Difference between revisions of "Quality"

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{{Stat|description = An item's quality is how well-made it is.}}
 
{{Stat|description = An item's quality is how well-made it is.}}
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Many [[Skills#Crafting|crafted]] items and some [[Skills#Construction|structures]] have a stat called ''quality''.  This stat influences various attributes of the item, according to the table below.
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=== Effects of ''quality'' on the item ===
 
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! Quality !! Beauty<br>Factor !! Comfort<br>Factor !! Protection<br>Factor !! Insulation<br>Factor !! Melee Damage<br>Factor !! Ranged Accuracy<br>Factor !! Market Value<br>Factor !! Deterioration Rate<br>Factor
 
! Quality !! Beauty<br>Factor !! Comfort<br>Factor !! Protection<br>Factor !! Insulation<br>Factor !! Melee Damage<br>Factor !! Ranged Accuracy<br>Factor !! Market Value<br>Factor !! Deterioration Rate<br>Factor
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Some crafted items have a '''quality''' level, which affects their stats and is determined by the crafter's relevant [[skills|skill]].
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=== How ''quality'' is determined ===
 
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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.
When an item requiring a quality is finished, the quality is randomly determined using a standard distribution. However, crafters can only craft Legendary items with [[mental inspiration]]s; if they are in fact inspired, the resultant quality is increased by two quality levels (except if masterwork is rolled, in which case it is raised by only a single level to legendary, since there is no quality level above legendary). This means that an inspired crafter cannot roll an awful or poor item, and are almost certain (97%) to roll at least an excellent item if they are skilled (10+).
 
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If a crafted or built item has Excellent or above quality, a piece of random artwork will be engraved on it. It does not affect beauty beyond quality bonuses.
 
 
 
== Probability table ==
 
  
The following table shows the probabilities of each quality (besides Legendary) per skill level. The "Avg. Result" column indicates the mean quality rolled at that skill level, where awful = 0, poor = 1, normal = 2, etc. The "Avg. Value" column indicates the average market value multiplier from quality for items produced at that skill level.
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* 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).
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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.
  
 
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|0.00%||0.01%||2.45%||37.41%||50.62%||9.51%||3.67||style="background-color:#63BE7B;" | x1.49
 
|0.00%||0.01%||2.45%||37.41%||50.62%||9.51%||3.67||style="background-color:#63BE7B;" | x1.49
 
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=== ''Inspired creativity'' and ''Legendary'' items ===
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''Legendary'' items can only be made if the crafter currently has the [[mental inspiration]] ''Inspired Creativity''.  Then 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 to produce a ''legendary'' item per inspiration.
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''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.
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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 items without a quality level before making the "inspired" item.  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 work during the 8-day time window of the inspiration.
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If a crafted or built item is at least ''excellent'', a piece of random artwork will be engraved on it.  This only adds flavour and has no further effect.

Revision as of 08:27, 11 September 2019

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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 table below.

Effects of quality on the item

Quality Beauty
Factor
Comfort
Factor
Protection
Factor
Insulation
Factor
Melee Damage
Factor
Ranged Accuracy
Factor
Market Value
Factor
Deterioration Rate
Factor
Awful -0.1 0.76 0.6 0.8 0.8 0.8 0.5 2
Poor 0.5 0.88 0.8 0.9 0.9 0.9 0.75 1.5
Normal 1 1 1 1 1 1 1 1
Good 2 1.12 1.15 1.1 1.1 1.1 1.25 0.8
Excellent 3 1.24 1.3 1.2 1.2 1.2 1.5 0.6
Masterwork 5 1.45 1.45 1.5 1.45 1.35 2.5 0.3
Legendary 8 1.7 1.8 1.8 1.65 1.5 5 0.1

How quality is determined

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.
Skill level Awful Poor Normal Good Excellent Masterwork Avg. Result Avg. Value
0 Barely heard of it 64.62% 30.17% 5.01% 0.20% 0.00% 0.00% 0.41 x0.60
1 Utter beginner 43.38% 43.59% 12.15% 0.87% 0.01% 0.00% 0.71 x0.68
2 Beginner 20.24% 53.14% 23.58% 2.95% 0.09% 0.00% 1.09 x0.77
3 Basic familiarity 9.13% 50.74% 33.44% 6.39% 0.29% 0.00% 1.38 x0.84
4 Some familiarity 4.79% 45.21% 39.44% 9.94% 0.61% 0.00% 1.56 x0.89
5 Significant familiarity 2.28% 34.63% 47.22% 14.66% 1.20% 0.01% 1.78 x0.94
6 Capable amateur 0.98% 24.29% 52.09% 20.38% 2.22% 0.03% 1.99 x1.00
7 Weak professional 0.38% 15.48% 53.31% 26.87% 3.88% 0.07% 2.19 x1.05
8 Employable professional 0.13% 9.02% 50.82% 33.47% 6.40% 0.15% 2.37 x1.09
9 Solid professional 0.06% 5.63% 46.95% 38.11% 8.99% 0.26% 2.51 x1.13
10 Skilled professional 0.02% 3.33% 40.23% 43.75% 12.23% 0.45% 2.66 x1.17
11 Very skilled professional 0.01% 1.86% 32.21% 49.07% 16.12% 0.74% 2.82 x1.21
12 Expert 0.00% 0.99% 24.55% 52.62% 20.64% 1.19% 2.96 x1.25
13 Strong expert 0.00% 0.63% 19.88% 53.94% 23.95% 1.61% 3.06 x1.28
14 Master 0.00% 0.39% 15.79% 54.28% 27.40% 2.14% 3.15 x1.30
15 Strong master 0.00% 0.24% 12.25% 53.77% 30.91% 2.83% 3.24 x1.33
16 Region-known master 0.00% 0.14% 9.28% 52.42% 34.48% 3.68% 3.32 x1.36
17 Region-leading master 0.00% 0.08% 6.90% 50.28% 37.99% 4.75% 3.40 x1.39
18 Planet-known master 0.00% 0.04% 4.99% 47.62% 41.29% 6.05% 3.48 x1.42
19 Planet-leading master 0.00% 0.02% 3.54% 42.65% 46.14% 7.64% 3.58 x1.45
20 Legendary master 0.00% 0.01% 2.45% 37.41% 50.62% 9.51% 3.67 x1.49

Inspired creativity and Legendary items

Legendary items can only be made if the crafter currently has the mental inspiration Inspired Creativity. Then 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 to produce a legendary item per inspiration.

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 items without a quality level before making the "inspired" item. 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 work during the 8-day time window of the inspiration.

If a crafted or built item is at least excellent, a piece of random artwork will be engraved on it. This only adds flavour and has no further effect.