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Smithing is a powerful and enjoyable way to form [[Metal|metal]] ingots into tools.
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== Required Materials ==
<translate>
To smith items you need an [[Anvil|anvil]], [[Hammer|hammer]], [[Forge|forge]], fuel ([[Coal|coal]] or [[Charcoal|charcoal]]), and [[Metal|metal]] ingots.


==Creating Ingots ==
Smithing is a powerful way to form [[Metal|metal]] ingots into crafting components, [[armor]] materials, [[Tools and Weapons|tool and weapon heads]].
Copper and Bronze Alloys must be cast to form ingots prior to working, using the [[crucible]] and [[Clay_Forming|clay molds]]. Iron ingots require preparation using a bloomery. See the [[Bloomery|bloomery]] page for detailed instructions on how to use this functional block.
__TOC__
== Required Materials == <!--T:1-->
To smith items, a player needs an [[Anvil|anvil]], [[Hammer|hammer]], [[Forge|forge]], fuel ([[Coal|coal]] or [[Charcoal|charcoal]]), and [[Metal|metal]] ingots.


== Preparing the Ingots ==
==Creating Ingots == <!--T:2-->
To start smithing, you must first add fuel ([[Coal|coal]] or [[Charcoal|charcoal]]) to the [[Forge|forge]] by holding shift + right mouse click, then add your ingot in the same way. To ignite the forge, shift + right click it with a torch. The [[Metal|metal]] can be worked when it is heated to a temperature above 60% of its melting point. Right click to take the ingot from the [[Forge|forge]] and place it on the [[Anvil|anvil]] (shift + right click), which will open up a dialog allowing you to choose what to tool/weapon to craft.
Copper and Bronze Alloys must be [[casting|cast]] to form ingots prior to working, using the [[crucible]] and [[molds|clay molds]]. Iron ingots require preparation using a bloomery. See the [[Bloomery|bloomery]] page for detailed instructions on how to use this functional block.


To form the item, you need to fill the empty blue voxels with metal and remove metal from orange voxels by moving the metal from its current "ingot" shape into the shape of your selected item. If your work item cools down too much during this process, you will need to reheat it on the forge. If you run out of metal while forging an item, you will need to add another ingot and some items do require two ingots to create. To add material, place another heated ingot on top of the work item on the anvil.
== Preparing the Ingots == <!--T:3-->
# '''Load the Forge''': Add fuel ([[Coal|coal]] or [[Charcoal|charcoal]]) to the [[Forge|forge]] by holding sneak + right mouse button (RMB), then add up to four ingots (holding sneak + RMB).
# '''Ignite the Forge''': Sneak + RMB with a torch. The [[Metal|metal]] can be worked when it is heated to a temperature above 60% of its melting point.
# '''Collect heated ingots''': Use RMB to remove the ingot from the [[Forge|forge]]
# '''Select the tool''': Placing an ingot on the [[Anvil|anvil]] (sneak + RMB), opens a dialog allowing the player to choose what tool, weapon, or item to craft.


== Hammer Modes ==
== Smithing the Item == <!--T:4-->
To move metal in specific directions, change the hammer mode. Press 'F' with a [[Hammer|hammer]] in your hand to see your tool modes. The first mode spreads metal in all directions over three blocks, the next 4 move metal in a single direction (indicated by the arrow) and the last one removes a piece of metal.  
To form the item, the empty blue voxels must be filled with metal and metal must be removed from orange voxels. This is done by hitting the metal with a hammer to move the metal from its current ingot shape into the shape of selected item. The hammer has specific modes, explained below, that allow players to choose which direction the metal will move when striking the work item with the hammer. If the work item cools down too much during this process, use the forge to reheat the work item. Item progress will not be lost if the item is removed from the anvil and replaced. Some items, like plates, require two ingots to complete. To continue work shaping an item that needs more material, {{Using|add}} another heated ingot to the work item on the anvil as if placing a new ingot to work.


=== Hammer Spread Mode Explained ===
<!--T:5-->
When hitting a block in spread mode, metal blocks will be added in every empty square in a 3x3 pattern around the block that was hit.
{{Protip
|Icon=Grid Copper ingot.png
|While copper and bronze work items can be melted back to an ingot, iron work items must be smelted in a bloomery again. Be careful with them!
}}


The practical effect of this is that when you hit a block which is surrounded by blocks on 3 sides, spread mode adds a row or column of 3 blocks, centered on the block that you hit attached to the work item in the direction from the voxel that you hit which is available and empty of metal.  
=== Hammer Modes=== <!--T:6-->
To move metal in specific directions, change the hammer mode. Press 'F' with a [[hammer]] in the active hand to view and change tool modes.  


{| class="wikitable"
<!--T:7-->
Hammer modes include three modes:
 
<!--T:8-->
* '''Heavy Hit''': When used on the bottom layer: No effect, when used on the upper layers: If near the edge, it will move voxels the the lower layer, i.e. flatten the work item. Otherwise it will ''spread'' the voxels.
 
<!--T:9-->
* '''Upset (Up, Left, Down, Right)''': When used on the bottom layer: Move voxels to the upper layer, only possible at the edges of a work item, when used on upper layers: Move voxels horizontally or down a layer if at the edge.
 
<!--T:10-->
* '''Split''': Permanently removes one voxel.
 
=== Smithing List ===
 
{|class="wikitable sortable" style="text-align:center; width: 90%;"
|-
|-
! Legend !! Symbol
! Item !! Ingots !! Copper !! Gold !! Silver !! Tin !! Zinc !! Bismuth !! Lead !! Bronze !! Iron !! Meteo. Iron !! Steel
|-
|-
| Metal || o
! Anvil Base
| 1 || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ❌
|-
|-
| Empty || -
! Anvil Head
| 1 || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ❌
|-
|-
| Metal (Hit) || x
! Arrowhead
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| Metal (New) || *
! Axe Head
|}
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
 
|-
 
! Chisel
Example:
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
 
|-
{| class="wikitable"
! Chute Section
| 1 || ✔️ || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
! Cleaver
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || o || o || -
! Hammer Head
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || o || o || -
! Hoe Head
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || x || o || -
! Knife Blade
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| - || - || - || -
! Longblade Head
|}
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || || ✔️ || ✔️ || ✔️ || ✔️
 
In this example if you hit x, the result will be
 
{| class="wikitable"
|-
|-
| o || o || o || -
! Chain
| 2 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || o || o || -
! Plate
| 2 || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || x || o || -
! Scales
| 2 || ✔️ || || ❌ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| * || * || * || -
! Padlock
|}
| 1 || ❌ || ❌ || ❌ || ❌ || ❌ || ❌ || || ✔️ || ✔️ || ✔️ || ✔️
 
This is because there was empty space to spread below the hit block (x)
 
Here's another example:
 
{| class="wikitable"
|-
|-
| o || o || o || -
! Pickaxe Head
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || o || x || -
! Pounder Cap
| 1 || || || ❌ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || o || o || -
! Prospecting Pick
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| - || - || - || -
! Saw Blade
|}
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || || ✔️ || ✔️ || ✔️ || ✔️
 
The result is:
 
{| class="wikitable"
|-
|-
| o || o || o || *
! Scythe Head
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || o || x || *
! Shears
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| o || o || o || *
! Shovel Head
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|-
|-
| - || - || - || -
! Spear Head
| 1 || ✔️ || ✔️ || ✔️ || ❌ || ❌ || ❌ || ❌ || ✔️ || ✔️ || ✔️ || ✔️
|}
|}


==Smithing Tutorial Videos== <!--T:11-->


==Smithing Tutorial Videos==
<!--T:12-->
 
<youtube>2h9is76yNgM</youtube>
<youtube>2h9is76yNgM</youtube>


<youtube>CaGvfpuRRwo&list</youtube>
<!--T:13-->
{{Navbox|Vintage Story}}


 
</translate>
{{Navbox|Vintage Story}}

Revision as of 22:45, 28 April 2021


Smithing is a powerful way to form metal ingots into crafting components, armor materials, tool and weapon heads.

Required Materials

To smith items, a player needs an anvil, hammer, forge, fuel (coal or charcoal), and metal ingots.

Creating Ingots

Copper and Bronze Alloys must be cast to form ingots prior to working, using the crucible and clay molds. Iron ingots require preparation using a bloomery. See the bloomery page for detailed instructions on how to use this functional block.

Preparing the Ingots

  1. Load the Forge: Add fuel (coal or charcoal) to the forge by holding sneak + right mouse button (RMB), then add up to four ingots (holding sneak + RMB).
  2. Ignite the Forge: Sneak + RMB with a torch. The metal can be worked when it is heated to a temperature above 60% of its melting point.
  3. Collect heated ingots: Use RMB to remove the ingot from the forge
  4. Select the tool: Placing an ingot on the anvil (sneak + RMB), opens a dialog allowing the player to choose what tool, weapon, or item to craft.

Smithing the Item

To form the item, the empty blue voxels must be filled with metal and metal must be removed from orange voxels. This is done by hitting the metal with a hammer to move the metal from its current ingot shape into the shape of selected item. The hammer has specific modes, explained below, that allow players to choose which direction the metal will move when striking the work item with the hammer. If the work item cools down too much during this process, use the forge to reheat the work item. Item progress will not be lost if the item is removed from the anvil and replaced. Some items, like plates, require two ingots to complete. To continue work shaping an item that needs more material, add another heated ingot to the work item on the anvil as if placing a new ingot to work.

Grid Copper ingot.png Protip:
While copper and bronze work items can be melted back to an ingot, iron work items must be smelted in a bloomery again. Be careful with them!


Hammer Modes

To move metal in specific directions, change the hammer mode. Press 'F' with a hammer in the active hand to view and change tool modes.

Hammer modes include three modes:

  • Heavy Hit: When used on the bottom layer: No effect, when used on the upper layers: If near the edge, it will move voxels the the lower layer, i.e. flatten the work item. Otherwise it will spread the voxels.
  • Upset (Up, Left, Down, Right): When used on the bottom layer: Move voxels to the upper layer, only possible at the edges of a work item, when used on upper layers: Move voxels horizontally or down a layer if at the edge.
  • Split: Permanently removes one voxel.

Smithing List

Item Ingots Copper Gold Silver Tin Zinc Bismuth Lead Bronze Iron Meteo. Iron Steel
Anvil Base 1 ✔️ ✔️
Anvil Head 1 ✔️ ✔️
Arrowhead 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Axe Head 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Chisel 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Chute Section 1 ✔️ ✔️ ✔️ ✔️ ✔️
Cleaver 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Hammer Head 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Hoe Head 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Knife Blade 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Longblade Head 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Chain 2 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Plate 2 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Scales 2 ✔️ ✔️ ✔️ ✔️ ✔️
Padlock 1 ✔️ ✔️ ✔️ ✔️
Pickaxe Head 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Pounder Cap 1 ✔️ ✔️ ✔️ ✔️
Prospecting Pick 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Saw Blade 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Scythe Head 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Shears 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Shovel Head 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Spear Head 1 ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️

Smithing Tutorial Videos


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