Difference between revisions of "Electric tailor bench"

From RimWorld Wiki
Jump to navigation Jump to search
m ("quality" links to quality page)
 
(24 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{Rewrite|Reason='''Format standardization needed'''}}<onlyinclude>{{infobox main|production|
+
{{Infobox main|production
 
| name = Electric tailor bench
 
| name = Electric tailor bench
| image = TableTailor.png|Electric tailor bench
+
| 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 40% 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 = Production
+
| type = Building
| type2 = Clothing
+
| type2 = Production
| placeable = Yes
+
| placeable = true
| rotatable = Yes
+
| path cost = 50
 +
| passability = pass through only
 
| cover = 0.5
 
| cover = 0.5
| size = 1 ˣ 3
+
| minifiable = true
 +
| size = 3 ˣ 1
 +
| mass base = 20
 +
| flammability = 1
 
| hp = 180
 
| hp = 180
| mass base = 20
+
| sell price multiplier = 0.7
|  beauty = 0
 
| flammability = 1.0
 
 
| power = -120
 
| power = -120
 +
| unpowered work speed factor = 0.5
 +
| terrain affordance = medium
 
| facility = tool cabinet
 
| facility = tool cabinet
 +
| research = Electricity, complex clothing
 +
| skill 1 = Construction
 +
| skill 1 level = 4
 +
| work to make = 2500
 
| stuff tags = Metallic, Woody
 
| stuff tags = Metallic, Woody
| work to make = 2500
 
 
| 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
| deconstruct yield = {{icon|buildingmat|56}} + {{icon|steel|38}} + {{icon|component|1}}
+
}}
}}</onlyinclude>{{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-tailoring 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 [[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.  
  
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 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.
  
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.
+
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]].
  
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.
+
=== Bills ===
 +
{{Recipe List}}
  
Up to two nearby [[tool cabinet]]s can be connected to an electric tailoring bench to increase work speed.
+
== 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]].
  
{|class="wikitable sortable" style="text-align: center;"
+
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.
|+ '''Clothing items that can be crafted'''
 
! Item !! Work Amount !! Materials Needed !! Weight !! Materials !! Base Market Value !! Value/Work !! Value/Materials !! Value/Weight
 
|-
 
| [[Cowboy hat]] || 30 || 25 || 0.14 || Textiles || 44 || 1.47 || 1.76 || 314.29
 
|-
 
| [[Bowler hat]] || 30 || 20 || 0.14 || Textiles || 36 || 1.20 || 1.80 || 257.14
 
|-
 
| [[Tribal headdress]] || 100 || 50 || 0.11 || Textiles, no leather || 97 || 0.97 || 1.94 || 881.82
 
|-
 
| [[Tuque]] || 20 || 20 || 0.07 || Textiles, no leather || 34 || 1.70 || 1.70 || 485.71
 
|-
 
| [[War mask]] || 50 || 25 || 1.40 || Wood || 38 || 0.76 || 1.52 || 27.14
 
|-
 
| [[War veil]] || 24 || 20 || 0.08 || Textiles, no leather || 35 || 1.46 || 1.75 || 437.50
 
|-
 
| [[Tribalwear]] || 30 || 60 || 0.50 || Textiles || 96 || 3.20 || 1.60 || 192.00
 
|-
 
| [[Parka]] || 134 || 80 || 2.00 || Textiles || 149 || 1.11 || 1.86 || 74.50
 
|-
 
| [[Pants]] || 27 || 40 || 0.50 || Textiles || 66 || 2.44 || 1.65 || 132.00
 
|-
 
| [[T-shirt]] || 27 || 40 || 0.25 || Textiles || 66 || 2.44 || 1.65 || 264.00
 
|-
 
| [[Button-down shirt]] || 45 || 45 || 0.30 || Textiles || 77 || 1.71 || 1.71 || 256.67
 
|-
 
| [[Duster]] || 167 || 80 || 2.00 || Textiles || 156 || 0.93 || 1.95 || 78.00
 
|-
 
| [[Jacket]] || 117 || 70 || 1.70 || Textiles || 130 || 1.11 || 1.86 || 76.47
 
|-
 
| [[Formal shirt]] {{RoyaltyIcon}} || 100 || 65 || 0.25 || Textiles || 119 || 1.19 || 1.83 || 476.00
 
|-
 
| [[Corset]] {{RoyaltyIcon}} / [[Formal vest]] {{RoyaltyIcon}} || 200 || 45 || 0.75 || Textiles || 111 || 0.56 || 2.47 || 148.00
 
|-
 
| [[Prestige robe]] {{RoyaltyIcon}} || 334 || 100 || 0.75 || Textiles || 220 || 0.66 || 2.20 || 293.33
 
|-
 
| [[Ladies hat]] {{RoyaltyIcon}} / [[Top hat]] {{RoyaltyIcon}} || 100 || 50 || 0.10 || Textiles || 97 || 0.97 || 1.94 || 970.00
 
|-
 
| [[Cape]] {{RoyaltyIcon}} || 267 || 80 || 2.00 || Textiles || 178 || 0.67 || 2.23 || 89.00
 
|-
 
| [[Beret]] {{RoyaltyIcon}} || 67 || 35 || 0.10 || Textiles || 67 || 1.00 || 1.91 || 670.00
 
|}
 
  
{{Building Material Table}}
+
{{Building Stats Table}}
  
{{nav|production|wide}}
+
{{Nav|production|wide}}
[[Category:Production]]
+
[[Category:Production]] [[Category:Apparel Production]]
[[Category:Clothing]]
 

Latest revision as of 01:27, 6 February 2024

Electric tailor bench

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
BuildingProduction
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
Resources to make
Stuff 75 + Steel 50 + Component 2
Deconstruct yield
Stuff 37 - 38 + Steel 25 + Component 1
Destroy yield
Stuff 18 - 19 + Steel 12 - 13 + Component 0 - 1
Technical


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 Stuff 75 Stuff (Metallic/Woody, 750 for SMVs), Steel 50 Steel, Component 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]

Unfinished piece of clothing

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]

  • Name Materials Work to Make Required Research Type
    Bowler hat Bowler hat Stuff 20 (Leathery/Fabric) 001,800 ticks (30 secs) Complex clothing Gear - Clothing
    Button-down shirt Button-down shirt Stuff 45 (Leathery/Fabric) 002,700 ticks (45 secs) Complex clothing Gear - Clothing
    Cowboy hat Cowboy hat Stuff 25 (Leathery/Fabric) 001,800 ticks (30 secs) Complex clothing Gear - Clothing
    Duster Duster Stuff 80 (Leathery/Fabric) 010,000 ticks (2.78 mins) Complex clothing Gear - Clothing
    Hood Hood Stuff 50 (Fabric/Leathery) 006,000 ticks (1.67 mins) Gear - Clothing
    Jacket Jacket Stuff 70 (Leathery/Fabric) 007,000 ticks (1.94 mins) Complex clothing Gear - Clothing
    Pants Pants Stuff 40 (Leathery/Fabric) 001,600 ticks (26.67 secs) Complex clothing Gear - Clothing
    Parka Parka Stuff 80 (Leathery/Fabric) 008,000 ticks (2.22 mins) Complex clothing Gear - Clothing
    Robe Robe Stuff 80 (Fabric/Leathery) 005,000 ticks (1.39 mins) Gear - Clothing
    T-shirt T-shirt Stuff 40 (Leathery/Fabric) 001,600 ticks (26.67 secs) Complex clothing Gear - Clothing
    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
    Tuque Tuque Stuff 20 (Fabric) 001,200 ticks (20 secs) Complex clothing 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
    50× Patchleather Patchleather Stuff 50 (Leathery) 000,900 ticks (15 secs) Textile - Leather
    Lab coat Lab coat Content added by the Anomaly DLC Stuff 70 (Leathery/Fabric) 005,000 ticks (1.39 mins) Complex clothing Gear - Clothing
    Face mask Face mask Content added by the Biotech DLC Stuff 10 (Fabric) 000,800 ticks (13.33 secs) Complex clothing Gear - Clothing
    Heavy bandolier Heavy bandolier Content added by the Biotech DLC Stuff 75 (Fabric/Leathery) 003,500 ticks (58.33 secs) Complex clothing Gear - Clothing
    Kid pants Kid pants Content added by the Biotech DLC Stuff 20 (Leathery/Fabric) 001,280 ticks (21.33 secs) Complex clothing Gear - Clothing
    Kid parka Kid parka Content added by the Biotech DLC Stuff 40 (Leathery/Fabric) 006,400 ticks (1.78 mins) Complex clothing Gear - Clothing
    Kid romper Kid romper Content added by the Biotech DLC Stuff 30 (Fabric/Leathery) 002,000 ticks (33.33 secs) Complex clothing Gear - Clothing
    Kid shirt Kid shirt Content added by the Biotech DLC Stuff 20 (Fabric/Leathery) 001,280 ticks (21.33 secs) Complex clothing Gear - Clothing
    Kid tribalwear Kid tribalwear Content added by the Biotech DLC Stuff 30 (Leathery/Fabric) 001,400 ticks (23.33 secs) Gear - Clothing
    Sash Sash Content added by the Biotech DLC Stuff 25 (Fabric/Leathery) 001,000 ticks (16.67 secs) Complex clothing Gear - Clothing
    Authority cap Authority cap Content added by the Ideology DLC Stuff 25 (Fabric/Leathery) 001,500 ticks (25 secs) Gear - Clothing
    Blindfold Blindfold Content added by the Ideology DLC Stuff 20 (Fabric) 001,200 ticks (20 secs) Gear - Clothing
    Broadwrap Broadwrap Content added by the Ideology DLC Stuff 30 (Fabric) 001,800 ticks (30 secs) Gear - Clothing
    Burka Burka Content added by the Ideology DLC Stuff 60 (Fabric) 004,000 ticks (1.11 mins) Gear - Clothing
    Flophat Flophat Content added by the Ideology DLC Stuff 20 (Fabric) 001,200 ticks (20 secs) Complex clothing Gear - Clothing
    Headwrap Headwrap Content added by the Ideology DLC Stuff 20 (Fabric) 001,400 ticks (23.33 secs) Gear - Clothing
    Shadecone Shadecone Content added by the Ideology DLC Stuff 25 (Fabric/Leathery) 001,800 ticks (30 secs) Complex clothing Gear - Clothing
    Slave body strap Slave body strap Content added by the Ideology DLC Stuff 70 (Fabric/Leathery) 007,000 ticks (1.94 mins) Gear - Clothing
    Slave collar Slave collar Content added by the Ideology DLC Stuff 25 (Metallic/Leathery, 250 for SMVs) 001,800 ticks (30 secs) Gear - Clothing
    Slicecap Slicecap Content added by the Ideology DLC Stuff 15 (Woody/Metallic, 150 for SMVs) 002,000 ticks (33.33 secs) Gear - Clothing
    Tailcap Tailcap Content added by the Ideology DLC Stuff 20 (Leathery) 001,400 ticks (23.33 secs) Complex clothing Gear - Clothing
    Visage mask Visage mask Content added by the Ideology DLC Stuff 15 (Woody/Metallic, 150 for SMVs) 002,000 ticks (33.33 secs) Gear - Clothing
    Beret Beret Content added by the Royalty DLC Stuff 35 (Leathery/Fabric) 004,000 ticks (1.11 mins) Noble apparel Gear - Clothing
    Cape Cape Content added by the Royalty DLC Stuff 80 (Leathery/Fabric) 016,000 ticks (4.44 mins) Gear - Clothing
    Corset Corset Content added by the Royalty DLC Stuff 45 (Leathery/Fabric) 012,000 ticks (3.33 mins) Noble apparel Gear - Clothing
    Formal shirt Formal shirt Content added by the Royalty DLC Stuff 65 (Leathery/Fabric) 006,000 ticks (1.67 mins) Noble apparel Gear - Clothing
    Formal vest Formal vest Content added by the Royalty DLC Stuff 45 (Leathery/Fabric) 012,000 ticks (3.33 mins) Noble apparel Gear - Clothing
    Ladies hat Ladies hat Content added by the Royalty DLC Stuff 50 (Leathery/Fabric) 006,000 ticks (1.67 mins) Noble apparel Gear - Clothing
    Prestige robe Prestige robe Content added by the Royalty DLC Stuff 100 (Leathery/Fabric) 020,000 ticks (5.56 mins) Royal apparel Gear - Clothing
    Top hat Top hat Content added by the Royalty DLC Stuff 50 (Leathery/Fabric) 006,000 ticks (1.67 mins) Noble apparel Gear - Clothing
  • 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 Steel 50 steel and Component 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 Electric tailor bench Beauty Work to Build HP Flamma­bility Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC 0 006,250 ticks (1.74 mins) 360 75% 240 Silver
    Gold Gold 20 002,250 ticks (37.5 secs) 108 40% 7,665 Silver
    Plasteel Plasteel 0 005,500 ticks (1.53 mins) 504 0% 855 Silver
    Silver Silver 6 002,500 ticks (41.67 secs) 126 40% 920 Silver
    Steel Steel 0 002,500 ticks (41.67 secs) 180 40% 310 Silver
    Uranium Uranium 0 004,750 ticks (1.32 mins) 450 0% 625 Silver
    Wood Wood 0 001,750 ticks (29.17 secs) 117 100% 255 Silver