Difference between revisions of "Metals"

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== Comparison table ==
 
== Comparison table ==
Below is a list of material effects for metals. When a [[stuff]]able item is created from a metal, each of its base stats is multiplied by a factor for that stat belonging to the material used. Take "Armor - Sharp" for example. For this stat, [[steel]] has a ''factor'' of {{Q|steel|Armor - Sharp Factor}} and [[plate armor]] has base stat of {{Q|plate armor|Armor Factor - Sharp}}. Thus, the final "Armor - Sharp" of a set of steel plate armor before [[quality]] multipliers is: {{Q|steel|Armor - Sharp Factor}} * {{Q|plate armor|Armor Factor - Sharp}} or {{#expr: {{Q|steel|Armor - Sharp Factor}}*{{Q|plate armor|Armor Factor - Sharp}} *100}}%
+
Below is a list of material effects for metals. When a [[stuff]]able item is created from a metal, each of its base stats is multiplied by a factor for that stat belonging to the material used. Take "Armor - Sharp" for example. For this stat, [[steel]] has a ''factor'' of {{Q|steel|Armor - Sharp Factor}} and [[plate armor]] has base stat of {{Q|plate armor|Armor Factor - Sharp}}. Thus, the final "Armor - Sharp" of a set of steel plate armor before [[quality]] multipliers is: {{Q|steel|Armor - Sharp Factor}} * {{Q|plate armor|Armor Factor - Sharp}} or {{%|{{Q|steel|Armor - Sharp Factor}}*{{Q|plate armor|Armor Factor - Sharp}} }}.
  
This process is then repeated for each stat. The material's HP factor is applied to the items base HP, flammability factor to flammability etc. Insulation is not expressed as a percentage and is thus slightly different. For an example of how to calculate the insulation for a given piece of apparel, see [[Apparel#Insulation|Apparel]]
+
This process is then repeated for each stat. The material's HP factor is applied to the items base HP, flammability factor to flammability etc. Insulation is not expressed as a percentage and is thus slightly different. For an example of how to calculate the insulation for a given piece of apparel, see [[Apparel#Insulation|Apparel]].
  
 
Market value is the notable exception to this direct multiplicative relationship, but the value of a material does have a direct effect on that of the final product. See [[Market Value]] for details.
 
Market value is the notable exception to this direct multiplicative relationship, but the value of a material does have a direct effect on that of the final product. See [[Market Value]] for details.
  
 
{{#ask: [[Stuff Category::Metallic]]
 
{{#ask: [[Stuff Category::Metallic]]
| ?Beauty Factor
+
| ?Beauty Factor
| ?Beauty Offset
+
| ?Beauty Offset
| ?Work To Make Factor
+
| ?Work To Make Factor
| ?Max Hit Points Factor
+
| ?Max Hit Points Factor
| ?Flammability Factor
+
| ?Flammability Factor
| ?Armor - Sharp Factor
+
| ?Armor - Sharp Factor
| ?Armor - Blunt Factor
+
| ?Armor - Blunt Factor
| ?Armor - Heat Factor
+
| ?Armor - Heat Factor
| ?Melee Blunt Damage Factor
+
| ?Insulation - Cold Factor = Insulation - Cold (°C)
| ?Melee Sharp Damage Factor
+
| ?Melee Blunt Damage Factor
| ?Melee Cooldown Factor
+
| ?Melee Sharp Damage Factor
| ?Door Opening Speed Factor
+
| ?Melee Cooldown Factor
| ?Market Value Base = Market Value
+
| ?Door Opening Speed Factor
| limit = 100
+
| ?Rest Effectiveness Factor
| link = subject
+
| ?Market Value Base = Market Value
| mainlabel = Material
+
| limit = 100
 +
| link = subject
 +
| mainlabel = Material
 
}}
 
}}
 
All metals have the following modifiers in common:
 
All metals have the following modifiers in common:
 
* [[Property:Work To Build|Work To Build Factor]] is the same as [[Property:Work To Make|Work To Make Factor]].
 
* [[Property:Work To Build|Work To Build Factor]] is the same as [[Property:Work To Make|Work To Make Factor]].
* [[Property:Insulation - Cold Factor|Insulation - Cold]] of 3°C.
 
 
* [[Property:Insulation - Heat Factor|Insulation - Heat]] of 0°C.
 
* [[Property:Insulation - Heat Factor|Insulation - Heat]] of 0°C.
* [[Property:Rest Effectiveness|Rest Effectiveness Factor]] of 1.
 
  
 
== Descriptions ==
 
== Descriptions ==

Latest revision as of 06:42, 16 April 2024

Metals are the most versatile materials. They can be used for buildings as well as armor and weapons.

Comparison table[edit]

Below is a list of material effects for metals. When a stuffable item is created from a metal, each of its base stats is multiplied by a factor for that stat belonging to the material used. Take "Armor - Sharp" for example. For this stat, steel has a factor of 0.9 and plate armor has base stat of 0.73. Thus, the final "Armor - Sharp" of a set of steel plate armor before quality multipliers is: 0.9 * 0.73 or 65.7%.

This process is then repeated for each stat. The material's HP factor is applied to the items base HP, flammability factor to flammability etc. Insulation is not expressed as a percentage and is thus slightly different. For an example of how to calculate the insulation for a given piece of apparel, see Apparel.

Market value is the notable exception to this direct multiplicative relationship, but the value of a material does have a direct effect on that of the final product. See Market Value for details.

MaterialBeauty FactorBeauty OffsetWork To Make FactorMax Hit Points FactorFlammability FactorArmor - Sharp FactorArmor - Blunt FactorArmor - Heat FactorInsulation - Cold (°C)Melee Blunt Damage FactorMelee Sharp Damage FactorMelee Cooldown FactorDoor Opening Speed FactorRest Effectiveness FactorMarket Value
Bioferrite0.2502.520.751.10.50.52.50.91.3110.850.75
Gold4200.90.60.40.720.360.36310.7511110
Plasteel102.22.801.140.550.6530.91.10.8119
Silver2610.70.40.720.360.36310.851111
Steel10110.40.90.450.63111111.9
Uranium0.501.92.501.080.540.6531.51.11.10.7516

All metals have the following modifiers in common:

Descriptions[edit]

Bioferrite c.png

An exotic metal-like fibrous substance with both organic and metallic properties. Bioferrite is produced by microscopic mechanites as they process organic material. In cases of disordered mechanite behavior, this happens in a chaotic, cancer-like way.
The material is known to interact with some types of psychic flows. If pressurized under specific conditions, bioferrite becomes extremely flammable, making it a useful fuel.

Gold c.png

The most seductive metal of them all. While it is too soft to be of much practical use, it is strikingly beautiful and never tarnishes. Millions have died in attempting to feed the endless human thirst for gold.

Gold is a very beautiful and valuable resource.

Plasteel c.png

Advanced spacer tech structural material. Plasteel is extremely strong due to its unique molecular structure.

Plasteel is the strongest material in the game. Commonly used for high tech items, especially ship engines and other modules, which are needed to build a spaceship to escape the planet and win the game.

Silver c.png

This metal is mostly used as a commodity currency. It can also be used for making decorations.

Silver is a precious, uncommon material. It is recognized as a trade currency which all traders will readily accept.

Steel c.png

An iron-carbon metal alloy used for building a huge variety of structures, weapons, and machines.

Steel is a raw resource, crucial throughout the game for different purposes, such as construction of various structures, and production of weapons and armor.

Uranium c.png

A dark, heavy metal. While it is best known as a fuel for nuclear devices, its extreme density and hardness also make it good for making certain weapons, armor, and ammunition.

Uranium is one of the rarest materials in the game. It can be used to craft powerful, but slow blunt weapons, and a required element in the construction of certain late-game constructions, most notably the end-game ship.