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Terrarum/assets/mods/basegame/blocks/blocks.csv

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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#
7# Lava/Water props are left for future references, do not delete them until FluidCodex is built #
8#
9# id: Block ID
10# drop: Drop ID
11#
12# shdr/g/b, lumr/g/b: Shade RGB/ Lum RGB.
13# valid range: float of 0..41.0 for 255
14#
15# solid: whether the tile has full collision (affects physicsflowers are not solid, glass is solid)
16# clear: [PENDING FOR REMOVAL] whether the tile has trnasparency (affects renderflowers AND glass is clear)
17# plat: if the block is a Platform (applicable target: actual platforms, furniture filler block that collision == PLATFORM)
18#
19# vscs: viscosity, (velocity) / (1 + (n/16)), 16 halves movement speed, can be used to non-fluid tiles (sticky hazard, tarmac road in Terraria)
20#
21# str: strength
22#
23# dsty: density. As we are putting water an 1000, it is identical to specific gravity. [g/l]
24#
25# dlfn: dynamic luminosity function.
26# 0-static, 1-torch flicker, 2-current global light (sun, star, moon), 3-daylight at noon,
27# 4-slow breath, 5-pulsate
28#
29# mate: material, four-letter code
30#
31# fv: vertical friction (boolean)
32# fr: horizontal friction. 0: frictionless, <16: slippery, 16: regular, >16: sticky
33#
34#
35## Illuminators ##
36#
37# 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!)
38# Illuminator orange: Sodium LampCIE xy of (0.5375, 0.4153), CIEXYZ of (352.531139, 272.379377, 30.980339), measured with ColorMunki Spectrometer
39# 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!)
40# Sunstone: Artificial sunlight, change colour over time in sync with sunlight. The light is set by game's code.
41# Sunlight capacitor: daylight at noon. Set by game's code.
42#
43# BLOCK_ILLUMINATOR_CYAN is actually a SUPER_LUMINATOR, cyan colour is used as:
44# 1. It has quite a brightness on RGB colour space
45# 2. Helmholz-Kohlraush effect
46#
47#
48## Tiles ##
49#
50# 16 colour palette : games's 16-colour palette
51# Magical ice: theoretical __metallic__ ice that might form under super-high pressure (> 5 TPa). Its density is a wild guess.
52#
53#
54## References ##
55#
56# * Density of various woods : http://www.engineeringtoolbox.com/wood-density-d_40.html
57# * Density of various phases of ice : http://www1.lsbu.ac.uk/water/ice_phases.html
58#