v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing 40d Talk:Item value
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 13: | Line 13: | ||
:::Wait, what am I saying, it's a Wiki. I can go ahead and change it myself. [[User:LegacyCWAL|LegacyCWAL]] 14:26, 2 October 2008 (EDT) | :::Wait, what am I saying, it's a Wiki. I can go ahead and change it myself. [[User:LegacyCWAL|LegacyCWAL]] 14:26, 2 October 2008 (EDT) | ||
::::I can agree with that modification. Shortening the list is always a good thing. --[[User:GreyMario|GreyMaria]] 15:32, 2 October 2008 (EDT) | ::::I can agree with that modification. Shortening the list is always a good thing. --[[User:GreyMario|GreyMaria]] 15:32, 2 October 2008 (EDT) | ||
− | |||
== value of clothes/shoes == | == value of clothes/shoes == | ||
Line 381: | Line 380: | ||
:I moved in the tables, but I think "stones and ores" is redundant since ores are a class of stones. Also "non-economic stones" doesn't really make a category split. It has not always been the case that only economic stones have value not equal to one, and it once again might not be in the future. These nice tables. The gems especially must have taken a lot of work. [[User:VengefulDonut|VengefulDonut]] 21:26, 3 February 2009 (EST) | :I moved in the tables, but I think "stones and ores" is redundant since ores are a class of stones. Also "non-economic stones" doesn't really make a category split. It has not always been the case that only economic stones have value not equal to one, and it once again might not be in the future. These nice tables. The gems especially must have taken a lot of work. [[User:VengefulDonut|VengefulDonut]] 21:26, 3 February 2009 (EST) | ||
− | |||
− | |||
::Thanks. I have no problem with putting the ores, economic stones, and common stone in the same table. I originally split them up only because the lists of material multipliers were on three different pages. I do have a couple of other concerns, though. I see you added leather and bone to the miscellaneous table. I'm not sure they belong there. Also, I think we need some clear examples showing how to compute the value of a few of the more complicated items, especially prepared meals, items made from dyed cloth, and decorations (including sewn dyed-cloth decorations). Maybe soap, too, just for laughs. Lastly, I went through the stockpile menu and found some things we're missing: lye, ballista arrow heads, and animal traps. Lye seems to be a no-material, no-quality item of value 5. (You can find it in the food stockpile menu, along with almost all of the other no-material no-quality items.) I know animal traps and ballista arrow heads both have quality and material, but I don't have a fortress advanced enough to produce any just now. I think animal traps have a base value of 10, but I'm not sure, and I really have no idea how valuable ballista arrow heads are. (Does anyone actually use ballista arrowheads?) Let me know what you think. [[User:Hussell|Hussell]] 23:10, 3 February 2009 (EST) | ::Thanks. I have no problem with putting the ores, economic stones, and common stone in the same table. I originally split them up only because the lists of material multipliers were on three different pages. I do have a couple of other concerns, though. I see you added leather and bone to the miscellaneous table. I'm not sure they belong there. Also, I think we need some clear examples showing how to compute the value of a few of the more complicated items, especially prepared meals, items made from dyed cloth, and decorations (including sewn dyed-cloth decorations). Maybe soap, too, just for laughs. Lastly, I went through the stockpile menu and found some things we're missing: lye, ballista arrow heads, and animal traps. Lye seems to be a no-material, no-quality item of value 5. (You can find it in the food stockpile menu, along with almost all of the other no-material no-quality items.) I know animal traps and ballista arrow heads both have quality and material, but I don't have a fortress advanced enough to produce any just now. I think animal traps have a base value of 10, but I'm not sure, and I really have no idea how valuable ballista arrow heads are. (Does anyone actually use ballista arrowheads?) Let me know what you think. [[User:Hussell|Hussell]] 23:10, 3 February 2009 (EST) | ||
Line 390: | Line 387: | ||
::I don't think leather and bone should be considered materials at all. I'm not even sure plant thread should be considered a material. It's easier to think of all animal products as being made out of an animal material, with silk and soap as special cases. We could insert the explanation from the top of [[Modvalue]] if you think it would help. Either that, or we'll have to list all animal products as materials. I know how to calculate the value of prepared meals. See [[Talk:Item_value#Potential_improvements]]. I'm a little unclear on dyed decorations, and dye in general. I need to mod the values of some dyes and plant values to see if the value of dye decorations is based on the value of the dye, or on the value of a decoration times the plant value. I'll get back to you with the results of my tests. [[User:Hussell|Hussell]] 13:08, 4 February 2009 (EST) | ::I don't think leather and bone should be considered materials at all. I'm not even sure plant thread should be considered a material. It's easier to think of all animal products as being made out of an animal material, with silk and soap as special cases. We could insert the explanation from the top of [[Modvalue]] if you think it would help. Either that, or we'll have to list all animal products as materials. I know how to calculate the value of prepared meals. See [[Talk:Item_value#Potential_improvements]]. I'm a little unclear on dyed decorations, and dye in general. I need to mod the values of some dyes and plant values to see if the value of dye decorations is based on the value of the dye, or on the value of a decoration times the plant value. I'll get back to you with the results of my tests. [[User:Hussell|Hussell]] 13:08, 4 February 2009 (EST) | ||
− | :::I think it would be simpler to use the table to keep bone, leather, etc. on there, just with a note mentioning the effect of mod value. This is because you don't turn animals or plants directly into the end product, but have to go through intermediate steps to get there. For example, your leatherworker doesn't | + | :::I think it would be simpler to use the table to keep bone, leather, etc. on there, just with a note mentioning the effect of mod value. This is because you don't turn animals or plants directly into the end product, but have to go through intermediate steps to get there. For example, your leatherworker doesn't turn a cow into a cow leather bag, what he does is go to the leather stockpile and take a piece of leather to use. There's also the fact that not all leather, cloth, or silk comes from animals you slaughter/butcher: it's hard to think of a carp leather buckler as a carp product when you bought the leather from a caravan.[[User:LegacyCWAL|LegacyCWAL]] 14:24, 4 February 2009 (EST) |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |