- 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.
v0.31:Metal
This article is about an older version of DF. |
Metal is a Template:L extracted from Template:L at a Template:L, turning the ore into bars of pure metal. (One Template:L becomes wafers instead of bars.) It is sometimes combined with other materials to form an alloy metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased Template:L. The metal bars resulting from Template:L are used to make items such as Template:Ls, Template:L, Template:L, and Template:L at a Template:L.
Smelting pure ores into the corresponding bars raises the base value from that of stone (3) to that of bars (5). This value is then multiplied against the Template:L of the metal to give the final value for the bar.
Alloys
There are only eleven pure metals in Dwarf Fortress (plus a twelfth Template:L). Many of these can be mixed together to create alloys of one type or another, of which there are another fourteen. In some cases making alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or Template:L. (These increases in value can be compared in the "Difference" column of the below table.)
The main use of these alloys is to allow you to stretch any useful metals you have too few of or to create items with distinct colors (for instance, Template:L is Template:L) for furniture, color-coding rooms or levers, or artistic constructions (including Template:L mosaics). In some cases (Template:L, for example) an additional benefit is reduced fuel consumption, as you can create multiple bars of some alloys directly from raw ores with only one Template:L task, bypassing the need to first make bars of the pure metals (and thus using only one fuel unit to produce multiple bars). The number of bars used to create an alloy always equals the number of bars produced: the number of bars input equals the number of bars of output.
List of metals
Pure Metals
Template:DF2010 metal table head
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
|}
Alloys
(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions) Template:DF2010 metal table head
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
Template:DF2010 metal table row
|} Legend:
- Tile Color corresponds to how items made from that metal are displayed in game, foreground and background colors.
- Reaction indicates the basic recipe for an alloy - this does not include the Template:L used in that creation. See the article for that alloy or Template:L for possible alternatives.
- ! - You can use only Template:Ls of metal in this reaction, not ores.
- Density is used to determine the different weight of finished objects.
- Melting point is used to determine if a material is Template:L or not: magma is 12000°U.
- Template:L 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 Template:L 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. For pure metals, this indicates the difference in value between the metal and the ore, separated with commas in cases where multiple ore values differ.
- * - Values marked with an asterisk denote ores that can yield multiple metals. For metals that have a less than 100% chance of production, the stated value increase is for occasions on which metal is produced; on average, the difference in value from smelting either Template:L or Template:L is +1.
Weapon & Armor Quality
Template:DF2010 material metal table head
Template:DF2010 material metal table row
Template:DF2010 material metal table row
Template:DF2010 material metal table row
Template:DF2010 material metal table row
Template:DF2010 material metal table row
Template:DF2010 material metal table row
Template:DF2010 material metal table row
Template:DF2010 material metal table row
Template:DF2010 material metal table row
Template:DF2010 material metal table row
Template:DF2010 material metal table row
Template:DF2010 material metal table row
Template:DF2010 material metal table row
Template:DF2010 material metal table row
|}
- Combat information is used internally by the game to determine the combat properties of weapons and armor made from this metal:
- Density: Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration. Value shown here is g/cm3, which is the raw value divided by 103
- Impact yield: Used for blunt-force combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
- Impact fracture: Used for blunt-force combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
- 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 (i.e., kPa).
- Shear fracture: Used for cutting calculations in combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
- 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
So...
- Explanations!
- Yield Strength is the amount of stress required to permanently deform (bend) a material (plastic deformation)
- Fracture Strength is the amount of stress required to permanently break (rupture) a material
- Elasticity (or IMPACT_STRAIN_AT_YIELD in RAWs) is the amount of deformation (bending) that occurs at the yield point
- Implications to Dwarf Fortress Combat
- Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)
- Higher yield means that it takes more stress to deform
- Lower elasticity means that it will deform less when stress is applied
Preliminary Combat Testing & Analysis
Adamantine and Steel take first and second place respectively, with Iron the third best material in the game. Beyond which, bronze is in a close tie with copper as to being the second worst material. As in older versions, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now) in regards to edged weaponry. Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details:
http://www.bay12forums.com/smf/index.php?topic=53571.0
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet.
Best | Better | Good | Fair | Poor | Terrible | Notes | |
---|---|---|---|---|---|---|---|
Armor | Adamantine | Steel | Iron | Bronze, Bismuth Bronze | Copper | ||
Edge Damage | Adamantine (worst for missiles) |
Steel | Iron | Bronze, Bismuth Bronze | Copper | Silver | For piercing iron armor, copper is better than bronze. For piercing copper or bronze armor, bronze is better than copper. |
Blunt Damage | Steel, Silver | Copper, Bismuth Bronze, Bronze, Iron | --- | --- | --- | Adamantine | All six non-adamantine metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. |