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Editing Melt item

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[[File:melt_icon_preview.png|right]]Metal items can be '''melted''' at a [[smelter]] using the [[furnace operator]] labor, to recover some of the [[metal]] they were made of.  [[Decoration]]s of a different metal are not recovered or considered; the metal recovered is the specific metal that the basic item was listed as being made from. The percentile return is fixed and known for each item type, and ranges from 10%-150% (or more), depending on the item. Higher skill levels in furnace operator speed up the process, but have no effect on the percentile return.
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You can '''melt''' metal items at a [[smelter]] using the [[furnace operator]] labor, to recover some of the [[metal]] they were made of.  [[Decoration]]s of a different metal are not recovered or considered; the metal recovered is the specific metal that the basic item was listed as being made from. The percentile return is fixed and known for each item type, and ranges from 10%-150% (or more), depending on the item. Higher skill levels in furnace operator speed up the process, but have no effect on the percentile return.
 
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== Return ==
 
== Return ==
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:* If ''(finally!)'' a 3rd, similar item of the first metal is melted at the first smelter, that adds another .4 bars to the .8 waiting there. This gives a total of 1.2 bars of that type of metal, meaning 1 [[bar]] of that metal is produced, ready for forging or other use, and .2 of a bar is waiting (plus the .4 of the second metal, also waiting).
 
:* If ''(finally!)'' a 3rd, similar item of the first metal is melted at the first smelter, that adds another .4 bars to the .8 waiting there. This gives a total of 1.2 bars of that type of metal, meaning 1 [[bar]] of that metal is produced, ready for forging or other use, and .2 of a bar is waiting (plus the .4 of the second metal, also waiting).
  
It is most efficient to designate one smelter as a "melting" smelter (or for one metal type), to guarantee that fractions will add up effectively. This becomes less important as more bars of a particular metal are accumulated.
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It makes sense to designate one smelter as a "melting" smelter (or for one metal type), to guarantee that fractions will add up effectively. This becomes less important as you accumulate more bars of a particular metal.
  
 
==Designating items to melt==
 
==Designating items to melt==
[[File:DF-melt-button.png|thumb|42px|right|The melt button.]]To mark an item for melting when it is:
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You can designate metal items for melting from any interface that allows you to view the object's description screen, such as the [[Stocks]] page or the Loo{{k|k}} interface.  
:* On the '''ground''':  Click the tile the item is on, then if there is more than one item there, click the tab of the item on the right edge of the sheet window, and click the melt button.
 
:* In a '''workshop''':  Click one of the tiles the workshop, find the item in the list of items in that workshop, and click the melt button.
 
:* '''Held''' by a dwarf:  View the dwarf's sheet, select the Items tab, find the item in the list, click the button to view the item's sheet, and click the melt button.
 
:* Inside a '''container''':  Display the container's item sheet, find the item in the list of items in that container, and click the melt button.
 
:* In the '''stocks''' menu:  Type {{k|k}} or click the Stocks button, then either:
 
:** click the filter input at the top and enter text to match the item, then click the melt button for the desired item.
 
:** select the item category, scroll to the item, and click the melt button.
 
  
If the item is designated for melting and [[forbidden]] then the item will '''not''' be melted.
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To bring up an individual object description screen when the object is:
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:* On the '''ground''':  Type {{k|k}}, scroll to the object, select it from the list, and hit {{k|Enter}}.
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:* In a '''workshop''':  Type {{k|t}}, highlight the workshop, select the object from the list, and hit {{k|Enter}}.
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:* '''Held''' by a dwarf:  Type {{k|v}}, highlight the dwarf, type {{k|i}} to show his inventory, select the object from the list, and hit {{k|Enter}}.
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:* Inside another object:  Display the container's object description screen, navigate to the specific object you wish to see, and hit {{k|Enter}}.
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:* In the '''stocks''' menu:  Type {{k|z}}, hit right-direction a few times to select "stocks" and press return.  Scroll to the type of object you wish to melt, hit {{k|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 {{k|v}} to view.
  
This process only marks items as available for melting; the job order will still need to be made at a smelter.
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To designate the item, simply type {{k|m}} to mark the object for melting.  If the item is designated for melting and [[forbidden]] then the item will '''not''' be melted.
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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 the "Melt a metal object" job is queued at a [[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 {{k|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.
 
The job gives the same experience to the [[furnace operator]] skill, regardless of % yield of the item melted.
  
If there are items in a container that is being melted, the items will be placed inside the smelter when the container is destroyed.
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If there are items in a container that you are melting, the items will be placed inside the smelter when the container is destroyed.
  
 
==Yield==
 
==Yield==
 
Testing is incomplete, but preliminary results show a yield of 0.3 bars*the object's material size for anything that has a material size, or 1 bar for most furniture (regardless of size).
 
Testing is incomplete, but preliminary results show a yield of 0.3 bars*the object's material size for anything that has a material size, or 1 bar for most furniture (regardless of size).
  
Note that the Efficiency column is only accurate for ordinary metals: when using [[adamantine]], one needs a number of wafer equal to the content of the "Material size" column instead of "Bars to make", so if that number is larger, the efficiency will be reduced accordingly. For coins however, the number is accurate for adamantine, which only requires 1 wafers and returns 1.1 wafers when melted.
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Note that the Efficiency column is only accurate for ordinary metals - when using [[adamantine]], the number of wafers required comes from the "Material size" column instead of "Bars to make", so if that number is larger, the efficiency will be reduced accordingly. For coins however, the number is accurate for adamantine, which only requires 1 wafers and returns 1.1 wafers when melted.
  
 
Note also that some items are always produced in twos (gauntlets, boots) or threes (flasks, goblets), or (in the case of ammo) stacks of 25 at a time, or (for coins) 500 at a time. In the case of crafts, from 1 to 3 are produced. These are shown as "1/x" below, although a single job will never use less than one bar, nor produce less than the pair/trio/etc. of items.
 
Note also that some items are always produced in twos (gauntlets, boots) or threes (flasks, goblets), or (in the case of ammo) stacks of 25 at a time, or (for coins) 500 at a time. In the case of crafts, from 1 to 3 are produced. These are shown as "1/x" below, although a single job will never use less than one bar, nor produce less than the pair/trio/etc. of items.
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|-
 
|-
 
| [[Ammo]] (single bolt) || (1) || 1/25 || 0.1 || '''''250%'''''
 
| [[Ammo]] (single bolt) || (1) || 1/25 || 0.1 || '''''250%'''''
|-
 
! colspan="5"|Foreign Weapons
 
|-
 
| [[Blowgun]] || 2 || 1 || 0.6 || 60%
 
|-
 
| [[Bow]] || 3 || 1 || 0.9 || 90%
 
|-
 
| [[Dagger]] || 1 || 1 || 0.3 || 30%
 
|-
 
| [[Flail]] || 4 || 1 || 1.2 || 120%
 
|-
 
| [[Great axe]] || 5 || 1 || 1.5 || 150%
 
|-
 
| [[Halberd]] || 5 || 1 || 1.5 || 150%
 
|-
 
| [[Long sword]] || 4 || 1 || 1.2 || 120%
 
|-
 
| [[Maul]] || 5 || 1 || 1.5 || 150%
 
|-
 
| [[Morningstar]] || 4 || 1 || 0.9 || 90%
 
|-
 
| [[Pike]] || 4 || 1 || 1.2 || 120%
 
|-
 
| [[Scimitar]] || 3 || 1 || 0.9 || 90%
 
|-
 
| [[Scourge]] || 2 || 1 || 0.6 || 60%
 
|-
 
| [[Two-handed sword]] || 5 || 1 || 1.5 || 150%
 
|-
 
| [[Whip]] || 1 || 1 || 0.3 || 30%
 
 
|-
 
|-
 
! colspan="5"|[[Trap_component|Trap Components]] (Weaponsmith)
 
! colspan="5"|[[Trap_component|Trap Components]] (Weaponsmith)
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Metal bars are able to be melted and remade into half a bar at a smelter. (Melt 1 tin bar, return as 0.5 tin bar + experience.)
 
Metal bars are able to be melted and remade into half a bar at a smelter. (Melt 1 tin bar, return as 0.5 tin bar + experience.)
 
=== Exploit ===
 
=== Exploit ===
Items that yield more than 100% can be used to increase the amount of a metal available by producing those items and then melting them down again, as many times as required.  This is generally considered to be an [[Exploit#Infinite_Adamantine_.2F_Metals|exploit]] of an error in the game mechanics. However, using a dwarf with a high skill level to make the items will result in severe tantrums being thrown when all the ☼masterwork☼ creations start being melted, so it is best to utilize low-skill metalworkers and make sure their skill levels don't get too high to avoid masterwork items, or there will be tantrum spirals, fistfights, and/or lots of <s>useless junk</s> valuable trade goods lying around. (A [[workshop profile]] on the forge can be used to restrict production to dwarves below a certain skill level. Another option is to designate a nearby stockpile for meltable items that doesn't allow Legendary or Master items.)
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Items that yield more than 100% can be used to increase the amount of a metal you have available by producing those items and then melting them down again, as many times as required.  This is generally considered to be an [[Exploit#Infinite_Adamantine_.2F_Metals|exploit]] of an error in the game mechanics. However, using a dwarf with a high skill level to make the items will result in severe tantrums being thrown when all the ☼masterwork☼ creations start being melted, so you will need to utilize low-skill metalworkers and make sure their skill levels don't get too high to avoid masterwork items, or you will have tantrum spirals, fistfights, and/or lots of <s>useless junk</s> valuable trade goods lying around. (A [[workshop profile]] on the forge can be used to restrict production to dwarves below a certain skill level. You can also make a nearby stockpile for meltable items that doesn't allow Legendary or Master items.)
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, large serrated discs, and leggings will yield a 50% gain per item; *note that this does not work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.
 
  
 
==Bugs==
 
==Bugs==

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