Difference between revisions of "Electric tailor bench"
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− | {{ | + | {{Infobox main|production |
− | |name = Electric tailor bench | + | | name = Electric tailor bench |
− | |image = Table tailor electric north.png | + | | image = Table tailor electric north.png |
− | |imagesize = 192px | + | | imagesize = 192px |
− | |description = A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 50% of normal speed. | + | | description = A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 50% of normal speed. |
− | |type = Building | + | | type = Building |
− | |type2 = Production | + | | type2 = Production |
− | |placeable = true | + | | placeable = true |
− | |path cost = 50 | + | | path cost = 50 |
− | |passability = pass through only | + | | passability = pass through only |
− | |cover = 0.5 | + | | cover = 0.5 |
− | |minifiable = true | + | | minifiable = true |
− | |size = 3 ˣ 1 | + | | size = 3 ˣ 1 |
− | |mass base = 20 | + | | mass base = 20 |
− | |flammability = 1 | + | | flammability = 1 |
− | |hp = 180 | + | | hp = 180 |
− | |sell price multiplier = 0.7 | + | | sell price multiplier = 0.7 |
− | |power = -120 | + | | power = -120 |
| unpowered work speed factor = 0.5 | | unpowered work speed factor = 0.5 | ||
− | |terrain affordance = medium | + | | terrain affordance = medium |
− | |facility = tool cabinet | + | | facility = tool cabinet |
− | |research = Electricity, complex clothing | + | | research = Electricity, complex clothing |
− | |skill 1 = Construction | + | | skill 1 = Construction |
− | |skill 1 level = 4 | + | | skill 1 level = 4 |
− | |work to make = 2500 | + | | work to make = 2500 |
− | |stuff tags = Metallic, Woody | + | | stuff tags = Metallic, Woody |
− | |resource 1 = Stuff | + | | resource 1 = Stuff |
− | |resource 1 amount = 75 | + | | resource 1 amount = 75 |
− | |resource 2 = Steel | + | | resource 2 = Steel |
− | |resource 2 amount = 50 | + | | resource 2 amount = 50 |
− | |resource 3 = Component | + | | resource 3 = Component |
− | |resource 3 amount = 2 | + | | resource 3 amount = 2 |
− | }}{{Info|The '''electric tailor bench''' is used by [[Work#Tailor|tailors]] to produce [[clothing]]. It | + | }} |
+ | {{Info|The '''electric tailor bench''' is used by [[Work#Tailor|tailors]] to produce [[clothing]]. It is a [[power]]ed version of the [[hand tailor bench]].}} | ||
− | + | == Acquisition == | |
+ | {{Acquisition}} | ||
− | + | == Summary == | |
+ | {{See also|Hand tailor bench}} | ||
+ | [[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]] | ||
− | + | Electric tailor benches allow you to create [[apparel]] items from [[textile]]s, which counts as [[Work#Tailor|Tailoring]] work. The [[quality]] of apparel is determined by [[Crafting]] skill. | |
− | + | If a job is interrupted for any reason, the tailor will drop the piece, usually on the workbench, and it will be in an unfinished state until they finish it. A pawn cannot work on another pawn's clothing. The piece will indicate the name of the tailor and how much work is remaining. The stockpile filter includes an entry for unfinished items which allows the player to control where they are stored. It can connect to up to 2 [[tool cabinet]]s to increase work speed. | |
− | + | ||
− | + | When powered, an electric tailor bench has a [[Property:Work Speed Factor|Work Speed Factor]] of 100%, meaning all the bills take the listed amount of time to complete. When unpowered, Work Speed Factor is reduced to 50%, half speed, the same as a [[hand tailor bench]]. | |
− | == | + | |
− | + | === Bills === | |
{{Recipe List}} | {{Recipe List}} | ||
− | {{Building | + | == Analysis == |
+ | A hand tailor bench or electric tailor bench are the only ways for a colony to create its own clothing. The electric tailor bench is twice as fast when powered, and only costs {{Icon Small|steel}} 50 [[steel]] and {{Icon Small|component}} 2 [[component]]s more, which usually makes it better. Clothing helps prevent nudity, and any colonist can receive a slight amount of protection from quality [[button-down shirt]]s and [[pants]]. In the mid-game / late-game, [[devilstrand]] [[duster]]s are a strong option for protective gear, since they can be worn with a [[flak vest]]. | ||
+ | |||
+ | 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, and you can leave the inferior quality clothes to sell. | ||
+ | |||
+ | {{Building Stats Table}} | ||
− | {{ | + | {{Nav|production|wide}} |
− | [[Category:Production]] | + | [[Category:Production]] [[Category:Apparel Production]] |
− | [[Category: |
Latest revision as of 01:27, 6 February 2024
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
- Unpowered Work Speed Factor
- 50%
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 is a powered version of the hand tailor bench.
Acquisition[edit]
Electric tailor benches can be constructed once the electricity and complex clothing research projects have been completed. Each requires 75 Stuff (Metallic/Woody, 750 for SMVs), 50 Steel, 2 Components, 2,500 ticks (41.67 secs) of work modified by the construction speed of the builder and the work to build factor and offset of the material, and a construction skill of 4.
Summary[edit]
Electric tailor benches allow you to create apparel items from textiles, which counts as Tailoring work. The quality of apparel is determined by Crafting skill.
If a job is interrupted for any reason, the tailor will drop the piece, usually on the workbench, and it will be in an unfinished state until they finish it. A pawn cannot work on another pawn's clothing. The piece will indicate the name of the tailor and how much work is remaining. The stockpile filter includes an entry for unfinished items which allows the player to control where they are stored. It can connect to up to 2 tool cabinets to increase work speed.
When powered, an electric tailor bench has a Work Speed Factor of 100%, meaning all the bills take the listed amount of time to complete. When unpowered, Work Speed Factor is reduced to 50%, half speed, the same as a hand tailor bench.
Bills[edit]
Analysis[edit]
A hand tailor bench or electric tailor bench are the only ways for a colony to create its own clothing. The electric tailor bench is twice as fast when powered, and only costs 50 steel and 2 components more, which usually makes it better. Clothing helps prevent nudity, and any colonist can receive a slight amount of protection from quality button-down shirts and pants. In the mid-game / late-game, devilstrand dusters are a strong option for protective gear, since they can be worn with a flak vest.
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, and you can leave the inferior quality clothes to sell.
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 |