- 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.
Difference between revisions of "v0.31:Weight"
(made a small mistake) |
(Removed some "in DF2010" and "was changed to be in DF2010" since I found these to be redundant with the page's being labeled DF2010. Also rearranged some things and (hopefully) made some improvements) |
||
Line 1: | Line 1: | ||
− | |||
{{Quality|Exceptional}} | {{Quality|Exceptional}} | ||
− | Weight | + | '''Weight''' is an item property, and is measured in units '''Γ''', also known as '''urists''' - one unit urist is equivalent to one real kilogram. |
− | + | Weight is largely used by the game to determine how fast someone or something should move, due to encumbrance effects and carry weight restrictions; to calculate damage, since object mass factors into impact momentum; and to some extent to make temperature calculations, as mass factors into heat capacity. Note that, for DF, weight and mass are currently indistinguishable because as it stands DF gravity is [http://www.bay12games.com/media/df_talk_8_transcript.html uniform both across the whole universe and from world to world] and buoyancy isn't implemented. | |
− | |||
− | Note that, for DF, weight and mass are | ||
− | |||
+ | Weight is displayed as a quantity associated with an item. Weight calculation is not entirely straightforward, since each item category - or sometimes even individual items - have their own formula for determining weight. | ||
+ | |||
==Weight Calculation== | ==Weight Calculation== | ||
Revision as of 19:51, 11 July 2011
Weight is an item property, and is measured in units Γ, also known as urists - one unit urist is equivalent to one real kilogram.
Weight is largely used by the game to determine how fast someone or something should move, due to encumbrance effects and carry weight restrictions; to calculate damage, since object mass factors into impact momentum; and to some extent to make temperature calculations, as mass factors into heat capacity. Note that, for DF, weight and mass are currently indistinguishable because as it stands DF gravity is uniform both across the whole universe and from world to world and buoyancy isn't implemented.
Weight is displayed as a quantity associated with an item. Weight calculation is not entirely straightforward, since each item category - or sometimes even individual items - have their own formula for determining weight.
Weight Calculation
The general form for calculating weight in DF is to take the material density 'd' as found in the raws multiplied by an item constant C.
W = d*C
The formula for C is almost always the same for all items in the same raw file(such as item_helm or item_pants). These variations are thought to be caused by bugs, though confirmation is needed. Note that the displayed weight value is truncated and not rounded after the calculation is done, it is thought that the exact weight is maintained internally.
The following table lists all currently known formulas for finding the value of C.
Category | Formula | Notes |
---|---|---|
item_armor | (layer size/ material size)/ 1 010 |
The divisor may be slightly higher but is consistent with other values. |
item_helm | layer size/ 60 000 | The formula for helms specifically appears to be 1/ 1 010, this is thought to be a bug. |
item_gloves | 1/ 100 000 | Divisor is approximate. |
item_pants | layer size/ 5 190 | |
item_shoes | layer size/ 7 500 | The formula for high boots specifically appears to be 1/ 100 000, this is thought to be a bug. |
item_shield | 1/ 100 000 | Divisor is approximate. |
item_ammo | size/ 1 000 000 | |
item_weapon | size/ 1 000 000 |
These values are up to date as of this writing v0.31.03.
Other examples: stack of cheap stones, or stone statue, 161-167 Γ. Steel chainmail 19 Γ. Steel or bronze bars, 15-16 Γ. Iron flask, 12 Γ. The heaviest metal is Platinum, and the lightest metal is Adamantine.