Files
Terrarum/assets/mods/basegame/materialprop.csv
minjaesong 1bf9228e75 reading material from the module; pixaxes use it
But "dynamic item" created from the pickaxe class is not right
2019-03-10 23:38:11 +09:00

1.6 KiB

1idsttensimpfdstyfmodendurancetcondcomments
2ROCK15210300010.4210
3CUPR210770896021.00401copper
4EGLS331000232540.8210elven glass/moldavite
5IRON3501085787451.4210
6ARGN1705951049090.9110argentum/silver
7STAL53125207874141.7310steel
8EAUR76808192211.3610elven aurichalcum
9TIAL90004420332.1610titanium alloy (Ti6Al4V)
10ADMT200040902700713.4210adamant
11OOZE0genetic ooze
12# idst: ID_STRING, ALL CAPS
13# tens: tensile strength (= ultimate stringth)
14ultimate stringth is technically a tensile strength, but I'm using it anyway because it's easiest to get the value from
15that, or DF's tensile fracture divided by 1000 (I think Toady and I are both using values posted on Wikipedia, e.g. Silver)
16# impf: Dwarf Fortress impact fracture divided by 1000 (likely not being used)
17# dsty: density (grams per litre)
18# fmod: forcemod -- related to attack points
19# Attack points = `4 * forcemod.sqrt()` for each strike
20# endurance: multiplier, using copper as referencedetermines durability of tools/weapons/armours/etc.
21the base value for endurance differes to tool to tool. When integer is used, resulting value must be ROUNDED.
22# tcond: thermal conductivity
23# Comments: do nothingdo not parse
24## These values are being used by the phys simulator (blocks) and for attack power calculation (items)