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40d Talk:Item quality
With regard to dwarves throwing a fit if a masterwork item is destroyed; I accidentally wrecked a masterwork engraving by having my miners dig out the other side of the wall where it was engraved. Sure enough, the engraver proceeded to make a fuss.
Then he scheduled a meeting with my broker/manager/leader dwarf. After the meeting I checked the engravers moods and saw the message "He recently yelled at a superior, but this only made him more angry" (not a direct quote). I'm wondering, does this mean that if the appropriate noble (I'm guessing the leader) has decent social skills they can actually get a tantruming dwarf to calm down and get back to work.
- Might be worth further investigation.--WyldKarde 17:22, 4 November 2007 (EST)
- Curious. Makes me wish Toady let out a little bit more info than he does about his game (we still don't know how combat works). But then again, it adds another level to an already deep game.--Draco18s 17:39, 4 November 2007 (EST)
Trading masterpieces.
As far as I can make out, masterpieces can be traded without a tantrum. Can anyone confirm this? Is it worth adding? Runspotrun 16:38, 8 November 2007 (EST)
- I traded away a half-dozen masterwork stonecrafts to the elves this Spring. So far, no reaction from my craftsdwarf, and the elves have left the map (it's been 2 months). So I'd say, conservatively, that you can at least trade stonecrafts. If this is true in general, then trading might be the safest thing to do with your masterworks. Doctorlucky 02:42, 20 November 2007 (EST)
- I've traded various masterwork crafts and masterwork prepared food so I'd tend to agree. My first response to most masterwork items is to try this as it saves a lot of hassle :) --Shades 08:44, 20 November 2007 (EST)
- So how bad is it to have Masterwork or Masterwork adorned clothing on your dwarfs? Chrispy 22:14, 18 March 2008 (EDT)
- The stuff eventually rots and gets thrown away, causing the dwarf who made it to tantrum. --Savok 11:49, 19 March 2008 (EDT)
Wear and Tear
Wear is similar to quality, in that it adds a symbol notation to the item description - "x" "X" or "XX". I would also be very surprised if it didn't impact the value and effectiveness of an item - in particular, dwarves notice when their clothes start to decay, and give unhappy thoughts. Should we incorporate that material here, or just link to it? Doctorlucky 00:25, 19 November 2007 (EST)
- And while we're at it, for completeness, things can also have decorations «», be imported () or forbidden {}. Any other designations? Doctorlucky 00:32, 19 November 2007 (EST)
Alcohol Quality
Is this confirmed? I've never heard of it before, and as fasr as I know, the "had a wonderful drink lately" happy thought just comes from consuming one's favourite drink ("prefers to drink dwarven rum when possible" etc.) --Furiousfish 10:40, 19 November 2007 (EST)
Multiple quality modifiers
Does anyone know how to determine the value of items with multiple quality modifiers on them? Like bridges (design quality and construction quality) or clothing (weaving & clothesmaking). VengefulDonut 14:20, 20 December 2007 (EST)
- I thought that at least bridges have only design quality. All walls constructed with masonry/carpentry/metalsmithing don't have any quality at least. As for clothing - I believe that I've seen well clothing, description of which states that it was made from fine cloth and the thread was dyed with a specific plant extract. The general rule is imho that every multi-staged job uses only 1 skill to determine the quality of the output (always architecture in any construction) but the quality of the materials is preserved (if any at all). One needs to look closer at the values of various multi-quality clothing to determine the value rule in that case. --Another 19:13, 20 December 2007 (EST)
- In fact bridges have two quality modifiers. The design modifier is based on the architect's skill, the construction modifier is based on the builder's masonry skill (or carpentry, or metalsmithing, whichever is appropriate to the given bridge). It's quite difficult to determine the actual value of the bridge, since the value and number of materials used factors in as well. It would probably be easiest to just halt all mining and engraving, build the bridge, and see how much the architecture value of your fortress raises. As far as clothing values go, I believe that dye is counted as a decoration, and the value of the dye, multiplied by the quality of the dye job, is simply added to the value of the clothing. I believe the quality of the cloth is also considered a decoration, using the quality and the base cloth value to calculate the end value. Both dye and cloth quality values are added to the end value of the clothing. Most of this comes from tests done in the old 2D version, and so the formula may have changed, although I doubt it. With skilled weavers and clothiers you can make some ridiculously valuable cloth items out of giant cave spider silk. --Mzbundifund 19:01, 20 December 2007 (CST)
See Also
Item designations
Perhaps a merge might be nice? --Chrispy 22:15, 18 March 2008 (EDT)
- Although Quality creates item designations, they are not at all the same topic. So no. --Savok 11:51, 19 March 2008 (EDT)
Masterpiece Meals
It says in the article that rotting masterpiece meals gives the maker an unhappy thought, but i have had many masterpiece meals rot without any repercussions. I do remember however that in the 2D version chasming rotten meals would cause the creator to tantrum. Curudan 16:03, 5 April 2008 (EDT)
- I've just had a masterpiece meal rot away, and it did indeed give the creator an unhappy thought. Wasn't enough to bring her down from ecstatic, though, so I've no idea how powerful it is. --Gh3yz0r 19:25, 27 April 2008 (EDT)
- Masterpiece destruction is no longer the headache it once was. Used to the loss of a masterpiece would absolutely crush the soul of a dwarf. Removing 1000 mood points. Now it removes mood based on how many other masterpieces they have. So legendary chefs hardly notice when one of their thousands of masterpieces rot. --Ikkonoishi 01:17, 28 April 2008 (EDT)