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Editing v0.34 Talk:Finished goods

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--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 11:30, 30 December 2013 (UTC)
 
--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 11:30, 30 December 2013 (UTC)
  
: Nice work and a good find on skill-independence of number of crafts produced per job, but other than that, it didn't seem like you unearthed much new information here. The irregular numbers of crafts produced are very easy to explain - a job randomly generates one to three crafts per job. This would have been trivially easy to observe by ordering a few stone crafts and following the shop inventory closely (via 't'). The random one-to-three spread explains why the average is two and why it's not a clean ratio. I edited the crafts entry accordingly.
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: Nonetheless, a good idea to incorporate the findings into the page, which had been unclear on which items are produced in multiples and which only in singles (instruments, toys).
 
 
 
: And i don't want to belittle your work - the research on gemcutting and cloth crafts were very thorough efforts in areas that have been largely neglected so far.
 
 
 
--[[User:Larix|Larix]] ([[User talk:Larix|talk]]) 20:53, 23 January 2014 (UTC)
 
 
 
:: Well, think of it in this way: If I '''did''' unearth a lot of new information for something that exists for some time ago, then something would be amiss with everything. In other words, someone should have noticed something wrong. Gemcutting was actually explained in a paragraph at the Gems page, but I only remembered to check it after the testing. The main reason why I did all this was to investigate the possibility of multiples production (which is a real and useful property) that wasn't explained or exemplified at the time when I first researched this.
 
 
 
:: I'll probably complete the research anytime in the near future (for completeness) but my feeling is that there will not be that big differences between the remaining item classes.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 00:57, 24 January 2014 (UTC)
 
 
 
==Glass and Gem Crafts==
 
  
 
I've done some more research to a topic that puzzled me: glass and gem crafts. The page points to the v0.31.25 talk page, which itself I felt it didn't provide a good enough explanation. Using a setup similar to the above (with the addition I also used ''fastdwarf 2 1'' to speed up the process). I've tested all varieties of glass, tested whether skill affects production and also tested gems (in this case, only [[Ruby]] and [[Prase]] were tested). 1000 items were used in each trial. The results are as follows:
 
I've done some more research to a topic that puzzled me: glass and gem crafts. The page points to the v0.31.25 talk page, which itself I felt it didn't provide a good enough explanation. Using a setup similar to the above (with the addition I also used ''fastdwarf 2 1'' to speed up the process). I've tested all varieties of glass, tested whether skill affects production and also tested gems (in this case, only [[Ruby]] and [[Prase]] were tested). 1000 items were used in each trial. The results are as follows:
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3. Raw Gems has a 95% chance to be cut to a Gem and a 5% chance to be cut into a Large Gem. The results given by the Crafts production are too residual to be considered (i.e. the probability of a craft appearing is less than 1%.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 14:56, 4 January 2014 (UTC)
 
3. Raw Gems has a 95% chance to be cut to a Gem and a 5% chance to be cut into a Large Gem. The results given by the Crafts production are too residual to be considered (i.e. the probability of a craft appearing is less than 1%.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 14:56, 4 January 2014 (UTC)
  
It seems Quietust has done some code spelunking and found the correct ratios, although my research is slightly off, which could be explained by the difference in versions. Awkwardly, it is written at the [[Gems]] page.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 15:31, 4 January 2014 (UTC)
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It seems Quietusk has done some code spelunking and found the correct ratios, although my research is slightly off, which could be explained by the difference in versions. Awkwardly, it is written at the [[Gems]] page.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 15:31, 4 January 2014 (UTC)
  
 
I've done some more research and increased the sample size to 10000 items, the results follow:
 
I've done some more research and increased the sample size to 10000 items, the results follow:
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Treating the results we get roughly the same data that's stated at the Gems page. It strikes me as odd that this page didn't have any relationship whatsoever with the accurate information existing in the wiki... This being said, I'm updating the post with this information and also quoting it here:
 
Treating the results we get roughly the same data that's stated at the Gems page. It strikes me as odd that this page didn't have any relationship whatsoever with the accurate information existing in the wiki... This being said, I'm updating the post with this information and also quoting it here:
  
{{User:Doktoro Reichard/Quote|text=Exactly 5% of all rough gems will be cut into a single craft or large gem (with 1 craft for every 8 large gems), and the same occurs with raw glass (but with different ratios - 33% of all jobs, producing 11 crafts for every 16 large gems).|sign=[[User:Quietust|Quietust]]|source=[[DF2012:Gems|Gems]] page}}--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 21:55, 4 January 2014 (UTC)
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{{User:Doktoro Reichard/Quote|text=Exactly 5% of all rough gems will be cut into a single craft or large gem (with 1 craft for every 8 large gems), and the same occurs with raw glass (but with different ratios - 33% of all jobs, producing 11 crafts for every 16 large gems).|sign=[[User:Quietusk|Quietusk]]|source=[[DF2012:Gems|Gems]] page}}--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 21:55, 4 January 2014 (UTC)
 
 
:Nice work! Thanks for investing the time to clarify the creation of gem crafts.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:22, 6 January 2014 (UTC)
 
 
 
== Cloth, Silk and Yarn Crafts ==
 
 
 
Done more research, yet again, this time on the cloth/silk/yarn crafts. The sample size was 1000. Here are the results.
 
 
 
Items                |          Crafts          | Total
 
                      | f | a | s | c | r | e | b |
 
----------------------+---+---+---+---+---+---+---+------
 
SPIDER_CAVE:SILK      | 0 |661| 0 | 0 | 0 |700|657| 2018
 
GRASS_TAIL_PIG:THREAD | 0 |687| 0 | 0 | 0 |674|633| 1994
 
ALPACA:HAIR          |308|289|291|287|272|279|278| 2004
 
TROLL:HAIR            |294|290|322|280|283|275|301| 2045
 
FORGOTTEN_BEAST_1:SILK| 0 |665| 0 | 0 | 0 |663|619| 1947
 
 
 
It struck me as odd that only [[Yarn]] can be produced into the full range of craft products. Hence I devised 2 more tests. The TROLL:HAIR test was also done with the Clothier at 0 experience.
 
 
 
All things considered, here are the conclusions:
 
 
 
# All cloth-based crafts are produced in a more-or-less 2:1 ratio with the resources provided.
 
# [[Silk]] and [[Thread]] crafts can only be Amulets, Earrings and Bracelets. The percentage of any being crafted is 1/3.
 
# All possible crafts can be made with [[Yarn]]. The percentage of any being crafted is 1/7.
 
# Skill has no influence in the amount of multiples. Period. Craftsdwarves just gain experience too fast for any decrease in amount to be noticeable.
 
 
 
Without digging in the code I can't say for sure, but I would say that each individual item shares a similar mechanic to the [[Melt]]ing process (where item percentages are stored in the workshop). It would explain the discrepancies the crafs' production shows.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 11:42, 7 January 2014 (UTC)
 
 
 
:Hair/wool yarn is the only material with the [ITEMS_HARD] tag. The others have [ITEMS_SOFT], which removes scepters, crowns, rings and figurines from the list of eligible crafts. A material without any valid tags like these defaults to producing large gems, of all things. --[[User:AVK|AVK]] ([[User talk:AVK|talk]]) 21:30, 3 March 2014 (UTC)
 
 
 
== Ceramic and Metal Crafts ==
 
 
 
Both Ceramic and Metal crafts have been found to follow on the rules previously determined by all other materials, so this is a follow-up. The results are as follows.
 
 
 
=== Ceramics ===
 
 
 
Items      |          Crafts          | Total
 
            | f | a | s | c | r | e | b |
 
------------+---+---+---+---+---+---+---+------
 
Earthenware |297|283|288|300|308|282|266| 2024
 
Stoneware  |287|262|287|277|272|305|309| 1999
 
Porcelain  |281|279|270|263|278|301|263| 1935
 
 
 
=== Metals ===
 
 
 
Items      |          Crafts          | Total
 
            | f | a | s | c | r | e | b |
 
-----------+---+---+---+---+---+---+---+------
 
Gold      |318|285|297|259|285|295|277| 2016
 
Steel      |264|280|293|297|270|308|285| 1997
 
Adamantine |274|271|288|276|301|308|300| 2018
 
 
 
Items      |    Instruments    | Total
 
            | f | t | h | d | p |
 
-----------+---+---+---+---+---+------
 
Gold      |190|203|202|206|199| 1000
 
Steel      |219|183|185|199|214| 1000
 
Adamantine |170|181|212|201|236| 1000
 
 
 
Items      |        Toys      | Total
 
            | p | b | h | a | f |
 
-----------+---+---+---+---+---+------
 
Gold      |190|241|176|200|193| 1000
 
Steel      |197|192|185|215|211| 1000
 
Adamantine |197|219|199|172|213| 1000
 
 
 
3000 Goblets were produced per each type of metal.
 
 
 
--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 16:48, 19 January 2014 (UTC)
 

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