Files
Terrarum/assets/mods/basegame/blocks/blocks_old.csv
2019-01-02 22:03:52 +09:00

22 KiB

1217217BLOCK_ILLUMINATOR_GREEN_DARK0.03120.03120.03120.03121N/AGLAS100100N/A0160.12520.40680.00000.0000
2220220BLOCK_ILLUMINATOR_GREY_LIGHT0.03120.03120.03120.03121N/AGLAS100100N/A0160.73920.73920.73920.0000
3233217BLOCK_ILLUMINATOR_GREEN_DARK0.12520.12520.12520.12521N/AGLAS100100N/A0160.00000.00000.00000.0000
4236220BLOCK_ILLUMINATOR_GREY_LIGHT0.12520.12520.12520.12521N/AGLAS100100N/A0160.00000.00000.00000.0000
5## Notes ##
6# Lava/Water props are left for future references, do not delete them until FluidCodex is built #
7# id: Block ID
8# drop: Drop ID
9# shdr/g/b, lumr/g/b: Shade RGB/ Lum RGB.
10# valid range: float of 0..41.0 for 255
11# solid: whether the tile has full collision (affects physicsflowers are not solid, glass is solid)
12# clear: [PENDING FOR REMOVAL] whether the tile has trnasparency (affects renderflowers AND glass is clear)
13# plat: if the block is a Platform (applicable target: actual platforms, furniture filler block that collision == PLATFORM)
14# vscs: viscosity, (velocity) / (1 + (n/16)), 16 halves movement speed, can be used to non-fluid tiles (sticky hazard, tarmac road in Terraria)
15# str: strength
16# dsty: density. As we are putting water an 1000, it is identical to specific gravity. [g/l]
17# dlfn: dynamic luminosity function.
18# 0-static, 1-torch flicker, 2-current global light (sun, star, moon), 3-daylight at noon,
19# 4-slow breath, 5-pulsate
20# mate: material, four-letter code
21# fv: vertical friction (boolean)
22# fr: horizontal friction. 0: frictionless, <16: slippery, 16: regular, >16: sticky
23## Illuminators ##
24# Illuminator white: Mercury LampCIELAB 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!)
25# Illuminator orange: Sodium LampCIE xy of (0.5375, 0.4153), CIEXYZ of (352.531139, 272.379377, 30.980339), measured with ColorMunki Spectrometer
26# 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!)
27# Sunstone: Artificial sunlight, change colour over time in sync with sunlight. The light is set by game's code.
28# Sunlight capacitor: daylight at noon. Set by game's code.
29# BLOCK_ILLUMINATOR_CYAN is actually a SUPER_LUMINATOR, cyan colour is used as:
30# 1. It has quite a brightness on RGB colour space
31# 2. Helmholz-Kohlraush effect
32## Tiles ##
33# 16 colour palette : games's 16-colour palette
34# Magical ice: theoretical __metallic__ ice that might form under super-high pressure (> 5 TPa). Its density is a wild guess.
35## References ##
36# * Density of various woods : http://www.engineeringtoolbox.com/wood-density-d_40.html
37# * Density of various phases of ice : http://www1.lsbu.ac.uk/water/ice_phases.html