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Editing Modification:The Long Night: Materials

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{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 00:25, 16 September 2020 (UTC)}}
Updating to 4.5
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Updating to 2.6
 
{{mod}}
 
{{mod}}
  
 
==== Nanotechne ====
 
==== Nanotechne ====
Nanotechne (last part pronounced 'tek-nee') is metal infused with symbiotic nanomachines that let the wielder shape it into a variety of useful forms, from simple plates of metal to complex machinary. Its is used for transcendense programs where the users make tablets wich one they use to transform in something else or for adquire some perk. Nanotechne can be found to higher or lower densities in the megastructure, so, most of civilizations smelts the boulder left behind the mining to found a bit of nanotechne to breed it by feeding it with the various metals found underground. But deeper you go, the more dense is the nanotechne and the multiple horrors who lure around it.
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Nanotechne (last part pronounced 'tek-nee') is metal infused with symbiotic nanomachines that let the wielder shape it into a variety of useful forms, from simple plates of metal to complex machinery. With it's incredible reproductive power it can convert any other metal into more of itself. The secrets of high-grade nanotechne and the making and growing of it is a closely guarded secret by those who have such technologies. It is universally used for weapons and armor, regardless of what type it is (with the exception of C-Grade, which is a cheaper type that more complex varieties build off of).
  
 
In addition to producing it by feeding it metal, you can also scavenge it by butchering mechanical creatures, which will yield blocks of nanotechne or other metals. Any creature with metal body parts should suffice.
 
In addition to producing it by feeding it metal, you can also scavenge it by butchering mechanical creatures, which will yield blocks of nanotechne or other metals. Any creature with metal body parts should suffice.
  
<del>Note that nanotechne can be produced from any type of metal, so if you don't pay attention your citizens will use nanotechne to make more nanotechne, which actually reduces the amount you have. Make sure you properly designate what metal you intend to make nanotechne from.</del>
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* '''C-grade''' is used by everyone for many purposes, but is too weak to be used as weapons or armor
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* '''M-grade''' is used as weapons and armor by most nations, and is equivalent to steel in terms of durability.
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* '''A-grade''' is also used by most human nations, but is stronger than M-grade. However, it can only be made into weapons and bullets due the difficulty of working it.
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* '''K and X grades''' are used by Nobles and Neo-Humans/Executors respectively and have a white and black coloration respectively. They are equivalent to A-grade but can also be used to make armor.
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* '''Grade-N''' Nanotechne is equivalent to A-grade, can be used for anything, and has a charcoal-colored appearance with an organic, giger-esque motif.
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* '''Grade-S''' Nanotechne makes up the internals of multiple creatures, resembling synthetic muscle and organ. It stiffens when struck, but is overall weak and only useful for complex machinery rather than arms and armor. Valuable though.
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Note that nanotechne can be produced from any type of metal, so if you don't pay attention your citizens will use nanotechne to make more nanotechne, which actually reduces the amount you have. Make sure you properly designate what metal you intend to make nanotechne from.<br>
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<br>
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{| class="wikitable sortable" border="border"
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! Name
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! Density
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! Value Modifier
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! Melting Point
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! Uses
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|-
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| Grade-S || 2700 || 50 || 11188 || valuable crafts
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|-
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| Grade-C || 7850 || 10 || 12768 || nanotechne production, anvils
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|-
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| Grade-M || 7850 || 20 || 12718 || weapons, armor, ammo, anvils
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|-
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| Grade-A || 8850 || 40 || 12718 || weapons, ammo, anvils
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|-
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| Grade-N || 8850 || 60 || 12718 || weapons, armor, ammo, anvils
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|-
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| Grade-K || 8850 || 60 || 12718 || weapons, armor, ammo, anvils
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|-
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| Grade-X || 8850 || 60 || 12718 || weapons, armor, ammo, anvils
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|-
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| Ancient || 200 || 300 || 25000 || all
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|}
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<br>
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{| class="wikitable sortable" border="border"
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|+ Weapon and Armor Qualities
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! Name
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! Impact Yield
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! Impact Fracture
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! Impact Elasticity
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! Compressive Yield
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! Compressive Fracture
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! Compressive Elasticity
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! Tensile Yield
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! Tensile Fracture
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! Tensile Elasticity
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! Torsion Yield
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! Torsion Fracture
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! Torsion Elasticity
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! Shear Yield
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! Shear Fracture
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! Shear Elasticity
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! Bending Yield
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! Bending Fracture
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! Bending Elasticity
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! Max Edge
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|-
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| Grade-M || 1505 || 2520 || 940 || 1505 || 2520 || 940 || 430 || 720 || 225 || 430 || 720 || 215 || 430 || 720 || 215 || 430 || 720 || 215 || 30000
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|-
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| Grade-A || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000
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|-
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| Grade-N || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 35000
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|-
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| Grade-K || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000
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|-
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| Grade-X || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000
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|-
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| Ancient || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 100000
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|}
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For comparison, view the [[DF2014:Metal#Weapon and armor quality|base game metals]]. <br>
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The material qualities of the metals affect the calculations that occur in combat for a variety of different attacks with a different type of attack being countered by a different resisting characteristic.
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* '''Impact''' measures the resistance to blunt attacks.
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* '''Compressive''' measures the resistance to pinching and strangulation attacks.
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* '''Tensile''' measures the resistance to latched-on tearing attacks.
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* '''Torsion''' measures the resistance to latched-on blunt attacks.
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* '''Shear''' measures the resistance to cutting attacks.
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* '''Bending''' measures the resistance to joint locking attacks.
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Each characteristic is further broken down to form a series of setpoints:
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* '''Yield''': the force at which the material will begin to deform.
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* '''Fracture''': the force at which the material will completely break.
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* '''Elasticity''': how much the material will deform once the yield point is exceeded.
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Likewise, offensive capabilities are also determined by material properties:
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* '''Max Edge''' measures the offensive cutting ability.
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* '''Density''' measures the severity of offensive blunt impact.
  
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<br>
 
==== Stone ====
 
==== Stone ====
 
{| class="wikitable sortable" border="border"
 
{| class="wikitable sortable" border="border"
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! Uses
 
! Uses
 
|-
 
|-
| Industrial slag || 2780 || 2 || 11485 || Energetic compound: 10% || layer || flux, lime
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| Industrial slag || 2780 || 2 || 11485 || no || layer || flux, lime
 
|-
 
|-
 
| Concrete || 2780 || 2 || 11485 || no || layer || flux, lime
 
| Concrete || 2780 || 2 || 11485 || no || layer || flux, lime
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| Corroded metal || 2780 || 2 || 11485 || Iron: 10% || layer || nanotechne production, flux, lime
 
| Corroded metal || 2780 || 2 || 11485 || Iron: 10% || layer || nanotechne production, flux, lime
 
|-
 
|-
| Piping || 2780 || 2 || 11485 || Iron: 10%<br>Energetic compound: 10% || layer || flux, lime
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| Piping || 2780 || 2 || 11485 || Iron: 10% || layer || flux, lime
 
|-
 
|-
| Old machinery || 5260 || 8 || 12736 || Iron: 100%<br>Energetic compound: 30% || cluster || none
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| Old machinery || 5260 || 8 || 12736 || Iron: 100% || cluster || none
 
|-
 
|-
| Fused ammunition casings || 5260 || 8 || 12736 || Brass: 95%<br>Steel: 5%<br>Energetic compound: 10% || small cluster || none
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| Fused ammunition casings || 5260 || 8 || 12736 || Brass: 95%<br>Steel: 5% || small cluster || none
 
|-
 
|-
| Heavy metal refuse || 3796 || 8 || none || Aluminum: 100%<br>Nickel: 10%<br>Gold: 10%<br>Copper: 10%<br>Zinc: 10%<br>Silver: 10%<br>Lead: 10%<br>Tin: 10%<br>Platinum: 10%<br>Bismuth: 10%<br>Energetic compound: 10% || sedimentary vein || none
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| Heavy metal refuse || 3796 || 8 || none || Aluminum: 100%<br>Nickel: 10%<br>Gold: 10%<br>Copper: 10%<br>Zinc: 10%<br>Silver: 10%<br>Lead: 10%<br>Tin: 10%<br>Platinum: 10%<br>Bismuth: 10% || sedimentary vein || none
 
|-
 
|-
 
| Bituminous coal || 1346 || 1 || 11440<br>(ignition) || no || sedimentary vein || coke
 
| Bituminous coal || 1346 || 1 || 11440<br>(ignition) || no || sedimentary vein || coke
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| Lignite || 1250 || 1 || 11440<br>(ignition) || no || sedimentary vein || coke
 
| Lignite || 1250 || 1 || 11440<br>(ignition) || no || sedimentary vein || coke
 
|-
 
|-
| Circuitry || 5260 || 20 || 12736 || Energetic compound: 50% || cluster || none
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| Circuitry || 5260 || 20 || 12736 || no || cluster || none
 
|-
 
|-
 
| Gypsum || 2320 || 1 || 10261 || no || sedimentary cluster || plaster
 
| Gypsum || 2320 || 1 || 10261 || no || sedimentary cluster || plaster
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| Biofilm || 200 || no || ocean  
 
| Biofilm || 200 || no || ocean  
 
|-
 
|-
| Calcareous ooze || 2690 || yes || ocean, porcelain
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| Calcareous ooze || 2690 || yes || ocean  
 
|-
 
|-
| Siliceous ooze || 2460 || yes || ocean, porcelain
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| Siliceous ooze || 2460 || yes || ocean  
 
|}
 
|}
  
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| Crystalline glass || 3520 || 50 || 11440 || cluster
 
| Crystalline glass || 3520 || 50 || 11440 || cluster
 
|-
 
|-
| Plastiglass || 1650 || 10 || none || small cluster
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| Synthetic gem || 1650 || 10 || none || small cluster
 
|}
 
|}
  
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! Notes
 
! Notes
 
|-
 
|-
| Recycled Plastic || 1360 || 3 || none || produced in kiln from tar clay or plastic refuse
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| Earthenware || 1360 || 3 || none || produced in kiln from tar clay or plastic refuse
 
|-
 
|-
| Recycled Slag || 2000 || 4 || none || produced in kiln from industrial runoff
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| Stoneware || 2000 || 4 || none || produced in kiln from industrial runoff
 
|-
 
|-
| Porcelain || 2403 || 10 || none || produced in kiln from oozes
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| Plasticware || 2403 || 10 || none || currently unproduceable (bug?)
 
|-
 
|-
| Machinery || 25000 || 300 || 20000 || unknown (?machine creature tissue?)
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| Machinery || 25000 || 300 || 20000 || unknown
 
|-
 
|-
 
| Bullet || 13135 || 2 || 18750 || bioframe projectile (boiling point is 1001, bug?)
 
| Bullet || 13135 || 2 || 18750 || bioframe projectile (boiling point is 1001, bug?)
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| plasma || 3135 || 1 || 12750 || bioframe projectile
 
| plasma || 3135 || 1 || 12750 || bioframe projectile
 
|}
 
|}
 
 
= Related Pages =
 
= Related Pages =
 
<br>
 
<br>
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[[Modification:The Long Night: Armor|The Long Night: Armor]]<br>
 
[[Modification:The Long Night: Armor|The Long Night: Armor]]<br>
 
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]<br>
 
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]<br>
[[Modification:The Long Night: Plants|The Long Night: Plants]]
 

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