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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.
 
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.
  
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.
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Items the 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 of an error in the game mechanics.
  
 
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.
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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==
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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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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):
 
 
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.
 
  
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"
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|-
 
|-
 
| Pick || 4 || 1 || 1.2 || '''120%'''
 
| Pick || 4 || 1 || 1.2 || '''120%'''
|-
 
| Ammo (stack of 25) || (1) || 1 || 0.3{{verify}} || 30%
 
|-
 
| Ammo (stack of 1) || (1) || 1/25 || 0.1{{verify}} || '''''250%'''''
 
|-
 
! colspan="5"|Siege Equipment (Weaponsmith)
 
|-
 
| Ballista arrow || (4) || 3 || 0.5{{verify}} || 17%
 
|-
 
| Ballista arrow head || (4) || 3 || 0.5{{verify}} || 17%
 
 
|-
 
|-
 
! colspan="5"|[[trap_component|Trap Components]] (Weaponsmith)
 
! colspan="5"|[[trap_component|Trap Components]] (Weaponsmith)
 
|-
 
|-
 
| Giant Axe Blade|| 5 || 1 || 1.5 || '''''150%'''''
 
| Giant Axe Blade|| 5 || 1 || 1.5 || '''''150%'''''
|-
 
| Enormous Corkscrew|| 5 || 1 || 1.5 || '''''150%'''''
 
|-
 
| Spiked Ball|| 4 || 1 || 1.2 || '''120%'''
 
|-
 
| Large Serrated Disc|| 4 || 1 || 1.2{{verify}} || '''120%'''
 
|-
 
| Menacing Spike|| 5 || 1 || 1.5{{verify}} || '''''150%'''''
 
 
|-
 
|-
 
! colspan="5"|[[trap_component|Trap Components]] (Mechanic)
 
! colspan="5"|[[trap_component|Trap Components]] (Mechanic)
 
|-
 
|-
| Mechanisms || (3) || 1 || 0.5 || 50%
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| Mechanisms || - || 1 || 0.5 || 50%
 
|-
 
|-
 
! colspan="5"|[[Armor]] (Armorsmith)
 
! colspan="5"|[[Armor]] (Armorsmith)
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|-
 
|-
 
| Minecart || 6 || 2 || 1.8 || 90%
 
| Minecart || 6 || 2 || 1.8 || 90%
|-
 
| Minecart ([[adamantine]]) || 6 || 1 || 1.8 || '''''180%'''''
 
 
|-
 
|-
 
| Wheelbarrow || 6 || 2 || 1.8 || 90%
 
| Wheelbarrow || 6 || 2 || 1.8 || 90%
 
|-
 
|-
! colspan="5"|[[Furniture]] (Blacksmith)
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! colspan="5"|[[Furniture]](Blacksmith)
 
|-
 
|-
| Anvil || (9) || 3 || 1 || 33%
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| Cage || - || 3 || 1 || 33%
 
|-
 
|-
| Armor stand || (9) || 3 || 1{{verify}} || 33%
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| Bucket || - || 1 || 1 || '''100%'''
 
|-
 
|-
| Barrel || (9) || 3 || 1 || 33%
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| Barrel || - || 3 || 1 || 33%
 
|-
 
|-
| Bin || (9) || 3 || 1{{verify}} || 33%
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| Armor stand || - || 3 || 1 || 33%
 
|-
 
|-
| Blocks || (4) || 1 || 0.5 || 50%
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| Block || - || 1 || 0.5 || 50%
 
|-
 
|-
| Bucket || (3) || 1 || 1 || '''100%'''
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| Pipe section || - || 3 || 1 || 33%
 
|-
 
|-
| Cabinet || (9) || 3 || 1{{verify}} || 33%
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| Splint || - || 3 || 0.5 || 17%
 
|-
 
|-
| Cage || (6) || 3 || 1 || 33%
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| Crutch || - || 3 || 0.5 || 17%
|-
 
| Chair || (9) || 3 || 1{{verify}} || 33%
 
|-
 
| Chest || (9) || 3 || 0 || N/A
 
|-
 
| Coffin || (9) || 3 || 1{{verify}} || 33%
 
|-
 
| Crutch || (3) || 3 || 0.5 || 17%
 
|-
 
| Door || (9) || 3 || 1{{verify}} || 33%
 
|-
 
| Floodgate || (9) || 3 || 1{{verify}} || 33%
 
|-
 
| Grate || (9) || 3 || 1{{verify}} || 33%
 
|-
 
| Hatch cover || (9) || 3 || 1{{verify}} || 33%
 
|-
 
| Pipe section || (9) || 3 || 1 || 33%
 
|-
 
| Splint || (2) || 3 || 0.5 || 17%
 
|-
 
| Statue || (9) || 3 || 1{{verify}} || 33%
 
|-
 
| Table || (9) || 3 || 1{{verify}} || 33%
 
|-
 
| Traction bench || (9) || 3 || 1{{verify}} || 33%
 
|-
 
| Weapon rack || (9) || 3 || 1{{verify}} || 33%
 
 
|-
 
|-
 
! colspan="5"|[[Furniture]] (Metalcrafter)
 
! colspan="5"|[[Furniture]] (Metalcrafter)
 
|-
 
|-
| Chain || (4) || 1 || 1 || '''100%'''
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| Chain || - || 1 || 1 || '''100%'''
 
|-
 
|-
 
! colspan="5"|[[Furniture]] (Trapper)
 
! colspan="5"|[[Furniture]] (Trapper)
 
|-
 
|-
| Animal trap || (3) || 1 || 1 || '''100%'''
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| Animal trap || - || 1 || 1 || '''100%'''
 
|-
 
|-
 
! colspan="5"|Other objects (Metalcrafter)
 
! colspan="5"|Other objects (Metalcrafter)
 
|-
 
|-
| Amulet || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%
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| Goblet || - || 1/3 || 0.2 || 60%
|-
 
| Bracelet || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%
 
 
|-
 
|-
| Coins (stack of 500) || (1) || 1 || 1.1 || '''''110%'''''
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| Flask || - || 1/3 || 0.2 || 60%
 
|-
 
|-
| Coins (stack of 1) || (1) || 1/500 || 0.1 || '''''5000%'''''
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| Instrument || - || 1 || 1 || '''100%'''
 
|-
 
|-
| Crown || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%
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| Coins (stack of 500) || - || 1 || 1.1 || '''''110%'''''
 
|-
 
|-
| Earring || (1/3 to 1) || 1/3 to 1 || 0.1{{verify}} || 10% to 30%
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| Ring || - || 1/3 to 1 || 0.1 || 10% to 30%
 
|-
 
|-
| Flask || (1/3) || 1/3 || 0.2 || 60%
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| Figurine || - || 1/3 to 1 || 0.2 || 20% to 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.
 
All melting yields for items ''not'' specified in the raws (weapons, armor, tools, etc.) are hardcoded.
 
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.)
 
 
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==
 
*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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