idst;tens;impf;dsty;fmod;endurance;tcond;reach;comments ROCK;15;210;3000;1;0.42;1.0;5;data is that of marble OORE;15;210;3000;1;0.42;1.0;5;data is that of marble OGEM;15;210;3000;1;0.42;1.0;5;data is that of marble CUPR;210;770;8960;2;1.00;401.0;5;copper EGLS;33;1000;2325;4;0.82;1.0;6;elven glass/moldavite IRON;350;1085;7874;5;1.42;1.0;6;not wrought iron,just natural iron ARGN;170;595;10490;9;0.91;1.0;6;argentum/silver STAL;531;2520;7874;14;1.73;1.0;7;steel EAUR;768;0;8192;21;1.36;1.0;7;elven aurichalcum TIAL;900;0;4420;33;2.16;1.0;8;titanium alloy (Ti6Al4V) ADMT;2000;4090;2700;71;3.42;1.0;8;adamant OOZE;20;0;1000;1;0.08;0.5;0;genetic ooze,data is about human skin BONE;130;0;2000;1;0.23;0.55;4;data is that of bovine bone # idst: ID_STRING, ALL CAPS # # tens: tensile strength (= ultimate stringth) # 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 = `16 * 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. # # tcond: thermal conductivity # # reach: Tool Reach in blocks. Default is 6 (iron) # # Comments: do nothing;do not parse # ## These values are being used by the phys simulator (blocks) and for attack power calculation (items)