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Editing v0.34:Melt item

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{{quality|Exceptional|18:12, 28 April 2011 (UTC)}}{{av}}{{buggy}}
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{{quality|Exceptional|18:12, 28 April 2011 (UTC)}}{{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%-150%, depending on the item. Higher skill levels in furnace operator speed up the process, but have no effect on the % return.
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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%-60%, depending on the item. Higher skill levels in furnace operator speed up the process, but have no effect on the % return.
 
 
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 him throwing severe tantrums when you start melting all his ☼masterwork☼ items, so you will need to disable your legendary armorer/weaponsmith while using the exploit, and make sure the skill levels don't get too high on the dwarfs making the items, or you will have tantrum spirals, fist fights, and/or lots of <s>useless junk</s> valuable trade goods lying around.
 
  
 
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.
 
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.
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: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).
 
: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 makes sense to designate one smelter as "melting" smelter (or for one metal type), to guarantee that fractions will add up effectively.
+
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==
 
==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 an individual object description screen when the object is:
+
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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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.
 
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, and if any stockpiles are set to "Give to" your smelter, you must ensure that at least one of them accepts your melt-designated items.
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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==
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==Yield==
 
==Yield==
Testing is incomplete, but preliminary results show a yield of 0.3 bars times the object's material size for anything that has a material size, or 1 bar for most furniture (regardless of size).
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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.
  
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.
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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.
  
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
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====Melting armor & weapons====
! Item !! Material size !! Bars to make !! Bars returned !! Efficiency
+
 
 +
Fortresses will often accumulate armor 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.
 +
 
 +
Rather than let these gather dust or [[trade]] them away, some players choose to recycle them back into iron or steel (or bronze or copper, etc) bars.
 +
 
 +
::{|cellpadding="2" border="1" class="sortable"
 +
! Armor <br />Item <br /> melted!! Percent <br />Return !! Absolute<br /> Return<br /> (in bars)
 
|-
 
|-
! colspan="5"|[[weapon|Weapons]] (made by Weaponsmith)
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| [[Armor#Headgear|cap]] || 10% || .1
 
|-
 
|-
| Crossbow || 3 || 1 || 0.9 || 90%
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| [[Armor#Headgear|helm]] || 20% || .2
 
|-
 
|-
| Mace || 3 || 1 || 0.9 || 90%
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| [[Armor#Upper Body|chain armor]] || 30% || .6*
 
|-
 
|-
| Spear || 3 || 1 || 0.9 || 90%
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| [[Armor#Upper Body|plate armor]] || 30% || .9*
 
|-
 
|-
| Short sword || 3 || 1 || 0.9 || 90%
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| [[Armor#Hands|gauntlet]] || 20% || .2
 
|-
 
|-
| War hammer || 3 || 1 || 0.9 || 90%
+
| [[Armor#Lower Body|leggings]] || 50% || .5
 
|-
 
|-
| Battle axe || 4 || 1 || 1.2 || '''120%'''
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| [[Armor#Lower Body|greaves]]  || 30% || .6*
 
|-
 
|-
| Pick || 4 || 1 || 1.2 || '''120%'''
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| [[Armor#Foot Protection|high boot]]  || 20% || .2
 
|-
 
|-
| Ammo (stack of 25) || (1) || 1 || 0.3{{verify}} || 30%
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| [[Armor#Foot Protection|low boot]]  || 10% || .1
 
|-
 
|-
| Ammo (stack of 1) || (1) || 1/25 || 0.1{{verify}} || '''''250%'''''
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| [[Armor#Shield|shield]]  || 40% || .4
 
|-
 
|-
! colspan="5"|Siege Equipment (Weaponsmith)
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| [[Armor#Shield|buckler]]  || 20% || .2
 
|-
 
|-
| Ballista arrow || (4) || 3 || 0.5{{verify}} || 17%
+
|}
 +
:''(* Note that these items take more than 1 bar to make initially.)''
 +
::{|cellpadding="2" border="1" class="sortable"
 +
! Weapon<br />melted!! Return<br />(in bars)
 
|-
 
|-
| Ballista arrow head || (4) || 3 || 0.5{{verify}} || 17%
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| large dagger, whip  || .1
 
|-
 
|-
! colspan="5"|[[trap_component|Trap Components]] (Weaponsmith)
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| blowgun, scourge || .2
 
|-
 
|-
| Giant Axe Blade|| 5 || 1 || 1.5 || '''''150%'''''
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| bow, crossbow,  mace, scimitar,<br /> short sword, spear, war hammer  || .3
 
|-
 
|-
| Enormous Corkscrew|| 5 || 1 || 1.5 || '''''150%'''''
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| battle axe, flail, longsword,<br /> pick, pike || .4
 
|-
 
|-
| Spiked Ball|| 4 || 1 || 1.2 || '''120%'''
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| great axe, halberd, <br />two-handed sword || .5
 
|-
 
|-
| Large Serrated Disc|| 4 || 1 || 1.2{{verify}} || '''120%'''
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| stack of # arrows, bolts || # /100, rounded up*
 
|-
 
|-
| Menacing Spike|| 5 || 1 || 1.5{{verify}} || '''''150%'''''
+
|}
 +
:''(* Round up to nearest 1/10th. A stack of 1-10 bolts or arrows produces .1 bars, 11-20 produces .2, 21-30 = .3, and 31+ = .4.  A weaponsmith can produce a stack of 25 metal bolts, which produces 0.3 bars.  You could "create" metal this way, if you could reliably collect individual metal bolts after they were shot (and unbroken).)''  
 +
 
 +
Due to the low return, many players opt to install weapons into [[weapon trap]]s instead, especially if the weapon is of any [[quality]].''
 +
 
 +
==== Training metalsmith skills / Maximizing return  ====
 +
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:
 +
 
 +
:''(* Upwards of 1,000 bars to train from unskilled to Legendary+5, the highest skill level.)
 +
 
 +
 
 +
:::{|cellpadding="2" border="1" class="sortable"
 +
! Skill<br /> to be <br />Trained!!  Best <br />Percent <br /> Return !! Recommended <br />Item(s) <br />Melted
 
|-
 
|-
! colspan="5"|[[trap_component|Trap Components]] (Mechanic)
+
 
 +
| [[weaponsmith]] || 50%<sup>1</sup> || [[Trap component|enormous corkscrew]]s,<br />[[Trap component|giant axe blade]]s,<br />[[Trap component|menacing spike]]s
 
|-
 
|-
| Mechanisms || (3) || 1 || 0.5 || 50%
+
 
 +
| [[armorsmith]] || 50% ||[[Armor|leggings]]
 
|-
 
|-
! colspan="5"|[[Armor]] (Armorsmith)
+
 
 +
| [[metal crafter]] || 60% <br />(2/10 each)<sup>2</sup> || [[goblet]]
 
|-
 
|-
| Cap || 1 || 1 || 0.3 || 30%
+
 
 +
| [[metal crafter]] || 50% || [[chain]]
 
|-
 
|-
| Helm || 2 || 1 || 0.6 || 60%
+
 
 +
| [[metalsmith]] || 100% || [[Road|Metal buildings]] {{bug|4899}} <br /> (Requires no melt job)
 
|-
 
|-
| Gauntlet || 2 || 0.5 || 0.6 || '''120%'''
+
|}
|-
+
 
| Leggings || 5 || 1 || 1.5 || '''''150%'''''
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:Notes:
|-
+
::1) Some [[other weapon]]s have a better return/weapon, but cannot be manufactured by dwarves, negating their value for training purposes.
| Greaves || 6 || 2 || 1.8 || 90%
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::2) Goblets are produced in threes, and have an individual item size of 2; 2/10 x 3 = 60% recovery/bar.
|-
+
 
| Low boot || 1 || 0.5 || 0.3 || 60%
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===== Alternatives =====
|-
+
One alternative to the production/melting process is to train many dwarves up to novice in the skill you need by lowering the maximum skill level in the workshop profiles to dabbling. Once that is done wait for a [[Strange mood]]. The artifact produced will bump the lucky dwarf up to legendary +1, potentially saving you lots of time and resources. You will still need to melt down the low quality items produced by the dabbling masses. This works for other skills as well.
| High boot || 2 || 0.5 || 0.6 || '''120%'''
+
 
|-
+
The downsides of this is that it may take very long depending on the number of dwarves, available workshops as well as the random onset of strange moods.
| Buckler || 2 || 1 || 0.6 || 60%
+
 
|-
+
===Buying items to melt===
| Shield || 4 || 1 || 1.2 || '''120%'''
+
[[Merchant]]s will often offer metal items, metals that you might want but can't find or produce.  This chart shows the [[Value#Items_with_both_material_and_quality|base value]] of a given item, without [[Value#Material_multipliers|material multiplier]], and then a "cost" relative to its yield, so you know what the "best buys" are if you want (or are forced) to go down this road.
|-
+
 
| Mail shirt || 6 || 2 || 1.8 || 90%
+
For instance, a [[cap]] has a base value of 10*, and produces .1 bars when melted. That means you would need to buy 10 caps to make 1 bar, and so a cap that has a "relative cost" of 100, since it costs 100* (10 caps at value 10*) to produce 1 bar. ''(And it turns out, that's a pretty poor return on investment!)''
|-
+
 
| Breastplate || 9 || 3 || 2.7 || 90%
+
:<nowiki>*</nowiki> ''The Base Value is then multiplied by the Material Multiplier (how valuable the material is), but the ''relative'' cost/yield of each item remains constant. ''
|-
+
 
! colspan="5"|[[tool|Tools]] (Metalcrafter)
+
:''In practice, these values are then all multiplied by the material, but all are multiplied equally for any one metal.  For example, a helmet has a Base Value of 15, before material multipliers, and greaves 30, twice that of a helmet. So a [[copper]] (MM x2) helmet would have a base value of 30 and copper greaves would have 60, while a [[steel]] (MM x30) helmet would have a base value of 450 and steel greaves 900 - so both would have the same ''relative'' value compared to any other item of the same metal - more than a low boot, and less than a weapon.''
|-
+
 
| Nest box || 1 || 1 || 0.3 || 30%
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Note also that [[quality]] and [[decorate]]d items can greatly increase the relative cost.
|-
+
 
| Jug || 1 || 1 || 0.3 || 30%
+
::{|cellpadding="2" border="1" class="sortable"
|-
+
! Item <br /> Bought !! Base <br />Value !! Absolute <br /> Return !! Relative <br /> Cost/Bar<sup>1</sup>
| Pot || 1 || 1 || 0.3 || 30%
 
|-
 
| Hive || 1 || 1 || 0.3 || 30%
 
|-
 
| Minecart || 6 || 2 || 1.8 || 90%
 
|-
 
| Minecart ([[adamantine]]) || 6 || 1 || 1.8 || '''''180%'''''
 
|-
 
| Wheelbarrow || 6 || 2 || 1.8 || 90%
 
|-
 
! colspan="5"|[[Furniture]] (Blacksmith)
 
|-
 
| Anvil || (9) || 3 || 1 || 33%
 
|-
 
| Armor stand || (9) || 3 || 1{{verify}} || 33%
 
|-
 
| Barrel || (9) || 3 || 1 || 33%
 
|-
 
| Bin || (9) || 3 || 1{{verify}} || 33%
 
|-
 
| Blocks || (4) || 1 || 0.5 || 50%
 
|-
 
| Bucket || (3) || 1 || 1 || '''100%'''
 
|-
 
| Cabinet || (9) || 3 || 1{{verify}} || 33%
 
|-
 
| Cage || (6) || 3 || 1 || 33%
 
|-
 
| Chair || (9) || 3 || 1{{verify}} || 33%
 
 
|-
 
|-
| Chest || (9) || 3 || 0 || N/A
+
| [[cap]] || 10 || .1 || 100
 
|-
 
|-
| Coffin || (9) || 3 || 1{{verify}} || 33%
+
| [[helm]] || 15 || .2 || 75
 
|-
 
|-
| Crutch || (3) || 3 || 0.5 || 17%
+
| chain armor || 60 || .6 || 100
 
|-
 
|-
| Door || (9) || 3 || 1{{verify}} || 33%
+
| plate armor || 100 || .9 || 111
 
|-
 
|-
| Floodgate || (9) || 3 || 1{{verify}} || 33%
+
| [[gauntlets|gauntlet]] || 15 || .2 || 75
 
|-
 
|-
| Grate || (9) || 3 || 1{{verify}} || 33%
+
| [[leggings]] || 15 || .5 || 30
 
|-
 
|-
| Hatch cover || (9) || 3 || 1{{verify}} || 33%
+
| [[greaves]]  || 30 || .6 || 50
 
|-
 
|-
| Pipe section || (9) || 3 || 1 || 33%
+
| high [[boot]]  || 15 || .2 || 75
 
|-
 
|-
| Splint || (2) || 3 || 0.5 || 17%
+
| low [[boot]]  || 15 || .1 || 150
 
|-
 
|-
| Statue || (9) || 3 || 1{{verify}} || 33%
+
| [[shield]]  || 15 || .4 || 37.5
 
|-
 
|-
| Table || (9) || 3 || 1{{verify}} || 33%
+
| [[buckler]]  || 10 || .2 || 50
 
|-
 
|-
| Traction bench || (9) || 3 || 1{{verify}} || 33%
+
| bow, crossbow,  mace,<br /> scimitar, short sword,<br /> spear, war hammer || 10 || .3 || 33.3
 
|-
 
|-
| Weapon rack || (9) || 3 || 1{{verify}} || 33%
+
| battle axe, flail, <br />longsword, pick, pike || 10 || .4 || 25
 
|-
 
|-
! colspan="5"|[[Furniture]] (Metalcrafter)
+
| great axe, halberd, <br />two-handed sword <br /> [[trap weapon]]s || 10 || .5 || 20
 
|-
 
|-
| Chain || (4) || 1 || 1 || '''100%'''
+
| stack of 25 bolts, arrows || 25 || .3 || 83.3
 
|-
 
|-
! colspan="5"|[[Furniture]] (Trapper)
+
| [[cage]]<sup>2</sup> || 10 || 1.0 || 10
 
|-
 
|-
| Animal trap || (3) || 1 || 1 || '''100%'''
+
| [[anvil]]<sup>3</sup>  || 100 || 1.0 || 100
|-
+
|-  
! colspan="5"|Other objects (Metalcrafter)
+
| [[craft]]s || || || (poor, tbd)
|-
+
|-  
| Amulet || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%
 
|-
 
| Bracelet || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%
 
|-
 
| Coins (stack of 500) || (1) || 1 || 1.1 || '''''110%'''''
 
|-
 
| Coins (stack of 1) || (1) || 1/500 || 0.1 || '''''5000%'''''
 
|-
 
| Crown || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%
 
|-
 
| Earring || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%
 
|-
 
| Flask || (1/3) || 1/3 || 0.2 || 60%
 
|-
 
| Figurine || (1/3 to 1) || 1/3 to 1 || 0.2 || 20% to 60%
 
|-
 
| Goblet || (1/3) || 1/3 || 0.2 || 60%
 
|-
 
| Instrument || (1) || 1 || 1 || '''100%'''
 
|-
 
| Toy || (1) || 1 || 0.2{{verify}} || 20%
 
|-
 
| Ring || (1/3 to 1) || 1/3 to 1 || 0.1 || 10% to 30%
 
|-
 
| Scepter || (1/3 to 1) || 1/3 to 1 || 0.2{{verify}} || 20% to 60%
 
 
|}
 
|}
  
All melting yields for items ''not'' specified in the raws (weapons, armor, tools, etc.) are hardcoded.
+
::Notes:
 
+
:::1) You're ''buying'', so you want a ''low'' cost/bar.
Metal bars are able to be melted and remade into a bar at a smelter. (Melt 1 tin bar, return as 1 tin bar + experience.)
+
:::2) Cages are offered in only [[copper]], [[lead]], [[nickel]], [[tin]], or [[zinc]]. All [[furniture]] returns 1 bar for each item melted, but only cages are offered for trade.
 
+
:::3) Anvils are offered in only [[iron]] or [[steel]].
Due to a bug, chests cannot be melted. Attempting to do so at a normal smelter will merely consume fuel, while doing so at a magma smelter will do nothing at all; Furnace Operator skill will still be granted, though this isn't particularly valuable.
 
  
==Bugs==
+
Your top "best buys" for melting objects down for the metal are '''cages''', '''weapons''', and '''leggings''', in roughly that order, followed by '''helms''' and '''shields''', and then on up from there. Stay away from chain and plate armours, and anvils, unless you have trade items to burn. What is "too expensive" is up to you and how badly you need that metal, and how much how fast.
*A number of items produce more metal when melted than they cost to produce.{{bug|6027}}
 
*Designating items to be melted from the [[stocks]] screen can cause a crash.{{bug|6431}}
 
*Melting [[minecart]]s assigned to routes can cause a crash.{{bug|6242}}
 
*Metal chests cannot be [[melt]]ed; attempting to do so will leave the chest intact but cause the furnace operator to gain experience (and waste [[fuel]] at non-magma smelters). {{bug|2493}}
 
  
 
{{Category|Jobs}}
 
{{Category|Jobs}}
 
{{Category|Items}}
 
{{Category|Items}}

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