Smithing

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Revision as of 21:43, 15 February 2020 by Ereketh (talk | contribs)

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 accomplished 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 (LMB) 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 (RMB) as if placing a new ingot to work.

  • Making mistakes when smithing: Copper and Bronze work items can be smelted into an ingot again, Iron work items not viably re-smeltable as of v1.12

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.

Version 1.12

Hammer modes were changed to 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
    Irrevocably removes one voxel
  • Version 1.11 (and prior)

    In older game versions, the tool modes were: (sunburst) spreads metal in all directions over three blocks, the next 4 move metal in a single direction (indicated by the arrows) and the last selection (wedge) removes a piece of metal.

    Hammer Spread Mode (1.11) Explained

    When hitting a block in spread mode, metal blocks will be added in every empty square in a 3x3 pattern around the voxel the player hits with a hammer.

    When a player hits a voxel surrounded by blocks on 3 sides, spread mode adds a row or column of 3 voxels. The spread is centered on the voxel attached to the work item, and the direction of the spread (where the metal moves) is based on "empty voxels".

    Legend Symbol
    Metal o
    Empty -
    Metal (Hit) x
    Metal (New) *


    Example: Creating a new row of metal

    o o o -
    o o o -
    o x o -
    - - - -

    In this example if a player hits x, the result will be

    o o o -
    o o o -
    o x o -
    * * * -

    The metal has no place to spread in the voxels beside the chosen hit (x), because metal already occupies those areas. The metal spreads to the empty voxels below the hit (x), and creates a new "row" of material.

    Example: Creating a new column of metal

    o o o -
    o o x -
    o o o -
    - - - -

    The result is:

    o o o *
    o o x *
    o o o *
    - - - -

    The metal has no place to spread in the voxels above or below the chosen hit (x), because metal already occupies those areas. The metal spreads to the empty voxels beside the hit (x), and creates a new "column" of material.

    Example: Striking a Corner

    o o o -
    o o o -
    o o x -
    - - - -

    The result is:

    o o o -
    o o o *
    o o x *
    - * * *

    The metal has no available place to spread in the voxels above or left of the chosen hit (x), because metal already occupies those areas. The metal spreads to the empty voxels right and below the hit (x), and extends the corner of the material in the two available directions.

    Smithing Tutorial Videos


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