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Hello! First, thanks so much for taking on the template - I've been busy with offline stuff for a long time and haven't touched the game or the wiki in months!
So the weird syntax is explained at the very top of the template - if you want to do a table inside a tabber tag (see below for why I have those), you can't use the normal pipes. At least that was true back when I made the template, it might have changed since then? I know there were some coding changes being looked at when I left. And yup, it's much harder to read than the nice pipes, trust me, I know! Very frustrating to change when I discovered the problem.
Columns vs tables - that was a request from an admin (over here), that I separated them out into tabs (each with its own table) instead of columns. I haven't been on the wiki in months, so I don't know if that's still what's wanted or not.
Hope that explains it! :) Thanks again for tackling this, I hope you can get it working and implemented on pages, I really wanted to finish it before real life hit me like a truck.
About the topic: I'm thinking a horizontal layout, like the original hit counts tables woul dbe more appropriate. The columns would the weapons with the same damage, and rows would be mobs. When the count is same for a mob for more than one column, colspan is used. would look something like:
About the topic: I'm thinking a horizontal layout, like the original hit counts tables woul dbe more appropriate.
You can't really make it "horizontal" or "vertical".
Both "mobs" and "weapons" vary.
In DS games weapon damage is not rounded to 50, so this table won't be precise and will be less useful for mathcrafting.
I think wiki is terrible for calculators and simple html. I could do everything I wanted in simple html/js outside wiki and not to spend hours fighting yet another wiki syntax mistake and it only increases complexity when you add new features.
Wiki is good for data/link. The best damage calculators should be linked as external links from infoboxes automatically for all "Weapons" and "Mobs" and "Bosses".
There tools can often used as weapon (30 dmg) and new items with 150 or 200 damage.
There at least 2 Dragonflies cells
one with 27500
other with 2750
This is what that sample meant. To clarify, this table only contains some subset of weapons, not all of them. The missing weapons will be added here if we do this. The weapons will be ordered by increasing damage. This table contains a set of mobs to demonstrate the idea. If implemented real tables would only contains the mobs matching the article the table is placed. Chose dragonfly and lighting dart for what you call variance, to show how they can be implemented in a perfectly accurate table.
Well if all hounds were added (periodic attacks), we should add Depths Worm.
Then you want to add some items from SW, then you want to add at least one shadow creature.
What was selection criteria for these 5 mobs? Yes it is accurate, but it is so horribly incomplete so you need other resource. This raises question when and why table with only 5 mobs should be displayed.
Yes it makes sense to display
"one mob vs all weapons"
"one weapon vs all mobs"
but arbitrary selected sub-tables are questionable IMO
This table contains a set of mobs to demonstrate the idea. If implemented, real tables would only contain the mobs matching the article the table is placed.
As a reminder, this conversation is about the weapon hits template, which is used in mob pages to crate a table showing how many hits from a weapon does it take to kill specific mobs on the page.
So in other words, table (again with minimal set of weapons that were randomly selected to demonstrate the idea, where in the real articles would contain all the weapons), only contain hounds on the hound page, and dragonfly versions on the dragonfly page.
On the hound page (again the actual implementation will contain all the weapons):
# of Hits
On the dragonfly page (again the actual implementation will contain all the weapons):
The conditional formatting HATES conditional rows instead of conditional columns, which is why I went with columns originally. Again, it might have changed since then (or there's a way around the issue that I didn't know about, which is more than possible!), but when I first started building the table, I could only find info through googling about people who also couldn't get conditional rows to work, never about how to do it.
On the other hand, the nice thing about doing it in columns instead of rows is that you never have to worry about running out of room, versus the rows stretching so far you have to scroll horizontally, which as standard web programming practice, you should avoid. So in the end I thought conditional columns were overall better, if a change from how we did it before.
Heya :) Since you've been editing a lot around here lately, I wanted to make sure that you knew about upcoming changes to Don't Starve's infoboxes. I've opened a discussion in the forums and would love to hear your opinions there. Please feel free to stop by!
I saw your edit to remove the link, I'm not sure what do you have in mind for this.
I was thinking maybe we can create this page, and move all the key information in this page as well, and have one location that contain all the unlock data.
I believe every object with their in-game name should either show up as articles or redirects in the wiki. Do you want to have the unlock information in the Woodlegs page and maybe have the cage to redirect to that section?
...I don't really remember what I was thinking, though I'm guessing I wasn't. :P I was pretty exhausted at the time, I was probably just trying to clean up links and didn't think about the fact we really do need a page/redirect for that link. Sorry!
I think would prefer a redirect to the Woodlegs page, with a separate cage section - we already have that info on there, I would rather not spread it out if we can avoid it. Which do you prefer?
(Also, thanks for fixing my poison mistake, w/the two hats - I can't even blame that one being sleepy, I was just a doofus!)
One improvement I'd suggest is to allow multiple monsters with various health in the table as additional columns. This comes in handy with pages where there are variants with different stats (hounds), or a main mob & spawns (quacken). What do you think?
I've actually been trying to do that! Unfortunately, columns do NOT play well when conditional. They just don't seem to acknowledge it's supposed to be a separate column - instead of a separate cell, you just get the pipe text | and whatever you put in it. And I haven't found any advice when googling. If you want to take a stab at it, feel free!
Huh, Recipe template uses html code instead of wiki markup for the tables. Maybe that's the difference. I'll play around with that, then, if you don't get to it first. Ugh, gonna be fun to rewrite the entire set of tables! I'll probably make a version in my Sandbox instead of using the actual template, since it's in use on some pages.
You're doing so much to this wiki, but you still have no 'position' yet, which I don't think is what you deserve. Seeing as you perform both page updating and wording along with "Anti-vandalism" patrols, I think you would make a good Custodian and/or Rollback - these positions should give you more capability of keeping the wiki neat (not like you're lacking it anyway).
What do you think? In case you accept, make your request at TimothyofSilver, because I am not a Bureaucrat at the moment.
Here's a small tip: When undoing several consecutive bad-faith edits, check if there's a "Newer edit" button. If there is, check the edit, and if the summary is "Reverted edits by X to last version by Y", then those edits were rolled back by an admin, bureaucrat or rollback, and don't have to be bothered about anymore. The rollback doesn't show up in the Recent Activity, so the only way to see it is through Recent Changes or byviewing the edit as mentioned above.
I've rolled back the edits on the Treeguard page, but since it doesn't show up in Recent Activity, you probably didn't notice, and bothered to undo them one-by-one.
Now, I'm not saying you did something wrong or anything - you are a gem on this wiki. The point is, I just wanted to point that out.
Images updated! I don't have time right now to fix any links, so you'll have to do that. :)
I use Matt's Textool for opening the .tex files. Then I export/save it as a .png (which keeps the transparent background). Then I open the .png in Photoshop & crop/resize it, saving it as a .png again.
The inventory (and crafting icons) .tex file is under data/images/inventoryimages.tex. Then some of the placed items (like the crate image that I replaced) are in data/anim/ and then in a .zip file. Some of these things only have individual parts, because they're animated, and I haven't tried to do anything with those.
Hope that's clear, I'm dashing this off right before I have to leave, heh. Let me know if you have any questions!
I see that you are familiar with extracting images from game files. I was was hoping you can help solve a problem with the "Wildbore House.png". The issue is that the images are arranged in the way that, for craftable structures "X.png" is the menu icon for the item, and has a size of 64x64. "X Build.png" (not "built", unfortunately) is the built version of it, which can be large. Currently Windbore House has the large image as the icon, which breaks the templates which expect 64x64 images. Such as:
Can you fix the problem by:
Uploading the 64 by 64 crafting menu icon for Wildbore house as a new version of "Wildbore House.png"
Uploading the current version of "Wildbore House.png" as "Wildbore House Build.png"
A few references to the old image will need to switch to the new one to keep using the large image.
Heh, I'm actually brand new to this - only done it five times total. (Now six!) But! This was totally doable. I actually made the Wildbore House Build image smaller - it was double the size of the Pig House Build, so I figured it should be in line w/that one. I updated as many of the old image references as I could find, but you should probably look them over, too.
Thank you, they all look good to me. I've noticed Prime Ape Hut also has the same issue. Since now you are practically an expert, maybe you can fix that too?
That should be the last of it, I've checked other SW structures, they seem fine.
Thanks for the file update. It looks good, but I think it would be better to have the Prime ape page "spawns from" and the image on the "prime ape hut" page show the built versions instead (Pig/Pig house seems to be set up this way).
For the recipe, it was very annoying. I've added both the dlc option and character option, which should simplify things. I'm glad you like it.