Template:Infobox item

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This template modifies 1015 pages.


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This template generates an infobox for items. The Infobox provides a summary of statistics associated with a given item. It is intended to organize the information consistently across all items and provide a quick reference-point for pertinent information about the item.

Formatting and ordering of information is largely done by the template with a few exceptions noted below (sizing images, adding links, etc).

Information is passed to the template in the form of parameters and values that are designated as such: |parameter = value. Parameters containing no value or only whitespace will be ignored and not included in the infobox.

Auto-categorization[edit source]

Inclusion of the template will auto-categorize the article in Category:Items. Additionally, certain parameters enable the template to automatically add the item to other categories. The parameters with this feature are noted below in the list of parameters. This functionality extends the usefulness of the infobox but it may not always be desirable. To disable auto-categorization, add the parameter/value combination: |nocat = 1.

The removed_version parameter also affects auto-categorization by disabling categorization by other parameters to ensure the item is only auto-categorized into Category:Removed_Items. There may be other categories added to the item outside the infobox, which the infobox can not control or manipulate.

Auto-link[edit source]

If a field is set to auto-link, it will automaticly include the [[ and ]] around the field. Thus creating a link to the page that is referenced in this field. The template in the should make sure that the field is accurate by passing the value through a validation template, normally the Validate list or Validate list list templates.

The removed_version parameter disables the auto link system.

Boolean Values[edit source]

Parameters that expect boolean values such as true or false allow for some variation in terminology as in the following:

1, y, yes, t, true = TRUE
0, n, no, f, false = FALSE

For more information, see the documentation for Template:Validate_bool

Notes[edit source]

  • Please add a small picture of an item you put into the infobox (e.g. ammunition) for the overall look.
 Use this syntax:
 |ammo = [[File:CrossbowBolt.png|20px|link=Crossbow Bolt]][[Crossbow Bolt]]
 will look like: CrossbowBolt.pngCrossbow Bolt
  • When using the experience components, exp1 is the inital experience gained for the first use, exp2 is every subsequent use of the item.
  • Most values for items can be found in items.xml.
  • Information on placeable items, such as traps and mines, are found in blocks.xml

Syntax[edit source]

Use the following to easily create new infoboxes. Cut and paste the code then replace needed values, do not remove the lines (leave {"="[nothing]} to do not display them). Do not use it for blocks, .., it can be used for small Object-Item page, but the relevant item's values should just be displayed on the object's page.

Preset
{{Infobox item
|name = {{PAGENAME}}
|image =
|caption =
|image_alt1 =
|caption_alt1 =
|image_alt2 =
|caption_alt2 =
|size =

|nocat =
|id =
|group =
|category =
|type =
|description =
|places =
|driveable =
|vehicle_speed_base =
|vehicle_speed_sprint =

|durability =
|durability_min =
|durability_max =
|degradation_rate =
|mass =
|smell_tb_str =
|smell_tb =
|smell_bp_str =
|smell_bp =
|light_value =
|speed =
|noise_volume =
|activityLevel_strength =
|slot =
|inv_slots =
|stack =
|storage =
|mobility =
|sta_stamina =
|lockable =
|mod_compa =
|price_base =

|damage =
|pa_damage_ =
|block_damage =
|pa_block_damage =
|velocity =
|range =
|range_effective =
|range_block =
|range_repair =
|attack_rate =
|round_rate =
|fire_flash =
|fire_volume =
|sway =
|accuracy_hip =
|accuracy =
|recoil =
|handling =
|unholster =
|reload_speed =
|stamina_usage =
|explosive_radius_entities =
|explosive_radius_blocks =
|bonus_damage_cloth =
|bonus_damage_earth =
|bonus_damage_metal =
|bonus_damage_organic =
|bonus_damage_stone =
|bonus_damage_water =
|bonus_damage_wood =
|damage_block_additional =

|damage_resist =
|ar_penetration =
|ar_impact =
|ar_fire =
|ar_explosion =
|ar_radiation =
|ar_electrical =
|effect_resist =
|waterproof =
|hypo-thermal =
|hyper-thermal =

|consu_health =
|consu_stamina =
|consu_food =
|consu_water =
|consu_health_max =
|consu_foodPoisoning =
|consu_cures =
|consu_additional =

|butcher_tool =
|butcher_multiplier =
|butcher_damage =
|salvage_tool =
|salvage_multiplier =
|salvage_damage =
|hoe_tool =
|repair_rate =

|ammo =
|mag =
|requires_power =

|metal =
|weight_forge =
|burn-time =
|provides_power =

|unlocks =
|used_by =
|upgradesInto =
|used_in =
|crafting_ingredient_time =

|unlocked =
|used_ingredients =
|repaired =
|scrap_brass =
|scrap_cloth =
|scrap_electricalParts =
|scrap_glass =
|scrap_iron =
|scrap_lead =
|scrap_mechanicalParts =
|scrap_militaryfiber =
|scrap_paper =
|scrap_plantfiber =
|scrap_polymers =
|breaks =

|seed =
|light-opacity =
|stages =
|grow-time =
|plant-grown =
|crop =

|ob_farm =
|ob_loot =
|ob_hunt =
|ob_mine =
|ob_dismant =
|ob_lootContainers =

|confirmed_version = Alpha 17
}}

Parameters[edit source]

Parameter Legal Values Description Auto-categorizes Auto-links
removed NOTE: Use removed_version instead. Version in which item was removed (overrides further auto-categorization) Y
nocat Disables auto-categorization. Syntax: nocat = true
name Name to be shown in the header of the infobox, uses {{PAGENAME}} if not specified
image Main image file name to be displayed
caption Caption for the main image
image_alt1 First alternative image file name to be displayed
caption_alt1 Caption for the first alternate image
image_alt2 Second alternate image file name to be displayed
caption_alt2 Caption for the second alternate image
size Size (in px) the image should be displayed at, eg. 75px

Entity Section

group The group this item belongs to. (For possible groups see: Item Group)
Can be more than one.
  • Note: "Medicine (Group)" has been replaced by Science in Alpha 16
Y Y
category The wiki category in which to place the item. Y
type A comma separated list of a sub-category, depending on the item. For example a "semi-automatic" firearm, now includes tool-type Y
item-id Item ID number in brackets in creative menu.

Characteristics Section

slot
  • Hat
  • Glasses
  • Face
  • Overcoat
  • Chest Armor
  • Shirt
  • Gloves
  • Leg Armor
  • Pants
  • Boots
  • Backpack
Gear slot. Example: for bandana slot = face
places
lockable Whether this item can be locked Y
storage <Numeric> How many storage slots this item has (if container)
smell_tb Smell radius when carried on toolbelt (in m)
smell_tb_str Smell strength when carried on toolbelt
smell_br Smell radius when carried in backpack (in m)
smell_br_str Smell strength when carried in backpack
durability <Numeric> Hit Points of a block. Note that blocks use durability without min/max, items with quality levels use durability min/max
durability_min <Numeric> The durability of an item at its minimum quality. Note that blocks use durability without min/max, items with quality levels use durability min/max
durability_max <Numeric> The durability of an item at its maximum quality. Note that blocks use durability without min/max, items with quality levels use durability min/max
degradation_rate <Numeric> The rate at which the durability decreases per use when the item is used.
driveable Is this a driveable vehicle
vehicle_speed_base <Numeric> Base speed of a vehicle
vehicle_speed_sprint <Numeric> Sprint speed of a vehicle
max_load <Numeric> See: Max Load
mass <Numeric> Weight (only for blocks); see: Mass
damage <Numeric> Damage this item deals to entities; see Entity Damage
heat_map_strength <Numeric> Amount of heat generated (found in sounds.xml) Y
heat_map_time <Numeric> Amount of time heat generated remains (found in sounds.xml)
heat_map_frequency Frequency in ticks that heat is incremented. Applies only to blocks (found in blocks.xml)
inv_slots
stack <Numeric> Maximum amount of items in one stack
price_base Default Value of an item
perk_modified Perks that modify the values of this item. Can be found in items.xml (<property name="Tags")

Attack Stats

speed <Numeric> Time (in seconds) to complete one attack. This is not really speed but a time.
attack_rate <Numeric> Attack rate, units are per minute.
round_rate <Numeric> Round rate, units are per minute.
pa_damage <Numeric> Power Attack damage this item deals to entities; see Entity Damage
block_damage <Numeric> Damage this item deals to blocks; see Block Damage
pa_block_damage <Numeric> Power Attack damage this item deals to blocks; see Block Damage
explosive_radius_entities <Numeric> This is the radius of effect of the explosion as applied to entities, if this field exists then the above field specifies explosive damage.
explosive_radius_blocks <Numeric> This is the radius of effect of the explosion as applied to blocks, if this field exists then the above field specifies explosive damage.
range <Numeric> Maximum range for melee and ranged attacks
range_effective <Numeric> For ranged weapons, effective range with full damage. See: Range
range_block <Numeric> When damaging blocks, the maximum range at which blocks will be damaged. See: Range
bonus_damage_cloth <Numeric> Bonus damage to this type of item, expressed as a multiplier
bonus_damage_earth <Numeric> Bonus damage to this type of item, expressed as a multiplier
bonus_damage_wood <Numeric> Bonus damage to this type of item, expressed as a multiplier
bonus_damage_stone <Numeric> Bonus damage to this type of item, expressed as a multiplier
bonus_damage_metal <Numeric> Bonus damage to this type of item, expressed as a multiplier
bonus_damage_organic <Numeric> Bonus damage to this type of item, expressed as a multiplier
bonus_damage_water <Numeric> Bonus damage to this type of item, expressed as a multiplier
reload_speed <Numeric> Time it takes to reload item

Armor Stats Section

hypo-thermal Temperature modifier. This is the how much protection against the cold the item provides. An item can have both hypo and hyper attributes.
hyper-thermal Temperature modifier. This is the how much protection against heat the item provides. An item can have both hypo and hyper attributes.
waterproof How much protection the item provides against water, rain and the like, this will help or hinder with temperature effects.

Consumption Section

hunger Fullness change when you eat/drink this one.
thirst Thirst change when you eat/drink this one.
health Health change when you eat/drink this one.
health_max Change to max health when you eat/drink/use this one - Integrated Survival System.
stamina Stamina change when you eat/drink this one.
stamina_max Change to max stamina when you eat/drink/use this one - Integrated Survival System.
poisoning Food Poisoning chance when you eat/drink this one.
consumption Other effects when you eat/drink this one.

Tool Section

butcher_tool <Boolean>
butcher_resource_multiplier <Numeric>
disassemble_tool <Boolean>
hoe_tool <Boolean>
hoe_multiplier <Numeric>
hoe_damage <Numeric>
repair_rate <Numeric> Repairs per minute.
range_repair <Numeric> For repair tools, the maximum repair/upgrade range of the tool. See: Range

Use Section

ammo The item this item uses as ammo (if any)
mag Capacity
requires_power <integer> Shows that this block or item requires electrical power, the value given is the amount of power required to run this device.
  • A block can have both provides_power and requires_power value, and if it does then it is a distribution box, or power relay, in this case the requires_power value is the amount that this device uses, can be 0. |

Production Section

metal
  • Brass
  • Sand
  • Iron
  • Lead
  • Stone
  • Clay
The kind of metal this item gives when melted
weight_forge How much 'metal' this item gives when melted
burn-time amount of time the item burns (in secs)
provides_power <integer> Shows that this block or item provides electrical power , and can be used as a power source.
  • A block can have both provides_power and requires_power value, and if it does then it is a distribution box, or power relay.|

Other Uses Section

unlocks The item this one unlocks (if any)
used_by
upgradesInto Upgrades into
used_in Items you can craft with this one.
crafting_ingredient_time The base time that this resource adds to the the crafting time, e.g. wood has a value of 0.25 seconds, so a base value Wood Frame would take 2.5 seconds.

Crafting Section

unlocked The perk that unlocks this. Can be found in recipies.xml(<recipe tags="HERE")
schematic_name item unlocked through schematic name
used_ingredients Ingredients used to cook this one.
repair The item that is needed to repair this one
scrap_additional Additional non-listed scrap result this item gives when scrapped Y
scrap_brass How much Brass this item gives when scrapped Y
scrap_cloth How much Cloth this item gives when scrapped Y
scrap_electricalParts How much Electrical Parts this item gives when scrapped Y
scrap_glass How much Glass this item gives when scrapped Y
scrap_iron How much Iron this item gives when scrapped Y
scrap_lead How much Lead this item gives when scraped Y
scrap_leather How much Leather this item gives when scraped Y
scrap_mechanicalParts How much Mechanical Parts this item gives when scrapped Y
scrap_militaryfiber How much Military Fiber this item gives when scrapped Y
scrap_paper How much Paper this item gives when scrapped Y
scrap_plantfiber How much Plant Fibers this item gives when scrapped Y
scrap_polymers How much Scrap Polymers this item gives when scrapped Y
scrap_stone How much Small Stones this item gives when scrapped Y
scrap_tungsten How much Scrap Tungsten this item gives when scrapped Y
scrap_wood How much Wood this item gives when scrapped Y
breaks Breaks into which items

Farming Section

Obtained Section

ob_cheat whether the item is obtainable through creative menu Y
ob_cook whether the item is obtainable through cooking Y
ob_craft whether the item is obtainable through crafting Y
ob_dismantle whether the item is obtainable through dismantling Y
ob_farm whether the item is obtainable through farming Y
ob_forge whether the item is obtainable through forging Y
ob_loot whether the item is obtainable through looting Y
ob_mine whether the item is obtainable through mining Y
ob_scavenge whether the item is obtainable through scavenging Y
ob_scrap whether the item is obtainable through scrapping Y
ob_upgrade whether the item is obtainable through upgrading Y
ob_schematic whether the item is learn-able through schematic Y