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Difference between revisions of "23a:Melt item"

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(Fixing links within namespace (586/950))
(melt yields didn't care about MATERIAL_SIZE back then)
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{{quality|Fine|23:46, 13 August 2010 (UTC)}}{{av}}
 
{{quality|Fine|23:46, 13 August 2010 (UTC)}}{{av}}
You can '''melt''' items at a [[smelter]], using the [[furnace operator]] labor, to recover some of the [[metal]] they were made of. The % return is predictable and consistent for each item type, and ranges from 10%-60%, depending on the item.  Higher skill levels in furnace operator speed up the process, but have no effect on the % return.
+
You can '''melt''' items at a [[smelter]], using the [[furnace operator]] labor, to recover some of the [[metal]] they were made of. The % return is predictable and consistent for each item type, and ranges from 10%-100%, depending on the item.  Higher skill levels in furnace operator speed up the process, but have no effect on the % return.
  
 
Recovered metal is measured in 1/10th's, and 1/10ths of bars of each metal are saved at the smelter where the item was melted.  Fractional bars are not "shared" between smelters, nor do they exist as usable objects as is.  When 10/10ths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced.  If the smelter is torn down or destroyed, all fractions are lost.
 
Recovered metal is measured in 1/10th's, and 1/10ths of bars of each metal are saved at the smelter where the item was melted.  Fractional bars are not "shared" between smelters, nor do they exist as usable objects as is.  When 10/10ths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced.  If the smelter is torn down or destroyed, all fractions are lost.
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==Yield==
 
==Yield==
For every unit of [[material size]] an item has, 1/10th of a bar of that item's metal type will be recovered. These fractional bars are "stored" at the specific smelter where the item was melted; when a full bar's worth of one type of metal has been melted, one bar will be produced. Therefore, you should do all your melting at one smelter, at least for each different type of metal melted.
+
The type of item being melted (and its [[stack]] size) determines how many bars of metal will be recovered. Melting objects generally nets you fewer bars of metal than were required to make them, although for some objects this loss is much greater than for others. Some metal items are otherwise refuse, so melting is a distinct option.  An entire suit of chain armor, including shield, consumes 7 bars to make - melted it yields only 3.3.
  
Melting objects nets you fewer bars of metal than were required to make them, although for some objects this loss is much greater than for others.  Some metal items are otherwise refuse, so melting is a distinct option.  An entire suit of chain armor, including shield, consumes 7 bars to make - melted (and with ''high'' boots) it yields only 2.1.
+
Unlike in later versions, melting yields do '''not''' respect MATERIAL_SIZE for armor items - regardless of how many bars are used to make the item, the yield will be the same.
  
====Melting armor & weapons====
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Items yielding 1 full bar:
 +
* [[Door]] - 33%
 +
* [[Floodgate]] - 33%
 +
* [[Chair]] - 33%
 +
* [[Cage]] - 33%
 +
* [[Barrel]] - 33%
 +
* [[Table]] - 33%
 +
* [[Coffin]] - 33%
 +
* [[Statue]] - 33%
 +
* [[Chest]] - 33%
 +
* [[Bin]] - 33%
 +
* [[Armor stand]] - 33%
 +
* [[Weapon rack]] - 33%
 +
* [[Cabinet]] - 33%
 +
* [[Anvil]] - 33%
 +
* [[Bucket]] - '''100%'''
  
Fortresses will often accumulate armor and/or weapons that they don't need, either from [[invader]]s, from said invaders interacting with [[caravan]]s, or from unsuccessful, low-skilled early efforts at forging your own.
+
Items yielding 0.8 bars:
 +
* [[Armor]] - 27-40%
  
Rather than let these gather dust or [[trade]] them away, some players choose to recycle them.
+
Items yielding 0.5 bars:
 +
* [[Chain]] - 50%
 +
* [[Instrument]] - 50%
 +
* [[Animal trap]] - 50%
 +
* [[Weapon]] - 50%
 +
* [[Shield]] - 25-50%
 +
* [[Pants]] - 25%
 +
* [[Ballista arrow]] / [[Ballista arrow head]] - 17%
 +
* [[Trap component]] - 25%
  
::{|cellpadding="2" border="1"
+
Items yielding 0.3 bars:
! Armor <br />Item <br /> melted!! Percent <br />Return !! Absolute<br /> Return<br /> (in bars)
+
* [[Shoes]] - 60% (per pair)
|-
+
* [[Helm]] - 30%
|  [[cap]] || 10% || .1
+
* [[Gloves]] - 60% (per pair)
|-
 
| [[helm]] || 20% || .2
 
|-
 
| chain armor || 30% || .6*
 
|-
 
| plate armor || 30% || .9*
 
|-
 
| [[gauntlets|gauntlet]] || 20% || .2
 
|-
 
| [[leggings]] || 50% || .5
 
|-
 
| [[greaves]]  || 30% || .6*
 
|-
 
| high [[boot]]  || 20% || .2
 
|-
 
| low [[boot]]  || 10% || .1
 
|-
 
| [[shield]] || 40% || .4
 
|-
 
| [[buckler]]  || 20% || .2
 
|-
 
|}
 
:''(* Note that these items take more than 1 bar to make initially.)''
 
::{|cellpadding="2" border="1"
 
! Weapon<br />melted!! Return<br />(in bars)
 
|-
 
| large dagger, whip  || .1
 
|-
 
|  blowgun, scourge || .2
 
|-
 
|  bow, crossbow,  mace, scimitar,<br /> short sword, spear, war hammer  || .3
 
|-
 
|  battle axe, flail, longsword,<br /> pick, pike || .4
 
|-
 
|  great axe, halberd, <br />two-handed sword || .5
 
|-
 
|  stack of # arrows, bolts || # /100, rounded up*
 
|-
 
|}
 
:''(* Round up to nearest 1/10th. A stack of 1-10 bolts or arrows produces .1 bars, 11-20 produces .2, 21-30 = .3, and 31+ = .4.  A weaponsmith can produce a stack of 25 metal bolts, which produces 0.3 bars.)''
 
  
Due to the low return, many players opt to install weapons into [[weapon trap]]s instead, especially if the weapon is of any [[quality]].''
+
Items yielding 0.2 bars:
 +
* [[Flask]] - 60% (per set of 3)
 +
* [[Goblet]] - 60% (per set of 3)
 +
* [[Toy]] - 20%
 +
* [[Figurine]] - 20-60%
 +
* [[Scepter]] - 20-60%
 +
 
 +
Items yielding 0.1 bars:
 +
* [[Amulet]] - 10-30%
 +
* [[Crown]] - 10-30%
 +
* [[Ring]] - 10-30%
 +
* [[Earring]] - 10-30%
 +
* [[Bracelet]] - 10-30%
 +
 
 +
Special:
 +
* [[Ammo]] yields 0.1 bars per 10 units, rounded down, plus 0.1. A stack of 1-9 bolts will yield 0.1 bars, 10-19 will yield 0.2 bars, etc. - a freshly smithed stack of 25 bolts will yield 0.3 bars, for a 30% return.
 +
* [[Coin]]s yield 0.1 bars per 50 units, rounded down, plus 0.1. A stack of 1-49 coins will yield 0.1 bars, 50-99 will yield 0.2 bars, etc. - a freshly minted stack of 500 coins will yield 1.1 bars, for a '''110%''' return.
  
 
{{Category|Jobs}}
 
{{Category|Jobs}}
 
{{Category|Items}}
 
{{Category|Items}}

Revision as of 17:23, 14 June 2012

This article is about an older version of DF.

You can melt items at a smelter, using the furnace operator labor, to recover some of the metal they were made of. The % return is predictable and consistent for each item type, and ranges from 10%-100%, depending on the item. Higher skill levels in furnace operator speed up the process, but have no effect on the % return.

Recovered metal is measured in 1/10th's, and 1/10ths of bars of each metal are saved at the smelter where the item was melted. Fractional bars are not "shared" between smelters, nor do they exist as usable objects as is. When 10/10ths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced. If the smelter is torn down or destroyed, all fractions are lost.

Example: If two items of the same metal worth .4 bars each are melted at the same smelter, that smelter has .8 bars worth waiting in it.
If a similar item of a different metal is then melted there, that smelter would have .8 bars of the first metal and .4 bars of the second.
If a similar item of the first metal is then melted at a different smelter, that smelter will have .4 of that metal, and have no connection to the fractions in the first smelter.
If (finally!), a 3rd, similar item of the first metal is melted at the first smelter, adding another 4/10ths, and giving a total of 12/10ths of that type of metal, 1 bar of that metal is produced, and 2/10th's are waiting (plus the 4/10 of the second metal, also waiting).

So, it's recommended that you designate one smelter as your "melting" smelter (or one/metal type), to guarantee that fractions will add up effectively.

Due to a bug, decorated items will not be melted.

Designating items to melt

You can designate metal items for melting from the Stocks page once the Bookkeeper arrives.

To designate the item, simply type m to mark the object for melting. If the item is designated for chasming, it will be automatically unmarked.

However, this only marks which items you want to be melted - you still have to place the job-order in a smelter...

Melting the items

Items designated to be melted will be left alone until you queue a "Melt a metal object" job at a Smelter. Melting down an object requires the Furnace operator labor (and consumes a unit of fuel for a non-magma smelter).

The job gives the same experience to the furnace operator skill regardless of % yield of the item melted.

Yield

The type of item being melted (and its stack size) determines how many bars of metal will be recovered. Melting objects generally nets you fewer bars of metal than were required to make them, although for some objects this loss is much greater than for others. Some metal items are otherwise refuse, so melting is a distinct option. An entire suit of chain armor, including shield, consumes 7 bars to make - melted it yields only 3.3.

Unlike in later versions, melting yields do not respect MATERIAL_SIZE for armor items - regardless of how many bars are used to make the item, the yield will be the same.

Items yielding 1 full bar:

Items yielding 0.8 bars:

Items yielding 0.5 bars:

Items yielding 0.3 bars:

Items yielding 0.2 bars:

Items yielding 0.1 bars:

Special:

  • Ammo yields 0.1 bars per 10 units, rounded down, plus 0.1. A stack of 1-9 bolts will yield 0.1 bars, 10-19 will yield 0.2 bars, etc. - a freshly smithed stack of 25 bolts will yield 0.3 bars, for a 30% return.
  • Coins yield 0.1 bars per 50 units, rounded down, plus 0.1. A stack of 1-49 coins will yield 0.1 bars, 50-99 will yield 0.2 bars, etc. - a freshly minted stack of 500 coins will yield 1.1 bars, for a 110% return.