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The most reliable structure is a versioned item record rendered through reusable templates. Keep stable identity, game-specific mechanics, relationships such as recipes and drops, provenance, and editorial presentation in separate layers. That lets one correction update every guide page while allowing each game to expose only the attributes its mechanics actually use.
What a survival-game item data model needs to accomplish
An item guide is easier to maintain when its facts live in structured records instead of being typed independently into every article. A record can feed an infobox, comparison table, recipe list, search result, category page, and API response without creating conflicting copies of the same value.
There is no universal survival-game item schema. Minecraft, Terraria, 7 Days to Die, and Stardew Valley expose different mechanics and store their data differently. The documented wiki implementations support a flexible pattern: define a reusable item record, add fields that match the game, and render pages from that record. Treat the field list as an adaptable vocabulary, not a mandatory checklist for every item.
- Facts describe what an item is and does in a particular game build.
- Version context says which game, platform or mod, and patch make those facts true.
- Presentation controls how readers see the facts: infoboxes, prose, tables, images, categories, and navigation.
Keeping those concerns distinct is the central design decision. An editor should be able to change a stack limit once, while a designer can change the infobox layout without rewriting the underlying item data.
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Separate the three layers before choosing fields
1. Item facts
Facts are machine-readable values such as an item’s display name, maximum stack, durability, damage, healing, armor, rarity, use time, mass, or status effects. Store numbers with their units and avoid putting explanatory prose in a numeric field. If an effect has duration, magnitude, and chance, represent those as separate properties rather than a sentence that cannot be queried.
2. Version and provenance
A fact that changes after a patch needs context. Attach the game identifier, edition or platform when relevant, version or patch, source location, and the date it was last checked. Provenance belongs beside the value or in a fact-history table so an editor can tell whether an old number is obsolete, unknown, or simply not applicable.
3. Editorial presentation
Templates decide whether a field appears in an infobox, a “Stats” section, a sortable table, or nowhere on a particular page. Presentation also includes image filenames, alt text, category order, prose snippets, and localization. Do not make a display label your canonical identifier: labels change with translations and redesigns, while identifiers should remain stable.
Build a stable core item record
Start with fields that identify an item consistently across pages. Keep the core small enough that every item can use it, then attach optional modules for mechanics that exist only in some games or item types.
| Field | Purpose | Typical value and rules |
|---|---|---|
id |
Stable machine identifier | Namespaced key such as game:item_name; never reuse it for a different item. |
display_name |
Reader-facing name | Localized text; keep separate from the identifier. |
game |
Game identity | Canonical game key, with edition or platform as a separate value where needed. |
category |
Broad item type | For example tool, weapon, food, armor, material, seed, or quest item; allow multiple tags if the game uses overlapping types. |
description |
Short neutral summary | Editorial text, not a substitute for structured mechanics. |
icon |
Primary visual asset | Asset key plus accessibility text; keep licensing and attribution metadata elsewhere if required. |
tags |
Filtering and navigation | Controlled terms such as renewable, tradeable, or placeable; document the vocabulary. |
Use null or an omitted property for “not applicable,” and reserve an explicit unknown state for “the project has not verified this.” Those states answer different editorial questions. A sword that cannot stack is not missing a stack limit; a newly added mod item whose limit has not been checked is.
Add mechanics as optional, type-specific modules
Do not force every item into a one-size-fits-all row. Add a module only when the game’s rules support it, and validate that module against the item category.
Inventory and durability
stack_limitfor items that can occupy multiple units in one inventory slot.weightormass, including the unit and whether it affects encumbrance.durability, with maximum value, current-value semantics if tracked, and repair rules.renewabilitywhen the game distinguishes renewable, finite, or conditionally renewable sources.
Combat and protection
damageshould identify damage type, base versus charged value, and any level scaling.armorshould state the body slot or protection category if the game has more than one.effectsshould be an array of effect records containing effect identifier, magnitude, duration, trigger, and any probability.
Consumption and use
healingcan hold health, stamina, hunger, or other resources as distinct values.use_timeshould include the unit and whether it is animation time, cooldown, or both.charges,fuel_value, oractivation_costbelong here when the game consumes a resource on use.
The Minecraft Wiki’s item infobox documentation demonstrates fields such as durability, rarity, renewability, stackability, healing, effects, and armor. Terraria’s item documentation instead emphasizes values such as damage, maximum stack, and use time. The 7 Days to Die item template includes properties such as mass, stamina-regeneration effects, and health changes. These examples show why modules should follow mechanics rather than dictate them.
Model recipes, sources, and usage as relationships
Relationships are often more useful than a long paragraph because readers ask questions in both directions: “What can I craft from this?” and “What ingredients make this?” Store each relationship as a structured record with identifiers, quantities, conditions, and provenance.
| Relationship | Recommended structure | Useful qualifiers |
|---|---|---|
| Recipe output | Recipe record points to output item and ingredient list | Quantity produced, crafting station, fuel, skill, unlock, and version. |
| Ingredient | Ingredient edge points to item and required quantity | Alternative ingredients, quality requirements, and whether substitutes are accepted. |
| Source or drop | Source record points to entity, location, container, or event | Drop chance, difficulty, biome, season, time, and conditions. |
| Crafting usage | Reverse index from item to recipes that consume it | Quantity consumed and whether the item is returned, damaged, or destroyed. |
| Conversion | Input/output transformation record | Machine, processing time, fuel, by-products, and batch size. |
Use stable IDs for both ends of an edge. A recipe should not store “Iron Ore” as free text when it can store the canonical item ID; otherwise a rename or localization change breaks reverse lookups. If the game allows one item to satisfy several ingredient names, model alternatives explicitly rather than duplicating recipes.
Modded Minecraft documentation identifies recipes, crafting usage, item metadata properties, and tags as data that game files can help a wiki present. Stardew Valley’s modding documentation likewise describes how object-type item data is stored and parsed. Those sources support using game data as an input, but every project still needs to verify the source, game, and version before publishing a value.
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Attach version and source metadata to changing facts
Put provenance at the smallest useful granularity. A single “last updated” date on an entire page cannot explain why a recipe changed while an icon did not. For a fact that can vary, capture:
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- Version: patch, build, or data revision; do not call a value “current” without defining current for the project.
- Source: official game files, official documentation, a documented wiki template, or an editor-verified observation.
- Checked date: when someone last confirmed the value.
- Confidence or status: verified, inferred, disputed, or unknown, if the project needs editorial review states.
Store history when changes matter. A compact fact-history table can contain item ID, field path, value, effective version, source, and checked date. The page renderer can select the record matching the requested version, while the editorial interface can show what changed between patches.
Example record that stays readable and extensible
The following generic example separates identity, mechanics, relations, and provenance. It is illustrative rather than a claim about any particular game.
{
"id": "example:field_ration",
"display_name": "Field Ration",
"game": {"id": "example_survival", "edition": "PC"},
"category": ["food", "consumable"],
"mechanics": {
"stack_limit": 20,
"healing": {"health": 8, "hunger": 25},
"effects": [{"id": "well_fed", "duration_seconds": 120}],
"use_time_seconds": 1.6
},
"recipes": [{
"id": "example:field_ration_recipe",
"ingredients": [
{"item_id": "example:grain", "quantity": 2},
{"item_id": "example:dried_meat", "quantity": 1}
],
"station": "example:cookfire",
"output_quantity": 1
}],
"sources": [{"kind": "container", "id": "example:provision_crate"}],
"provenance": {
"version": "1.4.0",
"source": "official data export",
"checked": "2026-10-18"
}
}
In production, you may normalize recipes and sources into their own tables instead of nesting them. The important property is that both designs preserve identifiers, quantities, conditions, and version metadata so the same relationships can be queried in either direction.
Render consistent pages without coupling the data to the layout
Use an infobox template for high-value facts and dedicated sections for relationships. A page renderer can apply rules such as “show armor only for armor items” or “show use time only when a value exists.” This avoids blank labels and prevents readers from mistaking an inapplicable field for missing research.
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Keep prose fields editorially controlled. A template can generate a factual sentence from structured values, but nuanced strategy advice, exceptions, and explanations should remain authored content with its own revision history. Images, category ordering, navigation boxes, and accessibility text should be presentation metadata rather than properties of the item itself.
The Terraria Wiki documents Cargo-backed tables that reuse item data and support quick, dynamic updates; its item data is entered through an item infobox. The 7 Days to Die item template similarly connects a statistics summary infobox to a Cargo table. These examples demonstrate a practical separation between data entry, storage, querying, and display, without proving that one database technology is best for every wiki.
Choose an implementation by editor and reader needs
The available documentation does not provide a benchmark or head-to-head winner. Evaluate a schema, wiki template system, relational database, document store, or hybrid on the following criteria:
- Single-point editing: can an editor correct one fact and update every dependent page, table, and category?
- Extensibility: can a new game or item type add fields without making existing records invalid?
- Bidirectional queries: can readers find both recipes that produce an item and recipes that consume it?
- Version selection: can the system show different values for different patches or mod configurations?
- Provenance workflow: can editors see the source and checked date for a disputed value?
- Accessible output: do templates produce semantic headings, table headers, alt text, keyboard-friendly links, and mobile-readable layouts?
- Localization: can display names and prose change language without changing identifiers or relationships?
A small wiki may start with infobox parameters and a query extension, while a large multi-game site may need normalized tables, import scripts, validation, and a version-aware API. Pick the simplest system that satisfies the queries and review workflow you actually operate.
Implementation workflow: from spreadsheet to maintainable wiki
- Inventory reader tasks. List the questions your pages must answer: what an item does, how to obtain it, what it crafts, where it is used, and how the answer changes by version.
- Define controlled vocabularies. Establish item categories, effect IDs, source kinds, units, and status values before importing data. Record aliases for display, but keep one canonical ID.
- Create the core schema. Implement identity, game context, categories, tags, and presentation-independent descriptions first.
- Add mechanic modules. Introduce stack, durability, combat, consumption, and mass fields only where the selected game supports them. Make optionality explicit in validation rules.
- Normalize relationships. Give recipes, drops, conversions, and usage records their own IDs. Add reverse queries and test them with known examples.
- Import and map source data. Map game files or documented wiki fields into the schema, preserving source and version metadata instead of silently overwriting conflicts.
- Build renderers. Create infoboxes, relationship tables, categories, and search views that read the records. Hide absent or inapplicable fields rather than printing empty labels.
- Validate before publishing. Check duplicate IDs, broken relationship targets, impossible quantities, missing units, unsupported fields, and stale version metadata.
- Review representative pages. Test a consumable, weapon, armor piece, raw material, recipe-only object, and item with multiple sources. These expose different schema gaps.
- Schedule updates. When a game patch arrives, import into a new version context, generate a change report, and approve differences before switching the default view.
Common failure modes and their fixes
One giant table with every possible column
This produces hundreds of empty cells and encourages editors to misuse fields. Replace it with a core record plus optional modules and type-aware validation.
Facts embedded only in prose
Readers can understand prose, but queries cannot reliably extract a recipe, stack limit, or effect duration from it. Keep the value structured and use prose to explain implications.
Names used as foreign keys
Renames, punctuation changes, and translations then break links. Use immutable IDs and maintain aliases for old names.
Versionless numbers
A correct value from one patch becomes misleading after a balance update. Require a version and checked date for fields known to change.
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If only the output lists ingredients, an ingredient page cannot answer “what uses this?” Store the relationship once and generate both views.
Mixing presentation with facts
When an infobox label or image filename becomes part of the canonical record, redesigns become migrations of game data. Keep display configuration in templates or a presentation layer.
Assuming game files are automatically authoritative
Files may represent a specific edition, mod, or build and may omit event conditions or community-discovered behavior. Record exactly which files were used and mark facts that still require editorial verification.
Quality checks editors can run before publishing
- Every item has a stable ID, game identity, display name, and category.
- Numeric values have units, permitted ranges, and a clear meaning such as base, maximum, or per-use.
- Optional fields are absent or null when inapplicable, not filled with guesses.
- Every recipe, source, and usage edge resolves to an existing ID.
- Version, source, and checked date accompany facts that can change.
- Templates do not render empty labels, duplicate the same fact in multiple sections, or hide important qualifiers.
- Generated tables work in both directions and remain readable on small screens.
- Localized names do not alter identifiers, and images include useful alternative text.
Bottom line for a durable item-guide system
Use a small, stable core record; add game-specific mechanics as optional modules; model recipes, drops, and usage as queryable relationships; attach version and provenance metadata to changing facts; and keep templates separate from storage. Existing game wikis show that infoboxes and database-backed tables can make updates reusable and dynamic, while their differing field sets show why the schema must be driven by each game’s mechanics. This approach gives editors one source of truth and gives readers consistent guides without pretending that every survival game has the same items or rules.
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