Difference between revisions of "Quality"

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== Effects of quality ==
 
== Effects of quality ==
===General===
+
=== General ===
Effects that are common to several, or all, types of object.
+
Effects that are common to several, or all, types of objects.
{| {{STDT| sortable center}}
+
{| {{STDT|sortable center}}
! Quality !! Beauty<br>Factor{{ref label|Negative Beauty|A}} !! Market Value<br>Factor !! Deterioration Rate<br>Factor !! Psychic Sensitivity<br>Offset Factor {{RoyaltyIcon}} {{ref label|Psychic Sensitivity Offset|B}}
+
! Quality !! Beauty<br/>Factor{{Ref label|Negative Beauty|A}} !! Market Value<br/>Factor !! Deterioration Rate<br/>Factor{{Ref label|Deterioration Rate Factor|B}} !! Psychic Sensitivity<br/>Offset Factor {{RoyaltyIcon}} {{Ref label|Psychic Sensitivity Offset|C}}
 
|-
 
|-
! style="text-align:left;" |Awful       
+
! style="text-align:left;" | Awful       
| -0.1 || 0.50           || 2.00 || 0.50
+
| -0.1 || 0.50             || 2.00 || 0.50
 
|-
 
|-
! style="text-align:left;" |Poor       
+
! style="text-align:left;" | Poor       
| 0.5 || 0.75           || 1.50 || 0.66
+
| 0.5 || 0.75             || 1.50 || 0.66
 
|-
 
|-
! style="text-align:left;" |Normal     
+
! style="text-align:left;" | Normal     
| 1.0 || 1.00           || 1.00 || 0.83
+
| 1.0 || 1.00             || 1.00 || 0.83
 
|-
 
|-
! style="text-align:left;" |Good       
+
! style="text-align:left;" | Good       
| 2.0 || 1.25 (max +500) || 0.80 || 1.00
+
| 2.0 || 1.25 (max +500) || 0.80 || 1.00
 
|-
 
|-
! style="text-align:left;" |Excellent   
+
! style="text-align:left;" | Excellent   
| 3.0 ||  1.5 (max +1000) || 0.60 || 1.16
+
| 3.0 ||  1.5 (max +1000) || 0.60 || 1.16
 
|-
 
|-
! style="text-align:left;" |Masterwork  
+
! style="text-align:left;" | Masterwork  
| 5.0 || 2.5 (max +2000)  || 0.30 || 1.32
+
| 5.0 || 2.5 (max +2000)  || 0.30 || 1.32
 
|-
 
|-
! style="text-align:left;" |[[#Legendary items|Legendary]]
+
! style="text-align:left;" | [[#Legendary items|Legendary]]
| 8.0 ||  5 (max +3000)  || 0.10 || 1.50
+
| 8.0 ||  5 (max +3000)  || 0.10 || 1.50
 
|}
 
|}
:{{note|Negative Beauty|A}} This multiplier will not be applied to negative beauty scores.
+
:{{Note|Negative Beauty|A}} This multiplier will not be applied to negative [[beauty]] scores.
:{{note|Psychic Sensitivity Offset|B}} This only applies to items with a buff specifically noted as a "Psychic Sensitivity Offset", such as an [[eltex helmet]] {{royaltyIcon}}, not items that just offset [[psychic sensitivity]], like the [[psychic foil helmet]] or [[prestige marine armor]] {{royaltyIcon}}.
+
:{{Note|Deterioration Rate Factor|B}} This factor does not apply to the damage taken by [[apparel]] from being worn.
 +
:{{Note|Psychic Sensitivity Offset|C}} This only applies to items with a buff specifically noted as a "Psychic Sensitivity Offset", such as an [[eltex helmet]] {{RoyaltyIcon}}, not items that just offset [[psychic sensitivity]], like the [[psychic foil helmet]] or [[prestige marine armor]] {{RoyaltyIcon}}.
 +
 
 +
Note that [[market value]]s above 200 and [[beauty]] above 100 will be rounded to nearest 5. See respective pages for more detail on rounding.
 +
 
 +
=== Weapons ===
 +
In addition to the general effects listed above, quality also affects several factors unique to [[weapons]], both ranged and melee. These include:
 +
 
 +
{{#ask: [[Type2::Weapons]][[Has Quality::True]]
 +
    | format = template
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    | template = DLC Icons
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 +
}}
  
===Weapons===
+
{| {{STDT|sortable center}}
In addition to the general effects listed above, quality also affects several factors unique to [[weapons]], both ranged and melee.
+
! Quality !! Melee Damage<br/>Factor !! Melee AP<br/>Factor !! Ranged Accuracy<br/>Factor !! Ranged Damage<br/>Factor !! Ranged AP<br/>Factor
{| {{STDT| sortable center}}
 
! Quality !! Melee Damage<br>Factor !! Melee AP<br>Factor !! Ranged Accuracy<br>Factor !! Ranged Damage<br>Factor !! Ranged AP<br>Factor
 
 
|-
 
|-
! style="text-align:left;" |Awful       
+
! style="text-align:left;" | Awful       
| 0.80 || 0.80 || 80% || 90% || 90%  
+
| 0.80 || 0.80 || 80% || 90% || 90%  
 
|-
 
|-
! style="text-align:left;" |Poor       
+
! style="text-align:left;" | Poor       
| 0.90 || 0.90 || 90% || 100% || 100%
+
| 0.90 || 0.90 || 90% || 100% || 100%
 
|-
 
|-
! style="text-align:left;" |Normal     
+
! style="text-align:left;" | Normal     
 
| 1.00 || 1.00 || 100% || 100% || 100%
 
| 1.00 || 1.00 || 100% || 100% || 100%
 
|-
 
|-
! style="text-align:left;" |Good       
+
! style="text-align:left;" | Good       
 
| 1.10 || 1.10 || 110% || 100% || 100%
 
| 1.10 || 1.10 || 110% || 100% || 100%
 
|-
 
|-
! style="text-align:left;" |Excellent   
+
! style="text-align:left;" | Excellent   
|1.20 ||1.20 || 120% || 100% || 100%
+
| 1.20 || 1.20 || 120% || 100% || 100%
 
|-
 
|-
! style="text-align:left;" |Masterwork  
+
! style="text-align:left;" | Masterwork  
| 1.45 || 1.45 || 135% || 125% || 125%
+
| 1.45 || 1.45 || 135% || 125% || 125%
 
|-
 
|-
! style="text-align:left;" |Legendary   
+
! style="text-align:left;" | Legendary   
| 1.65 || 1.65 || 150% || 150% || 150%
+
| 1.65 || 1.65 || 150% || 150% || 150%
 
|}
 
|}
  
===Apparel and Utility===
+
=== Apparel and utility ===
 
In addition to the general effects listed above, quality also affects several factors unique to [[apparel]] and [[utility]] items.
 
In addition to the general effects listed above, quality also affects several factors unique to [[apparel]] and [[utility]] items.
 +
 
{| {{STDT| sortable center}}
 
{| {{STDT| sortable center}}
! Quality !! Protection<br>Factor !! Insulation<br>Factor !! Smokepop Pack<br>Radius Factor !! Shield Max<br>Energy Factor !! Shield Recharge<br>Rate Factor !! Jump Range<br>Factor {{RoyaltyIcon}}  
+
! Quality !! Protection<br/>Factor !! Insulation<br/>Factor !! Smokepop Pack<br/>Radius Factor !! Shield Max<br/>Energy Factor !! Shield Recharge<br/>Rate Factor !! Jump Range<br/>Factor {{RoyaltyIcon}}  
 
|-
 
|-
! style="text-align:left;" |Awful       
+
! style="text-align:left;" | Awful       
 
| 0.60 || 0.80 || 0.84 || 0.60 || 0.90 || 0.75
 
| 0.60 || 0.80 || 0.84 || 0.60 || 0.90 || 0.75
 
|-
 
|-
! style="text-align:left;" |Poor       
+
! style="text-align:left;" | Poor       
 
| 0.80 || 0.90 || 0.92 || 0.80 || 0.95 || 0.90
 
| 0.80 || 0.90 || 0.92 || 0.80 || 0.95 || 0.90
 
|-
 
|-
! style="text-align:left;" |Normal     
+
! style="text-align:left;" | Normal     
 
| 1.00 || 1.00 || 1.00 || 1.00 || 1.00 || 1.00
 
| 1.00 || 1.00 || 1.00 || 1.00 || 1.00 || 1.00
 
|-
 
|-
! style="text-align:left;" |Good       
+
! style="text-align:left;" | Good       
 
| 1.15 || 1.10 || 1.08 || 1.20 || 1.05 || 1.06
 
| 1.15 || 1.10 || 1.08 || 1.20 || 1.05 || 1.06
 
|-
 
|-
! style="text-align:left;" |Excellent   
+
! style="text-align:left;" | Excellent   
 
| 1.30 || 1.20 || 1.16 || 1.40 || 1.10 || 1.13
 
| 1.30 || 1.20 || 1.16 || 1.40 || 1.10 || 1.13
 
|-
 
|-
! style="text-align:left;" |Masterwork  
+
! style="text-align:left;" | Masterwork  
 
| 1.45 || 1.50 || 1.30 || 1.70 || 1.20 || 1.19
 
| 1.45 || 1.50 || 1.30 || 1.70 || 1.20 || 1.19
 
|-
 
|-
! style="text-align:left;" |Legendary   
+
! style="text-align:left;" | Legendary   
 
| 1.80 || 1.80 || 1.50 || 2.10 || 1.30 || 1.25
 
| 1.80 || 1.80 || 1.50 || 2.10 || 1.30 || 1.25
 
|}
 
|}
  
===Structures===
+
=== Buildings ===
In addition to the general effects listed above, quality also affects several factors unique to structures.
+
In addition to the general effects listed above, quality also affects several factors unique to [[furniture]] and [[buildings]] that provide [[recreation]]. These include:
{| {{STDT| sortable center}}
+
 
! Quality !! Comfort<br>Factor !! Rest Effectiveness <br>Factor !! Surgery Success<br>Chance Factor!! Recreation Power <br>Factor !! Meditation Psyfocus<br>Bonus {{RoyaltyIcon}} {{ref label|Meditation Bonus|A}} !! Meditation Psyfocus<br>Bonus Offset {{RoyaltyIcon}} {{ref label|Meditation Bonus|A}}
+
{{#ask: [[Type::Building]][[Has Quality::True]]
 +
    | format = template
 +
    | template = DLC Icons
 +
    | link = none
 +
    | sort = From DLC, Name
 +
    | sep =  &nbsp;•&nbsp;
 +
}}
 +
 
 +
{| {{STDT|sortable center}}
 +
! Quality !! Comfort<br/>Factor !! Rest Effectiveness<br/>Factor !! Surgery Success<br/>Chance Factor!! Recreation Power<br/>Factor !! Meditation Psyfocus<br/>Bonus {{RoyaltyIcon}} {{Ref label|Meditation Bonus|A}} !! Meditation Psyfocus<br/>Bonus Offset {{RoyaltyIcon}} {{Ref label|Meditation Bonus|A}}
 
|-
 
|-
! style="text-align:left;" |Awful       
+
! style="text-align:left;" | Awful       
 
| 0.76 || 0.86 || 0.90 || 0.76 || +12% || +0%
 
| 0.76 || 0.86 || 0.90 || 0.76 || +12% || +0%
 
|-
 
|-
! style="text-align:left;" |Poor       
+
! style="text-align:left;" | Poor       
 
| 0.88 || 0.92 || 0.95 || 0.88 || +16% || +0%
 
| 0.88 || 0.92 || 0.95 || 0.88 || +16% || +0%
 
|-
 
|-
! style="text-align:left;" |Normal     
+
! style="text-align:left;" | Normal     
 
| 1.00 || 1.00 || 1.00 || 1.00 || +20% || +1%
 
| 1.00 || 1.00 || 1.00 || 1.00 || +20% || +1%
 
|-
 
|-
! style="text-align:left;" |Good       
+
! style="text-align:left;" | Good       
 
| 1.12 || 1.08 || 1.05 || 1.12 || +22% || +1%
 
| 1.12 || 1.08 || 1.05 || 1.12 || +22% || +1%
 
|-
 
|-
! style="text-align:left;" |Excellent   
+
! style="text-align:left;" | Excellent   
 
| 1.24 || 1.14 || 1.10 || 1.24 || +24% || +1%
 
| 1.24 || 1.14 || 1.10 || 1.24 || +24% || +1%
 
|-
 
|-
! style="text-align:left;" |Masterwork  
+
! style="text-align:left;" | Masterwork  
 
| 1.45 || 1.25 || 1.15 || 1.40 || +26% || +2%
 
| 1.45 || 1.25 || 1.15 || 1.40 || +26% || +2%
 
|-
 
|-
! style="text-align:left;" |Legendary   
+
! style="text-align:left;" | Legendary   
 
| 1.70 || 1.60 || 1.30 || 1.80 || +28% || +2%
 
| 1.70 || 1.60 || 1.30 || 1.80 || +28% || +2%
 
|}
 
|}
:{{note||Meditation Bonus|A}} Only applies to [[Sculptures]]. Note that this is NOT a factor, but instead a flat bonus.
+
:{{Note|Meditation Bonus|A}} Only applies to [[Sculptures]]. Note that this is NOT a factor, but instead a flat bonus.
  
 
=== At higher quality levels ===
 
=== At higher quality levels ===
 
 
If a crafted or built item is at least ''excellent'', a piece of random artwork will be engraved on it.  This is only meant to add depth and has no further effect. Clothing will not have this artwork.
 
If a crafted or built item is at least ''excellent'', a piece of random artwork will be engraved on it.  This is only meant to add depth and has no further effect. Clothing will not have this artwork.
  
If a crafted or built item is ''masterwork'', there will be a simple text notification at the top of the screen saying that a colonist has crafted a masterwork item. However, if the item is ''[[Quality#Legendary items|legendary]]'', there will be a proper notification letter.
+
If a crafted or built item is at least ''masterwork'', there will be a proper [[letter]] that a colonist has created a masterwork / legendary item.
  
Masterwork and legendary items never generate on enemies, and legendary items are never sold by traders or in bases.{{Check Tag|Verify/Detail}}  They are only available through player creation or as quest rewards, though masterwork items can be bought and spawn in [[Ancient shrine|ancient shrine]]s.
+
Masterwork and legendary items never generate on enemies, and legendary items are never sold by traders or in bases.{{Check Tag|Verify/Detail}}  They are only available through player creation or as quest rewards, though masterwork items can be bought and spawn in [[ancient shrine]]s.
  
 
== How quality is determined ==
 
== How quality is determined ==
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* The "Avg. Value" column gives the average market value multiplier for that skill level.  At skill level 6 you can expect a character to stop wasting material value from crafting.
 
* The "Avg. Value" column gives the average market value multiplier for that skill level.  At skill level 6 you can expect a character to stop wasting material value from crafting.
  
As quality is rolled once an object is finished, it is possible to have builders work on something until it is almost done, then have the master finish it to get a better quality on the item. This tactic is particularly useful for high work buildings such as [[royal bed]]s, as it both alleviates the high workload on the good builder and allows their "apprentice" to grind experience. Note however, that as crafted items and art assign "authors" to the unfinished work, this strategy cannot be used for those items.
+
As quality is rolled once an object is finished, it is possible to have builders work on something until it is almost done, then have the master finish it to get a better quality on the item. This tactic is particularly useful for high work buildings such as [[royal bed]]s, as it both alleviates the high workload on the good builder and allows their "apprentice" to grind experience. Note however, that as crafted items and art assign "authors" to the unfinished work, this strategy cannot be used for those items (except by forbidding the unfinished item until the author has enough experience).  
  
 
{| {{STDT| sortable center}} style = 'width: auto'
 
{| {{STDT| sortable center}} style = 'width: auto'
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== Legendary items ==
 
== Legendary items ==
'''Legendary''' items can ''not'' be made naturally, even by a level 20 craftsman - they require external modifiers to quality. In core RimWorld, legendary items can only be made with the [[mental inspiration]] ''[[Mental inspiration#Inspired creativity|Inspired Creativity]]''. Alternatively, [[Ideoligion#Production specialist|Production specialists]] in the [[Ideology DLC]]{{IdeologyIcon}} adds the chance to get to get "legendary" items without an inspiration. See [[#Production specialists|below]] for details.
+
'''Legendary''' items can never be made naturally, even by a level 20 craftsman; an external quality modifier is required. In the base game, legendary items can only be made with the [[mental inspiration]] ''[[Mental inspiration#Inspired creativity|Inspired Creativity]]''. Alternatively, [[Ideoligion#Production specialist|production specialists]] {{IdeologyIcon}} have a chance to create legendary items without an inspiration. See [[#Production specialists|below]] for details.
  
 
=== Inspired creativity ===
 
=== Inspired creativity ===
When a pawn is granted the ''Inspired Creativity'' inspiration, the next item, structure or piece of art with a quality level will automatically be two levels higher – thus, if "excellent" or "masterwork" is rolled, a ''legendary'' item is produced instead. Even the most capable crafters have only a 60% chance per inspiration to produce a ''legendary'' item.  
+
When a pawn gains the ''Inspired Creativity'' inspiration, the next item, structure, or piece of art with a quality level will automatically be two levels higher – thus, if "excellent" or "masterwork" is rolled, a ''legendary'' item is produced instead. Even the most capable crafters have only a 60% chance per inspiration to produce a ''legendary'' item.  
  
 
''Inspired creativity'' makes it impossible to craft an item of ''poor'' or ''awful'' quality; at least ''normal'' will be rolled, even at 0 skill level.
 
''Inspired creativity'' makes it impossible to craft an item of ''poor'' or ''awful'' quality; at least ''normal'' will be rolled, even at 0 skill level.
Line 307: Line 328:
 
=== Production specialists ===
 
=== Production specialists ===
 
{{Ideology|section=1|No category}}
 
{{Ideology|section=1|No category}}
With the advent of the [[Ideology DLC]], the addition of the [[Ideoligion#Production specialist|Production specialists]] adds the chance to get to get "legendary" items without an inspiration. When created by a production specialist, any item, structure or piece of art with a quality level will automatically be one levels higher – thus, if "masterwork" is rolled, a ''legendary'' item is produced instead.  
+
With the advent of the [[Ideology DLC]], the addition of the [[Ideoligion#Production specialist|Production specialists]] adds the chance to get to get "legendary" items without an inspiration. When created by a production specialist, any item, structure or piece of art with a quality level will automatically be one level higher – thus, if "masterwork" is rolled, a ''legendary'' item is produced instead.  
  
 
Being a production specialist makes it impossible to craft an item of ''awful'' quality; at least ''poor'' will be rolled, even at 0 skill level.
 
Being a production specialist makes it impossible to craft an item of ''awful'' quality; at least ''poor'' will be rolled, even at 0 skill level.
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|}
 
|}
 
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 750 {{icon small|silver}} at Normal quality.
 
:{{note|Market Value|A}} As market value multipliers are capped (see section [[Quality#General|General]]), the real value is lower for all items with a market value above 750 {{icon small|silver}} at Normal quality.
 
== See also ==
 
* [[Construct Success Chance]]
 
  
 
== Version history ==
 
== Version history ==

Latest revision as of 14:22, 13 October 2024

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Quality is a stat: An item's quality is how well-made it is.

Many crafted items and some structures have a stat called quality. This stat influences various attributes of the item, according to the tables below.

Effects of quality[edit]

General[edit]

Effects that are common to several, or all, types of objects.

Quality Beauty
Factor[A]
Market Value
Factor
Deterioration Rate
Factor[B]
Psychic Sensitivity
Offset Factor Content added by the Royalty DLC [C]
Awful -0.1 0.50 2.00 0.50
Poor 0.5 0.75 1.50 0.66
Normal 1.0 1.00 1.00 0.83
Good 2.0 1.25 (max +500) 0.80 1.00
Excellent 3.0 1.5 (max +1000) 0.60 1.16
Masterwork 5.0 2.5 (max +2000) 0.30 1.32
Legendary 8.0 5 (max +3000) 0.10 1.50
^A This multiplier will not be applied to negative beauty scores.
^B This factor does not apply to the damage taken by apparel from being worn.
^C This only applies to items with a buff specifically noted as a "Psychic Sensitivity Offset", such as an eltex helmet Content added by the Royalty DLC, not items that just offset psychic sensitivity, like the psychic foil helmet or prestige marine armor Content added by the Royalty DLC.

Note that market values above 200 and beauty above 100 will be rounded to nearest 5. See respective pages for more detail on rounding.

Weapons[edit]

In addition to the general effects listed above, quality also affects several factors unique to weapons, both ranged and melee. These include:

Assault rifle • Autopistol • Bolt-action rifle • Breach axe • Chain shotgun • Charge lance • Charge rifle • EMP launcher • Gladius • Greatbow • Heavy SMG • Ikwa • Incendiary launcher • Jade knife • Knife • LMG • Longsword • Mace • Machine pistol • Minigun • Pila • Pump shotgun • Recurve bow • Revolver • Short bow • Sniper rifle • Spear • Hellcat rifle Content added by the Anomaly DLC • Nerve spiker Content added by the Anomaly DLC • Flamebow Content added by the Biotech DLC • Toxbomb launcher Content added by the Biotech DLC • Axe Content added by the Royalty DLC • Eltex staff Content added by the Royalty DLC • Monosword Content added by the Royalty DLC • Persona monosword Content added by the Royalty DLC • Persona plasmasword Content added by the Royalty DLC • Persona zeushammer Content added by the Royalty DLC • Plasmasword Content added by the Royalty DLC • Warhammer Content added by the Royalty DLC • Zeushammer Content added by the Royalty DLC

Quality Melee Damage
Factor
Melee AP
Factor
Ranged Accuracy
Factor
Ranged Damage
Factor
Ranged AP
Factor
Awful 0.80 0.80 80% 90% 90%
Poor 0.90 0.90 90% 100% 100%
Normal 1.00 1.00 100% 100% 100%
Good 1.10 1.10 110% 100% 100%
Excellent 1.20 1.20 120% 100% 100%
Masterwork 1.45 1.45 135% 125% 125%
Legendary 1.65 1.65 150% 150% 150%

Apparel and utility[edit]

In addition to the general effects listed above, quality also affects several factors unique to apparel and utility items.

Quality Protection
Factor
Insulation
Factor
Smokepop Pack
Radius Factor
Shield Max
Energy Factor
Shield Recharge
Rate Factor
Jump Range
Factor Content added by the Royalty DLC
Awful 0.60 0.80 0.84 0.60 0.90 0.75
Poor 0.80 0.90 0.92 0.80 0.95 0.90
Normal 1.00 1.00 1.00 1.00 1.00 1.00
Good 1.15 1.10 1.08 1.20 1.05 1.06
Excellent 1.30 1.20 1.16 1.40 1.10 1.13
Masterwork 1.45 1.50 1.30 1.70 1.20 1.19
Legendary 1.80 1.80 1.50 2.10 1.30 1.25

Buildings[edit]

In addition to the general effects listed above, quality also affects several factors unique to furniture and buildings that provide recreation. These include:

Animal bed • Animal sleeping box • Armchair • Bed • Bedroll • Billiards table • Bookcase • Chess table • Couch • Dining chair • Double bed • Double bedroll • Dresser • End table • Game-of-Ur board • Hospital bed • Plant pot • Poker table • Royal bed • Sarcophagus • Small bookcase • Stool • Table (1x2) • Table (2x2) • Table (2x4) • Table (3x3) • Crib Content added by the Biotech DLC • Bonsai pot Content added by the Ideology DLC • Gibbet cage Content added by the Ideology DLC • Kneel pillow Content added by the Ideology DLC • Kneel sheet Content added by the Ideology DLC • Pew Content added by the Ideology DLC • Slab bed Content added by the Ideology DLC • Slab double bed Content added by the Ideology DLC • Grand meditation throne Content added by the Royalty DLC • Harp Content added by the Royalty DLC • Harpsichord Content added by the Royalty DLC • Meditation throne Content added by the Royalty DLC • Piano Content added by the Royalty DLC

Quality Comfort
Factor
Rest Effectiveness
Factor
Surgery Success
Chance Factor
Recreation Power
Factor
Meditation Psyfocus
Bonus Content added by the Royalty DLC [A]
Meditation Psyfocus
Bonus Offset Content added by the Royalty DLC [A]
Awful 0.76 0.86 0.90 0.76 +12% +0%
Poor 0.88 0.92 0.95 0.88 +16% +0%
Normal 1.00 1.00 1.00 1.00 +20% +1%
Good 1.12 1.08 1.05 1.12 +22% +1%
Excellent 1.24 1.14 1.10 1.24 +24% +1%
Masterwork 1.45 1.25 1.15 1.40 +26% +2%
Legendary 1.70 1.60 1.30 1.80 +28% +2%
^A Only applies to Sculptures. Note that this is NOT a factor, but instead a flat bonus.

At higher quality levels[edit]

If a crafted or built item is at least excellent, a piece of random artwork will be engraved on it. This is only meant to add depth and has no further effect. Clothing will not have this artwork.

If a crafted or built item is at least masterwork, there will be a proper letter that a colonist has created a masterwork / legendary item.

Masterwork and legendary items never generate on enemies, and legendary items are never sold by traders or in bases.[Verify/Detail] They are only available through player creation or as quest rewards, though masterwork items can be bought and spawn in ancient shrines.

How quality is determined[edit]

When an item requiring a quality is crafted or built, that is, when crafting finishes, the quality is randomly determined using a standard distribution. Expected values by skill level of the crafter are given in the table below.

  • The column "Avg. Result" shows the mean quality for each skill level, where awful = 0, poor = 1, normal = 2, etc. The mean quality becomes "normal" at skill level 6, however already at skill level 4 the character will have a 50% chance to craft something that is at least of "normal" quality (median quality).
  • The "Avg. Value" column gives the average market value multiplier for that skill level. At skill level 6 you can expect a character to stop wasting material value from crafting.

As quality is rolled once an object is finished, it is possible to have builders work on something until it is almost done, then have the master finish it to get a better quality on the item. This tactic is particularly useful for high work buildings such as royal beds, as it both alleviates the high workload on the good builder and allows their "apprentice" to grind experience. Note however, that as crafted items and art assign "authors" to the unfinished work, this strategy cannot be used for those items (except by forbidding the unfinished item until the author has enough experience).

Skill level Awful Poor Normal Good Excellent Masterwork Avg. Result Avg. Value[A]
0 Barely heard of it 64.65% 30.16% 4.98% 0.21% 0.00% 0.00% 0.41 x0.60
1 Utter beginner 43.44% 43.56% 12.11% 0.87% 0.02% 0.00% 0.70 x0.68
2 Beginner 20.28% 53.18% 23.52% 2.93% 0.09% 0.00% 1.09 x0.77
3 Basic familiarity 9.14% 50.76% 33.39% 6.41% 0.29% 0.00% 1.38 x0.84
4 Some familiarity 4.81% 45.18% 39.40% 10.0% 0.61% 0.01% 1.56 x0.89
5 Significant familiarity 2.26% 34.73% 47.14% 14.66% 1.20% 0.01% 1.78 x0.94
6 Capable amateur 0.98% 24.24% 52.15% 20.39% 2.21% 0.03% 1.99 x1.00
7 Weak professional 0.38% 15.51% 53.32% 26.84% 3.87% 0.07% 2.19 x1.05
8 Employable professional 0.13% 9.01% 50.76% 33.52% 6.43% 0.15% 2.38 x1.10
9 Solid professional 0.06% 5.59% 46.97% 38.17% 8.94% 0.26% 2.51 x1.13
10 Skilled professional 0.02% 3.33% 40.15% 43.84% 12.21% 0.45% 2.66 x1.17
11 Very skilled professional 0.01% 1.86% 32.17% 49.06% 16.14% 0.76% 2.82 x1.21
12 Expert 0.00% 1.00% 24.58% 52.66% 20.57% 1.19% 2.96 x1.25
13 Strong expert 0.00% 0.63% 19.99% 53.88% 23.88% 1.62% 3.06 x1.28
14 Master 0.00% 0.40% 15.82% 54.27% 27.35% 2.15% 3.15 x1.30
15 Strong master 0.00% 0.24% 12.29% 53.84% 30.78% 2.85% 3.24 x1.33
16 Region-known master 0.00% 0.14% 9.28% 52.38% 34.53% 3.67% 3.32 x1.36
17 Region-leading master 0.00% 0.08% 6.91% 50.3% 37.93% 4.77% 3.40 x1.39
18 Planet-known master 0.00% 0.04% 5.00% 47.67% 41.23% 6.06% 3.48 x1.42
19 Planet-leading master 0.00% 0.03% 3.54% 42.73% 46.04% 7.67% 3.58 x1.45
20 Legendary master 0.00% 0.01% 2.44% 37.4% 50.56% 9.58% 3.67 x1.49
^A As market value multipliers are capped (see section General), the real value is lower for all items with a market value above 1333 Silver at Normal quality.

Legendary items[edit]

Legendary items can never be made naturally, even by a level 20 craftsman; an external quality modifier is required. In the base game, legendary items can only be made with the mental inspiration Inspired Creativity. Alternatively, production specialists Content added by the Ideology DLC have a chance to create legendary items without an inspiration. See below for details.

Inspired creativity[edit]

When a pawn gains the Inspired Creativity inspiration, the next item, structure, or piece of art with a quality level will automatically be two levels higher – thus, if "excellent" or "masterwork" is rolled, a legendary item is produced instead. Even the most capable crafters have only a 60% chance per inspiration to produce a legendary item.

Inspired creativity makes it impossible to craft an item of poor or awful quality; at least normal will be rolled, even at 0 skill level.

Since the inspiration takes effect only when the item is finished, it is useful to raise the skill level of the inspired person as high as possible before actually producing an item; for example you can train crafting on several items that do not have the quality stat (eg. components or bionic body parts) before using up the inspiration.

It is also possible to keep an unfinished item in stock, and wait for an inspiration to occur before actually finishing it; this will still reap the full effect, without requiring you to dedicate a lot of work during the 8-day time window of the inspiration. This strategy is particularly useful for work intensive projects that are always in demand (eg. marine armor or a grand sculpture)

Pawns with the Tortured artist trait can be purposefully given mental breaks by giving them poor treatment such as awful bedrooms or nutrient paste to intentionally trigger Inspired Creativity inspirations. Similarly, if the Royalty DLC is enabled, the use of the Word of Inspiration psycast can be used to generate more creativity inspirations, though other inspirations may be granted instead. Otherwise, keeping pawns in high moods is the only way to increase inspiration frequency.

Quality with Inspired Creativity[edit]

Skill level Normal Good Excellent Masterwork Legendary Avg. Result Avg. Value[A]
0 Barely heard of it 64.65% 30.16% 4.98% 0.21% 0.00% 2.41 x1.10
1 Utter beginner 43.44% 43.56% 12.11% 0.87% 0.02% 2.70 x1.18
2 Beginner 20.28% 53.18% 23.52% 2.93% 0.09% 3.09 x1.30
3 Basic familiarity 9.14% 50.76% 33.39% 6.41% 0.29% 3.38 x1.40
4 Some familiarity 4.81% 45.18% 39.40% 10.0% 0.62% 3.56 x1.48
5 Significant familiarity 2.26% 34.73% 47.14% 14.66% 1.21% 3.78 x1.59
6 Capable amateur 0.98% 24.24% 52.15% 20.39% 2.24% 3.99 x1.72
7 Weak professional 0.38% 15.51% 53.32% 26.84% 3.94% 4.18 x1.87
8 Employable professional 0.13% 9.01% 50.76% 33.52% 6.58% 4.37 x2.04
9 Solid professional 0.06% 5.59% 46.97% 38.17% 9.20% 4.51 x2.19
10 Skilled professional 0.02% 3.33% 40.15% 43.84% 12.66% 4.66 x2.37
11 Very skilled professional 0.01% 1.86% 32.17% 49.06% 16.90% 4.81 x2.58
12 Expert 0.00% 1.00% 24.58% 52.66% 21.76% 4.95 x2.79
13 Strong expert 0.00% 0.63% 19.99% 53.88% 25.50% 5.04 x2.93
14 Master 0.00% 0.40% 15.82% 54.27% 29.50% 5.13 x3.07
15 Strong master 0.00% 0.24% 12.29% 53.84% 33.63% 5.21 x3.21
16 Region-known master 0.00% 0.14% 9.28% 52.38% 38.20% 5.29 x3.36
17 Region-leading master 0.00% 0.08% 6.91% 50.3% 42.70% 5.36 x3.50
18 Planet-known master 0.00% 0.04% 5.00% 47.67% 47.29% 5.42 x3.63
19 Planet-leading master 0.00% 0.03% 3.54% 42.73% 53.71% 5.50 x3.81
20 Legendary master 0.00% 0.01% 2.44% 37.4% 60.14% 5.58 x3.98
^A As market value multipliers are capped (see section General), the real value is lower for all items with a market value above 750 Silver at Normal quality.

Production specialists[edit]

With the advent of the Ideology DLC, the addition of the Production specialists adds the chance to get to get "legendary" items without an inspiration. When created by a production specialist, any item, structure or piece of art with a quality level will automatically be one level higher – thus, if "masterwork" is rolled, a legendary item is produced instead.

Being a production specialist makes it impossible to craft an item of awful quality; at least poor will be rolled, even at 0 skill level.

This bonus stacks with Inspired Creativity inspirations, resulting in works three levels higher i.e. if good is rolled, a legendary item is produced instead.

Quality with Production Specialist[edit]

Skill level Poor Normal Good Excellent Masterwork Legendary Avg. Result Avg. Value[A]
0 Barely heard of it 64.65% 30.16% 4.98% 0.21% 0.00% 0.00% 1.41 x0.85
1 Utter beginner 43.44% 43.56% 12.11% 0.87% 0.02% 0.00% 1.70 x0.93
2 Beginner 20.28% 53.18% 23.52% 2.93% 0.09% 0.00% 2.09 x1.02
3 Basic familiarity 9.14% 50.76% 33.39% 6.41% 0.29% 0.00% 2.38 x1.10
4 Some familiarity 4.81% 45.18% 39.40% 10.0% 0.61% 0.01% 2.56 x1.15
5 Significant familiarity 2.26% 34.73% 47.14% 14.66% 1.20% 0.01% 2.78 x1.20
6 Capable amateur 0.98% 24.24% 52.15% 20.39% 2.21% 0.03% 2.99 x1.26
7 Weak professional 0.38% 15.51% 53.32% 26.84% 3.87% 0.07% 3.18 x1.33
8 Employable professional 0.13% 9.01% 50.76% 33.52% 6.43% 0.15% 3.38 x1.40
9 Solid professional 0.06% 5.59% 46.97% 38.17% 8.94% 0.26% 3.51 x1.45
10 Skilled professional 0.02% 3.33% 40.15% 43.84% 12.21% 0.45% 3.66 x1.52
11 Very skilled professional 0.01% 1.86% 32.17% 49.06% 16.14% 0.76% 3.82 x1.60
12 Expert 0.00% 1.00% 24.58% 52.66% 20.57% 1.19% 3.96 x1.68
13 Strong expert 0.00% 0.63% 19.99% 53.88% 23.88% 1.62% 4.06 x1.74
14 Master 0.00% 0.40% 15.82% 54.27% 27.35% 2.15% 4.15 x1.81
15 Strong master 0.00% 0.24% 12.29% 53.84% 30.78% 2.85% 4.24 x1.88
16 Region-known master 0.00% 0.14% 9.28% 52.38% 34.53% 3.67% 4.32 x1.95
17 Region-leading master 0.00% 0.08% 6.91% 50.3% 37.93% 4.77% 4.40 x2.03
18 Planet-known master 0.00% 0.04% 5.00% 47.67% 41.23% 6.06% 4.48 x2.11
19 Planet-leading master 0.00% 0.03% 3.54% 42.73% 46.04% 7.67% 4.58 x2.22
20 Legendary master 0.00% 0.01% 2.44% 37.4% 50.56% 9.58% 4.67 x2.33
^A As market value multipliers are capped (see section General), the real value is lower for all items with a market value above 750 Silver at Normal quality.

Quality with Production Specialist + Inspired Creativity[edit]

Skill level Good Excellent Masterwork Legendary Avg. Result Avg. Value[A]
0 Barely heard of it 64.65% 30.16% 4.98% 0.20% 3.41 x1.40
1 Utter beginner 43.44% 43.56% 12.11% 0.88% 3.70 x1.54
2 Beginner 20.28% 53.18% 23.52% 3.04% 4.09 x1.79
3 Basic familiarity 9.14% 50.76% 33.39% 6.68% 4.38 x2.05
4 Some familiarity 4.81% 45.18% 39.40% 10.55% 4.56 x2.25
5 Significant familiarity 2.26% 34.73% 47.14% 15.87% 4.77 x2.52
6 Capable amateur 0.98% 24.24% 52.15% 22.63% 4.96 x2.81
7 Weak professional 0.38% 15.51% 53.32% 30.82% 5.14 x3.11
8 Employable professional 0.13% 9.01% 50.76% 40.02% 5.31 x3.41
9 Solid professional 0.06% 5.59% 46.97% 47.36% 5.42 x3.63
10 Skilled professional 0.02% 3.33% 40.15% 56.43% 5.53 x3.88
11 Very skilled professional 0.01% 1.86% 32.17% 65.93% 5.64 x4.13
12 Expert 0.00% 1.00% 24.58% 74.45% 5.73 x4.35
13 Strong expert 0.00% 0.63% 19.99% 79.50% 5.79 x4.48
14 Master 0.00% 0.40% 15.82% 83.82% 5.83 x4.59
15 Strong master 0.00% 0.24% 12.29% 87.51% 5.87 x4.68
16 Region-known master 0.00% 0.14% 9.28% 90.58% 5.90 x4.76
17 Region-leading master 0.00% 0.08% 6.91% 93.02% 5.93 x4.82
18 Planet-known master 0.00% 0.04% 5.00% 94.96% 5.95 x4.87
19 Planet-leading master 0.00% 0.03% 3.54% 96.43% 5.96 x4.91
20 Legendary master 0.00% 0.01% 2.44% 97.54% 5.97 x4.94
^A As market value multipliers are capped (see section General), the real value is lower for all items with a market value above 750 Silver at Normal quality.

Version history[edit]

  • 0.8.657 - Sculptures and melee weapons have a quality.
  • 0.9.722 - High-quality weapons have art engraved into them. All weapons now have quality levels, including guns and bows. Quality affects accuracy.
  • Beta 19 - Shoddy (between Awful and Poor) and Superior (between Good and Excellent) qualities removed.