Template:Building Infobox
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Usage
Infobox used for all Structures. Place it after any notice templates like {{Stub}}
but before {{Quote}}
.
NOTE: All info related to production of Shippables is done in ProductionShippable with ProductionShippable template, defining a CargoTable
Parameters
Parameter | Description |
---|---|
name | Full name of the structure. Mandatory |
image | Image file name with no markup. E.g. Crane.png .
|
caption | Caption for the image. |
alt_text | Alt text describing the image for screen readers. Defaults to This vehicle's in-game icon.
|
intelligence_icon | The image of the structure's intelligence, using any of the following will give it map intelligence icons. If it is special, use it's special map icon. As follows; Defense , Structure , Artillery , Hospital , Outpost , and Facilities .
|
map_icon | Use in place of intelligence_icon if the building has a special map symbol. |
faction | Displays the faction that can build the structure. Defaults to both factions being able to construct the structure, with three options for changing it. Col = Colonial, War = Warden, and Both for both sides can construct it.
|
construction_type | The type of construction the structure is. Possible values are: World Structure , Player Structure , Shippable , Bunker Modification , Deployed Structure .
|
type | The type/use of the structure. Possible values are: Defense , Player Manned Defense , Automated Defense , Resource Generation , Forward Base , Home Base ,Storage , Production , Utility , Resource Field , or Bridge .
|
cost | Cost of the structure if it's buildable. ResourceDisp must be manually used in the value to show the material icons. Leave blank for shippable structures. |
built_with | What this is build with. Tags Possible are: Hammer , Construction Vehicle , Shovel , Sandbags , MetalBeam , Concrete , BarbedWire , Pipe . Otherwise it shows the raw value. Leave blank for shippable structures.
|
repair | Amount of bmats to repair the structure |
slots | Amount of inventory slots |
capacity | The structure's stockpile capacity |
intel_range | The Intelligence Gathering radius provided by the structure |
ai_range | The AI connection radius provided by the structure |
ammo | The type of ammo used by the structure. 8mm, RPG Shell, etc. If multiple, use ammo2 and ammo3 below. ONLY FOR STRUCTURES THAT CONSUME ACTUAL AMMUNITION. |
ammo2 | The second type of ammo used by the structure. |
ammo3 | The third type of ammo used by the structure. |
firing_range_effective | The effective firing range of the structure, either AI or manual for artillery. Use only when there is damage falloff. |
firing_range | The firing range of the structure, either AI or manual for artillery. For AI the range is measured from the edge of the structure to the edge of the enemy soldier/structure/vehicle. |
firing_range_inac | The firing range of the structure, either AI or manual for artillery. Used for coastal gun. |
retaliation_range | The firing range of the structure's AI when retaliating. Measured from the edge of the structure to the edge of the attacking soldier/structure/vehicle. |
wrenchable | Is it dismantlable with a wrench? Possible values are: Yes , No , or nothing.
|
rammable | Can it be run over by a vehicle? Possible values are: Tank , Truck , Ship , or nothing.
|
fueltype | The type of liquids that can be used as fuel in the structure. Available values:Oil , Heavy Oil , Enriched Oil , Coal , Diesel , Petrol , Diesel/Petrol , Nothing.
|
fuelcap | The maximum amount of fuel the structure can hold in liters. The L is automatically added.
|
fuelrate | The amount of liters of fuel consumed per hour in liters. The unit must be manually added. |
fuelduration | The time it takes for the structure to fully deplete its fuel tank. The unit must be manually added. |
structure_hp | The total hp of the structure. Used by {{Building_Infobox.Structure_Health}} .
|
structure_hp_B | The total hp of the structure when it has a second model (Garrison House) or health mode (Emplacements in trench). |
structure_hp_C | The total hp of the structure when it has a third model (e.g. Town Base). |
armour_type | The type of armour of the structure. Used by {{Building_Infobox.Structure_Health}} . Possible values are: Tier1Tank , Tier1Structure , Tier2Structure , Tier2BStructure , Tier3Structure , Trench , Tier1GarrisonHouse ,Tier2GarrisonHouse ,Tier3GarrisonHouse , None , or nothing.
|
base_tier | Whether the structure is the first tier. Values are "Yes" or "No". Leave blank for non-tiered structures |
decay_start | Grace period in hours before the structure starts to decay. Leave blank if no decay. |
decay_duration | Duration period in hours of the structure's decay. Leave blank if no decay. |
husk_hp | The total hp of the husk left when the structure is destroyed. Leave blank if the structure doesn't leave a husk. |
husk_decay_start | Grace period in hours before the structure husk starts to decay. Leave blank if no decay or no husk. |
husk_decay_duration | Duration period in hours of the structure husk's decay. Leave blank if no decay or no husk. |
facility | Whether the structure is a part of the facility system. Value is "production", "storage", "power production", "large production", "resource production", "pipeline", "foundation", "small track", "large track", "crane track", "power transfer", "catwalk", "utility", or nothing. |
status | To specify special circumstances of a structure. Possible values are: Unavailable , Dead Harvest , or nothing (default value).
|
Empty Template
Paste this into any new structure page.
{{Building Infobox |name = |image = |intelligence_icon = |map_icon = |faction = |type = |cost = |built_with = |repair = |slots = |capacity = |heat = |intel_range = |ai_range = |firing_range_effective = |firing_range = |firing_range_inac = |wrenchable = |structure_hp = |armour_type = }}
The above documentation is transcluded from Template:Building Infobox/doc. (edit | history)
This template defines the table "structures". View table.