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20 KiB
20 KiB
| 1 | 217 | 217 | BLOCK_ILLUMINATOR_GREEN_DARK | 8396808 | 1 | N/A | glas | 0 | 1 | 1 | 33660928 | 0 | 0 | N/A | 0 | 16 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2 | 220 | 220 | BLOCK_ILLUMINATOR_GREY_LIGHT | 8396808 | 1 | N/A | glas | 0 | 1 | 1 | 198374589 | 0 | 0 | N/A | 0 | 16 |
| 3 | 221 | 221 | BLOCK_ILLUMINATOR_GREY_MED | 8396808 | 1 | N/A | glas | 0 | 1 | 1 | 122803317 | 0 | 0 | N/A | 0 | 16 |
| 4 | 222 | 222 | BLOCK_ILLUMINATOR_GREY_DARK | 8396808 | 1 | N/A | glas | 0 | 1 | 1 | 68224065 | 0 | 0 | N/A | 0 | 16 |
| 5 | 233 | 217 | BLOCK_ILLUMINATOR_GREEN_DARK | 33587232 | 1 | N/A | glas | 0 | 1 | 1 | 0 | 0 | 0 | N/A | 0 | 16 |
| 6 | 236 | 220 | BLOCK_ILLUMINATOR_GREY_LIGHT | 33587232 | 1 | N/A | glas | 0 | 1 | 1 | 0 | 0 | 0 | N/A | 0 | 16 |
| 7 | 237 | 221 | BLOCK_ILLUMINATOR_GREY_MED | 33587232 | 1 | N/A | glas | 0 | 1 | 1 | 0 | 0 | 0 | N/A | 0 | 16 |
| 8 | 238 | 222 | BLOCK_ILLUMINATOR_GREY_DARK | 33587232 | 1 | N/A | glas | 0 | 1 | 1 | 0 | 0 | 0 | N/A | 0 | 16 |
| 9 | 256 | 256 | BLOCK_LANTERN_IRON_REGULAR | 8396808 | 1 | N/A | fxtr | 0 | 0 | 0 | 267553792 | 0 | 0 | N/A | 0 | 16 |
| 10 | ## Notes ## | |||||||||||||||
| 11 | # blid: Block ID | |||||||||||||||
| 12 | # drid: Drop ID | |||||||||||||||
| 13 | # Friction: 0: frictionless, <16: slippery, 16: regular, >16: sticky | |||||||||||||||
| 14 | # Opacity/Lumcolor: 30-bit RGB. Only the light diffusers have a opacity value of ZERO. | |||||||||||||||
| 15 | # Solid: whether the tile has full collision | |||||||||||||||
| 16 | # vscs: viscosity, (velocity) / (1 + (n/16)), 16 halves movement speed, can be used to non-fluid tiles (sticky hazard, tarmac road in Terraria) | |||||||||||||||
| 17 | # dsty: density. As we are putting water an 1000, it is identical to specific gravity. [g/l] | |||||||||||||||
| 18 | # dlfn: dynamic luminosity function. | |||||||||||||||
| 19 | # 0-static, 1-torch flicker, 2-current global light (sun, star, moon), 3-daylight at noon, | |||||||||||||||
| 20 | # 4-slow breath, 5-pulsate | |||||||||||||||
| 21 | # mate: material, four-letter code | |||||||||||||||
| 22 | # fv: vertical friction (boolean) | |||||||||||||||
| 23 | ## Illuminators ## | |||||||||||||||
| 24 | # Illuminator white: RGB(228,238,234), simulation of a halophosphate FL lamp (If you want high CRI lamp, collect a daylight!) | |||||||||||||||
| 25 | # 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) | ||||||||||||||
| 26 | # Sunstone: Artificial sunlight, change colour over time in sync with sunlight. The light is set by game's code. | |||||||||||||||
| 27 | # Sunlight capacitor: daylight at noon. Set by game's code. | |||||||||||||||
| 28 | ## Tiles ## | |||||||||||||||
| 29 | # 16 colour palette : games's 16-colour palette | |||||||||||||||
| 30 | # Magical ice: theoretical __metallic__ ice that might form under super-high pressure (> 5 TPa). Its density is a wild guess. | |||||||||||||||
| 31 | ## References ## | |||||||||||||||
| 32 | # * Density of various woods : http://www.engineeringtoolbox.com/wood-density-d_40.html | |||||||||||||||
| 33 | # * Density of various phases of ice : http://www1.lsbu.ac.uk/water/ice_phases.html |