-- Base building materials for the clone. -- -- The engine reads the global `Materials` array (in order). Build modes 1-4 -- map to entries 1-4. Mods under data/mods/ run AFTER this file and may use -- FindMaterial(name) to tweak these, or table.insert(Materials, ...) to add new -- ones. (angle_threshold is in DEGREES; the engine converts to radians.) Materials = { { name = "wood", stiffness = 600, damping = 12, mass = 0.25, max_compression = 0.90, max_expansion = 1.10, -- snaps past +/-10% length angle_threshold = 30, tension_only = false, -- snaps if a loose strut rotates >30deg min_length = 0.4, max_length = 3.0, max_link_length = 6.0, -- single-strut size limits hit_points = 150, flammable = true, burn_rate = 15, spread_time = 2.0, -- wood: slow burn/spread blocks_projectiles = true, blocks_beam = true, -- solid: stops shells & beams half_width = 0.15, cost_metal = 5, cost_energy = 25, -- Forts wood 0.1 / 0.5 color = { 1.0, 1.0, 1.0, 1.0 }, -- white = show texture untinted texture = "data/textures/wood.png", texture_forts = "forts:materials/wood_panel.tga", }, { name = "bgbrace", -- background bracing stiffness = 600, damping = 12, mass = 0.25, max_compression = 0.92, max_expansion = 1.08, angle_threshold = 30, tension_only = false, min_length = 0.4, max_length = 3.0, max_link_length = 6.0, hit_points = 100, flammable = true, burn_rate = 22, spread_time = 0.7, -- burns ~3x faster than wood blocks_projectiles = false, blocks_beam = false, -- shells AND beams pass through (beam still burns it) half_width = 0.15, cost_metal = 5, cost_energy = 25, color = { 1.0, 1.0, 1.0, 0.45 }, -- translucent texture = "data/textures/bgbrace.png", texture_forts = "forts:materials/bracing-bg.tga", }, { name = "rope", stiffness = 150, damping = 8, mass = 0.05, max_compression = 0.0, max_expansion = 1.50, -- slack in compression, snaps at +50% angle_threshold = 360, tension_only = true, -- never snaps on angle min_length = 0.8, max_length = 1.5, max_link_length = 20.0, -- subdivides into many segments -> drapes hit_points = 50, flammable = true, burn_rate = 25, spread_time = 1.0, -- burns through fast blocks_projectiles = false, blocks_beam = false, -- shells AND beams pass through half_width = 0.04, cost_metal = 5, cost_energy = 25, color = { 0.72, 0.66, 0.55, 1.0 }, -- tan: tints the cable art, and is -- the visible rope when it is absent texture_forts = "forts:materials/cable.tga", }, -- Appended LAST on purpose: build modes map to this array by index, so a new -- material goes on the end (key 4) rather than shifting bg-brace and rope. { name = "armour", -- the kinetic tank -- Forts armor: 25% stiffer than wood, 2x the mass, HP 400, and it does -- NOT catch fire (its Fire deg/s is n/a). 3 wood (450 HP) still beats -- 1 armour (400 HP), so armour buys durability per strut, not per metal. stiffness = 750, damping = 12, mass = 0.5, max_compression = 0.90, max_expansion = 1.10, -- same +/-10% as wood angle_threshold = 30, tension_only = false, min_length = 0.4, max_length = 3.0, max_link_length = 6.0, hit_points = 400, flammable = false, burn_rate = 0, spread_time = 0, -- metal: never burns blocks_projectiles = true, blocks_beam = true, -- solid half_width = 0.18, -- reads chunkier than wood cost_metal = 90, cost_energy = 75, -- Forts 1.8 / 1.5, i.e. -- 18x wood metal, 3x energy color = { 0.62, 0.66, 0.70, 1.0 }, -- steel (also the fallback) texture_forts = "forts:materials/armor.tga", }, } -- Helpers mods can use (mirrors the Forts modding API shape). function IndexOfMaterial(name) for i, m in ipairs(Materials) do if m.name == name then return i end end return nil end function FindMaterial(name) local i = IndexOfMaterial(name) if i then return Materials[i] end return nil end