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40d Talk:Item value
raw mat.
I don't think raw materials have a value of 0 anymore. Raw stone for an example seems to have a base value of 3*. Noctis 03:26, 11 November 2007 (EST)
- Some do some don't. Bones have a value of 0. Raw stone, gems, wood does have a base value. --Soyweiser 08:14, 11 November 2007 (EST)
take out gems?
I don't know if we should list all of the gems, it clutters the page up a bit. Maybe we should just link to Gem, it has all of the gem values. --Valdemar 10:16, 11 November 2007 (EST)
- I'm VERY late to reply, but I think it's best just to leave them there. It's good to see them integrated with the other multipliers. --Rusty Mcloon 06:01, 29 May 2008 (EDT)
- I've noticed that several gems have a ton of varieties that all have the same value (i.e. there's 'eight' agates, but all are at x2). We can clean it up a bit by simply saying "all agates", and similar statements for the others. There's also a few like zircon with most of the variants at the same value, so that could be cleaned up by putting "most zircons" or "most zircons (black, green, red, yellow, brown)" or some such for each of those. Doing those things would at least cut down the number of entries if nothing else. What do you guys think? LegacyCWAL 15:56, 30 September 2008 (EDT)
- Wait, what am I saying, it's a Wiki. I can go ahead and change it myself. LegacyCWAL 14:26, 2 October 2008 (EDT)
- I can agree with that modification. Shortening the list is always a good thing. --GreyMaria 15:32, 2 October 2008 (EDT)
- Wait, what am I saying, it's a Wiki. I can go ahead and change it myself. LegacyCWAL 14:26, 2 October 2008 (EDT)
value of clothes/shoes
That list of item values says that "all clothes" have a value of 10 and shoes have a value of 15. Should it be "all clothes except shoes" or is the value of shoes actually 10? Bouchart 23:14, 8 December 2007 (EST)
- fixed.--Koltom 14:00, 26 February 2008 (EST)
phantom spider silk cloth - values
- *phantom spider silk cloth* 76
- +phantom spider silk cloth+ 62
- -phantom spider silk cloth- 48
- phantom spider silk cloth 34
Does anyone know where these values came from? VengefulDonut 12:46, 21 December 2007 (EST)
- Hmm. I think all cloth has a decoration on it. That would explain it. VengefulDonut 13:05, 21 December 2007 (EST)
- Same thing. No decoration. In s versions 33d/e/f/g It's just that. My guess - some error either in code or in our minds :) Dorten 23:32, 9 January 2008 (EST)
- Including an invisible decoration of the same material (but no quality mod) would explain these numbers. VengefulDonut 02:14, 10 January 2008 (EST)
- explained below --Koltom 14:00, 26 February 2008 (EST)
- Same thing. No decoration. In s versions 33d/e/f/g It's just that. My guess - some error either in code or in our minds :) Dorten 23:32, 9 January 2008 (EST)
value change by decorations
Shouldnt this page list how decorations change the value of an item as well? Also, if the value of bone and shell is 0 (base) or 1 (multiplier) does that mean that decorating with bone or shell doesnt change the items value? Robje 17:11, 21 January 2008 (EST)
- The base value of a decoration is 10. A bone decoration would increase the value of an object by 1 x 10 = 10. Does that make sense? VengefulDonut 01:12, 22 January 2008 (EST)
- Yes, it does. So the lead goblet example from the article worth 40☼ would be worth 50☼ with some bone decorations, right? It just adds the value of the decorations to the items value, it doesnt multiply anything. Think that should be added to this page? or the decoration page? Robje 11:38, 22 January 2008 (EST)
- It wouldn't hurt to have it on both, as it's quite relevant to both articles. --Edward 20:44, 22 January 2008 (EST)
- Yes, it does. So the lead goblet example from the article worth 40☼ would be worth 50☼ with some bone decorations, right? It just adds the value of the decorations to the items value, it doesnt multiply anything. Think that should be added to this page? or the decoration page? Robje 11:38, 22 January 2008 (EST)
plant 2, cloth 7(+20) clothes/shoes from cloth 10/15 (+40)
Plants
either
pig tail 1 * plant 4 = 4 correct
sun/prickle berry0.5 * plant4 = 2 correct
or
prickle berry1*plant 2= 2 correct
pig tail2 * plant 2 =4 correct
the first option doesn't hold true, since:
pig tail 2 * thread6 = 12 correct
Also, the raws give the value of pigtail as 2, no value for sun/prickel berry, thus 1
Cloth
pig tail2/silk2 * cloth7 would be 14, but is 34
So I suspect ther's a general +20 on cloth, that would also explain the quality level-value increase (as above):
- *phantom spider silk cloth* 76 = 4*2*7+20
- +phantom spider silk cloth+ 62 = 3*2*7+20
- -phantom spider silk cloth- 48 = 2*2*7 +20
- phantom spider silk cloth 34 = 2*7+20
The base value for clothes is probably tweaked too..
(On a side note, shouldn't phantom spider silk be much more valuable?) --Koltom 14:32, 24 February 2008 (EST)
- a first look into clothes/mittens/gloves/shoes/socks/gauntlets suggests a base 10 for clothes/mittens/gloves plus 40 if from cloth and a base 15 for shoes/socks/gauntlets (again +40 if from cloth).
Prices fit perfectly if compared with leather and bone ware. --Koltom 15:11, 24 February 2008 (EST)
- I suspect giant cave spider silk will mess this up. VengefulDonut 16:46, 24 February 2008 (EST)
- Go away ;P No, yes, i already noticed, doesn't work with giant..but for the rest it's fine. And giant silk is messed up altogether, other than that its mighty valuable, the numbers don't fit at all. Have any thread at hand for comparison? --Koltom 17:03, 24 February 2008 (EST)
- I think the +20 comes from 10 x 2. The 2 is from the cloth value. VengefulDonut 17:09, 24 February 2008 (EST)
- Go away ;P No, yes, i already noticed, doesn't work with giant..but for the rest it's fine. And giant silk is messed up altogether, other than that its mighty valuable, the numbers don't fit at all. Have any thread at hand for comparison? --Koltom 17:03, 24 February 2008 (EST)
- Ha!Ha!Ha! Its so obvious! Took my record keeper just a second glance! The value for giant is multiplied by 10! dye and deco goes separate on top! --Koltom 17:11, 24 February 2008 (EST)
Bone value
I recall reading somewhere, that dragon bone are far more valuable material than generic (i.e. turtle) bones. Can anyone verify? --Dorten 04:32, 7 April 2008 (EDT)
- For all plant and animal products, the value is multiplied by the thing's modvalue. A dragon has a modvalue of 50. VengefulDonut 09:51, 7 April 2008 (EDT)
- They are indeed more valuable, and the same goes for leather and (as far as I can tell) shells. It isn't reflected in the chart though LegacyCWAL 16:02, 30 September 2008 (EDT)
Potential improvements
Although most items have a value which equals shape * material, some items have an invariable, hardcoded value (including drinks, dyes, cheeses, flours, and many more). A separate table of these items and their values would be nice. Also, a list of items which never have quality.
The value of Prepared meals needs some explanation. In short, the value of each ingredient is added to the value of the meal. An example:
≡Dwarven wheat flour roast [33]≡
This is a stack of 33 finely-prepared Dwarven wheat flour roast. The ingredients are exceptionally minced Plump helmet, well-minced deer meat, superiorly minced Quarry bush Leaves and minced Dwarven wheat flour.
Total value: 3102☼
10 (prepared meal) * 3 (fine) == 30
2 (plant) * 2 (plump helmet) * 5 (exceptional) == 20
2 (meat) * 1 (deer) * 2 (well-made) == 4
5 (quarry bush leaves) * 4 (superior) == 20
20 (dwarven wheat flour) * 1 (no label) == 20
Total: 94
94 (value) * 33 (quantity) == 3102
The meals are named after the last ingredient, and the quality modifier on the meals is the highest in the recipe.
Finally, the formula given for the value of items made of cloth is slightly off. Things made of cloth have what amounts to a decoration made of the cloth material and a second (invisible) decoration made of the thread material. This really only makes a difference when your weaver is skilled enough to produce cloth with a quality. Example:
+cave spider silk bag+
This is a finely-crafted cave spider silk bag. It is made from well-woven cave spider silk cloth. The thread is superiorly-colored with Dimple dye.
Total value: 200☼
10 (bag) * 2 (cave spider silk) * 3 (fine) == 60
10 (cloth) * 2 (cave spider silk) * 2 (well-made) == 40
10 (thread) * 2 (cave spider silk) * 1 (no label) == 20
10 (dyed) * 2 (Dimple dye) * 4 (superior) == 80
Total: 200
Since the item, cloth, and thread are always made of the same material, you can simplify a bit by factoring out, but I think this is what's going on. The only material that has a value other than 2 right now is giant cave spider silk, with a value of 20. Cloth has the invisible thread decoration, but (obviously) not the cloth decoration. I'm not certain whether or not thread ever has a quality, but I remember someone mentioning that it could on the forums. Further testing required; someone'll have to train up a legendary Thresher. --Hussell 15:39, 27 June 2008 (EDT)
- Started a fortressv0.27.176.38c with a proficient thresher, which is a high enough skill level to never produce no label quality items. Pig Tail thread produced by this dwarf still has a value of 12, so I conclude that thread never has quality. --Hussell 10:35, 30 June 2008 (EDT)
- After playing with the raws, the situation for cloth is even more complicated than I thought. There are two types of cloth: plant cloth, with a base value of 1, which gets multiplied by the value of the plant (2 for both pig tail and rope reed, but it could have been different), and silk, with a base value of 2, which gets multiplied by the value of the animal (1 for cave spiders and phantom spiders, 10 for giant cave spiders). So a giant cave spider silk bag is actually 10 (bag) * 2 (silk) * 10 (GCS) * clothier quality + 10 (cloth) * 2 (silk) * 10 (GCS) * weaver quality + 10 (thread) * 2 (silk) * 10 (GCS).
- Also, sewn-image decorations get no bonus for the cloth or thread they're made of, just the fibre-type*fibre-source modifier. But they do get the dye bonus. Except on artifacts. And artifacts made of cloth don't use the same cloth/thread decoration system. Ugh. --Hussell 12:18, 20 July 2008 (EDT)
- This revelation doesn't affect what you said before. Whether the value of the cloth and thread comes from base value 1 and modvalue 2 or base value 2 and modvalue 1, the value x quality of the cloth and the value of the thread are both decorated onto the finished product.
- What are some of the values/materials you've had for cloth artifacts? VengefulDonut 01:18, 21 July 2008 (EDT)
Wood and Stone Values
It seems that certain woods are more valuable than others; my woodcrafter made an exceptional larch crown and an exceptional cedar crown, neither have decorations, but the cedar crown was worth 95 while the larch was worth 85. Also, neither seems to fit with the values for wood anyway (10*1*5=50). Also, all logs and stones seem to be worth 3, not 1 or 2.--Stinhad Limarezum 23:36, 22 October 2008 (EDT)
- The logs and stones being worth 3 perfectly fits what's on the page. Stones and Logs are worth 3 times whatever their material multiplier is, which is 1 for wood and common stone. Hence logs and common stones wind up worth 3. Flux stones, with their 2x multiplier, wind up being worth 6. And so on. As for your crowns, larch being worth less than cedar wouldn't give those kinds of numbers, the difference would be some multiple of 50, not the difference between 85 vs. 95. Are you absolutely sure that you're reading it right and that there's no decorations, and that there's nothing else different at all between them? --LegacyCWAL 17:27, 23 October 2008 (EDT)
- Are you looking at the item price instead of its base value? Price is only important within the context of the dwarven economy.--Maximus 20:30, 23 October 2008 (EDT)
Weapon Value?
There doesn't seem to be anything in the article on the value of weapons like crossbows and battle axes. Gairabad 22:00, 13 December 2008 (EST)
- Thanks for the heads-up, I (and everybody else, it seems =P) hadn't noticed that. After some checking, it looks like the base value of all weapons and trap components is 10. I have a couple more things I want to check just to be sure, but it looks like I'll be adding in a "10" on there pretty soon ;) LegacyCWAL 21:28, 14 December 2008 (EST)
Simplifying materials table
When I realized the animal modvalues weren't listed, I thought I should add them. After a very short time, I noticed the list of material values was getting rather long, to the point of being unreadable. So instead of putting the animal material values on this page, I put them on a separate page and linked to it. Having set this precedent, I thought the gem multipliers, ore multipliers, metal multipliers, economic stone multipliers, and plant multipliers could all be treated the same way. Doing this would make this page significantly shorter and more understandable.
Clearly, I should have asked for input before going ahead and making the changes. For this, I apologize. I would like to ask for your opinions now, since I still think taking advantage of the lists of material multipliers on other pages is a good idea. I also added some details on several types of special decorations, and several much more detailed examples of how to compute item values, which I also think had some merit.
My proposed changes: http://www.dwarffortresswiki.net/index.php?title=Item_value&oldid=39044
Differences with current page: http://www.dwarffortresswiki.net/index.php?title=Item_value&diff=39690&oldid=39044
--Hussell 22:00, 1 February 2009 (EST)
- I propose that rather than removing the material multipliers from the material multiplier section of the article, we split them into (collapsible?) tables organized by type of material. Possibly: stone (incl. ores), gems, metal, (plant products? animal products?), and a catch-all other. VengefulDonut 10:43, 2 February 2009 (EST)
- That seems like an excellent compromise to me. --Hussell 12:45, 2 February 2009 (EST)
Multiplier | Stone |
---|---|
1 | Common Stone, Bismuthinite |
2 | Calcite, Cassiterite, Chalk, Copper nuggets, Dolomite, Garnierite, Limestone, Malachite, Marble, Sphalerite |
3 | Obsidian, Tetrahedrite |
5 | Galena |
8 | Hematite, Limonite, Magnetite |
10 | Horn silver, Silver nuggets |
30 | Gold nuggets |
40 | Native aluminum, Platinum nuggets |
250 | Raw adamantine |
Multiplier | Metal |
---|---|
2 | Bismuth, Copper, Lead, Nickel, Tin, Zinc |
3 | Lay pewter, Nickel silver |
4 | Trifle pewter |
5 | Bronze, Fine pewter |
6 | Billon, Bismuth bronze |
7 | Brass |
8 | Sterling silver |
10 | Iron, Pig iron, Silver |
11 | Black bronze |
20 | Electrum |
23 | Rose gold |
30 | Gold, Steel |
40 | Aluminum, Platinum |
300 | Adamantine |
VengefulDonut 02:14, 3 February 2009 (EST)
Ores and Stones | |
---|---|
Multiplier | Stone |
x1 | Bismuthinite, Bituminous coal, Lignite, Non-economic stone |
x2 | Cassiterite, Copper nuggets, Garnierite, Malachite, Sphalerite, Calcite, Chalk, Dolomite, Limestone, Marble |
x3 | Tetrahedrite, Obsidian |
x5 | Galena |
x8 | Hematite, Limonite, Magnetite |
x10 | Horn silver, Silver nuggets |
x30 | Gold nuggets |
x40 | Native aluminum, Platinum nuggets |
x250 | Raw adamantine |
Metals | |
---|---|
Multiplier | Metal |
x2 | Bismuth, Copper, Lead, Nickel, Tin, Zinc |
x3 | Lay pewter, Nickel silver |
x4 | Trifle pewter |
x5 | Bronze, Fine pewter |
x6 | Billon, Bismuth bronze |
x7 | Brass |
x8 | Sterling silver |
x10 | Iron, Pig iron, Silver |
x11 | Black bronze |
x20 | Electrum |
x23 | Rose gold |
x30 | Gold, Steel |
x40 | Aluminum, Platinum |
x300 | Adamantine |
Plants | |
---|---|
Multiplier | Plant |
x1 | Hide root, Muck root, Prickle berry, Rat weed, Sliver barb, Sun berry, Whip vine |
x2 | Blade weed, Bloated tuber, Cave wheat, Dimple cup, Fisher berry, Longland grass, Pig tail, Plump helmet, Quarry bush, Rope reed, Sweet pod, Wild strawberry |
x5 | Kobold bulb, Valley herb |
Miscellaneous | |
---|---|
Multiplier | Material |
x1 | Ash, Plant thread, Wood |
x2 | Charcoal, Coke, Green glass, Silk thread |
x3 | Potash |
x4 | Pearlash |
x5 | Clear glass, Soap |
x10 | Crystal glass |
Hussell 13:32, 3 February 2009 (EST)
- I moved in the tables, but I think "stones and ores" is redundant since ores are a class of stones. Also "non-economic stones" doesn't really make a category split. It has not always been the case that only economic stones have value not equal to one, and it once again might not be in the future. These nice tables. The gems especially must have taken a lot of work. VengefulDonut 21:26, 3 February 2009 (EST)
- Thanks. I have no problem with putting the ores, economic stones, and common stone in the same table. I originally split them up only because the lists of material multipliers were on three different pages. I do have a couple of other concerns, though. I see you added leather and bone to the miscellaneous table. I'm not sure they belong there. Also, I think we need some clear examples showing how to compute the value of a few of the more complicated items, especially prepared meals, items made from dyed cloth, and decorations (including sewn dyed-cloth decorations). Maybe soap, too, just for laughs. Lastly, I went through the stockpile menu and found some things we're missing: lye, ballista arrow heads, and animal traps. Lye seems to be a no-material, no-quality item of value 5. (You can find it in the food stockpile menu, along with almost all of the other no-material no-quality items.) I know animal traps and ballista arrow heads both have quality and material, but I don't have a fortress advanced enough to produce any just now. I think animal traps have a base value of 10, but I'm not sure, and I really have no idea how valuable ballista arrow heads are. (Does anyone actually use ballista arrowheads?) Let me know what you think. Hussell 23:10, 3 February 2009 (EST)
- Where do you think leather and bone should go? The values in the animal table are a different breed of animal. I agree with you on the other counts; especially detailed examples. Do you know how to calc prepared meals and sewn dyed decorations? Soap calculations are imperative, on the off chance some utility can get soap included as an artifact ingredient :). I will keep an eye out for the values we are missing. They are probably both 10. VengefulDonut 00:05, 4 February 2009 (EST)