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Bar
v50.15 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
A bar (also known as an "ingot") is a sub-type of building material (interchangeable with a block for that purpose), and is the base individual unit of metal, charcoal, coke, potash, ash, pearlash, and soap. All metals are created as bars at a smelter, whether processed from ores, alloyed with other metals, or melted down from existing metal items.
With the exception of non-fire-safe materials, all bars are as durable as others - a wall made from bars of ash, charcoal or soap will last as long as one made from bars of steel. Bars are a storage unit and not an end product in and of themselves, being used for various other tasks:
Bar | Used for |
---|---|
ash | making lye or potash |
charcoal or coke |
powering standard forges, smelters, kilns, and glass furnaces, and making pig iron and steel |
metal | smithing |
pearlash | making clear or crystal glass |
potash | fertilizing farms or making pearlash |
soap | health care and cleaning self |
All "bars" items are 6000 cm3 in size, which means up to 10 will fit into a 60000-capacity bin. The only exception to this 6000 cm3 size are possibly partially-used soap bars. In the real world, a single 400-tr.oz. bar of gold is 645 cm3, which suggests that Dwarf Fortress's "bars" items consist of multiple bars (since a single "gold bars" item weighs 115 kilograms).
All types of bars can also be used to build workshops, roads, bridges, and other constructions. Different bars require different labors in their construction: smithing is used for metal bars and masonry for all others (including bars of soap).
"Bars" of adamantine metal are referred to as "wafers", but when used as building material they function the same as any other bars.
Pure metals[edit]
Metal Name |
Graphic | Source(s) | Density (g/cm3) | Melting point | Material value |
Value difference |
Notes | |
---|---|---|---|---|---|---|---|---|
(ASCII) | (Image) | |||||||
Aluminum | ≡
|
Native aluminum | 2.70 | 11188 °U | 40 | +0 | ||
Bismuth | ≡
|
Bismuthinite | 8.93 | 10488 °U | 2 | +1 | Only useful for alloying into bismuth bronze. | |
Copper | ≡
|
Native copper, Malachite, Tetrahedrite | 8.93 | 11952 °U | 2 | +0, +0, -1* | Can be used to forge all weapons, armor, ammunition, and picks. | |
Gold | ≡
|
Native gold | 19.32 | 11915 °U | 30 | +0 | ||
Iron | ≡
|
Hematite, Limonite, Magnetite | 7.85 | 12768 °U | 10 | +2 | Can be used to forge all weapons, armor, ammunition, picks, and anvils. | |
Lead | ≡
|
Galena | 11.34 | 10589 °U | 2 | -3* | ||
Nickel | ≡
|
Garnierite | 8.80 | 12619 °U | 2 | +0 | ||
Platinum | ≡
|
Native platinum | 21.40 | 13182 °U | 40 | +0 | ||
Silver | ≡
|
Native silver, Horn silver, Galena (50%), Tetrahedrite (20%) | 10.49 | 11731 °U | 10 | +0, +0, +5*, +7* | Can be used to forge melee weapons and ammunition. | |
Tin | ≡
|
Cassiterite | 7.28 | 10417 °U | 2 | +0 | ||
Zinc | ≡
|
Sphalerite | 7.13 | 10755 °U | 2 | +0 |
Legend:
- Tile Color corresponds to how items made from that metal are displayed in game, foreground and background colors.
- Source indicates the specific ores that can provide a metal. If production of the metal is not guaranteed, a percent chance is indicated following the ore.
- Density is used to determine the different weight of finished objects.
- Material value is what the base value of an object made of this metal is multiplied by to determine its worth.
- * - Values marked with an asterisk denote ores that can yield multiple metals.
- Value difference indicates the difference in material value between the metal and the ore, separated with commas in cases where multiple ore values differ. Also keep in mind that multiple bars are produced for each ore boulder smelted, increasing the value difference even further.
- * - Values marked with an asterisk denote ores that can yield multiple metals. On average, the expected difference in value from smelting tetrahedrite is +1 and galena is +2.
Alloys[edit]
Metal Name |
Graphic | Reaction | Density (g/cm3) | Melting point | Material value |
Value difference |
Notes | |
---|---|---|---|---|---|---|---|---|
(ASCII) | (Image) | |||||||
Billon | ≡
|
Silver + Copper | 8.93 | 11188 °U | 6 | +0 | see note 1. | |
Bismuth bronze | ≡
|
1 Tin + 2 Copper + 1 Bismuth* | 8.25 | 11868 °U | 6 | +4 | Can be used to forge all weapons, armor, ammunition, and picks. Combat relevant stats are identical to standard Bronze. | |
Black bronze | ≡
|
2 Copper + 1 Silver + 1 Gold* | 8.93 | 11952 °U | 11 | +0 | Unique color. | |
Brass | ≡
|
Zinc + Copper | 8.55 | 11656 °U | 7 | +5 | Value difference is +4.5 if tetrahedrite is used instead of copper. | |
Bronze | ≡
|
Tin + Copper | 8.25 | 11868 °U | 5 | +3 | Value difference is +2.5 if tetrahedrite is used instead of copper. Can be used to forge all weapons, armor, ammunition, and picks. | |
Electrum | ≡
|
Silver + Gold | 14.905 | 11828 °U | 20 | +0 | See note 2. | |
Fine pewter | ≡
|
3 Tin + 1 Copper | 7.28 | 10417 °U | 5 | +3 | Value difference is +2.75 if tetrahedrite is used instead of copper. | |
Lay pewter | ≡
|
2 Tin + 1 Copper + 1 Lead | 7.28 | 10417 °U | 5 | +1 | Unique color. | |
Nickel silver | ≡
|
2 Nickel + 1 Copper + 1 Zinc* | 8.65 | 11620 °U | 3 | +1 | ||
Pig iron | ≡
|
Iron + flux stone + fuel* | 7.85 | 12106 °U | 10 | +0 | Only used to make steel. | |
Rose gold | ≡
|
3 Gold + 1 Copper* | 19.32 | 11915 °U | 23 | +0 | Unique color. | |
Steel | ≡
|
Iron + Pig iron + flux stone + fuel* | 7.85 | 12718 °U | 30 | +20 | Can be used to forge all weapons, armor, ammunition, picks, and anvils. | |
Sterling silver | ≡
|
3 Silver + 1 Copper* |
10.49 | 11602 °U | 8 | +0 | ||
Trifle pewter | ≡
|
2 Tin + 1 Copper | 7.28 | 10417 °U | 4 | +2 | Value difference is +1.67 if tetrahedrite is used instead of copper. |
- Notes
- 1) Billon can be made with tetrahedrite or galena ore (instead of silver bars) for increased value: (Copper ore + Tetrahedrite: +3.5; Tetrahedrite + Tetrahedrite: +3; Copper ore + Galena: + 2.5; Tetrahedrite + Galena: + 2).
- 2) Electrum can be made with tetrahedrite or galena ore (instead of silver bars) for increased value: (Gold + Tetrahedrite: +3.5; Gold + Galena: +2.5).
Legend:
- Tile Color corresponds to how items made from that metal are displayed in game, foreground and background colors.
- Source indicates the basic recipe for an alloy - this does not include any fuel necessary to operate the smelter. See the article for that alloy or smelting for possible alternatives.
- * - You can use only bars of metal in this reaction, not ores.
- Density is used to determine the different weight of finished objects.
- Material value is what the base value of an object made of this metal is multiplied by to determine its worth.
- Value difference indicates the difference between the average value of the required bars of metals vs. the value of the resulting bars of alloy - what went in vs. what comes out, measured per bar. "+0" indicates that the resulting alloy is a perfectly average value of the component metals. Note that substituting tetrahedrite for copper ore always results in a value decrease, while substituting tetrahedrite or galena for silver bars always results in a value increase.
Special metals[edit]
This article or section contains minor spoilers. You may want to avoid reading it. |
Metal Name |
Graphic | Source(s) | Density (g/cm3) | Melting point | Material value |
Value difference |
Notes | |
---|---|---|---|---|---|---|---|---|
(ASCII) | (Image) | |||||||
Adamantine | ≡
|
Raw adamantine | 0.200 | 25000 °U | 300 | +50 | (See below) | |
Divine metal | ≡
|
None | 1 | none | 300 | (See below) |
Adamantine cannot be smelted directly, and must be extracted first.
- Can be used to forge anything except beds
- Blades are 10× sharper than standard metals, which when combined with its very high shear fracture/yield makes it more than 100x as effective as steel for bladed weapons
- Too light to make effective blunt weapons despite nearly unsurpassed yield and fracture values.
Divine metal has procedurally generated (i.e. semi-random) names associated with deities.
- Blades are 1.2× sharper than standard metals
- Low density makes it worse than all conventional metals for blunt, although it's still better than adamantine
- Overall stats make it stronger than steel but weaker than adamantine.
See also[edit]
"Bar" in other Languages
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