Difference between revisions of "Quality"

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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).
 
* 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.
 
* 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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As quality is rolled once an object is finished, it is possible to have lower skill crafters, artists, or builders work on something until it is almost done, then have the master crafter finish it to get a better quality on the item. This tactic is particularly useful for high work items, like [[power armor]], [[grand sculpture]]s, and [[charge rifle]]s that alleviates the high workload of the good crafter. This, however, requires micromanagement, which may not be fun.
  
 
{| {{STDT| sortable center}} style = 'width: auto'
 
{| {{STDT| sortable center}} style = 'width: auto'

Revision as of 16:46, 2 June 2021

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gameplay Menu Caravan Combat Cover Drafting Environment Events Factions Firefighting Quality Quests Research Rooms Time Trade

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
Rest Effectiveness
Factor
Recreation Power
Factor
Protection
Factor
Insulation
Factor
Melee Damage
Factor
Ranged Accuracy
Factor
Ranged Damage
Factor
Market Value
Factor
Deterioration Rate
Factor
Awful -0.1 0.76 0.86 0.76 0.6 0.8 0.8 80% 90% 0.5 2
Poor 0.5 0.88 0.92 0.88 0.8 0.9 0.9 90% 100% 0.75 1.5
Normal 1 1 1 1.00 1 1.0 1 100% 100% 1 1
Good 2 1.12 1.08 1.12 1.15 1.1 1.1 110% 100% 1.25 (max +500) 0.8
Excellent 3 1.24 1.14 1.24 1.3 1.2 1.2 120% 100% 1.5 (max +1000) 0.6
Masterwork 5 1.45 1.25 1.40 1.45 1.5 1.45 135% 125% 2.5 (max +2000) 0.3
Legendary 8 1.7 1.6 1.80 1.8 1.8 1.65 150% 150% 5 (max +3000) 0.1

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 lower skill crafters, artists, or builders work on something until it is almost done, then have the master crafter finish it to get a better quality on the item. This tactic is particularly useful for high work items, like power armor, grand sculptures, and charge rifles that alleviates the high workload of the good crafter. This, however, requires micromanagement, which may not be fun.

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 per inspiration to produce a legendary item. Tortured artists can be "encouraged" to make legendaries and masterworks by giving them poor treatment such as awful bedrooms or nutrient paste.

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)

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.