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Modification:The Long Night: Materials
Updating to 2.6
MOD | This page includes mods. The content is not part of normal DF as released. Changing game files can sometimes cause unexpected results, and should always be done with care and caution. |
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 |
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 | 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
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
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 |
---|---|---|---|---|
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 | currently unproduceable (bug?) (untested, presumably kaolinite equiv.) |
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
The Long Night: Lore
The Long Night: Civilizations
The Long Night: Weapons
The Long Night: Armor
The Long Night: Creatures
The Long Night: Plants