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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.
# Vermillion's Note: As of 1.4.3 explosion damage calculation is incorrectly scaled by default and with ExplosionHardness
# The values used here were tested to be as close to their accurate intended damage values with 19 being the standard 0.
{ 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: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
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: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
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: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
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: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
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: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
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: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 80, 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: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 110, 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: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 150, 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: 1, type: float, display: false, formatter: Hardness
HitPoints: 100, type: int, display: true
}
{ Material Name: redgold
damage_category: redgold
surface_category: redgold
particle_category: stone
particle_destroy_category: stone
stepsound: stone
stability_glue: 120
Mass: 15, type: float, display: true, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
HitPoints: 150, type: int, display: true
}
/* *** Building Blocks */
# Alien building block and 1 terrain: AlienGreen -> has O2 content
{ Material Name: alien
damage_category: alien
surface_category: alien
particle_category: alien
particle_destroy_category: alien
stepsound: plants
stability_glue: 97500
Mass: 3900, type: float, display: false, formatter: Kilogram
Hardness: 1, 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: 5400
Mass: 450, type: float, display: false, formatter: Kilogram
Hardness: 1, 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: 72000
Mass: 4000, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
HitPoints: 100, type: int, display: false
ExplosionHardness: 1
}
{ Material Name: concretearmored
damage_category: concrete
surface_category: stone
particle_category: stone
particle_destroy_category: stone
stepsound: stone
stability_glue: 124800
Mass: 5200, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
HitPoints: 2200, type: int, display: false
ExplosionHardness: 1
}
{ Material Name: metallight
damage_category: metal
surface_category: metal
particle_category: metal
particle_destroy_category: metal
stepsound: metal
stability_glue: 3500 # due to solar panel stability
Mass: 100, type: float, display: false, formatter: Kilogram
Hardness: 1, 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: 3000
Mass: 100, type: float, display: false, formatter: Kilogram
Hardness: 1, 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: 3500
Mass: 100, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
HitPoints: 80, type: int, display: false
}
{ Material Name: plastic
damage_category: plastic
surface_category: plastic
particle_category: plastic
particle_destroy_category: plastic
stepsound: metal
stability_glue: 2700
Mass: 180, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
HitPoints: 25, type: int, display: false
ExplosionHardness: 1
}
# Hulllight is no longer used by the current blocksets
{ Material Name: hulllight
damage_category: hull
surface_category: metal
particle_category: metal
particle_destroy_category: metal
stepsound: metal
stability_glue: 1200
Mass: 100, type: float, display: false, formatter: Kilogram
Hardness: 1, 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: 16000
Mass: 1000, type: float, display: false, formatter: Kilogram
Hardness: 1, 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: 44100
Mass: 2450, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
HitPoints: 1600, type: int, display: false
ExplosionHardness: 1
}
{ Material Name: hullcombat
damage_category: hullcombat
surface_category: metal
particle_category: metal
particle_destroy_category: metal
stepsound: metal
stability_glue: 88000
Mass: 4000, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
HitPoints: 3500, type: int, display: false
ExplosionHardness: 1
}
/* Items */
{ Material Name: metalweapon
damage_category: metal
surface_category: metal
particle_category: metal
particle_destroy_category: metal
stepsound: metal
stability_glue: 1600
Mass: 200, type: float, display: false, formatter: Kilogram
Hardness: 1, 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: 1500
Mass: 150, type: float, display: false, formatter: Kilogram
Hardness: 1, 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: 1, 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: 1, 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: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
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: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
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
}
# ----------------------------------------------------------------------------------------------------------------------
# -------------------------------------------------------------------------------------------- HWS EWS
{ Material Name: HWS_material_devices_kinetic
damage_category: HWS_material_devices_kinetic
surface_category: metal
particle_category: metal
particle_destroy_category: metal
stepsound: metal
stability_glue: 500
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_devices_energy
damage_category: HWS_material_devices_energy
surface_category: metal
particle_category: metal
particle_destroy_category: metal
stepsound: metal
stability_glue: 500
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_weapon_kinetic
damage_category: HWS_material_weapon_kinetic
surface_category: metal
particle_category: metal
particle_destroy_category: metal
stepsound: metal
stability_glue: 500
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_weapon_energy
damage_category: HWS_material_weapon_energy
surface_category: metal
particle_category: metal
particle_destroy_category: metal
stepsound: metal
stability_glue: 500
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
# ----------------------------------------------------------------------------------------------------------------------
# -------------------------------------------------------------------------------------------- Elemental Block Materials
# Small: HV / SV
# Large: CV / BA
# Preparation of small and large differentiation for the future. For example special SV weapons good against CVs.
# For now only large is considered. 2021.
{ Material Name: HWS_material_aquablocksmall
damage_category: HWS_material_aquablocksmall
surface_category: water
particle_category: water
particle_destroy_category: water
stepsound: water
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_aquablocklarge
damage_category: HWS_material_aquablocklarge
surface_category: water
particle_category: water
particle_destroy_category: water
stepsound: water
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_terrablocksmall
damage_category: HWS_material_terrablocksmall
surface_category: stone
particle_category: stone
particle_destroy_category: wood
stepsound: stone
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_terrablocklarge
damage_category: HWS_material_terrablocklarge
surface_category: stone
particle_category: stone
particle_destroy_category: wood
stepsound: stone
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_pyroblocksmall
damage_category: HWS_material_pyroblocksmall
surface_category: water
particle_category: water
particle_destroy_category: wood
stepsound: water
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_pyroblocklarge
damage_category: HWS_material_pyroblocklarge
surface_category: water
particle_category: water
particle_destroy_category: wood
stepsound: water
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_obsidianblocksmall
damage_category: HWS_material_obsidianblocksmall
surface_category: metal
particle_category: metal
particle_destroy_category: wood
stepsound: metal
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_obsidianblocklarge
damage_category: HWS_material_obsidianblocklarge
surface_category: metal
particle_category: metal
particle_destroy_category: wood
stepsound: metal
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_luxblocksmall
damage_category: HWS_material_luxblocksmall
surface_category: dirt
particle_category: dirt
particle_destroy_category: wood
stepsound: plants
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_luxblocklarge
damage_category: HWS_material_luxblocklarge
surface_category: dirt
particle_category: dirt
particle_destroy_category: wood
stepsound: plants
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_noxblocksmall
damage_category: HWS_material_noxblocksmall
surface_category: alien
particle_category: dirt
particle_destroy_category: wood
stepsound: grass
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_noxblocklarge
damage_category: HWS_material_noxblocklarge
surface_category: alien
particle_category: dirt
particle_destroy_category: wood
stepsound: grass
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_strangeletblocksmall
damage_category: HWS_material_strangeletblocksmall
surface_category: human
particle_category: alien
particle_destroy_category: wood
stepsound: plants
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_strangeletblocklarge
damage_category: HWS_material_strangeletblocklarge
surface_category: human
particle_category: alien
particle_destroy_category: wood
stepsound: plants
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_chaosblocksmall
damage_category: HWS_material_chaosblocksmall
surface_category: human
particle_category: alien
particle_destroy_category: wood
stepsound: plants
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_chaosblocklarge
damage_category: HWS_material_chaosblocklarge
surface_category: human
particle_category: alien
particle_destroy_category: wood
stepsound: plants
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
# ----------------------------------------------------------------------------------------------------------------------
# ------------------------------------------------------------------------------------------- Elemental Device Materials
# Small: HV / SV
# Large: CV / BA
# Preparation of small and large differentiation for the future. For example special SV weapons good against CVs. Also
# for different weapon type effectiveness. Homing good vs Blocks. Beam good vs Shield. Hitscan good vs Devices.
# For now only large is considered and only Obsidian is effective against device material. 2021.
{ Material Name: HWS_material_aquadevicesmall
damage_category: HWS_material_aquadevicesmall
surface_category: water
particle_category: water
particle_destroy_category: water
stepsound: water
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_aquadevicelarge
damage_category: HWS_material_aquadevicelarge
surface_category: water
particle_category: water
particle_destroy_category: water
stepsound: water
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_terradevicesmall
damage_category: HWS_material_terradevicesmall
surface_category: stone
particle_category: stone
particle_destroy_category: wood
stepsound: stone
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_terradevicelarge
damage_category: HWS_material_terradevicelarge
surface_category: stone
particle_category: stone
particle_destroy_category: wood
stepsound: stone
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_pyrodevicesmall
damage_category: HWS_material_pyrodevicesmall
surface_category: water
particle_category: water
particle_destroy_category: wood
stepsound: water
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_pyrodevicelarge
damage_category: HWS_material_pyrodevicelarge
surface_category: water
particle_category: water
particle_destroy_category: wood
stepsound: water
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_obsidiandevicesmall
damage_category: HWS_material_obsidiandevicesmall
surface_category: metal
particle_category: metal
particle_destroy_category: wood
stepsound: metal
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_obsidiandevicelarge
damage_category: HWS_material_obsidiandevicelarge
surface_category: metal
particle_category: metal
particle_destroy_category: wood
stepsound: metal
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_luxdevicesmall
damage_category: HWS_material_luxdevicesmall
surface_category: dirt
particle_category: dirt
particle_destroy_category: wood
stepsound: plants
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_luxdevicelarge
damage_category: HWS_material_luxdevicelarge
surface_category: dirt
particle_category: dirt
particle_destroy_category: wood
stepsound: plants
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_noxdevicesmall
damage_category: HWS_material_noxdevicesmall
surface_category: alien
particle_category: dirt
particle_destroy_category: wood
stepsound: grass
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_noxdevicelarge
damage_category: HWS_material_noxdevicelarge
surface_category: alien
particle_category: dirt
particle_destroy_category: wood
stepsound: grass
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_strangeletdevicesmall
damage_category: HWS_material_strangeletdevicesmall
surface_category: human
particle_category: alien
particle_destroy_category: wood
stepsound: plants
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_strangeletdevicelarge
damage_category: HWS_material_strangeletdevicelarge
surface_category: human
particle_category: alien
particle_destroy_category: wood
stepsound: plants
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_chaosdevicesmall
damage_category: HWS_material_chaosdevicesmall
surface_category: human
particle_category: alien
particle_destroy_category: wood
stepsound: plants
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_chaosdevicelarge
damage_category: HWS_material_chaosdevicelarge
surface_category: human
particle_category: alien
particle_destroy_category: wood
stepsound: plants
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
# ------------------------------------------------------------------------------------------- Elemental Weapon Materials
# Small: HV / SV
# Large: CV / BA
# Materials for Elemental weapons blocks (Turret\Guns) for the future balance what will have difference between devices and weapons
# March 2023 - will be used for multitool balance
{ Material Name: HWS_material_aquaweaponsmall
damage_category: HWS_material_aquaweaponsmall
surface_category: water
particle_category: water
particle_destroy_category: water
stepsound: water
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_aquaweaponlarge
damage_category: HWS_material_aquaweaponlarge
surface_category: water
particle_category: water
particle_destroy_category: water
stepsound: water
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_terraweaponsmall
damage_category: HWS_material_terraweaponsmall
surface_category: stone
particle_category: stone
particle_destroy_category: wood
stepsound: stone
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_terraweaponlarge
damage_category: HWS_material_terraweaponlarge
surface_category: stone
particle_category: stone
particle_destroy_category: wood
stepsound: stone
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_pyroweaponsmall
damage_category: HWS_material_pyroweaponsmall
surface_category: water
particle_category: water
particle_destroy_category: wood
stepsound: water
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_pyroweaponlarge
damage_category: HWS_material_pyroweaponlarge
surface_category: water
particle_category: water
particle_destroy_category: wood
stepsound: water
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_obsidianweaponsmall
damage_category: HWS_material_obsidianweaponsmall
surface_category: metal
particle_category: metal
particle_destroy_category: wood
stepsound: metal
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1
HitPoints: 0, type: int, display: false
}
{ Material Name: HWS_material_obsidianweaponlarge
damage_category: HWS_material_obsidianweaponlarge
surface_category: metal
particle_category: metal
particle_destroy_category: wood
stepsound: metal
stability_glue: 100
Mass: 10, type: float, display: false, formatter: Kilogram
Hardness: 1, type: float, display: false, formatter: Hardness
ExplosionHardness: 1