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− | <onlyinclude>
| + | {{Infobox main|production |
− | {{infobox main|production| | + | | name = Hand tailor bench |
− | |name = Hand-tailoring bench | + | | image = Table tailor hand north.png |
− | |image = TableTailor.png| | + | | imagesize = 192px |
− | |imagesize = 192px | + | | description = A workbench for tailoring clothes by hand. Works at 50% of the speed of an electric tailoring bench. |
− | |description = "A workbench for tailoring clothes by hand. Works at 50% of the speed of an electric tailoring bench." | + | | type = Building |
− | |type = Production | + | | type2 = Production |
− | |type2 = Clothing | + | | placeable = true |
− | |placeable = Yes | + | | path cost = 50 |
− | |rotatable = Yes | + | | passability = pass through only |
− | |size = 1|3 | + | | cover = 0.5 |
− | |hp = 180 | + | | minifiable = true |
− | |power = 0 | + | | size = 3 ˣ 1 |
− | |buy = {{icon|buildingmat|75}} | + | | mass base = 20 |
− | |sell = {{icon|buildingmat|37}} | + | | flammability = 1 |
− | }}</onlyinclude>
| + | | hp = 180 |
| + | | sell price multiplier = 0.7 |
| + | | work speed factor = 0.5 |
| + | | terrain affordance = medium |
| + | | facility = tool cabinet |
| + | | research = Complex clothing |
| + | | work to make = 2000 |
| + | | stuff tags = Metallic, Woody |
| + | | resource 1 = Stuff |
| + | | resource 1 amount = 75 |
| + | }} |
| + | The '''hand-tailor bench''' is used by colonists assigned to [[Work#Tailor|tailoring]] to produce [[clothing]]. |
| | | |
− | {{Info|The '''hand-tailoring bench''' is used by colonists assigned to [[Menus#Tailor|tailoring]] to produce [[clothing]]. For higher production speed, see its powered counterpart, the [[electric tailoring bench]].}}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|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. | + | == Acquisition == |
| + | {{Acquisition}} |
| | | |
− | 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.
| + | == Summary == |
| + | {{See also|Electric tailor bench}} |
| + | [[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]] |
| | | |
− | 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.
| + | Hand 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. |
| | | |
− | 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.
| + | 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. |
| + | |
| + | Note that the hand tailor bench has a [[Property:Work Speed Factor|Work Speed Factor]] of {{P|Work Speed Factor}}, meaning that all bills will take {{#expr:1/{{P|Work Speed Factor}} round 1}}x the listed time. For comparison, a powered [[electric tailor bench]] has a factor of 100%, and an unpowered electric tailor bench has a factor of 50% (the same as the hand tailor bench). |
| + | |
| + | {{Recipe List}} |
| | | |
− | Up to two nearby [[tool cabinet]]s can be connected to a hand-tailoring bench to increase work speed.
| + | == Analysis == |
| + | Hand tailor benches can be useful if you don't have [[Research#Electricity|Electricity]] yet, or if you don't want to spend [[component]]s to make an electric tailor bench. If you build an electric bench, you can deconstruct the hand tailor bench to get some of your resources back. |
| | | |
− | {|class="wikitable sortable" style="text-align: center;"
| + | The hand tailor bench may be kept around to act as a second weaker bench for grinding experience due to its 0.5 work speed factor and not requiring components to make. The more time spent crafting equals more experience gained. |
− | |+ Clothing items that can be crafted
| |
− | ! Item !! Work Amount !! Materials Needed !! Materials !! Base Market Value
| |
− | |-
| |
− | | [[Clothing#Cowboy_Hat|Cowboy hat]] || 50 || 25 || All Textiles || 62
| |
− | |-
| |
− | | [[Clothing#Tuque|Tuque]] || 14 || 25 || All Textiles; No Leathers || 53.20
| |
− | |-
| |
− | | [[Clothing#Pants|Pants]] || 117|| 50 || All Textiles || 128
| |
− | |-
| |
− | | [[Clothing#T-Shirt|T-Shirt]] || 80 || 50 || All Textiles || 119.20
| |
− | |-
| |
− | | [[Clothing#Button-Down Shirt|Button-Down Shirt]] || 134 || 55 || All Textiles || 142
| |
− | |-
| |
− | | [[Clothing#Duster|Duster]] || 400 || 80 || All Textiles || 255
| |
− | |-
| |
− | | [[Clothing#Jacket|Jacket]] || 284 || 70 || All Textiles || 210
| |
− | |-
| |
− | | [[Clothing#Parka|Parka]] || 367 || 120 || All Textiles || 330
| |
− | |-
| |
− | | [[Clothing#Tribalwear|Tribalwear]] || 34 || 35 || All Textiles || 78
| |
− | |}
| |
| | | |
| + | [[Cloth]] is a cheap, growable material for clothing, though it offers poor defensive stats. [[Leather]]s offer somewhat better stats, though most leathers (like [[plainleather]] and [[lightleather]]) are just slightly better than cloth. |
| | | |
− | === Construction ===
| + | 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. |
| | | |
− | Construction requirements are simply wood or any kind of metal. The material chosen does not affect the speed to tailor clothing items.
| + | {{Building Stats Table}} |
| | | |
− | {| {{STDT| sortable c_25 text-center}}
| + | == Version history == |
− | ! Name !! Cost !! Hit Points !! Flammability (%) !! Beauty !! Work to Build
| + | <gallery> |
− | |-
| + | OldTailor.png|The Old Tailor Texture |
− | | style="text-align:left; font-weight:bold" | Steel hand-tailoring bench || {{icon|steel|75}} || 180 || 20 || 0 || 34
| + | </gallery> |
− | |-
| |
− | | style="text-align:left; font-weight:bold" | Plasteel hand-tailoring bench || {{icon|plasteel|75}} || 505 || 10 || 0 || 67
| |
− | |-
| |
− | | style="text-align:left; font-weight:bold" | Wood hand-tailoring bench || {{icon|wood|75}} || 90 || 100 || 0 || 24
| |
− | |-
| |
− | | style="text-align:left; font-weight:bold" | Gold hand-tailoring bench || {{icon|gold|1500}} || 108 || 20 || 0 || 44
| |
− | |-
| |
− | | style="text-align:left; font-weight:bold" | Silver hand-tailoring bench || {{icon|silver|1500}} || 126 || 20 || 0 || 40
| |
− | |-
| |
− | | style="text-align:left; font-weight:bold" | Uranium hand-tailoring bench || {{icon|uranium|1500}} || 450 || 0 || 0 || 64 | |
− | |}
| |
| | | |
− | {{nav|production|wide}} | + | {{Nav|production|wide}} |
− | [[Category:Production]] | + | [[Category:Production]] [[Category:Apparel Production]] |
− | [[Category:Clothing]] | |
Hand tailor bench
A workbench for tailoring clothes by hand. Works at 50% of the speed of an electric tailoring bench.
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
- Facility
- Tool cabinet
- Work Speed Factor
- 50%
Creation
- Required Research
- Complex clothing
- Work To Make
- 2,000 ticks (33.33 secs)
- Stuff Tags
- Metallic, Woody
- Resources to make
- 75
- Deconstruct yield
- 37 - 38
- Destroy yield
- 18 - 19
The hand-tailor bench is used by colonists assigned to tailoring to produce clothing.
Acquisition[edit]
Hand tailor benches can be constructed once the complex clothing research project has been completed. Each requires 75 Stuff (Metallic/Woody, 750 for SMVs) and 2,000 ticks (33.33 secs) of work modified by the construction speed of the builder and the work to build factor and offset of the material.
Summary[edit]
Unfinished piece of clothing
Hand 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.
Note that the hand tailor bench has a Work Speed Factor of 0.5, meaning that all bills will take 2x the listed time. For comparison, a powered electric tailor bench has a factor of 100%, and an unpowered electric tailor bench has a factor of 50% (the same as the hand tailor bench).
Name |
Materials |
Work to Make |
Required Research |
Type
|
Bowler hat
|
20 (Leathery/Fabric)
|
001,800 ticks (30 secs)
|
Complex clothing
|
Gear - Clothing |
Button-down shirt
|
45 (Leathery/Fabric)
|
002,700 ticks (45 secs)
|
Complex clothing
|
Gear - Clothing |
Cowboy hat
|
25 (Leathery/Fabric)
|
001,800 ticks (30 secs)
|
Complex clothing
|
Gear - Clothing |
Duster
|
80 (Leathery/Fabric)
|
010,000 ticks (2.78 mins)
|
Complex clothing
|
Gear - Clothing |
Hood
|
50 (Fabric/Leathery)
|
006,000 ticks (1.67 mins)
|
–
|
Gear - Clothing |
Jacket
|
70 (Leathery/Fabric)
|
007,000 ticks (1.94 mins)
|
Complex clothing
|
Gear - Clothing |
Pants
|
40 (Leathery/Fabric)
|
001,600 ticks (26.67 secs)
|
Complex clothing
|
Gear - Clothing |
Parka
|
80 (Leathery/Fabric)
|
008,000 ticks (2.22 mins)
|
Complex clothing
|
Gear - Clothing |
Robe
|
80 (Fabric/Leathery)
|
005,000 ticks (1.39 mins)
|
–
|
Gear - Clothing |
T-shirt
|
40 (Leathery/Fabric)
|
001,600 ticks (26.67 secs)
|
Complex clothing
|
Gear - Clothing |
Tribal headdress
|
50 (Fabric)
|
006,000 ticks (1.67 mins)
|
–
|
Gear - Clothing |
Tribalwear
|
60 (Leathery/Fabric)
|
001,800 ticks (30 secs)
|
–
|
Gear - Clothing |
Tuque
|
20 (Fabric)
|
001,200 ticks (20 secs)
|
Complex clothing
|
Gear - Clothing |
Veil
|
20 (Fabric)
|
001,400 ticks (23.33 secs)
|
–
|
Gear - Clothing |
War mask
|
25 (Woody)
|
003,000 ticks (50 secs)
|
–
|
Gear - Clothing |
50× Patchleather
|
50 (Leathery)
|
000,900 ticks (15 secs)
|
–
|
Textile - Leather |
Lab coat
|
70 (Leathery/Fabric)
|
005,000 ticks (1.39 mins)
|
Complex clothing
|
Gear - Clothing |
Face mask
|
10 (Fabric)
|
000,800 ticks (13.33 secs)
|
Complex clothing
|
Gear - Clothing |
Heavy bandolier
|
75 (Fabric/Leathery)
|
003,500 ticks (58.33 secs)
|
Complex clothing
|
Gear - Clothing |
Kid pants
|
20 (Leathery/Fabric)
|
001,280 ticks (21.33 secs)
|
Complex clothing
|
Gear - Clothing |
Kid parka
|
40 (Leathery/Fabric)
|
006,400 ticks (1.78 mins)
|
Complex clothing
|
Gear - Clothing |
Kid romper
|
30 (Fabric/Leathery)
|
002,000 ticks (33.33 secs)
|
Complex clothing
|
Gear - Clothing |
Kid shirt
|
20 (Fabric/Leathery)
|
001,280 ticks (21.33 secs)
|
Complex clothing
|
Gear - Clothing |
Kid tribalwear
|
30 (Leathery/Fabric)
|
001,400 ticks (23.33 secs)
|
–
|
Gear - Clothing |
Sash
|
25 (Fabric/Leathery)
|
001,000 ticks (16.67 secs)
|
Complex clothing
|
Gear - Clothing |
Authority cap
|
25 (Fabric/Leathery)
|
001,500 ticks (25 secs)
|
–
|
Gear - Clothing |
Blindfold
|
20 (Fabric)
|
001,200 ticks (20 secs)
|
–
|
Gear - Clothing |
Broadwrap
|
30 (Fabric)
|
001,800 ticks (30 secs)
|
–
|
Gear - Clothing |
Burka
|
60 (Fabric)
|
004,000 ticks (1.11 mins)
|
–
|
Gear - Clothing |
Flophat
|
20 (Fabric)
|
001,200 ticks (20 secs)
|
Complex clothing
|
Gear - Clothing |
Headwrap
|
20 (Fabric)
|
001,400 ticks (23.33 secs)
|
–
|
Gear - Clothing |
Shadecone
|
25 (Fabric/Leathery)
|
001,800 ticks (30 secs)
|
Complex clothing
|
Gear - Clothing |
Slave body strap
|
70 (Fabric/Leathery)
|
007,000 ticks (1.94 mins)
|
–
|
Gear - Clothing |
Slave collar
|
25 (Metallic/Leathery, 250 for SMVs)
|
001,800 ticks (30 secs)
|
–
|
Gear - Clothing |
Slicecap
|
15 (Woody/Metallic, 150 for SMVs)
|
002,000 ticks (33.33 secs)
|
–
|
Gear - Clothing |
Tailcap
|
20 (Leathery)
|
001,400 ticks (23.33 secs)
|
Complex clothing
|
Gear - Clothing |
Visage mask
|
15 (Woody/Metallic, 150 for SMVs)
|
002,000 ticks (33.33 secs)
|
–
|
Gear - Clothing |
Beret
|
35 (Leathery/Fabric)
|
004,000 ticks (1.11 mins)
|
Noble apparel
|
Gear - Clothing |
Cape
|
80 (Leathery/Fabric)
|
016,000 ticks (4.44 mins)
|
–
|
Gear - Clothing |
Corset
|
45 (Leathery/Fabric)
|
012,000 ticks (3.33 mins)
|
Noble apparel
|
Gear - Clothing |
Formal shirt
|
65 (Leathery/Fabric)
|
006,000 ticks (1.67 mins)
|
Noble apparel
|
Gear - Clothing |
Formal vest
|
45 (Leathery/Fabric)
|
012,000 ticks (3.33 mins)
|
Noble apparel
|
Gear - Clothing |
Ladies hat
|
50 (Leathery/Fabric)
|
006,000 ticks (1.67 mins)
|
Noble apparel
|
Gear - Clothing |
Prestige robe
|
100 (Leathery/Fabric)
|
020,000 ticks (5.56 mins)
|
Royal apparel
|
Gear - Clothing |
Top hat
|
50 (Leathery/Fabric)
|
006,000 ticks (1.67 mins)
|
Noble apparel
|
Gear - Clothing |
Analysis[edit]
Hand tailor benches can be useful if you don't have Electricity yet, or if you don't want to spend components to make an electric tailor bench. If you build an electric bench, you can deconstruct the hand tailor bench to get some of your resources back.
The hand tailor bench may be kept around to act as a second weaker bench for grinding experience due to its 0.5 work speed factor and not requiring components to make. The more time spent crafting equals more experience gained.
Cloth is a cheap, growable material for clothing, though it offers poor defensive stats. Leathers offer somewhat better stats, though most leathers (like plainleather and lightleather) are just slightly better than cloth.
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
Hand tailor bench
|
Beauty
|
Work to Build
|
HP
|
Flammability
|
Market Value
|
Material |
---|
Bioferrite |
0 | 005,000 ticks (1.39 mins) | 360 | 75% | 74 |
Gold |
20 | 001,800 ticks (30 secs) | 108 | 40% | 7,505 |
Plasteel |
0 | 004,400 ticks (1.22 mins) | 504 | 0% | 690 |
Silver |
6 | 002,000 ticks (33.33 secs) | 126 | 40% | 755 |
Steel |
0 | 002,000 ticks (33.33 secs) | 180 | 40% | 150 |
Uranium |
0 | 003,800 ticks (1.06 mins) | 450 | 0% | 465 |
Wood |
0 | 001,400 ticks (23.33 secs) | 117 | 100% | 95 |
Version history[edit]