Difference between revisions of "Quality"
Line 135: | Line 135: | ||
* 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 | + | 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. |
{| {{STDT| sortable center}} style = 'width: auto' | {| {{STDT| sortable center}} style = 'width: auto' | ||
Line 215: | Line 215: | ||
=== Inspired creativity and Legendary items === | === Inspired creativity and Legendary items === | ||
+ | In core RimWorld, ''Legendary'' items can only be made if the crafter currently has the [[mental inspiration]] ''Inspired Creativity''. Note however, that 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. See [[#Production specialists and Legendary items|below]] for details. | ||
− | + | 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. | |
''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 223: | Line 224: | ||
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]]) | 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 [[Trait#Tortured artist|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 [[Psycasts#Word of inspiration|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==== | ====Quality with Inspired Creativity==== | ||
{| {{STDT| sortable center}} style = 'width: auto' | {| {{STDT| sortable center}} style = 'width: auto' | ||
Line 299: | Line 303: | ||
|} | |} | ||
:{{note|Market Value|A}} As market value multipliers are capped, this value is a rough guide only for any item with a market value above 750 {{icon small|silver}} at Normal quality. | :{{note|Market Value|A}} As market value multipliers are capped, this value is a rough guide only for any item with a market value above 750 {{icon small|silver}} at Normal quality. | ||
+ | |||
+ | ===Production specialists and Legendary items=== | ||
+ | {{Ideology|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. Any item crafted by a production specialist will be 1 quality level higher than | ||
+ | |||
+ | 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. | ||
+ | |||
+ | 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. | ||
== Version history == | == Version history == |
Revision as of 04:57, 10 August 2021
|
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
General
Effects that are common to several, or all, types of object.
Quality | Beauty Factor |
Market Value Factor |
Deterioration Rate Factor |
Psychic Sensitivity Offset Factor [A] |
---|---|---|---|---|
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 only applies to items with a buff specifically noted as a "Psychic Sensitivity Offset", such as an eltex helmet , not items that just offset psychic sensitivity, like the psychic foil helmet or prestige marine armor .
Weapons
In addition to the general effects listed above, quality also affects several factors unique to weapons, both ranged and melee.
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
In addition to the general effects listed above, quality also affects several factors unique to apparel and utility items.
Structures
In addition to the general effects listed above, quality also affects several factors unique to structures.
Quality | Comfort Factor |
Rest Effectiveness Factor |
Surgery Success Chance Factor |
Recreation Power Factor |
Meditation Psyfocus Bonus [A] |
Meditation Psyfocus Bonus Offset [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% |
- ^Meditation Bonus A Only applies to Sculptures. Note that this is NOT a factor, but instead a flat bonus.
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.
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 legendary, there will be a proper notification letter.
As of Beta 19/1.0 masterwork and legendary items never generate on enemies, traders or in bases. They are only available through player creation or as quest rewards, though masterwork items can spawn in ancient shrines.
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.
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.
Skill level | Awful | Poor | Normal | Good | Excellent | Masterwork | Avg. Result | Avg. Value[A] |
---|---|---|---|---|---|---|---|---|
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 |
- ^A As market value multipliers are capped, this value is a rough guide only for any item with a market value above 750 at Normal quality.
Inspired creativity and Legendary items
In core RimWorld, Legendary items can only be made if the crafter currently has the mental inspiration Inspired Creativity. Note however, that 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. See below for details.
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.
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
Skill level | Normal | Good | Excellent | Masterwork | Legendary | Avg. Result | Avg. Value[A] |
---|---|---|---|---|---|---|---|
0 Barely heard of it | 64.62% | 30.17% | 5.01% | 0.20% | 0.00% | 2.41 | x1.10 |
1 Utter beginner | 43.38% | 43.59% | 12.15% | 0.87% | 0.01% | 2.71 | x1.18 |
2 Beginner | 20.24% | 53.14% | 23.58% | 2.95% | 0.09% | 3.10 | x1.30 |
3 Basic familiarity | 9.13% | 50.74% | 33.44% | 6.39% | 0.29% | 3.38 | x1.40 |
4 Some familiarity | 4.79% | 45.21% | 39.44% | 9.94% | 0.61% | 3.56 | x1.48 |
5 Significant familiarity | 2.28% | 34.63% | 47.22% | 14.66% | 1.21% | 3.78 | x1.59 |
6 Capable amateur | 0.98% | 24.29% | 52.09% | 20.38% | 2.25% | 3.99 | x1.72 |
7 Weak professional | 0.38% | 15.48% | 53.31% | 26.87% | 3.95% | 4.18 | x1.87 |
8 Employable professional | 0.13% | 9.02% | 50.82% | 33.47% | 6.55% | 4.37 | x2.04 |
9 Solid professional | 0.06% | 5.63% | 46.95% | 38.11% | 9.25% | 4.51 | x2.19 |
10 Skilled professional | 0.02% | 3.33% | 40.23% | 43.75% | 12.68% | 4.66 | x2.37 |
11 Very skilled professional | 0.01% | 1.86% | 32.21% | 49.07% | 16.86% | 4.81 | x2.58 |
12 Expert | 0.00% | 0.99% | 24.55% | 52.62% | 21.83% | 4.95 | x2.79 |
13 Strong expert | 0.00% | 0.63% | 19.88% | 53.94% | 25.56% | 5.04 | x2.93 |
14 Master | 0.00% | 0.39% | 15.79% | 54.28% | 29.54% | 5.13 | x3.08 |
15 Strong master | 0.00% | 0.24% | 12.25% | 53.77% | 33.74% | 5.21 | x3.22 |
16 Region-known master | 0.00% | 0.14% | 9.28% | 52.42% | 38.16% | 5.29 | x3.36 |
17 Region-leading master | 0.00% | 0.08% | 6.90% | 50.28% | 42.74% | 5.36 | x3.50 |
18 Planet-known master | 0.00% | 0.04% | 4.99% | 47.62% | 47.34% | 5.42 | x3.63 |
19 Planet-leading master | 0.00% | 0.02% | 3.54% | 42.65% | 53.78% | 5.50 | x3.87 |
20 Legendary master | 0.00% | 0.01% | 2.45% | 37.41% | 60.13% | 5.58 | x3.98 |
- ^A As market value multipliers are capped, this value is a rough guide only for any item with a market value above 750 at Normal quality.
Production specialists and Legendary items
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
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. Any item crafted by a production specialist will be 1 quality level higher than
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.
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.
Version history
- 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 18? - Shoddy (between Awful and Poor) and Superior (between Good and Excellent) qualities removed.