Difference between revisions of "Electric tailor bench"

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{{Info|The tailor's workbench is used by colonists assigned to [[Overview#Work|tailoring]] to produce [[clothing]]. Like other production stations, a bill must be created to specify what items are to be produced and what [[materials]] may be used. Materials that may be used are [[leather]], [[cloth]], [[devilstrand]], and [[hyperweave]]. Each clothing item produced has a certain quality depending on the crafting skill of the colonist (see [[Quality]] for a detailed chart). An item's market value is determined by its material substance and its quality.
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{{Info|The tailor's workbench is used by colonists assigned to [[Overview#Work|tailoring]] to produce [[clothing]]. Like other production stations, a bill must be created to specify what items are to be produced and what [[materials]] may be used. Materials that may be used are [[leather]], [[cloth]], [[devilstrand]], and [[hyperweave]]. Each clothing item produced has a certain quality depending on the crafting skill of the colonist (see [[Quality]] for a detailed chart). An item's market value, deterioration rate, defense rating and temperature resistance are all determined by the material substance and crafting quality.
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Grown [[Cloth]] is the baseline material used for tailoring, being easy to grow and providing mundane stats across the board. [[Devilstrand]] by comparison is extremely difficult to grow and not useful for equipping a starting colony. Leather based apparel typically has improved defense ratings while domesticated animal wool has excellent temperature tolerance for extreme climates.  
  
 
If a tailoring 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 apparel which allows the player to control where they are stored.
 
If a tailoring 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 apparel which allows the player to control where they are stored.

Revision as of 01:06, 15 April 2016

Template:UC

Tailor's workbench

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A workbench equipped for cloth refinement and clothing production.

Base Stats

Type
ProductionClothing
HP
180

Building

Size
1
Placeable
Y
Power
- 120 W

The tailor's workbench is used by colonists assigned to tailoring to produce clothing. Like other production stations, a bill must be created to specify what items are to be produced and what materials may be used. Materials that may be used are leather, cloth, devilstrand, and hyperweave. Each clothing item produced has a certain quality depending on the crafting skill of the colonist (see Quality for a detailed chart). An item's market value, deterioration rate, defense rating and temperature resistance are all determined by the material substance and crafting quality.

Grown Cloth is the baseline material used for tailoring, being easy to grow and providing mundane stats across the board. Devilstrand by comparison is extremely difficult to grow and not useful for equipping a starting colony. Leather based apparel typically has improved defense ratings while domesticated animal wool has excellent temperature tolerance for extreme climates.

If a tailoring 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 apparel which allows the player to control where they are stored.

An effective tool as of Alpha 11 for ensuring that only quality garments from a tailors workbench are retained is to build a nearby crematorium. Set your crematorium to burn all clothing below a certain quality threshold. Before you do this take some time to ensure that there is enough clothing for all of colonists to wear. When paired with custom outfits, you can ensure that everyone is wearing the highest quality clothing.


Clothing items that can be crafted
Item Work Amount Materials Needed Materials Base Market Value
Cowboy hat 50 25 All Textiles 62
Tuque 14 25 All Textiles; No Leathers 53.20
Pants 117 50 All Textiles 128
T-Shirt 80 50 All Textiles 119.20
Button-Down Shirt 134 55 All Textiles 142
Duster 400 80 All Textiles 255
Jacket 284 70 All Textiles 210
Parka 367 120 All Textiles 330
Tribalwear 34 35 All Textiles 78


A tailor's workbench can be made out of various materials.

Material Steel Cost Cost Hit Points Flammability (%) Beauty
Steel 125 - 180 20 0
Plasteel 50 75 Plasteel 505 10 0
Wood 50 75 Wood 90 100 0
Gold 50 1500 Gold 108 20 0
Silver 50 1500 Silver 126 20 0
Uranium 50 1500 Uranium 450 0 0