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Difference between revisions of "40d:Metal"

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(You can use ore. you can use bars. Just not mixing)
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:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.
 
:* '''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.
 
:*'''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.
+
::'''!''' - ''You can only use [[bar]]s of metal or [[ore]]s of metal in this reaction, not mixing the two.
 
:*'''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.
 
:*'''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 silver armor.''  
 
::''*Silver has a 50% armor multiplier, but can't voluntarily be used to make armor. However, a dwarf with a [[strange mood]] might forge silver armor.''  

Revision as of 17:15, 23 May 2009

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

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 as in some cases you can create alloys from raw ores.

In terms of maximizing total material value, currentlyv0.28.181.40d 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. If copper is limited, it should be used for fine pewter. Nickel and lead do not form monetarily valuable alloys:

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.

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

List of metals

(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
Adamantine *3:3:1 Raw adamantine x 5.00 Everything except beds 0.200 300
Aluminum *7:7:1 Native aluminum 2.70 40
Billon *7:3:0 Copper + Silver 8.93 6 +0
Bismuth *5:5:1 Bismuthinite only for Bismuth Bronze 9.78 2
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
Copper *6:4:0 Copper nuggets, Malachite, Tetrahedrite x 0.66 8.93 2
Electrum *6:6:1 Silver + Gold 8.65 20 +0
Fine pewter *7:7:1 3 Tin + 1 Copper 7.28 5 +3
Gold *6:6:1 Gold nuggets 19.32 30
Iron *0:7:1 Hematite, Limonite, Magnetite x 1.00 Anvils 7.85 10
Lay pewter *3:7:0 2 Tin + 1 Copper + 1 Lead ! 7.28 3 +1
Lead *0:7:1 Galena 11.34 2
Nickel *7:3:0 Garnierite 8.80 2
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
Platinum *7:7:1 Platinum nuggets 21.40 40
Rose gold *5:5:1 3 Gold + 1 Copper ! 19.32 23 +0
Silver *7:7:1 Silver nuggets, Horn silver,
Galena (50%), Tetrahedrite (20%)
x .50* No picks, crossbows or ammo 10.49 10
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
Tin *7:3:0 Cassiterite 7.28 2
Trifle pewter *7:3:0 2 Tin + 1 Copper 7.28 4 +2
Zinc *7:3:0 Sphalerite 7.13 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 only use bars of metal or ores of metal in this reaction, not mixing the two.
  • 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 silver armor.
  • 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. This table does not show increases in value from ores to bars of pure metals.


Raw file

This is for reference until the metal articles are written. Then, it will be deleted.

matgloss_metal

[OBJECT:MATGLOSS]

[MATGLOSS_METAL:IRON]
[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]
[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]
[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]
[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]
[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]
[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]
[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]
[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]
[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]
[NAME:platinum][ADJ:platinum][COLOR:7:7:1]
[VALUE:40]
[SPEC_HEAT:130]
[MELTING_POINT:13182]
[BOILING_POINT:16885]
[SOLID_DENSITY:21400]

[MATGLOSS_METAL:ELECTRUM]
[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]
[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]
[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]
[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]
[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]
[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]
[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
[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
[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
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
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
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
[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,
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]