Forgeweave / Könyv
Forgeweave · Kezdőlépések
A könyvek a rögzített kliensváltozat szövegét mutatják. Az ottani régebbi státuszmondatok nem a teljes csomag mai állapotát jelentik.
A szöveges lapokat a modcsomagból emeltük át. A játékbeli 3D-modellek, élő tárgystatisztikák és a karakteredhez kötött feloldási állapot a játékban érhető el; a webes olvasó nem kapcsolódik a mentésedhez.
Surviving the First Day
This book is the whole workshop, written in the order it is meant to be learned. Read it front to back once and you will have built a tool, lit a smeltery, cast a metal part and mixed your first alloy, without leaving the game.
The chapters run Introduction, Smeltery, Casting, Alloys, Materials, Modifiers, Armor, Leveling, Tools. Each one assumes only what the chapters before it taught, and each one ends by naming the next.
The last chapters are reference rather than lesson. Come back to Materials whenever a new metal turns up, and to Tools to see what a shape does before you spend materials on it.
What next: the page after this one lays out the whole ladder, from a wooden pickaxe to the deepest alloy.
The chapters run Introduction, Smeltery, Casting, Alloys, Materials, Modifiers, Armor, Leveling, Tools. Each one assumes only what the chapters before it taught, and each one ends by naming the next.
The last chapters are reference rather than lesson. Come back to Materials whenever a new metal turns up, and to Tools to see what a shape does before you spend materials on it.
What next: the page after this one lays out the whole ladder, from a wooden pickaxe to the deepest alloy.
The Whole Ladder
Five steps take you from a plank to the deepest metal in the game.
One. Two planks and two sticks make blank patterns. Stamp a pattern at a Stencil Table, carve wood or stone into a part at a Part Builder, and put the parts together at a Tool Station. This needs no heat and no ore, so it all happens on the first day.
Two. Clay, sand and gravel make grout. A furnace bakes grout into seared bricks, and seared bricks build a smeltery. A bucket of lava heats it.
Three. Metal is poured rather than carved. Pour molten gold over a carved part on a Casting Table and you keep a reusable cast of that shape. Every metal part you ever make comes out of one of those casts.
Four. Two melts sharing one smeltery mix into a third metal. Rose gold and steel are both reachable the day the smeltery lights.
Five. Alloys feed alloys. The deepest metals are four mixing stages and six ores down the chain, and the Alloys chapter draws each path.
Fuel. Lava burns at 1300 degrees, which melts every ore and every metal down to the first round of mixing. Past that the chains need heat lava cannot give: blazing blood at 1500 for a second-stage alloy, molten magma at 1700 for a third or a fourth. Molten brimspar at 1900 and molten pyrealloy at 2100 are for what other mods add. The Smeltery chapter has that page.
Mining rungs, lowest first: Wood, Stone, Iron, Diamond, Netherite, Hardcinder, Warspar, Resonite. A tool mines at its head material's rung. The Materials chapter says which materials sit on which.
What next: the workshop that makes all of this. Read on.
One. Two planks and two sticks make blank patterns. Stamp a pattern at a Stencil Table, carve wood or stone into a part at a Part Builder, and put the parts together at a Tool Station. This needs no heat and no ore, so it all happens on the first day.
Two. Clay, sand and gravel make grout. A furnace bakes grout into seared bricks, and seared bricks build a smeltery. A bucket of lava heats it.
Three. Metal is poured rather than carved. Pour molten gold over a carved part on a Casting Table and you keep a reusable cast of that shape. Every metal part you ever make comes out of one of those casts.
Four. Two melts sharing one smeltery mix into a third metal. Rose gold and steel are both reachable the day the smeltery lights.
Five. Alloys feed alloys. The deepest metals are four mixing stages and six ores down the chain, and the Alloys chapter draws each path.
Fuel. Lava burns at 1300 degrees, which melts every ore and every metal down to the first round of mixing. Past that the chains need heat lava cannot give: blazing blood at 1500 for a second-stage alloy, molten magma at 1700 for a third or a fourth. Molten brimspar at 1900 and molten pyrealloy at 2100 are for what other mods add. The Smeltery chapter has that page.
Mining rungs, lowest first: Wood, Stone, Iron, Diamond, Netherite, Hardcinder, Warspar, Resonite. A tool mines at its head material's rung. The Materials chapter says which materials sit on which.
What next: the workshop that makes all of this. Read on.
The Tool Workshop
Shape a non-metal material in the Part Builder with a pattern, then combine the finished parts at the Tool Station. Patterns keep in the Pattern Chest and spare parts in the Part Chest. A crafting table converts into a Crafting Station that holds an unfinished project while you step away.
Together these make the Tool Workshop; they work best side by side. The Tool Forge, the station's sturdier sibling, is needed for the largest tools.
Together these make the Tool Workshop; they work best side by side. The Tool Forge, the station's sturdier sibling, is needed for the largest tools.
Blank Pattern
Two planks and two sticks craft into four blank patterns. A blank pattern is a slate waiting for a shape: the Stencil Table stamps a part's outline into it, and one laid over a log or a crafting table builds the workshop's own stations.
A blank pattern and a book also bind this very guide.
A blank pattern and a book also bind this very guide.
Stencil Table
Built from a blank pattern over planks. Place a blank pattern in the table and pick a shape from the list to stamp it; every part the workshop knows has a stencil here.
A Pattern Chest beside the table shows on its right, so a fresh stencil can go straight into storage.
A Pattern Chest beside the table shows on its right, so a fresh stencil can go straight into storage.
Part Builder
Built from a blank pattern over a log. Lay a stamped pattern and a non-metal material on it and it carves the material into that part, showing the cost and the finished part's stats before you commit.
Costs are quoted in ingots' worth, and one ingot's worth is 144 units. A head costs two ingots' worth, a handle or a binding one, a sign plate or a pan or a tough rod three, and a large head eight.
Non-metals are priced the same way. A plank and a cobblestone are each worth one ingot, a stick half of one, and a log four. So a head, a handle and a binding come to four ingots' worth: one log, or four cobblestone.
Metal is not carved; molten metal is cast into parts at the Smeltery.
Costs are quoted in ingots' worth, and one ingot's worth is 144 units. A head costs two ingots' worth, a handle or a binding one, a sign plate or a pan or a tough rod three, and a large head eight.
Non-metals are priced the same way. A plank and a cobblestone are each worth one ingot, a stick half of one, and a log four. So a head, a handle and a binding come to four ingots' worth: one log, or four cobblestone.
Metal is not carved; molten metal is cast into parts at the Smeltery.
Tool Station
A blank pattern over a crafting table makes the Tool Station, the heart of the workshop. Pick a tool from its sidebar, set the parts, and read the finished stats before you build. Armor is on that same sidebar, under one Armor button: set a plating and a maille, and the plating you chose is what decides whether you get a helmet, a chestplate, leggings or boots.
The station also repairs, renames, and applies modifiers, to armor as much as to tools; the Modifiers chapter covers those.
The station also repairs, renames, and applies modifiers, to armor as much as to tools; the Modifiers chapter covers those.
Your First Pickaxe
End to end, with nothing but wood. Once the Stencil Table, Part Builder and Tool Station stand, it takes two logs.
One. Turn the first log into four planks. Two of them make four sticks, and the other two planks with two of those sticks make four blank patterns.
Two. At the Stencil Table, stamp three of them: a pickaxe head, a tool handle and a tool binding.
Three. At the Part Builder, carve the head from the second log. A head costs two ingots' worth and a log is worth four, so the builder hands back four wood shards as change. Those shards pay for the handle and the binding, one ingot's worth each.
Four. At the Tool Station, pick the pickaxe from the sidebar, drop the three parts into their slots, read the stats, and take the finished tool.
The wooden pickaxe has 75 durability, 2.0 mining speed and 2.0 attack. Carve the head from two cobblestone instead and the pickaxe has 128 durability, 4.0 mining speed and 3.0 attack. Either one mines well enough to reach iron.
One. Turn the first log into four planks. Two of them make four sticks, and the other two planks with two of those sticks make four blank patterns.
Two. At the Stencil Table, stamp three of them: a pickaxe head, a tool handle and a tool binding.
Three. At the Part Builder, carve the head from the second log. A head costs two ingots' worth and a log is worth four, so the builder hands back four wood shards as change. Those shards pay for the handle and the binding, one ingot's worth each.
Four. At the Tool Station, pick the pickaxe from the sidebar, drop the three parts into their slots, read the stats, and take the finished tool.
The wooden pickaxe has 75 durability, 2.0 mining speed and 2.0 attack. Carve the head from two cobblestone instead and the pickaxe has 128 durability, 4.0 mining speed and 3.0 attack. Either one mines well enough to reach iron.
Repairing
As you use your tools they take damage, and once all of their durability is gone they break. Repair it before that happens; there is no reason to wait.
Put the tool into a Tool Station or Tool Forge and add material matching the tool's head. A tool with more than one repairable part accepts any of their materials: a hammer takes its head's material or either plate's, a shortbow either limb's.
Feeding two different materials in the same repair adds a ninth to what the repair restores, a second ninth for a third material, and so on. A Tool Forge stretches every repair item five percent further than the station does.
Put the tool into a Tool Station or Tool Forge and add material matching the tool's head. A tool with more than one repairable part accepts any of their materials: a hammer takes its head's material or either plate's, a shortbow either limb's.
Feeding two different materials in the same repair adds a ninth to what the repair restores, a second ninth for a third material, and so on. A Tool Forge stretches every repair item five percent further than the station does.
Changing a Part
A finished tool is not stuck with the materials you built it from. Put the tool in a Tool Station with a spare part of the same shape in a different material, and the station swaps them.
Stats and traits rebuild from the new set of materials. Everything else rides along: the modifiers, the name you gave it, the experience it has earned, and the damage it was carrying. A swap that would leave the tool more damaged than its new maximum allows is refused rather than breaking the tool.
A part in the material the slot already holds is refused, since there would be nothing to change. Armor works the same way, plating and maille both, and large tools and the heavy set exchange only at the Tool Forge.
Stats and traits rebuild from the new set of materials. Everything else rides along: the modifiers, the name you gave it, the experience it has earned, and the damage it was carrying. A swap that would leave the tool more damaged than its new maximum allows is refused rather than breaking the tool.
A part in the material the slot already holds is refused, since there would be nothing to change. Armor works the same way, plating and maille both, and large tools and the heavy set exchange only at the Tool Forge.
It Is Already Growing
The pickaxe you just built is already earning experience, and it started on its first block. Every level it earns grants one more modifier slot, for good.
Nothing has to be switched on and nothing has to be spent. The Leveling chapter says what each kind of gear earns experience for and what a level costs; until then, just use the tool.
Nothing has to be switched on and nothing has to be spent. The Leveling chapter says what each kind of gear earns experience for and what a level costs; until then, just use the tool.
Crafting Station
A crafting table converts directly into a Crafting Station. It crafts exactly as the table it came from, except an unfinished project stays in the grid when you walk away.
A chest set beside the station shows its contents alongside the grid, so materials never need to leave storage to be used.
A chest set beside the station shows its contents alongside the grid, so materials never need to leave storage to be used.
Pattern Chest
Stores one copy of each pattern, or of casts if you would rather; a chest holds one kind or the other, never both at once.
Set next to a Stencil Table or Part Builder, its contents appear right in that station's screen.
Set next to a Stencil Table or Part Builder, its contents appear right in that station's screen.
Part Chest
Holds spare tool parts, and nothing else. Like the workshop's other chests it shows its contents in a neighbouring station's side panel, so a part carved yesterday is at hand when today's tool wants it.
Tool Forge
The Tool Station's sturdier sibling: three blocks of seared bricks and four metal blocks built around a Tool Station. Iron, gold and copper blocks all count, so the real price is four metal blocks, or thirty-six ingots.
It does everything the station does, and it alone assembles the large tools (the hammer, the cleaver and their kin) and the heavy armor set. It also repairs five percent more cheaply than the station.
What next: metal is not carved. Read the Smeltery chapter.
It does everything the station does, and it alone assembles the large tools (the hammer, the cleaver and their kin) and the heavy armor set. It also repairs five percent more cheaply than the station.
What next: metal is not carved. Read the Smeltery chapter.