Difference between revisions of "Fueled smithy"
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− | {{For|the electrically powered variant|Electric smithy}}<onlyinclude>{{infobox main|production| | + | {{rewrite|Format standardisation}}{{For|the electrically powered variant|Electric smithy}}<onlyinclude>{{infobox main|production| |
|name = Fueled smithy | |name = Fueled smithy | ||
|image = Fueled_smithy.png|Fueled smithy | |image = Fueled_smithy.png|Fueled smithy | ||
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|resource 1 amount = 100 | |resource 1 amount = 100 | ||
|deconstruct yield = {{icon|metal|75}} | |deconstruct yield = {{icon|metal|75}} | ||
− | }}</onlyinclude>{{Info|The '''fueled smithy''' is used by [[Menus#Smith|smiths]] to create melee or neolithic weapons. It requires | + | }}</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]].}} |
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). | 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). |
Revision as of 07:15, 30 March 2021
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Fueled smithy
A wood-fueled station equipped for smithing non-mechanical weapons and tools.
Base Stats
- Type
- Production
- HP
- 180
- Flammability
- 100%
Building
- Size
- 1 × 3
- Placeable
- Yes
- Power
- 0 W
- Facility
- Tool cabinet
Creation
- Work To Make
- 3,000 ticks (50 secs)
- Deconstruct yield
- 75
The fueled smithy is used by smiths to create melee or neolithic weapons. It requires Smithing to be researched before it can be built. It requires wood as fuel to operate. Haulers refuel wood stoves. 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).
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.
Item | Material needed | Work to make | Base Value | Value/Work | Value/Material |
---|---|---|---|---|---|
Gladius | 50 | 334 | 180 | ~0.539 | 3.600 |
Longsword | 120 | 667 | 400 | ~0.599 | 3.333 |
Knife | 40 | 100 | 104 | 1.040 | 1.486 |
Spear | 90 | 417 | 280 | 0.671 | 3.111 |
Mace | 75 | 250 | 210 | 0.840 | 2.800 |
Club | 40 | 9 | 82 | 9.111... | 2.050 |
Short bow | 30 | 150 | 60 | 3.000 | 1.500 |
Pila | 70 | 217 | 90 | 3.750 | 0.750 |
Great bow | 50 | 300 | 180 | ~ 6.207 | 1.000 |
Material | Cooldown | Blunt | Sharp |
---|---|---|---|
Sandstone | 1.35 | 1.00 | 0.65 |
Granite | 1.35 | 1.00 | 0.65 |
Limestone | 1.35 | 1.00 | 0.65 |
Slate | 1.35 | 1.00 | 0.65 |
Marble | 1.35 | 1.00 | 0.65 |
Silver | 1.00 | 1.10 | 0.50 |
Gold | 1.10 | 1.15 | 0.30 |
Steel | 1.00 | 1.00 | 1.00 |
Plasteel | 0.80 | 1.00 | 1.20 |
Wood | 0.90 | 0.80 | 0.30 |
Uranium | 1.35 | 1.40 | 1.10 |
Jade | 1.10 | 1.50 | 0.80 |
Quality | Base Damage Modifier |
---|---|
Awful | 0.40 |
Shoddy | 0.70 |
Poor | 0.85 |
Normal | 1.00 |
Good | 1.10 |
Superior | 1.30 |
Excellent | 1.50 |
Masterwork | 1.70 |
Legendary | 2.10 |