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Difference between revisions of "v0.31:Weight"
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+ | Weight(Γ) is a strange quality. Most of time DF can largely ignore weight as it is unimportant. However, it is critical in determining how fast someone or something moves(due to carry weight restrictions), in damage calculations, and to some degree in temperature calculations. | ||
+ | |||
+ | In DF2010, weight is displayed as the only fundamental figure associated with an item where value used to also be displayed. Additionally, how weight is calculated is now more complicated than it once was, as each item category-sometimes even individual items--have their own formula for determining weight. | ||
+ | |||
+ | Note that, for DF, weight and mass are synonymous because in DF gravity--at least currently--is [http://www.bay12games.com/media/df_talk_8_transcript.html always the same both across the whole universe and from world to world] and buoyancy isn't currently modeled. Starting with DF2010, Toady retooled the weight system so that one urist(Γ) is the same as one kilogram. | ||
+ | |||
+ | ==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. | ||
+ | <br> W = d*C | ||
+ | |||
+ | The formula for C is [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1386 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. | ||
+ | {| {{prettytable}} | ||
+ | |- bgcolor="#999999" | ||
+ | ! Category | ||
+ | ! Formula | ||
+ | ! Notes | ||
+ | |||
+ | |- | ||
+ | | item_armor | ||
+ | | (layer size/ material size)/<br> 1 010 | ||
+ | | The divisor may be slightly higher but is consistent with other. | ||
+ | |||
+ | |- | ||
+ | | item_helm | ||
+ | | layer size/ 60 000 | ||
+ | | The formula for helms specifically appears to be just 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 {{version|0.31.03}}. |
Revision as of 18:44, 2 May 2010
This article is about an older version of DF. |
This article is a stub. You can improve the article by expanding it. |
Weight(Γ) is a strange quality. Most of time DF can largely ignore weight as it is unimportant. However, it is critical in determining how fast someone or something moves(due to carry weight restrictions), in damage calculations, and to some degree in temperature calculations.
In DF2010, weight is displayed as the only fundamental figure associated with an item where value used to also be displayed. Additionally, how weight is calculated is now more complicated than it once was, as each item category-sometimes even individual items--have their own formula for determining weight.
Note that, for DF, weight and mass are synonymous because in DF gravity--at least currently--is always the same both across the whole universe and from world to world and buoyancy isn't currently modeled. Starting with DF2010, Toady retooled the weight system so that one urist(Γ) is the same as one kilogram.
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. |
item_helm | layer size/ 60 000 | The formula for helms specifically appears to be just 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.