Hi all , I don't know if this kind of thing may appeal to all, but i guess some will like this kind of data. Sorry it's a reddit link but all is wrote there.

https://www.reddit.com/r/RimWorld/comments/4xot2t/psa_depending_on_the_wealth_space_and_beauty_of_a/

In fact I will try to put it there

`public class RoomStatWorker_Impressiveness : RoomStatWorker`

{

//

// Methods

//

private float GetFactor (float baseFactor)

{

if (Mathf.Abs (baseFactor) < 1f) {

return baseFactor;

}

if (baseFactor > 0f) {

return 1f + Mathf.Log (baseFactor);

}

return -1f - Mathf.Log (-baseFactor);

}

public override float GetScore (Room room)

{

float factor = this.GetFactor (room.GetStat (RoomStatDefOf.Wealth) / 3500f);

float factor2 = this.GetFactor (room.GetStat (RoomStatDefOf.Beauty) / 6f);

float factor3 = this.GetFactor (room.GetStat (RoomStatDefOf.Space) / 125f);

float factor4 = this.GetFactor (1f + room.GetStat (RoomStatDefOf.Cleanliness) / 2.5f);

float num = Mathf.Min (factor, Mathf.Min (factor2, Mathf.Min (factor3, factor4)));

float num2 = (factor + factor2 + factor3 + factor4) / 4f;

num2 = (num2 + num) / 2f;

return num2 * 100f;

}

}

So if I understood it right :

You start from this :

- [(Wealth/3500) + (Beauty/6) + (Space/125) +(1+(cleanliness/2.5))] /4 and you keep the value for later.
- You choose the smallest of the 4 values in parentheses (
*It's what Mathf.Min means*) and keep it too - You add those two together and divide by 2 ( it's this
*bitnum2 = (num2 + num) / 2f)* - You do a x100 and should have the impressiveness value

For

**Wealth** | **Beauty** | **Space** | **Cleanliness** |

40 | 0 | 70 | 0 |

I find roughly

**33.75** which correspond to

**mediocre**.

Confirmed IG by Mehni

I also have the Chance of Surgery success computation method but is it the kind of information that you all consider useful? If not sorry ;-)

If yes I'm sure we can dig some more, asking to fellow modders, etc.

Plus I saw that my colleague-data-addict-from-reddit,

Mehni is now on this forum. Hi buddy