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  • 2 weeks later...
Posted

Its a shame that the best vintage story mod still has stuttering issues and hasent had a meaningful update in quite some time. 

Still waiting and hoping for a new update!.

  • 2 weeks later...
  • 1 month later...
Posted (edited)

Can I get info an what govern the quality stat for the blacksmith perk?

How do I know when I overheated an item before quenching it as it lowers the base quality? (hammered one at 1450°C before quenching and I get a full point lower than what I usually produce at minimum)

Outside quenching and my smithing levels, is there anything else that affects the end result quality?

Is there a "sweet spot" for quenching temp? Do I have to let it cool all the way down or just give it a dozen short dips?

Edited by Foxtrot39
  • 2 weeks later...
Posted (edited)
On 2/21/2026 at 2:23 AM, Foxtrot39 said:

Can I get info an what govern the quality stat for the blacksmith perk?

How do I know when I overheated an item before quenching it as it lowers the base quality? (hammered one at 1450°C before quenching and I get a full point lower than what I usually produce at minimum)

Outside quenching and my smithing levels, is there anything else that affects the end result quality?

Is there a "sweet spot" for quenching temp? Do I have to let it cool all the way down or just give it a dozen short dips?

I was annoyed by the quality as well cause i was constantly making rarity 5's so i dug into the code. The default values are set up so you can never really quench an item and increase it's rarity above 10. Best I could get was 10.01. Quenching is a different part of the code that I didn't look into.

Metalworking skill gives a bonus to quality, caps at lvl 25 in the code.
Forging the same item over and over again gives a bonus to quality, caps at 200 items forged in the code.
metalworking.json configures the multiplier and the cap defined by each tier of the ability [multiplier, cap]

High Roll: (Fixed Value) [Cap - 2]
This defines the highest possible rarity you can roll. You cant go above it.

Low Roll: (Array) [1.0 + (Skill * 0.1) * Multiplier + (Forging * 0.01), Cap * 0.5 - 1] 
The first value in the array defines a floor so you can never low roll an item with less than this quality while it also defines a ceiling meaning your can never increase your floor above this value. This is the part that gives meaning to progression and leveling your skill which raises your low roll floor so if you are skilled enough you will never forge an item with a quality lower than the low roll floor.

Assuming skill lvl 25, forged count 200, Ability tier 2 and default config:

High Roll: 10 - 2 = 8  Highest possible rarity you can roll is 8.
Low Roll: [1 + (25 * 0.1) * 2 + (200 * 0.01), 10 * 0.5 - 1] = [8, 4]  You are skilled enough to roll items with a minimum rarity of 8 but the code is capping the minimum rarity at 4 
Quality: You are guaranteed to forge an item with at least rarity 4 but never above rarity 8. RNG does the rest randomizing the quality you get between these 2 values.

Alternatively if your metalworking skill was lvl 1, your ability was still tier 2 and you were forging this item for the first time, the equation would look like this: 

Low Roll: [1 + (1 * 0.1) * 2 + (0 * 0.01), 10 * 0.5 - 1] = [1.2, 4]  Based on your skill, you can never roll an item with a quality value of less than 1.2
Quality: You are guaranteed to forge an item with at least rarity 1.2 but never above rarity 8. RNG does the rest randomizing the quality you get between these 2 values.


The more I play with xskills, the more amazed I am just how much thought went into it. Xandu handles all edge cases nicely, the logic is spot on and everything is configured quite smart. A lot of aspects of the code specifically combat possible exploits as well, such as the duplication chance when baking things in the oven. You cant spam take out - place in items to get them to dupe. If you duped an item once in the part-baked state, you cant dupe it again in the baked or charred state. Or when you heat something up, the quality goes down, so you cant quench the same item over and over again to increase it's rarity.

Edited by ZoliWorks
Posted (edited)

Does XSkills together with XLib work on the current experimental version 1.22 pre5?
I haven’t been able to get it running so far.

Is there any version or fork that is compatible with this game version?
If so, could someone explain what exactly is required to make XSkills work on 1.22 pre5?

Edited by Vessuvius
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