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Difference between revisions of "v0.34:Melt item"
(→Training metalsmith skills / Maximizing return: Bug 130 is no longer relevant. Reverted back to last known good information.) |
(→Training metalsmith skills / Maximizing return: Fixed some red links. May need verification on the minimum skill level needed for the onset of a strange mood.) |
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− | | [[weaponsmith]] || 50%<sup>1</sup> || [[enormous corkscrew]]s,<br />[[giant axe blade]]s,<br />[[menacing spike]]s | + | | [[weaponsmith]] || 50%<sup>1</sup> || [[Trap component|enormous corkscrew]]s,<br />[[Trap component|giant axe blade]]s,<br />[[Trap component|menacing spike]]s |
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− | | [[armorsmith]] || 50% ||[[leggings]] | + | | [[armorsmith]] || 50% ||[[Armor|leggings]] |
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− | | [[metalsmith]] || | + | | [[metalsmith]] || 100% || [[Road|Metal buildings]] {{bug|4899}} <br /> (Requires no melt job) |
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::1) Some [[other weapon]]s have a better return/weapon, but cannot be manufactured by dwarves, negating their value for training purposes. | ::1) Some [[other weapon]]s 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. | ::2) Goblets are produced in threes, and have an individual item size of 2; 2/10 x 3 = 60% recovery/bar. | ||
+ | |||
+ | ===== Alternatives ===== | ||
+ | One alternative to the production/melting process is to train many dwarves up to novice in the skill you need by lowering the maximum skill level in the workshop profiles to dabbling. Once that is done wait for a [[Strange mood]]. The artifact produced will bump the lucky dwarf up to legendary +1, potentially saving you lots of time and resources. You will still need to melt down the low quality items produced by the dabbling masses. This works for other skills as well. | ||
+ | |||
+ | The downsides of this is that it may take very long depending on the number of dwarves, available workshops as well as the random onset of strange moods. | ||
===Buying items to melt=== | ===Buying items to melt=== |
Revision as of 23:28, 4 March 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
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.
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 armor & weapons
Fortresses will often accumulate armor and/or weapons that they don't need, either from invaders, from caravans (with or without trading for them, ahem), or from unsuccessful, low-skilled early efforts at forging your own.
Rather than let these gather dust or trade them away, some players choose to recycle them back into iron or steel (or bronze or copper, etc) bars.
- (* Note that these items take more than 1 bar to make initially.)
Weapon
meltedReturn
(in bars)large dagger, whip .1 blowgun, scourge .2 bow, crossbow, mace, scimitar,
short sword, spear, war hammer.3 battle axe, flail, longsword,
pick, pike.4 great axe, halberd,
two-handed sword.5 stack of # arrows, bolts # /100, rounded up*
- (* Round up to nearest 1/10th. A stack of 1-10 bolts or arrows produces .1 bars, 11-20 produces .2, 21-30 = .3, and 31+ = .4. A weaponsmith can produce a stack of 25 metal bolts, which produces 0.3 bars. You could "create" metal this way, if you could reliably collect individual metal bolts after they were shot (and unbroken).)
Due to the low return, many players opt to install weapons into weapon traps instead, especially if the weapon is of any quality.
Training metalsmith skills / Maximizing return
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.)
Skill
to be
TrainedBest
Percent
ReturnRecommended
Item(s)
Meltedweaponsmith 50%1 enormous corkscrews,
giant axe blades,
menacing spikesarmorsmith 50% leggings metal crafter 60%
(2/10 each)2goblet metal crafter 50% chain metalsmith 100% Metal buildings Bug:4899
(Requires no melt job)
- 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.
Alternatives
One alternative to the production/melting process is to train many dwarves up to novice in the skill you need by lowering the maximum skill level in the workshop profiles to dabbling. Once that is done wait for a Strange mood. The artifact produced will bump the lucky dwarf up to legendary +1, potentially saving you lots of time and resources. You will still need to melt down the low quality items produced by the dabbling masses. This works for other skills as well.
The downsides of this is that it may take very long depending on the number of dwarves, available workshops as well as the random onset of strange moods.
Buying items to melt
Merchants will often offer metal items, metals that you might want but can't find or produce. This chart shows the base value of a given item, without material multiplier, and then a "cost" relative to its yield, so you know what the "best buys" are if you want (or are forced) to go down this road.
For instance, a cap has a base value of 10*, and produces .1 bars when melted. That means you would need to buy 10 caps to make 1 bar, and so a cap that has a "relative cost" of 100, since it costs 100* (10 caps at value 10*) to produce 1 bar. (And it turns out, that's a pretty poor return on investment!)
- * The Base Value is then multiplied by the Material Multiplier (how valuable the material is), but the relative cost/yield of each item remains constant.
- In practice, these values are then all multiplied by the material, but all are multiplied equally for any one metal. For example, a helmet has a Base Value of 15, before material multipliers, and greaves 30, twice that of a helmet. So a copper (MM x2) helmet would have a base value of 30 and copper greaves would have 60, while a steel (MM x30) helmet would have a base value of 450 and steel greaves 900 - so both would have the same relative value compared to any other item of the same metal - more than a low boot, and less than a weapon.
Note also that quality and decorated items can greatly increase the relative cost.
Item
BoughtBase
ValueAbsolute
ReturnRelative
Cost/Bar1cap 10 .1 100 helm 15 .2 75 chain armor 60 .6 100 plate armor 100 .9 111 gauntlet 15 .2 75 leggings 15 .5 30 greaves 30 .6 50 high boot 15 .2 75 low boot 15 .1 150 shield 15 .4 37.5 buckler 10 .2 50 bow, crossbow, mace,
scimitar, short sword,
spear, war hammer10 .3 33.3 battle axe, flail,
longsword, pick, pike10 .4 25 great axe, halberd,
two-handed sword
trap weapons10 .5 20 stack of 25 bolts, arrows 25 .3 83.3 cage2 10 1.0 10 anvil3 100 1.0 100 crafts (poor, tbd)
Your top "best buys" for melting objects down for the metal are cages, weapons, and leggings, in roughly that order, followed by helms and shields, and then on up from there. Stay away from chain and plate armours, and anvils, unless you have trade items to burn. What is "too expensive" is up to you and how badly you need that metal, and how much how fast.