# Talk:Quality

## Contents

Exact formula and numbers?800:54, 5 January 2017

## Exact formula and numbers?

I think it'd do much good to replace the boxes with exact numbers, for whoever wants to do some math, and include the exact formula as "code".

07:21, 5 November 2016

I definitely agree. Here's the math, here's the exact formula, here's the code, here's the calculation and here's the excel file.

You can even make a lovely looking table with all the percentages.

Best of luck!

13:31, 6 November 2016

Haha, thank you yet again, if you remember me from reddit under a certain derpy username :P

I'm thinking of making (for myself, for others?) a "numerical" guide, e.g. ways to make a profit, best weapons/animals, target qualities below which to deconstruct and retry, etc. etc.

08:29, 7 November 2016
-) Good to see you on the wiki.

In that case you might like Zhentar's post on the economics of RimWorld. It'll be outdated soon enough as A16 will change everything, but it's a good start.

I'd love to see your numerical guide on profit. Please do share it!

11:01, 7 November 2016

Edited by author.
Last edit: 16:25, 7 November 2016

Alright, I wrote a Python script to do the math, and the result is the attached table.

One problem is that my numbers don't seem to exactly match the ones already on the wiki, and a randomly generated sample of 10,000 also seems to be slightly different... although I can't say if I'm doing that wrong, or this wrong.

Opinions on the colors, content, and accuracy? If you want to see the script, I'll find a way to share it.

Skill level Awful Shoddy Poor Normal Good Superior Excellent Masterwork Legendary Avg. Value
1 Incompetent 65.96% 23.18% 8.87% 1.79% 0.19% 0.01% - - - x0.49
2 Basic Awareness 55.46% 27.68% 13.12% 3.28% 0.43% 0.03% - - - x0.53
3 Basic Familiarity 44.57% 30.80% 18.06% 5.58% 0.91% 0.08% - - - x0.58
4 Amateur 34.04% 31.92% 23.18% 8.87% 1.79% 0.19% 0.01% - - x0.63
5 Strong Amateur 24.66% 30.80% 27.68% 13.12% 3.28% 0.43% 0.03% - - x0.68
6 Practitioner 16.88% 27.69% 30.80% 18.06% 5.58% 0.91% 0.08% - - x0.74
7 Skilled Practitioner 10.87% 23.18% 31.92% 23.18% 8.87% 1.79% 0.19% 0.01% - x0.81
8 Professional 6.59% 18.07% 30.80% 27.68% 13.12% 3.28% 0.43% 0.03% - x0.87
9 Skilled Professional 3.75% 13.13% 27.69% 30.80% 18.06% 5.58% 0.91% 0.08% - x0.94
10 Expert 1.99% 8.87% 23.18% 31.92% 23.18% 8.87% 1.79% 0.19% 0.01% x1.02
11 Strong Expert 1.19% 6.32% 19.36% 31.28% 26.66% 11.98% 2.84% 0.35% 0.02% x1.08
12 Very Strong Expert 0.68% 4.32% 15.53% 29.46% 29.46% 15.53% 4.32% 0.63% 0.05% x1.14
13 Master 0.38% 2.84% 11.98% 26.66% 31.28% 19.36% 6.32% 1.09% 0.10% x1.21
14 Strong Master 0.20% 1.79% 8.87% 23.18% 31.92% 23.18% 8.87% 1.79% 0.20% x1.29
15 Planet-Class Master 0.12% 1.20% 6.78% 20.13% 31.51% 26.00% 11.32% 2.60% 0.33% x1.36
16 System-Class Master 0.07% 0.79% 5.05% 17.05% 30.32% 28.44% 14.07% 3.67% 0.54% x1.43
17 Revered Master 0.04% 0.50% 3.67% 14.07% 28.44% 30.32% 17.05% 5.05% 0.86% x1.51
18 Visionary 0.02% 0.31% 2.60% 11.32% 26.00% 31.51% 20.13% 6.78% 1.32% x1.61
19 Legendary 0.01% 0.19% 1.79% 8.87% 23.18% 31.92% 23.18% 8.87% 1.99% x1.71
20 Godlike - 0.11% 1.20% 6.78% 20.13% 31.51% 26.00% 11.32% 2.93% x1.83

EDIT: I realized my PDF function was centered around the number I gave it, not beginning at it. I updated the table with figures that seem to almost exactly agree with WA, and I think that this is right.

Future work to be done is checking if, and when, it's optimal to recraft until a given quality is achieved in order to get more buck per material.

Anyway, these figures are depressing: It's almost impossible to make a profit with buy->craft->sell on higher difficulties, unless you've got max crafting skill, high social skill, craft high value/material items, and use materials bought at low or very low price... crazy.

```EDIT2```: Apparently, it's optimal to recraft until the most probable quality, and it gets a minor benefit of x0.02-x0.08. I pushed the table to the wiki page.

11:16, 7 November 2016

I really like the table, though the colours for Shoddy seem a bit off. Would love to see the script! Pastebin should work.

As far as accuracy goes, I'd say it's good enough. It's infinitely lot more accurate than the current table, so you have my blessing to put it up on the article. My own calculations deviate by max ~0.3% from yours (that's the nerdiest thing I've said all year), but both yours and mine add up to 1 in total. If there are errors; they're slight.

As for buying/crafting/selling; yeah. Leather is free to obtain though, it just wanders into your base.

15:19, 7 November 2016

Here you go: http://hastebin.com/jiceyihedi.py

It's sort of a hodgepodge that cobbles together a wikimedia table, but the relevant code is split up.

```EDIT```: And yeah, but it actually takes a bit of work to kill, haul and butcher animals, whereas you can use bought leather to immediately build, deconstruct, and sell animal beds. On a related note, is there any way I can make stuff drop indoors? Like by removing some roof near a beacon, so pods drop there and spill cargo around?

16:37, 7 November 2016

Exactly like that.

16:58, 7 November 2016

How did you get the collors for the numbers in the table? Did you do it manualy or got a program or copied it form a sheet?

I want to update the table with more accurate data.

00:54, 5 January 2017