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.

Editing v0.31:Melt item

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{quality|Exceptional|18:12, 28 April 2011 (UTC)}}{{av}}
+
{{av}}
You can '''melt''' items at a [[smelter]], using the [[furnace operator]] labor, to recover some of the [[metal]] they were made of.  [[Decoration]]s in a different metal are not recovered or considered; the metal recovered is the specific metal that basic item was listed as being made from. 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.
 
  
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.
+
Melting a item will destroy it, but will often yield a bar of the melted item's material. Melting an item requires fuel.
 
 
:''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 .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 .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 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.
 
 
 
==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.
 
 
 
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}}.
 
:* In a '''workshop''':  Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}.
 
:* '''Held''' by a dwarf:  Type {{k|v}}, highlight the dwarf, type {{k|i}} to show his inventory, select the object from the list, and type {{k|Enter}}.
 
:* Inside another object:  Display the container's object description screen, navigate to the specific object you wish to see, and type {{k|Enter}}.
 
:* 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, type {{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.
 
 
 
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.
 
 
 
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==
 
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.
 
 
 
==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.
 
 
 
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.
 
 
 
Items yielding 1 full bar:
 
* [[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%'''
 
* [[Pipe section]] - 33%
 
* [[Hatch cover]] - 33%
 
* [[Grate]] - 33%
 
* [[Traction bench]] - 33%
 
 
 
Items yielding 0.8 bars:
 
* [[Armor]] - 27-40%
 
 
 
Items yielding 0.5 bars:
 
* [[Chain]] - 50%
 
* [[Instrument]] - 50%
 
* [[Animal trap]] - 50%
 
* [[Weapon]] - 50%
 
* [[Shield]] - 50%
 
* [[Pants]] - 25%
 
* [[Ballista arrow]] / [[ballista arrowhead]] - 17%
 
* [[Mechanism]] - 50%
 
* [[Trap component]] - 50%
 
* [[Splint]] - 50%
 
* [[Crutch]] - 50%
 
 
 
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%
 
* [[Figurine]] - 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*.  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
 
 
 
|-
 
| [[weaponsmith]] || 50% || [[weapon]]s or [[trap component]]s
 
 
 
|-
 
| [[armorsmith]] || 60% || [[gauntlet]]s, [[high boot]]s, or [[low boot]]s
 
 
 
|-
 
| [[metalsmith]] || '''100%''' || [[bucket]]
 
 
 
|-
 
| [[metal crafter]] || '''110%''' || [[coin]]s
 
 
 
|}
 
 
 
{{Category|Jobs}}
 
{{Category|Items}}
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: