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my CSV was malformed :(
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@@ -1,28 +1,28 @@
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"idst";"tens";"impf";"dsty";"fmod";"endurance";"tcond";"comments"
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"ROCK"; "15"; "210";"3000"; "1"; "0.42"; "10";
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"CUPR"; "210"; "770";"8960"; "2"; "1.00"; "401";"copper"
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"EGLS"; "33";"1000";"2325"; "4"; "0.82"; "10";"elven glass/moldavite"
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"IRON"; "350";"1085";"7874"; "5"; "1.42"; "10";
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"ARGN"; "170"; "595";"10490"; "9"; "0.91"; "10";"argentum/silver"
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"STAL"; "531";"2520";"7874"; "14"; "1.73"; "10";"steel"
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"EAUR"; "768"; "0";"8192"; "21"; "1.36"; "10";"elven aurichalcum"
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"TIAL"; "900"; "0";"4420"; "33"; "2.16"; "10";"titanium alloy (Ti6Al4V)"
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"ADMT";"2000";"4090";"2700"; "71"; "3.42"; "10";"adamant"
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"OOZE"; "0";"genetic ooze"
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"ROCK"; "15"; "210";"3000"; "1"; "0.42"; "1.0";
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"CUPR"; "210"; "770";"8960"; "2"; "1.00";"401.0";"copper"
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"EGLS"; "33";"1000";"2325"; "4"; "0.82"; "1.0";"elven glass/moldavite"
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"IRON"; "350";"1085";"7874"; "5"; "1.42"; "1.0";
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"ARGN"; "170"; "595";"10490"; "9"; "0.91"; "1.0";"argentum/silver"
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"STAL"; "531";"2520";"7874"; "14"; "1.73"; "1.0";"steel"
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"EAUR"; "768"; "0";"8192"; "21"; "1.36"; "1.0";"elven aurichalcum"
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"TIAL"; "900"; "0";"4420"; "33"; "2.16"; "1.0";"titanium alloy (Ti6Al4V)"
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"ADMT";"2000";"4090";"2700"; "71"; "3.42"; "1.0";"adamant"
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"OOZE"; "20"; "0";"1000"; "1"; "N/A"; "0.5";"genetic ooze; data is about human skin"
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"BONE"; "130"; "0";"2000"; "1"; "0.23"; "0.55";"data was bovine bone"
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# idst: ID_STRING, ALL CAPS
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# tens: tensile strength (= ultimate stringth)
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ultimate stringth is technically a tensile strength, but I'm using it anyway because it's easiest to get the value from
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that, or DF's tensile fracture divided by 1000 (I think Toady and I are both using values posted on Wikipedia, e.g. Silver)
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# not all 'impact' is not tensile stress, but I'm using it anyway because it's easiest to get the value from.
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# that, or DF's tensile fracture divided by 1000 (I think Toady and I are both using values posted on Wikipedia, e.g. Silver)
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# impf: Dwarf Fortress impact fracture divided by 1000 (likely not being used)
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# dsty: density (grams per litre)
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# fmod: forcemod -- related to attack points
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# Attack points = `4 * forcemod.sqrt()` for each strike
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# Attack points = `4 * forcemod.sqrt()` for each strike
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# endurance: multiplier, using copper as reference; determines durability of tools/weapons/armours/etc.
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the base value for endurance differes to tool to tool. When integer is used, resulting value must be ROUNDED.
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