But I still think the main page for an item should be the authoritative location for as much info as possible.
I'd have to agree with Phssthpok on this. Trying to split up spoilery content from everything else at a low level would be very difficult to achieve when also trying to preserve the integrity and organization of the the overall content. I say take cues from how the DCSS wiki does it--most of the site is under a spoiler notice, period, in an effort to organize information in the best way possible.
Honestly I can't imagine anyone on the wiki trying to both use it and
not be spoiled, since everything you need to know is already either in the game manual, or can be learned in game by examining items and robots. The only exception would be those players looking for general strategies and getting started guides, which could be found in a separate "spoiler-free" section of the wiki, while everything else is under the spoiler warning. Heavy wiki users are most likely to be either experienced players who want to look up reference data, or anyone who doesn't mind being spoiled.
What do you think of the taxonomy so far? There's plenty of the game I haven't seen yet, so I don't know how accurate it is to treat all items as parts, and all "power" items as engines. There are a lot of ambiguous names in propulsion, so I've avoided grouping them by type. And there are so many weapons that I've grouped them at a smaller granularity than in the manual.
Can you predict any pain points with the wiki taxonomy, without spoiling anything?
Good questions, and I'm glad you're in a position to ask them and do something about it if necessary
. When setting up the wiki I was somewhat worried that it might quickly turn into a mess from inexperienced editors just throwing data up there, but then you stepped up right away and gave us templates! Some comments:
Robots: At the highest level, the organization here is good so far, and will work fine with the rest of the game.
"Derelict" isn't a class, but is more analogous to an entire race with its own set of classes. They will become a much more significant presence once the Caves are added. So those could probably be a separate chart of their own on that page.
You'll also probably want to add a separate chart for NPCs. Revision 17 is the only one in the game right now, but there are more coming.
The class pages and subvariant pages both work nicely (though we may want to do something about the blue link color being nearly unreadable on the black background in the text boxes).
Items: This page will need a new "Non-part Items" section. This could cover Matter and Data Cores, which count as items but not parts. More importantly, there is also a category of of actual part-like items that cannot be attached (but can be held in your inventory unlike Matter/Data Cores). Right now there is only one such item in the game, the so-called "Signal Generator," the function of which no one seems to have figured out yet
. There will be more items like that in the future.
Propulsion I would think could be grouped by their subtype, unless you prefer the idea of having them all in a single chart, which is kinda neat, too, though it goes sort of against the method that types are handled for utilities/weapons.
There is no inherent difference between Engines, Cores, and Reactors, a naming scheme chosen purely to reflect low/mid/high-tier power sources. Seeing as "Engines" is used in game as a subtype, it probably makes more sense to rename the Engine page to "Power Sources." Putting those all on the same page and in the same chart does makes a lot of sense.
Otherwise it's all looking pretty good so far.