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IDProjectCategoryView StatusDate SubmittedLast Update
0006027Dwarf FortressDwarf Mode -- Jobs, Smeltingpublic2012-06-15 09:112014-11-03 03:08
ReporterQuietust 
Assigned ToFootkerchief 
PrioritynormalSeverityminorReproducibilityhave not tried
StatusconfirmedResolutionopen 
PlatformOSOS Version
Product Version0.34.11 
Target VersionFixed in Version 
Summary0006027: Melting weapons/armor/etc. yields too much metal
DescriptionCurrently, melting any weapon, trap component, tool, or armor (of any type) returns 3/10 of the item's MATERIAL_SIZE worth of bars. For items whose MATERIAL_SIZE is a multiple of 3, this amounts to a 90% yield, but for other values greater than 3 this goes over 100%:
* Chain leggings cost 1 bar, but melt down to 1.5 bars (150% yield)
* Shields cost 1 bar, but melt down to 1.2 bars (120% yield)
* Battle axes and picks cost 1 bar, but melt down to 1.2 bars (120% yield)
* Spiked balls and serrated discs cost 1 bar, but melt down to 1.2 bars (120% yield)
* Giant axe blades, enormous corkscrews, and menacing spikes cost 1 bar, but melt down to 1.5 bars (150% yield)

For gloves and shoes, this is worse because they are produced in pairs:
* Gauntlets cost 0.5 bars each (1 bar per pair) but melt down to 0.6 bars (1.2 per pair)
* High boots cost 0.5 bars each (1 bar per pair) but melt down to 0.6 bars (1.2 per pair)
TagsNo tags attached.
Attached Files

- Relationships
related to 0006026confirmedFootkerchief Melting coins creates too much metal 
has duplicate 0006049resolvedKnight Otu Producing gauntlet and melting it recovers 120% of used metal 
related to 0011187acknowledgedLoci Fort Value going into the negatives? 

-  Notes
(0023020)
Quietust (reporter)
2012-06-15 09:14
edited on: 2014-01-24 11:57

This behavior seems to have been introduced in version 0.34.06 - in all prior versions, melt yields did not vary based on MATERIAL_SIZE at all.

See also 0006026 for a different (and much older) problem related to melting other types of items.

(0030205)
Footkerchief (manager)
2014-09-15 16:30

Confirmed in 0.40.12: http://www.bay12forums.com/smf/index.php?topic=143580.msg5662138#msg5662138 [^]
(0030853)
jonadab (reporter)
2014-11-03 03:08

Perhaps the correct fix is that metal forges should consume partial bars (i.e., consume one bar more and retain leftover fractions in much the same way a smelter retains fractions when a full bar has not been produced yet).

- Issue History
Date Modified Username Field Change
2012-06-15 09:11 Quietust New Issue
2012-06-15 09:14 Quietust Note Added: 0023020
2012-06-15 13:52 Footkerchief Relationship added related to 0006026
2012-06-16 07:51 Quietust Note Edited: 0023020 View Revisions
2012-06-23 01:49 Knight Otu Relationship added has duplicate 0006049
2014-01-24 11:57 Quietust Note Edited: 0023020 View Revisions
2014-09-15 16:30 Footkerchief Assigned To => Footkerchief
2014-09-15 16:30 Footkerchief Status new => confirmed
2014-09-15 16:30 Footkerchief Note Added: 0030205
2014-11-03 03:08 jonadab Note Added: 0030853
2019-12-11 13:59 Loci Relationship added related to 0011187


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