v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "Modification:The Long Night: Materials"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
 
(7 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 00:25, 16 September 2020 (UTC)}}
+
 
Updating to 2.6
+
Updating to 4.5
 
{{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 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).
+
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.
  
 
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.
  
* '''C-grade''' is used by everyone for many purposes, but is too weak to be used as weapons or armor
+
<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>
* '''M-grade''' is used as weapons and armor by most nations, and is equivalent to steel in terms of durability.
 
* '''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.
 
* '''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.
 
* '''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.
 
* '''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.
 
 
 
<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> As of ver. 2.6, nanotechne production was altered to only permit raw corroded metal boulders as reagents in the production of either C or N grades. All other grades are produced using C, except S which can only be harvested.<br>
 
<br>
 
{| class="wikitable sortable" border="border"
 
! Name
 
! Density
 
! Value Modifier
 
! Melting Point
 
! Uses
 
|-
 
| Grade-S || 2700 || 50 || 11188 || valuable crafts
 
|-
 
| Grade-C || 7850 || 10 || 12768 || nanotechne production, anvils
 
|-
 
| Grade-M || 7850 || 20 || 12718 || weapons, armor, ammo, anvils
 
|-
 
| Grade-A || 8850 || 40 || 12718 || weapons, ammo, anvils
 
|-
 
| Grade-N || 8850 || 60 || 12718 || weapons, armor, ammo, anvils
 
|-
 
| Grade-K || 8850 || 60 || 12718 || weapons, armor, ammo, anvils
 
|-
 
| Grade-X || 8850 || 60 || 12718 || weapons, armor, ammo, anvils
 
|-
 
| Ancient || 200 || 300 || 25000 || all
 
|}
 
<br>
 
{| class="wikitable sortable" border="border"
 
|+ Weapon and Armor Qualities
 
! Name
 
! Impact Yield
 
! Impact Fracture
 
! Impact Elasticity
 
! Compressive Yield
 
! Compressive Fracture
 
! Compressive Elasticity
 
! Tensile Yield
 
! Tensile Fracture
 
! Tensile Elasticity
 
! Torsion Yield
 
! Torsion Fracture
 
! Torsion Elasticity
 
! Shear Yield
 
! Shear Fracture
 
! Shear Elasticity
 
! Bending Yield
 
! Bending Fracture
 
! Bending Elasticity
 
! Max Edge
 
|-
 
| Grade-M || 1505 || 2520 || 940 || 1505 || 2520 || 940 || 430 || 720 || 225 || 430 || 720 || 215 || 430 || 720 || 215 || 430 || 720 || 215 || 30000
 
|-
 
| Grade-A || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000
 
|-
 
| Grade-N || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 35000
 
|-
 
| Grade-K || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000
 
|-
 
| Grade-X || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000
 
|-
 
| Ancient || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 100000
 
|}
 
For comparison, view the [[DF2014:Metal#Weapon and armor quality|base game metals]]. Grade-M is identical to steel except for max edge and it is unclear how that affects calculations.<br>
 
 
 
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.
 
* '''Impact''' measures the resistance to blunt attacks.
 
* '''Compressive''' measures the resistance to pinching and strangulation attacks.
 
* '''Tensile''' measures the resistance to latched-on tearing attacks.
 
* '''Torsion''' measures the resistance to latched-on blunt attacks.
 
* '''Shear''' measures the resistance to cutting attacks.
 
* '''Bending''' measures the resistance to joint locking attacks.
 
 
 
Each characteristic is further broken down to form a series of setpoints:
 
* '''Yield''': the force at which the material will begin to deform.
 
* '''Fracture''': the force at which the material will completely break.
 
* '''Elasticity''': how much the material will deform once the yield point is exceeded.
 
 
 
Likewise, offensive capabilities are also determined by material properties:
 
* '''Max Edge''' measures the offensive cutting ability.
 
* '''Density''' measures the severity of offensive blunt impact.
 
  
<br>
 
 
==== Stone ====
 
==== Stone ====
 
{| class="wikitable sortable" border="border"
 
{| class="wikitable sortable" border="border"
Line 173: Line 87:
 
| Crystalline glass || 3520 || 50 || 11440 || cluster
 
| Crystalline glass || 3520 || 50 || 11440 || cluster
 
|-
 
|-
| Synthetic gem || 1650 || 10 || none || small cluster
+
| Plastiglass || 1650 || 10 || none || small cluster
 
|}
 
|}
  
Line 184: Line 98:
 
! Notes
 
! Notes
 
|-
 
|-
| Earthenware || 1360 || 3 || none || produced in kiln from tar clay or plastic refuse
+
| Recycled Plastic || 1360 || 3 || none || produced in kiln from tar clay or plastic refuse
 
|-
 
|-
| Stoneware || 2000 || 4 || none || produced in kiln from industrial runoff
+
| Recycled Slag || 2000 || 4 || none || produced in kiln from industrial runoff
 
|-
 
|-
| Plasticware || 2403 || 10 || none || currently unproduceable (bug?)
+
| Porcelain || 2403 || 10 || none || produced in kiln from oozes
 
|-
 
|-
 
| Machinery || 25000 || 300 || 20000 || unknown (?machine creature tissue?)
 
| Machinery || 25000 || 300 || 20000 || unknown (?machine creature tissue?)

Latest revision as of 13:18, 15 June 2023

Updating to 4.5

Nanotechne[edit]

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.

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.

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.

Stone[edit]

Stone Density Value Multipiler Melting Point Ore Type Uses
Industrial slag 2780 2 11485 Energetic compound: 10% layer flux, lime
Concrete 2780 2 11485 no layer flux, lime
Corroded metal 2780 2 11485 Iron: 10% layer nanotechne production, flux, lime
Piping 2780 2 11485 Iron: 10%
Energetic compound: 10%
layer flux, lime
Old machinery 5260 8 12736 Iron: 100%
Energetic compound: 30%
cluster none
Fused ammunition casings 5260 8 12736 Brass: 95%
Steel: 5%
Energetic compound: 10%
small cluster none
Heavy metal refuse 3796 8 none Aluminum: 100%
Nickel: 10%
Gold: 10%
Copper: 10%
Zinc: 10%
Silver: 10%
Lead: 10%
Tin: 10%
Platinum: 10%
Bismuth: 10%
Energetic compound: 10%
sedimentary vein none
Bituminous coal 1346 1 11440
(ignition)
no sedimentary vein coke
Lignite 1250 1 11440
(ignition)
no sedimentary vein coke
Circuitry 5260 20 12736 Energetic compound: 50% cluster none
Gypsum 2320 1 10261 no sedimentary cluster plaster
Petrified wood 2200 1000 12970 no sedimentary single none
Unrefined ancient nanotechne 200 250 25000 Yes special thread extraction
Megastructure 200000 1 none no special undiggable

Soil[edit]

Soil Density Aquifer Notes
Plastic refuse 1210 no earthenware
Tar clay 1210 no earthenware
Polluted soil 1290 yes
Mud 1450 yes
Sand 1710 yes glass
Industrial runoff 2200 no stoneware
Biofilm 200 no ocean
Calcareous ooze 2690 yes ocean, porcelain
Siliceous ooze 2460 yes ocean, porcelain

Gems[edit]

Gem Density Value Multipiler Ignition Point Type
Synthetic gem 3520 50 11440 small cluster
Crystalline glass 3520 50 11440 cluster
Plastiglass 1650 10 none small cluster

Other[edit]

Name Density Value Multipiler Melting Point Notes
Recycled Plastic 1360 3 none produced in kiln from tar clay or plastic refuse
Recycled Slag 2000 4 none produced in kiln from industrial runoff
Porcelain 2403 10 none produced in kiln from oozes
Machinery 25000 300 20000 unknown (?machine creature tissue?)
Bullet 13135 2 18750 bioframe projectile (boiling point is 1001, bug?)
plasma 3135 1 12750 bioframe projectile

Related Pages[edit]


The Long Night: Lore
The Long Night: Civilizations
The Long Night: Weapons
The Long Night: Armor
The Long Night: Creatures
The Long Night: Plants