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Chances are you have some other mod that allows for higher quality through other means, but there's no compatibility between the two and because of the pawn's level that better pawn doesn't get assigned the job as the pawn is seen as too low level to be eligible.
Given that you can sometimes produce legendary quality items without the vanilla effects for it, that 100% points to another mod adding quality boosting and they just need to add support for my mod as stated in the description, so that the effect is picked up and the appropriate pawn is used.
What the level requirement settings actually do is dictate what pawns are allowed to finish off a task, and the 0.05 cutoff is used to calculate those levels.
With default settings you should see that trying to force the job tells you that you need one of these effects, as it's aware of the +2 effect from inspiration and the +1 from the DLC thing I forgot the name of.
If you're wanting legendary to just be possible straight-up, you'll need a separate mod.
I built 75 wooden flower pots, half of them was built as masterpiece, about ten of them are legendary.
Then I marked them for improve...
It's about several dozens of attempts and no single legendary, not a single masterpiece even. I understand that RGN might be tricky but not that tricky, right?
I'm sure I have sufficient skill (17 for masterpiece and 20 for legendary in mod settings, chance cutoff is 0.05), still no luck. But if pawn have inspiration it's insta legendary. I dunno, perhaps mod settings doesn't work and it still require 21 for legendary or something?
I can confirm that the pawns I have tested all have sufficient skill to do the improvement - and I even lowered the required skill down to 1 for testing purposes.
Also, double-check on the building what the required skill level is, if the remaining work is 4 it will refuse to let a pawn under that skill level finish the job. If that's the problem you can change the requirements in the mod's settings, but by default it's set to be a minimum 5% chance to succeed based on vanilla odds.
IConstructible & GenConstruct has changed and I don't know how 1.4 classes looked like.
I would be happy to help you push an update on this mod if you wish.
(I'm a dev, I'm just not used to rimworld modding and lack documentation about it)
Also, fixing that issue now.
Ill power through it
@Nirahiel It's Ideology stuff, I don't actually have the DLC to verify it's 100% working but it should account for having that specialist type (it gives +1 quality).
Are you planning on a 1.5 update after the dlc releases?