{"schema":1,"game":"romestead","buildId":"25128773","dataVersion":"361b2d3b6606b011ae7584f4b184be93310f1d9111dabae2c6aac533fc5ada6a","path":"/sv/världsdagbok/byggnader/blacksmith--level-2","locale":"sv_SE","type":"entity","indexable":true,"canonical":"/sv/v%C3%A4rldsdagbok/byggnader/blacksmith--level-2","title":"Blacksmith - Level 2: upplåsning och material | Romestead","description":"Blacksmith - Level 2. Material: Brick, Lumber och Stone. Låses upp av: Proving your worth. 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Maximaler Schmied-Rang auf 7 erhöht. Enthält einen stärkeren Ofen zum Schmelzen von härterem Erz.","el_GR":"Houses a blacksmith who can craft various weapons and equipment. Max blacksmith rank increased to 7. Includes a stronger furnace for smelting tougher ore.","en":"Houses a blacksmith who can craft various weapons and equipment. Max blacksmith rank increased to 7. Includes a stronger furnace for smelting tougher ore.","es_ES":"Alberga a un herrero que puede fabricar diversas armas y equipamiento. El rango máximo del herrero aumenta a 7. Incluye un horno reforzado para fundir minerales más resistentes.","fr_FR":"Abrite un forgeron capable de fabriquer diverses armes et équipements. Rang maximal du forgeron augmenté à 7. Inclut un fourneau plus puissant pouvant fondre des minerais plus résistants.","hu_HU":"Houses a blacksmith who can craft various weapons and equipment. Max blacksmith rank increased to 7. 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Comes with a stronger furnace that can smelt stronger ores.","th_TH":"เป็นที่พักอาศัยให้ช่างตีเหล็กซึ่งสามารถคราฟต์อาวุธและของสวมใส่หลากหลายชนิด เลเวลช่างตีเหล็กสูงสุดที่รองรับได้เพิ่มเป็น 7 มีเตาหลอมไฟแรงขึ้นสำหรับถลุงแร่ที่แข็งยิ่งขึ้น","tr_TR":"Çeşitli metallerden silahlar ve ekipmanlar yapabilen bir Demirciye ev sahipliği yapar. Demircinin maksimum seviyesi 7'ye yükselir. Ayrıca daha sert cevherleri eritebilmen için fırın güçlendirilir.","uk_UA":"Houses a blacksmith who can craft various weapons and equipment. Max blacksmith rank increased to 7. Includes a stronger furnace for smelting tougher ore.","zh_CN":"容纳一位锻工，可打造各类武器与装备。锻工最高等级提升至 7 级。内有强力的熔炉，可冶炼高级的矿石。","zh_TW":"容納一位鍛工，可打造各類武器與裝備。鍛工最高等級提升至 7 級。內有強力的熔爐，可冶煉高級的礦石。"},"image":"/assets/icons/523dcc66af9fdae541e5c31c.png","tier":null,"maxStack":null,"availability":"registered","playerPage":true,"nameLocales":["cs_CZ","de_DE","el_GR","en","es_ES","fr_FR","hu_HU","it_IT","ja_JP","ko_KR","la_LA","nl_NL","pl_PL","pt_BR","pt_PT","ru_RU","sk_SK","sv_SE","th_TH","tr_TR","uk_UA","zh_CN","zh_TW"],"paths":{"en":"/world-journal/buildings/blacksmith--level-2","de_DE":"/de/weltenbuch/gebäude/schmiede--stufe-2","fr_FR":"/fr/journal-du-monde/bâtiments/forge--niveau-2","es_ES":"/es/diario-del-mundo/edificios/herrería--nivel-2","it_IT":"/it/diario-del-mondo/edifici/fabbro--livello-2","ru_RU":"/ru/журнал-мира/постройки/кузница--уровень-2","uk_UA":"/uk/журнал-світу/будівлі/blacksmith--level-2","pl_PL":"/pl/dziennik-świata/budynki/kuźnia--poziom-2","cs_CZ":"/cs/deník-světa/budovy/kovárna--úroveň-2","sk_SK":"/sk/denník-sveta/budovy/kováč--úroveň-2","hu_HU":"/hu/világnapló/épületek/blacksmith--level-2","el_GR":"/el/ημερολόγιο-κόσμου/κτίρια/σιδηρουργείο--επίπεδο-2","nl_NL":"/nl/wereldjournaal/gebouwen/smederij--level-2","sv_SE":"/sv/världsdagbok/byggnader/blacksmith--level-2","tr_TR":"/tr/dünya-günlüğü/binalar/demirhane--2-kademe","pt_BR":"/pt-br/diário-do-mundo/construções/forja--nível-2","pt_PT":"/pt/diário-do-mundo/edifícios/blacksmith--level-2","ja_JP":"/ja/世界の手帳/建物/鍛冶屋-レベル2","ko_KR":"/ko/세계-일지/건물/대장간--레벨-2","zh_CN":"/zh-cn/世界手册/建筑/锻工铺--2-级","zh_TW":"/zh-tw/世界手冊/建築/鍛工鋪--2-級","th_TH":"/th/บ-นท-กโลก/ส-งปล-กสร-าง/โรงต-เหล-ก--เลเวล-2","la_LA":"/la/liber-mundi/aedificia/blacksmith--level-2"}},"articles":[],"answer":{"key":"building:blacksmith:1","ask":"unlock","clauses":[{"say":"built","ids":["construction_resource:resource:brick","construction_resource:resource:lumber","construction_resource:resource:stone"]},{"say":"unlockedBy","ids":["quest:vulcan:2"]},{"say":"workers","ids":["job:blacksmith"]},{"say":"makes","ids":["item:armor:basalt:chest","item:armor:basalt:head","item:armor:basalt:legs"]}]},"playerAnswers":{"schema":1,"game":"romestead","buildId":"25128773","dataVersion":"361b2d3b6606b011ae7584f4b184be93310f1d9111dabae2c6aac533fc5ada6a","language":"en","locale":"sv_SE","playerState":"not-observed","selection":{"entity":"building:blacksmith:1"},"owner":{"entity":"building:blacksmith:1","kind":"building","name":"Blacksmith - Level 2","href":"/sv/världsdagbok/byggnader/blacksmith--level-2","apiHref":"/api/page?path=%2Fsv%2Fv%C3%A4rldsdagbok%2Fbyggnader%2Fblacksmith--level-2","answersHref":"/api/player-answers?entity=building%3Ablacksmith%3A1&locale=sv_SE"},"page":1,"pages":1,"pageSize":20,"total":5,"rows":[{"id":"mechanic:citizens:decoration_appeal","title":"Decoration proximity, direct stat bonuses and building appeal","statement":"Decorations affect intersecting building footprints through native world-unit radii. Direct citizen stat modifiers and capped building appeal are separate channels, both applied to the citizens assigned to those buildings.","status":"operative-rule","language":"en","fields":{"appealCap":"native BuildingData.MaxBuildingAppeal * WorldStats_MaxBuildingAppealModifier; native maximum zero gives no appeal channel","appealConversion":"one full step for each exceeded breakpoint, then linear interpolation through the current interval","decorationKeys":["decoration:big_bush:0","decoration:big_bush:1","decoration:big_bush:2","decoration:big_tree:0","decoration:big_tree:1","decoration:big_tree:2","decoration:bonfire:0","decoration:bonfire:1","decoration:bonfire:2","decoration:bonfire:3","decoration:brazier:0","decoration:brazier:1","decoration:brazier:2","decoration:cyclop_statue:0","decoration:fountain:2","decoration:fountain:3","decoration:horizontal_bush:0","decoration:horizontal_bush:1","decoration:horizontal_bush:2","decoration:monument:0","decoration:small_bush:0","decoration:small_bush:1","decoration:small_bush:2","decoration:test_bad","decoration:test_good","decoration:torch_bearer_statue:0","decoration:vertical_bush:0","decoration:vertical_bush:1","decoration:vertical_bush:2","decoration:vulcan_statue:0"],"defaultAppealBreakpoints":[6,16,32,64,"float.MaxValue"],"defaultHappinessPerStep":1,"directBonusDefinitions":["decoration:cyclop_statue:0","decoration:monument:0","decoration:test_bad","decoration:torch_bearer_statue:0","decoration:vulcan_statue:0"],"farmsteadAppealCaps":[6,16,32],"hiddenTestDefinitions":["decoration:test_good","decoration:test_bad"],"intersection":"building world rectangle intersects the decoration's centered circle","modifierIdentity":"decoration spawn GUID; repeated registration of one GUID replaces that modifier, while distinct GUIDs contribute separately","nativeBuildingAppealCaps":{"building:altar:0":0,"building:altar:1":0,"building:altar:2":0,"building:bakery:0":16,"building:bakery:1":32,"building:bakery:2":64,"building:barracks:0":0,"building:bathhouse:0":0,"building:beehive:0":0,"building:blacksmith:0":16,"building:blacksmith:1":32,"building:blacksmith:2":64,"building:brick_oven:0":0,"building:carpenter:0":6,"building:carpenter:1":16,"building:carpenter:2":32,"building:carpenter:3":64,"building:catapult:0:east":0,"building:catapult:0:north":0,"building:catapult:0:south":0,"building:catapult:0:west":0,"building:catapult:1":0,"building:catapult:2":0,"building:clay_pit:0":6,"building:clay_pit:1":16,"building:clay_pit:2":32,"building:clay_pit:3":64,"building:concrete_mixer:0":0,"building:dolium_beer:0":0,"building:dolium_garum:0":0,"building:dolium_mead:0":0,"building:dolium_olive_oil:0":0,"building:dolium_wine:0":0,"building:farmstead:0":6,"building:farmstead:1":16,"building:farmstead:2":32,"building:film_studio:0":0,"building:film_studio:dark_world":0,"building:food_storage:0":0,"building:insula:0":6,"building:insula:1":16,"building:insula:2":64,"building:leatherworker:0":6,"building:leatherworker:1":32,"building:leatherworker:2":64,"building:logistics_tent:0":0,"building:lumber_yard:0":6,"building:lumber_yard:1":16,"building:lumber_yard:2":32,"building:lumber_yard:3":64,"building:manual_mill:0":0,"building:market:0":6,"building:market:1":16,"building:market:2":64,"building:material_storage:0":0,"building:material_storage:1":0,"building:material_storage:2":0,"building:material_storage:3":0,"building:player_house:0":0,"building:player_house:1":0,"building:player_house:2":0,"building:player_house:3":0,"building:pottery:0":16,"building:pottery:1":32,"building:quarry:0":6,"building:quarry:1":16,"building:quarry:2":32,"building:quarry:3":64,"building:sculptor:0":16,"building:tavern:0":0,"building:temple:0":64,"building:town_core:0":0,"building:trading_post:0":16,"building:university:0":32,"building:university:1":64,"building:watermill:0:east":0,"building:watermill:0:north":0,"building:watermill:0:south":0,"building:watermill:0:west":0,"building:watermill:1:east":0,"building:watermill:1:north":0,"building:watermill:1:south":0,"building:watermill:1:west":0,"building:well:0":0},"nativeRadiusUnit":"world-position units","normalDirectStatueBonuses":{"Citizen_Efficiency":1,"Citizen_Expertise":1},"normalDirectStatueCount":4,"normalDirectStatueRadius":96,"townFilterInReviewedLookup":false},"conditions":["The source retains all 30 decoration definitions, their radius, appeal, direct stat dictionary, spawned object and canonical construction owner. The two normalized hidden test definitions keep that classification.","DecorationsSController registers every building returned by GetBuildingsIntersectingCircleArea without a town filter. Newly created buildings scan existing decorations with the reciprocal rectangle-circle test.","RegisterDecoration stores appeal per decoration instance when the building's appeal channel exists, then registers direct CitizenStatBonuses under the same spawn GUID independently of the appeal channel.","Building appeal sums instance values and caps them with MathF.Min. The helper uses the configured step curve or the native five-entry fallback and the configured happiness-per-step value.","At the default curve and unit step, appeal 6, 16 and 32 contribute happiness 1, 2 and 3 respectively. Those are calculated contributions when the actual appeal reaches those values, not free rank bonuses.","The resulting appeal happiness is an additive Citizen_Happiness modifier. Direct statues add to efficiency/expertise; the existing happiness formula subsequently affects both stats through its separate multiplier contribution.","Removing or upgrading a decoration unregisters the old instance's appeal and direct modifiers, then recomputes affected citizen stats. Registration/load and building-creation paths use the actual native footprint and radius.","Building modifiers are copied into assigned citizens by the existing stat-composition pass. An unrelated nearby citizen does not receive this modifier merely by standing inside the decoration circle."],"unknowns":["Placed decoration instances, building footprint, native appeal cap, configuration/world modifiers and actual citizen-slot assignments are live inputs.","Prototype registration and a stored numeric effect do not by themselves establish an ordinary player unlock or a current active decoration."],"questions":[{"id":"Q07","href":"/api/player-answers?question=Q07&locale=sv_SE"},{"id":"Q08","href":"/api/player-answers?question=Q08&locale=sv_SE"},{"id":"Q09","href":"/api/player-answers?question=Q09&locale=sv_SE"},{"id":"Q19","href":"/api/player-answers?question=Q19&locale=sv_SE"}],"relatedRules":[{"id":"mechanic:citizens:job_assignment","href":"/api/player-answers?rule=mechanic%3Acitizens%3Ajob_assignment&locale=sv_SE"},{"id":"mechanic:citizens:stat_application","href":"/api/player-answers?rule=mechanic%3Acitizens%3Astat_application&locale=sv_SE"},{"id":"mechanic:construction:materials_and_completion","href":"/api/player-answers?rule=mechanic%3Aconstruction%3Amaterials_and_completion&locale=sv_SE"},{"id":"mechanic:construction:placement_flow","href":"/api/player-answers?rule=mechanic%3Aconstruction%3Aplacement_flow&locale=sv_SE"},{"id":"mechanic:workplaces:completion","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Acompletion&locale=sv_SE"}],"entities":[{"entity":"building:altar:0","kind":"building","name":"Altar","href":"/sv/världsdagbok/byggnader/altar","apiHref":"/api/page?path=%2Fsv%2Fv%C3%A4rldsdagbok%2Fbyggnader%2Faltar","answersHref":"/api/player-answers?entity=building%3Aaltar%3A0&locale=sv_SE","role":"references"},{"entity":"building:altar:1","kind":"building","name":"Altar - 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Caller-level admission and transfer rules remain separate.","Unassignment clears the current job and instance/controller associations, but does not delete or reset the per-job experience dictionary.","All 16 native job records remain, including their exact rank-based caps, god association and generation flag. Unemployed and catapult-operator caps of zero are not rewritten to the level caps of production jobs.","Ordinary work uses the existing efficiency curve, matching-job level multiplier, expertise quality and ordered experience award. Scripted carpentry, farming, autonomous mills and other controllers retain their explicit variants.","Training gifts and native TryAddJobLevel use their own admission and final-cap path; they do not reroll citizen base stats or replace all job histories.","Base birth specialization and a displayed profession are different facts. Changing jobs alone does not turn a generic base into a legendary profession base."],"unknowns":["A useful comparison requires the candidate citizens' actual stored job histories, current effective stats, target workplace rank, recipe and inventory state.","The native mapping supports an informed job choice but does not supply a universal best-citizen 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stat composition, hunger and happiness","statement":"Citizen hunger and happiness contribute to named modifier fields; the final stat calculation adds multiplier contributions to one before multiplying the combined base and bonuses.","status":"operative-rule","language":"en","fields":{"aggregates":{"A":"sum(Additive)","AM":"1 + sum(AdditiveMultiplier)","BM":"sum(BaseMultiplier)","BonusM":"1 + sum(BonusMultiplier)","M":"1 + sum(Multiplier)"},"applicationOrder":["reset modifiers","building modifiers","refresh town auras when a town resolves","citizen auras","global citizen auras","hunger modifiers","happiness modifiers from the then-calculated happiness"],"happinessMultiplierContribution":{"atLeastOne":"Lerp(0.03f, 3f, h / 100f)","fromZeroBelowOne":0,"negative":"Lerp(-0.02f, -0.99f, -h / 100f)"},"hungerBrackets":[{"condition":"h >= 1","efficiencyMultiplier":-1,"happinessAdditive":-10,"loyaltyGainAdditive":-1},{"condition":"h > 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The loyalty field is an Additive contribution to Citizen_LoyaltyGain, not a subtraction from stored loyalty.","Both happiness branches affect Citizen_Efficiency and Citizen_Expertise. Their Lerp input is not independently clamped by CitizenHelper.","An efficiency Multiplier contribution of -0.5 reduces the aggregate M by 0.5; it does not multiply efficiency by negative one half.","Stat.Recalculate uses native binary32 operation order, then MathF.Max(MathF.Min(MaxValue, y), MinValue). Bounds and the initial base come from native StatDescription.","Adding building stats copies their modifiers, not an arbitrary replacement of the citizen's base value.","StatsBaseMethods.Get creates a missing stat using its native description default. It is not equivalent to an unknown value of zero."],"unknowns":["The citizen's base description, aura rows, building/town/global modifiers and current hunger are required for a numeric result.","Current aura state and effective stat totals are player-state inputs. Unknown values must remain 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construction materials and completion order","statement":"Construction-site completion counts physical entities' construction-material aggregates in the site's tile rectangle, consumes matching entities or bucket contents, removes the site and spawns its declared construction.","status":"operative-rule","language":"en","fields":{"adjacentBuildMatch":"same ConstructionId","adjacentBuildRadiusTiles":1.45,"bucketHandling":"empty consumed contents, retain and move bucket entity","materialPlane":"entity ConstructionMaterials aggregate in the site rectangle","playerRoadRadiusFlag":"more_roads_built","positiveRequirementsOnly":true},"conditions":["TryBuildConstructionSite requires an existing site/world and a construction with SpawnedId. A missing recorded town is replaced with the closest town, or the orphan site is removed when no town can be found.","Only positive declared resource requirements enter the remaining-resource dictionary. ServerOnly entities are skipped. Each matching entity subtracts its whole aggregate from remaining requirements; that entity is marked for removal or, if it contains a bucket resource, for emptying.","If resources remain and DisableConstructionMaterialRequirements is false, completion returns before resource removal. Ordinary inventory item stacks and loose world-item records do not become construction materials merely by sharing a resource name.","A contributing non-bucket world entity is removed whole with ConsumedResource. A contributing bucket is emptied; this path does not split off a remainder from a larger contributing aggregate.","For Building, Entity and Decoration constructions, retained entities, players and world items are moved out of the footprint. Main-area FreeTiles handling can also remove non-health immovable blockers. Other construction types do not use that move-out branch.","The site is removed before SpawnConstruction. A player build passes that player's entity identity as ownership context; a citizen build uses the fixed non-player owner sentinel and no player quest-event identity.","If BuildNearbyConstructions is enabled, same-ID neighboring sites within an inflated tile rectangle are attempted once with further chaining disabled. Dirt-road player builds add more_roads_built to the 1.45-tile inflation. Each neighboring attempt rechecks its materials but does not require its own accumulated progress threshold in this direct call."],"unknowns":["Actual entities, aggregate quantities, site/world/town state and configuration are required for a live result.","A passed material check is not proof of successful final spawning or a complete upgrade/refund rule. 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The shared geometry predicate exists, but the reviewed server create/build/item handlers do not all call it.","status":"operative-rule","language":"en","fields":{"blueprintClientRejects":"ConstructionValidEnum.Invalid","carpenterEligibilityRequires":"ConstructionValidEnum.Valid","placementItemCost":"one item from the current player's character inventory","serverValidatorReferenceSearch":"construction-server-validator-references","townCoreClearanceTiles":64},"conditions":["PlacingConstruction.Place calls HasConditionsMet before its chosen placement callback. Building/decorative biome checks and selected proximity checks run there; a hard Invalid area rejects the placement, while Obstructed alone does not.","CreateConstructionSite checks the complete space predicate for Invalid, then sends a blueprint using the main area's width and height. Server creation resolves the peer's world, removes intersecting sites and records the supplied blueprint; that handler does not invoke ServerIsValidConstructionPosition.","The named server predicate has one native caller outside its own definition: the carpenter's IsConstructionSiteValid. That helper requires a resolved construction/world and the complete shared result to equal Valid.","The ordinary server build path independently checks site/world, resolvable spawn and physical construction materials, then consumes/moves entities and spawns the construction. It does not repeat the full shared geometry or the client's biome/proximity checks in this path.","TryPlaceConstruction resolves a usable placement item and its construction, checks a valid town only when RequiresTown demands one, expends one item and spawns. It does not run blueprint progress or the full shared geometry predicate.","The client town-core selector uses max(abs(dx)-townWidth/2, abs(dy)-townWidth/2), including width on both axes, against both existing towns and town-starting blueprints. SetConstruction registers a 64-tile minimum when CanStartTown is true."],"unknowns":["These findings describe the pinned handlers and their reference set. They do not authorize treating every network entry point as a fully validated placement or replacing the accepted settlement geometry model with one UI status.","Actual biome, footprints, source items, town membership and obstruction state remain player inputs. Blueprint placement is distinct from being ready to complete it."],"questions":[{"id":"Q19","href":"/api/player-answers?question=Q19&locale=sv_SE"}],"relatedRules":[{"id":"mechanic:citizens:decoration_appeal","href":"/api/player-answers?rule=mechanic%3Acitizens%3Adecoration_appeal&locale=sv_SE"},{"id":"mechanic:construction:client_area_status","href":"/api/player-answers?rule=mechanic%3Aconstruction%3Aclient_area_status&locale=sv_SE"},{"id":"mechanic:construction:materials_and_completion","href":"/api/player-answers?rule=mechanic%3Aconstruction%3Amaterials_and_completion&locale=sv_SE"},{"id":"mechanic:controls:catapult_variant_absence","href":"/api/player-answers?rule=mechanic%3Acontrols%3Acatapult_variant_absence&locale=sv_SE"},{"id":"mechanic:controls:construction_variants","href":"/api/player-answers?rule=mechanic%3Acontrols%3Aconstruction_variants&locale=sv_SE"},{"id":"mechanic:workplaces:carpenter_construction","href":"/api/player-answers?rule=mechanic%3Aworkplaces%3Acarpenter_construction&locale=sv_SE"}],"entities":[{"entity":"building:bakery:0","kind":"building","name":"Bakery","href":"/sv/världsdagbok/byggnader/bakery","apiHref":"/api/page?path=%2Fsv%2Fv%C3%A4rldsdagbok%2Fbyggnader%2Fbakery","answersHref":"/api/player-answers?entity=building%3Abakery%3A0&locale=sv_SE","role":"applies-to"},{"entity":"building:bakery:1","kind":"building","name":"Bakery - 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