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computer wires
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84
assets/mods/dwarventech/blocks/blocks.csv
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84
assets/mods/dwarventech/blocks/blocks.csv
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"id";"drop";"spawn";"name";"shdr";"shdg";"shdb";"shduv";"str";"dsty";"mate";"solid";"wall";"grav";"dlfn";"fv";"fr";"lumr";"lumg";"lumb";"lumuv";"refl";"tags"
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## Notes ##
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#
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# Every block must have a shade value that is at least as dark as the air block's
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#
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# Lava/Water props are left for future references, do not delete them until FluidCodex is built #
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#
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# id: Block ID. ID equal to or greater than 4096 is for fluids, mainly for lighting calculation.
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# drop: Which item the DroppedItem actually adds to your inventory
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# spawn: Which item the DroppedItem should impersonate when spawned
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#
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# Drop and World can point to the item from other modules (usually 'basegame')
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# To achieve that, specify the full ID, e.g. basegame:32
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# When no module ID is specified, the current module will be assumed.
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#
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# shdr/g/b, lumr/g/b: Shade RGB/ Lum RGB.
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# valid range: float of 0..4; 1.0 for 255
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#
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# solid: whether the tile has full collision (affects physics; flowers are not solid, glass is solid)
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# clear: [PENDING FOR REMOVAL] whether the tile has trnasparency (affects render; flowers AND glass is clear)
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#
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# vscs: viscosity, (velocity) / (1 + (n/16)), 16 halves movement speed, can be used to non-fluid tiles (sticky hazard, tarmac road in Terraria)
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#
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# str: Strength of the block against the mining action. Larger value will make the block take longer time to be mined
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#
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# dsty: density. As we are putting water an 1000, it is identical to specific gravity. [g/l]
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#
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# dlfn: dynamic luminosity function.
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# 0-static, 1-torch flicker, 2-current global light (sun, star, moon), 3-daylight at noon,
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# 4-slow breath, 5-pulsate
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#
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# mate: material, four-letter code
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#
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# fv: vertical friction (boolean)
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# fr: horizontal friction. 0: frictionless, <16: slippery, 16: regular, >16: sticky
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#
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# grav: Whether the block should fall through the empty space. N/A to not make it fall;
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# 0 to fall immediately (e.g. Sand), nonzero to indicate that number of floating blocks can be supported (e.g. Scaffolding)
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#
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#
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## Illuminators ##
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#
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# 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!)
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# Illuminator orange: Sodium Lamp; CIE xy of (0.5375, 0.4153), CIEXYZ of (352.531139, 272.379377, 30.980339), measured with ColorMunki Spectrometer
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# 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!)
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# Sunstone: Artificial sunlight, change colour over time in sync with sunlight. The light is set by game's code.
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# Sunlight capacitor: daylight at noon. Set by game's code.
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#
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# BLOCK_ILLUMINATOR_CYAN is actually a SUPER_LUMINATOR, cyan colour is used as:
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# 1. It has quite a brightness on RGB colour space
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# 2. Helmholz-Kohlraush effect
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#
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#
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## Tiles ##
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#
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# 16 colour palette : games's 16-colour palette
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# Magical ice: theoretical __metallic__ ice that might form under super-high pressure (> 5 TPa). Its density is a wild guess.
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#
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#
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## Actorblocks ##
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#
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# Actorblocks are virtual/placeholder blocks that accompanies actors (usually fixtures).
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# Actorblocks are recognised by the "ACTORBLOCK" tag.
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#
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## Tags ##
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#
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# Tag(s) to the item which is used by the crafting system and the game's internals. Multiple tags are separated using commas.
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# Each tag must be all uppercase and only [0-9A-Z] chars are supported.
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#
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### Internal Tags ##
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##
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## Some tags are reserved for internal use, which are:
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## - INTERNAL: denotes that the tile is internal-use.
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## - DORENDER: this internal tile must go through the standard-issue tile drawing routine.
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## - INCONSEQUENTIAL: denotes that this tile can be overwritten without dropping it. Usually used with flower tiles.
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#
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#
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## References ##
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#
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# * Density of various woods : http://www.engineeringtoolbox.com/wood-density-d_40.html
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# * Density of various phases of ice : http://www1.lsbu.ac.uk/water/ice_phases.html
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#
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Can't render this file because it contains an unexpected character in line 65 and column 37.
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id;drop;name;renderclass;accept;inputcount;inputtype;outputtype;javaclass;inventoryimg;branching;tags
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1;1;WIRE_THINNET;network;netframe;1;N/A;N/A;net.torvald.terrarum.modulecomputers.gameitems.WirePieceRingBus;dwarventech.items,7,4;0;""
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2;2;WIRE_IO_BUS;io_bus;io_bus;1;N/A;N/A;net.torvald.terrarum.modulecomputers.gameitems.WirePieceIOBus;dwarventech.items,7,4;0;""
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1;1;WIRE_THINNET;network;netframe;1;N/A;N/A;net.torvald.terrarum.modulecomputers.gameitems.WirePieceNetworkBus;dwarventech.items,0,1;1;""
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2;2;WIRE_IO_BUS;io_bus;io_bus;1;N/A;N/A;net.torvald.terrarum.modulecomputers.gameitems.WirePieceIOBus;dwarventech.items,1,1;1;""
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# accept: which wiretype (defined elsewhere) the wires acceps. Use comma to separate multiple. N/A for electronic components (aka not wires)
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# inputcount: how many sides are input (outputcount is deduced from the inputcount). N/A for wires
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# inputtype: which wiretype it accepts. N/A for wires
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# outputtype: which wiretype it emits. N/A for wires
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# branching: if this wire can have branches. 0: unable, 1: tee-only, 2: cross-only, 3: tee and cross.
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# branching: if this wire can have branches. 0: unable and cannot be bent, 1: unable but can be bent, 2: tee-only, 3: cross-only, 4: tee and cross.
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# Something like a thicknet can't have branches
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#
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# comments
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