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Modification:The Long Night: Materials

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Revision as of 04:35, 16 September 2020 by DeusVult6 (talk | contribs) (populated tables)
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Updating to 2.6

Nanotechne

Nanotechne (last part pronounced 'tek-nee') is metal infused with symbiotic nanomachines that let the wielder shape it into a variety of useful forms, from simple plates of metal to complex machinery. With it's incredible reproductive power it can convert any other metal into more of itself. The secrets of high-grade nanotechne and the making and growing of it is a closely guarded secret by those who have such technologies. It is universally used for weapons and armor, regardless of what type it is (with the exception of C-Grade, which is a cheaper type that more complex varieties build off of).

In addition to producing it by feeding it metal, you can also scavenge it by butchering mechanical creatures, which will yield blocks of nanotechne or other metals. Any creature with metal body parts should suffice.

  • C-grade is used by everyone for many purposes, but is too weak to be used as weapons or armor
  • M-grade is used as weapons and armor by most nations, and is equivalent to steel in terms of durability.
  • A-grade is also used by most human nations, but is stronger than M-grade. However, it can only be made into weapons and bullets due the difficulty of working it.
  • K and X grades are used by Nobles and Neo-Humans/Executors respectively and have a white and black coloration respectively. They are equivalent to A-grade but can also be used to make armor.
  • Grade-N Nanotechne is equivalent to A-grade, can be used for anything, and has a charcoal-colored appearance with an organic, giger-esque motif.
  • Grade-S Nanotechne makes up the internals of multiple creatures, resembling synthetic muscle and organ. It stiffens when struck, but is overall weak and only useful for complex machinery rather than arms and armor. Valuable though.

Note that nanotechne can be produced from any type of metal, so if you don't pay attention your citizens will use nanotechne to make more nanotechne, which actually reduces the amount you have. Make sure you properly designate what metal you intend to make nanotechne from.

Name Density Value Modifier Melting Point Uses
Grade-S 2700 50 11188 valuable crafts
Grade-C 7850 10 12768 nanotechne production, anvils
Grade-M 7850 20 12718 weapons, armor, ammo, anvils
Grade-A 8850 40 12718 weapons, ammo, anvils
Grade-N 8850 60 12718 weapons, armor, ammo, anvils
Grade-K 8850 60 12718 weapons, armor, ammo, anvils
Grade-X 8850 60 12718 weapons, armor, ammo, anvils
Ancient 200 300 25000 all


Weapon and Armor Qualities
Name Impact Yield Impact Fracture Shear Yield Shear Fracture Shear Elasticity
Grade-M 1505000 2520000 430000 720000 0
Grade-A 2005000 3020000 470000 790000 0
Grade-N 2005000 3020000 470000 790000 0
Grade-K 2005000 3020000 470000 790000 0
Grade-X 2005000 3020000 470000 790000 0
Ancient 5000000 5000000 5000000 5000000 0

For comparison, view the base game metals.

Stone

Stone Density Value Multipiler Melting Point Ore Type Uses
Industrial slag 2780 2 11485 no layer flux, lime
Concrete 2780 2 11485 no layer flux, lime
Corroded metal 2780 2 11485 Iron: 10% layer nanotechne production, flux, lime
Piping 2780 2 11485 Iron: 10% layer flux, lime
Old machinery 5260 8 12736 Iron: 100% cluster none
Fused ammunition casings 5260 8 12736 Brass: 95%
Steel: 5%
small cluster none
Heavy metal refuse 3796 8 none Aluminum: 100%
Nickel: 10%
Gold: 10%
Copper: 10%
Zinc: 10%
Silver: 10%
Lead: 10%
Tin: 10%
Platinum: 10%
Bismuth: 10%
sedimentary vein none
Bituminous coal 1346 1 11440
(ignition)
no sedimentary vein coke
Lignite 1250 1 11440
(ignition)
no sedimentary vein coke
Circuitry 5260 20 12736 no cluster none
Gypsum 2320 1 10261 no sedimentary cluster plaster
Petrified wood 2200 1000 12970 no sedimentary single none
Unrefined ancient nanotechne 200 250 25000 Yes special thread extraction
Megastructure 200000 1 none no special undiggable

Soil

Soil Density Aquifer Notes
Plastic refuse 1210 no earthenware
Tar clay 1210 no earthenware
Polluted soil 1290 yes
Mud 1450 yes
Sand 1710 yes glass
Industrial runoff 2200 no stoneware
Biofilm 200 no ocean
Calcareous ooze 2690 yes ocean
Siliceous ooze 2460 yes ocean

Gems

Gem Density Value Multipiler Ignition Point Type
Synthetic gem 3520 50 11440 small cluster
Crystalline glass 3520 50 11440 cluster
Synthetic gem 1650 10 none small cluster

Other

Name Density Value Multipiler Melting Point Notes
Earthenware 1360 3 none produced in kiln from tar clay or plastic refuse
Stoneware 2000 4 none produced in kiln from industrial runoff
Plasticware 2403 10 none currently unproduceable (bug?)
Machinery 25000 300 20000 unknown
Bullet 13135 2 18750 bioframe projectile (boiling point is 1001, bug?)
plasma 3135 1 12750 bioframe projectile

Related Pages


The Long Night: Lore
The Long Night: Civilizations
The Long Night: Weapons
The Long Night: Armor
The Long Night: Creatures