Difference between revisions of "Crafting spot"
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− | + | {{Infobox main|production | |
− | {{ | + | | name = Crafting spot |
− | |name = Crafting spot | + | | image = Crafting spot.png |
− | |image = Crafting spot.png | + | | 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 | + | | type = Building |
− | |type = | + | | type2 = Production |
− | |type2 = | + | | placeable = true |
− | |placeable = | + | | passability = standable |
− | |size = 1 | + | | minifiable = false |
− | | | + | | size = 1 ˣ 1 |
− | | | + | | work speed factor = 0.5 |
− | | | + | | terrain affordance = light |
− | | | + | | facility = tool cabinet |
− | }} | + | | work to make = 0 |
− | {{Info|A crafting spot is a 1 x 1 area marked on the ground where a [[ | + | }} |
− | + | {{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.}} | |
+ | == Acquisition == | ||
+ | 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 == | |
− | + | 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. | |
− | + | {{Recipe List}} | |
− | |||
− | |||
− | |||
+ | 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. | ||
+ | === Smash mechanoid === | ||
+ | {{Stub|section=1|reason=Needs entries for new Biotech mechs}} | ||
+ | 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. | ||
− | + | 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. | |
+ | {| class="wikitable mw-collapsible we-collapsed" | ||
+ | |+ style="white-space: nowrap;" | Shredding/Smashing returns by Mechanoid | ||
+ | |- | ||
+ | ! Mechanoid !! Return | ||
+ | |- | ||
+ | | [[Centipede]] || {{Icon Small|steel}} 30 [[steel]] + {{Icon Small|plasteel}} 10 [[plasteel]] | ||
+ | |- | ||
+ | | [[Termite]] || {{Icon Small|steel}} 30 [[steel]] + {{Icon Small|plasteel}} 10 [[plasteel]] | ||
+ | |- | ||
+ | | [[Lancer]] || {{Icon Small|steel}} 15 [[steel]] | ||
+ | |- | ||
+ | | [[Pikeman]] || {{Icon Small|steel}} 15 [[steel]] | ||
+ | |- | ||
+ | | [[Scyther]] || {{Icon Small|steel}} 15 [[steel]] | ||
+ | |- | ||
+ | | [[Diabolus]]{{BiotechIcon}} || {{Icon Small|steel}} 50 [[steel]] + {{Icon Small|plasteel}} 20 [[plasteel]] | ||
+ | |- | ||
+ | | [[Militor]]{{BiotechIcon}} || {{Icon Small|steel}} 10 [[steel]] | ||
+ | |} | ||
− | [[Category:Production]] | + | == 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. | ||
+ | |||
+ | 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 [[club]]s and the like in a dark room, with poor [[temperature]] (below {{Temperature|10}} or above {{Temperature|35}}), for the slowest results. | ||
+ | |||
+ | {{Nav|production|wide}} | ||
+ | [[Category:Production]] [[Category:Drug Production]] [[Category:Apparel Production]] |
Latest revision as of 17:21, 6 August 2023
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
- Building – Production
Building
- Size
- 1 × 1
- Minifiable
- False
- Placeable
- True
- Passability
- standable
- Terrain Affordance
- Light
- Facility
- Tool cabinet
- Work Speed Factor
- 50%
Creation
- Work To Make
- 0 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.
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]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Needs entries for new Biotech mechs. |
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.
Mechanoid | Return |
---|---|
Centipede | 30 steel + 10 plasteel |
Termite | 30 steel + 10 plasteel |
Lancer | 15 steel |
Pikeman | 15 steel |
Scyther | 15 steel |
Diabolus | 50 steel + 20 plasteel |
Militor | 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.