Files
Terrarum/assets/mods/basegame/materials/materials.csv
2020-08-30 16:09:42 +09:00

1.8 KiB

1idsttensimpfdstyfmodendurancetcondcomments
2ROCK15210300010.421.0data is that of marble
3CUPR210770896021.00401.0copper
4EGLS331000232540.821.0elven glass/moldavite
5IRON3501085787451.421.0not wrought iron; just natural iron
6ARGN1705951049090.911.0argentum/silver
7STAL53125207874141.731.0steel
8EAUR76808192211.361.0elven aurichalcum
9TIAL90004420332.161.0titanium alloy (Ti6Al4V)
10ADMT200040902700713.421.0adamant
11OOZE200100010.080.5genetic ooze; data is about human skin
12BONE1300200010.230.55data is that of bovine bone
13# idst: ID_STRING, ALL CAPS
14#
15# tens: tensile strength (= ultimate stringth)
16# not all 'impact' is not tensile stress, but I'm using it anyway because it's easiest to get the value from.
17# that, or DF's tensile fracture divided by 1000 (I think Toady and I are both using values posted on Wikipedia, e.g. Silver)
18#
19# impf: Dwarf Fortress impact fracture divided by 1000 (likely not being used)
20#
21# dsty: density (grams per litre)
22#
23# fmod: forcemod -- related to attack points
24# Attack points = `4 * forcemod.sqrt()` for each strike
25#
26# endurance: multiplier, using copper as referencedetermines durability of tools/weapons/armours/etc.
27# the base value for endurance differes to tool to tool. When integer is used, resulting value must be ROUNDED.
28#
29# tcond: thermal conductivity
30#
31# Comments: do nothingdo not parse
32#
33## These values are being used by the phys simulator (blocks) and for attack power calculation (items)