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Difference between revisions of "v0.31:Metal"

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m (→‎Weapon & Armor Quality: small reword so you don't have to read it 5 times to parse it)
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So...
 
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:Explantions!
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:Explanations!
 
::'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)
 
::'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)
 
::'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material  
 
::'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material  

Revision as of 21:41, 30 December 2010

This article is about an older version of DF.

Metal is a Template:L extracted from Template:L at a Template:L, turning the ore into bars of pure metal. (One Template:L becomes Template:Ls instead of bars.) 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 or increased Template:L. The metal bars resulting from Template:L are used to make items such as Template:Ls, Template:L, Template:L, and Template:L at a Template:L.

Smelting pure ores into the corresponding bars raises the base value from that of stone (3) to that of bars (5). This value is then multiplied against the Template:L of the metal to give the final value for the bar.

Alloys

There are only eleven pure metals in Dwarf Fortress (plus a twelfth Template:L). Many of these can be mixed together to create alloys of one type or another, of which there are another fourteen. In some cases making alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or Template:L. (These increases in value can be compared in the "Difference" column of the below table.)

The main use of these alloys is to allow you to stretch any useful metals you have too few of or to create items with distinct colors (for instance, Template:L is Template:L) for furniture, color-coding rooms or levers, or artistic constructions (including Template:L mosaics). In some cases (Template:L, 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 Template:L task, bypassing the need to first make bars of the pure metals (and thus using only one fuel unit to produce multiple bars). The number of bars used to create an alloy always equals the number of bars produced: the number of bars input equals the number of bars of output.


List of metals

Pure Metals

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Alloys

(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions) Template:DF2010 metal table head

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|} 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 Template:L used in that creation. See the article for that alloy or Template:L for possible alternatives.
! - You can use only Template:Ls of metal in this reaction, not ores.
  • Density is used to determine the different weight of finished objects.
  • Melting point is used to determine if a material is Template:L or not: magma is 12000°U.
  • Template:L is what the base value of an object made of this metal is multiplied by to determine its worth.
  • Value difference indicates the difference between the average Template:L 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 Template:L or Template:L is +1.

Weapon & Armor Quality

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  • Combat information is used internally by the game to determine the combat properties of weapons and armor made from this metal:
Density: Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration. Value shown here is g/cm3, which is the raw value divided by 103
Impact yield: Used for blunt-force combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
Impact fracture: Used for blunt-force combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
Impact elasticity: Used for blunt-force combat; lower is better. This is the raw value.
Shear yield: Used for cutting calculations in combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
Shear fracture: Used for cutting calculations in combat; higher is better. This is the raw value divided by 103 (i.e., kPa).
Shear elasticity: Used for cutting calculations in combat; lower is better. This is the raw value.
  • General Term Explanations (From Wikipedia)
Yield Strength - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.
Fracture Strength - The stress coordinate on the stress-strain curve at the point of rupture.


Stress - Force per area = F/A
Strain - Deformation of a solid due to stress = Stress/Young's Modulus

So...

Explanations!
Yield Strength is the amount of stress required to permanently deform (bend) a material (plastic deformation)
Fracture Strength is the amount of stress required to permanently break (rupture) a material
Elasticity (or IMPACT_STRAIN_AT_YIELD in RAWs) is the amount of deformation (bending) that occurs at the yield point
Implications to Dwarf Fortress Combat
Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)
Higher yield means that it takes more stress to deform
Lower elasticity means that it will deform less when stress is applied

Preliminary Combat Testing & Analysis

It's interesting to note that the material order has been changed from previous versions. Adamantine and Steel still take first and second place respectively, but Bronze is now the third best material in the game. Beyond which, Iron has been demoted and is in a close tie with copper as to being the second worst material. Iron makes negligibly better blunt weapons and possibly better cutting weapons. The cutting weapon evaluation really depends on the importance of the various stats as copper has better shear fracture and shear elasticity than iron. As in older versions however, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now).

Update: New testing has indicated some of the above to be untrue. Bronze is ranking in significantly worse off than iron and even compares unfavorably to copper at times; on average it is slightly better than copper, but not by much. Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details:

http://www.bay12forums.com/smf/index.php?topic=53571.0

Keep in mind that this is all very fresh and with how unbelievably complicated this system is nothing should be taken as word of law yet.

Best Better Good Fair Poor Terrible Notes
Armor Adamantine Steel Iron Bronze, Bismuth Bronze Copper Silver
Edge Damage Adamantine

(worst for missiles)

Steel Iron Bronze, Bismuth Bronze Copper Silver For piercing iron armor, copper is better than bronze. For piercing copper or bronze armor, bronze is better than copper.
Blunt Damage Steel, Silver Copper, Bismuth Bronze, Bronze, Iron --- --- --- Adamantine All six non-adamantine metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor.