"idst";"tens";"impf";"dsty";"fmod";"endurance";"tcond";"comments"
"ROCK";  "15"; "210";"3000";   "1";     "0.42";  "1.0";"data is that of marble"
"CUPR"; "210"; "770";"8960";   "2";     "1.00";"401.0";"copper"
"EGLS";  "33";"1000";"2325";   "4";     "0.82";  "1.0";"elven glass/moldavite"
"IRON"; "350";"1085";"7874";   "5";     "1.42";  "1.0";"not wrought iron; just natural iron"
"ARGN"; "170"; "595";"10490";  "9";     "0.91";  "1.0";"argentum/silver"
"STAL"; "531";"2520";"7874";  "14";     "1.73";  "1.0";"steel"
"EAUR"; "768";   "0";"8192";  "21";     "1.36";  "1.0";"elven aurichalcum"
"TIAL"; "900";   "0";"4420";  "33";     "2.16";  "1.0";"titanium alloy (Ti6Al4V)"
"ADMT";"2000";"4090";"2700";  "71";     "3.42";  "1.0";"adamant"
"OOZE";  "20";   "0";"1000";   "1";      "N/A";  "0.5";"genetic ooze; data is about human skin"
"BONE"; "130";   "0";"2000";   "1";     "0.23"; "0.55";"data is that of bovine bone"

# idst: ID_STRING, ALL CAPS
#
# tens: tensile strength (= ultimate stringth)
#       not all 'impact' is not tensile stress, but I'm using it anyway because it's easiest to get the value from.
#							that, or DF's tensile fracture divided by 1000 (I think Toady and I are both using values posted on Wikipedia, e.g. Silver)
#
# impf: Dwarf Fortress impact fracture divided by 1000 (likely not being used)
#
# dsty: density (grams per litre)
#
# fmod: forcemod -- related to attack points
#       Attack points = `4 * forcemod.sqrt()` for each strike
#
# endurance: multiplier, using copper as reference; determines durability of tools/weapons/armours/etc.
#            the base value for endurance differes to tool to tool. When integer is used, resulting value must be ROUNDED.
#
# tcond: thermal conductivity
#
# Comments: do nothing; do not parse
#

## These values are being used by the phys simulator (blocks) and for attack power calculation (items)
