"idst";"tens";"impf";"dsty";"fmod";"endurance";"tcond";"comments" "ROCK"; "15"; "210";"3000"; "1"; "0.42"; "1.0";"data is that of marble" "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";"not wrought iron; just natural iron" "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 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 = `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. # # tcond: thermal conductivity # # Comments: do nothing; do not parse # ## These values are being used by the phys simulator (blocks) and for attack power calculation (items)