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Editing 40d:Melt item
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− | + | You can '''melt''' items at a [[Smelter|smelter]] to recover some of the metal they are made of. The metal recovered is the metal that the basic item is made from; [[decoration]]s in a different metal are not recovered or considered. The % return is predictable and consistent for each item type, and ranges from 10%-60%. | |
− | You can '''melt''' items at a [[smelter]] | ||
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==Designating items to melt== | ==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 [[Stocks]] page or the Loo{{k|k}} interface. | You can designate metal items for melting from any interface that allows you to view the object's description screen, such as from the [[Stocks]] page or the Loo{{k|k}} interface. | ||
− | To bring up | + | To bring up a individual object description screen when the object is: |
:* On the '''ground''': Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}. | :* On the '''ground''': Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}. | ||
:* In a '''workshop''': Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}. | :* In a '''workshop''': Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}. | ||
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==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]]. Melting down an object requires the [[Furnace | + | Items designated to be melted will be left alone until you queue a "Melt a metal object" job at a [[Smelter]]. Melting down an object requires the [[Furnace Operator]] labour (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. | ||
==Yield== | ==Yield== | ||
− | + | For every unit of [[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 or [[alloy]] melted. | |
− | + | :''For instance, plate mail has a material size of 9, and melting one bronze suit will produce 0.9 bars of bronze. If you then melt another bronze suit, one bronze bar will be produced, with 0.8 bars remaining in the smelter. If, however, you melt one suit at each of two smelters, no bars will be produced; each smelter will have 0.9 bronze bars stored up.'' | |
− | + | 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. | |
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− | + | ====Melting armour & weapons==== | |
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− | + | Fortresses will often accumulate armour and/or weapons that they don't need, either from [[invader]]s, from [[caravan]]s (with or without [[trade}trading]] for them, ahem), or from unsuccessful, low-skilled early efforts at forging your own. | |
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− | + | Rather than let these gather dust, some players choose to recycle them back into iron or steel bars. | |
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− | + | {|cellpadding="2" border="1" | |
− | + | ! Armour Item !! Return | |
− | + | |- | |
− | + | | [[cap]] || .1 | |
− | + | |- | |
− | + | | [[helm]] || .2 | |
+ | |- | ||
+ | | chain armour || .6 | ||
+ | |- | ||
+ | | plate armour || .9 | ||
+ | |- | ||
+ | | [[gauntlets]] || .2 | ||
+ | |- | ||
+ | | [[leggings]] || .5 | ||
+ | |- | ||
+ | | [[greaves]] || .6 | ||
+ | |- | ||
+ | | low [[boot]]s || .1 | ||
+ | |- | ||
+ | | high [[boot]]s || .2 | ||
+ | |- | ||
+ | | [[shield]] || .4 | ||
+ | |- | ||
+ | | [[buckler]] || .2 | ||
+ | |- | ||
+ | |} | ||
+ | {|cellpadding="2" border="1" | ||
+ | ! Weapon!! Return | ||
+ | |- | ||
+ | | large dagger, whip || .1 | ||
+ | |- | ||
+ | | blowgun, scourge || .2 | ||
+ | |- | ||
+ | | bow, crossbow, mace, scimitar,<br /> short sword, spear, war hammer || .3 | ||
+ | |- | ||
+ | | battle axe, flail, longsword,<br /> pick, pike || .4 | ||
+ | |- | ||
+ | | great axe, halberd, <br />two-handed sword || .5 | ||
+ | |- | ||
+ | | arrows*, bolts* || .3 | ||
+ | |- | ||
+ | |} | ||
+ | :''(* A stack of 25 metal arrows or bolts produces 0.3 bars. However, 25 stacks of 1 ''MAY'' produce more.)'' {{verify}} | ||
− | + | Due to the low return, many players opt to install weapons into [[weapon trap]]s instead, especially if the weapon is of any [[quality]].'' | |
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− | + | ====Training metalsmith skills==== | |
− | + | It can consume many, many bars of metal to train the various [[metalsmith]]ing [[skill]]s 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: | |
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− | + | :''(* Upwards of 1,000 bars to train from unskilled to Legendary+5, the highest skill level.) | |
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− | : | + | :{|cellpadding="2" border="1" |
+ | ! Item Melted !! % Returned !! Skill | ||
+ | |- | ||
− | + | | [[enormous corkscrew]]s,<br />[[giant axe blade]]s,<br />[[menacing spike]]s || 50%<sup>1</sup> || [[weaponsmith]]ing | |
− | + | |- | |
+ | | [[leggings]] || 50% || [[armorsmith]]ing | ||
|- | |- | ||
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+ | | [[goblet]] || 60% <br />(2/10 each)<sup>2</sup> || [[metal craft]]ing | ||
|- | |- | ||
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+ | | [[chain]] || 50% || [[metal craft]]ing | ||
|- | |- | ||
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+ | |||
+ | | [[bucket]] || 50% || [[blacksmith]]ing | ||
|- | |- | ||
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+ | | [[furniture]]<sup>3</sup>|| 33% <br />(1 bar each)<sup>4</sup> || (''not recommended for training)'' | ||
+ | |- | ||
|} | |} | ||
− | + | Notes: | |
− | + | :1) Some [[other weapon]]s 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. | ||
+ | :3) Includes [[cage]]s and [[anvil]]s, both of which are available from [[trader]]s. Anvils will always be either [[iron]] or [[steel]], while cages can be of [[copper]], [[lead]], [[nickel]], [[tin]], or [[zinc]] only. | ||
+ | :4) Furniture takes 3 bars to create, and returns 1 bar for each item melted | ||
+ | |||
+ | [[Category:Jobs]] | ||
+ | [[Category:Items]] |