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Difference between revisions of "Masterwork:Metal"

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:'''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.
 
:'''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.
 
:'''Source Ore(s)''' indicates the specific ores that can provide a metal or basic recipe for an alloy.
 
:'''Source Ore(s)''' indicates the specific ores that can provide a metal or basic recipe for an alloy.
:'''Density''' is used to determine the different weight of finished objects and force of weapon strikes.  Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup>
+
:'''Density''' is used to determine the different weight of finished objects and force of weapon strikes.  Value shown here is the raw value divided by 10<sup>3</sup> (g/cm<sup>3</sup>?)
 
:'''Melting point''' is used to determine if a material is [[DF2012:magma-safe|magma-safe]] or not: magma is 12000°U.
 
:'''Melting point''' is used to determine if a material is [[DF2012:magma-safe|magma-safe]] or not: magma is 12000°U.
 
:'''Material value''' is what the base value of an object made of this metal is multiplied by to determine its worth.
 
:'''Material value''' is what the base value of an object made of this metal is multiplied by to determine its worth.
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup>  
+
:'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (GPa?)
 
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup>  
 
:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup>  
 
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.
 
:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.

Revision as of 09:14, 18 April 2013

In the Masterwork mod, there are a variety of new weapons grade metal materials. This includes alternate industries for metals of similar quality or even better than iron and steel. Note, that in general your enemies will have access to high quality materials too!

Metal Industries

This might be a nice place to talk about the new industries like the Boneyard, the Damascene powder process, Glassforge, Blast furnace, whatever.

List of metals

Masterwork Mod Weapons Grade Metals and Alloys

Includes both Masterwork Dwarf Fortress and Orc Fortress materials.

Metal Tile Source Dense Melt Point Value I yield I fract I elast S yield S fract S elast Max Edge Notes
Volcanic Mithril + slade + obsidian + steel
Dwarven Great Magma Forge
7.85 25000 60 3010 5040 1880 860 144 430 20000 Yield strengths on par with adamantine
However, very low shear fracture and high elasticity
Bifrost Raw bifrost
Dwarven Great Bifrost Forge
8.20 25000 100 4000 4000 0 4000 4000 0 500000 Almost as strong as adamantine
Holds a 5x sharper edge than adamantine
As heavy as bronze
Iridium Rarely recovered (1%) from any ore 7.56 25000 50 3000 3000 0 3000 3000 0 50000 Superior for edged weapons and any armor
Inferior only to adamantine and bifrost
*Not* the same material as elemental iridium
Deep bronze Mithril + gold + bronze 19.228 16159 40 2500 2500 1705 630 920 338 14000 Excellent for all weapons and armor vs. edge
Can rend steel and orichalcum
Very heavy
Orichalcum Bloodsteel + iron + silver 10.500 12718 40 3000 4200 940 430 720 200 20000 Very good for all weapons
Excellent armor against impact
Reagent for orcish arcane blades
Welded mithril Mithril + steel 0.100 12768 75 2505 3520 1340 630 920 175 20000 Excellent for edged weapons and all armor
Can rend steel and orichalcum
Incredibly light
Welded wolfram Wolfram + rose gold 59.228 16159 38 3500 3500 2005 15.1 15.1 338 10000 Best for blunt weapons
Very poor shear (edge) modulus
Supernaturally heavy
Mithril Mithril ore 1 20000 45 2005 3020 1140 530 820 115 12000 Very good for edged weapons and all armor
Very light
Wolfram Wolfram ore 19.228 16159 30 2500 2500 1705 15.1 15.1 338 10000 Excellent for blunt weapons
Very poor shear (edge) modulus
Very heavy

Selected base Dwarf Fortress Metals and Alloys

Provided for comparison. See also DF2012:Metal.

Metal Tile Source Dense Melt Point Value I yield I fract I elast S yield S fract S elast Max Edge Notes
Adamantine Raw adamantine 0.200 25000 300 5000 5000 0 5000 5000 0 100000 Best for edged weapons, all armor
Steel iron + pigiron + flux + carbon 7.85 12718 30 1505 2520 940 430 720 215 10000 Good for all weapons, armor
Iron Hematite, limonite, magnetite 7.85 12768 10 542 1080 319 155 310 189 10000 Fine for all weapons, armor
Bronze Tin + copper 8.25 11868 5 602 843 547 172 241 156 10000 Fine for all weapons, armor
Silver Native silver, galena (50%) 10.49 11731 10 350 595 350 100 170 333 10000 Good for blunt weapons; poor for armor
Copper Native copper, malachite, tetrahedrite 8.93 11952 2 245 770 175 70 220 145 10000 Fine for blunt weapons; poor for armor

Legend:

Tile Color corresponds to how items made from that metal are displayed in game, foreground and background colors.
Source Ore(s) indicates the specific ores that can provide a metal or basic recipe for an alloy.
Density is used to determine the different weight of finished objects and force of weapon strikes. Value shown here is the raw value divided by 103 (g/cm3?)
Melting point is used to determine if a material is magma-safe or not: magma is 12000°U.
Material value is what the base value of an object made of this metal is multiplied by to determine its worth.
Impact yield: Used for blunt-force combat; higher is better. This is the raw value divided by 103 (GPa?)
Impact fracture: Used for blunt-force combat; higher is better. This is the raw value divided by 103
Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.
Shear yield: Used for cutting calculations in combat; higher is better. This is the raw value divided by 103
Shear fracture: Used for cutting calculations in combat; higher is better. This is the raw value divided by 103
Shear elasticity: Used for cutting calculations in combat; lower is better. This is the raw value.
  • General Term Explanations (From Wikipedia)
Yield Strength - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.
Fracture Strength - The stress coordinate on the stress-strain curve at the point of rupture.
Stress - Force per area = F/A
Strain - Deformation of a solid due to stress = Stress/Young's Modulus