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

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==== 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).
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Nanotechne (pronounced 'tek-nee') is metal infused with symbiotic nanomachines that allow the wielder to shape it into a variety of useful forms, from the humble metal plate to complex machinery. It is used for transcendence programs where the users make tablets, which they then use as a base material for something else, or to be directly used to some benefit. Nanotechne can be found throughout the megastructure in varying densities, so most civilizations will mine out a small amount to start, then begin feeding their stock with other metals to "breed" more Nanotechne. The deeper down into the megastructure one burrows, the greater the density with which Nanotechne will appear, although so too will the horrors that guard 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.
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In addition to mining Nanotechne or "breeding" it, the material can also be acquired by butchering any creature with metal parts.
  
* '''C-grade''' is used by everyone for many purposes, but is too weak to be used as weapons or armor
 
* '''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"

Latest revision as of 00:47, 23 October 2024

Updating to 4.5

Nanotechne[edit]

Nanotechne (pronounced 'tek-nee') is metal infused with symbiotic nanomachines that allow the wielder to shape it into a variety of useful forms, from the humble metal plate to complex machinery. It is used for transcendence programs where the users make tablets, which they then use as a base material for something else, or to be directly used to some benefit. Nanotechne can be found throughout the megastructure in varying densities, so most civilizations will mine out a small amount to start, then begin feeding their stock with other metals to "breed" more Nanotechne. The deeper down into the megastructure one burrows, the greater the density with which Nanotechne will appear, although so too will the horrors that guard it.

In addition to mining Nanotechne or "breeding" it, the material can also be acquired by butchering any creature with metal parts.

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