Difference between revisions of "Crafting spot"

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<onlyinclude>
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{{Infobox main|production
{{infobox main|production|
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| name = Crafting spot
|name = Crafting spot
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| image = Crafting spot.png
|image = Crafting spot.png|Crafting spot
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| description = A place for crafting simple items like knives or bows. Production here is slow because of the lack of tools.
|description = A place for crafting simple things like shivs or bows.
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| type = Building
|type = Production
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| type2 = Production
|type2 =  
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| placeable = true
|placeable = Yes
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| passability = standable
|size = 1|1
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| minifiable = false
|hp =
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| size = 1 ˣ 1
|power = 0
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| work speed factor = 0.5
|buy =
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| terrain affordance = light
|sell =
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| facility = tool cabinet
}}</onlyinclude>
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| work to make = 0
{{Info|A crafting spot is a 1 x 1 area marked on the ground where a [[Menus#Craft|crafter]] can produce certain neolithic items.}}
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}}
While the crafting spot is selected, click "Bills" then "Add bill".
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{{Info|A '''crafting spot''' is a 1 x 1 area marked on the ground where a [[Work#Craft|crafter]] can produce certain neolithic items. Crafting at a crafting spot is 50% slower than elsewhere.}}
  
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== Acquisition ==
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Crafting spots do not require a colonist to construct or [[deconstruct]], nor is there a cost, build time, or [[skill]] requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player.
  
Craftable items are:
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== Summary ==
* [[tribalwear]]
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The following items can be crafted at the crafting spot. Note that the crafting spot 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 as long as at most other work stations.
* [[shiv]]
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{{Recipe List}}
* [[club]]
 
* [[short bow]]
 
* [[smokeleaf joint]]
 
  
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Note that the [[War mask]] and [[Tribal headdress]] can only be crafted by Tribal colonies.
  
 
A [[tool cabinet]] can be placed nearby to increase the work speed at the crafting spot.
 
A [[tool cabinet]] can be placed nearby to increase the work speed at the crafting spot.
  
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=== Smash mechanoid ===
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{{Stub|section=1|reason=Needs entries for new Biotech mechs}}
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The "smash mechanoid" bill converts [[mechanoid]] [[corpse]]s into usable [[materials]]. This requires {{Ticks|450/{{P|Work Speed Factor}}}} of work, modified by the [[Mechanoid Shredding Speed]] of the pawn doing the shredding but regardless of the type of mechanoid smashed, and produces material dependent on the type of mechanoid smashed, any missing body parts, and the [[Mechanoid Shredding Efficiency]] of the smasher. This bill is directly equivalent to the [[Machining table#Shred mechanoid|"Smash mechanoid"]] bill at the machining table, with the only difference being that the machining table instead takes {{Ticks|300}} of work. The material returned is the same regardless of the method. 
  
{{nav|production|wide}}
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With the [[Biotech DLC]], the bill has options to separately specify whether to smash enemy mechanoids and friendly mechanoids. By default, only enemy mechanoids are enabled to prevent the smashing of friendly mechanoids that may be resurrected.
  
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{| class="wikitable mw-collapsible we-collapsed"
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|+ style="white-space: nowrap;" | Shredding/Smashing returns by Mechanoid
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|-
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! Mechanoid !! Return
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|-
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| [[Centipede]] || {{Icon Small|steel}} 30 [[steel]] + {{Icon Small|plasteel}} 10 [[plasteel]]
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|-
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| [[Termite]] || {{Icon Small|steel}} 30 [[steel]] + {{Icon Small|plasteel}} 10 [[plasteel]]
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|-
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| [[Lancer]] || {{Icon Small|steel}} 15 [[steel]]
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|-
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| [[Pikeman]] || {{Icon Small|steel}} 15 [[steel]]
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|-
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| [[Scyther]] || {{Icon Small|steel}} 15 [[steel]]
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|-
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| [[Diabolus]]{{BiotechIcon}} || {{Icon Small|steel}} 50 [[steel]] + {{Icon Small|plasteel}} 20 [[plasteel]]
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|-
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| [[Militor]]{{BiotechIcon}} || {{Icon Small|steel}} 10 [[steel]]
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|}
  
[[Category:Production]]
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== Analysis ==
 +
While vital in some circumstances, any long-term colony should quickly replace crafting spots with dedicated work stations of the relevant types. While [[tool cabinet]]s are effective on crafting spots, it is far more effective to dedicate those resources instead to creating those dedicated stations. However, if cabinets are already available and a spot is necessary, then there is little reason not to place spots in range.
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They can be useful in [[caravan]] trips with [[mechanoid]] corpses. Mechanoid corpses will be much heavier than steel and plasteel they yield. Smashing them first will allow you to carry more items out to your caravan.
 +
 
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Crafting spots work slower, so they have a niche in training the Crafting skill. Skill XP is earned based on the time spent crafting. Since crafting spots take longer, they will give more XP. Craft [[club]]s and the like in a dark room, with poor [[temperature]] (below {{Temperature|10}} or above {{Temperature|35}}), for the slowest results.
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{{Nav|production|wide}}
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[[Category:Production]] [[Category:Drug Production]] [[Category:Apparel Production]]

Latest revision as of 17:21, 6 August 2023

Crafting spot

Crafting spot

A place for crafting simple items like knives or bows. Production here is slow because of the lack of tools.

Base Stats

Type
BuildingProduction

Building

Size
1 × 1
Minifiable
False
Placeable
True
Passability
standable
Terrain Affordance
Light
Facility
Tool cabinet
Work Speed Factor
50%

Creation

Work To Make
ticks (0 secs)

A crafting spot is a 1 x 1 area marked on the ground where a crafter can produce certain neolithic items. Crafting at a crafting spot is 50% slower than elsewhere.

Acquisition[edit]

Crafting spots do not require a colonist to construct or deconstruct, nor is there a cost, build time, or skill requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player.

Summary[edit]

The following items can be crafted at the crafting spot. Note that the crafting spot has a Work Speed Factor of 0.5, meaning that all bills will take 2x as long as at most other work stations.

  • Name Materials Work to Make Required Research Type
    Smokeleaf joint Smokeleaf joint Smokeleaf leaves 4 000,450 ticks (7.5 secs) Drug - Social drug
    4× Smokeleaf joint Smokeleaf joint Smokeleaf leaves 16 001,800 ticks (30 secs) Drug - Social drug
    Club Club Stuff 40 (Metallic/Woody/Stony, 400 for SMVs) 001,200 ticks (20 secs) Equipment - Weapons
    Greatbow Greatbow Wood 60 009,000 ticks (2.5 mins) Greatbow Equipment - Weapons
    Knife Knife Stuff 30 (Metallic, 300 for SMVs) 001,800 ticks (30 secs) Smithing Equipment - Weapons
    Recurve bow Recurve bow Wood 40 005,000 ticks (1.39 mins) Recurve bow Equipment - Weapons
    Short bow Short bow Wood 30 002,400 ticks (40 secs) Equipment - Weapons
    Tribal headdress Tribal headdress Stuff 50 (Fabric) 006,000 ticks (1.67 mins) Gear - Clothing
    Tribalwear Tribalwear Stuff 60 (Leathery/Fabric) 001,800 ticks (30 secs) Gear - Clothing
    Veil Veil Stuff 20 (Fabric) 001,400 ticks (23.33 secs) Gear - Clothing
    War mask War mask Stuff 25 (Woody) 003,000 ticks (50 secs) Gear - Clothing
    Ghoul plating Ghoul plating Content added by the Anomaly DLC Bioferrite 70 009,000 ticks (2.5 mins) Ghoul enhancements Medical Items - Body Parts
    Kid tribalwear Kid tribalwear Content added by the Biotech DLC Stuff 30 (Leathery/Fabric) 001,400 ticks (23.33 secs) Gear - Clothing
    Harp Harp Content added by the Royalty DLC Wood 150 018,000 ticks (5 mins) Harp Building - Recreation
  • Note that the War mask and Tribal headdress can only be crafted by Tribal colonies.

    A tool cabinet can be placed nearby to increase the work speed at the crafting spot.

    Smash mechanoid[edit]

    The "smash mechanoid" bill converts mechanoid corpses into usable materials. This requires 900 ticks (15 secs) of work, modified by the Mechanoid Shredding Speed of the pawn doing the shredding but regardless of the type of mechanoid smashed, and produces material dependent on the type of mechanoid smashed, any missing body parts, and the Mechanoid Shredding Efficiency of the smasher. This bill is directly equivalent to the "Smash mechanoid" bill at the machining table, with the only difference being that the machining table instead takes 300 ticks (5 secs) of work. The material returned is the same regardless of the method.

    With the Biotech DLC, the bill has options to separately specify whether to smash enemy mechanoids and friendly mechanoids. By default, only enemy mechanoids are enabled to prevent the smashing of friendly mechanoids that may be resurrected.

    Shredding/Smashing returns by Mechanoid
    Mechanoid Return
    Centipede Steel 30 steel + Plasteel 10 plasteel
    Termite Steel 30 steel + Plasteel 10 plasteel
    Lancer Steel 15 steel
    Pikeman Steel 15 steel
    Scyther Steel 15 steel
    DiabolusContent added by the Biotech DLC Steel 50 steel + Plasteel 20 plasteel
    MilitorContent added by the Biotech DLC Steel 10 steel

    Analysis[edit]

    While vital in some circumstances, any long-term colony should quickly replace crafting spots with dedicated work stations of the relevant types. While tool cabinets are effective on crafting spots, it is far more effective to dedicate those resources instead to creating those dedicated stations. However, if cabinets are already available and a spot is necessary, then there is little reason not to place spots in range.

    They can be useful in caravan trips with mechanoid corpses. Mechanoid corpses will be much heavier than steel and plasteel they yield. Smashing them first will allow you to carry more items out to your caravan.

    Crafting spots work slower, so they have a niche in training the Crafting skill. Skill XP is earned based on the time spent crafting. Since crafting spots take longer, they will give more XP. Craft clubs and the like in a dark room, with poor temperature (below 10 °C (50 °F) or above 35 °C (95 °F)), for the slowest results.