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Difference between revisions of "40d:Melt item"

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m (→‎Yield: format only)
m (some rewrite, & "melting armour" chart)
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You can '''melt''' items at a [[Smelter|smelter]] to recover some or all of the metal they are made of.
+
You can '''melt''' items at a [[Smelter|smelter]] to recover some of the metal they are made of.
  
==Choosing what to melt==
+
==Designating items to melt==
You can designate metal items for melting directly from the [[Stocks]] page and the Loo{{k|k}} interface.
+
You can designate metal items for melting from any interface that allows you to view the object's description screen, such as from the [[Stocks]] page or the Loo{{k|k}} interface.  
  
You can also select metal items for melting from any interface that allows you to view the object's description screen.  Simply type {{k|m}} to mark the object for melting.
 
 
To bring up a individual object description screen when the object is:
 
To bring up a individual object description screen when the object is:
* On the ground:  Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}.
+
:* On the '''ground''':  Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}.
* In a workshop:  Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}.
+
:* In a '''workshop''':  Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}.
* Held by a dwarf:  Type {{k|v}}, highlight the dwarf, type {{k|i}} to show his inventory, select the object from the list, and type {{k|Enter}}.
+
:* '''Held''' by a dwarf:  Type {{k|v}}, highlight the dwarf, type {{k|i}} to show his inventory, select the object from the list, and type {{k|Enter}}.
* Inside another object:  Display the container's object description screen, navigate to the specific object you wish to see, and type {{k|Enter}}.
+
:* Inside another object:  Display the container's object description screen, navigate to the specific object you wish to see, and type {{k|Enter}}.
* In the stocks menu:  Type {{k|z}}, hit right-direction a few times to select "stocks" and press return.  Scroll to the type of object you wish to melt, type {{k|Tab}} to show individual items (You have to have an exact number or this won't work.  See [[Bookkeeper]] for how to get this.), scroll to the specific object, and type {{k|v}} to view.
+
:* In the '''stocks''' menu:  Type {{k|z}}, hit right-direction a few times to select "stocks" and press return.  Scroll to the type of object you wish to melt, type {{k|Tab}} to show individual items (You have to have an exact number or this won't work.  See [[Bookkeeper]] for how to get this.), scroll to the specific object, and type {{k|v}} to view.
If the item is designated for melting and [[forbidden]] then the item will '''not''' be melted.
+
 
 +
To designate the item, simply type {{k|m}} to mark the object for melting.  If the item is designated for melting and [[forbidden]] then the item will '''not''' be melted.
 +
 
 +
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==
 
==Melting the items==
Items designated to be melted will be left alone until you queue a "Melt a metal object" job at a [[Smelter]] or its magma variant. Melting down an object requires the [[Furnace Operator]] labour, and consumes a fuel unit (for the non-magma smelter).
+
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]] labour (and consumes a unit of [[fuel]] for a non-magma smelter).
  
 
==Yield==
 
==Yield==
Line 23: Line 25:
 
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 items are available cheap from traders, or 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.
 
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 items are available cheap from traders, or 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.
  
If training different [[metalsmith]]ing skills and hoping to regain as much metal as possible, some items are better than others.  The skill to be trained in the chart below is trained at a forge; melting items at a smelter only raises the [[Furnace Operator]] skill.  When using a produce/melt loop to train up a skill for a minimum metal loss, the following items work best:
+
====Melting armour & weapons====
 +
 
 +
Fortresses will often accumulate armour and/or weapons that they don't need, either from [[invader]]s, from [[caravan]]s (with or without [[trade}trading]] for them, ahem), or from unsuccessful, low-skilled early efforts at forging your own.
 +
 
 +
Rather than let these gather dust, some players choose to recycle them back into iron or steel bars.
 +
 
 +
{|cellpadding="2" border="1"
 +
! Item !! Return
 +
|-
 +
|  [[cap]] || .1
 +
|-
 +
| [[helm]] || .2
 +
|-
 +
| chain armour || .6
 +
|-
 +
| plate armour || .9
 +
|-
 +
| [[gauntlets]] || .2
 +
|-
 +
| [[leggings]] || .5
 +
|-
 +
| [[greaves]]  || .6
 +
|-
 +
| low [[boot]]s  || .1
 +
|-
 +
| high [[boot]]s  || .2
 +
|-
 +
| [[shield]]  || .4
 +
|-
 +
| [[buckler]]  || .2
 +
|-
 +
| [[]]  ||
 +
|-
 +
| [[]]  ||
 +
|-
 +
|}
 +
 
 +
 
 +
:*Greaves
 +
:*Low Boots
 +
:*High Boots
 +
:*Shield
 +
:*Weapons*:
 +
::* .1: large dagger, whip
 +
::* .2: blowgun, scourge
 +
::* .3: bow, crossbow,  mace, scimitar, short sword, spear, war hammer
 +
::* .4: battle axe, flail, longsword, pick, pike,
 +
::* .5: great axe, halberd, two-handed sword,
 +
::*arrows, bolts (see below)
 +
 
 +
::''(* Due to the low return, many players opt to install these into [[weapon trap]]s) instead, especially if the weapon is of any [[quality]].''
 +
 
 +
====Training metalsmith skills====
 +
It can consume many, many bars of metal to train the various [[metalsmith]]ing [[skill]]s up to high levels*.  If you are short on metal, producing items, melting them and re-producing them may be necessary.  If you want to retain as much metal as possible from this process, some items are better to produce and re-melt than others.  The skill to be trained in the chart below is trained at a forge; melting items at a smelter only raises the [[Furnace Operator]] skill.  When using a produce/melt loop to train up a skill for a minimum metal loss, the following items work best:
 +
 
 +
:''(* Upwards of 1,000 bars to train from unskilled to Legendary+5, the highest skill level.)
  
 
:{|cellpadding="2" border="1"  
 
:{|cellpadding="2" border="1"  

Revision as of 16:19, 20 October 2009

You can melt items at a smelter to recover some of the metal they are made of.

Designating items to melt

You can designate metal items for melting from any interface that allows you to view the object's description screen, such as from the Stocks page or the Look interface.

To bring up a individual object description screen when the object is:

  • On the ground: Type k, scroll to the object, select it from the list, and type Enter.
  • In a workshop: Type t, highlight the workshop, select the object from the list, and type Enter.
  • Held by a dwarf: Type v, highlight the dwarf, type i to show his inventory, select the object from the list, and type Enter.
  • Inside another object: Display the container's object description screen, navigate to the specific object you wish to see, and type Enter.
  • In the stocks menu: Type z, hit right-direction a few times to select "stocks" and press return. Scroll to the type of object you wish to melt, type Tab to show individual items (You have to have an exact number or this won't work. See Bookkeeper for how to get this.), scroll to the specific object, and type v to view.

To designate the item, simply type m to mark the object for melting. If the item is designated for melting and forbidden then the item will not be melted.

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 labour (and consumes a unit of fuel for a non-magma smelter).

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 or alloy melted.

For instance, plate mail has a material size of 9, and melting one bronze suit will produce 0.9 bars of bronze. If you then melt another bronze suit, one bronze bar will be produced, with 0.8 bars remaining in the smelter. If, however, you melt one suit at each of two smelters, no bars will be produced; each smelter will have 0.9 bronze bars stored up.

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 items are available cheap from traders, or 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.

Melting armour & weapons

Fortresses will often accumulate armour and/or weapons that they don't need, either from invaders, from caravans (with or without [[trade}trading]] for them, ahem), or from unsuccessful, low-skilled early efforts at forging your own.

Rather than let these gather dust, some players choose to recycle them back into iron or steel bars.

Item Return
cap .1
helm .2
chain armour .6
plate armour .9
gauntlets .2
leggings .5
greaves .6
low boots .1
high boots .2
shield .4
buckler .2
[[]]
[[]]


  • Greaves
  • Low Boots
  • High Boots
  • Shield
  • Weapons*:
  • .1: large dagger, whip
  • .2: blowgun, scourge
  • .3: bow, crossbow, mace, scimitar, short sword, spear, war hammer
  • .4: battle axe, flail, longsword, pick, pike,
  • .5: great axe, halberd, two-handed sword,
  • arrows, bolts (see below)
(* Due to the low return, many players opt to install these into weapon traps) instead, especially if the weapon is of any quality.

Training metalsmith skills

It can consume many, many bars of metal to train the various metalsmithing skills up to high levels*. If you are short on metal, producing items, melting them and re-producing them may be necessary. If you want to retain as much metal as possible from this process, some items are better to produce and re-melt than others. The skill to be trained in the chart below is trained at a forge; melting items at a smelter only raises the Furnace Operator skill. When using a produce/melt loop to train up a skill for a minimum metal loss, the following items work best:

(* Upwards of 1,000 bars to train from unskilled to Legendary+5, the highest skill level.)
Item Melted % Returned Skill
enormous corkscrews,
giant axe blades,
menacing spikes
50%1 weaponsmithing
leggings 50% armorsmithing
goblet 60%
(2/10 each)2
metal crafting
chain 50% metal crafting
bucket 50% blacksmithing
Furniture3 33%
(1 bar each)4
(not recommended for training)
bolts .30%(+?)5 (difficult to use for training)

Notes:

1) Some other weapons have a better return/weapon, but cannot be manufactured by dwarves, negating their value for training purposes.
2) Goblets are produced in threes, and have an individual item size of 2; 2/10 x 3 = 60% recovery/bar.
3) Includes cages and anvils, both of which are available from traders. Anvils will always be either iron or steel, while cages can be of copper, lead, nickel, tin, or zinc only.
4) Furniture takes 3 bars to create, and returns 1 bar for each item melted
5) A stack of 25 metal bolts produces 0.3 bars. However, 25 stacks of 1 MAY produce more. Since metal bolts will not be used for training, it's difficult to manipulate a stack into individual bolts, so this is not popular for training.[Verify]