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Editing 23a:Melt item

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{{quality|Fine|23:46, 13 August 2010 (UTC)}}{{av}}
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{{quality|Unrated}}{{av}}
You can '''melt''' items at a [[smelter]], using the [[furnace operator]] labor, to recover some of the [[metal]] they were made of. The % return is predictable and consistent for each item type, and ranges from 10%-100%, depending on the item.  Higher skill levels in furnace operator speed up the process, but have no effect on the % return.
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You can '''melt''' items at a {{L|smelter}}, using the {{L|furnace operator}} labor, to recover some of the {{L|metal}} they were made of. 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 tenths of a bar, and these 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 tenths 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.
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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 0.4 bars each are melted at the same smelter, that smelter has 0.8 bars worth waiting in it.  
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:''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 0.8 bars of the first metal and 0.4 bars of the second.  
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: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 0.4 of that metal, and have no connection to the fractions in the first smelter.   
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: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 0.4, and giving a total of 1.2 of that type of metal, 1 bar of that metal is produced, leaving 0.2 inside the smelter (plus the 0.4 of the second metal).
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: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.
 
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.
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Due to a bug, {{L|decoration|decorated}} items will not be melted.
  
 
==Designating items to melt==
 
==Designating items to melt==
You can designate metal items for melting from the [[Stocks]] page once the [[Bookkeeper]] arrives.  
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You can designate metal items for melting from the {{L|Stocks}} page once the {{L|Bookkeeper}} arrives.  
  
To designate the item, simply type {{k|m}} to mark the object for melting.  If the item is designated for [[chasm]]ing, it will be automatically unmarked.
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To designate the item, simply type {{k|m}} to mark the object for melting.  If the item is designated for {{L|chasm}}ing, it will be automatically unmarked.
  
 
However, this only marks which items you want to be melted - you still have to place the job-order in a smelter...
 
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==
 
==Melting the items==
Items designated to be melted will be left alone until you queue a "Melt a metal object" job at a [[Smelter]] or [[Magma smelter]].  Melting down an object requires the [[Furnace operator]] labor (and consumes a unit of [[fuel]] for a non-magma smelter).
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Items designated to be melted will be left alone until you queue a "Melt a metal object" job at a {{L|Smelter}}.  Melting down an object requires the {{L|Furnace operator}} labor (and consumes a unit of {{L|fuel}} for a non-magma smelter).
  
The job gives the same experience to the [[furnace operator]] skill regardless of % yield of the item melted.
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The job gives the same experience to the {{L|furnace operator}} skill regardless of % yield of the item melted.
  
 
==Yield==
 
==Yield==
The type of item being melted (and its [[stack]] size) determines how many bars of metal will be recovered. Melting objects generally 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 metal items are otherwise refuse, so melting is a distinct option.  An entire suit of chain armor, including shield, consumes 7 bars to make - melted it yields only 3.3.
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For every unit of {{L|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 melted.
  
Melting yields do '''not''' respect MATERIAL_SIZE for armor items - regardless of how many bars are used to make the item, the yield will be the same.
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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 metal items 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.
  
Items yielding 1 full bar:
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====Melting armor & weapons====
* [[Door]] - 33%
 
* [[Floodgate]] - 33%
 
* [[Chair]] - 33%
 
* [[Cage]] - 33%
 
* [[Barrel]] - 33%
 
* [[Table]] - 33%
 
* [[Coffin]] - 33%
 
* [[Statue]] - 33%
 
* [[Chest]] - 33%  (due to a bug, these are not actually meltable{{bug|2493}})
 
* [[Bin]] - 33%
 
* [[Armor stand]] - 33%
 
* [[Weapon rack]] - 33%
 
* [[Cabinet]] - 33%
 
* [[Anvil]] - 33%
 
* [[Bucket]] - '''100%'''
 
  
Items yielding 0.8 bars:
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Fortresses will often accumulate armor and/or weapons that they don't need, either from {{L|invader}}s, from said invaders interacting with {{L|caravan}}s, or from unsuccessful, low-skilled early efforts at forging your own.
* [[Armor]] - 27-40%
 
  
Items yielding 0.5 bars:
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Rather than let these gather dust or {{L|trade}} them away, some players choose to recycle them.
* [[Chain]] - 50%
 
* [[Instrument]] - 50%
 
* [[Animal trap]] - 50%
 
* [[Weapon]] - 50%
 
* [[Shield]] - 50%
 
* [[Pants]] - 25%
 
* [[Ballista arrow]] / [[ballista arrowhead]] - 17%
 
* [[Trap component]] - 25%
 
* Any other items not listed here
 
 
 
Items yielding 0.3 bars:
 
* [[Shoes]] - 60% (per pair)
 
* [[Helm]] - 30%
 
* [[Gloves]] - 60% (per pair)
 
 
 
Items yielding 0.2 bars:
 
* [[Flask]] - 60% (per set of 3)
 
* [[Goblet]] - 60% (per set of 3)
 
* [[Toy]] - 20%
 
* [[Idol]] - 20-60%
 
* [[Scepter]] - 20-60%
 
 
 
Items yielding 0.1 bars:
 
* [[Amulet]] - 10-30%
 
* [[Crown]] - 10-30%
 
* [[Ring]] - 10-30%
 
* [[Earring]] - 10-30%
 
* [[Bracelet]] - 10-30%
 
 
 
Special:
 
* [[Ammo]] yields 0.1 bars per 10 units, rounded down, plus 0.1. A stack of 1-9 bolts will yield 0.1 bars, 10-19 will yield 0.2 bars, etc. - a freshly smithed stack of 25 bolts will yield 0.3 bars, for a 30% return.
 
* [[Coin]]s yield 0.1 bars per 50 units, rounded down, plus 0.1. A stack of 1-49 coins will yield 0.1 bars, 50-99 will yield 0.2 bars, etc. - a freshly minted stack of 500 coins will yield 1.1 bars, for a '''110%''' return.
 
 
 
== Training metalsmith skills / Maximizing return  ==
 
It can consume many, many bars of metal to train the various [[metalsmithing]] [[skill]]s up to high levels*, likely more than you will ever find within the mountain.  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:
 
 
 
:''(* 600 bars to train from Dabbling to Legendary, and 367 more to reach Legendary+5, the highest skill level)
 
 
 
{|cellpadding="2" border="1"
 
! Skill<br /> to be <br />Trained!!  Best <br />Percent <br /> Return !! Recommended <br />Item(s) <br />Melted
 
  
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::{|cellpadding="2" border="1"
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! Armor <br />Item <br /> melted!! Percent <br />Return !! Absolute<br /> Return<br /> (in bars)
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|-
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|  {{L|cap}} || 10% || .1
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|-
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| {{L|helm}} || 20% || .2
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|-
 +
| chain armor || 30% || .6*
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|-
 +
| plate armor || 30% || .9*
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|-
 +
| {{L|gauntlets|gauntlet}} || 20% || .2
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|-
 +
| {{L|leggings}} || 50% || .5
 +
|-
 +
| {{L|greaves}}  || 30% || .6*
 +
|-
 +
| high {{L|boot}}  || 20% || .2
 +
|-
 +
| low {{L|boot}}  || 10% || .1
 +
|-
 +
| {{L|shield}}  || 40% || .4
 +
|-
 +
| {{L|buckler}}  || 20% || .2
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|-
 +
|}
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:''(* Note that these items take more than 1 bar to make initially.)''
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::{|cellpadding="2" border="1"
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! Weapon<br />melted!! Return<br />(in bars)
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|-
 +
| large dagger, whip  || .1
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|-
 +
|  blowgun, scourge || .2
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|-
 +
|  bow, crossbow,  mace, scimitar,<br /> short sword, spear, war hammer  || .3
 
|-
 
|-
| [[weaponsmith]] || 50% || [[weapon]]s
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| battle axe, flail, longsword,<br /> pick, pike || .4
 
 
 
|-
 
|-
| [[armorsmith]] || 60% || [[gauntlet]]s, [[high boot]]s, or [[low boot]]s
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| great axe, halberd, <br />two-handed sword || .5
 
 
 
|-
 
|-
| [[metalsmith]] || '''100%''' || [[bucket]]
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| stack of # arrows, bolts || # /100, rounded up*
 
 
 
|-
 
|-
| [[metal crafter]] || '''110%''' || [[coin]]s
 
 
 
|}
 
|}
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:''(* 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.)''
  
==Bugs==
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Due to the low return, many players opt to install weapons into {{L|weapon trap}}s instead, especially if the weapon is of any {{L|quality}}.''
[[decoration|Decorated]] items will not be melted (or considered for most other types of jobs). A patch for version 0.23.130.23a can be found below:
 
{{spoil small|<nowiki>0x0F6C04 : D7 05 -> 00 00
 
0x0F74DC : AB 03 -> 00 00
 
0x107C03 : D3 02 -> 00 00
 
0x108231 : D0 02 -> 00 00
 
0x1087B7 : 17 04 -> 00 00
 
0x108EA3 : FD 03 -> 00 00</nowiki>|Binary Patch Enclosed}}
 
 
 
Metal [[chest]]s cannot be melted ({{bug|2493}}). A patch for version 0.23.130.23a can be found below:
 
{{spoil small|<nowiki>0x226817 : E8 44 FD FD FF -> 89 74 24 4C 5E
 
0x226894 : E8 87 6F FC FF -> E9 06 7E 12 00
 
0x34E69F = 8B 4C 24 48 51 89 D9 E8 B5 7E EB FF E8 70 F1 E9 FF E9 E4 81 ED FF</nowiki>|Binary Patch Enclosed}}
 
  
 
{{Category|Jobs}}
 
{{Category|Jobs}}
 
{{Category|Items}}
 
{{Category|Items}}

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