Chimera 3e Material Data Sheet

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Hicks
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Chimera 3e Material Data Sheet

Post by Hicks »

So, this is a naked effort to crowd source data for the development of a TTRPG physics engine, discussed previously here. The table is in metric, and all degrees are in Kelvin. If you have what you believe to be an accurate data point, I'll add it to this master table. Any help provided is greatly appreciated.
MaterialSpecific GravitySpecific HeatMelting PointBoiling PointIgnition PointFlash Point
Air0.0012251.0035
Alcohol0.7892.44
Amber1.101.7
Bone1.950.44
Brimstone2.00.732
Bronze7.960.435
Chalk2.50.9
Charcoal0.211.0
Clay1.60.92
Coal1.351.38
Copper8.750.38
Cotton0.480.39
Diamond3.520.52
Dirt1.71.1
Emerald2.710.84
Fat0.841.67
Fur1.271.38
Glass2.50.84
Gold19.30.13
Graphite2.20.71
Hemp1.51.7
Iron7.8940.45
Jade3.33
Lead11.350.13
Leather0.91.5
Meat1.05
Mercury13.5460.14
Niter2.1
Obsidian2.4
Oil0.9
Paper1.21.336
Pearl2.71
Pitch1.081.47
Quartz2.720.8
Ruby4.012334
Salt2.20.92
Sand2.60.8
Sapphire4.0
Silk1.361.38
Silver10.50.23
Stone2.50.84
Straw0.25
Sugar0.684
Syrup1.33
Terracotta2.71.09
Tin7.280.21
Water1.04.1813
Wax0.883.34
Wood0.6262.5
Wool1.311.26

Last edited by Hicks on Tue Aug 21, 2012 6:50 am, edited 2 times in total.
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Post by Lokathor »

You can't put "stone" on a chart like that, because some stones have a much larger melting point than other stones. You should probably pick a few common types of stone; just splitting it into "Stone (Weak)" and "Stone (Strong)" would be a minimal workload.

In dwarf fortress they recently crowdsourced this same thing http://www.bay12forums.com/smf/index.php?topic=80022.0 for all kinds of woods and stones.
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Re: Chimera 3e Material Data Sheet

Post by Cynic »

This topic reminds me of Neal Stephenson's "Cryptonomicon" and the detail the characters put into researching the nitty gritty of the role playing world they were playing in.
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Post by Archmage »

What the fuck? You're writing a game, not a physics textbook. Group objects into categories and then assign levels of effect to stuff that you can do to them, i.e., a level 3 fire melts THIS but you need level 4 fire to melt THAT. Or something. Anything but a table that includes specific gravities.
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Post by violence in the media »

I could see it being useful as a reference. It's not like players are never going to ask how heavy the dwarf statue or golden idol is for purposes of carting it off.
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Post by JigokuBosatsu »

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Post by hogarth »

Archmage wrote:What the fuck? You're writing a game, not a physics textbook. Group objects into categories and then assign levels of effect to stuff that you can do to them, i.e., a level 3 fire melts THIS but you need level 4 fire to melt THAT. Or something. Anything but a table that includes specific gravities.
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