Difference between revisions of "Electric tailor bench"
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{{Info|The '''electric tailoring bench''' is used by [[Menus#Tailor|tailors]] to produce [[clothing]]. It can still operate without electricity, but at a reduced production speed slower than that of its non-electric counterpart, the [[hand-tailoring bench]].}}Like other production stations, a bill must be created to specify what items are to be produced and what [[textiles]] may be used. Materials that are used to make clothing are [[textiles]] (which consists of [[leathers]] and [[fabrics]]). The only exception is tuques, which can only be crafted from [[fabrics]]. 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. | {{Info|The '''electric tailoring bench''' is used by [[Menus#Tailor|tailors]] to produce [[clothing]]. It can still operate without electricity, but at a reduced production speed slower than that of its non-electric counterpart, the [[hand-tailoring bench]].}}Like other production stations, a bill must be created to specify what items are to be produced and what [[textiles]] may be used. Materials that are used to make clothing are [[textiles]] (which consists of [[leathers]] and [[fabrics]]). The only exception is tuques, which can only be crafted from [[fabrics]]. 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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| [[Jacket]] || 117 || 70 || 1.70 || All Textiles || 130.20 || 1.11 || 1.86 || 76.59 | | [[Jacket]] || 117 || 70 || 1.70 || All Textiles || 130.20 || 1.11 || 1.86 || 76.59 | ||
|- | |- | ||
− | | [[Lady's | + | | [[Lady's hat]] / [[Top hat]] || 30|| 25 || 0.1 || All Textiles || 56.48 || 1.88 || 2.26 || 564.8 |
|- | |- | ||
| [[Pants]] || 27 || 40 || 0.50 || All Textiles || 65.76 || 2.44 || 1.64 || 131.52 | | [[Pants]] || 27 || 40 || 0.50 || All Textiles || 65.76 || 2.44 || 1.64 || 131.52 | ||
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| [[Tuque]] || 20 || 25 || 0.07 || Only fabrics, no leather || 41.82 || 2.09 || 1.67 || 597.43 | | [[Tuque]] || 20 || 25 || 0.07 || Only fabrics, no leather || 41.82 || 2.09 || 1.67 || 597.43 | ||
|- | |- | ||
− | | [[Royal | + | | [[Royal vest]] / [[Corset]] || 50 || 45 || 0.75 || All Textiles || 100.80 || 2.02 || 2.24 || 134.40 |
|- | |- | ||
− | | [[Royal | + | | [[Royal robe]] || 67|| 40 || 0.75 || All Textiles|| 94.40 || 1.41 || 2.36|| 125.87 |
|- | |- | ||
− | | [[Ruffle | + | | [[Ruffle shirt]] || 45 || 45 || 0.25 || All Textiles || 99.72 || 2.22|| 2.22 || 398.88 |
|} | |} | ||
== Construction == | == Construction == | ||
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Construction requirements include steel and components. The principal material can be wood or any kind of metal. The material chosen does not affect the speed to tailor clothing items. | Construction requirements include steel and components. The principal material can be wood or any kind of metal. The material chosen does not affect the speed to tailor clothing items. | ||
Revision as of 02:24, 18 July 2020
Electric tailoring bench
"A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 40% of normal speed."
Base Stats
- Type
- Production – Clothing
- HP
- 180
- Rotatable
- Yes
Building
- Size
- 1 × 3
- Placeable
- Yes
- Power
- -120 W
- Facility
- Tool cabinet
Creation
- Deconstruct yield
- 38 + 56 + 1
The electric tailoring bench is used by tailors to produce clothing. It can still operate without electricity, but at a reduced production speed slower than that of its non-electric counterpart, the hand-tailoring bench.Like other production stations, a bill must be created to specify what items are to be produced and what textiles may be used. Materials that are used to make clothing are textiles (which consists of leathers and fabrics). The only exception is tuques, which can only be crafted from fabrics. 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 provides much better protection, but is extremely difficult and slow 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 for ensuring that only quality garments from a tailoring bench are retained is to set your colonists to only wear clothes above a certain quality level using the 'Assign' tab. This way, you can ensure they only wear the best clothes, while leaving the inferior quality clothes to sell.
Up to two nearby tool cabinets can be connected to an electric tailoring bench to increase work speed.
Item | Work Amount | Materials Needed | Weight | Materials | Base Market Value | Value/Work | Value/Materials | Value/Weight |
---|---|---|---|---|---|---|---|---|
Bowler hat | 30 | 20 | 0.14 | All Textiles | 36.48 | 1.22 | 1.82 | 260.57 |
Button-down shirt | 45 | 45 | 0.30 | All Textiles | 77.22 | 1.72 | 1.72 | 257.40 |
Cowboy hat | 30 | 25 | 0.14 | All Textiles | 43.98 | 1.47 | 1.76 | 314.14 |
Duster | 167 | 80 | 2.20 | All Textiles | 156.00 | 0.93 | 1.95 | 70.90 |
Jacket | 117 | 70 | 1.70 | All Textiles | 130.20 | 1.11 | 1.86 | 76.59 |
Lady's hat / Top hat | 30 | 25 | 0.1 | All Textiles | 56.48 | 1.88 | 2.26 | 564.8 |
Pants | 27 | 40 | 0.50 | All Textiles | 65.76 | 2.44 | 1.64 | 131.52 |
Parka | 134 | 80 | 3.80 | All Textiles | 148.80 | 1.11 | 1.86 | 39.16 |
T-shirt | 27 | 40 | 0.25 | All Textiles | 65.76 | 2.44 | 1.64 | 263.04 |
Tribalwear | 30 | 60 | 0.40 | All Textiles | 96.48 | 3.22 | 1.61 | 241.20 |
Tuque | 20 | 25 | 0.07 | Only fabrics, no leather | 41.82 | 2.09 | 1.67 | 597.43 |
Royal vest / Corset | 50 | 45 | 0.75 | All Textiles | 100.80 | 2.02 | 2.24 | 134.40 |
Royal robe | 67 | 40 | 0.75 | All Textiles | 94.40 | 1.41 | 2.36 | 125.87 |
Ruffle shirt | 45 | 45 | 0.25 | All Textiles | 99.72 | 2.22 | 2.22 | 398.88 |
Construction
Construction requirements include steel and components. The principal material can be wood or any kind of metal. The material chosen does not affect the speed to tailor clothing items.
Name | Cost | Hit Points | Flammability (%) | Beauty | Work to Build |
---|---|---|---|---|---|
Steel electric tailoring bench | 125 + 3 | 180 | 20 | 0 | 42 |
Plasteel electric tailoring bench | 50 + 3 + 75 | 505 | 10 | 0 | 84 |
Wood electric tailoring bench | 50 + 3 + 75 | 90 | 100 | 0 | 30 |
Gold electric tailoring bench | 50 + 3 + 750 | 108 | 20 | 0 | 55 |
Silver electric tailoring bench | 50 + 3 + 750 | 126 | 20 | 0 | 50 |
Uranium electric tailoring bench | 50 + 3 + 750 | 450 | 0 | 0 | 80 |