Difference between revisions of "Fueled smithy"

From RimWorld Wiki
Jump to navigation Jump to search
m (infobox fuel data)
 
(21 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{rewrite|reason=Format standardisation}}{{For|the electrically powered variant|Electric smithy}}<onlyinclude>{{infobox main|production|
+
{{For|the electrically powered variant|Electric smithy}}
|name = Fueled smithy
+
{{Infobox main|production
|image = Fueled_smithy.png|Fueled smithy
+
| name = Fueled smithy
|imagesize = 192px
+
| image = Fueled_smithy.png
|description = A wood-fueled station equipped for smithing non-mechanical weapons and tools.
+
| imagesize = 192px
|type = Production
+
| description = A wood-fueled station for smithing non-mechanical weapons and tools.
|placeable = Yes
+
| type = Building
|size = 1 ˣ 3
+
| type2 = Production
|hp = 180
+
| placeable = true
|flammability = 1.0
+
| path cost = 50
|power = 0
+
| passability = pass through only
|facility = tool cabinet
+
| cover = 0.5
|work to make = 3000
+
| minifiable = true
|resource 1 = Steel
+
| size = 3 ˣ 1
|resource 1 amount = 100
+
| mass base = 20
|deconstruct yield = {{icon|metal|75}}
+
| flammability = 1
 +
| hp = 180
 +
| sell price multiplier = 0.7
 +
| cleanliness = -3
 +
| terrain affordance = medium
 +
| facility = tool cabinet
 +
| research = Smithing
 
| skill 1 = Construction
 
| skill 1 = Construction
 
| skill 1 level = 4
 
| skill 1 level = 4
}}</onlyinclude>{{Info|The '''fueled smithy''' is used by [[Menus#Smith|smiths]] to create melee or neolithic weapons. It requires [[Research#Smithing|Smithing]] to be researched before it can be built. It requires [[wood]] as fuel to operate. [[Menus#Haul|Haulers]] refuel wood stoves. For its electrically-powered counterpart, see [[electric smithy]].}}  
+
| work to make = 3000
 +
| resource 1 = Steel
 +
| resource 1 amount = 100
 +
| fuel filter = Wood
 +
| fuel capacity = 50.0
 +
| fuel consumption rate = 80.0
 +
}}
 +
{{Info|The '''fueled smithy''' is used by [[Work#Smith|smiths]] to create neolithic and medieval [[weapons]], low tech [[armor]] and some other items. For its electrically-powered counterpart, see [[electric smithy]].}}  
  
The fueled smithy behaves exactly the same as its electric counterpart. Like other production stations, a bill must be created to specify what items are to be produced and what materials may be used. Each weapon produced has a certain quality depending on the crafting skill of the colonist (see [[quality]] for a detailed chart).
+
== Acquisition ==
 +
{{Acquisition}}
 +
 
 +
Note, that fueled smithies also require [[wood]] as fuel to operate, in addition to their construction cost.
 +
 
 +
== Summary ==
 +
{{Stub|section=1|reason=Fuel?}}
 +
The fueled smithy behaves exactly the same as its electric counterpart except that it requires [[wood]] as fuel to operate instead of [[power]]. [[Menus#Haul|Haulers]] refuel wood stoves. Like other production stations, a bill must be created to specify what items are to be produced and what materials may be used. Each weapon produced has a certain quality depending on the crafting skill of the colonist (see [[quality]] for a detailed chart).
  
 
If a smithing job is interrupted for any reason the crafter will drop the piece, usually on the workbench, and it will be in an unfinished state until the crafter finishes it. A crafter cannot work on another crafter's piece. The piece will indicate the name of the crafter and how much work is remaining. The stockpile filter includes an entry for unfinished weapons which allows the player to control where they are stored.
 
If a smithing job is interrupted for any reason the crafter will drop the piece, usually on the workbench, and it will be in an unfinished state until the crafter finishes it. A crafter cannot work on another crafter's piece. The piece will indicate the name of the crafter and how much work is remaining. The stockpile filter includes an entry for unfinished weapons which allows the player to control where they are stored.
Line 25: Line 45:
 
Up to two nearby [[tool cabinet]]s can be connected to a fueled smithy to increase work speed.
 
Up to two nearby [[tool cabinet]]s can be connected to a fueled smithy to increase work speed.
  
It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the research [[Research#Smithing|Smithing]] has been completed.
+
{{Cleanliness Note}}
  
==Summary==
+
The following items can be crafted at the fueled smithy:
The following items can be crafted at the {{LC:{{PAGENAME}}}}.
 
 
{{Recipe List}}
 
{{Recipe List}}
  
== Version History ==  
+
== Analysis ==
 +
Smithies primarily produce melee weapons, with [[pila]] and a few medieval armor options available. Note that the [[machining table]] can also create [[simple helmet]]s (and [[kid helmet]]s{{BiotechIcon}}), and it is [[research]]ed just after Smithing. So if you are using melee, then smithies can be useful, allowing access to powerful melee weapons like [[mace]]s. But if you don't plan on using melee, then smithies can often be forgone.
 +
 
 +
With the [[Royalty DLC]], smithies are required to create the musical instruments required for a [[throne]] room, like the [[harp]] and [[piano]]. This means that, if you weren't making melee weapons in the first place, building the smithy can wait until you have a [[noble]] that needs said instruments.
 +
 
 +
An [[electric smithy]] costs {{Icon Small|Component}} 3 [[component]]s more than fueled smithies, but don't require constant refueling. If [[wood]] is scarce, or if you plan to use the smithy a lot, then the electric variant should be used. If electricity is unavailable, or if you only need to create a single [[piano]], then the fueled smithy can be created instead.
 +
 
 +
== Version history ==
 +
* [[Version/1.1.0|1.1.0]] - Refueling is now toggleable.
 +
 
 
<gallery>
 
<gallery>
 
OldSmithy.png|The Old Smithy Texture
 
OldSmithy.png|The Old Smithy Texture
 
</gallery>
 
</gallery>
  
{{nav|production|wide}}
+
{{Nav|production|wide}}
 
+
[[Category:Production]] [[Category:Apparel Production]]
[[Category:Production]]
 

Latest revision as of 00:48, 24 July 2024

Fueled smithy

Fueled smithy

A wood-fueled station for smithing non-mechanical weapons and tools.

Base Stats

Type
BuildingProduction
Market Value
200 Silver [Note]
Mass
20 kg
HP
180
Flammability
100%
Path Cost
50 (21%)

Fuel

Usable Item(s)
Wood Wood
Capacity
50.0
Consumption Rate
80.0

Building

Size
3 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
50%
Terrain Affordance
Medium
Cleanliness
-3
Facility
Tool cabinet

Creation

Required Research
Smithing
Skill Required
Construction 4
Work To Make
3,000 ticks (50 secs)
Resources to make
Steel 100
Deconstruct yield
Steel 50
Destroy yield
Steel 25

The fueled smithy is used by smiths to create neolithic and medieval weapons, low tech armor and some other items. For its electrically-powered counterpart, see electric smithy.

Acquisition[edit]

Fueled smithies can be constructed once the smithing research project has been completed. Each requires Steel 100 Steel, 3,000 ticks (50 secs) of work modified by the construction speed of the builder, and a construction skill of 4.

Note, that fueled smithies also require wood as fuel to operate, in addition to their construction cost.

Summary[edit]

The fueled smithy behaves exactly the same as its electric counterpart except that it requires wood as fuel to operate instead of power. Haulers refuel wood stoves. Like other production stations, a bill must be created to specify what items are to be produced and what materials may be used. Each weapon produced has a certain quality depending on the crafting skill of the colonist (see quality for a detailed chart).

If a smithing job is interrupted for any reason the crafter will drop the piece, usually on the workbench, and it will be in an unfinished state until the crafter finishes it. A crafter cannot work on another crafter's piece. The piece will indicate the name of the crafter and how much work is remaining. The stockpile filter includes an entry for unfinished weapons which allows the player to control where they are stored.

Up to two nearby tool cabinets can be connected to a fueled smithy to increase work speed.

Each fueled smithy is considered dirty with a Cleanliness of −3, applied to the bottom-left-most tile from the player's perspective, regardless of orientation. This reduces the average cleanliness of the room it occupies.

The following items can be crafted at the fueled smithy:

  • Name Materials Work to Make Required Research Type
    Breach axe Breach axe Stuff 50 (Metallic, 500 for SMVs) 005,000 ticks (1.39 mins) Smithing Equipment - Weapons
    Club Club Stuff 40 (Metallic/Woody/Stony, 400 for SMVs) 001,200 ticks (20 secs) Equipment - Weapons
    Gladius Gladius Stuff 50 (Metallic/Woody, 500 for SMVs) 012,000 ticks (3.33 mins) Smithing Equipment - Weapons
    Greatbow Greatbow Wood 60 009,000 ticks (2.5 mins) Greatbow Equipment - Weapons
    Ikwa Ikwa Stuff 50 (Metallic/Woody, 500 for SMVs) 005,000 ticks (1.39 mins) Smithing Equipment - Weapons
    Knife Knife Stuff 30 (Metallic, 300 for SMVs) 001,800 ticks (30 secs) Smithing Equipment - Weapons
    Longsword Longsword Stuff 100 (Metallic/Woody, 1000 for SMVs) 018,000 ticks (5 mins) Long blades Equipment - Weapons
    Mace Mace Stuff 50 (Metallic/Woody, 500 for SMVs) 006,000 ticks (1.67 mins) Smithing Equipment - Weapons
    Pila Pila Wood 70 007,000 ticks (1.94 mins) Smithing Equipment - Weapons
    Recurve bow Recurve bow Wood 40 005,000 ticks (1.39 mins) Recurve bow Equipment - Weapons
    Short bow Short bow Wood 30 002,400 ticks (40 secs) Equipment - Weapons
    Spear Spear Stuff 75 (Metallic/Woody, 750 for SMVs) 012,000 ticks (3.33 mins) Long blades Equipment - Weapons
    Plate armor Plate armor Stuff 170 (Metallic/Woody, 1700 for SMVs) 038,000 ticks (10.56 mins) Plate armor Gear - Armor
    Simple helmet Simple helmet Stuff 40 (Metallic, 400 for SMVs) 003,200 ticks (53.33 secs) Smithing Gear - Armor
    Kid helmet Kid helmet Content added by the Biotech DLC Stuff 20 (Metallic, 200 for SMVs) 002,000 ticks (33.33 secs) Smithing Gear - Armor
    Torture crown Torture crown Content added by the Ideology DLC Stuff 25 (Metallic/Woody, 250 for SMVs) 001,200 ticks (20 secs) Gear - Clothing
    Harp Harp Content added by the Royalty DLC Wood 150 018,000 ticks (5 mins) Harp Building - Recreation
    Harpsichord Harpsichord Content added by the Royalty DLC Wood 250 032,000 ticks (8.89 mins) Harpsichord Building - Recreation
    Piano Piano Content added by the Royalty DLC Steel 120 + Wood 220 050,000 ticks (13.89 mins) Piano Building - Recreation
    Axe Axe Content added by the Royalty DLC Stuff 50 (Metallic/Woody, 500 for SMVs) 007,000 ticks (1.94 mins) Smithing Equipment - Weapons
    Warhammer Warhammer Content added by the Royalty DLC Stuff 150 (Metallic/Woody, 1500 for SMVs) 018,000 ticks (5 mins) Long blades Equipment - Weapons
    Coronet Coronet Content added by the Royalty DLC Stuff 50 (Metallic, 500 for SMVs) 008,000 ticks (2.22 mins) Royal apparel Gear - Clothing
    Crown Crown Content added by the Royalty DLC Stuff 75 (Metallic, 750 for SMVs) 012,000 ticks (3.33 mins) Royal apparel Gear - Clothing
  • Analysis[edit]

    Smithies primarily produce melee weapons, with pila and a few medieval armor options available. Note that the machining table can also create simple helmets (and kid helmetsContent added by the Biotech DLC), and it is researched just after Smithing. So if you are using melee, then smithies can be useful, allowing access to powerful melee weapons like maces. But if you don't plan on using melee, then smithies can often be forgone.

    With the Royalty DLC, smithies are required to create the musical instruments required for a throne room, like the harp and piano. This means that, if you weren't making melee weapons in the first place, building the smithy can wait until you have a noble that needs said instruments.

    An electric smithy costs Component 3 components more than fueled smithies, but don't require constant refueling. If wood is scarce, or if you plan to use the smithy a lot, then the electric variant should be used. If electricity is unavailable, or if you only need to create a single piano, then the fueled smithy can be created instead.

    Version history[edit]

    • 1.1.0 - Refueling is now toggleable.