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MaterialConfig.ecf
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MaterialConfig.ecf
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/* *** damage_category = dirt, stone, rock, wood, plants, woodblock, concrete, metal, metalhard, hull, hullarmored, hullcombat => damage bonus from multipliers
*** damage_category for building blocks: woodblock, concrete, hull, hullarmored, hullcombat
*** damage_category for devices: metal, metalhard
*** damage_category for resources: resourcesoft, resourcemedium, resourcehard (currently not working)
*** damage_category for terrain: dirt, stone
*** damage_category for terrain deco: rock, wood, plants (for small plants and all player growable plants)
*** when adding a new damage_category, do not forget to add it also to drill and other weapons with dmg multipliers
*** surface_category = alien, dirt, metal, human, stone, wood, water => determines the sound and particle effect on impact
*** stepsound = dirt, grass, plants, metal, sand, stone, water */
# hullarmored, hullcombat = cannot be destroyed by most handheld weapons
# SI: current max length of a horizontal beam = 12 blocks
# stability_glue / mass = max number of blocks in a row that will not break apart due to SI.
{ Material Name: air
collidable: false
lightopacity: 0
}
# Liquids
{ Material Name: water
damage_category: water
surface_category: water
stepsound: water
liquid: true
collidable: false
lightopacity: 3
stability_glue: 10
Mass: 0, type: float, display: true, formatter: Kilogram
O2Content: 80, type: int, display: true
}
{ Material Name: lava
damage_category: water
surface_category: water
particle_category: water
stepsound: water
liquid: true
collidable: false
lightopacity: 3
stability_glue: 10
Mass: 0, type: float, display: true, formatter: Kilogram
/* O2Content: 80, type: int, display: true */
}
/* *** Terrain surface */
{ Material Name: grass
damage_category: dirt
surface_category: dirt
particle_category: dirt
particle_destroy_category: dirt
stepsound: grass
fertile_level: 1
stability_glue: 2
Hardness: 15, type: float, display: false, formatter: Hardness
ExplosionHardness: 50
HitPoints: 10, type: int, display: true
}
{ Material Name: snow
damage_category: dirt
surface_category: snow
particle_category: snow
particle_destroy_category: snow
stepsound: snow
fertile_level: 1
stability_glue: 120
Mass: 3, type: float, display: true, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
ExplosionHardness: 50
HitPoints: 5, type: int, display: true
O2Content: 50, type: int, display: true
}
{ Material Name: sand
damage_category: dirt
surface_category: dirt
particle_category: dirt
particle_destroy_category: dirt
stepsound: sand
fertile_level: 2
stability_glue: 120
Mass: 8, type: float, display: true, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
ExplosionHardness: 50
HitPoints: 10, type: int, display: true
}
{ Material Name: dirt
damage_category: dirt
surface_category: dirt
stepsound: dirt
fertile_level: 2
stability_glue: 120
Mass: 10, type: float, display: true, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
ExplosionHardness: 50
HitPoints: 20, type: int, display: true
}
{ Material Name: stone
damage_category: stone
surface_category: stone
stepsound: stone
fertile_level: 1
stability_glue: 120
Mass: 12, type: float, display: true, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
ExplosionHardness: 50
HitPoints: 40, type: int, display: true
}
{ Material Name: resourcesoft
damage_category: resourcesoft
surface_category: stone
particle_category: stone
particle_destroy_category: stone
stepsound: stone
fertile_level: 1
stability_glue: 120
Mass: 12, type: float, display: true, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
ExplosionHardness: 50
HitPoints: 40, type: int, display: true
}
{ Material Name: resourcemedium
damage_category: resourcemedium
surface_category: stone
particle_category: stone
particle_destroy_category: stone
stepsound: stone
fertile_level: 1
stability_glue: 120
Mass: 12, type: float, display: true, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
ExplosionHardness: 50
HitPoints: 50, type: int, display: true
}
{ Material Name: resourcehard
damage_category: resourcehard
surface_category: stone
particle_category: stone
particle_destroy_category: stone
stepsound: stone
fertile_level: 1
stability_glue: 120
Mass: 12, type: float, display: true, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
ExplosionHardness: 50
HitPoints: 60, type: int, display: true
}
{ Material Name: bedrock
damage_category: stone
surface_category: stone
particle_category: stone
particle_destroy_category: stone
stepsound: stone
stability_glue: 110
Mass: 15, type: float, display: true, formatter: Kilogram
Hardness: 10000, type: float, display: false, formatter: Hardness
HitPoints: 100, type: int, display: true
}
/* *** Building Blocks */
# Alien building block and 1 terrain: AlienGreen -> has O2 content
{ Material Name: alien
damage_category: hullcombat
surface_category: dirt
particle_category: dirt
particle_destroy_category: dirt
stepsound: grass
stability_glue: 200
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
HitPoints: 150, type: int, display: false
O2Content: 30, type: int, display: false
}
/* only building block with lower hardness value */
{ Material Name: woodblock
damage_category: woodblock
surface_category: wood
particle_category: wood
particle_destroy_category: wood
stepsound: wood
stability_glue: 360
Mass: 30, type: float, display: false, formatter: Kilogram
Hardness: 5, type: float, display: false, formatter: Hardness
HitPoints: 10, type: int, display: false
}
{ Material Name: concrete
damage_category: concrete
surface_category: stone
particle_category: stone
particle_destroy_category: stone
stepsound: stone
stability_glue: 600
Mass: 50, type: float, display: false, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
HitPoints: 100, type: int, display: false
}
{ Material Name: concretearmored
damage_category: concrete
surface_category: stone
particle_category: stone
particle_destroy_category: stone
stepsound: stone
stability_glue: 6000
Mass: 500, type: float, display: false, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
HitPoints: 2200, type: int, display: false
}
{ Material Name: metallight
damage_category: metal
surface_category: metal
particle_category: metal
particle_destroy_category: metal
stepsound: metal
stability_glue: 1000 # due to solar panel stability
Mass: 20, type: float, display: false, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
HitPoints: 25, type: int, display: false
}
{ Material Name: metal
damage_category: metal
surface_category: metal
stepsound: metal
stability_glue: 100
Mass: 20, type: float, display: false, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
HitPoints: 50, type: int, display: false
}
{ Material Name: metalhard
damage_category: metalhard
surface_category: metal
particle_category: metal
particle_destroy_category: metal
stepsound: metal
stability_glue: 100
Mass: 20, type: float, display: false, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
HitPoints: 80, type: int, display: false
}
{ Material Name: plastic
damage_category: hull
surface_category: stone
particle_category: stone
particle_destroy_category: stone
stepsound: wood
stability_glue: 960
Mass: 80, type: float, display: false, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
HitPoints: 25, type: int, display: false
}
{ Material Name: hulllight
damage_category: hull
surface_category: metal
particle_category: metal
particle_destroy_category: metal
stepsound: metal
stability_glue: 960
Mass: 80, type: float, display: false, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
HitPoints: 25, type: int, display: false
}
{ Material Name: hull
damage_category: hull
surface_category: metal
particle_category: metal
particle_destroy_category: metal
stepsound: metal
stability_glue: 1500
Mass: 120, type: float, display: false, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
HitPoints: 50, type: int, display: false
}
{ Material Name: hullarmored
damage_category: hullarmored
surface_category: metal
particle_category: metal
particle_destroy_category: metal
stepsound: metal
stability_glue: 3000
Mass: 250, type: float, display: false, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
HitPoints: 200, type: int, display: false
}
{ Material Name: hullcombat
damage_category: hullcombat
surface_category: metal
particle_category: metal
particle_destroy_category: metal
stepsound: metal
stability_glue: 6000
Mass: 500, type: float, display: false, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
HitPoints: 2000, type: int, display: false
}
/* Items */
{ Material Name: metalweapon
damage_category: metal
surface_category: metal
particle_category: metal
particle_destroy_category: metal
stepsound: metal
stability_glue: 100
Mass: 20, type: float, display: false, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
HitPoints: 20, type: int, display: false
}
{ Material Name: metalitem
damage_category: metal
surface_category: metal
particle_category: metal
particle_destroy_category: metal
stepsound: metal
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
HitPoints: 20, type: int, display: false
}
/* Used in items */
{ Material Name: human
damage_category: human
surface_category: human
stepsound: grass
fertile_level: 1
stability_glue: 2
Mass: 1, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
HitPoints: 10, type: int, display: false
}
/* *** All other materials */
# Used for GrowingPotSteel and GrowingPotConcrete
{ Material Name: fertile
damage_category: metal /* necessary because weapons should be able to destroy block */
surface_category: wood
particle_category: wood
particle_destroy_category: wood
stepsound: dirt
fertile_level: 10
stability_glue: 1500
Mass: 120, type: float, display: false, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
HitPoints: 25, type: int, display: false
}
# Test: Could be used for GrowingPotWood
{ Material Name: fertilelow
damage_category: metal /* necessary because weapons should be able to destroy block */
surface_category: wood
particle_category: wood
particle_destroy_category: wood
stepsound: dirt
fertile_level: 4
stability_glue: 1500
Mass: 120, type: float, display: false, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
HitPoints: 25, type: int, display: false
}
# For all growable plants
# Can be destroyed with weapons
{ Material Name: plants
damage_category: plants
surface_category: wood
particle_category: wood
particle_destroy_category: wood
stepsound: plants
stability_glue: 120
Mass: 1, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
HitPoints: 10, type: int, display: false
plant: true
}
# For terrain deco stones
{ Material Name: rock
damage_category: rock
surface_category: stone
particle_category: stone
particle_destroy_category: rocksmall
stepsound: stone
fertile_level: 1
stability_glue: 120
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
ExplosionHardness: 50
HitPoints: 50, type: int, display: false
}
{ Material Name: rockhard
damage_category: rock
surface_category: stone
particle_category: stone
particle_destroy_category: rock
stepsound: stone
fertile_level: 1
stability_glue: 120
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 15, type: float, display: false, formatter: Hardness
ExplosionHardness: 50
HitPoints: 1000, type: int, display: false
}
# For all terrain plants, trees etc
{ Material Name: wood
damage_category: wood
surface_category: wood
stepsound: wood
stability_glue: 25
Mass: 5, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
HitPoints: 40, type: int, display: false
}
{ Material Name: woodsoft
damage_category: wood
surface_category: wood
particle_category: wood
particle_destroy_category: wood
stepsound: wood
stability_glue: 25
Mass: 5, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
HitPoints: 20, type: int, display: false
}
{ Material Name: woodhard
damage_category: wood
surface_category: wood
particle_category: wood
particle_destroy_category: wood
stepsound: wood
stability_glue: 25
Mass: 5, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
HitPoints: 55, type: int, display: false
}