Do Unmoveable Objects have "Quality"

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DichBach
 
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Do Unmoveable Objects have "Quality"

Post by DichBach » 05 Dec 2014, 19:26

One of my buddies has a fetish for high quality. He likes to produce 100 quality stuff. For whatever reason he (well, "we") got it into our heads that: the quality of the building materials that go into unmoveable objects such as the Blacksmith Shop (ID = 136) influences the final "quality" of the actual object, which then has some influence on the quality of products made using that workshop.

Looking in my server database, I see three databases that refer to "unmoveable objects" but two of them are clearly not salient.

The third one: unmoveable_objects, has no "Quality" varible only "Durability" and "Created Durability" (which are equivalent in every case).

Does this "Durability" variable funcation as "Quality" in calculating the bonus added to objects produced with the structure? Or has my poor buddy spent scores of hours hunting down 100 quality sand, rock, leather, rope, etc. for no good reason?


Orsus
 
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Re: Do Unmoveable Objects have "Quality"

Post by Orsus » 05 Dec 2014, 20:52

Depending on the structure the tiles underneath do effect the results from the building. The water gathered from a well is the same quality as the soil beneath it, so placing 100q soil, sand, etc there is a definate plus. Placing 100q soil on a shore line and fishing onto that tile also results in to much higher results, fish up to 100q if you use a 100q pole with 100 skill.

It has been mention that some other such as the drying racks and tanning tubs may also benefit from it as well.
It does not matter who is the strongest fighter, just the last one standing.

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Tymefor
 
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Re: Do Unmoveable Objects have "Quality"

Post by Tymefor » 05 Dec 2014, 20:58

You can get the building quality when you create it by looking at the server log.

run a "tail -f | grep ====" on the server log to get most of the important lines (I use Cygwin for the linux-like commands) and have that command window visible while playing so I can see what happens when I do something.

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Vamyan
 
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Re: Do Unmoveable Objects have "Quality"

Post by Vamyan » 06 Dec 2014, 04:55

Tymefor wrote:run a "tail -f | grep ====" on the server log to get most of the important lines (I use Cygwin for the linux-like commands) and have that command window visible while playing so I can see what happens when I do something.


Wow, that looks familiar... almost like it was a direct quote of someone else! :

Still, it's good advice. :good:


Atroxkeep
 
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Re: Do Unmoveable Objects have "Quality"

Post by Atroxkeep » 06 Dec 2014, 06:09

I just did a test on a private server and i built 4 blacksmith shops each with a different way/mats. For Shops 1 and 2 i used GM spawned Items at the respected Q levels but was not in GM mode when i placed the mats in and built them. For Shop 3 i used the GM quick build option "b" and the GM character had a skill of 100 Masonry. For Shop 4 I used GM quick build but this time the GM did not have a high enough Masonry skill to build the Shop. I used a Q 100 Blacksmith hammer also.

1. Q 10 items
2. Q 100 items
3. GM Quick Build "b" with skill
4. GM quick Build "b" With out skill

I used Q 50 charcoal and Q 100 Iron lumps to produce nails at all 4 with a Q 100 black smith hammer and all required skills at 100.

Shop 1 Q 99 Nails
Shop 2 Q 100 Nails
Shops 3 & 4 Q 90 Nails

So even using Quality 10 building mats i only went down 1 Q in the Final product when compared to the shop i used Q 100 mats in. But when the GM quick built the buildings i lost 10 Q points.

*****

Just did another Test using Q 60 Iron Lumps instead of Q 100 here are my findings.

Shop 1 Q 79 Nails
Shop 2 Q 88 Nails
Shops 3 & 4 Q 70 Nails

So there is a bit of a difference from the Q 10 items Shop and the Q 100 items shop but the big finding is the GM built buildings really drop your final Q you could be getting by a good chunck


Ziong18
 
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Re: Do Unmoveable Objects have "Quality"

Post by Ziong18 » 06 Dec 2014, 06:44

Can you do another test and build 2 shops. One on the 100q soil matts and 1 on 10q soil matts. Toss in 100q charcoal in both and 100q iron ingots and forge up some regular pickaxes at 100 skill, and report the results?


Ziong18
 
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Re: Do Unmoveable Objects have "Quality"

Post by Ziong18 » 06 Dec 2014, 06:47

I used a kiln (no idea about the quality of items used to build it OR the soil underneath) to make some 100q charcoal using 100q hardwood billets at 100 skill.... Got back 97q charcoal however :-(

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Vamyan
 
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Re: Do Unmoveable Objects have "Quality"

Post by Vamyan » 06 Dec 2014, 13:03

@Ziong: The afforementioned advice for checing server logs would answer your questions 100%.

The ==== lines of the server log include device quality in the calculated/logged entries, so you'd know what was happening... just saying.


Ziong18
 
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Re: Do Unmoveable Objects have "Quality"

Post by Ziong18 » 07 Dec 2014, 07:22

Maybe a stupid question but where and how can I see the server log??

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Vamyan
 
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Re: Do Unmoveable Objects have "Quality"

Post by Vamyan » 07 Dec 2014, 11:34

If it's your own server, it'll be in the server/logs/<date> folder, and if it's a dedicated server, it'll be in the logs/<date> folder. If it's not your server at all, you can't see the logs.


Gormadoc
 
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Re: Do Unmoveable Objects have "Quality"

Post by Gormadoc » 07 Dec 2014, 16:57

I've got the same problem...

I'm on the trip to produce quality 100 items with the help of the blacksmithshop.

As example:

I take an iron ingot at quality of 94 in my blacksmithshop.
My blacksmith hammer is of qualtiy 99.
When i want to make a crucible and tongs i only recive a quality of 93.

But the blacksmithshop offers 20% quality, doesn't it?

So my blacksmithshop has so a really bad quality ????


By the way: Is there anywhere a page where you can see the dependency of the quality exactly???


Atroxkeep
 
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Re: Do Unmoveable Objects have "Quality"

Post by Atroxkeep » 07 Dec 2014, 18:36

If you look on the Wiki for Crucible and tongs here: http://lifeisfeudal.gamepedia.com/Crucible_and_tongs

you notice it says influence and then there are numbers in % thats how much your quality of the final product is dependent on each item/tool/skill.

for the Crucible and tongs its:
50% common ingot
10% blacksmith Hammer
10% Forging Device (blacksmith shop or forge and anvil in this case)
30% Skill (forging in this case)

So you should be getting 47 quality from the ingot and 9 or 10 from your hammer depending on how rounding works. If your skill in forging is above 90 then my guess is your shop is really low quality.


Gormadoc
 
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Re: Do Unmoveable Objects have "Quality"

Post by Gormadoc » 07 Dec 2014, 18:59

Ok, thanks for explaining it.

Skill is 100 of course, sorry i didn't say.

And the blacksmithshop was build by an GM. so maybe the quality is only 50 ? Don't know what is the standard quality built by an GM.

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Tymefor
 
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Re: Do Unmoveable Objects have "Quality"

Post by Tymefor » 07 Dec 2014, 21:42

Vamyan wrote:
Tymefor wrote:run a "tail -f | grep ====" on the server log to get most of the important lines (I use Cygwin for the linux-like commands) and have that command window visible while playing so I can see what happens when I do something.


Wow, that looks familiar... almost like it was a direct quote of someone else! :

Still, it's good advice. :good:


like I said where you posted that. Its an excellent idea and ive been having much fun playing with it :)

but to everyone else that was vamyan's idea firstly !! credit wheres its due !

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DichBach
 
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Re: Do Unmoveable Objects have "Quality"

Post by DichBach » 08 Dec 2014, 15:09

So, unmoveable objects DO have "quality" which for unmoveable objects is the same variable as "Durability." Or so it seems.

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Vamyan
 
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Re: Do Unmoveable Objects have "Quality"

Post by Vamyan » 08 Dec 2014, 15:26

Right, the durability and created durability variables/columns are used for a quality calculation on things like animals, buildings, moveable objects, etc.

edit: I take that back. on animals, it's used for age and... maybe quantity of eggs/milk/wool/etc they can produce? I know they use both values, and both values change over time, but not sure what they'd be used for other than age.


Willbonney
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Re: Do Unmoveable Objects have "Quality"

Post by Willbonney » 08 Dec 2014, 15:46

Vamyan wrote:Right, the durability and created durability variables/columns are used for a quality calculation on things like animals, buildings, moveable objects, etc.

edit: I take that back. on animals, it's used for age and... maybe quantity of eggs/milk/wool/etc they can produce? I know they use both values, and both values change over time, but not sure what they'd be used for other than age.


It effects chance of breeding success and resulting quality(and durability) of offspring. Also affects mortality rate from starvation and bad hygiene.


Atroxkeep
 
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Re: Do Unmoveable Objects have "Quality"

Post by Atroxkeep » 08 Dec 2014, 16:21

Gormadoc all GM quick built buildings have a quality of 1 from what I have seen in the server logs.

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Tymefor
 
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Re: Do Unmoveable Objects have "Quality"

Post by Tymefor » 08 Dec 2014, 22:59

Willbonney wrote:
Vamyan wrote:Right, the durability and created durability variables/columns are used for a quality calculation on things like animals, buildings, moveable objects, etc.

edit: I take that back. on animals, it's used for age and... maybe quantity of eggs/milk/wool/etc they can produce? I know they use both values, and both values change over time, but not sure what they'd be used for other than age.


It effects chance of breeding success and resulting quality(and durability) of offspring. Also affects mortality rate from starvation and bad hygiene.


by only watching the logs the quality doesn't seem to be affecting the breeding success. this seems to be building and weather related. cant quite nail it down :(

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ANGELofDEATH
 
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Re: Do Unmoveable Objects have "Quality"

Post by ANGELofDEATH » 09 Dec 2014, 03:03

True, GM built items have low quality. Even putting down foundations in GM mode seems to ruin the shop(Carp. , Herb. etc. ..especially the Bloomery). For a Blacksmith Shop (or any shop) to be top notch it must be built by hand with high quality items. Need the highest quality rock possible, we found 2 blocks of 100q rock in 2 different spots. Same with clay for the Anvil Mold.

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Ziong18
 
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Re: Do Unmoveable Objects have "Quality"

Post by Ziong18 » 09 Dec 2014, 10:19

Care to share where exactly you found 100q rock and clay?

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Tymefor
 
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Re: Do Unmoveable Objects have "Quality"

Post by Tymefor » 09 Dec 2014, 21:35

any of the mountains usually have 100 rock about 4 tiles in and 2 of the clay pits ive tried have 100 about 2 tiles in you just need to dig a tunnel downwards in the middle of it.

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