Difference between revisions of "Silver"
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{{Material | {{Material | ||
| category = Metallic | | category = Metallic | ||
− | | | + | | description = This metal is mostly used as a commodity currency. It can also be used for making attractive decorations. |
− | | | + | | note = Silver is used for [[trade|trading]] with traders. Silver in great quantity is among the wreckage at the start of the game. After this silver is depleted, additional silver may only be obtained through random drops, trading or mining silver deposits. |
− | | | + | | color = (180,173,150) |
− | | | + | | always haulable = true |
+ | | construct effect = ConstructMetal | ||
+ | | def name = Silver | ||
+ | | draw gui overlay = true | ||
+ | | graphic class = Graphic_Single | ||
+ | | graphic path = Things/Item/Resource/Silver | ||
+ | | label = silver | ||
+ | | parent name = ResourceBase | ||
+ | | path cost = 15 | ||
+ | | resource readout always show = true | ||
+ | | resource readout priority = First | ||
+ | | rotatable = false | ||
+ | | selectable = true | ||
+ | | small volume = true | ||
+ | | sound drop = Silver_Drop | ||
+ | | sound impact stuff = BulletImpactMetal | ||
+ | | sound interact = Silver_Drop | ||
+ | | stack limit = 500 | ||
+ | | thing class = ThingWithComponents | ||
+ | | use standard health = false | ||
| beauty factor = 3 | | beauty factor = 3 | ||
+ | | beauty offset = 6 | ||
| flammability factor = 0.2 | | flammability factor = 0.2 | ||
+ | | market value base = 1 | ||
| max health factor = 0.7 | | max health factor = 0.7 | ||
+ | | melee blunt damage base = 1.1 | ||
| melee cooldown factor = 1 | | melee cooldown factor = 1 | ||
+ | | melee sharp damage base = 0.5 | ||
| work to make factor = 1.2 | | work to make factor = 1.2 | ||
− | |||
− | |||
− | |||
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}} | }} | ||
Revision as of 16:04, 26 February 2015
[[Category:{{{1}}}]]
Silver
This metal is mostly used as a commodity currency. It can also be used for making decorations.
- Type
- Material – [[{{{2}}}|{{{1}}}]]
- Stack Limit
- 500
Base Stats
Stat Modifiers
- Armor - Blunt
- ×0.36
- Armor - Heat
- ×0.36
- Armor - Sharp
- ×0.72
- Door Opening Speed
- ×1
- Flammability
- ×0.4
- Insulation - Cold
- ×3
- Insulation - Heat
- ×0
- Max Hit Points
- ×0.7
- Melee Cooldown
- ×1 ... further results
Each trader has a limited stock you can buy from. Silver can be used to buy slaves, resources, and weapons. Additionally, traders will buy resources relevant to their specialization.
Colonists can suffer from a "High Expectations" mood debuff if your colony becomes too rich. Make sure you have plenty of mood-boosting effects to buffer against this before you start accumulating some real wealth.