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Editing 40d Talk:Item quality

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: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.--[[User:Draco18s|Draco18s]] 17:39, 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.--[[User:Draco18s|Draco18s]] 17:39, 4 November 2007 (EST)
  
:The consoler skill allows a noble or whoever the dwarf talks to to calm the tantrum dwarf down. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 03:08, 4 May 2009 (UTC)
 
 
== Trading masterpieces. ==
 
== Trading masterpieces. ==
  
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:::Possibly.  An unambiguous result would be if a dabbling dwarf who liked the materials/etc. made a specific-quality item.  Though it's possible all skill modifiers are inactive for dabblers.  The effect should still be most noticeable in a Novice, though... which is almost the exact assertion Gairabad removed from the article.--[[User:Maximus|Maximus]] 19:13, 11 December 2008 (EST)
 
:::Possibly.  An unambiguous result would be if a dabbling dwarf who liked the materials/etc. made a specific-quality item.  Though it's possible all skill modifiers are inactive for dabblers.  The effect should still be most noticeable in a Novice, though... which is almost the exact assertion Gairabad removed from the article.--[[User:Maximus|Maximus]] 19:13, 11 December 2008 (EST)
 
:I just saw this for my first time.  I was training my cooks/peasants/etc. to dabbling in armorsmithing and weaponsmithing, and a no-skill farmer made a +iron bucker+.  When I checked, he had a preference for bucklers. --[[User:LegacyCWAL|LegacyCWAL]] 19:32, 24 March 2009 (UTC)
 
  
 
== Quality Probability Formulae ==
 
== Quality Probability Formulae ==
  
 
Could someone who understands that code tell us what it means? --[[User:Savok|Savok]] 20:14, 15 March 2009 (UTC)
 
Could someone who understands that code tell us what it means? --[[User:Savok|Savok]] 20:14, 15 March 2009 (UTC)
:The assembly code is there to prove my assertion that the dice rolls are independent.  There should be just enough commenting that someone skilled in the art can follow along.  If you're not skilled in the art, it is essentially gibberish.  Which is why I hid it inside a comment.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 06:41, 16 March 2009 (UTC)
 
::I don't want to go into a paternity war for something I could not have fathered, but I believe I documented this first, and the table is actually copy-pasted from my page (http://www.dwarffortresswiki.net/index.php?title=User:Bartavelle&oldid=15474), and that's why I changed the discoverer name (actually I'm not sure it is that important to have this name in this page anyway). I'll try to produce a more readable description of the algorithm, but it would be nice if somebody checked the numbers. [[User:Bartavelle|Bartavelle]] 08:06, 16 March 2009 (UTC)
 
:::My bad, this table is not the same table that I produced, and it seems I was right to ask for number checking as mine are probably wrong :) [[User:Bartavelle|Bartavelle]] 08:09, 16 March 2009 (UTC)
 
::::This table too is wrong. For novice, quality == 0 is P(d5 >= 1)*P(d10 >= 1)*P(d15 >= 1)*P(d20 >= 1)*P( (d25 >= 1) || (d3>1) ) = 4/5 * 9/10 * 14/15 * 19/20 * (1 - P( d25<1 && d3==1 ) ) =~ 0.63. Or I failed again ... [[User:Bartavelle|Bartavelle]] 08:55, 16 March 2009 (UTC)
 
 
== Experimental values ==
 
Here are values recorded in a test fortress. The skill value is AFTER the bonuses are applied.
 
 
{| border="1" cellpadding="5" cellspacing="0" valign="bottom"
 
|-
 
!Skill  !!No quality!!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful
 
|-
 
| 0|| 317(100.00%) || 0(0.00%) || 0(0.00%) || 0(0.00%) || 0(0.00%) || 0(0.00%)
 
|-
 
| 1|| 180(56.25%) || 119(37.19%) || 20(6.25%) || 0(0.00%) || 1(0.31%) || 0(0.00%)
 
|-
 
| 2|| 142(38.59%) || 157(42.66%) || 53(14.40%) || 14(3.80%) || 2(0.54%) || 0(0.00%)
 
|-
 
| 3|| 90(22.22%) || 149(36.79%) || 126(31.11%) || 37(9.14%) || 3(0.74%) || 0(0.00%)
 
|-
 
| 4|| 16(4.68%) || 128(37.43%) || 131(38.30%) || 55(16.08%) || 12(3.51%) || 0(0.00%)
 
|-
 
| 5|| 0(0.00%) || 73(21.16%) || 171(49.57%) || 87(25.22%) || 13(3.77%) || 1(0.29%)
 
|-
 
| 6|| 0(0.00%) || 61(16.85%) || 146(40.33%) || 106(29.28%) || 45(12.43%) || 4(1.10%)
 
|-
 
| 7|| 0(0.00%) || 28(8.89%) || 112(35.56%) || 122(38.73%) || 48(15.24%) || 5(1.59%)
 
|-
 
| 8|| 0(0.00%) || 9(3.90%) || 67(29.00%) || 91(39.39%) || 57(24.68%) || 7(3.03%)
 
|-
 
| 9|| 0(0.00%) || 3(1.28%) || 47(20.00%) || 121(51.49%) || 55(23.40%) || 9(3.83%)
 
|-
 
| 10|| 0(0.00%) || 0(0.00%) || 30(12.00%) || 125(50.00%) || 85(34.00%) || 10(4.00%)
 
|-
 
| 11|| 0(0.00%) || 0(0.00%) || 29(10.94%) || 118(44.53%) || 111(41.89%) || 7(2.64%)
 
|-
 
| 12|| 0(0.00%) || 0(0.00%) || 11(3.86%) || 119(41.75%) || 126(44.21%) || 29(10.18%)
 
|-
 
| 13|| 0(0.00%) || 0(0.00%) || 11(3.67%) || 103(34.33%) || 155(51.67%) || 31(10.33%)
 
|-
 
| 14|| 0(0.00%) || 0(0.00%) || 4(1.27%) || 73(23.17%) || 203(64.44%) || 35(11.11%)
 
|-
 
| 15|| 0(0.00%) || 0(0.00%) || 0(0.00%) || 80(23.88%) || 203(60.60%) || 52(15.52%)
 
|-
 
| 16|| 0(0.00%) || 0(0.00%) || 0(0.00%) || 54(15.43%) || 240(68.57%) || 56(16.00%)
 
|-
 
| 17|| 0(0.00%) || 0(0.00%) || 0(0.00%) || 40(10.96%) || 248(67.95%) || 77(21.10%)
 
|-
 
| 18|| 0(0.00%) || 0(0.00%) || 0(0.00%) || 21(7.45%) || 199(70.57%) || 62(21.99%)
 
|-
 
| 19|| 0(0.00%) || 0(0.00%) || 0(0.00%) || 6(4.51%) || 93(69.92%) || 34(25.56%)
 
|-
 
|}
 
 
I'm updating the table with the proper stats. <small>&ndash; [[template:unsigned|unsigned]] comment by [[User:Bartavelle|Bartavelle]]</small>
 
 
== Masterpiece destruction and effect on mood ==
 
 
Suppose I somehow manage to have a dwarf who's made 10000 masterpieces. Then if one of them gets destroyed, his happiness should decrease by 1000/10000 = 0.1 points. Does this round to 0, or will happiness always decrease by at least 1 point if a masterpiece gets destroyed? [[User:DaPatman|DaPatman]] 23:26, 22 April 2009 (UTC)
 
:It rounds to 0, even if all 10000 get destroyed.
 
:I coincidentally tested this today, while testing whether destroying mass quantities of objects speeds up the game.  (It does.)
 
:Many thousands of masterpieces were atom-smashed.  All the legendary workers who had made them stayed ecstatic.  The only worker who became unhappy was a proficient metalcrafter who must have made just a few masterpieces.<br/>&mdash;[[User:0x517A5D|0x517A5D]] 03:02, 23 April 2009 (UTC)
 
 
== Effects of quality ==
 
 
I've rearranged the last section a little. Can someone please add information for what quality does with different kinds of items? --[[User:Ar-Pharazon|Ar-Pharazon]] 12:34, 9 February 2010 (UTC)
 

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