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22 KiB
22 KiB
| 1 | 13 | 9 | BLOCK_ILLUMINATOR_GREEN_DARK | 8396808 | 1 | N/A | glas | 0 | 1 | 1 | 33660928 | 13 | 9 | 0 | 0 | N/A | 0 | 16 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2 | 13 | 12 | BLOCK_ILLUMINATOR_GREY_LIGHT | 8396808 | 1 | N/A | glas | 0 | 1 | 1 | 198374589 | 13 | 12 | 0 | 0 | N/A | 0 | 16 |
| 3 | 13 | 13 | BLOCK_ILLUMINATOR_GREY_MED | 8396808 | 1 | N/A | glas | 0 | 1 | 1 | 122803317 | 13 | 13 | 0 | 0 | N/A | 0 | 16 |
| 4 | 13 | 14 | BLOCK_ILLUMINATOR_GREY_DARK | 8396808 | 1 | N/A | glas | 0 | 1 | 1 | 68224065 | 13 | 14 | 0 | 0 | N/A | 0 | 16 |
| 5 | 14 | 9 | BLOCK_ILLUMINATOR_GREEN_DARK | 33587232 | 1 | N/A | glas | 0 | 1 | 1 | 0 | 13 | 9 | 0 | 0 | N/A | 0 | 16 |
| 6 | 14 | 12 | BLOCK_ILLUMINATOR_GREY_LIGHT | 33587232 | 1 | N/A | glas | 0 | 1 | 1 | 0 | 13 | 12 | 0 | 0 | N/A | 0 | 16 |
| 7 | 14 | 13 | BLOCK_ILLUMINATOR_GREY_MED | 33587232 | 1 | N/A | glas | 0 | 1 | 1 | 0 | 13 | 13 | 0 | 0 | N/A | 0 | 16 |
| 8 | 14 | 14 | BLOCK_ILLUMINATOR_GREY_DARK | 33587232 | 1 | N/A | glas | 0 | 1 | 1 | 0 | 13 | 14 | 0 | 0 | N/A | 0 | 16 |
| 9 | 16 | 0 | BLOCK_LANTERN_IRON_REGULAR | 8396808 | 1 | N/A | fxtr | 0 | 0 | 0 | 267553792 | 16 | 0 | 0 | 0 | N/A | 0 | 16 |
| 10 | ## Notes ## | |||||||||||||||||
| 11 | # Friction: 0: frictionless, <16: slippery, 16: regular, >16: sticky | |||||||||||||||||
| 12 | # Opacity/Lumcolor: 30-bit RGB. Only the light diffusers have a opacity value of ZERO. | |||||||||||||||||
| 13 | # Solid: whether the tile has full collision | |||||||||||||||||
| 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 | # dsty: density. As we are putting water an 1000, it is identical to specific gravity. [g/l] | |||||||||||||||||
| 16 | # dlfn: dynamic luminosity function. | |||||||||||||||||
| 17 | # 0-static, 1-torch flicker, 2-current global light (sun, star, moon), 3-daylight at noon, | |||||||||||||||||
| 18 | # 4-slow breath, 5-pulsate | |||||||||||||||||
| 19 | # mate: material, four-letter code | |||||||||||||||||
| 20 | # fv: vertical friction (boolean) | |||||||||||||||||
| 21 | ## Illuminators ## | |||||||||||||||||
| 22 | # Illuminator white: RGB(228,238,234), simulation of a halophosphate FL lamp (If you want high CRI lamp, collect a daylight!) | |||||||||||||||||
| 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 | ## Tiles ## | |||||||||||||||||
| 27 | # 16 colour palette : games's 16-colour palette | |||||||||||||||||
| 28 | # Magical ice: theoretical __metallic__ ice that might form under super-high pressure (> 5 TPa). Its density is a wild guess. | |||||||||||||||||
| 29 | ## References ## | |||||||||||||||||
| 30 | # * Density of various woods : http://www.engineeringtoolbox.com/wood-density-d_40.html | |||||||||||||||||
| 31 | # * Density of various phases of ice : http://www1.lsbu.ac.uk/water/ice_phases.html |