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Terrarum/assets/mods/dwarventech/blocks/blocks.csv
2025-03-30 20:00:02 +09:00

4.0 KiB

1iddropspawnnameshdrshdgshdbshduvstrdstymatesolidwallgravdlfnfvfrlumrlumglumblumuvrefltags
2## Notes ##
3#
4# Every block must have a shade value that is at least as dark as the air block's
5#
6# Lava/Water props are left for future references, do not delete them until FluidCodex is built #
7#
8# id: Block ID. ID equal to or greater than 4096 is for fluids, mainly for lighting calculation.
9# drop: Which item the DroppedItem actually adds to your inventory
10# spawn: Which item the DroppedItem should impersonate when spawned
11#
12# Drop and World can point to the item from other modules (usually 'basegame')
13# To achieve that, specify the full ID, e.g. basegame:32
14# When no module ID is specified, the current module will be assumed.
15#
16# shdr/g/b, lumr/g/b: Shade RGB/ Lum RGB.
17# valid range: float of 0..41.0 for 255
18#
19# solid: whether the tile has full collision (affects physicsflowers are not solid, glass is solid)
20# clear: [PENDING FOR REMOVAL] whether the tile has trnasparency (affects renderflowers AND glass is clear)
21#
22# vscs: viscosity, (velocity) / (1 + (n/16)), 16 halves movement speed, can be used to non-fluid tiles (sticky hazard, tarmac road in Terraria)
23#
24# str: Strength of the block against the mining action. Larger value will make the block take longer time to be mined
25#
26# dsty: density. As we are putting water an 1000, it is identical to specific gravity. [g/l]
27#
28# dlfn: dynamic luminosity function.
29# 0-static, 1-torch flicker, 2-current global light (sun, star, moon), 3-daylight at noon,
30# 4-slow breath, 5-pulsate
31#
32# mate: material, four-letter code
33#
34# fv: vertical friction (boolean)
35# fr: horizontal friction. 0: frictionless, <16: slippery, 16: regular, >16: sticky
36#
37# grav: Whether the block should fall through the empty space. N/A to not make it fall
38# 0 to fall immediately (e.g. Sand), nonzero to indicate that number of floating blocks can be supported (e.g. Scaffolding)
39#
40#
41## Illuminators ##
42#
43# 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!)
44# Illuminator orange: Sodium LampCIE xy of (0.5375, 0.4153), CIEXYZ of (352.531139, 272.379377, 30.980339), measured with ColorMunki Spectrometer
45# 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!)
46# Sunstone: Artificial sunlight, change colour over time in sync with sunlight. The light is set by game's code.
47# Sunlight capacitor: daylight at noon. Set by game's code.
48#
49# BLOCK_ILLUMINATOR_CYAN is actually a SUPER_LUMINATOR, cyan colour is used as:
50# 1. It has quite a brightness on RGB colour space
51# 2. Helmholz-Kohlraush effect
52#
53#
54## Tiles ##
55#
56# 16 colour palette : games's 16-colour palette
57# Magical ice: theoretical __metallic__ ice that might form under super-high pressure (> 5 TPa). Its density is a wild guess.
58#
59#
60## Actorblocks ##
61#
62# Actorblocks are virtual/placeholder blocks that accompanies actors (usually fixtures).
63#
64## Tags ##
65#
66# Tag(s) to the item which is used by the crafting system and the game's internals. Multiple tags are separated using commas.
67# Each tag must be all uppercase and only [0-9A-Z] chars are supported.
68#
69### Internal Tags ##
70##
71## Some tags are reserved for internal use, which are:
72## - INTERNAL: denotes that the tile is internal-use.
73## - DORENDER: this internal tile must go through the standard-issue tile drawing routine.
74## - INCONSEQUENTIAL: denotes that this tile can be overwritten without dropping it. Usually used with flower tiles.
75#
76#
77## References ##
78#
79# * Density of various woods : http://www.engineeringtoolbox.com/wood-density-d_40.html
80# * Density of various phases of ice : http://www1.lsbu.ac.uk/water/ice_phases.html
81#