![]() ![]() This tactic is particularly useful for high work buildings such as royal beds, as it both alleviates the high workload on the good builder and allows their "apprentice" to grind experience. At skill level 6 you can expect a character to stop wasting material value from crafting.Īs quality is rolled once an object is finished, it is possible to have builders work on something until it is almost done, then have the master finish it to get a better quality on the item. Value" column gives the average market value multiplier for that skill level. ![]() 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). Result" shows the mean quality for each skill level, where awful = 0, poor = 1, normal = 2, etc. Expected values by skill level of the crafter are given in the table below. When an item requiring a quality is crafted or built, that is, when crafting finishes, the quality is randomly determined using a standard distribution. They are only available through player creation or as quest rewards, though masterwork items can be bought and spawn in ancient shrines. ![]() Masterwork and legendary items never generate on enemies, and legendary items are never sold by traders or in bases. If a crafted or built item is at least masterwork, there will be a proper letter that a colonist has created a masterwork / legendary item. ![]() This is only meant to add depth and has no further effect. If a crafted or built item is at least excellent, a piece of random artwork will be engraved on it. Note that this is NOT a factor, but instead a flat bonus. In addition to the general effects listed above, quality also affects several factors unique to furniture and buildings that provide recreation. 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 weapons, both ranged and melee. See respective pages for more detail on rounding. Note that market values above 200 and beauty above 100 will be rounded to nearest 5. ^B This only applies to items with a buff specifically noted as a "Psychic Sensitivity Offset", such as an eltex helmet, not items that just offset psychic sensitivity, like the psychic foil helmet or prestige marine armor. ^A This multiplier will not be applied to negative beauty scores. 3.2.2 Quality with Production Specialist + Inspired CreativityĮffects of quality General Įffects that are common to several, or all, types of objects.3.2.1 Quality with Production Specialist.Production tables that don't use electricity are not affected and will never break down. The machine won't work until a repairer fixes it and requires just one component. A red flashing mark on the machine indicates it's broken. Production machinery that use electricity can break down, indicated by a yellow notice envelope. Chairs in order of best to least comfort are armchair, dining chair, and stool. Work tables can have a chair placed at its interaction spot to provide comfort while the colonist is working there. This opens a list from which you can select the bills to be completed. Work orders are initiated by selecting the production building, then hitting the ' Bills' button. Production structures are used for keeping your colonists fed as well as processing raw materials. ![]()
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