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.

Difference between revisions of "40d:Metal"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(Fixing links within namespace (1409/2470))
 
(74 intermediate revisions by 20 users not shown)
Line 1: Line 1:
'''Metal''' is a [[material]] extracted from [[ore]] at a [[smelter]]. It is then sometimes combined with other materials to form an '''alloy''' metal. An alloy usually improves on the properties of its components to give more uses and [[Item value|value]]. The metal bars resulting from the [[smelting]] are used to make items such as [[weapon]]s, [[armor]], and [[furniture]] at a [[Metalsmith's forge|forge]]. Smelting pure ores into the corresponding bars raises the base value from 3 (for stone) to 5. This value is then multiplied against the base value of the metal (except adamantine, which produces wafers instead of bars).
+
{{av}}{{Quality|Exceptional}}
 +
'''Metal''' is a [[material]] extracted from [[ore]] at a [[smelter]], turning the ore into '''bars'''* of pure metal. 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 and/or [[Item value|value]]. The metal bars resulting from [[smelting]] are used to make items such as [[weapon]]s, [[armor]], [[furniture]], and [[crafts]] at a [[Metalsmith's forge|forge]].  
 +
 
 +
Smelting pure ores into the corresponding bars raises the base value from that of a stone (3) to that of a bar* (5). This value is then multiplied against the [[value#Material multipliers|material multiplier]] of the metal.
 +
 
 +
:''(* except [[adamantine]], which produces "wafers" instead of bars)''
  
 
==Alloys==
 
==Alloys==
Many metals can be mixed together to create alloys. In a few cases these alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armour. Many alloys result in no overall increase in wealth. The main use of these alloys is to allow you to dilute any valuable metals you import, or to create items with interesting colours: for instance, [[rose gold]] is purple. An additional benefit is reduced fuel use.
+
There are only 11 pure metals in Dwarf Fortress (plus [[Adamantine]]).  Many of these can be mixed together to create '''alloys''' of one type or another, of which there are another 14. In some cases these alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armour, though many alloys result in no overall increase in utility or [[Wealth|created wealth]]. (These increases in value can be compared in the "Difference" column of the table, below.)
  
In terms of maximizing total material value, currently{{version|0.28.181.40d}} [[tin]] should be made into [[fine pewter]] or [[bronze]] (depending on availability of copper), and [[zinc]] should be made into [[brass]]. If [[copper]] is limited, it should be used for fine pewter. [[Nickel]] and [[lead]] do not form valuable alloys:
+
The main use of these alloys is to allow you to stretch any useful metals you have too few of, to increase the value of the bars created, and/or to create items with distinct colours (for instance, [[rose gold]] is [[Color schemes|magenta]]) for furniture, colour-coding rooms or levers, or artistic constructions (including [[floor]] mosaics). In some cases ([[bronze]], 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 [[smelter]] task, bypassing the need to first make bars of the pure metals (and thus using only 1 fuel to produce multiple bars). With one [[Billon|exception]] (which can be viewed as a bug), the number of bars used to create an alloy always equals the number of bars produced; # in = # out.
  
*2 tin, 1 copper, and 1 lead can form 4 [[lay pewter]] worth 12, or 3 [[trifle pewter]] and 1 lead worth 14.
+
In terms of maximizing total material value, currently [[tin]] should be made into [[fine pewter]] or [[bronze]] or [[bismuth bronze]] (depending on availability of the necessary ores), and [[zinc]] should be made into [[brass]]. Almost all alloy reactions involve copper, so if [[copper]] is in limited supply on your map (and you wish to maximize value), it should be used for [[fine pewter]]. If you wish to maximize armour and weaponry, use copper for bronze or (better, to stretch it more) bismuth bronze.  [[Nickel]] and [[lead]] do not form monetarily profitable alloys.
*2 nickel, 1 copper, and 1 zinc can form 4 [[nickel silver]] worth 12, or 2 nickel and 2 [[brass]] worth 18.
 
  
On the other hand, nickel silver is [[magma-safe]], so it can be useful if you're short on nickel and [[iron]] and haven't found any [[bauxite]].
+
Examples:
 +
:*2 tin, 1 copper, plus 1 lead ''(worth 2 each, or 8)'' can form '''either''':
 +
:: 4 [[lay pewter]] ''(worth 3 each, or 12)'',  
 +
::'''or'''
 +
::3 [[trifle pewter]] ''(worth 4 each, or 12)'' plus the 1 lead ''(14 total, a better value)''.
 +
:*1 copper, 1 zinc, plus 2 nickel ''(worth 2 each, or 8)'' can form '''either''':
 +
::4 [[nickel silver]] ''(worth 3 each, or 12)'',
 +
::'''or'''
 +
::2 [[brass]] ''(worth 7 each, or 14)'' plus the 2 nickel ''(18 total, a better value)''.
  
== List of metals ==
+
However, nickel silver is [[magma-safe]], so it can be useful if you're short on nickel and [[iron]] and haven't found any [[bauxite]].  Lay pewter may be necessary for [[strange mood]]s or [[mandate]]s, as is true for ''any'' material.
  
"Reaction" indicates the recipe for an alloy metal; this does not include the [[fuel]] used in their creation.  "Profit" indicates the value gained per bar of metal and total value gained by performing this reaction.
+
For a full chart of recipes for alloys, see [[smelting]].
  
{| class="wikitable"
+
== List of metals ==
|-
 
! Metal
 
! Colors
 
! Value
 
! Density
 
! Weapon/Armor
 
! Other uses
 
! Reaction
 
! Profit
 
|-
 
![[Copper]]
 
|{{Tile|*|#808000|#800000}}||2||8.93||66%/66%||Ranged weapons, ammo, picks
 
|-
 
![[Nickel]]
 
|{{Tile|*|#c0c0c0|#008080}}||2||8.80
 
|-
 
![[Zinc]]
 
|{{Tile|*|#c0c0c0|#008080}}||2||7.13
 
|-
 
![[Tin]]
 
|{{Tile|*|#c0c0c0|#008080}}||2||7.28
 
|-
 
![[Lead]]
 
|{{Tile|*|#808080|#c0c0c0}}||2||11.34
 
|-
 
![[Bismuth]]
 
|{{Tile|*|#f0f|#800080}}||2||9.78||||Only used to make Bismuth Bronze
 
|-
 
![[Nickel silver]]
 
|{{Tile|*|#fff|#c0c0c0}}||3||8.65||||||Nickel x2 + Copper + Zinc||+1/+4
 
|-
 
![[Lay pewter]]
 
|{{Tile|*|#008080|#c0c0c0}}||3||7.28||||||Tin x2 + Copper + Lead||+1/+4
 
|-
 
![[Trifle pewter]]
 
|{{Tile|*|#c0c0c0|#008080}}||4||7.28||||||Tin x2 + Copper||+2/+6
 
|-
 
![[Fine pewter]]
 
|{{Tile|*|#fff|#c0c0c0}}||5||7.28||||||Tin x3 + Copper||+3/+12
 
|-
 
![[Bronze]]
 
|{{Tile|*|#808000|#800000}}||5||8.25||75%/75%||Ranged weapons, ammo, picks||Tin + Copper||+3/+6
 
|-
 
![[Billon]]
 
|{{Tile|*|#c0c0c0|#008080}}||6||8.93||||||Copper + Silver||+0/+0
 
|-
 
![[Bismuth bronze]]
 
|{{Tile|*|#ff0|#808000}}||6||8.25||75%/75%||Ranged weapons, ammo, picks||Tin + Copper x2 + Bismuth||+4/+16
 
|-
 
![[Brass]]
 
|{{Tile|*|#ff0|#808000}}||7||8.55||||||Zinc + Copper||+5/+10
 
|-
 
![[Sterling silver]]
 
|{{Tile|*|#fff|#c0c0c0}}||8||10.49||||||Silver x3 + Copper||+0/+0
 
|-
 
![[Pig iron]]
 
|{{Tile|*|#808080|#c0c0c0}}||10||7.85||||Only used to make steel||Iron + [[Flux]] stone + Coal||+0/-2
 
|-
 
![[Iron]]
 
|{{Tile|*|#808080|#c0c0c0}}||10||7.85||100%/100%||Ranged weapons, ammo, picks, anvils
 
|-
 
![[Silver]]
 
|{{Tile|*|#fff|#c0c0c0}}||10||10.49||50%/-||
 
|-
 
![[Black bronze]]
 
|{{Tile|*|#800080|#808000}}||11||8.93||||||Copper x2 + Silver + Gold||+0/+0
 
|-
 
![[Electrum]]
 
|{{Tile|*|#ff0|#808000}}||20||8.65||||||Silver + Gold||+0/+0
 
|-
 
![[Rose gold]]
 
|{{Tile|*|#f0f|#800080}}||23||19.32||||||Gold x3 + Copper||+0/+0
 
|-
 
![[Steel]]
 
|{{Tile|*|#808080|#c0c0c0}}||30||7.85||133%/133%||Ranged weapons, ammo, picks, anvils||Iron + Pig iron + Flux stone + Coal||+20/+38
 
|-
 
![[Gold]]
 
|{{Tile|*|#ff0|#808000}}||30||19.32
 
|-
 
![[Aluminum]]
 
|{{Tile|*|#fff|#c0c0c0}}||40||2.70
 
|-
 
![[Platinum]]
 
|{{Tile|*|#fff|#c0c0c0}}||40||21.40
 
|-
 
![[Adamantine]]
 
|{{Tile|*|#0ff|#008080}}||300||0.200||500%/500%||Everything except beds
 
|}
 
  
''(Silver has a 50% armor multiplier, but can't be used to make armor. However, a dwarf with a [[strange mood]] can forge a silver armor.)'' <!-- Yes, the former statement is correct. -->
+
===Pure Metals===
  
== Raw file ==
+
{{Metal table head}}
  
This is for reference until the metal articles are written. Then, it will be deleted.
+
{{Metal table row|name=[[Adamantine]]|color={{Tile|≡|3:1}}{{Tile|‼|3:3:1}}<span style="display:none">3:3:1</span>|ore=[[Raw adamantine]]|wpn=x 5.00|other=Everything except beds|dens=0.200|val=300|valinc=+50}}
  
<pre>matgloss_metal
+
{{Metal table row|name=[[Aluminum]]|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}<span style="display:none">7:7:1</span>|ore=[[Native aluminum]]|wpn=|other=|dens=2.70|val=40|valinc=+0}}
  
[OBJECT:MATGLOSS]
+
{{Metal table row|name=[[Bismuth]]|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}<span style="display:none">5:5:1</span>|ore=[[Bismuthinite]]|wpn=|other=only for Bismuth Bronze|dens=9.78|val=2|valinc=+1}}
  
[MATGLOSS_METAL:IRON]
+
{{Metal table row|name=[[Copper]]|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}<span style="display:none">6:4:0</span>|ore=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|wpn=x 0.66|other=|dens=8.93|val=2|valinc=+0, +0, -1*}}
[NAME:iron][ADJ:iron][COLOR:0:7:1]
 
[VALUE:10]
 
[SPEC_HEAT:450]
 
[MELTING_POINT:12768]
 
[BOILING_POINT:15150]
 
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]
 
[DAMAGE_PERC:100]
 
[BLOCK_PERC:100]
 
[SOLID_DENSITY:7850]
 
  
[MATGLOSS_METAL:GOLD]
+
{{Metal table row|name=[[Gold]]|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}<span style="display:none">6:6:1</span>|ore=[[Native gold]]|wpn=|other=|dens=19.32|val=30|valinc=+0}}
[NAME:gold][ADJ:golden][COLOR:6:6:1]
 
[VALUE:30]
 
[SPEC_HEAT:129]
 
[MELTING_POINT:11915]
 
[BOILING_POINT:15141]
 
[SOLID_DENSITY:19320]
 
  
[MATGLOSS_METAL:SILVER]
+
{{Metal table row|name=[[Iron]]|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}<span style="display:none">0:7:1</span>|ore=[[Hematite]], [[Limonite]], [[Magnetite]]|wpn=x 1.00|other=[[Anvil]]s|dens=7.85|val=10|valinc=+2}}
[NAME:silver][ADJ:silver][COLOR:7:7:1]
 
[VALUE:10]
 
[SPEC_HEAT:230]
 
[MELTING_POINT:11731]
 
[BOILING_POINT:13892]
 
[WEAPON][AMMO]
 
[SOLID_DENSITY:10490]
 
  
[MATGLOSS_METAL:COPPER]
+
{{Metal table row|name=[[Lead]]|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}<span style="display:none">0:7:1</span>|ore=[[Galena]]|wpn=|other=|dens=11.34|val=2|valinc=-3*}}
[NAME:copper][ADJ:copper][COLOR:6:4:0]
 
[VALUE:2]
 
[SPEC_HEAT:385]
 
[MELTING_POINT:11952]
 
[BOILING_POINT:14611]
 
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]
 
[DAMAGE_PERC:66]
 
[BLOCK_PERC:66]
 
[SOLID_DENSITY:8930]
 
  
[MATGLOSS_METAL:NICKEL]
+
{{Metal table row|name=[[Nickel]]|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}<span style="display:none">7:3:0</span>|ore=[[Garnierite]]|wpn=|other=cheap magma safe material|dens=8.80|val=2|valinc=+0}}
[NAME:nickel][ADJ:nickel][COLOR:7:3:0]
 
[VALUE:2]
 
[SPEC_HEAT:444]
 
[MELTING_POINT:12619]
 
[BOILING_POINT:15243]
 
[SOLID_DENSITY:8800]
 
  
[MATGLOSS_METAL:ZINC]
+
{{Metal table row|name=[[Platinum]]|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}<span style="display:none">7:7:1</span>|ore=[[Native platinum]]|wpn=|other=|dens=21.40|val=40|valinc=+0}}
[NAME:zinc][ADJ:zinc][COLOR:7:3:0]
 
[VALUE:2]
 
[SPEC_HEAT:390]
 
[MELTING_POINT:10755]
 
[BOILING_POINT:11633]
 
[SOLID_DENSITY:7135]
 
  
[MATGLOSS_METAL:BRONZE]
+
{{Metal table row|name=[[Silver]]|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}<span style="display:none">7:7:1</span>|ore=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |wpn=x 0.50*|other=No [[pick]]s or [[crossbow]]s|dens=10.49|val=10|valinc=+0, +0,<br />+5*, +7*}}
[NAME:bronze][ADJ:bronze][COLOR:6:4:0]
 
[VALUE:5]
 
[SPEC_HEAT:435]
 
[MELTING_POINT:11868]
 
[BOILING_POINT:14140]
 
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]
 
[DAMAGE_PERC:75]
 
[BLOCK_PERC:75]
 
[SOLID_DENSITY:8250]
 
  
[MATGLOSS_METAL:BRASS]
+
{{Metal table row|name=[[Tin]]|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}<span style="display:none">7:3:0</span>|ore=[[Cassiterite]]|wpn=|other=|dens=7.28|val=2|valinc=+0}}
[NAME:brass][ADJ:brass][COLOR:6:6:1]
 
[VALUE:7]
 
[SPEC_HEAT:377]
 
[MELTING_POINT:11656]
 
[BOILING_POINT:14068]
 
[SOLID_DENSITY:8550]
 
  
[MATGLOSS_METAL:STEEL]
+
{{Metal table row|name=[[Zinc]]|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}<span style="display:none">7:3:0</span>|ore=[[Sphalerite]]|wpn=|other=|dens=7.13|val=2|valinc=+0}}
[NAME:steel][ADJ:steel][COLOR:0:7:1]
 
[VALUE:30]
 
[SPEC_HEAT:500]
 
[MELTING_POINT:12718]
 
[BOILING_POINT:14968]
 
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]
 
[DAMAGE_PERC:133]
 
[BLOCK_PERC:133]
 
[SOLID_DENSITY:7850]
 
  
[MATGLOSS_METAL:PIG_IRON]
+
|}
[NAME:pig iron][ADJ:pig iron][COLOR:0:7:1]
 
[VALUE:10]
 
[SPEC_HEAT:500]
 
[MELTING_POINT:12106]
 
[BOILING_POINT:13968]
 
[BRITTLE]
 
[SOLID_DENSITY:7850]
 
  
[MATGLOSS_METAL:PLATINUM]
+
===Alloys===
[NAME:platinum][ADJ:platinum][COLOR:7:7:1]
+
''(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)''
[VALUE:40]
+
{{Metal table head}}
[SPEC_HEAT:130]
 
[MELTING_POINT:13182]
 
[BOILING_POINT:16885]
 
[SOLID_DENSITY:21400]
 
  
[MATGLOSS_METAL:ELECTRUM]
+
{{Metal table row|name=[[Billon]]|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}<span style="display:none">7:3:0</span>|ore=[[Copper]] + [[Silver]]|wpn=|other=|dens=8.93|val=6|valinc=+0}}
[NAME:electrum][ADJ:electrum][COLOR:6:6:1]
 
[VALUE:20]
 
[SPEC_HEAT:180]
 
[MELTING_POINT:11828]
 
[BOILING_POINT:14968]
 
[SOLID_DENSITY:8650]
 
  
[MATGLOSS_METAL:TIN]
+
{{Metal table row|name=[[Bismuth bronze]]|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}<span style="display:none">6:6:1</span>|ore=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|wpn=x 0.75|other=|dens=8.25|val=6|valinc=+4}}
[NAME:tin][ADJ:tin][COLOR:7:3:0]
 
[VALUE:2]
 
[SPEC_HEAT:210]
 
[MELTING_POINT:10417]
 
[BOILING_POINT:14684]
 
[SOLID_DENSITY:7280]
 
  
[MATGLOSS_METAL:PEWTER_FINE]
+
{{Metal table row|name=[[Black bronze]]|color={{Tile|≡|5:0}}{{Tile|‼|5:6:0}}<span style="display:none">5:6:0</span>|ore=2 [[Copper]] + 1 [[Silver]] + 1 [[Gold]] '''!'''|wpn=|other=|dens=8.93|val=11|valinc=+0}}
[NAME:fine pewter][ADJ:fine pewter][COLOR:7:7:1]
 
[VALUE:5]
 
[SPEC_HEAT:210]
 
[MELTING_POINT:10417]
 
[BOILING_POINT:14684]
 
[SOLID_DENSITY:7280]
 
  
[MATGLOSS_METAL:PEWTER_TRIFLE]
+
{{Metal table row|name=[[Brass]]|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}<span style="display:none">6:6:1</span>|ore=[[Zinc]] + [[Copper]]|wpn=|other=|dens=8.55|val=7|valinc=+5}}
[NAME:trifle pewter][ADJ:trifle pewter][COLOR:7:3:0]
 
[VALUE:4]
 
[SPEC_HEAT:210]
 
[MELTING_POINT:10417]
 
[BOILING_POINT:14684]
 
[SOLID_DENSITY:7280]
 
  
[MATGLOSS_METAL:PEWTER_LAY]
+
{{Metal table row|name=[[Bronze]]|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}<span style="display:none">6:4:0</span>|ore=[[Tin]] + [[Copper]]|wpn=x 0.75|other=|dens=8.25|val=5|valinc=+3}}
[NAME:lay pewter][ADJ:lay pewter][COLOR:3:7:0]
 
[VALUE:3]
 
[SPEC_HEAT:210]
 
[MELTING_POINT:10417]
 
[BOILING_POINT:14684]
 
[SOLID_DENSITY:7280]
 
  
[MATGLOSS_METAL:LEAD]
+
{{Metal table row|name=[[Electrum]]|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}<span style="display:none">6:6:1</span>|ore=[[Silver]] + [[Gold]]|wpn=|other=|dens=8.65|val=20|valinc=+0}}
[NAME:lead][ADJ:lead][COLOR:0:7:1]
 
[VALUE:2]
 
[SPEC_HEAT:130]
 
[MELTING_POINT:10589]
 
[BOILING_POINT:13148]
 
[SOLID_DENSITY:11340]
 
  
[MATGLOSS_METAL:ALUMINUM]
+
{{Metal table row|name=[[Fine pewter]]|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}<span style="display:none">7:7:1</span>|ore=3 [[Tin]] + 1 [[Copper]]|wpn=|other=|dens=7.28|val=5|valinc=+3}}
[NAME:aluminum][ADJ:aluminum][COLOR:7:7:1]
 
[VALUE:40]
 
[SPEC_HEAT:900]
 
[MELTING_POINT:11188]
 
[BOILING_POINT:14534]
 
[SOLID_DENSITY:2700]
 
  
temperature values unknown, used nickel
+
{{Metal table row|name=[[Lay pewter]]|color={{Tile|≡|3:0}}{{Tile|‼|3:7:0}}<span style="display:none">3:7:0</span>|ore=2 [[Tin]] + 1 [[Copper]] + 1 [[Lead]] '''!'''|wpn=|other=|react=|dens=7.28|val=3|valinc=+1}}
[MATGLOSS_METAL:NICKEL_SILVER]
 
[NAME:nickel silver][ADJ:nickel silver][COLOR:7:7:1]
 
[VALUE:3]
 
[SPEC_HEAT:444]
 
[MELTING_POINT:12619]
 
[BOILING_POINT:15243]
 
[SOLID_DENSITY:8650]
 
  
temperature values unknown, used copper
+
{{Metal table row|name=[[Nickel silver]]|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}<span style="display:none">7:7:1</span>|ore= 2 [[Nickel]] + 1 [[Copper]] + 1 [[Zinc]] '''!'''|wpn=|other=|dens=8.65|val=3|valinc=+1}}
[MATGLOSS_METAL:BILLON]
 
[NAME:billon][ADJ:billon][COLOR:7:3:0]
 
[VALUE:6]
 
[SPEC_HEAT:385]
 
[MELTING_POINT:11952]
 
[BOILING_POINT:14611]
 
[SOLID_DENSITY:8930] used copper
 
  
temperature values unknown, used silver
+
{{Metal table row|name=[[Pig iron]]|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}<span style="display:none">0:7:1</span>|ore=[[Iron]] + [[flux]] stone + [[refined coal]] '''!'''|wpn=|other=Only used to make steel|dens=7.85|val=10|valinc=+0}}
value is weighted average of 3 silver and 1 copper
 
[MATGLOSS_METAL:STERLING_SILVER]
 
[NAME:sterling silver][ADJ:sterling silver][COLOR:7:7:1]
 
[VALUE:8]
 
[SPEC_HEAT:230]
 
[MELTING_POINT:11731]
 
[BOILING_POINT:13892]
 
[SOLID_DENSITY:10490] used silver
 
  
temperature values unknown, used copper
+
{{Metal table row|name=[[Rose gold]]|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}<span style="display:none">5:5:1</span>|ore=3 [[Gold]] + 1 [[Copper]] '''!'''|wpn=|other=|dens=19.32|val=23|valinc=+0}}
also called shakudo or hepatizon depending on the proportions
 
(some have no silver)
 
got the name from black corinthian bronze, though these proportions
 
are more like regular corinthian bronze/brass
 
I just wanted the liver-colored one, dropped "corinthian"
 
because it sounds too location/culture specific
 
value of 11 is the weighted average value of 2copper/1silver/1gold components
 
[MATGLOSS_METAL:BLACK_BRONZE]
 
[NAME:black bronze][ADJ:black bronze][COLOR:5:6:0]
 
[VALUE:11]
 
[SPEC_HEAT:385]
 
[MELTING_POINT:11952]
 
[BOILING_POINT:14611]
 
[SOLID_DENSITY:8930]
 
  
temperature values unknown, used gold
+
{{Metal table row|name=[[Steel]]|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}<span style="display:none">0:7:1</span>|ore=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[refined coal]] '''!'''|wpn=x 1.33|other=[[Anvil]]s|dens=7.85|val=30|valinc=+20}}
value is weighted average of 3 gold and 1 copper
 
[MATGLOSS_METAL:ROSE_GOLD]
 
[NAME:rose gold][ADJ:rose gold][COLOR:5:5:1]
 
[VALUE:23]
 
[SPEC_HEAT:129]
 
[MELTING_POINT:11915]
 
[BOILING_POINT:15141]
 
[SOLID_DENSITY:19320] used gold
 
  
bismuth itself is brittle, but you can alloy it with tin/copper to make a light-colored bronze
+
{{Metal table row|name=[[Sterling silver]]|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}<span style="display:none">7:7:1</span>|ore=3 [[Silver]] + 1 [[Copper]] '''!'''|wpn=|other=|dens=10.49|val=8|valinc=+0}}
[MATGLOSS_METAL:BISMUTH]
 
[NAME:bismuth][ADJ:bismuth][COLOR:5:5:1]
 
[VALUE:2]
 
[SPEC_HEAT:123]
 
[MELTING_POINT:10488]
 
[BOILING_POINT:12815]
 
[BRITTLE]
 
[SOLID_DENSITY:9780]
 
  
you can make a lighter colored bronze by adding bismuth,
+
{{Metal table row|name=[[Trifle pewter]]|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}<span style="display:none">7:3:0</span>|ore=2 [[Tin]] + 1 [[Copper]]|wpn=|other=|react=|dens=7.28|val=4|valinc=+2}}
used temp values from bronze, used by incas, at least according to one source ha ha
 
[MATGLOSS_METAL:BISMUTH_BRONZE]
 
[NAME:bismuth bronze][ADJ:bismuth bronze][COLOR:6:6:1]
 
[VALUE:6]
 
[SPEC_HEAT:435]
 
[MELTING_POINT:11868]
 
[BOILING_POINT:14140]
 
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]
 
[DAMAGE_PERC:75]
 
[BLOCK_PERC:75]
 
[SOLID_DENSITY:8250] used bronze
 
 
 
[MATGLOSS_METAL:ADAMANTINE]
 
[NAME:adamantine][ADJ:adamantine][COLOR:3:3:1]
 
[VALUE:300]
 
[SPEC_HEAT:7500]
 
[MELTING_POINT:25000]
 
[BOILING_POINT:50000]
 
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL][ANY_USE]
 
[WAFERS]
 
[DAMAGE_PERC:500]
 
[BLOCK_PERC:500]
 
[SOLID_DENSITY:200]
 
[DEEP]</pre>
 
[[Category:Metals]][[Category:Materials]]
 
  
 +
|}
 +
''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 [[fuel]] used in that creation.  See the article for that alloy or [[smelting]] for possible alternatives.
 +
::'''!''' - ''You can use only [[bar]]s of metal in this reaction, not ores.
 +
:*'''Weapons/Armor''' is the damage/blocking multiplier for weapons and armor in combat. Unless otherwise noted, any metal that can be used for weapons can also be used to make ammo, picks, and crossbows.
 +
::''*Silver has a 50% armor multiplier, but can't voluntarily be used to make armor. However, a dwarf with a [[strange mood]] might forge armor out of any material, including silver.''
 +
:*'''Density''' is used to determine the different weight of finished objects.
 +
:*'''[[Material value]]''' is what the base value of an object made of this metal is multiplied by to determine it's worth.
 +
:*'''Difference''' indicates the difference between the average [[value]] 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; on average, the difference in value from smelting either [[tetrahedrite]] or [[galena]] is +1.
  
[[ru:Металл]]
+
{{Category|Metals}}{{Category|Materials}}

Latest revision as of 15:01, 8 December 2011

This article is about an older version of DF.

Metal is a material extracted from ore at a smelter, turning the ore into bars* of pure metal. 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 and/or value. The metal bars resulting from smelting are used to make items such as weapons, armor, furniture, and crafts at a forge.

Smelting pure ores into the corresponding bars raises the base value from that of a stone (3) to that of a bar* (5). This value is then multiplied against the material multiplier of the metal.

(* except adamantine, which produces "wafers" instead of bars)

Alloys[edit]

There are only 11 pure metals in Dwarf Fortress (plus Adamantine). Many of these can be mixed together to create alloys of one type or another, of which there are another 14. In some cases these alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armour, though many alloys result in no overall increase in utility or created wealth. (These increases in value can be compared in the "Difference" column of the table, below.)

The main use of these alloys is to allow you to stretch any useful metals you have too few of, to increase the value of the bars created, and/or to create items with distinct colours (for instance, rose gold is magenta) for furniture, colour-coding rooms or levers, or artistic constructions (including floor mosaics). In some cases (bronze, 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 smelter task, bypassing the need to first make bars of the pure metals (and thus using only 1 fuel to produce multiple bars). With one exception (which can be viewed as a bug), the number of bars used to create an alloy always equals the number of bars produced; # in = # out.

In terms of maximizing total material value, currently tin should be made into fine pewter or bronze or bismuth bronze (depending on availability of the necessary ores), and zinc should be made into brass. Almost all alloy reactions involve copper, so if copper is in limited supply on your map (and you wish to maximize value), it should be used for fine pewter. If you wish to maximize armour and weaponry, use copper for bronze or (better, to stretch it more) bismuth bronze. Nickel and lead do not form monetarily profitable alloys.

Examples:

  • 2 tin, 1 copper, plus 1 lead (worth 2 each, or 8) can form either:
4 lay pewter (worth 3 each, or 12),
or
3 trifle pewter (worth 4 each, or 12) plus the 1 lead (14 total, a better value).
  • 1 copper, 1 zinc, plus 2 nickel (worth 2 each, or 8) can form either:
4 nickel silver (worth 3 each, or 12),
or
2 brass (worth 7 each, or 14) plus the 2 nickel (18 total, a better value).

However, nickel silver is magma-safe, so it can be useful if you're short on nickel and iron and haven't found any bauxite. Lay pewter may be necessary for strange moods or mandates, as is true for any material.

For a full chart of recipes for alloys, see smelting.

List of metals[edit]

Pure Metals[edit]

Metal
Name
Tile
Color
Source Ore(s) or Reaction Weapons/
Armor
Other
Uses
Density Material
value
Difference
Adamantine 3:3:1 Raw adamantine x 5.00 Everything except beds 0.200 300 +50
Aluminum 7:7:1 Native aluminum 2.70 40 +0
Bismuth 5:5:1 Bismuthinite only for Bismuth Bronze 9.78 2 +1
Copper 6:4:0 Native copper, Malachite, Tetrahedrite x 0.66 8.93 2 +0, +0, -1*
Gold 6:6:1 Native gold 19.32 30 +0
Iron 0:7:1 Hematite, Limonite, Magnetite x 1.00 Anvils 7.85 10 +2
Lead 0:7:1 Galena 11.34 2 -3*
Nickel 7:3:0 Garnierite cheap magma safe material 8.80 2 +0
Platinum 7:7:1 Native platinum 21.40 40 +0
Silver 7:7:1 Native silver, Horn silver,
Galena (50%), Tetrahedrite (20%)
x 0.50* No picks or crossbows 10.49 10 +0, +0,
+5*, +7*
Tin 7:3:0 Cassiterite 7.28 2 +0
Zinc 7:3:0 Sphalerite 7.13 2 +0

Alloys[edit]

(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)

Metal
Name
Tile
Color
Source Ore(s) or Reaction Weapons/
Armor
Other
Uses
Density Material
value
Difference
Billon 7:3:0 Copper + Silver 8.93 6 +0
Bismuth bronze 6:6:1 2 Copper + 1 Tin + 1 Bismuth ! x 0.75 8.25 6 +4
Black bronze 5:6:0 2 Copper + 1 Silver + 1 Gold ! 8.93 11 +0
Brass 6:6:1 Zinc + Copper 8.55 7 +5
Bronze 6:4:0 Tin + Copper x 0.75 8.25 5 +3
Electrum 6:6:1 Silver + Gold 8.65 20 +0
Fine pewter 7:7:1 3 Tin + 1 Copper 7.28 5 +3
Lay pewter 3:7:0 2 Tin + 1 Copper + 1 Lead ! 7.28 3 +1
Nickel silver 7:7:1 2 Nickel + 1 Copper + 1 Zinc ! 8.65 3 +1
Pig iron 0:7:1 Iron + flux stone + refined coal ! Only used to make steel 7.85 10 +0
Rose gold 5:5:1 3 Gold + 1 Copper ! 19.32 23 +0
Steel 0:7:1 Iron + Pig iron + flux stone + refined coal ! x 1.33 Anvils 7.85 30 +20
Sterling silver 7:7:1 3 Silver + 1 Copper ! 10.49 8 +0
Trifle pewter 7:3:0 2 Tin + 1 Copper 7.28 4 +2

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 fuel used in that creation. See the article for that alloy or smelting for possible alternatives.
! - You can use only bars of metal in this reaction, not ores.
  • Weapons/Armor is the damage/blocking multiplier for weapons and armor in combat. Unless otherwise noted, any metal that can be used for weapons can also be used to make ammo, picks, and crossbows.
*Silver has a 50% armor multiplier, but can't voluntarily be used to make armor. However, a dwarf with a strange mood might forge armor out of any material, including silver.
  • Density is used to determine the different weight of finished objects.
  • Material value is what the base value of an object made of this metal is multiplied by to determine it's worth.
  • Difference indicates the difference between the average value 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; on average, the difference in value from smelting either tetrahedrite or galena is +1.