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.

v0.31:Melt item

From Dwarf Fortress Wiki
Revision as of 16:49, 7 September 2010 by Ancient History (talk | contribs) (Verified most of the material from 40d page, moved it over.)
Jump to navigation Jump to search
This article is about an older version of DF.

You can melt items at a Template:L, using the Template:L labor, to recover some of the Template:L they were made of. Template:Ls 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 Template:L 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 Template:L 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 Template:L 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 at a Template:L. Melting down an object requires the Template:L labor (and consumes a unit of Template:L for a non-magma smelter).

The job gives the same experience to the Template:L skill regardless of % yield of the item melted.

Yield

For every unit of Template:L 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 Template:L 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 Template:Ls, from Template:Ls (with or without Template:L for them, ahem), or from unsuccessful, low-skilled early efforts at forging your own.

Rather than let these gather dust or Template:L them away, some players choose to recycle them back into iron or steel (or bronze or copper, etc) bars.

Armor
Item
melted
Percent
Return
Absolute
Return
(in bars)
Template:L 10% .1
Template:L 20% .2
chain armor 30% .6*
plate armor 30% .9*
Template:L 20% .2
Template:L 50% .5
Template:L 30% .6*
high Template:L 20% .2
low Template:L 10% .1
Template:L 40% .4
Template:L 20% .2
(* Note that these items take more than 1 bar to make initially.)
Weapon
melted
Return
(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 Template:Ls instead, especially if the weapon is of any Template:L.

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
Trained
Best
Percent
Return
Recommended
Item(s)
Melted
Template:Ling 50%1 Template:Ls,
Template:Ls,
Template:Ls
Template:Ling 50% Template:L
Template:Ling 60%
(2/10 each)2
Template:L
Template:Ling 50% Template:L
Template:Ling 50% Template:L
Notes:
1) Some Template:Ls 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.


Buying items to melt

Template:Ls will often offer metal items, metals that you might want but can't find or produce. This chart shows the Template:L of a given item, without Template:L, 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 Template:L 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 Template:L (MM x2) helmet would have a base value of 30 and copper greaves would have 60, while a Template:L (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 Template:L and Template:Ld items can greatly increase the relative cost.

Item
Bought
Base
Value
Absolute
Return
Relative
Cost/Bar1
Template:L 10 .1 100
Template:L 15 .2 37.5
chain armor 60 .6 100
plate armor 100 .9 111
Template:L 15 .2 75
Template:L 15 .5 30
Template:L 30 .6 50
high Template:L 15 .2 75
low Template:L 15 .1 150
Template:L 15 .4 37.5
Template:L 10 .2 50
bow, crossbow, mace,
scimitar, short sword,
spear, war hammer
10 .3 33.3
battle axe, flail,
longsword, pick, pike
10 .4 25
great axe, halberd,
two-handed sword
Template:Ls
10 .5 20
stack of 25 bolts, arrows 25 .3 83.3
Template:L2 10 1.0 10
Template:L3 100 1.0 100
Template:Ls (poor, tbd)
Notes:
1) You're buying, so you want a low cost/bar.
2) Cages are offered in only Template:L, Template:L, Template:L, Template:L, or Template:L. All Template:L returns 1 bar for each item melted, but only cages are offered for trade.
3) Anvils are offered in only Template:L or Template:L.

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.