mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-15 08:06:06 +09:00
csv reader can read file, stringify (not real save) and read the save itself wrote
This commit is contained in:
@@ -102,55 +102,56 @@
|
||||
"-1"; "0";"BLOCK_NULL" ;"4.0000";"4.0000";"4.0000";"4.0000"; "-1";"2600";"NULL"; "0"; "0"; "1"; "1"; "0"; "0"; "N/A"; "0";"16";"0.0000";"0.0000";"0.0000";"0.0000"
|
||||
|
||||
## Notes ##
|
||||
|
||||
#
|
||||
# Lava/Water props are left for future references, do not delete them until FluidCodex is built #
|
||||
|
||||
#
|
||||
# id: Block ID
|
||||
# drop: Drop ID
|
||||
|
||||
#
|
||||
# shdr/g/b, lumr/g/b: Shade RGB/ Lum RGB.
|
||||
# valid range: float of 0..4; 1.0 for 255
|
||||
|
||||
#
|
||||
# solid: whether the tile has full collision (affects physics; flowers are not solid, glass is solid)
|
||||
# clear: [PENDING FOR REMOVAL] whether the tile has trnasparency (affects render; flowers AND glass is clear)
|
||||
# plat: if the block is a Platform (applicable target: actual platforms, furniture filler block that collision == PLATFORM)
|
||||
|
||||
#
|
||||
# vscs: viscosity, (velocity) / (1 + (n/16)), 16 halves movement speed, can be used to non-fluid tiles (sticky hazard, tarmac road in Terraria)
|
||||
|
||||
#
|
||||
# str: strength
|
||||
|
||||
#
|
||||
# dsty: density. As we are putting water an 1000, it is identical to specific gravity. [g/l]
|
||||
|
||||
#
|
||||
# dlfn: dynamic luminosity function.
|
||||
# 0-static, 1-torch flicker, 2-current global light (sun, star, moon), 3-daylight at noon,
|
||||
# 4-slow breath, 5-pulsate
|
||||
|
||||
#
|
||||
# mate: material, four-letter code
|
||||
|
||||
#
|
||||
# fv: vertical friction (boolean)
|
||||
# fr: horizontal friction. 0: frictionless, <16: slippery, 16: regular, >16: sticky
|
||||
|
||||
|
||||
#
|
||||
#
|
||||
## Illuminators ##
|
||||
|
||||
#
|
||||
# Illuminator white: Mercury Lamp; CIELAB of (94, -5.131, 10.613), which is made out of CIEXYZ of (0.947638, 1.146481, 0.482263), measured with ColorMunki Spectrometer (If you don't want green tinge, collect a daylight!)
|
||||
# Illuminator orange: Sodium Lamp; CIE xy of (0.5375, 0.4153), CIEXYZ of (352.531139, 272.379377, 30.980339), measured with ColorMunki Spectrometer
|
||||
# Defalut torch : Y 64 x 0.55183 y 0.40966 (Planckian ~1 770 K); real candlelight colour taken from Spyder5 colorimeter (for I couldn't afford i1DisplayPro/Colormunki -- at least back then!)
|
||||
# Sunstone: Artificial sunlight, change colour over time in sync with sunlight. The light is set by game's code.
|
||||
# Sunlight capacitor: daylight at noon. Set by game's code.
|
||||
|
||||
#
|
||||
# BLOCK_ILLUMINATOR_CYAN is actually a SUPER_LUMINATOR, cyan colour is used as:
|
||||
# 1. It has quite a brightness on RGB colour space
|
||||
# 2. Helmholz-Kohlraush effect
|
||||
|
||||
|
||||
#
|
||||
#
|
||||
## Tiles ##
|
||||
|
||||
#
|
||||
# 16 colour palette : games's 16-colour palette
|
||||
# Magical ice: theoretical __metallic__ ice that might form under super-high pressure (> 5 TPa). Its density is a wild guess.
|
||||
|
||||
|
||||
#
|
||||
#
|
||||
## References ##
|
||||
|
||||
#
|
||||
# * Density of various woods : http://www.engineeringtoolbox.com/wood-density-d_40.html
|
||||
# * Density of various phases of ice : http://www1.lsbu.ac.uk/water/ice_phases.html
|
||||
#
|
||||
|
Can't render this file because it contains an unexpected character in line 1 and column 20.
|
@@ -102,55 +102,56 @@
|
||||
"-1"; "0";"BLOCK_NULL" ;"4.0000";"4.0000";"4.0000";"4.0000"; "-1";"2600";"NULL"; "0"; "0"; "1"; "1"; "0"; "0"; "N/A"; "0";"16";"0.0000";"0.0000";"0.0000";"0.0000"
|
||||
|
||||
## Notes ##
|
||||
|
||||
#
|
||||
# Lava/Water props are left for future references, do not delete them until FluidCodex is built #
|
||||
|
||||
#
|
||||
# id: Block ID
|
||||
# drop: Drop ID
|
||||
|
||||
#
|
||||
# shdr/g/b, lumr/g/b: Shade RGB/ Lum RGB.
|
||||
# valid range: float of 0..4; 1.0 for 255
|
||||
|
||||
#
|
||||
# solid: whether the tile has full collision (affects physics; flowers are not solid, glass is solid)
|
||||
# clear: [PENDING FOR REMOVAL] whether the tile has trnasparency (affects render; flowers AND glass is clear)
|
||||
# plat: if the block is a Platform (applicable target: actual platforms, furniture filler block that collision == PLATFORM)
|
||||
|
||||
#
|
||||
# vscs: viscosity, (velocity) / (1 + (n/16)), 16 halves movement speed, can be used to non-fluid tiles (sticky hazard, tarmac road in Terraria)
|
||||
|
||||
#
|
||||
# str: strength
|
||||
|
||||
#
|
||||
# dsty: density. As we are putting water an 1000, it is identical to specific gravity. [g/l]
|
||||
|
||||
#
|
||||
# dlfn: dynamic luminosity function.
|
||||
# 0-static, 1-torch flicker, 2-current global light (sun, star, moon), 3-daylight at noon,
|
||||
# 4-slow breath, 5-pulsate
|
||||
|
||||
#
|
||||
# mate: material, four-letter code
|
||||
|
||||
#
|
||||
# fv: vertical friction (boolean)
|
||||
# fr: horizontal friction. 0: frictionless, <16: slippery, 16: regular, >16: sticky
|
||||
|
||||
|
||||
#
|
||||
#
|
||||
## Illuminators ##
|
||||
|
||||
#
|
||||
# Illuminator white: Mercury Lamp; CIELAB of (94, -5.131, 10.613), which is made out of CIEXYZ of (0.947638, 1.146481, 0.482263), measured with ColorMunki Spectrometer (If you don't want green tinge, collect a daylight!)
|
||||
# Illuminator orange: Sodium Lamp; CIE xy of (0.5375, 0.4153), CIEXYZ of (352.531139, 272.379377, 30.980339), measured with ColorMunki Spectrometer
|
||||
# Defalut torch : Y 64 x 0.55183 y 0.40966 (Planckian ~1 770 K); real candlelight colour taken from Spyder5 colorimeter (for I couldn't afford i1DisplayPro/Colormunki -- at least back then!)
|
||||
# Sunstone: Artificial sunlight, change colour over time in sync with sunlight. The light is set by game's code.
|
||||
# Sunlight capacitor: daylight at noon. Set by game's code.
|
||||
|
||||
#
|
||||
# BLOCK_ILLUMINATOR_CYAN is actually a SUPER_LUMINATOR, cyan colour is used as:
|
||||
# 1. It has quite a brightness on RGB colour space
|
||||
# 2. Helmholz-Kohlraush effect
|
||||
|
||||
|
||||
#
|
||||
#
|
||||
## Tiles ##
|
||||
|
||||
#
|
||||
# 16 colour palette : games's 16-colour palette
|
||||
# Magical ice: theoretical __metallic__ ice that might form under super-high pressure (> 5 TPa). Its density is a wild guess.
|
||||
|
||||
|
||||
#
|
||||
#
|
||||
## References ##
|
||||
|
||||
#
|
||||
# * Density of various woods : http://www.engineeringtoolbox.com/wood-density-d_40.html
|
||||
# * Density of various phases of ice : http://www1.lsbu.ac.uk/water/ice_phases.html
|
||||
#
|
||||
|
Can't render this file because it contains an unexpected character in line 1 and column 20.
|
Reference in New Issue
Block a user