RimWorld

RimWorld

Zwei Sep 22, 2016 @ 9:37am
items crafting quality
hey, guys. just want to know is there any mod that modifies quality percentage of crafted items. or maybe a config settings i can edit somehow. alpha 15.
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Showing 1-10 of 10 comments
mattpage84 Sep 22, 2016 @ 10:02am 
Just leveling up a colonist will do just that. Or start with a high level constructor to increase odds
Mr W Sep 22, 2016 @ 10:34am 
Yeah, a character with high skill regularly will make really good items. Just have them pratice their craft.
Zwei Sep 22, 2016 @ 11:00am 
well on the official wiki quality table percenetages is really good but it seems like this page is outdated and numbers are wrong. i want to make my own chances to craft decent items on high skill levels.

rimworldwiki.com/wiki/Quality
Last edited by Zwei; Sep 22, 2016 @ 11:03am
Pescepalla Oct 4, 2016 @ 1:40pm 
From file Assembly-CSharp.dll inside RimWorldWin_Data\Managed, this is how quality is calculated:

public static QualityCategory RandomCreationQuality(int relevantSkillLevel) { float centerX = -1f; switch (relevantSkillLevel) { case 0: centerX = 0.167f; break; case 1: centerX = 0.5f; break; case 2: centerX = 0.833f; break; case 3: centerX = 1.166f; break; case 4: centerX = 1.5f; break; case 5: centerX = 1.833f; break; case 6: centerX = 2.166f; break; case 7: centerX = 2.5f; break; case 8: centerX = 2.833f; break; case 9: centerX = 3.166f; break; case 10: centerX = 3.5f; break; case 11: centerX = 3.75f; break; case 12: centerX = 4f; break; case 13: centerX = 4.25f; break; case 14: centerX = 4.5f; break; case 15: centerX = 4.7f; break; case 16: centerX = 4.9f; break; case 17: centerX = 5.1f; break; case 18: centerX = 5.3f; break; case 19: centerX = 5.5f; break; case 20: centerX = 5.7f; break; } float num = Rand.Gaussian(centerX, 1.25f); num = Mathf.Clamp(num, 0f, (float)QualityUtility.AllQualityCategories.Count - 0.5f); return (QualityCategory)((int)num); }

Basically, each skill level has more chances of crafting higher quality items.
The randomization employs a gaussian for chance distribution.
Increasing the centerX, for skill levels is a good way to increase better crafting chance.
Also narrowing the gaussian distribution is a good way.

The num variable is the final quality of the item, which ranges from 0 = awful to 7 = legendary:
public enum QualityCategory : byte { Awful, Shoddy, Poor, Normal, Good, Superior, Excellent, Masterwork, Legendary }

You could work on the numbers using a hex editor in order to customize the crafting chance.


Last edited by Pescepalla; Oct 4, 2016 @ 1:41pm
Faya AOP Oct 4, 2016 @ 3:42pm 
And yes, there is a mod for that aswell.
Zwei Oct 5, 2016 @ 5:51am 


Originally posted by Pescepalla:
From file Assembly-CSharp.dll inside
You could work on the numbers using a hex editor in order to customize the crafting chance.
wow, thank you for your efforts, but the mod I've been waiting was updated few days ago. so it's not necessary now. :)
Pescepalla Oct 5, 2016 @ 8:35am 
You'r welcome.
By the way i just found the mod you are talking, it's perfect for me too! :)
IamJaylyn Feb 24, 2017 @ 4:13pm 
ummm i need help mind helping me?
IamJaylyn Feb 24, 2017 @ 4:14pm 
and what mod was tht you were waiting on
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Date Posted: Sep 22, 2016 @ 9:37am
Posts: 10