diff --git a/assets/mods/basegame/materialprop.csv b/assets/mods/basegame/materialprop.csv index 7ac674805..79279c854 100644 --- a/assets/mods/basegame/materialprop.csv +++ b/assets/mods/basegame/materialprop.csv @@ -1,28 +1,28 @@ "idst";"tens";"impf";"dsty";"fmod";"endurance";"tcond";"comments" -"ROCK"; "15"; "210";"3000"; "1"; "0.42"; "10"; -"CUPR"; "210"; "770";"8960"; "2"; "1.00"; "401";"copper" -"EGLS"; "33";"1000";"2325"; "4"; "0.82"; "10";"elven glass/moldavite" -"IRON"; "350";"1085";"7874"; "5"; "1.42"; "10"; -"ARGN"; "170"; "595";"10490"; "9"; "0.91"; "10";"argentum/silver" -"STAL"; "531";"2520";"7874"; "14"; "1.73"; "10";"steel" -"EAUR"; "768"; "0";"8192"; "21"; "1.36"; "10";"elven aurichalcum" -"TIAL"; "900"; "0";"4420"; "33"; "2.16"; "10";"titanium alloy (Ti6Al4V)" -"ADMT";"2000";"4090";"2700"; "71"; "3.42"; "10";"adamant" - -"OOZE"; "0";"genetic ooze" +"ROCK"; "15"; "210";"3000"; "1"; "0.42"; "1.0"; +"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"; +"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 was bovine bone" # idst: ID_STRING, ALL CAPS # tens: tensile strength (= ultimate stringth) - ultimate stringth is technically a tensile strength, 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) +# 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 +# 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.