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v0.31 Talk:Item value
Clothing value
Clothing value seems to be almost random, apparently calculated based on the actual properties of the item. For example, a shirt has value 22 and a tunic has value 16, while the only actual difference between them is that a shirt has UBSTEP:MAX and LBSTEP:0 while a tunic has UBSTEP:0 and LBSTEP:1. --Quietust 18:37, 13 April 2010 (UTC)
- I think the intrinsic value for different items got reworked along with the weight calculations. We will need original research to correlate the value calculations I am afraid. What were you examples made of and what was there anything else interesting about them? Such as quality or decorations? --PencilinHand 04:39, 21 April 2010 (UTC)
Trade multiplier
Is it ( ((base item cost X material multiplier) + decoration) X trade multiplier )
or just ( (trade multiplier X base item cost X material multiplier) + decorations )
iow, if the Outpost Liason Officer offers you 200% on tables, does encrusting the tables effectively double the price of the gems, or just the table?
- It seems to me that the answer is yes, the decoration value is also multiplied. I had (thanks to an unfortunate accident involving traders) a diamond-encrusted poor metal weapon with ~200% markup, reporting a "basic value" of 3k+, and the trader was offering me 6k+. However I can't be completely sure, since the reported "basic value" of an item seems to only have a loose relationship with the actual trade value. At one point I was offered a good (180-ish or so) markup on bodywear, so I spent the year whipping up and decorating a load of cloaks and robes, etc. The actual trade values were up to 3 or 4 times the reported "basic value"; other no-premium (mainly cloth, IIRC?) items had lesser values, but still well over the "basic values". 202.156.10.234 00:16, 16 October 2010 (UTC)
Bones, etc.
Do different animals' or creatures' bones carry different values for crafts and decorations, or are they all the same value? Also, what is that value?
- Different. See the "Animals" part of the "Material multipliers" section; a beak dog (x2) earring is worth twice what a puppy bone earring of identical quality is worth. More dangerous critters, bigger multipliers, generally. (However, as far as I have seen, an earring made from the bones of the forgotten beast which just chewed up half your dwarves gets no bonus - it's worth no more than the puppy bone earring.. presumably because FBs are (now) auto-generated, so its level of danger/deadliness is harder to evaluate up-front) 202.156.10.234 00:16, 16 October 2010 (UTC)
HAH! Base item value formula discovered
Well this is rather funny. Someone on the forums just noticed that base item values is a function of Item size. Specifically, (size rounded down to nearest 50)/25 + 2. So a battle axe size 800 is (800)/25 + 2 = 34. The exceptions being trap components which seem to have bugged out. This size formula also accounts for the odd differences in clothing values. Greep 10:48, 10 March 2011 (UTC)