"id";"drop";"spawn";"name";"shdr";"shdg";"shdb";"shduv";"str";"dsty";"mate";"solid";"wall";"grav";"dlfn";"fv";"fr";"lumr";"lumg";"lumb";"lumuv";"refl";"tags" ## Notes ## # # Every block must have a shade value that is at least as dark as the air block's # # Lava/Water props are left for future references, do not delete them until FluidCodex is built # # # id: Block ID. ID equal to or greater than 4096 is for fluids, mainly for lighting calculation. # drop: Which item the DroppedItem actually adds to your inventory # spawn: Which item the DroppedItem should impersonate when spawned # # Drop and World can point to the item from other modules (usually 'basegame') # To achieve that, specify the full ID, e.g. basegame:32 # When no module ID is specified, the current module will be assumed. # # 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) # # 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 of the block against the mining action. Larger value will make the block take longer time to be mined # # 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 # # grav: Whether the block should fall through the empty space. N/A to not make it fall; # 0 to fall immediately (e.g. Sand), nonzero to indicate that number of floating blocks can be supported (e.g. Scaffolding) # # ## 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. # # ## Actorblocks ## # # Actorblocks are virtual/placeholder blocks that accompanies actors (usually fixtures). # Actorblocks are recognised by the "ACTORBLOCK" tag. # ## Tags ## # # Tag(s) to the item which is used by the crafting system and the game's internals. Multiple tags are separated using commas. # Each tag must be all uppercase and only [0-9A-Z] chars are supported. # ### Internal Tags ## ## ## Some tags are reserved for internal use, which are: ## - INTERNAL: denotes that the tile is internal-use. ## - DORENDER: this internal tile must go through the standard-issue tile drawing routine. ## - INCONSEQUENTIAL: denotes that this tile can be overwritten without dropping it. Usually used with flower tiles. # # ## 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 #