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== 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;" | [[#Legendary items|Legendary]] | + | ! style="text-align:left;" |[[#Legendary items|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 |
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− | {| {{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}} | |
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− | {| {{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. However, if the item is ''[[Quality#Legendary items|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 == | ||
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== Legendary items == | == Legendary items == | ||
− | ''' | + | In core RimWorld, '''legendary''' items can ''only'' be made if the crafter currently has the [[mental inspiration]] ''[[Mental inspiration#Inspired creativity|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|below]] for details. |
=== Inspired creativity === | === Inspired creativity === | ||
− | When a pawn | + | 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. | ||
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=== Production specialists === | === Production specialists === | ||
− | {{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. |