v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing v0.34:Metal industry

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.34"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 2: Line 2:
 
{{Quality|Masterwork|04:44, 24 June 2012 (UTC)}}
 
{{Quality|Masterwork|04:44, 24 June 2012 (UTC)}}
  
The '''metal industry''' is a catch-all phrase for both the smelting of raw [[ore]] into [[metal]] [[bar]]s (including [[Metal#Alloys|alloys]]), and turning those bars into [[crafts]], [[furniture]], [[weapon]]s, and [[armor]]. Some sort of metal industry is essential in most fortresses, as without one your [[military]] will have to fight off [[invader]]s with [[trap]]s, traded (mediocre) or even [[wood]]en weapons and mostly [[leather]] armor. Because of metal's high base value, it can be a very [[wealth|profitable]] industry, allowing the creation of valuable [[statue]]s and [[furniture]] for your fort or as trade goods. Specific information on the [[metal]]s and [[ore]]s themselves are covered on their respective pages, and will not be included on this page.
+
The '''metal industry''' is a catch-all phrase for both the smelting of raw [[ore]] into [[metal]] [[bar]]s (including [[Metal#Alloys|alloys]]), and turning those bars into [[crafts]], [[furniture]], [[weapon]]s, and [[armor]]. Some sort of metal industry is pretty much essential in any fortress, as without one your [[military]] will have to fight off [[invader]]s with [[wood]]en weapons and [[leather]] armor. Because of metal's high base value, it can be a very [[wealth|profitable]] industry, allowing the creation of valuable [[statue]]s and [[furniture]] for your fort or as trade goods. Specific information on the [[metal]]s and [[ore]]s themselves are covered on their respective pages, and will not be included on this page.
[[Image:MetalIndustry3.jpg|thumb|right|500px|Metal Industry Flowchart.]]
 
 
 
  
 +
[[Image:MetalIndustry3.jpg|thumb|500px|Metal Industry Flowchart.]]
 +
{{clear}}
 
==Ores==
 
==Ores==
[[Ore]]s are naturally occurring [[stone]]s that leave behind valuable material after being [[mining|mined]], and are your primary source of metal. Although metal bars can be imported via caravans, these come in very limited amounts; you will have to rely on native ores if you wish to build a sizable metal industry.
+
[[Ore]]s are naturally occurring [[stone]]s that leave behind valuable material after being [[mining|mined]], and are your primary source of metal. Although metal bars can be imported via caravans, these come in very limited amounts; you will have to rely on native ores if you wish to build any sort of sizable metal industry.
  
 
The [[site finder]] lists two different types of ore occurrence in a region: shallow metal(s), which indicates high [[z-level]] ore(s) in the [[biome]], and deep metal(s), which indicates low z-level ore(s) in the biome. Different biomes can contain different resources; as such, you should scroll through the region with the F keys to see all of the available resources by biome. The exact position of your ores can be influenced by local factors; for instance, if you have embarked on a [[mountain]] adjacent to a flat plain, you can expect all of the ores to be located within the mountainside, and concentrate your search there. If you have neither shallow nor deep metals, surviving in the region will be very [[fun]]. Shallow metals are desirable not only because they are easy to find/access, but because [[iron]] ores are almost always found in shallow sedimentary layers.
 
The [[site finder]] lists two different types of ore occurrence in a region: shallow metal(s), which indicates high [[z-level]] ore(s) in the [[biome]], and deep metal(s), which indicates low z-level ore(s) in the biome. Different biomes can contain different resources; as such, you should scroll through the region with the F keys to see all of the available resources by biome. The exact position of your ores can be influenced by local factors; for instance, if you have embarked on a [[mountain]] adjacent to a flat plain, you can expect all of the ores to be located within the mountainside, and concentrate your search there. If you have neither shallow nor deep metals, surviving in the region will be very [[fun]]. Shallow metals are desirable not only because they are easy to find/access, but because [[iron]] ores are almost always found in shallow sedimentary layers.
Line 15: Line 15:
 
Whenever you strike a new ore on a z-level, the game will [[announcement|announce]] its presence with the message "You have struck <ORE>!", similar to what it does for more mundane stones and for [[gem]]s. Where there is one ore, there is an entire vein or cluster, and this is your cue to mine out the area to explore your new-found resource.
 
Whenever you strike a new ore on a z-level, the game will [[announcement|announce]] its presence with the message "You have struck <ORE>!", similar to what it does for more mundane stones and for [[gem]]s. Where there is one ore, there is an entire vein or cluster, and this is your cue to mine out the area to explore your new-found resource.
  
By default, ores are reserved for smelting; that is, they are unavailable for use by [[Mason]]s, [[Stone crafter]]s and so on. If you want to (temporarily) allow your dwarves to make ore stone furniture, for example if you have found considerable deposits of an ore, you can change permissions in the [[Status#Stone status screen|status menu]]. This can be advantageous for several reasons:
+
By default, ores are reserved for smelting; that is, they are unavailable for use by [[Mason]]s and [[Stone crafter]]s. If you have found a significant deposit of ore, however, you may wish to change this behavior in the [[Status#Stone status screen|status menu]] to allow your dwarves to make ore stone furniture and goods. This can be advantageous for several reasons:
 +
* Most furniture costs 3 bars, but only 1 stone
 
* Your [[Mason]] may have higher skill than your rarely-used [[Blacksmith]]
 
* Your [[Mason]] may have higher skill than your rarely-used [[Blacksmith]]
 
* You may save the cost of fuel, and the time spent hauling/smelting the ore
 
* You may save the cost of fuel, and the time spent hauling/smelting the ore
This does not apply to furniture that cannot be made of stone, such as [[bin]]s; and obviously you cannot make furniture from alloys in this way, since alloys only exist in the form of metal bars or forged items. Constructing stone furniture out of metal ores typically results in a roughly 25% loss in total value compared to refining the ore.
+
This does not apply to furniture that cannot be made of stone, such as [[bin]]s; and obviously you cannot make furniture from alloys in this way, since alloys only exist in the form of metal bars or forged items.
  
 
==Fuel==
 
==Fuel==
Line 25: Line 26:
 
The simplest is [[charcoal]], made from wood [[log]]s at a [[wood furnace]] by a [[wood burner]] (note: ''not'' [[furnace operator]]). It may be necessary to produce a couple of bars of charcoal at the very least, as creating fuel from the other, mineral sources of fuel requires fuel itself. Charcoal can be used to jump start the process, but if your location is lacking in the other fuel sources, you will have to use charcoal exclusively (and whatever the caravans can bring in). Using charcoal as your main fuel source requires a lot of effort, and a heavily forested environment, as you will have to chop down many, many trees and potentially keep multiple burners on repeat to keep your metalworkers supplied, at least until you get down to [[magma]].
 
The simplest is [[charcoal]], made from wood [[log]]s at a [[wood furnace]] by a [[wood burner]] (note: ''not'' [[furnace operator]]). It may be necessary to produce a couple of bars of charcoal at the very least, as creating fuel from the other, mineral sources of fuel requires fuel itself. Charcoal can be used to jump start the process, but if your location is lacking in the other fuel sources, you will have to use charcoal exclusively (and whatever the caravans can bring in). Using charcoal as your main fuel source requires a lot of effort, and a heavily forested environment, as you will have to chop down many, many trees and potentially keep multiple burners on repeat to keep your metalworkers supplied, at least until you get down to [[magma]].
  
Note that (although by the name and method of production there does not seem to be a difference), [[ash]] is distinct from charcoal and cannot be used as fuel.
+
Note that although by the name and method of production there does not seem to be a difference, [[ash]] is distinct from charcoal and cannot be used as fuel.
  
The next fuel source is [[coke]], made from two types of depository coal: [[lignite]] and [[bituminous coal]]. When lignite is burned at a furnace, it consumes a unit of fuel while producing five units of coke, thus creating a net profit of four fuel; bituminous coal consumes one and produces nine, for a net profit of eight fuel (obviously being the better of the two). There is currently no way to know if a location does or does not have these resources, except through external [[utilities]] like [[DF2012:Utilities#DFHack|DFHack]].
+
The next fuel source is [[coke]], made from two types of depository coal: [[lignite]] and [[bituminous coal]]. When lignite is burned at a furnace, it consumes a unit of fuel while producing two units of coke, thus creating a net profit of one fuel; bituminous coal consumes one and produces three, for a net profit of two fuel (obviously being the better of the two). There is currently no way to know if a location does or does not have these resources, except through external utilities like DFHack (which is technically cheating).
  
 
The final fuel source is [[magma]]. [[Channel]]ling a hole to a tile containing at least 4 units of magma will allow you to build magma forges, buildings that uses the heat of the magma instead of an actual fuel to do its work. The challenge is getting there; going down that deep requires passing through the [[caverns]] first, a feat to be concluded only by a fairly mature fortress. Once you hit magma, you will no longer need any other fuel source (except for [[Steel|steelmaking]]).
 
The final fuel source is [[magma]]. [[Channel]]ling a hole to a tile containing at least 4 units of magma will allow you to build magma forges, buildings that uses the heat of the magma instead of an actual fuel to do its work. The challenge is getting there; going down that deep requires passing through the [[caverns]] first, a feat to be concluded only by a fairly mature fortress. Once you hit magma, you will no longer need any other fuel source (except for [[Steel|steelmaking]]).
Line 36: Line 37:
 
Ores cannot be made into metal objects raw; first they must be processed into metal [[bar]]s by a [[furnace operator]] at a [[smelter]]. Smelting, like most metalworking, requires a unit of fuel; you can create fuel by making coke from either lignite or bituminous coal, as discussed above.
 
Ores cannot be made into metal objects raw; first they must be processed into metal [[bar]]s by a [[furnace operator]] at a [[smelter]]. Smelting, like most metalworking, requires a unit of fuel; you can create fuel by making coke from either lignite or bituminous coal, as discussed above.
  
Smelting itself is pretty simple: make sure to have some dwarves with furnace operating enabled, and be sure to set one or a few of your smelters to continuously smelt lignite or bituminous coal if you have them. Since bars have no quality modifiers, increased furnace operating skill only increases the speed with which the operator works. Smelters are very prone to [[clutter]]ing, so having a non-filled bar stockpile and plenty of [[bin]]s is important for efficiency. In addition you should make an ore stockpile nearby, to reduce your furnace operators' walking distance.
+
Smelting itself is pretty simple; make sure to have some dwarves with furnace operating enabled, and be sure to set one or a few of your smelters to continuously smelt lignite or bituminous coal if you have them. Since bars have no quality modifiers, increased furnace operating skill only increases the speed with which the operator works; some ores can produce multiple metals when smelted, or randomly give you one of two. Smelters are very prone to [[clutter]]ing, so having a non-filled bar stockpile and plenty of [[bin]]s is important for efficiency. In addition you should make an ore stockpile nearby, to reduce your furnace operators' walking distance.
  
 
==Alloys==
 
==Alloys==
Line 43: Line 44:
  
 
==Flux stone==
 
==Flux stone==
Easily the most useful alloy of them all is [[steel]], which requires a complex series of steps to produce, as well as a resource which is not necessary for any of the other alloys: [[flux|flux]]. Flux stones are stones rich in reducing agents, used to remove impurities from iron during the steel smelting process: [[calcite]], [[chalk]], [[dolomite]], [[limestone]], and [[marble]]. Although iron is a good weapons-grade metal, steel is a good deal better, and well worth the investment - if you have the resources. Unlike coal, flux stone appears on the location viewer when you are looking for a site to embark on, and if you want to have a powerful military, a location with flux stones and metals is key. If you have none, it is possible to import it via caravans. Flux stone also have the advantage of being worth more than more mundane stones, and are thus good stonecrafting and masonry material, if you have enough of it.
+
Easily the most useful alloy of them all is [[steel]], which requires a complex series of steps to produce, as well as a resource which is not necessary for any of the other alloys: [[flux|flux]]. Flux stones are stones rich in reducing agents, used to remove impurities from iron during the steel smelting process: [[calcite]], [[chalk]], [[dolomite]], [[limestone]], and [[marble]]. Although iron is a good weapons-grade metal, steel is a good deal better, and well worth the investment - if you have the resources. Unlike coal, flux stone appears on the location viewer when you are looking for a site to embark on, and if you want to have a powerful military, a location with flux stones and metals is key. If you have none, it is possible to import it via caravans. Flux stone also have the advantage of being worth more then more mundane stones, and are thus good stonecrafting and masonry material, if you have enough of it.
  
 
==Goblinite==
 
==Goblinite==
[[Goblinite]] is the humorous name coined by players to the metal of enemy [[siege]]s (usually [[goblin]]s, hence the moniker). [[Reclaim]]ing the remains from killed enemy combatants can be highly profitable; their metal arms and armor can be used as is or [[melt|melted down]] into bars (except in the case of elves, which do not use metal equipment). Once an object has been marked, it will sent to a smelter with an active "Melt Object" job. When an object is melted the amount of metal recovered from an item is consistent and varies from 10%-150% [[DF2012:Melt#Yield|based on the item type]]. Any amount less than a full bar is invisibly stored in the Smelter and will be automatically combined with future melted objects to form a complete bar.
+
[[Goblinite]] is the humorous name coined by players to the metal of enemy [[siege]]s (usually [[goblin]]s, hence the moniker). [[Reclaim]]ing the remains from killed enemy combatants can be highly profitable; their metal arms and armor can be used as is or [[melt|melted down]] into bars (except in the case of elves, which do not use metal equipment). Once an object has been marked, it will sent to a smelter with an active "Melt Object" job. When an object is melted a full bar will never be produced; the amount of metal recovered from an item is consistent and varies from 10%-60%. The incomplete bar is stored in the Smelter and a bar will be produced once the recovered meter reaches 100%.
  
 
The equipment of [[Cage|caged enemies]] can also be taken by mass dumping a caged creature (manually reclaim the caged creature via the {{k|k}} inspect menu to prevent it from being dumped too) and then reclaiming and marking for melting as explained above.
 
The equipment of [[Cage|caged enemies]] can also be taken by mass dumping a caged creature (manually reclaim the caged creature via the {{k|k}} inspect menu to prevent it from being dumped too) and then reclaiming and marking for melting as explained above.
Line 53: Line 54:
 
Once you have the metal bars or alloys created, you are ready to turn them into your finished products at a [[metalsmith's forge]].
 
Once you have the metal bars or alloys created, you are ready to turn them into your finished products at a [[metalsmith's forge]].
  
Metal bars can be turned into a variety of products for use by your fortress, for the purpose of [[trade|exporting]] [[weight|low-weight]] items such as [[Finished goods#Craft|craft]]s are suggested. Four of the five [[metalsmith]] jobs are performed at this stage:
+
Metal bars can be turned into a variety of products for use by your fortress, for the purpose of [[trade|exporting]] [[weight|low-weight]] items such as [[Finished goods#Craft|craft]]s are suggested. Four of the five [[metalsmith]] jobs are perpetrated at this stage:
 
* [[Weaponsmith]]s can create [[weapon|weapons]], [[trap]] components, [[bolt|bolts]], and [[ballista arrowhead|ballista arrowheads]]
 
* [[Weaponsmith]]s can create [[weapon|weapons]], [[trap]] components, [[bolt|bolts]], and [[ballista arrowhead|ballista arrowheads]]
 
* [[Armorsmith]]s can create [[armor]]
 
* [[Armorsmith]]s can create [[armor]]
Line 61: Line 62:
 
In addition, metal bars can be made into [[mechanism]]s by [[mechanic]]s.
 
In addition, metal bars can be made into [[mechanism]]s by [[mechanic]]s.
  
The metalsmith's forge also allows you to [[stud]] objects with your newly created metal. This will give the object decorations and raise its value while consuming the metal bar - unlike every other process, however, it does not require fuel.
+
The metalsmith's forge also allows you to [[stud]] objects with your newly-created metal. This will give the object decorations and raise its value while consuming the metal bar - unlike every other process, however, it does not require fuel.
  
 
==Magma==
 
==Magma==
Providing a constant stream of fuel to power a burgeoning metal industry is a time-consuming enterprise, requiring constant work by smelters and/or wood burners to keep coke coming. This extra work can be eliminated as described in the fuel section, and thus an important step in a mature fortress is the establishment of a magma metal industry, removing fuel as a concern and thus making most metalworking simpler (and faster).
+
The fuel needed to power the metal industry is an expensive enterprise, requiring a large number of your smelters and/or wood burners to keep coke coming. This can be eliminated as described in the fuel section, and thus an important step in a mature fortress is the establishment of a magma metal industry, removing fuel as a concern and thus making most processes 66% cheaper (making an iron barrel, for instance, requires one coke for smelting and one coke for forging).
  
 
The establishment of magma forges requires the tackling of two major obstacles, however: first the [[cavern]]s and second the distances involved. The first is a challenge will require a combination of very careful probing, sealing off the main staircase with constructed walls and stairs, and an already well-equipped military to clobber whatever's inside. Ironically, it's the distance, often a hundred or more z-levels from your main fortress, that makes magma forging difficult, requiring excessively long trips between raw material and the smelters and forges, virtually nullifying any benefit drawn from them being fuel-less.
 
The establishment of magma forges requires the tackling of two major obstacles, however: first the [[cavern]]s and second the distances involved. The first is a challenge will require a combination of very careful probing, sealing off the main staircase with constructed walls and stairs, and an already well-equipped military to clobber whatever's inside. Ironically, it's the distance, often a hundred or more z-levels from your main fortress, that makes magma forging difficult, requiring excessively long trips between raw material and the smelters and forges, virtually nullifying any benefit drawn from them being fuel-less.
  
How quickly you want to dig for magma depends, but the better equipped you are militarily the better, in case you dig right into a [[giant cave spider]]. There are a couple of ways to get magma to a practical level, although neither of them are particularly easy. The first is to settle on the magma itself, moving your fortress and its residents close to the heart of the mountain, so to speak. This works when your fortress is still young, especially if you got lucky and skirted by the caverns entirely, but will isolate you from the surface and all it entails: river [[fishing]], [[hunting]], [[plant gathering]], above-ground [[farming]], and keeping your dwarves from suffering from [[cave adaptation]].
+
How quickly you want to dig for magma depends, but the better equipped you are militarily the better, in case you dig right into a [[giant cave spider]]. There are a couple of ways to get magma to a practical level, although neither of them are particularly easy. The first is to settle on the magma itself, moving your fortress and its residents close to the heart of the mountain, so to speak. This works when your fortress is still young, especially if you got lucky and skirted by the caverns entirely, but will isolate you from the surface and all it entails: river fishing, hunting, a meat industry, keeping your dwarves from suffering from [[cave adaptation]].
  
The second and more common way is to [[DF2012:Magma#Bringing_Magma_Up|bring the magma up]] to your existing fortress. The classical approach requires a massive [[pump stack]]; more recent advancements have introduced several other methods. However you approach it, moving magma is a sizeable undertaking, requiring significant commitment of raw resources and dwarven effort. On the other hand, you get easy access to magma, which can be used to do some ''very'' fun things.
+
The second and more common way is to build a [[pump stack]] and drive the magma to the surface. This requires a ''lot'' of machinery and labor, however: a conventional, 100 z-level pump stack requires a lattice of 1000 mining designations, 200 channels, 100 [[magma-safe]] screw pumps (and their component pieces), 200 magma-safe doors, and 1000 units of power (which translates into 11 [[water wheel]]s or between 10 and 50 [[windmill]]s. On the other hand, you get surface magma, which can be used to do some ''very'' fun things. This is an enormous megaproject requiring a vast amount of raw resources.
  
 
==Management==
 
==Management==
Line 76: Line 77:
 
Once you have staked out your metal resources, it's important to think about what resources you will be using for what purposes, as different ores have different [[value]]s and applications. Ores can be sorted into two rough categories: military-grade ores and ores of value (with a value multiplier of 10 or higher; iron and its refinement, steel, is special in that it can do both). For instance, if your fortress has [[hematite]] (iron), [[native copper]], and [[native gold]], you will want to use the iron ore for military production, reserve the copper for smiths in training (and noble demands), and use the gold to produce items of value.
 
Once you have staked out your metal resources, it's important to think about what resources you will be using for what purposes, as different ores have different [[value]]s and applications. Ores can be sorted into two rough categories: military-grade ores and ores of value (with a value multiplier of 10 or higher; iron and its refinement, steel, is special in that it can do both). For instance, if your fortress has [[hematite]] (iron), [[native copper]], and [[native gold]], you will want to use the iron ore for military production, reserve the copper for smiths in training (and noble demands), and use the gold to produce items of value.
  
If you do not have a certain metal then alloys come into play. [[Billon]] ([[tetrahedrite]] or [[galena]] plus any copper-bearing ore ''or'' just two nuggets of tetrahedrite) has a material value of 6; [[sphalerite]] plus any form of copper makes [[brass]], with a material value of 7. [[Bronze]] can be made with copper and tin, can nearly match iron in military applications, and has a value of 5, making it a worthy choice as well. All the better if you have [[bismuth]] as well, as you can tack it on for an extra point of value (6) for the same uses.
+
If you do not have a certain metal then alloys come into play. [[Billon]] ([[tetrahedrite]] or [[galena]] plus any form of copper ''or'' just two bars of tetrahedrite) has a material value of 6; [[sphalerite]] plus any form of copper makes [[brass]], with a material value of 7. [[Bronze]] can be made with copper and tin, can nearly match iron in military applications, and has a value of 5, making it a worthy choice as well as well. All the better if you have [[bismuth]] as well, as you can tack it on for an extra point of value (6) for the same uses.
  
 
===Industry management===
 
===Industry management===

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: