Difference between revisions of "Machining table"

From RimWorld Wiki
Jump to navigation Jump to search
 
(52 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{rewrite|reason=Format standardisation}}{{Infobox main|production|
+
{{Infobox main|production
|name = Machining table
+
| name = Machining table
|image = MachiningTable.png|Machining table
+
| image = MachiningTable.png
|imagesize = 192px
+
| imagesize = 192px
|description = A work station for assembling machinery like guns and ammunition, or breaking down dead mechanoids.
+
| description = A work station for assembling machinery like guns and ammunition, or breaking down dead mechanoids.
|type = Production
+
| type = Building
|type2 = Resources
+
| type2 = Production
|placeable = Yes
+
| placeable = true
|size = 1 ˣ 3
+
| path cost = 50
|hp = 180
+
| passability = pass through only
|power = -350
+
| cover = 0.5
|facility = tool cabinet
+
| minifiable = true
|flammability = 1.0
+
| size = 3 ˣ 1
|work to make = 3000
+
| mass base = 20
|resource 1 = Steel
+
| flammability = 1
|resource 1 amount = 150
+
| hp = 180
|resource 2 = Component
+
| sell price multiplier = 0.7
|resource 2 amount = 5
+
| cleanliness = -2
|deconstruct yield = {{icon|metal|112}} + {{icon|component|3}}
+
| power = -350
 +
| glowradius = 5
 +
| glowcolor = (73, 123, 138)
 +
| terrain affordance = medium
 +
| facility = tool cabinet
 +
| research = Machining
 +
| thingCategories = BuildingsProduction
 
| skill 1 = Construction
 
| skill 1 = Construction
 
| skill 1 level = 4
 
| skill 1 level = 4
 +
| work to make = 3000
 +
| resource 1 = Steel
 +
| resource 1 amount = 150
 +
| resource 2 = Component
 +
| resource 2 amount = 5
 
}}
 
}}
The Machining Table is an Industrial-level [[Production]] bench that [[Menus#Craft|crafters]] will use to produce a number of items as well as disassemble [[mechanoid]]s.  Like most production benches, the machining table must be configured with one or more [[bill]]s before a crafting colonist will begin work.
+
The '''machining table''' is an industrial-level [[production]] bench that [[Work#Craft|crafters]] will use to produce a number of items as well as disassemble [[mechanoid]]s.  Like most production benches, the machining table must be configured with one or more [[bill]]s before a crafting colonist will begin work.
It has a cleanliness value of -2.
+
It has a [[cleanliness]] value of -2.
  
==Acquisition==
+
== Acquisition ==
??
+
{{Acquisition}}
  
It can only be constructed after [[Research#Machining|Machining]] has been researched.
+
== Summary ==
 +
Pawns will do Smithing work at a machining table. If a 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 items which allows the player to control where they are stored. Up to two nearby tool cabinets can be connected to a machining table to increase work speed.
  
==Bills==
+
The table outputs [[light]] in a 5 tile radius while it is powered on, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. As the machining table can only be used while it is powered, and it emits light when powered, this means there is no need for additional light sources to prevent work speed penalties to the operator. The light emitted by the table itself is sufficient.
  
=== Disassemble Mechanoid ===
+
{{Cleanliness Note}}
The "disassemble mechanoid" bill is fulfilled when a colonist brings a mechanoid corpse here to be converted into usable [[materials]]. This will produce some steel, plasteel and components.
 
  
=== Mortar shells ===
+
=== Bills ===
There are 4 bills in total that will produce different types of [[mortar shell]]s out of steel, [[chemfuel]] or other materials, that can be fired from a [[mortar]].
+
The following items can be crafted at the machining table.
 +
{{Recipe List}}
  
=== Other ===
+
<gallery>
There are many other bills that can be used to produce guns, advanced weapons, armor, and prosthetics.
+
UnfinishedWeapon.png|Unfinished melee weapon
<div><li style="display: inline-table;">
+
UnfinishedGun.png|Unfinished gun
{| {{STDT|sortable c_06 text-center}}
+
UnfinishedTechArmor.png|Unfinished piece of armor
! Name !! Material cost !! data-sort-type="number" | Material price !! data-sort-type="number" | Work !! data-sort-type="number" | Sell price
+
UnfinishedBelt.png|Unfinished belt
 +
UnfinishedPack.png|Unfinished pack
 +
</gallery>
 +
 
 +
=== Shred mechanoid ===
 +
The "shred mechanoid" bill converts [[mechanoid]] [[corpse]]s into usable [[materials]]. This requires {{Ticks|300}} of work, modified by the [[Mechanoid Shredding Speed]] of the pawn doing the shredding but regardless of the type of mechanoid shredded, and produces material dependent on the type of mechanoid shredded, any missing body parts, and the [[Mechanoid Shredding Efficiency]] of the shredder. This bill is directly equivalent to the [[Crafting spot#Smash mechanoid|"Smash mechanoid"]] bill at the [[crafting spot]], with the only difference being that the crafting spot instead takes {{Ticks|450/{{Q|Crafting spot|Work Speed Factor}}}} 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 shred enemy mechanoids and friendly mechanoids. By default, only enemy mechanoids are enabled to prevent the shredding of friendly mechanoids that may be resurrected.
 +
 
 +
{| class="wikitable sortable mw-collapsible we-collapsed"
 +
|+ style="white-space: nowrap;" | Shredding/Smashing returns by Mechanoid
 
|-
 
|-
![[Autopistol]]
+
! Mechanoid !! Return
|style="text-align:left;" |{{Required Resources|Autopistol|sep=<nowiki> </nowiki>+|simple=1}}
 
| 89 ''(102.6*)''
 
| {{ticks|{{Q|Autopistol|Work To Make}}}}
 
| {{Q|Autopistol|Market Value Base}}
 
 
|-
 
|-
![[Revolver]]
+
| [[Centipede blaster]] || {{Icon Small|steel||30}} [[steel]] + {{Icon Small|plasteel||10}} [[plasteel]]
|style="text-align:left;" |{{Required Resources|Revolver|sep=<nowiki> </nowiki>+|simple=1}}
+
|-
| 89 ''(102.6*)''
+
| [[Centipede burner]] || {{Icon Small|steel||30}} [[steel]] + {{Icon Small|plasteel||10}} [[plasteel]]
| {{ticks|{{Q|Revolver|Work To Make}}}}
 
| {{Q|Revolver|Market Value Base}}
 
 
|-
 
|-
![[Pump shotgun]]
+
| [[Centipede gunner]] || {{Icon Small|steel||30}} [[steel]] + {{Icon Small|plasteel||10}} [[plasteel]]
|style="text-align:left;" |{{Required Resources|Pump shotgun|sep=<nowiki> </nowiki>+|simple=1}}
 
| 210 ''(182.4*)''
 
| {{ticks|{{Q|Pump shotgun|Work To Make}}}}
 
| {{Q|Pump shotgun|Market Value Base}}
 
 
|-
 
|-
![[Machine pistol]]
+
| [[Termite]] || {{Icon Small|steel||30}} [[steel]] + {{Icon Small|plasteel||10}} [[plasteel]]
|style="text-align:left;" |{{Required Resources|Machine pistol|sep=<nowiki> </nowiki>+|simple=1}}
 
| 181.5 ''(153.9*)''
 
| {{ticks|{{Q|Machine pistol|Work To Make}}}}
 
| {{Q|Machine pistol|Market Value Base}}
 
 
|-
 
|-
![[Bolt-action rifle]]
+
| [[Lancer]] || {{Icon Small|steel||15}} [[steel]]
|style="text-align:left;" |{{Required Resources|Bolt-action rifle|sep=<nowiki> </nowiki>+|simple=1}}
 
| 210 ''(182.4*)''
 
| {{ticks|{{Q|Bolt-action rifle|Work To Make}}}}
 
| {{Q|Bolt-action rifle|Market Value Base}}
 
 
|-
 
|-
![[Assault rifle]]
+
| [[Pikeman]] || {{Icon Small|steel||15}} [[steel]]
|style="text-align:left;" |{{Required Resources|Assault rifle|sep=<nowiki> </nowiki>+|simple=1}}
 
| 338 ''(273.6*)''
 
| {{ticks|{{Q|Assault rifle|Work To Make}}}}
 
| {{Q|Assault rifle|Market Value Base}}
 
 
|-
 
|-
![[Sniper rifle]]
+
| [[Scyther]] || {{Icon Small|steel||15}} [[steel]]
|style="text-align:left;" |{{Required Resources|Sniper rifle|sep=<nowiki> </nowiki>+|simple=1}}
 
| 370 ''(296.4*)''
 
| {{ticks|{{Q|Sniper rifle|Work To Make}}}}
 
| {{Q|Sniper rifle|Market Value Base}}
 
 
|-
 
|-
![[LMG]]
+
| [[Agrihand]]{{BiotechIcon}} || {{Icon Small|steel||10}} [[steel]]
|style="text-align:left;" |{{Required Resources|LMG|sep=<nowiki> </nowiki>+|simple=1}}
 
| 302.5 ''(237.5*)''
 
| {{ticks|{{Q|LMG|Work To Make}}}}
 
| {{Q|LMG|Market Value Base}}
 
 
|-
 
|-
![[Heavy SMG]]
+
| [[Apocriton]]{{BiotechIcon}} || {{Icon Small|steel||15}} [[steel]]
|style="text-align:left;" |{{Required Resources|Heavy SMG|sep=<nowiki> </nowiki>+|simple=1}}
 
| 270.5 ''(233.7*)''
 
| {{ticks|{{Q|Heavy SMG|Work To Make}}}}
 
| {{Q|Heavy SMG|Market Value Base}}
 
 
|-
 
|-
![[Frag grenades]]
+
| [[Centurion]]{{BiotechIcon}} || {{Icon Small|steel||50}} [[steel]] + {{Icon Small|plasteel||20}} [[plasteel]]
|style="text-align:left;" |{{Required Resources|Frag grenades|sep=<nowiki> </nowiki>+|simple=1}}
 
| ? ''(?*)''
 
| {{ticks|{{Q|Frag grenades|Work To Make}}}}
 
| {{Q|Frag grenades|Market Value Base}}
 
 
|-
 
|-
![[Molotov cocktails]]
+
| [[Cleansweeper]]{{BiotechIcon}} || {{Icon Small|steel||10}} [[steel]]
|style="text-align:left;" |{{Required Resources|Molotov cocktails|sep=<nowiki> </nowiki>+|simple=1}}
 
| ? ''(?*)''
 
| {{ticks|{{Q|Molotov cocktails|Work To Make}}}}
 
| {{Q|Molotov cocktails|Market Value Base}}
 
 
|-
 
|-
![[EMP grenades]]
+
| [[Constructoid]]{{BiotechIcon}} || {{Icon Small|steel||10}} [[steel]]
|style="text-align:left;" |{{Required Resources|EMP grenades|sep=<nowiki> </nowiki>+|simple=1}}
 
| 230 ''(174.8*)''
 
| {{ticks|{{Q|EMP grenades|Work To Make}}}}
 
| {{Q|EMP grenades|Market Value Base}}
 
 
|-
 
|-
![[Chain shotgun]]
+
| [[Diabolus]]{{BiotechIcon}} || {{Icon Small|steel||50}} [[steel]] + {{Icon Small|plasteel||20}} [[plasteel]]
|style="text-align:left;" |{{Required Resources|Chain shotgun|sep=<nowiki> </nowiki>+|simple=1}}
 
| 293 ''(247*)''
 
| {{ticks|{{Q|Chain shotgun|Work To Make}}}}
 
| {{Q|Chain shotgun|Market Value Base}}
 
 
|-
 
|-
![[Minigun]]
+
| [[Fabricor]]{{BiotechIcon}} || {{Icon Small|steel||10}} [[steel]]
|style="text-align:left;" |{{Required Resources|Minigun|sep=<nowiki> </nowiki>+|simple=1}}
 
| ? ''(?*)''
 
| {{ticks|{{Q|Minigun|Work To Make}}}}
 
| {{Q|Minigun|Market Value Base}}
 
 
|-
 
|-
![[Incendiary launcher]]
+
| [[Legionary]]{{BiotechIcon}} || {{Icon Small|steel||15}} [[steel]]
|style="text-align:left;" |{{Required Resources|Incendiary launcher|sep=<nowiki> </nowiki>+|simple=1}}
 
| 270.5 ''(233.7*)''
 
| {{ticks|{{Q|Incendiary launcher|Work To Make}}}}
 
| {{Q|Incendiary launcher|Market Value Base}}
 
 
|-
 
|-
![[EMP launcher]]
+
| [[Lifter]]{{BiotechIcon}} || {{Icon Small|steel||10}} [[steel]]
|style="text-align:left;" |{{Required Resources|EMP launcher|sep=<nowiki> </nowiki>+|simple=1}}
 
| 398.5 ''(324.9*)''
 
| {{ticks|{{Q|EMP launcher|Work To Make}}}}
 
| {{Q|EMP launcher|Market Value Base}}
 
 
|-
 
|-
![[Smoke launcher]]
+
| [[Militor]]{{BiotechIcon}} || {{Icon Small|steel||10}} [[steel]]
|style="text-align:left;" |{{Required Resources|Smoke launcher|sep=<nowiki> </nowiki>+|simple=1}}
 
| 270.5 ''(233.7*)''
 
| {{ticks|{{Q|Smoke launcher|Work To Make}}}}
 
| {{Q|Smoke launcher|Market Value Base}}
 
 
|-
 
|-
![[Simple helmet]]
+
| [[Paramedic]]{{BiotechIcon}} || {{Icon Small|steel||10}} [[steel]]
|style="text-align:left;" |{{Required Resources|Simple helmet|sep=<nowiki> </nowiki>+|simple=1}}
 
| ? ''(?*)''
 
| {{ticks|{{Q|Simple helmet|Work To Make}}}}
 
| ?
 
 
|-
 
|-
![[Flak helmet]]
+
| [[Scorcher]]{{BiotechIcon}} || {{Icon Small|steel||15}} [[steel]]
|style="text-align:left;" |{{Required Resources|Flak helmet|sep=<nowiki> </nowiki>+|simple=1}}
 
| ? ''(?*)''
 
| {{ticks|{{Q|Flak helmet|Work To Make}}}}
 
| ?
 
 
|-
 
|-
![[Plate armor]]
+
| [[Tesseron]]{{BiotechIcon}} || {{Icon Small|steel||15}} [[steel]]
|style="text-align:left;" |{{Required Resources|Plate armor|sep=<nowiki> </nowiki>+|simple=1}}
 
| ? ''(?*)''
 
| {{ticks|{{Q|Plate armor|Work To Make}}}}
 
| ?
 
 
|-
 
|-
![[Flak vest]]
+
| [[Tunneler]]{{BiotechIcon}} || {{Icon Small|steel||20}} [[steel]] + {{Icon Small|plasteel||10}} [[plasteel]]
|style="text-align:left;" |{{Required Resources|Flak vest|sep=<nowiki> </nowiki>+|simple=1}}
 
| ? ''(?*)''
 
| {{ticks|{{Q|Flak vest|Work To Make}}}}
 
| {{Q|Flak vest|Market Value Base}}
 
 
|-
 
|-
![[Flak pants]]
+
| [[War queen]]{{BiotechIcon}} || {{Icon Small|steel||50}} [[steel]] + {{Icon Small|plasteel||20}} [[plasteel]]
|style="text-align:left;" |{{Required Resources|Flak pants|sep=<nowiki> </nowiki>+|simple=1}}
 
| ? ''(?*)''
 
| {{ticks|{{Q|Flak pants|Work To Make}}}}
 
| {{Q|Flak pants|Market Value Base}}
 
 
|-
 
|-
![[Flak jacket]]
+
| [[War urchin]]{{BiotechIcon}} || {{Icon Small|steel||10}} [[steel]]
|style="text-align:left;" |{{Required Resources|Flak jacket|sep=<nowiki> </nowiki>+|simple=1}}
 
| ? ''(?*)''
 
| {{ticks|{{Q|Flak jacket|Work To Make}}}}
 
| {{Q|Flak jacket|Market Value Base}}
 
 
|}
 
|}
<sup>&#42; Price includes only uncraftable materials(except chemfuel). Components are divided into the materials they are made of. <br>
+
 
</sup>
+
== Analysis ==
</li><div>
+
Build the machining table as soon as you want to craft any of the items that it offers. Machining itself is a particularly vital technology. It allows creation of many items, from ranged [[weapon]]s to [[flak vest]]s to [[EMP grenade]]s, [[mortar shell]]s, and [[shield belt]]s. At the ''very'' least, it allows you to shred [[mechanoids]] for more material than smashing them up in a [[crafting spot]].
 +
 
 +
While you could loot gear off [[raider]]s, this is not nearly as consistent as creating them yourself. Armor will likely be both damaged and [[tainted]], while specialty weapons like EMP grenades are very rarely used. Skilled crafters can create high [[quality]] gear, which will surpass what raiders normally bring. Raids from the [[empire]]{{RoyaltyIcon}} may come with better gear - but they use [[death acidifier]]s to prevent the usual looting.
  
 
{{Nav|production|wide}}
 
{{Nav|production|wide}}
[[Category:Production]]
+
[[Category:Production]] [[Category:Resource Production]] [[Category:Apparel Production]]

Latest revision as of 11:02, 19 November 2024

Machining table

Machining table

A work station for assembling machinery like guns and ammunition, or breaking down dead mechanoids.

Base Stats

Type
BuildingProduction
Market Value
455 Silver [Note]
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
-350 W
Cleanliness
-2
Facility
Tool cabinet
Light Radius
2.66

Creation

Required Research
Machining
Skill Required
Construction 4
Work To Make
3,000 ticks (50 secs)
Resources to make
Steel 150 + Component 5
Deconstruct yield
Steel 75 + Component 2 - 3
Destroy yield
Steel 37 - 38 + Component 1 - 2
Technical
thingCategories
BuildingsProduction


The machining table is an industrial-level production bench that crafters will use to produce a number of items as well as disassemble mechanoids. Like most production benches, the machining table must be configured with one or more bills before a crafting colonist will begin work. It has a cleanliness value of -2.

Acquisition[edit]

Machining tables can be constructed once the machining research project has been completed. Each requires Steel 150 Steel, Component 5 Components, 3,000 ticks (50 secs) of work modified by the construction speed of the builder, and a construction skill of 4.

Summary[edit]

Pawns will do Smithing work at a machining table. If a 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 items which allows the player to control where they are stored. Up to two nearby tool cabinets can be connected to a machining table to increase work speed.

The table outputs light in a 5 tile radius while it is powered on, with the nearest 2.658 tiles being above 50% light level and considered lit. As the machining table can only be used while it is powered, and it emits light when powered, this means there is no need for additional light sources to prevent work speed penalties to the operator. The light emitted by the table itself is sufficient.

Each machining table is considered dirty with a Cleanliness of −2, applied to the bottom-left-most tile from the player's perspective, regardless of orientation. This reduces the average cleanliness of the room it occupies.

Bills[edit]

The following items can be crafted at the machining table.

  • Name Materials Work to Make Required Research Type
    EMP shell EMP shell Steel 15 + Component 2 000,800 ticks (13.33 secs) Microelectronics Crafted resources - Mortar shell
    Firefoam shell Firefoam shell Steel 25 000,800 ticks (13.33 secs) Firefoam Crafted resources - Mortar shell
    High-explosive shell High-explosive shell Steel 15 + Chemfuel 15 000,800 ticks (13.33 secs) Mortars Crafted resources - Mortar shell
    Incendiary shell Incendiary shell Steel 10 + Chemfuel 20 000,800 ticks (13.33 secs) Mortars Crafted resources - Mortar shell
    Smoke shell Smoke shell Steel 25 000,800 ticks (13.33 secs) Mortars Crafted resources - Mortar shell
    Assault rifle Assault rifle Steel 60 + Component 7 040,000 ticks (11.11 mins) Precision rifling Equipment - Weapons
    Autopistol Autopistol Steel 30 + Component 2 005,000 ticks (1.39 mins) Blowback operation Equipment - Weapons
    Bolt-action rifle Bolt-action rifle Steel 60 + Component 3 012,000 ticks (3.33 mins) Gunsmithing Equipment - Weapons
    Chain shotgun Chain shotgun Steel 70 + Component 5 031,000 ticks (8.61 mins) Gas operation Equipment - Weapons
    EMP grenades EMP grenades Steel 20 + Component 6 024,000 ticks (6.67 mins) Microelectronics Equipment - Weapons
    EMP launcher EMP launcher Steel 75 + Component 8 030,000 ticks (8.33 mins) Microelectronics Equipment - Weapons
    Frag grenades Frag grenades Steel 20 + Chemfuel 80 012,000 ticks (3.33 mins) Machining Equipment - Weapons
    Heavy SMG Heavy SMG Steel 75 + Component 4 024,000 ticks (6.67 mins) Gas operation Equipment - Weapons
    Incendiary launcher Incendiary launcher Steel 75 + Component 4 020,000 ticks (5.56 mins) Gunsmithing Equipment - Weapons
    LMG LMG Steel 75 + Component 5 034,000 ticks (9.44 mins) Gas operation Equipment - Weapons
    Machine pistol Machine pistol Steel 45 + Component 3 011,000 ticks (3.06 mins) Blowback operation Equipment - Weapons
    Minigun Minigun Steel 160 + Component 20 060,000 ticks (16.67 mins) Multibarrel weapons Equipment - Weapons
    Molotov cocktails Molotov cocktails Cloth 25 + Chemfuel 80 006,000 ticks (1.67 mins) Machining Equipment - Weapons
    Pump shotgun Pump shotgun Steel 60 + Component 3 012,000 ticks (3.33 mins) Gunsmithing Equipment - Weapons
    Revolver Revolver Steel 30 + Component 2 004,000 ticks (1.11 mins) Gunsmithing Equipment - Weapons
    Smoke launcher Smoke launcher Steel 75 + Component 4 030,000 ticks (8.33 mins) Gunsmithing Equipment - Weapons
    Sniper rifle Sniper rifle Steel 60 + Component 8 045,000 ticks (12.5 mins) Precision rifling Equipment - Weapons
    Flak helmet Flak helmet Stuff 40 (Metallic, 400 for SMVs) + Component 2 + Plasteel 10 008,000 ticks (2.22 mins) Flak armor Gear - Armor
    Flak jacket Flak jacket Steel 70 + Cloth 50 + Component 1 014,000 ticks (3.89 mins) Flak armor Gear - Armor
    Flak pants Flak pants Steel 60 + Cloth 30 + Component 1 009,000 ticks (2.5 mins) Flak armor Gear - Armor
    Flak vest Flak vest Steel 60 + Cloth 30 + Component 1 009,000 ticks (2.5 mins) Flak armor Gear - Armor
    Firefoam pop pack Firefoam pop pack Steel 20 + Component 1 + Chemfuel 30 001,200 ticks (20 secs) Firefoam Gear - Utility
    Shield belt Shield belt Steel 50 + Plasteel 20 + Component 2 014,000 ticks (3.89 mins) Shields Gear - Utility
    Smokepop pack Smokepop pack Steel 20 + Component 1 + Chemfuel 40 001,200 ticks (20 secs) Smokepop packs Gear - Utility
    Cochlear implant Cochlear implant Steel 20 + Component 4 015,000 ticks (4.17 mins) Prosthetics Medical Items - Body Parts
    Joywire Joywire Steel 20 + Component 4 015,000 ticks (4.17 mins) Brain wiring Medical Items - Body Parts
    Painstopper Painstopper Steel 20 + Component 4 015,000 ticks (4.17 mins) Brain wiring Medical Items - Body Parts
    Power claw Power claw Steel 40 + Component 8 015,000 ticks (4.17 mins) Specialized limbs Medical Items - Body Parts
    Prosthetic arm Prosthetic arm Steel 40 + Component 4 015,000 ticks (4.17 mins) Prosthetics Medical Items - Body Parts
    Prosthetic heart Prosthetic heart Steel 25 + Component 4 015,000 ticks (4.17 mins) Prosthetics Medical Items - Body Parts
    Prosthetic leg Prosthetic leg Steel 40 + Component 4 015,000 ticks (4.17 mins) Prosthetics Medical Items - Body Parts
    Turret pack Turret pack Content added by the Anomaly DLC Steel 70 + Component 2 010,000 ticks (2.78 mins) Turret pack Gear - Utility
    Tox shell Tox shell Content added by the Biotech DLC Steel 10 + Chemfuel 10 000,800 ticks (13.33 secs) Tox gas Crafted resources - Mortar shell
    Tox grenades Tox grenades Content added by the Biotech DLC Steel 20 + Component 6 024,000 ticks (6.67 mins) Tox gas Equipment - Weapons
    Toxbomb launcher Toxbomb launcher Content added by the Biotech DLC Steel 75 + Component 4 030,000 ticks (8.33 mins) Tox gas Equipment - Weapons
    Mechcommander helmet Mechcommander helmet Content added by the Biotech DLC Plasteel 60 + Component 6 + Signal chip 1 015,750 ticks (4.38 mins) Standard mechtech Gear - Armor
    Airwire headset Airwire headset Content added by the Biotech DLC Steel 50 + Component 4 002,100 ticks (35 secs) Basic mechtech Gear - Clothing
    Array headset Array headset Content added by the Biotech DLC Steel 50 + Component 8 002,100 ticks (35 secs) Standard mechtech Gear - Clothing
    Gas mask Gas mask Content added by the Biotech DLC Steel 20 + Chemfuel 20 006,000 ticks (1.67 mins) Machining Gear - Clothing
    Bandwidth pack Bandwidth pack Content added by the Biotech DLC Steel 50 + Component 8 + Signal chip 2 003,200 ticks (53.33 secs) Standard mechtech Gear - Utility
    Control pack Control pack Content added by the Biotech DLC Steel 100 + Component 6 003,200 ticks (53.33 secs) Basic mechtech Gear - Utility
    Tox pack Tox pack Content added by the Biotech DLC Steel 10 + Component 1 + Chemfuel 35 003,600 ticks (1 min) Tox gas Gear - Utility
    Control sublink (high) Control sublink (high) Content added by the Biotech DLC Powerfocus chip 1 + Component 3 + Advanced component 3 003,200 ticks (53.33 secs) High mechtech Medical Items - Body Parts
    Control sublink (standard) Control sublink (standard) Content added by the Biotech DLC Signal chip 1 + Component 4 003,200 ticks (53.33 secs) Standard mechtech Medical Items - Body Parts
    Mech gestation processor Mech gestation processor Content added by the Biotech DLC Signal chip 1 + Component 6 003,200 ticks (53.33 secs) Standard mechtech Medical Items - Body Parts
    Remote repairer Remote repairer Content added by the Biotech DLC Powerfocus chip 1 + Component 6 003,200 ticks (53.33 secs) High mechtech Medical Items - Body Parts
    Remote shielder Remote shielder Content added by the Biotech DLC Powerfocus chip 1 + Component 6 003,200 ticks (53.33 secs) High mechtech Medical Items - Body Parts
    Repair probe Repair probe Content added by the Biotech DLC Nano structuring chip 1 + Advanced component 2 003,200 ticks (53.33 secs) Ultra mechtech Medical Items - Body Parts
    Jump pack Jump pack Content added by the Royalty DLC Plasteel 30 + Component 3 + Chemfuel 100 014,000 ticks (3.89 mins) Jump packs Gear - Utility
    Low-shield pack Low-shield pack Content added by the Royalty DLC Shield core 1 + Component 1 014,000 ticks (3.89 mins) Shields Gear - Utility
    Drill arm Drill arm Content added by the Royalty DLC Steel 60 + Component 8 015,000 ticks (4.17 mins) Specialized limbs Medical Items - Body Parts
    Elbow blade Elbow blade Content added by the Royalty DLC Steel 40 + Component 7 015,000 ticks (4.17 mins) Compact weaponry Medical Items - Body Parts
    Field hand Field hand Content added by the Royalty DLC Steel 60 + Component 8 015,000 ticks (4.17 mins) Specialized limbs Medical Items - Body Parts
    Hand talon Hand talon Content added by the Royalty DLC Steel 40 + Component 7 015,000 ticks (4.17 mins) Compact weaponry Medical Items - Body Parts
    Knee spike Knee spike Content added by the Royalty DLC Steel 40 + Component 7 015,000 ticks (4.17 mins) Compact weaponry Medical Items - Body Parts
    Mindscrew Mindscrew Content added by the Royalty DLC Steel 15 + Component 4 015,000 ticks (4.17 mins) Brain wiring Medical Items - Body Parts
    Venom fangs Venom fangs Content added by the Royalty DLC Steel 40 + Component 7 015,000 ticks (4.17 mins) Poison synthesis Medical Items - Body Parts
    Venom talon Venom talon Content added by the Royalty DLC Steel 40 + Component 7 015,000 ticks (4.17 mins) Poison synthesis Medical Items - Body Parts
  • Shred mechanoid[edit]

    The "shred mechanoid" bill converts mechanoid corpses into usable materials. This requires 300 ticks (5 secs) of work, modified by the Mechanoid Shredding Speed of the pawn doing the shredding but regardless of the type of mechanoid shredded, and produces material dependent on the type of mechanoid shredded, any missing body parts, and the Mechanoid Shredding Efficiency of the shredder. This bill is directly equivalent to the "Smash mechanoid" bill at the crafting spot, with the only difference being that the crafting spot instead takes 900 ticks (15 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 shred enemy mechanoids and friendly mechanoids. By default, only enemy mechanoids are enabled to prevent the shredding of friendly mechanoids that may be resurrected.

    Shredding/Smashing returns by Mechanoid
    Mechanoid Return
    Centipede blaster Steel 30 steel + Plasteel 10 plasteel
    Centipede burner Steel 30 steel + Plasteel 10 plasteel
    Centipede gunner 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
    AgrihandContent added by the Biotech DLC Steel 10 steel
    ApocritonContent added by the Biotech DLC Steel 15 steel
    CenturionContent added by the Biotech DLC Steel 50 steel + Plasteel 20 plasteel
    CleansweeperContent added by the Biotech DLC Steel 10 steel
    ConstructoidContent added by the Biotech DLC Steel 10 steel
    DiabolusContent added by the Biotech DLC Steel 50 steel + Plasteel 20 plasteel
    FabricorContent added by the Biotech DLC Steel 10 steel
    LegionaryContent added by the Biotech DLC Steel 15 steel
    LifterContent added by the Biotech DLC Steel 10 steel
    MilitorContent added by the Biotech DLC Steel 10 steel
    ParamedicContent added by the Biotech DLC Steel 10 steel
    ScorcherContent added by the Biotech DLC Steel 15 steel
    TesseronContent added by the Biotech DLC Steel 15 steel
    TunnelerContent added by the Biotech DLC Steel 20 steel + Plasteel 10 plasteel
    War queenContent added by the Biotech DLC Steel 50 steel + Plasteel 20 plasteel
    War urchinContent added by the Biotech DLC Steel 10 steel

    Analysis[edit]

    Build the machining table as soon as you want to craft any of the items that it offers. Machining itself is a particularly vital technology. It allows creation of many items, from ranged weapons to flak vests to EMP grenades, mortar shells, and shield belts. At the very least, it allows you to shred mechanoids for more material than smashing them up in a crafting spot.

    While you could loot gear off raiders, this is not nearly as consistent as creating them yourself. Armor will likely be both damaged and tainted, while specialty weapons like EMP grenades are very rarely used. Skilled crafters can create high quality gear, which will surpass what raiders normally bring. Raids from the empireContent added by the Royalty DLC may come with better gear - but they use death acidifiers to prevent the usual looting.