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Difference between revisions of "v0.34:Melt item"

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==Yield==
 
==Yield==
Testing is incomplete, but preliminary results show a yield of 0.3 bars times the object's material size for armor and weapons:
+
Testing is incomplete, but preliminary results show a yield of 0.3 bars times the object's material size for anything that has a material size, or 1 bar for furniture (regardless of size):
  
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
! Item !! Material size !! Bars returned !! Efficiency
+
! Item !! Material size !! Bars to make !! Bars returned !! Efficiency
 
|-
 
|-
| Crossbow || 3 || 0.9 || 90%
+
! colspan="5"|Weapons
 
|-
 
|-
| Mace || 3 || 0.9 || 90%
+
| Crossbow || 3 || 1 || 0.9 || 90%
 
|-
 
|-
| Spear || 3 || 0.9 || 90%
+
| Mace || 3 || 1 || 0.9 || 90%
 
|-
 
|-
| Short sword || 3 || 0.9 || 90%
+
| Spear || 3 || 1 || 0.9 || 90%
 
|-
 
|-
| Cap || 1 || 0.3 || 30%
+
| Short sword || 3 || 1 || 0.9 || 90%
 
|-
 
|-
| Helm || 2 || 0.6 || 60%
+
| War hammer || 3 || 1 || 0.9 || 90%
 
|-
 
|-
| Gauntlet || 2 || 0.6 || '''120%'''
+
| Battle axe || 4 || 1 || 1.2 || '''120%'''
 
|-
 
|-
| Leggings || 5 || 1.5 || '''150%'''
+
| Pick || 4 || 1 || 1.2 || '''120%'''
 
|-
 
|-
| Greaves || 6 || 1.8 || 90%
+
! colspan="5"|Armor
 
|-
 
|-
| Low boot || 1 || 0.3 || 60%
+
| Cap || 1 || 1 || 0.3 || 30%
 
|-
 
|-
| Buckler || 2 || 0.6 || 60%
+
| Helm || 2 || 1 || 0.6 || 60%
 
|-
 
|-
| Shield || 4 || 1.2 || '''120%'''
+
| Gauntlet || 2 || 0.5 || 0.6 || '''120%'''
 
|-
 
|-
| Mail shirt || 6 || 1.8 || 90%
+
| Leggings || 5 || 1 || 1.5 || '''150%'''
 
|-
 
|-
| Breastplate || 9 || 2.7 || 90%
+
| Greaves || 6 || 2 || 1.8 || 90%
|}
+
|-
 
+
| Low boot || 1 || 0.5 || 0.3 || 60%
For furniture (which is not in the raws, and therefore has no material size) the yield is 1 bar (always??):
+
|-
 
+
| Buckler || 2 || 1 || 0.6 || 60%
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
+
|-
! Item !! Bars to create !! Bars returned !! Efficiency
+
| Shield || 4 || 1 || 1.2 || '''120%'''
 +
|-
 +
| Mail shirt || 6 || 2 || 1.8 || 90%
 +
|-
 +
| Breastplate || 9 || 3 || 2.7 || 90%
 +
|-
 +
! colspan="5"|Furniture
 +
|-
 +
| Chain || - || 1 || 1 || '''100%'''
 +
|-
 +
| Cage || - || 3 || 1 || 33%
 +
|-
 +
| Animal trap || - || 1 || 1 || '''100%'''
 +
|-
 +
| Bucket || - || 1 || 1 || '''100%'''
 +
|-
 +
| Barrel || - || 3 || 1 || 33%
 +
|-
 +
| Pipe section || - || 3 || 1 || 33%
 +
|-
 +
| Splint || - || 3 || 0.5 || 17%
 +
|-
 +
| Crutch || - || 3 || 0.5 || 17%
 +
|-
 +
! colspan="5"|Other objects
 +
|-
 +
| Goblet || - || 1/3 || 0.2 || 60%
 
|-
 
|-
| Chain || 1 || 1 || '''100%'''
+
| Flask || - || 1/3 || 0.2 || 60%
 
|-
 
|-
| Cage || 3 || 1 || 33%
+
| Wheelbarrow || 6 || 2 || 1.8 || 90%
 
|}
 
|}
  
More testing is needed.
+
Some melting yield values which do not follow patterns (goblet, flask, coins?) are probably hard-coded in the game.
  
 
{{Category|Jobs}}
 
{{Category|Jobs}}
 
{{Category|Items}}
 
{{Category|Items}}

Revision as of 21:06, 25 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. Decorations in a different metal are not recovered or considered; the metal recovered is the specific metal that basic item was listed as being made from. 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.

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.

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 o 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

Testing is incomplete, but preliminary results show a yield of 0.3 bars times the object's material size for anything that has a material size, or 1 bar for furniture (regardless of size):

Item Material size Bars to make Bars returned Efficiency
Weapons
Crossbow 3 1 0.9 90%
Mace 3 1 0.9 90%
Spear 3 1 0.9 90%
Short sword 3 1 0.9 90%
War hammer 3 1 0.9 90%
Battle axe 4 1 1.2 120%
Pick 4 1 1.2 120%
Armor
Cap 1 1 0.3 30%
Helm 2 1 0.6 60%
Gauntlet 2 0.5 0.6 120%
Leggings 5 1 1.5 150%
Greaves 6 2 1.8 90%
Low boot 1 0.5 0.3 60%
Buckler 2 1 0.6 60%
Shield 4 1 1.2 120%
Mail shirt 6 2 1.8 90%
Breastplate 9 3 2.7 90%
Furniture
Chain - 1 1 100%
Cage - 3 1 33%
Animal trap - 1 1 100%
Bucket - 1 1 100%
Barrel - 3 1 33%
Pipe section - 3 1 33%
Splint - 3 0.5 17%
Crutch - 3 0.5 17%
Other objects
Goblet - 1/3 0.2 60%
Flask - 1/3 0.2 60%
Wheelbarrow 6 2 1.8 90%

Some melting yield values which do not follow patterns (goblet, flask, coins?) are probably hard-coded in the game.