is_computer_quantum=false -- will enable more costly parts in the future
--special things
special.LAVA=makeMaterialDef({0.8,0.2,0.2},{0.8,0.2,0.2},5)
special.WATER=makeMaterialDef({0.5,0.5,0.8})
special.FROZEN_LIQUID=makeMaterialDef({0.2,0.7,0.9}) -- ice
special.AMBIENT=makeMaterialDef({0.85,0.85,0.85}) --ambient fog
special.CURSOR=makeMaterialDef({1,1,1},{0.96,0.84,0.03},11, {"flicker"})
special.CITIZEN=makeMaterialDef(nil,{0.80,0.80,0.90},6)
special.LevelDim=0.2 -- darkness. Do not set to 0
special.dayHour=-1 -- <0 cycle, else hour of the day
special.dayColors={ {0,0,0}, --dark at 0 hours
{0.6,0.5,0.5}, --reddish twilight
{1,1,1}, --fullbright at 12 hours
{0.5,0.5,0.5},
{0,0,0}} --dark at 24 hours
special.daySpeed=1 -- 1->1200 cur_year_ticks per day. 2->600 ticks
--TODO dragonfire
--materials
-- glasses
addMaterial("GLASS_GREEN",{0.1,0.9,0.5})
addMaterial("GLASS_CLEAR",{0.5,0.95,0.9})
addMaterial("GLASS_CRYSTAL",{0.75,0.95,0.95})
-- Plants
addMaterial("PLANT:TOWER_CAP",nil,{0.65,0.65,0.65},6)
addMaterial("PLANT:MUSHROOM_CUP_DIMPLE",nil,{0.03,0.03,0.5},3)
addMaterial("PLANT:CAVE MOSS",nil,{0.1,0.1,0.4},2)
addMaterial("PLANT:MUSHROOM_HELMET_PLUMP",nil,{0.2,0.1,0.6},2)
-- inorganics
addMaterial("INORGANIC:ADAMANTINE",{0.1,0.3,0.3},{0.1,0.3,0.3},4)
-- creature stuff
addMaterial("CREATURE:DRAGON:BLOOD",nil,{0.6,0.1,0.1},4)
addGems()
--buildings
addBuilding("Statue",{1,1,1},{0.9,0.75,0.3},8)
addBuilding("Bed",{1,1,1},{0.3,0.2,0.0},2)
addBuilding("WindowGlass",nil,nil,0,{"useMaterial"})
addBuilding("WindowGem",nil,nil,0,{"useMaterial"})
addBuilding("Door",nil,nil,0,{"useMaterial"}) -- special case, only closed door obstruct/emit light
addBuilding("Floodgate",nil,nil,0,{"useMaterial"}) -- special case, only closed door obstruct/emit light