Editing Quality
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 10: | Line 10: | ||
== Effects of quality == | == Effects of quality == | ||
− | === General === | + | ===General=== |
− | Effects that are common to several, or all, types of | + | Effects that are common to several, or all, types of object. |
− | {| {{STDT|sortable center}} | + | {| {{STDT| sortable center}} |
− | ! Quality !! Beauty<br | + | ! 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}} |
|- | |- | ||
− | ! style="text-align:left;" | Awful | + | ! style="text-align:left;" |Awful |
− | | -0.1 || 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 |
|- | |- | ||
− | ! style="text-align:left;" | Normal | + | ! style="text-align:left;" |Normal |
− | | | + | | 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 |
|- | |- | ||
− | ! style="text-align:left;" | Excellent | + | ! style="text-align:left;" |Excellent |
− | | | + | | 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 |
|- | |- | ||
− | ! style="text-align:left;" | | + | ! style="text-align:left;" |Legendary |
− | | | + | | 8.0 || 5 (max +3000) || 0.10 || 1.50 |
|} | |} | ||
− | :{{ | + | :{{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}}. |
− | |||
− | + | ===Weapons=== | |
− | + | In addition to the general effects listed above, quality also affects several factors unique to [[weapons]], both ranged and melee. | |
− | === 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 | ||
|- | |- | ||
− | ! style="text-align:left;" | Awful | + | ! style="text-align:left;" |Awful |
− | | 0.80 || 0.80 || | + | | 0.80 || 0.80 || 80% || 90% || 90% |
|- | |- | ||
− | ! style="text-align:left;" | Poor | + | ! style="text-align:left;" |Poor |
− | | 0.90 || 0.90 || | + | | 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 | + | ===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 | + | ! 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=== |
− | In addition to the general effects listed above, quality also affects several factors unique to | + | In addition to the general effects listed above, quality also affects several factors unique to structures. |
− | + | {| {{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}} | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {| {{STDT|sortable center}} | ||
− | ! Quality !! Comfort<br | ||
|- | |- | ||
− | ! 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. |
=== 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 | + | 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. <br> |
+ | 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 shrine|ancient shrine]]s. | |
== How quality is determined == | == How quality is determined == | ||
Line 235: | Line 215: | ||
:{{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 1333 {{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 1333 {{icon small|silver}} at Normal quality. | ||
− | == 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. | |
− | When a pawn | ||
''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 326: | Line 305: | ||
:{{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. | ||
− | === Production specialists === | + | ===Production specialists and Legendary items=== |
− | {{Ideology | + | {{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. When created by a production specialist, any item, structure or piece of art with a quality level will automatically be one | + | 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. |
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. | ||
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. | 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 Role==== | |
− | ==== Quality with Production Specialist ==== | ||
{| {{STDT| sortable center}} style = 'width: auto' | {| {{STDT| sortable center}} style = 'width: auto' | ||
|- | |- | ||
Line 412: | Line 390: | ||
:{{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. | ||
− | ==== Quality with Production Specialist | + | ====Quality with Inspired Creativity and Production Specialist Role==== |
{| {{STDT| sortable center}} style = 'width: auto' | {| {{STDT| sortable center}} style = 'width: auto' | ||
|- | |- |