
<dl>
+
|attack3stun = 20
;Type
+
|attack3type = bite
:[[{{{type}}}]]{{#set:Type = {{{type|}}}}}{{#if: {{{type2|}}} |&#32;&ndash;&#32; [[{{{type2}}}]]{{#set:Type2 = {{{type2|}}}}} }}
+
|bodysize = 0.85
 
+
|diet = carnivorous
{{#if: {{{hp|}}}|{{#set:Max Hit Points Base = {{{hp|}}} }}
+
|gestation = 26
;HP
+
|healthscale = 0.99
:{{{hp|}}}}}
+
|hungerrate = 0.18
 
+
|leathername = wolfskin
{{#if: {{{deterioration|}}}|{{#set:Deterioration Rate Base = {{{deterioration|}}} }}
+
|leatheryield = 29
;Deterioration Rate
+
|lifespan = 12
:{{{deterioration|}}}}}
+
|livesin_borealforest = true
 
+
|livesin_icesheet = true
<!-- If market value defined, use that, else, if possible, calculate the value and use that instead but make a note that it is calculated.-->
+
|livesin_seaice = true
{{#if: {{{marketvalue|}}}|{{#set: Market Value Base = {{{marketvalue|}}} }}
+
|livesin_tundra = true
;Market Value
+
|manhunter = 0.1
:{{Market Value | {{{marketvalue|}}}}}&nbsp;{{Icon Small|silver}} | {{#if: {{{resource 1|}}}| {{#if: {{{work to make|}}} | {{#ifeq: {{{resource 1|}}} | Stuff | | {{#set: Market Value Base = {{Market Value Calculator}} }} {{#set: Calculated Market Value  = True }}
+
|manhuntertame = 0.1
;Market Value
+
|marketvalue = 350
:{{Market Value | {{Market Value Calculator}}}}&nbsp;{{Icon Small|silver}}  {{H:title|link=no|This value is automatically calculated by the wiki and may not be correct|<sup>[Note]</sup>}} }} }} }}
+
|maturityage = 0.45
}}
+
|meatname = wolfmeat
 
+
|movespeed = 5.00
{{#if: {{{beauty|}}}|{{#set:Beauty Base = {{{beauty|}}} }}
+
|offspring = 1-3
;Beauty
+
|predator = true
:[[Beauty Base::{{{beauty|}}}]]}}
+
|trainable = advanced
 
+
|wildness = 0.85
{{#if: {{{mass base|}}}|{{#set:Mass Base = {{{mass base|}}} }}
+
|is exotic species = true
;Mass
+
|massadult = 59.5
:{{{mass base|}}} kg}}
+
|nuzzleMtb = 120
 
+
|petness = 0.1
{{#if: {{{flammability|}}}|{{#set:Flammability Base = {{{flammability|}}} }}
+
|min comfortable temperature = -55
;Flammability
+
|max comfortable temperature = 40
:{{#expr:{{{flammability|}}}*100}}%}}
 
 
 
<!---Building--->
 
 
 
{{#if: {{{placeable|}}}|{{#set:Placeable = {{{placeable|}}} }}
 
;Placeable
 
:{{{placeable|}}}}}
 
 
 
{{#if: {{{rotatable|}}}|{{#set:Rotatable = {{{rotatable|}}} }}
 
;Rotatable
 
:{{{rotatable|}}}}}
 
 
 
{{#if: {{{size|}}}|{{#set:Size = {{{size|}}} }}
 
;Size
 
:{{{size|}}}}}
 
 
 
{{#if: {{{efficiency|}}}|{{#set:Efficiency= {{{efficiency|}}} }}
 
;Efficiency
 
:{{{efficiency|}}}}}
 
 
 
<!-- Apparel-->
 
{{#if:  {{{insulationcold|}}} {{{insulationheat|}}} {{{insulationcoldfactor|}}} {{{insulationheatfactor|}}} {{{armorsharp|}}} {{{armorblunt|}}} {{{armorheat|}}} {{{armorsharpfactor|}}} {{{armorbluntfactor|}}} {{{armorheatfactor|}}} {{{painshockthreshold|}}}  {{{coverage|}}} {{{layer|}}}|
 
</dl>{{clear}}
 
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Apparel'''</p>
 
<dl>
 
 
}}
 
}}
 +
The '''arctic wolf''' is a pack hunter but it's often seen alone or in pairs in-game. They are almost identical to [[timber wolf|timber wolves]], differing only in habitat, resistance to cold temperatures and coloration.
  
{{#if: {{{insulationcold|}}}|{{#set:Insulation - Cold Base= {{{insulationcold|}}} }}
+
==Diet==
;Insulation - Cold
+
Arctic wolves feed on raw meat, corpses, meals, any processed foods, and kibble. When especially hungry, they will frequently attempt to attack, kill, and eat pets or even colonists for food.
:{{{insulationcold|}}}&deg;C}}
 
 
 
{{#if: {{{insulationheat|}}}|{{#set:Insulation - Heat Base= {{{insulationheat|}}} }}
 
;Insulation - Heat
 
:{{{insulationheat|}}}&deg;C}}
 
  
{{#if: {{{insulationcoldfactor|}}}|{{#set:Insulation Factor - Cold= {{{insulationcoldfactor|}}} }}
+
==Habitat==
;{{H:title|link=no|See Apparel for how this is applied|Insulation Factor - Cold}}
+
They live in [[boreal forest]]s, [[tundra]]s, [[ice sheet]]s and [[sea ice]].
:{{{insulationcoldfactor|}}}x }}
 
  
{{#if: {{{insulationheatfactor|}}}|{{#set:Insulation Factor - Heat= {{{insulationheatfactor|}}} }}
+
==Training==
;{{H:title|link=no|See Apparel for how this is applied|Insulation Factor - Heat}}
+
{{TrainingTable}}
:{{{insulationheatfactor|}}}x }}
 
 
 
{{#if: {{{armorsharp|}}}|{{#set:Armor - Sharp = {{{armorsharp|}}} }}
 
;Armor - Sharp
 
:{{{armorsharp|}}}%}}
 
 
 
{{#if: {{{armorblunt|}}}|{{#set:Armor - Blunt= {{{armorblunt|}}} }}
 
;Armor - Blunt
 
:{{{armorblunt|}}}%}}
 
 
 
{{#if: {{{armorheat|}}}|{{#set:Armor - Heat = {{{armorheat|}}} }}
 
;Armor - Heat
 
:{{{armorheat|}}}%}}
 
 
 
{{#if: {{{armorsharpfactor|}}}|{{#set:Armor Factor - Sharp = {{{armorsharpfactor|}}} }}
 
;Armor Factor - Sharp
 
:{{{armorsharpfactor|}}}}}
 
 
 
{{#if: {{{armorbluntfactor|}}}|{{#set:Armor Factor - Blunt= {{{armorbluntfactor|}}} }}
 
;Armor Factor - Blunt
 
:{{{armorbluntfactor|}}}}}
 
 
 
{{#if: {{{armorheatfactor|}}}|{{#set:Armor Factor - Heat = {{{armorheatfactor|}}} }}
 
;Armor Factor - Heat
 
:{{{armorheatfactor|}}}}}
 
 
 
{{#if: {{{painshockthreshold|}}}|{{#set:Pain Shock Threshold = {{{painshockthreshold|}}} }}
 
;Pain Shock Threshold
 
:{{{painshockthreshold|}}}%}}
 
 
 
{{#if: {{{coverage|}}}|{{#set:Coverage = {{{coverage|}}} }}
 
;Coverage
 
:{{{coverage|}}}}}
 
 
 
{{#if: {{{layer|}}}|{{#set:layer= {{{layer|}}} }}
 
;Layer
 
:{{{layer|}}}}}
 
 
 
<!-- All pawns (animals, humanoids, mechanoids) -->
 
<!-- Animal Health --->
 
{{#if:  {{{movespeed|}}} {{{massyoung|}}} {{{massjuvenile|}}} {{{massadult|}}}  {{{healthscale|}}} {{{bodysize|}}} {{{hungerrate|}}} {{{diet|}}} {{{lifespan|}}} {{{manhunter|}}} {{{manhuntertame|}}} {{{trainable|}}} {{{wildness|}}} {{{petness|}}} {{{predator|}}} {{{nuzzleMtb|}}}|
 
</dl>{{clear}}
 
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Animal Stats'''</p>
 
<dl>
 
}}
 
 
 
{{#ifeq: {{{type|}}}|Animals|{{#set: Type = {{{type2|}}}}}}}
 
 
 
{{#if: {{{movespeed|}}}|{{#set:Move Speed Base = {{{movespeed|}}} }}
 
;Move Speed
 
:{{{movespeed|}}}}}
 
 
 
{{#if: {{{massyoung|{{{massadult|}}}}}}|{{#set:Mass - Young= {{{massyoung|{{#expr:{{{massadult}}}/5}}}}} }}
 
;Mass - Young
 
:{{{massyoung|{{#expr:{{{massadult}}}/5}}}}} kg}}
 
 
 
{{#if: {{{massjuvenile|{{{massadult|}}}}}}|{{#set:Mass - Juvenile= {{{massjuvenile|{{#expr:{{{massadult}}}/2}}}}} }}
 
;Mass - Juvenile
 
:{{{massjuvenile|{{#expr:{{{massadult}}}/2}}}}} kg}}
 
 
 
{{#if: {{{massadult|}}}|{{#set:Mass - Adult= {{{massadult|}}} }}
 
;Mass - Adult
 
:{{{massadult|}}} kg}}
 
 
 
{{#if: {{{healthscale|}}}|{{#set: Health Scale = {{{healthscale|}}} }}
 
;Health Scale
 
:{{{healthscale|}}}
 
}}
 
 
 
{{#if: {{{bodysize|}}}|{{#set:Body Size = {{{bodysize|}}} }}
 
;Body Size
 
:{{{bodysize|}}}
 
 
 
  {{#vardefine: CarryingCapacity | {{#expr: 75 * {{{bodysize|}}} round0}} }}
 
  {{#set: Carrying Capacity = {{#var: CarryingCapacity}} }}
 
;Carrying Capacity
 
:{{#var: CarryingCapacity}}
 
 
 
  {{#vardefine: FilthRate | {{#expr: 1.25 * {{{bodysize|}}} * {{#if: {{{petness|}}}|{{#expr: 1 - {{{petness|}}} }}|1}} round2}} }}
 
  {{#set: Animal Filth Rate = {{#var: FilthRate}} }}
 
;{{H:title|link=no|The average amount of filth produced on constructed floors per 1000 cells walked by this creature.|Filth Rate}}
 
:{{#var: FilthRate}}
 
}}
 
 
 
{{#if: {{{hungerrate|}}}|{{#set:Base Hunger Rate = {{{hungerrate|}}} }}
 
;{{H:title|link=no|Nutrition lost per day.|Hunger Rate}}
 
:{{#expr: {{{hungerrate|}}} * 1.6 round2}} }}
 
 
 
{{#if: {{{diet|}}}|{{#set:Diet ={{{diet|}}} }}
 
;Diet
 
:{{{diet|}}}}}
 
 
 
{{#if: {{{lifespan|}}}|{{#set:Life Expectancy = {{{lifespan|}}} }}
 
;Life Expectancy
 
:{{{lifespan|}}}}}
 
 
 
{{#if: {{{manhunter|}}}|{{#set:Turn Manhunter Chance When Attacked = {{{manhunter|}}} }}
 
;{{H:title|link=no|Chance of this animal turning manhunter when attacked.|Manhunter Chance}}
 
:{{#expr: {{{manhunter|}}} * 100}}%}}
 
 
 
{{#if: {{{manhuntertame|}}}|{{#set:Turn Manhunter Chance When Taming = {{{manhuntertame|}}} }}
 
;{{H:title|link=no|Chance of this animal turning manhunter on a failed taming attempt.|Manhunter Chance (Taming)}}
 
:{{#expr: {{{manhuntertame|}}} * 100}}%}}
 
 
 
{{#if: {{{trainable|}}}|{{#set:Trainable Intelligence = {{{trainable|}}} }}
 
;Trainable Intelligence
 
:{{{trainable|}}}
 
{{#switch: {{{trainable|}}}
 
| none = {{#set: Can Train Guard = no |Can Train Attack = no |Can Train Rescue = no |Can Train Haul = no}}
 
| simple = {{#set: Can Train Guard = yes |Can Train Attack = no |Can Train Rescue = no |Can Train Haul = no}}
 
| intermediate = {{#set: Can Train Guard = yes |Can Train Attack = yes |Can Train Rescue = no |Can Train Haul = no}}
 
| advanced = {{#set: Can Train Guard = yes |Can Train Attack = yes}}{{#ifexpr: {{{bodysize|}}} >= 0.65|{{#set: Can Train Rescue = yes}}|{{#set: Can Train Rescue = no}}}}{{#ifexpr: {{{bodysize|}}} >= 0.40|{{#set: Can Train Haul = yes}}|{{#set: Can Train Haul = no}}}}
 
}}
 
}}
 
 
 
{{#if: {{{wildness|}}}|{{#set:Wildness = {{{wildness|}}} }}
 
;{{H:title|link=no|Wilder creatures are naturally more difficult to tame, train, and handle.|Wildness}}
 
:{{#expr: {{{wildness|}}} * 100 round0}}%
 
 
 
  {{#vardefine: MinHandlingSkill |
 
    {{#ifexpr:
 
      {{{wildness|}}} < .2|0
 
      |{{#ifexpr: {{{wildness|}}} < .45|1
 
      |{{#ifexpr: {{{wildness|}}} < .55|4
 
      |{{#ifexpr: {{{wildness|}}} < .75|5
 
      |{{#ifexpr: {{{wildness|}}} < .8|7
 
      |{{#ifexpr: {{{wildness|}}} < .9|8
 
      |{{#ifexpr: {{{wildness|}}} < .97|9
 
      |10}} }} }} }} }} }} }} }}
 
  {{#set:Minimum Handling Skill = {{#var: MinHandlingSkill}} }}
 
  {{#ifeq: {{#var: MinHandlingSkill}}|0||
 
;{{H:title|link=no|This creature cannot be tamed, trained, or commanded by anyone with less than this skill in animals.|Minimum Handling Skill}}
 
:{{#var: MinHandlingSkill}} }}
 
}}
 
 
 
{{#if: {{{petness|}}}|{{#set: Petness = {{{petness|}}} }} }}
 
 
 
{{#ifeq: {{{predator|}}}|true|{{#set:Is Predator = true}}|}}
 
 
 
{{#if: {{{nuzzleMtb|}}}|{{#set: Nuzzle Mtb Hours = {{{nuzzleMtb|}}} }}
 
;{{H:title|link=no|How often an animal will nuzzle friendly colonists, on average.|Nuzzle Interval}}
 
{{#ifexpr: {{{nuzzleMtb|}}} <= 24
 
  |{{#switch: {{{nuzzleMtb|}}}
 
    |24 = :1&nbsp;day
 
    |1 = :1&nbsp;hour
 
    |#default = :{{{nuzzleMtb|}}}&nbsp;hours}}
 
  |:{{#expr: {{{nuzzleMtb|}}} / 24 round1}}&nbsp;days}} }}
 
 
 
 
 
{{#if: {{{maturityage|}}}|{{#set: Maturity Age = {{{maturityage|}}} }}
 
;Maturity Age
 
:{{{maturityage|}}} years {{#ifexpr: {{{maturityage|}}} < 1 | ({{formatnum: {{#expr: ({{formatnum:{{{maturityage|}}}|R}}*60)round 0}} }} days) }} |}}
 
 
 
{{#if: {{{min comfortable temperature|}}}|{{#set: Min Comfortable Temperature = {{{min comfortable temperature|}}} }}
 
{{#if: {{{max comfortable temperature|}}}|{{#set: Max Comfortable Temperature = {{{max comfortable temperature|}}} }}
 
;Comfortable Temp Range
 
:{{{min comfortable temperature|}}}&deg;C - {{{max comfortable temperature|}}}&deg;C}}
 
}}
 
 
 
{{#if: {{{livesin_aridshrubland|}}}|{{#set: Lives in Arid Shrubland = true}} }}
 
{{#if: {{{livesin_borealforest|}}}|{{#set: Lives in Boreal Forest = true}} }}
 
{{#if: {{{livesin_desert|}}}|{{#set: Lives in Desert = true}} }}
 
{{#if: {{{livesin_extremedesert|}}}|{{#set: Lives in Extreme Desert = true}} }}
 
{{#if: {{{livesin_icesheet|}}}|{{#set: Lives in Icesheet = true}} }}
 
{{#if: {{{livesin_seaice|}}}|{{#set: Lives in Sea Ice = true}} }}
 
{{#if: {{{livesin_temperateforest|}}}|{{#set: Lives in Temperate Forest = true}} }}
 
{{#if: {{{livesin_tropicalrainforest|}}}|{{#set: Lives in Tropical Rainforest = true}} }}
 
{{#if: {{{livesin_tundra|}}}|{{#set: Lives in Tundra = true}} }}
 
 
 
{{#if:  {{{meatyield|}}} {{{meatname|}}} {{{leathername|}}} {{{leatheryield|}}} {{{milk|}}} {{{milktime|}}} {{{wool|}}} {{{woolname|}}} {{{sheartime|}}} {{{eggsmin|}}} {{{eggsmax|}}}  {{{eggtime|}}} {{{eggs_avg|}}} {{{eggs_unfertilized|}}} {{{gestation|}}} {{{offspring|}}}|
 
</dl>{{clear}}
 
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Production'''</p>
 
<dl>
 
}}
 
 
 
{{#ifeq: {{{type|}}} | Animals |
 
  {{#vardefine: MeatName | {{{meatname | {{#var:Name}} meat}}} }}
 
  {{#vardefine: LeatherName | {{{leathername | {{#var:Name}} leather}}} }}
 
  {{#if: {{{is exotic species|}}}|{{#set: Is Exotic Species = true}}|{{#set: Is Exotic Species = false}}}}|
 
}}
 
 
 
{{#if: {{#var:LeatherName }}|
 
  {{#set: Leather Name =  {{#var:LeatherName}}}} }}
 
 
 
{{#if: {{{bodysize|}}}|
 
 
 
{{#if:{{#var:MeatName}}|{{#vardefine: MeatYield | {{{meatyield | {{#expr: 90 * {{{bodysize}}} round 0}}}}} }}
 
  {{#set: Meat Yield = {{#var: MeatYield}} }}
 
;Meat Yield
 
:{{#var: MeatYield}}  [[Meat|{{lc:{{#var:MeatName}}}}]]}}
 
 
 
  <!-- Use leatheryield when set, otherwise (incorrectly in some cases) assume 30 * bodysize -->
 
  <!-- See Property:Leather_Yield for details -->
 
{{#if:{{#var:LeatherName}}|{{#vardefine: LeatherYield | {{{leatheryield | {{#expr: 30 * {{{bodysize}}} round 0}} }}} }}
 
  {{#set: Leather Yield = {{#var: LeatherYield}} }}
 
;Leather Yield
 
:{{#var: LeatherYield}} [[{{#var: LeatherName}}|{{lc:{{#var: LeatherName}}}}]] }}
 
}}
 
 
 
{{#if: {{{milk|}}}|{{#set: Milk Amount = {{{milk|}}} }}
 
;[[Milk]] Amount
 
:{{{milk|}}} }}
 
 
 
{{#if: {{{milktime|}}}|{{#set: Milking Interval Days = {{{milktime|}}} }}
 
{{#set: Daily Milk Average = {{#expr: {{{milk|}}}/{{{milktime|}}}round2}} }}
 
;Milking Interval
 
:{{{milktime|}}}&nbsp;days}}
 
 
 
{{#if: {{{wool|}}}|
 
  {{#set: Wool Amount = {{{wool|}}}}}
 
  {{#vardefine: WoolName | {{{woolname | {{#var:Name}} wool}}} }}
 
  {{#set: Wool Name =  {{#var:WoolName}}}}
 
;Wool Amount
 
:{{{wool|}}} [[{{#var: WoolName}}|{{lc:{{#var: WoolName}}}}]]
 
}}
 
 
 
{{#if: {{{sheartime|}}}|{{#set: Shearing Interval Days = {{{sheartime|}}} }}
 
{{#set: Daily Wool Average = {{#expr: {{{wool|}}}/{{{sheartime}}}round2}} }}
 
;Shearing Interval
 
:{{{sheartime|}}}&nbsp;days}}
 
 
 
{{#if: {{{eggsmin|}}}|{{#set: Eggs Per Clutch Minimum = {{{eggsmin|}}} }}
 
{{#if: {{{eggsmax|}}}|{{#set: Eggs Per Clutch Maximum = {{{eggsmax|}}} }} }}
 
;Eggs Per Clutch
 
:{{#show: {{#var:Name}}|?Eggs Per Clutch Minimum|link=none}} to {{#show: {{#var:Name}}|?Eggs Per Clutch Maximum|link=none}} }}
 
 
 
{{#if: {{{eggtime|}}}|{{#set: Egg Laying Interval = {{{eggtime|}}} }}
 
{{#set: Eggs Per Season Average = {{#expr: {{{eggs_avg|}}}/{{{eggtime|}}}*15 round 2}} }}
 
;Egg Laying Interval
 
:{{{eggtime|}}}&nbsp;days}}
 
 
 
{{#if: {{{eggs_avg|}}}|{{#set: Eggs Per Clutch Average = {{{eggs_avg|}}} }} }}
 
 
 
{{#if: {{{eggs_unfertilized|}}}|{{#set: Can Lay Unfertilized Eggs = {{{eggs_unfertilized|}}} }}
 
;Can Lay Unfertilized Eggs
 
:{{{eggs_unfertilized|}}} }}
 
 
 
{{#if: {{{gestation|}}}|{{#set: Gestation Period Days = {{{gestation|}}} }}
 
;Gestation Period
 
{{#switch: {{{gestation|}}}
 
| N/A = :N/A
 
| 1 = :{{{gestation|}}} day
 
| #default = :{{{gestation|}}} days
 
}}}}
 
 
 
{{#if: {{{offspring|}}}|{{#set: Offspring Per Birth = {{{offspring|}}} }}
 
;Offspring Per Birth
 
:{{{offspring|}}} }}
 
 
 
<!--Plants-->
 
 
 
{{#if: {{{growth time|}}}|{{#set:Growth Time = {{{growth time|}}} }}
 
;Time to grow
 
:{{{growth time|}}} day(s)}}
 
 
 
{{#if: {{{yield|}}}|
 
;Food Yield
 
:{{{yield|}}} [[food|food]]}}
 
 
 
{{#if: {{{wood|}}}|
 
;Wood Yield
 
:{{{wood|}}}}}
 
 
 
 
 
<!--Buildings-->
 
 
 
{{#if: {{{power|}}}|{{#set:Power Consumption = {{{power|}}} }}
 
;Power
 
:{{{power|}}}W}}
 
 
 
{{#if: {{{facility|}}}|{{#set:Facility = {{{facility|}}} }}}}
 
 
 
<!--Floors-->
 
 
 
{{#if: {{{speed|}}}|{{#set:Move Speed Factor = {{{speed|}}} }}
 
;Move Speed Factor
 
:{{#expr:{{{speed|}}}*100}}%
 
}}
 
 
 
<!--Furniture-->
 
 
 
{{#if: {{{immunity gain speed factor|}}}|{{#set:Immunity Gain Speed Factor = {{{immunity gain speed factor|}}} }}
 
;Immunity Gain Speed Factor
 
:{{{immunity gain speed factor|}}}}}
 
 
 
{{#if: {{{rest effectiveness|}}}|{{#set:Rest Effectiveness = {{{rest effectiveness|}}} }}
 
;Rest Effectiveness
 
:{{{rest effectiveness|}}}}}
 
 
 
{{#if: {{{comfort|}}}|{{#set:Comfort Base = {{{comfort|}}} }}
 
;Comfort
 
:{{{comfort|}}}}}
 
 
 
{{#if: {{{comfort offset|}}}|{{#set:Comfort Offset = {{{comfort offset|}}} }}
 
;Comfort Offset
 
:{{{comfort offset|}}}}}
 
 
 
{{#if: {{{cover|}}}|{{#set:Cover Effectiveness= {{{cover|}}} }}
 
;Cover Effectiveness
 
:{{#expr:{{{cover|}}}*100}}%}}
 
 
 
<!--Weapons-->
 
 
 
{{#if: {{{class|}}}|{{#set:Class = {{{class|}}} Weapons}}
 
;Class
 
:[[{{{class|}}} Weapons|{{{class|}}}]]
 
}}
 
 
 
{{#if: {{{mode|}}}|{{#set:Mode = {{{mode|}}} }}
 
;Mode
 
:{{{mode|}}}}}
 
 
 
{{#if: {{{damage type|}}}|{{#set:Damage Type = {{{damage type|}}} }}
 
;Dmg Type
 
:{{{damage type|}}} }}
 
 
 
{{#if: {{{damage|}}}|
 
 
 
<!--the following determines if the item is a melee weapon, else assumes it's ranged, then sets relevant property-->
 
 
 
{{#if: {{{mode|}}}|{{#ifeq: {{{mode|}}} | Melee |
 
{{#set:Melee Damage Base = {{{damage|}}}
 
|Melee Warmup = {{{warmup|}}}
 
|Melee Cooldown Base = {{{cooldown|}}}
 
}}
 
|
 
{{#set:Damage Base = {{{damage|}}}
 
|Aiming Time Base = {{{warmup|}}}
 
|Ranged Cooldown Base = {{{cooldown|}}}
 
|Weapons/Row/Ranged/NoInclude=False
 
}} }} |}}
 
 
 
{{#if:  {{{damage|}}} {{{armorPenetration|}}} {{{warmup|}}}  {{{cooldown |}}}  {{{range|}}}  {{{minrange|}}}  {{{accuracy|}}}  {{{accuracyTouch|}}}  {{{accuracyShort|}}}  {{{accuracyMedium|}}}  {{{accuracyLong|}}}  {{{accuracyAvg|}}}  {{{velocity|}}}  {{{burst|}}}  {{{burstTicks|}}}  {{{missRadius|}}}  {{{blastRadius|}}}  {{{DPS|}}}  {{{stoppingPower|}}}|
 
</dl>{{clear}}
 
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Ranged Combat'''</p>
 
<dl>
 
}}
 
 
 
 
 
;Damage
 
:{{{damage|}}}
 
}}
 
 
 
{{#if: {{{armorPenetration|}}}|{{#set:ArmorPenetration= {{{armorPenetration|}}} }}
 
;Armor penetration
 
:{{{armorPenetration|}}}%}}
 
 
 
{{#if: {{{warmup|}}}|
 
;{{H:title|link=no|Time it takes to aim the weapon|Warm-Up}}
 
:{{ticks|{{{warmup|}}}}}}}
 
 
 
{{#if: {{{cooldown |}}}|
 
;{{H:title|link=no|Waiting time before you can aim again after firing|Cooldown}}
 
:{{ticks|{{{cooldown|}}}}}}}
 
 
 
{{#if: {{{range|}}}|{{#set:Range = {{{range|}}} }}
 
;Range
 
:{{{range|}}} tile(s)}}
 
 
 
{{#if: {{{minrange|}}}|
 
;Minimum Range
 
:{{{minrange|}}} tiles}}
 
 
 
{{#if: {{{accuracy|}}}|
 
;Accuracy
 
:{{{accuracy|}}}}}
 
 
 
{{#if: {{{accuracyTouch|}}}| {{#Set: Accuracy (Touch) Base = {{{accuracyTouch|}}} }}   
 
{{#if: {{{accuracyShort|}}}| {{#Set: Accuracy (Short) Base = {{{accuracyShort|}}} }} 
 
{{#if: {{{accuracyMedium|}}}| {{#Set: Accuracy (Medium) Base = {{{accuracyMedium|}}} }}     
 
{{#if: {{{accuracyLong|}}}| {{#Set: Accuracy (Long) Base = {{{accuracyLong|}}} }}
 
;{{H:title|link=no|Touch % - Short % - Medium % - Long %|Accuracy}}
 
:{{{accuracyTouch|}}}% - {{{accuracyShort|}}}% - {{{accuracyMedium|}}}% - {{{accuracyLong|}}}%
 
}}   
 
}}
 
}}
 
}}
 
 
 
{{#if: {{{accuracyAvg|}}}|
 
;{{H:title|link=no|Average accuracy of the weapon, taking range into account.|Avg. accuracy}}
 
:{{{accuracyAvg|}}}%}}
 
 
 
{{#if: {{{velocity|}}}|{{#set:Velocity = {{{velocity|}}} }}
 
;Velocity
 
:{{{velocity|}}} (m/s)}}
 
 
 
{{#if: {{{burst|}}}|{{#set:Burst Count = {{{burst|}}} }}
 
;Burst Count
 
:{{{burst|}}} (per burst)}}
 
 
 
{{#if: {{{burstTicks|}}}|{{#set: Burst Ticks = {{{burstTicks|}}} }}
 
;{{H:title|link=no|Time between shots in a single burst|Burst Ticks}}
 
:{{ticks|{{{burstTicks|}}}}}}}
 
 
 
{{#if: {{{missRadius|}}}|{{#set:Miss Radius = {{{missRadius|}}} }}
 
;{{H:title|link=no|Missed shots are forced to land within this radius|Miss Radius}}
 
:{{{missRadius|}}} tile(s)}}
 
 
 
{{#if: {{{blastRadius|}}}|{{#set:Blast Radius = {{{blastRadius|}}} }}
 
;Blast Radius
 
:{{{blastRadius|}}}}}
 
 
 
{{#if: {{{DPS|}}}|
 
;{{H:title|link=yes|Formatted as: Maximum damage per second (DPS with average accuracy)|DPS}}
 
:{{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }} {{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|({{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * ({{{accuracyAvg|}}} / 100)) round2 }})}}}}}}}}
 
{{#set:Maximum DPS={{ #expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60))) round2 }}}}
 
{{#set:Average DPS={{#if: {{{accuracyTouch|}}}| {{#if: {{{accuracyShort|}}}| {{#if: {{{accuracyMedium|}}}| {{#if: {{{accuracyLong|}}}|{{#expr: ((( {{{damage|}}} * {{#if: {{{burst|}}}|{{{burst|}}}|1}} ) / (( {{#if: {{{cooldown|}}}|{{{cooldown|}}}|1}} + {{#if: {{{warmup|}}}|{{{warmup|}}}|0}} + ( {{#if: {{{burstTicks|}}}|{{{burstTicks|}}}|1}} * ( {{#if: {{{burst|}}}|{{{burst|}}}|1}} - 1 ))) / 60)) * ({{{accuracyAvg|}}} / 100)) round 2 }}}}}}}}}}}}
 
}}
 
 
 
{{#if: {{{stoppingPower|}}}|{{#set: Stopping power = {{{stoppingPower|}}} }}
 
;{{H:title|link=no|Ability of a weapon to 'stagger' targets, slowing them down for a short while. Larger values allow the weapon to stagger targets with bigger body sizes.|Stopping power}}
 
:{{{stoppingPower|}}}}}
 
 
 
 
 
<!-- Animal and Weapon Melee Combat-->
 
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}  {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}} {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}} {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}} {{{mobdamageaverage|}}} {{{mobdamage|}}} {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}} {{{MeleeWeaponAverageDPS|}}} {{{MeleeWeaponAverageAP|}}}|
 
</dl>{{clear}}
 
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Melee Combat'''</p>
 
<dl>
 
}}
 
<!-- Animal Melee Combat -->
 
 
 
 
 
{{#if: {{{attack1dmg|}}}{{{attack1type|}}}{{{attack1part|}}}{{{attack1cool|}}}|
 
  {{#set:Attack 1 Damage = {{{attack1dmg|}}} }}
 
  {{#set:Attack 1 Type = {{{attack1type|}}} }}
 
  {{#set:Attack 1 Part = {{{attack1part|}}} }}
 
  {{#set:Attack 1 Cooldown = {{{attack1cool|}}} }}
 
  {{#vardefine: Attack1DPS | {{#expr: {{{attack1dmg|}}} / ({{{attack1cool}}} / 60) }} }}
 
  {{#set: Attack 1 DPS = {{#var: Attack1DPS}} }}
 
;Attack{{#if: {{{attack2dmg|}}}|&nbsp;1}}
 
:{{{attack1part|Body part?}}}<br>{{{attack1dmg|?}}} dmg ({{{attack1type|type?}}})<br>{{#expr: ({{{attack1dmg|}}}*1.5-0.001) round 0}}% AP<br>{{ticks|{{{attack1cool|0}}}}} }}<!--
 
-->{{#if: {{{attack1stun|}}}|{{#set:Attack 1 Stun = {{{attack1stun|}}}}}<br>Stun for {{ticks|{{{attack1stun|0}}}*20}} on first strike}}
 
 
 
{{#if: {{{attack2dmg|}}}{{{attack2type|}}}{{{attack2part|}}}{{{attack2cool|}}}|
 
  {{#set:Attack 2 Damage = {{{attack2dmg|}}} }}
 
  {{#set:Attack 2 Type = {{{attack2type|}}} }}
 
  {{#set:Attack 2 Part = {{{attack2part|}}} }}
 
  {{#set:Attack 2 Cooldown = {{{attack2cool|}}} }}
 
  {{#vardefine: Attack2DPS | {{#expr: {{{attack2dmg|}}} / ({{{attack2cool}}} / 60) }} }}
 
  {{#set: Attack 2 DPS = {{#var: Attack2DPS}} }}
 
;Attack 2
 
:{{{attack2part|Body part?}}}<br>{{{attack2dmg|?}}} dmg ({{{attack2type|type?}}})<br>{{#expr:  ({{{attack1dmg|}}}*1.5-0.001) round 0}}% AP<br>{{ticks|{{{attack2cool|0}}}}} }}<!--
 
-->{{#if: {{{attack2stun|}}}|{{#set:Attack 2 Stun = {{{attack2stun|}}}}}<br>Stun for {{ticks|{{{attack2stun|0}}}*20}} on first strike}}
 
 
 
{{#if: {{{attack3dmg|}}}{{{attack3type|}}}{{{attack3part|}}}{{{attack3cool|}}}|
 
  {{#set:Attack 3 Damage = {{{attack3dmg|}}} }}
 
  {{#set:Attack 3 Type = {{{attack3type|}}} }}
 
  {{#set:Attack 3 Part = {{{attack3part|}}} }}
 
  {{#set:Attack 3 Cooldown = {{{attack3cool|}}} }}
 
  {{#vardefine: Attack3DPS | {{#expr: {{{attack3dmg|}}} / ({{{attack3cool}}} / 60) }} }}
 
  {{#set: Attack 3 DPS = {{#var: Attack3DPS}} }}
 
;Attack 3
 
:{{{attack3part|Body part?}}}<br>{{{attack3dmg|?}}} dmg ({{{attack3type|type?}}})<br>{{#expr:  ({{{attack1dmg|}}}*1.5-0.001) round 0}}% AP<br>{{ticks|{{{attack3cool|0}}}}} }}<!--
 
-->{{#if: {{{attack3stun|}}}|{{#set:Attack 3 Stun = {{{attack3stun|}}}}}<br>Stun for {{ticks|{{{attack3stun|0}}}*20}} on first strike}}
 
 
 
{{#if: {{{attack4dmg|}}}{{{attack4type|}}}{{{attack4part|}}}{{{attack4cool|}}}|
 
  {{#set:Attack 4 Damage = {{{attack4dmg|}}} }}
 
  {{#set:Attack 4 Type = {{{attack4type|}}} }}
 
  {{#set:Attack 4 Part = {{{attack4part|}}} }}
 
  {{#set:Attack 4 Cooldown = {{{attack4cool|}}} }}
 
  {{#vardefine: Attack4DPS | {{#expr: {{{attack4dmg|}}} / ({{{attack4cool}}} / 60) }} }}
 
  {{#set: Attack 4 DPS = {{#var: Attack4DPS}} }}
 
;Attack 4
 
:{{{attack4part|Body part?}}}<br>{{{attack4dmg|?}}} dmg ({{{attack4type|type?}}})<br>{{#expr:  ({{{attack1dmg|}}}*1.5-0.001) round 0}}% AP<br>{{ticks|{{{attack4cool|0}}}}} on first strike}}<!--
 
-->{{#if: {{{attack4stun|}}}|{{#set:Attack 4 Stun = {{{attack4stun|}}}}}<br>Stun for {{ticks|{{{attack4stun|0}}}*20}}}}
 
 
 
{{#ifeq: {{#varexists: Attack4DPS}}|1|
 
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}} + {{#var: Attack4DPS}})/4 * 0.62 round 2}} }}|
 
{{#ifeq: {{#varexists: Attack3DPS}}|1|
 
  {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}} + {{#var: Attack3DPS}})/3 * 0.62 round 2}} }}|
 
    {{#ifeq: {{#varexists: Attack2DPS}}|1|
 
      {{#vardefine: MobAverageDPS | {{#expr: ({{#var: Attack1DPS}} + {{#var: Attack2DPS}})/2 * 0.62 round 2}} }}|
 
      {{#ifeq: {{#varexists: Attack1DPS}}|1|
 
        {{#vardefine: MobAverageDPS | {{#expr: {{#var: Attack1DPS}} * 0.62 round 2}} }} }} }} }} }}
 
 
 
{{#ifeq: {{#varexists: MobAverageDPS}}|1|
 
;Average DPS
 
:{{#var: MobAverageDPS}}
 
{{#set: Mob Average DPS = {{#var: MobAverageDPS}} }} }}
 
 
 
{{#if: {{{mobdamage|}}}|{{#set:Melee Damage Base = {{{mobdamage|}}} }}
 
;Damage
 
:{{{mobdamage|}}}}}
 
 
 
{{#if: {{{mobdamagetype|}}}|{{#set:Melee Damage Def = {{{mobdamagetype|}}} }}
 
;Damage Type
 
:{{{mobdamagetype|}}}}}
 
 
 
{{#if: {{{mobdamage2|}}}|{{#set:Melee Damage Base = {{{mobdamage2|}}} }}
 
;Damage
 
:{{{mobdamage2|}}}}}
 
 
 
{{#if: {{{mobdamagetype2|}}}|{{#set:Melee Damage Def = {{{mobdamagetype2|}}} }}
 
;Damage Type
 
:{{{mobdamagetype2|}}}}}
 
 
 
{{#if: {{{mobdamage3|}}}|{{#set:Melee Damage Base = {{{mobdamage3|}}} }}
 
;Damage
 
:{{{mobdamage3|}}}}}
 
 
 
{{#if: {{{mobdamagetype3|}}}|{{#set:Melee Damage Def = {{{mobdamagetype3|}}} }}
 
;Damage Type
 
:{{{mobdamagetype3|}}}}}
 
 
 
{{#if: {{{mobdamageaverage|}}}|{{#set:Average Melee Damage = {{{mobdamageaverage|}}}}}}}
 
 
 
<!-- New melee starting from Beta 18 -->
 
{{#if: {{{meleeattack1dmg|}}}{{{meleeattack1type|}}}{{{meleeattack1part|}}}{{{meleeattack1cool|}}}|
 
  {{#set:Attack 1 Damage = {{{meleeattack1dmg|}}} }}
 
  {{#set:Attack 1 Type = {{{meleeattack1type|}}} }}
 
  {{#set:Attack 1 Part = {{{meleeattack1part|}}} }}
 
  {{#set:Attack 1 Cooldown = {{{meleeattack1cool|}}} }}
 
  {{#set:Attack 1 AP = {{{meleeattack1ap|}}} }}
 
  {{#vardefine: MeleeAttack1DPS | {{#expr: {{{meleeattack1dmg|}}} / ({{{meleeattack1cool}}}) }} }}
 
  {{#vardefine: MeleeAttack1Chance | {{#expr: {{{meleeattack1dmg|}}} ^ 2 }} }}
 
;Melee Attack{{#if: {{{meleeattack1dmg|}}}|&nbsp;1}}
 
:{{{meleeattack1part|Body part?}}}<br>{{{meleeattack1dmg|?}}} dmg ({{{meleeattack1type|type?}}})<br>{{{meleeattack1cool|0}}} seconds cooldown <br>{{{meleeattack1ap|0}}}% armor penetration}}
 
 
 
{{#if: {{{meleeattack2dmg|}}}{{{meleeattack2type|}}}{{{meleeattack2part|}}}{{{meleeattack2cool|}}}|
 
  {{#set:Attack 2 Damage = {{{meleeattack2dmg|}}} }}
 
  {{#set:Attack 2 Type = {{{meleeattack2type|}}} }}
 
  {{#set:Attack 2 Part = {{{meleeattack2part|}}} }}
 
  {{#set:Attack 2 Cooldown = {{{meleeattack2cool|}}} }}
 
  {{#set:Attack 2 AP = {{{meleeattack2ap|}}} }}
 
  {{#vardefine: MeleeAttack2DPS | {{#expr: {{{meleeattack2dmg|}}} / ({{{meleeattack2cool}}}) }} }}
 
  {{#vardefine: MeleeAttack2Chance | {{#expr: {{{meleeattack2dmg|}}} ^ 2 }} }}
 
;Melee Attack 2{{#if: {{{meleeattack2dmg|}}}|&nbsp;}}
 
:{{{meleeattack2part|Body part?}}}<br>{{{meleeattack2dmg|?}}} dmg ({{{meleeattack2type|type?}}})<br>{{{meleeattack2cool|0}}} seconds cooldown <br>{{{meleeattack2ap|0}}}% armor penetration}}
 
 
 
{{#if: {{{meleeattack3dmg|}}}{{{meleeattack3type|}}}{{{meleeattack3part|}}}{{{meleeattack3cool|}}}|
 
  {{#set:Attack 3 Damage = {{{meleeattack3dmg|}}} }}
 
  {{#set:Attack 3 Type = {{{meleeattack3type|}}} }}
 
  {{#set:Attack 3 Part = {{{meleeattack3part|}}} }}
 
  {{#set:Attack 3 Cooldown = {{{meleeattack3cool|}}} }}
 
  {{#set:Attack 3 AP = {{{meleeattack3ap|}}} }}
 
  {{#vardefine: MeleeAttack3DPS | {{#expr: {{{meleeattack3dmg|}}} / ({{{meleeattack3cool}}}) }} }}
 
  {{#vardefine: MeleeAttack3Chance | {{#expr: {{{meleeattack3dmg|}}} ^ 2 }} }}
 
;Melee Attack 3{{#if: {{{meleeattack3dmg|}}}|&nbsp;}}
 
:{{{meleeattack3part|Body part?}}}<br>{{{meleeattack3dmg|?}}} dmg ({{{meleeattack3type|type?}}})<br>{{{meleeattack3cool|0}}} seconds cooldown <br>{{{meleeattack3ap|0}}}% armor penetration}}
 
 
 
{{#if: {{{meleeattack4dmg|}}}{{{meleeattack4type|}}}{{{meleeattack4part|}}}{{{meleeattack4cool|}}}|
 
  {{#set:Attack 4 Damage = {{{meleeattack4dmg|}}} }}
 
  {{#set:Attack 4 Type = {{{meleeattack4type|}}} }}
 
  {{#set:Attack 4 Part = {{{meleeattack4part|}}} }}
 
  {{#set:Attack 4 Cooldown = {{{meleeattack4cool|}}} }}
 
  {{#set:Attack 4 AP = {{{meleeattack4ap|}}} }}
 
  {{#vardefine: MeleeAttack4DPS | {{#expr: {{{meleeattack4dmg|}}} / ({{{meleeattack4cool}}}) }} }}
 
  {{#vardefine: MeleeAttack4Chance | {{#expr: {{{meleeattack4dmg|}}} ^ 2 }} }}
 
;Melee Attack 4{{#if: {{{meleeattack3dmg|}}}|&nbsp;}}
 
:{{{meleeattack4part|Body part?}}}<br>{{{meleeattack4dmg|?}}} dmg ({{{meleeattack4type|type?}}})<br>{{{meleeattack4cool|0}}} seconds cooldown <br>{{{meleeattack4ap|0}}}% armor penetration}}
 
 
 
 
 
{{#if: {{{MeleeWeaponAverageDPS|}}}|{{#set:MeleeDPS= {{{MeleeWeaponAverageDPS|}}} }}
 
;Melee Average DPS
 
:{{{MeleeWeaponAverageDPS|}}} }}
 
 
 
{{#if: {{{MeleeWeaponAverageAP|}}}|{{#set:MeleeAP= {{{MeleeWeaponAverageAP|}}} }}
 
;Melee Average AP
 
:{{{MeleeWeaponAverageAP|}}}%}}
 
 
 
 
 
<!-- was supposed to calculate stuff but then decided it's just better to use the value provided by the game
 
 
 
{{#ifeq: {{#varexists: MeleeAttack3Chance}}|1|
 
  {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3Chance}}) }} }}|
 
    {{#ifeq: {{#varexists: MeleeAttack2Chance}}|1|
 
      {{#vardefine: TotalChance | {{#expr: ({{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2Chance}})}} }}|
 
      {{#ifeq: {{#varexists: MeleeAttack1Chance}}|1|
 
        {{#vardefine: TotalChance | {{#expr: {{#var: MeleeAttack1Chance}}}} }} }} }} }}
 
 
 
{{#ifeq: {{#varexists: MeleeAttack3DPS}}|1|
 
  {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: MeleeAttack2DPS}} * {{#var: MeleeAttack2Chance}} + {{#var: MeleeAttack3DPS}} * {{#var: MeleeAttack3Chance}} ) / {{#var: TotalChance}} }} }}|
 
    {{#ifeq: {{#varexists: MeleeAttack2DPS}}|1|
 
      {{#vardefine: MeleeWeaponAverageDPS | {{#expr: ({{#var: MeleeAttack1DPS}} * {{#var: MeleeAttack1Chance}} + {{#var: meleeattack2dmg}} * {{#var: MeleeAttack2Chance}} ) / {{#var: TotalChance}} }} }}|
 
      {{#ifeq: {{#varexists: MeleeAttack1DPS}}|1|
 
        {{#vardefine: MeleeWeaponAverageDPS | {{#expr: {{#var: MeleeAttack1DPS}} }} }} }} }} }}
 
 
 
---------- Line to separate the mess above from the other stuff below ---------- -->
 
 
 
<!--- Creation --->
 
{{#IF: {{{work to make|}}} {{{resources to make|}}} {{{stuff tags|}}} {{{deconstruct yield|}}} {{{resource 1|}}} {{{resource 2|}}}{{{resource 3|}}} {{{resource 4|}}} {{{resource 5|}}} {{{resource 6|}}} {{{resource 1 amount|}}} {{{resource 2 amount|}}} {{{resource 3 amount|}}} {{{resource 4 amount|}}} {{{resource 5 amount|}}} {{{resource 6 amount|}}} |
 
</dl>{{clear}}
 
<p class='subheading' style='height: 1.75em !important; padding: 0.25em 0 0.5em !important; margin: 0.5em 0 0.5em !important'>'''Creation'''</p>
 
<dl>
 
}}
 
 
 
 
 
<!-- Work to make should be specified in *ticks*, like in the game files.  This has been inconsistent in the past -->
 
{{#if: {{{work to make|}}}|{{#set:Work To Make = {{{work to make|}}} }}
 
;Work To Make
 
:{{ticks|{{{work to make|}}}}}
 
}}
 
 
 
{{#if: {{{resources to make|}}}|
 
;Resources to make
 
:{{{resources to make|}}} [[Category:Resource Update Needed]]
 
}}
 
 
 
{{#if: {{{stuff tags|}}}|{{#set:Stuff Tags = {{{stuff tags}}}}}
 
;{{H:title|link=no|The types of resource that can be substituted for the generic resource type|Stuff tags}}
 
:{{{stuff tags|}}}
 
}}
 
 
 
{{#if: {{{resource 1|}}}|{{#set:Resource 1 = {{{resource 1|}}} }}}}
 
{{#if: {{{resource 2|}}}|{{#set:Resource 2 = {{{resource 2|}}} }}}}
 
{{#if: {{{resource 3|}}}|{{#set:Resource 3 = {{{resource 3|}}} }}}}
 
{{#if: {{{resource 4|}}}|{{#set:Resource 4 = {{{resource 4|}}} }}}}
 
{{#if: {{{resource 5|}}}|{{#set:Resource 5 = {{{resource 5|}}} }}}}
 
{{#if: {{{resource 6|}}}|{{#set:Resource 6 = {{{resource 6|}}} }}}}
 
{{#if: {{{resource 1 amount|}}}|{{#set:Resource 1 Amount = {{{resource 1 amount|}}} }}}}
 
{{#if: {{{resource 2 amount|}}}|{{#set:Resource 2 Amount = {{{resource 2 amount|}}} }}}}
 
{{#if: {{{resource 3 amount|}}}|{{#set:Resource 3 Amount = {{{resource 3 amount|}}} }}}}
 
{{#if: {{{resource 4 amount|}}}|{{#set:Resource 4 Amount = {{{resource 4 amount|}}} }}}}
 
{{#if: {{{resource 5 amount|}}}|{{#set:Resource 5 Amount = {{{resource 5 amount|}}} }}}}
 
{{#if: {{{resource 6 amount|}}}|{{#set:Resource 6 Amount = {{{resource 6 amount|}}} }}}}
 
 
 
{{#if: {{{resource 1|}}}|
 
;Resources to make
 
:{{#ifeq: Stuff | {{{resource 1|}}} |{{Icon|buildingmat}}|{{Icon Small|{{{resource 1|}}}|16}}}} {{{resource 1 amount|}}} {{#if: {{{resource 2|}}}| + {{Icon Small|{{{resource 2|}}}|16}} {{{resource 2 amount|}}}|}} {{#if: {{{resource 3|}}}| + {{Icon Small|{{{resource 3|}}}|16}} {{{resource 3 amount|}}}|}}{{#if: {{{resource 4|}}}| + {{Icon Small|{{{resource 4|}}}|16}} {{{resource 4 amount|}}}|}}{{#if: {{{resource 5|}}}| + {{Icon Small|{{{resource 5|}}}|16}} {{{resource 5 amount|}}}|}}{{#if: {{{resource 6|}}}| + {{Icon Small|{{{resource 6|}}}|16}} {{{resource 6 amount|}}}|}}
 
|}}
 
 
 
<!---If resource 1 is set to stuff, but theres no stuff tags, make note of it--->
 
{{#ifeq: Stuff | {{{resource 1|}}} |  {{#if: {{{stuff tags|}}}| |
 
;{{H:title|link=no|The types of resource that can be substituted for the generic resource type|Stuff tags}}
 
:<span style="color:red">'''ERROR: NO STUFF TAGS'''</span>
 
}} 
 
|}}
 
 
 
{{#if: {{{deconstruct yield|}}}|
 
;{{H:title|link=no|Resources recovered when deconstructing|Deconstruct yield}}
 
:{{{deconstruct yield|}}}
 
}}
 
  
{{#if: {{{page verified for version|}}}|{{Verified|{{{page verified for version|}}}}}| {{Verified}} }}
+
== Health ==
 +
{{Animal Health Table}}
  
 +
{{nav|animal}}
  
<br style="clear: both; height: 0px;" />
+
[[Category:Animals]]
</dl></div></div></includeonly><noinclude>
+
[[Category:Wild animal]]
{{documentation}}</noinclude><!-- Add categories and interwikis to the /doc subpage, not here! -->
 

Revision as of 21:39, 17 May 2021

arctic wolf

arctic wolf

"An arctic variant of the old Earth wolf. As pack hunters, wolves have a complex social life and are fiercely intelligent."


Base Stats

Type
AnimalsWild
Market Value
350 Silver

Pawn Stats

Move Speed
5.00
Mass - Young
11.9 kg
Mass - Juvenile
29.75 kg
Mass - Adult
59.5 kg
Health Scale
0.99
Body Size
0.85
Carrying Capacity
64
Filth Rate
0.96
Hunger Rate
0.29
Diet
carnivorous
Life Expectancy
12
Manhunter Chance
10%
Manhunter Chance (Taming)
10%
Trainable Intelligence
advanced
Wildness
85%
Minimum Handling Skill
8
Nuzzle Interval
5 days
Maturity Age
0.45 years (27 days)
Comfortable Temp Range
-55°C - 40°C

Production

Meat Yield
77 wolfmeat
Leather Yield
29 wolfskin
Gestation Period
26 days
Offspring Per Birth
1-3

Melee Combat

"scratch" is not in the list (Cut, Crush, Blunt, Poke, Demolish, Stab, Scratch, Toxic scratch, Bite, Toxic bite) of allowed values for the "Attack 1 Type" property.
Attack 1
front left paw
9 dmg (scratch)
13% AP
100 ticks (1.67 secs)
Stun for 400 ticks (6.67 secs) on first strike
"scratch" is not in the list (Cut, Crush, Blunt, Poke, Demolish, Stab, Scratch, Toxic scratch, Bite, Toxic bite) of allowed values for the "Attack 2 Type" property.
Attack 2
front right paw
9 dmg (scratch)
13% AP
100 ticks (1.67 secs)
Stun for 400 ticks (6.67 secs) on first strike
"bite" is not in the list (Cut, Crush, Blunt, Poke, Demolish, Stab, Scratch, Toxic scratch, Bite, Toxic bite) of allowed values for the "Attack 3 Type" property.
Attack 3
teeth
11 dmg (bite)
13% AP
130 ticks (2.17 secs)
Stun for 400 ticks (6.67 secs) on first strike
Average DPS
3.28
Technical


The arctic wolf is a pack hunter but it's often seen alone or in pairs in-game. They are almost identical to timber wolves, differing only in habitat, resistance to cold temperatures and coloration.

Diet

Arctic wolves feed on raw meat, corpses, meals, any processed foods, and kibble. When especially hungry, they will frequently attempt to attack, kill, and eat pets or even colonists for food.

Habitat

They live in boreal forests, tundras, ice sheets and sea ice.

Training

This animal can be trained as follows:

Guard:  
Attack:  
Rescue:  
Haul:  

*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.

Health


Body part Health
Head 25
Skull 25
Brain 10
Nose 10
Neck 25
Jaw 20
Eye [1]
(left, right)
10
Ear
(left, right)
10
Body 40
Kidney[2]
(left, right)
15
Lung[2]
(left, right)
15
Liver[2] 20
Heart[2] 15
Spine[2] 25
Stomach[2] 20
Limbs
(left, right, fore, hind)
30
Appendage
(left, right, fore, hind)
20
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.