Difference between revisions of "Quality"

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! Quality !! Beauty<br>Factor !! Comfort<br>Factor !! Protection<br>Factor !! Insulation<br>Factor !! Melee Damage<br>Factor !! Ranged Accuracy<br>Factor !! Market Value<br>Factor !! Deterioration Rate<br>Factor
 
! Quality !! Beauty<br>Factor !! Comfort<br>Factor !! Protection<br>Factor !! Insulation<br>Factor !! Melee Damage<br>Factor !! Ranged Accuracy<br>Factor !! Market Value<br>Factor !! Deterioration Rate<br>Factor
 
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|Awful      || style="text-align:center;" | -0.1 || style="text-align:center;" | ? || style="text-align:center;" |  0.4  || style="text-align:center;" |  0.7  || style="text-align:center;" |  0.4  || style="text-align:center;" |  0.7  || style="text-align:center;" |  0.4  || style="text-align:center;" |  2
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|Awful      || style="text-align:center;" | -0.1 || style="text-align:center;" | 0.40 || style="text-align:center;" |  0.4  || style="text-align:center;" |  0.7  || style="text-align:center;" |  0.4  || style="text-align:center;" |  0.7  || style="text-align:center;" |  0.4  || style="text-align:center;" |  2
 
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|Shoddy    || style="text-align:center;" |  0.1 || style="text-align:center;" | ? || style="text-align:center;" |  0.7  || style="text-align:center;" |  0.8  || style="text-align:center;" |  0.7  || style="text-align:center;" |  0.8  || style="text-align:center;" |  0.6  || style="text-align:center;" |  1.5
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|Shoddy    || style="text-align:center;" |  0.1 || style="text-align:center;" | 0.70 || style="text-align:center;" |  0.7  || style="text-align:center;" |  0.8  || style="text-align:center;" |  0.7  || style="text-align:center;" |  0.8  || style="text-align:center;" |  0.6  || style="text-align:center;" |  1.5
 
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|Poor      || style="text-align:center;" |  0.5 || style="text-align:center;" | 0.85 || style="text-align:center;" |  0.85  || style="text-align:center;" |  0.9  || style="text-align:center;" |  0.85  || style="text-align:center;" |  0.93  || style="text-align:center;" |  0.8  || style="text-align:center;" |  1.25
 
|Poor      || style="text-align:center;" |  0.5 || style="text-align:center;" | 0.85 || style="text-align:center;" |  0.85  || style="text-align:center;" |  0.9  || style="text-align:center;" |  0.85  || style="text-align:center;" |  0.93  || style="text-align:center;" |  0.8  || style="text-align:center;" |  1.25

Revision as of 11:23, 22 September 2018

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.

Quality Beauty
Factor
Comfort
Factor
Protection
Factor
Insulation
Factor
Melee Damage
Factor
Ranged Accuracy
Factor
Market Value
Factor
Deterioration Rate
Factor
Awful -0.1 0.40 0.4 0.7 0.4 0.7 0.4 2
Shoddy 0.1 0.70 0.7 0.8 0.7 0.8 0.6 1.5
Poor 0.5 0.85 0.85 0.9 0.85 0.93 0.8 1.25
Normal 1 1 1 1 1 1 1 1
Good 1.5 1.1 1.1 1.05 1.1 1.05 1.2 0.85
Superior 2 1.2 1.3 1.1 1.2 1.1 1.5 0.75
Excellent 3.5 1.3 1.5 1.15 1.35 1.2 2 0.63
Masterwork 5 1.4 1.7 1.2 1.45 1.35 3 0.51
Legendary 10 1.5 2.1 1.25 1.55 1.5 6 0.4

Some crafted items have a quality level, which affects their stats and is determined by the crafter's relevant skill.

When an item requiring a quality is finished, the quality is randomly determined using a standard distribution with a standard deviation of 1.25 quality levels and a mean of approximately one quality level per three skill levels. (Note that while every skill level typically increases the mean by one-third of a quality level, the jumps from levels 16 to 17 and 19 to 20 are twice as large as all others.) Template:Clr

If a crafted or built item has Excellent or above quality, a piece of random artwork will be engraved on it. It does not affect beauty beyond quality bonuses.

The following table shows the probabilities per skill level. You can squeeze extra x0.02-x0.08 of market value by deconstructing and retrying until the most likely quality, but this is only worth it for valuable low-work furniture and only if using a mod such as QualityBuilder, otherwise the extra walking will easily decimate the profit.

Skill level Awful Shoddy Poor Normal Good Superior Excellent Masterwork Legendary Avg. Value
0 Barely heard of it 74.74% 18.13% 5.96% 1.06% 0.10% 0.01% - - - x0.47
1 Utter beginner 65.54% 22.95% 9.23% 2.02% 0.24% 0.02% - - - x0.50
2 Beginner 55.31% 27.16% 13.38% 3.58% 0.52% 0.04% - - - x0.53
3 Basic familiarity 44.72% 30.05% 18.12% 5.95% 1.06% 0.10% 0.01% - - x0.58
4 Some familiarity 34.46% 31.08% 22.95% 9.23% 2.02% 0.24% 0.02% - - x0.63
5 Significant familiarity 25.26% 30.06% 27.16% 13.38% 3.58% 0.52% 0.04% - - x0.68
6 Capable amateur 17.55% 27.17% 30.05% 18.12% 5.95% 1.06% 0.10% 0.01% - x0.74
7 Weak professional 11.51% 22.95% 31.08% 22.95% 9.23% 2.02% 0.24% 0.02% - x0.81
8 Employable professional 7.13% 18.13% 30.06% 27.16% 13.38% 3.58% 0.52% 0.04% - x0.88
9 Solid professional 4.16% 13.39% 27.17% 30.05% 18.12% 5.95% 1.06% 0.10% 0.01% x0.95
10 Skilled professional 2.28% 9.23% 22.95% 31.08% 22.95% 9.23% 2.02% 0.24% 0.02% x1.02
11 Very skilled professional 1.39% 6.69% 19.35% 30.50% 26.21% 12.27% 3.13% 0.43% 0.03% x1.08
12 Expert 0.82% 4.66% 15.71% 28.81% 28.81% 15.71% 4.66% 0.75% 0.07% x1.15
13 Strong expert 0.47% 3.13% 12.27% 26.21% 30.50% 19.35% 6.69% 1.26% 0.13% x1.22
14 Master 0.26% 2.02% 9.23% 22.95% 31.08% 22.95% 9.23% 2.02% 0.26% x1.29
15 Strong master 0.15% 1.38% 7.15% 20.08% 30.71% 25.60% 11.63% 2.87% 0.41% x1.36
16 Region-known master 0.09% 0.93% 5.41% 17.15% 29.61% 27.87% 14.30% 3.99% 0.66% x1.44
17 Region-leading master 0.05% 0.61% 3.99% 14.30% 27.87% 29.61% 17.15% 5.41% 1.02% x1.52
18 Planet-known master 0.03% 0.39% 2.87% 11.63% 25.60% 30.71% 20.08% 7.15% 1.54% x1.62
19 Planet-leading master 0.02% 0.24% 2.02% 9.23% 22.95% 31.08% 22.95% 9.23% 2.28% x1.72
20 Legendary master 0.01% 0.15% 1.38% 7.15% 20.08% 30.71% 25.60% 11.63% 3.29% x1.84