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v0.31 Talk:Material definition token

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  • Found some links for people interested in tooth & bone numbers in DF... --TomiTapio 18:59, 14 July 2010 (UTC)
Tooth enamel Young's modulus at http://www.ruthtrumpold.id.au/designtech/pmwiki.php?n=Main.YoungSModulus 83 GPa and 12,000,000 lbf/in.
Tooth hardness science stuff http://www.scielo.br/scielo.php?script=sci_arttext&pid=S1516-14392003000300011
"From the load versus depth of indentation curve Young's modulus was found to be typically 8.3×10^10 Pa and the yield stress to be 3.3×10^8 Pa." http://www.springerlink.com/content/w125706571032231/
Some bone data: www.tcd.ie/bioengineering/documents/LectureBoneProps1.ppt
Bone and glass and copper: http://www.engineeringtoolbox.com/young-modulus-d_417.html
http://www.soe.uoguelph.ca/webfiles/kgordon/Academic%20Courses/Bone_for_Biomaterials.htm
human vs cow bone! http://www.engin.umich.edu/class/bme456/bonefunction/bonefunction.htm
silk silk bone http://www.complore.com/properties-materials-tensile-strength

Strain_at_yield[edit]

Well, ~_ELASTICITY is now ~_STRAIN_AT_YIELD. Should this be updated? 174.113.156.80 19:13, 20 July 2010 (UTC)

Wrong page name?[edit]

If we're going to be consistent with what was used in previous versions, this page should consist of the hardcoded material tokens STONE, METAL, INORGANIC, AMBER, CORAL, GLASS_GREEN, GLASS_CLEAR, GLASS_CRYSTAL, WATER, COAL, POTASH, ASH, PEARLASH, LYE, MUD, VOMIT, SALT, FILTH_B, FILTH_Y, UNKNOWN_SUBSTANCE, and GRIME (and possibly also NONE and GET_MATERIAL_FROM_REAGENT), since those are technically what the game considers to be "material tokens" and are what you use in places like ITEMCORPSE and in reactions. --Quietust 16:17, 13 August 2010 (UTC)

This has since been corrected (by me, no less). --Quietust 20:06, 5 September 2010 (UTC)

uneditable materials[edit]

I tried editing sand, and it seems it just plain old won't let me do it. Any changes cause a new type of soil to appear that's just called "rock" and has all of the default stone template info (it's not even a soil, it only APPEARS as soil layers, and even leaves stones behind) and leave the old sand settings untouched. The occurrence of "rock" is proportional to the number of types of sand I change, and there are even map squares with 4 layers of "rock" and no other soil layers- Elvenchakra 20:47, 13 September 2010 (UTC)

In what exact way were you trying to edit the material? --Quietust 21:03, 13 September 2010 (UTC)
I was trying to remove the ability to collect sand so that a new way could be implemented, but then I tried changing the sand in other ways and I've been getting the same result- Elvenchakra 22:35, 13 September 2010 (UTC)
That's not an exact method. What tokens did you add, modify, or remove? --Quietust 23:06, 13 September 2010 (UTC)
as I said, I tried A LOT of things, including simply moving the stuff to a different file and not changing ANY tags- elvenchakra 15:31, 14 September 2010 (UTC)
Moving stuff to other files without regenerating the world would almost certainly cause things to break horribly, as materials (and creatures) are quite sensitive to the order in which they are defined. --Quietust 18:31, 14 September 2010 (UTC)
I DID regenerate the world. Every single time I changed stuff I regenerated a new world. That's the only way I even knew that the stuff was considered a soil layer. Now stop telling me I'm at fault until you actually try it for yourself- Elvenchakra 03:26, 15 September 2010 (UTC)
I even started with a clean slate each time I tried changing something. It even functions properly when I completely remove the entire soil file from the raws- Elvenchakra 03:28, 15 September 2010 (UTC)

Units[edit]

OK, so what are the units in the Compression Yield etc tokens? How would one add a new material, such as an alloy, without knowing what the units are?

building on water?[edit]

Is there any way to change the properties of water so it can be built on?--Auric 20:25, 16 April 2011 (UTC)

Water is hardcoded, so you can't change it. --Quietust 23:22, 16 April 2011 (UTC)