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28 KiB
28 KiB
| 1 | 217 | 217 | BLOCK_ILLUMINATOR_GREEN_DARK | 0.0312 | 0.0312 | 0.0312 | 0.0312 | 1 | N/A | glas | 0 | 1 | 0 | 1 | 0.1252 | 0.4068 | 0.0000 | 0.0000 | 0 | 0 | N/A | 0 | 16 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2 | 220 | 220 | BLOCK_ILLUMINATOR_GREY_LIGHT | 0.0312 | 0.0312 | 0.0312 | 0.0312 | 1 | N/A | glas | 0 | 1 | 0 | 1 | 0.7392 | 0.7392 | 0.7392 | 0.0000 | 0 | 0 | N/A | 0 | 16 |
| 3 | 233 | 217 | BLOCK_ILLUMINATOR_GREEN_DARK | 0.1252 | 0.1252 | 0.1252 | 0.1252 | 1 | N/A | glas | 0 | 1 | 0 | 1 | 0.0000 | 0.0000 | 0.0000 | 0.0000 | 0 | 0 | N/A | 0 | 16 |
| 4 | 236 | 220 | BLOCK_ILLUMINATOR_GREY_LIGHT | 0.1252 | 0.1252 | 0.1252 | 0.1252 | 1 | N/A | glas | 0 | 1 | 0 | 1 | 0.0000 | 0.0000 | 0.0000 | 0.0000 | 0 | 0 | N/A | 0 | 16 |
| 5 | ## Notes ## | ||||||||||||||||||||||
| 6 | # id: Block ID | ||||||||||||||||||||||
| 7 | # drop: Drop ID | ||||||||||||||||||||||
| 8 | # shdr/g/b, lumr/g/b: Shade RGB/ Lum RGB. | ||||||||||||||||||||||
| 9 | # valid range: float of 0..4 | 1.0 for 255 | |||||||||||||||||||||
| 10 | # Friction: 0: frictionless, <16: slippery, 16: regular, >16: sticky | ||||||||||||||||||||||
| 11 | # solid: whether the tile has full collision (affects physics | flowers are not solid, glass is solid) | |||||||||||||||||||||
| 12 | # clear: whether the tile has trnasparency (affects render | flowers AND glass is clear) | |||||||||||||||||||||
| 13 | # vscs: viscosity, (velocity) / (1 + (n/16)), 16 halves movement speed, can be used to non-fluid tiles (sticky hazard, tarmac road in Terraria) | ||||||||||||||||||||||
| 14 | # dsty: density. As we are putting water an 1000, it is identical to specific gravity. [g/l] | ||||||||||||||||||||||
| 15 | # dlfn: dynamic luminosity function. | ||||||||||||||||||||||
| 16 | # 0-static, 1-torch flicker, 2-current global light (sun, star, moon), 3-daylight at noon, | ||||||||||||||||||||||
| 17 | # 4-slow breath, 5-pulsate | ||||||||||||||||||||||
| 18 | # mate: material, four-letter code | ||||||||||||||||||||||
| 19 | # fv: vertical friction (boolean) | ||||||||||||||||||||||
| 20 | ## Illuminators ## | ||||||||||||||||||||||
| 21 | # Illuminator white: Mercury Lamp | CIELAB 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 want high CRI lamp, collect a daylight!) | |||||||||||||||||||||
| 22 | # Illuminator orange: Sodium Lamp | CIE xy of (0.5375, 0.4153), CIEXYZ of (352.531139, 272.379377, 30.980339), measured with ColorMunki Spectrometer | |||||||||||||||||||||
| 23 | # 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) | |||||||||||||||||||||
| 24 | # Sunstone: Artificial sunlight, change colour over time in sync with sunlight. The light is set by game's code. | ||||||||||||||||||||||
| 25 | # Sunlight capacitor: daylight at noon. Set by game's code. | ||||||||||||||||||||||
| 26 | # BLOCK_ILLUMINATOR_CYAN is actually a SUPER_LUMINATOR, cyan colour is used as: | ||||||||||||||||||||||
| 27 | # 1. It has quite a brightness on RGB colour space | ||||||||||||||||||||||
| 28 | # 2. Helmholz-Kohlraush effect | ||||||||||||||||||||||
| 29 | ## Tiles ## | ||||||||||||||||||||||
| 30 | # 16 colour palette : games's 16-colour palette | ||||||||||||||||||||||
| 31 | # Magical ice: theoretical __metallic__ ice that might form under super-high pressure (> 5 TPa). Its density is a wild guess. | ||||||||||||||||||||||
| 32 | ## References ## | ||||||||||||||||||||||
| 33 | # * Density of various woods : http://www.engineeringtoolbox.com/wood-density-d_40.html | ||||||||||||||||||||||
| 34 | # * Density of various phases of ice : http://www1.lsbu.ac.uk/water/ice_phases.html |