[MATERIAL_TEMPLATE:BONE_TEMPLATE] -thats some uniqueness stuff
[STATE_COLOR:ALL_SOLID:WHITE] -color
[STATE_NAME:SOLID:bone] -solid state itemname
[STATE_ADJ:SOLID:bone] -solid state adjective
[STATE_NAME:POWDER:bone meal] -powdername
[STATE_ADJ:POWDER:bone meal] -powderadjective
[STATE_COLOR:LIQUID:WHITE] -liquid state color
[STATE_NAME:LIQUID:n/a] -liquid name
[STATE_ADJ:LIQUID:n/a] -liquid adjective
[STATE_COLOR:GAS:WHITE] -gas color
[STATE_NAME:GAS:n/a] -gas name
[STATE_ADJ:GAS:n/a] -gas adjective
[DISPLAY_COLOR:7:0:1] -color of the item in game
[MATERIAL_VALUE:1] -value modifier for trading
[SPEC_HEAT:1000] -?
[IGNITE_POINT:10508] -when it starts to burn
[MELTING_POINT:NONE] -when it starts to melt -NONE saying it will never melt?
[BOILING_POINT:NONE] -when it starts to evaporate
[HEATDAM_POINT:10250] -when it starts to get damaged by heat?
[COLDDAM_POINT:9900] -when it starts to get damaged by cold?
[MAT_FIXED_TEMP:NONE] -?
[SOLID_DENSITY:500] -density ... modifying weight of the item considering the items size???
[LIQUID_DENSITY:NONE] -same when liquid
[MOLAR_MASS:NONE] -something about its density when in gas state
Now here is all the stuff interesting for armors an weapons ... and the majority of it is pretty confusing to me for now.
[IMPACT_YIELD:200000] - i guess the higher this value the more IMPACT / BLUNT force it can take before giving in.
[IMPACT_FRACTURE:200000] - the higher the more I/B force it can take before breaking?
will the item get DAMAGED / DESTROYED when that happens?
lets say its tissue or armor will it get penetrated??? how does this affect weapons?
[IMPACT_STRAIN_AT_YIELD:100] - from the wiki i take, the higher this value the "less" damage it takes when at its yield ..... so if the I/B force is above the yield it will "bruise" the item when the strain is high and then ultimately break when the fracture point is reached?
I really need some help here
and how i can apply this to armor, weapons and body materials.
[COMPRESSIVE_YIELD:200000] - this is said to be something about strangulation and pinching instead of blunt and impact force .... no idea how to work with this :/
[COMPRESSIVE_FRACTURE:200000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:115000] - same with latching and tearing .... so when scratches and bites happen???
[TENSILE_FRACTURE:130000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:115000] - this is even more confusing when reading the wiki .... latching and shaking with a blunt attack .... so ... as if i were in a viceclamp and shaken? or sitting between 2 grinders? absolutely no idea ... help
[TORSION_FRACTURE:130000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:115000] - this is for cutting i guess.
[SHEAR_FRACTURE:130000]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:115000] - referring to the wiki this is mostly / only used in wrestling? to break shoulders and stuff .... so i wont really use this in metals unless i have metal bones in something???
[BENDING_FRACTURE:130000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:1000] - Now this is interesting ... wiki says if its above 10000 it will give stones the ability to be weaponized .... but if i apply this on other stuff like bones, does this help with cutting aswell?
[ABSORPTION:100] - i guess this is only usefull for containers right?
[IMPLIES_ANIMAL_KILL] - this mat is obtained by killing and butchering a living creature
[BONE] - bone token .... used with ANY_BONE_MATERIAL???
[ITEMS_HARD] - used for crafts
[ITEMS_BARRED] - the same as ITEMS_HARD for bones ... so why do bones have both tags?
##[REACTION_CLASS:LEVEL_1] - LEVEL_1 stating its the first stage of the upgrade
##[MATERIAL_REACTION_PRODUCT:HARDEN:LOCAL_CREATURE_MAT:BONE_HARDENED] - Product using HARDEN will be BONE_HARDENED