Blend
Nine metals, from iron and copper to chrome and titanium. Each portion adds its readings to the crucible's average, so a pinch of tin can drag the heat limit down in a hurry.
Clock in, pick an order off the board, and every part starts as a recipe. Drop metals into the crucible until four neon readings settle into the client's windows, steer the glowing melt through a cooling curve your recipe has shaped, then watch the die strike its hallmark.
A job moves down the line in four beats. Nothing is random at the bench: every slip on the board is drawn from a seed and proven solvable before it is pinned up.
Nine metals, from iron and copper to chrome and titanium. Each portion adds its readings to the crucible's average, so a pinch of tin can drag the heat limit down in a hurry.
Two portions each of the right pair fuse into a named alloy that shifts the numbers. There are eight to find, from bronze and brass to stellite and nitinol, and each one is filed on the Codex shelf once a part made with it survives.
Your melt draws its own cooling channel. Flex widens it, hardness adds bends, conductivity steepens the swings and the melt point stretches it out. Drag to keep the glow inside; too many cracks and the part is scrap.
The die strikes a grade into the finished part: A, B, C or D, from the truth of the melt, the time spent in the channel and the cracks. The grade decides how much Flux the slip pays.
Each shift pins three slips to the board: a light job, a standard one and a heavy one that pays the most and bites the hardest. Take them in any order; three jobs fill the time card, or clock out early whenever you like. Later shifts bring new metals to the rack, tighter windows and wilder quenches.
Flux goes into the workbench, and every fitting changes how the bench plays, never how it looks.