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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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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? [[User:Doctorlucky|Doctorlucky]] 00:25, 19 November 2007 (EST)
 
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? [[User:Doctorlucky|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? [[User:Doctorlucky|Doctorlucky]] 00:32, 19 November 2007 (EST)
 
: And while we're at it, for completeness, things can also have decorations «», be imported () or forbidden {}.  Any other designations? [[User:Doctorlucky|Doctorlucky]] 00:32, 19 November 2007 (EST)
: Any idea how wear and tear is calculated?  I've have a long-time miner whose clothes are still rather pristine but what my mayor, who did next to nothing, wore was tattered. --[[User:FJH|FJH]] 00:54 20 February 2009 (EST)
 
  
 
== Alcohol Quality ==
 
== Alcohol Quality ==
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:AFAIK, it's in memory the same quality as masterpiece. --[[User:Bartavelle|Bartavelle]] 09:16, 1 September 2008 (EDT)
 
:AFAIK, it's in memory the same quality as masterpiece. --[[User:Bartavelle|Bartavelle]] 09:16, 1 September 2008 (EDT)
 
::Can you provide concrete confirmation of that?  It would go a long ways towards...well, towards exactly this, which would help several pages. [[User:LegacyCWAL|LegacyCWAL]] 15:18, 11 December 2008 (EST)
 
  
 
==Two Quality Levels==
 
==Two Quality Levels==
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::::::::Not in my experience.  If I want to level up a mason, I make blocks for constructions.  If I want to level up a carpenter, I make bins, barrels, and buckets.  With glassmaking, you can make raw glass.  Mechanics can start by using common stone and move on to economic stone.  Etc.  Often things that you "need" can be put off a bit.  For example, it takes a while for immigrants to get sleepy... plenty of time to level your carpenter so he can make higher-quality beds.  [[User:Gairabad|Gairabad]] 13:31, 9 December 2008 (EST)
 
::::::::Not in my experience.  If I want to level up a mason, I make blocks for constructions.  If I want to level up a carpenter, I make bins, barrels, and buckets.  With glassmaking, you can make raw glass.  Mechanics can start by using common stone and move on to economic stone.  Etc.  Often things that you "need" can be put off a bit.  For example, it takes a while for immigrants to get sleepy... plenty of time to level your carpenter so he can make higher-quality beds.  [[User:Gairabad|Gairabad]] 13:31, 9 December 2008 (EST)
 
::::From a fortress perspective, the expected increase in value for a level up is much more important than a percent increase. When a preference makes a novice act like a competent, it's not as good as one that makes an expert act accomplished. [[User:VengefulDonut|VengefulDonut]] 14:06, 9 December 2008 (EST)
 
 
:: Just yesterday I noticed that one of my seven embarking dwarves preferred alder (wood) and beds, so I made him my carpenter/woodcutter and maxed his skill in carpentry at embark.  In the first batch of eight beds I made, I only had one made of alder... but it came out at masterpiece quality.  I ''could'' have gotten lucky and rolled a masterpiece bed (approx. 1 in 400 chance), but I suspect that preferences played a role.  Since he preferred alder and beds, I let him have the room with the masterpiece in it.  He was ecstatic right up until the werewolves ate him.--[[User:Jurph|Jurph]] 15:44, 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 ==
 
 
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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