Difference between revisions of "Electric tailor bench"
(type: Production -> Building; type2: Clothing -> Production; placeable: Yes -> true; rotatable: Yes -> -; size: 1 ˣ 3 -> 3 ˣ 1; beauty: 0 -> -; flammability: 1.0 -> 1; path cost: - -> 50; passability: - -> pass through only; minifiable: - -> true; sell price multiplier: - -> 0.7; terrain affordance: - -> medium; research: - -> Electricity, complex clothing;) |
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− | }}{{Info|The '''electric tailor 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 tailor 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. 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 tailor 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 tailor 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. 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. | 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. |
Revision as of 01:09, 7 December 2021
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Electric tailor bench
A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 50% of normal speed.
Base Stats
- Type
- Building – Production
- Mass
- 20 kg
- HP
- 180
- Flammability
- 100%
- Path Cost
- 50 (21%)
Building
- Size
- 3 × 1
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 50%
- Terrain Affordance
- Medium
- Power
- -120 W
- Facility
- Tool cabinet
Creation
- Required Research
- Electricity, Complex clothing
- Skill Required
- Construction 4
- Work To Make
- 2,500 ticks (41.67 secs)
- Stuff Tags
- Metallic, Woody
The electric tailor 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 tailor 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. 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 and only 1 unfinished piece can be made per bill. 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. Unfinished pieces can be cancelled at any point to return 75% of the materials.
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.
Acquisition
It is built with 75 Stuff (Metallic/Woody, 750 for SMVs), 50 Steel, 2 Components in 2,500 ticks (41.67 secs) after the research Electricity and Complex Clothing has been completed.
Summary
The following items can be crafted at the electric tailor bench.
Stats table
Electric tailor bench | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | 0 | ticks (1.74 mins) | 6,250360 | 75% | 240 |
Gold | 20 | ticks (37.5 secs) | 2,250108 | 40% | 7,665 |
Plasteel | 0 | ticks (1.53 mins) | 5,500504 | 0% | 855 |
Silver | 6 | ticks (41.67 secs) | 2,500126 | 40% | 920 |
Steel | 0 | ticks (41.67 secs) | 2,500180 | 40% | 310 |
Uranium | 0 | ticks (1.32 mins) | 4,750450 | 0% | 625 |
Wood | 0 | ticks (29.17 secs) | 1,750117 | 100% | 255 |