Value difference indicates the difference in material value between the metal and the ore, separated with commas in cases where multiple ore values differ.Material value is what the base value of an object made of this metal is multiplied by to determine its worth.Melting point is used to determine if a material is magma-safe or not: magma is 12000°U.Density is used to determine the different weight of finished objects.If production of the metal is not guaranteed, a percent chance is indicated following the ore. Source Ore(s) indicates the specific ores that can provide a metal.Tile Color corresponds to how items made from that metal are displayed in game, foreground and background colors.Only useful for alloying into bismuth bronzeĬan be used to forge all weapons, armor, ammunition, and picksĬan be used to forge all weapons, armor, ammunition, picks, and anvilsĬan be used to forge melee weapons and ammunition However, the number of bars produced from smelting ores is four times greater (X ores in = 4X bars out). 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. bronze requires only one smelter task to make 8 bars from 2 stones of ore). Decreased fuel consumption if making the alloy directly from ores (e.g.Increasing happiness or perceived room value for a dwarf who particularly likes a given alloy.Creating items with distinct colors (for instance, rose gold is magenta) for furniture, color-coding rooms or levers, or artistic constructions (including floor mosaics).Stretching your supply of scarce metals.Increased value (particularly when a silver-bearing ore is substituted for silver).Increased performance for armor or weapons.(These increases in value can be compared in the "Difference" column of the table below.) 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 created wealth. There are eleven pure metals in Dwarf Fortress plus a twelfth special metal, many of which can be mixed together to create another fourteen alloys of one type or another. 3.1 Preliminary Combat Testing & Analysis.That way, you stand less of a chance of queuing up 5 items when you might only be able to make one. Alternatively, you could change the conditions of your standing order to have the number of items available set higher. I recommend just using 1/1 on nearly all your standing orders for this reason. You'll receive an error message for each one of those. The way you currently have it if the order is triggered if may successfully craft one, you run out of materials, and the other 4 are still queued. Since the conditions of the order are to repeat it if the order was successful, then it will only continue until just 1 fails if setup this way. That way, you should only receive 1 cancellation messages and then not again until the conditions are met once more. So, one easy way to avoid a lot of that is changing your prepare order to just 1 unit. If you're seeing a cancel message it means that the work order was created because it met your conditions, but the conditions don't ensure that when the order is created there are enough materials to create the 5 you want it to craft. Is there a hidden requirement here I'm not aware of or something? I constantly get ".cancels prepare fine meal: Needs unrotten cookable solid item"įor other work orders, the requirement to have them prevents the warning from popping up. Originally posted by Giant Space Hamster:I'm having trouble making a prepare meal work order that doesn't constantly trigger alerts.Īmount of unrotten prepared meals less than (=) 10
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