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

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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.
 
* '''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.
  
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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<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>
 
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| Ancient || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 100000
 
| Ancient || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 100000
 
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For comparison, view the [[DF2014:Metal#Weapon and armor quality|base game metals]]. <br>
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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.
 
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.

Revision as of 21:24, 28 September 2020

Updating to 2.6

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).

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
  • 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.

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. 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.

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


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 base game metals. Grade-M is identical to steel except for max edge and it is unclear how that affects calculations.

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.


Stone

Stone Density Value Multipiler Melting Point Ore Type Uses
Industrial slag 2780 2 11485 no 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% layer flux, lime
Old machinery 5260 8 12736 Iron: 100% cluster none
Fused ammunition casings 5260 8 12736 Brass: 95%
Steel: 5%
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%
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 no 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

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
Siliceous ooze 2460 yes ocean

Gems

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

Other

Name Density Value Multipiler Melting Point Notes
Earthenware 1360 3 none produced in kiln from tar clay or plastic refuse
Stoneware 2000 4 none produced in kiln from industrial runoff
Plasticware 2403 10 none currently unproduceable (bug?)
Machinery 25000 300 20000 unknown
Bullet 13135 2 18750 bioframe projectile (boiling point is 1001, bug?)
plasma 3135 1 12750 bioframe projectile

Related Pages


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