Materials

## Overview

The quality of every weapon or tool built using Tetra's system is dependent on the materials used. Every module can accept a specific set of materials, with metal being the most commonly accepted material across all modules.

## Material Properties

Inspecting materials in holosphere a number of properties. Those are mainly internal values used to calculate final tool values such as efficiency, durability or attack damage. Their loosely tied explanations are provided below:

* **INT** — Base value for integrity. First number is determines integrity consumed, second determines integrity provided by material
* **DURA** — Base durability
* **MAGI** — Magic capacity for the module crafted from this item
* **HARD** — Materials hardness/sharpness, or ability to shape it into something with hard/sharp edge
* **DENS** — Material's density, rigidity, or weight — how much kinetic energy does this carry as it's swung
* **FLEX** — Flexibility/tensile strength — how fast does it spring back when bent
* **TTIR/TLVL** — Base value of tool tier provided by modules crafted from this material
* **TEFF** — Base value for tool efficiency
* **MOD** — Additional modifiers applied when material is used for a **major** module.
* **EFF** — Additional effects applied when material is used for any module.
* **Hammer icon with number** — base tool and tier required to process this item. Requirement may change depending on usage.

The formula for calculating final tool modifiers is buried somewhere in the code. If someone has time and willpower, feel free to add it here and reference the source
### Material effects and modifiers

Some materials define custom positive or negative effects/modifiers that will be applied to the tool if said material is used. A difference between an effect and a modifier is that effects apply to all modules crafted using that item, while modifiers apply only to major modules crafted with that item.

Below is a list of known effects and **modifiers**:

* Unstable: reduces magical capacity of major modules
* Stabilizing: increase magical capacity of major modules
* Reverb: usage of a tool angers endermen in the vicinity, may teleport player if enderman teleports near them and summon endermites
* Blazing: has a chance to set a wielder on fire, with lesser chance when in a cold biome and higher in a hot biome
* **Workable**: reduces Honing time
* **Arrested**: modules won't settle over time
* **Hollow**: yields flat speed increase but reduces overall durability by 10%

## Core Attributes

All materials are governed by three specific attributes, which are hidden from the player and must generally be learned intuitively.

### Strength

Essentially a measure of the material's "fighting power". This value is somewhat abstract and is assigned arbitrarily according to tiers and Minecraft logic. Iron has a Strength attribute of 5, for example, while diamond has a Strength attribute of 6. Netherite has a Strength attribute of 7.

### Weight

A material's weight will most often affect its attack speed. Lighter materials have a higher attack speed, while heavier materials are slower. However, due to the variety of considerations that go towards attack speed, the effect of this attribute may feel obscure to players. The most straight-forward effects will be through add-on modules, such as the "reinforced fuller", which adds Integrity at a drawback of decreasing attack speed based on the weight of the material used. Real world common knowledge can generally be trusted, such that gold is heavier than iron and gold will slow a weapon down more than iron does, but where it comes to fantasy materials such as Netherite or any modded materials, the player will have to experiment - though it is worth noting Netherite is treated as being lighter than all other vanilla metals and therefore has a clear head over heels advantage for most modules.

### Ductility

Or "springiness". Though this is one of the most complex aspects of real-life material science, Tetra simplifies this quality to being the least significant of the three. Materials in Tetra have a completely separate data entry for durability, so they can technically be infinitely ductile or infinitely brittle without actually losing any sort of battle against physics. Instead, this attribute is most significant to bows, where "staves" with higher Ductility will produce a more powerful shot. Almost no vanilla metals offer a level of ductility that is strictly useful to bows, so typically the player will be reliant on wood for ranged weapons.

## Integrity

All materials additionally have their own "Integrity" values, meaning they will cost a certain amount of Integrity when used in modules, and will provide a certain level of Integrity when used in specific modules on the tool. Most frequently, the handle of a tool or weapon provides the Integrity of the weapon, but bows derive most of their Integrity from the string1.

As tools and weapons are given add-ons or are honed, this uses up their available Integrity. When the tool or weapon reaches the end of its Integrity, it can no longer be upgraded. As tools are used, they will most often "settle" over time and will gain some additional Integrity as a result, but some materials, such as diamond, suffer the "Arrested" malus, which prevents them from settling. Typically, Netherite offers more Integrity than any other material, so not only is it a clear winner for power and weight, but it also has the greatest upgrade potential, allowing it to surpass quite practically everything.

1In reality, most bows work by storing energy in the limbs. A common way for them to get broken is by "dry firing", when someone pulls back the string and fires the bow without loading an arrow. All the energy is transferred to the limbs, and whether the bow survives or not is up to its limbs. Usually the bow doesn't survive. Tetra's logic does still kind of work if you imagine the string breaking causes a dry-firing, but only kind of.

## Available Materials

The following is a list of materials that are generally available to Tetra by default, though mods exist which add further materials and, by design, Tetra has the potential to support virtually any material a modder would like to add, whether via mod or datapack.

\*All forms of default overworld wood (oak, birch, acacia, etc) share the exact same attributes.

\*"Arrested": modules made with this material will not settle, so they will not add more Integrity or consume less Integrity over time.

\*"Arrested": modules made with this material will not settle, so they will not add more Integrity or consume less Integrity over time.

Bone

Fabric

Skin
 Leather

\*Sets the wielder on fire.

Scale
 Turtle Scute