Template talk:Infobox Item

I propose that we add units to some of the infobox entries, so that the entries are purely numeric; this would let us do future operations on those numbers a lot easier. Specifically:

Mass:

Growth Time:

Range:

Explosion Radius:

Reload Time:

Power Consumption:

Power Output:

Force:

Torque:

Fuel Value:

Perish Time:

Geostar1024 (talk) 01:58, 27 January 2016 (UTC)


 * I will change few them, but not sure about the mass, 16kg shown as .016t is not convenient, I would prefer 1.2t shown as 1200kg, the items which have multiple unit (Kw/MW, KNm/MNm etc) idon't think it should be changed, template is to make editing easy where user can just put the values seen in game, don't have to calculate, so expecting user to do the calculation I don't think would work...
 * Right, my code above shows different output units depending on the range of the input. For example, 16kg is shown as 16kg, while 1200kg would be shown as 1.2t. I think we should seriously consider the infobox as a mini database for each item, and store the information with one base unit (or get a string handling extension installed so that the infobox itself can substitute in the correct value (e.g. turn tons into kg)). Not only will it allow us to access that data uniformly with dpl in the future, but it also lets us format the infoboxes consistently, with the user only expected to provide numerical data.Geostar1024 (talk) 17:03, 27 January 2016 (UTC)
 * ok, i will change it..which means every page needs to be edited now...also i am not sure about unit of fuel value.. Navonil (talk) 17:20, 27 January 2016 (UTC)
 * thanks! Yeah, it's going to be a pain, but it will be worth it, I think. Fuel value is in units of kWh, and I wish that was stated in the game, because it made perfect sense once I did the calculation to determine that it was kWh...Geostar1024 (talk) 17:33, 27 January 2016 (UTC)
 * I will change the unit of fuel value when it added in-game to atleast one fuelpack..--Navonil (talk) 17:52, 27 January 2016 (UTC)
 * Tangentially related to the above changes, I was thinking that it would be nice to have the icon/item link templates in the itembox template (in the same way that the item image is done), rather than requiring the user to type out the wiki code correctly. Of course, that's going to require another round of editing all the infoboxes (I managed to do all of them this time in ~30 minutes), but it will be nicer for future dpl stuff.Geostar1024 (talk) 22:36, 27 January 2016 (UTC)

sample code for crafting time
it is not hard to add multiple crafting time in template..but all page have to edit again then...

input>

Template Addition Requests
Requests for additions to the template should be placed here.

Rotation Speed
proposed code (to be placed just after Power Consumption):

Template Modification Requests
I propose auto-selecting of category icons based on the categories a page belongs to, rather than hard-coding things like into the placability entry (which ends up duplicating the work we do classifying pages by category). See Sandbox. The code itself looks like:

Basically, the list of categories for a page is obtained and then regular expressions are used to try to isolate the category of interest for each if statement. If the text is found, then the appropriate icon is output.Geostar1024 (talk) 20:10, 11 February 2016 (UTC)

In sum, we could probably remove several of the template arguments, notably:
 * image: we can derive it from the item name
 * crafting: not used anymore since we have the craft template
 * gun: can be derived by dpl checking to see what guns specify a particular type of ammo
 * placability: derived using the above code (should be spelled placeability, incidentally)
 * type: derived using the above code
 * sur: derived using the above code
 * cre: derived using the above code

Geostar1024 (talk) 23:09, 11 February 2016 (UTC)

The idea is nice..but I am not sure about one thing..using DPL that much in one page...wouldn't that slowing the whole site down as every page will try to access atleat the page itself and for some cases the whole website..

From reading about DPL performance, it seems like calling single pages doesn't take much in the way of server resources. And, consider that each page is already making a bunch of dpl and template calls to do the ore calculation, and I haven't noticed any lags in page loading so far. One thing to look at is turning on the dpl cache if it isn't already on. That way, as long as page information isn't changing frequently, the server doesn't need to actually repeat all the dpl calls for a page; it just serves up a precomputed result from the cache. Obviously, we shouldn't turn that feature on until we're done doing massive edits. In summary, I don't think there will be really any impact on page responsiveness with these proposed changes.Geostar1024 (talk) 15:50, 12 February 2016 (UTC)

I will unlock them tomorrow.. and will post more detailed info(if needed) then too... or maybe I will add them myself... to tired to think straight...Navonil (talk) 19:08, 12 February 2016 (UTC)

I added it in Infobox Item... one problem, the "placibility attribute is staying in the infobox regradless the item place-able or not (like in Iron Ore).. either put a No or remove the attribute from the infobox if the item is not place-able... Navonil (talk) 07:39, 13 February 2016 (UTC)

Yeah, I just figured out a way to fix that, as well as some nicer code for the Type field; it should be much easier to see how to add in additional types now.

only show placeability if placeable:

better Type code:
 * width=80 | Type ||

Also, here's nicer code for the Survival and Creative parts (instead of calling the regular expression parser, it just searches the string with #rpos, which should be less resource-intensive):


 * Survival ||
 * Creative ||
 * Creative ||

Also, change "titlematch" to "title" in the dpl call, as for this we'll only ever want one page ("titlematch" is slower). I'm going to work on the ammo/gun linkage next and will update here when I have something.

Also, instead of having to specify the image, we can just automatically link to it by name (since the image file is always going to be a PNG with the same name as the item):

!colspan="2" | Geostar1024 (talk) 19:45, 13 February 2016 (UTC)

I added the codes..as for image..I did not added that as there are some image do not match with the name of the item..also that give redundancy for extension mismatch (png/jpg) / item/entity with same name..etc..Navonil (talk) 20:20, 13 February 2016 (UTC)

I unlocked this template page..chk type of Iron Ore, Salami, Adrenaline Shot etc... Navonil (talk) 20:32, 13 February 2016 (UTC)

It's almost done; the gun code is in place, and all the types seem to work, except things like "Iron Ingot" are getting tagged with "Resources" in addition to "Refined Resources", so I will work on a way to fix that.Geostar1024 (talk) 04:39, 14 February 2016 (UTC)

Thanks..did you even slept tonight??? Navonil (talk) 05:53, 14 February 2016 (UTC)

I did, I'm in the UTC-5 time zone. The "Resources" vs "Refined Resources" issue has been resolved (had to use regular expressions on Resources, rather than just string searching). I had a couple of more thoughts:


 * The exp section might be better if there were a variable for each planet (akuaplace, akuaharvest, omicronplace, omicronharvest, ...), which would then all be combined into the displayed field in the infobox. Alternately, each planet could have a "place exp" and "harvest exp" in its infobox that items could reference; this might be better since then we're not duplicating data (though I guess the place exp for sprouts is different than all other blocks).
 * the obtained from/harvested from fields maybe could also be category-based. On the other hand, it'd be fairly complicated, and I'm not sure if it's worth the effort at this point.Geostar1024 (talk) 14:40, 14 February 2016 (UTC)

thank you again.. as for xp..I will delete them altogether and add that info in leveling and Xp page in generalize format (like sprout-100xp, block 5 xp etc) so don't bother about that.. xp gain change with difficulty..so it's depends on planets difficulty how much xp you will gain for certain work..Navonil (talk) 14:53, 14 February 2016 (UTC)

Rate Of Fire
Please could "Rate of Fire" be added, measured in rpm (rounds per minute). Useful for working out the damage over time of weapons. --CrashM85 (talk) 18:06, 10 September 2016 (UTC)
 * the infobox contain only the info given to the player...any info derived by the player can be present in the page but not in the infobox as the accuracy of that info can be debatable... Navonil (talk) 14:50, 14 September 2016 (UTC)
 * The Rate of Fire is provided by the game, please see attachment: RateOfFireExample.png --CrashM85 (talk) 16:51, 14 September 2016 (UTC)
 * confused dpm with rpm, added as variable "rpm" Navonil (talk) 19:21, 14 September 2016 (UTC)

Please add Maximum Amount
Weapons have limits to the number that can be added to a vessel or base. Please add Maximum Amount (maximum) under Range in the infobox. The game added it to the tooltips, see attached. --User:Pyreflos BR
 * Done. I meant to do this a while ago but got carried away with other stuff. --Mattriti0n (Community Administrator) (talk) 05:33, 14 January 2018 (UTC)
 * Awesome! Is it suppose to have a less than symbol in front of the “Maximum Amount”? Or is that just an anomaly on my mobile device? See Gatling Gun as an example. --User:Pyreflos
 * Fixed --Mattriti0n (Community Administrator) (talk)

Volume
Could we add volume to this template? It's a very important mechanic now, and though it's easy to look up in game, it's useful information for the wiki. Eklinaar (talk) 02:34, 21 June 2020 (UTC)

CPU
Please add CPU to the template. It's a very important mechanic now, and though it's easy to look up in game, it's useful information for the wiki. --Authorized411 (talk) 18:38, 17 July 2020 (UTC)