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− | {{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" | Value !! Value/Work !! data-sort-type="number" | Value/Material
| + | UnfinishedBelt.png|Unfinished belt |
− | |-
| + | UnfinishedPack.png|Unfinished pack |
− | ![[Autopistol]]
| + | </gallery> |
− | |style="text-align:left;" |{{Required Resources|Autopistol|sep=<nowiki> </nowiki>+|simple=1}}
| + | |
− | | 121 ''(102.6*)''
| + | === Shred mechanoid === |
− | | {{ticks|{{Q|Autopistol|Work To Make}}}}
| + | {{Stub|section=1|reason=Needs entries for new Biotech mechs}} |
− | | {{Q|Autopistol|Market Value Base}}
| + | 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. |
− | | ?
| + | |
− | | 1.15 ''(1.35*)''
| + | 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. |
− | |-
| + | |
− | ![[Revolver]]
| + | {| class="wikitable mw-collapsible we-collapsed" |
− | |style="text-align:left;" |{{Required Resources|Revolver|sep=<nowiki> </nowiki>+|simple=1}} | + | |+ style="white-space: nowrap;" | Smashing/Shredding returns by Mechanoid |
− | | 121 ''(102.6*)''
| |
− | | {{ticks|{{Q|Revolver|Work To Make}}}}
| |
− | | {{Q|Revolver|Market Value Base}}
| |
− | | ?
| |
− | | 1.12 ''(1.31*)''
| |
− | |-
| |
− | ![[Pump shotgun]]
| |
− | |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}}
| |
− | | ?
| |
− | | 1.21 ''(1.40*)''
| |
| |- | | |- |
− | ![[Machine pistol]] | + | ! Mechanoid !! Return |
− | |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}}
| |
− | | ?
| |
− | | 1.21 ''(1.43*)''
| |
| |- | | |- |
− | ![[Bolt-action rifle]]
| + | | [[Centipede]] || {{Icon Small|steel}} 30 [[steel]] + {{Icon Small|plasteel}} 10 [[plasteel]] |
− | |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}}
| |
− | | ?
| |
− | | 1.21 ''(1.40*)''
| |
| |- | | |- |
− | ![[Assault rifle]]
| + | | [[Termite]] || {{Icon Small|steel}} 30 [[steel]] + {{Icon Small|plasteel}} 10 [[plasteel]] |
− | |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}}
| |
− | | ?
| |
− | | 1.48 ''(1.75*)''
| |
| |- | | |- |
− | ![[Sniper rifle]]
| + | | [[Lancer]] || {{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}}
| |
− | | ?
| |
− | | 1.43 ''(1.79*)''
| |
| |- | | |- |
− | ![[LMG]]
| + | | [[Pikeman]] || {{Icon Small|steel}} 15 [[steel]] |
− | |style="text-align:left;" |{{Required Resources|LMG|sep=<nowiki> </nowiki>+|simple=1}} | |
− | | 302.5 ''(256.5*)''
| |
− | | {{ticks|{{Q|LMG|Work To Make}}}}
| |
− | | {{Q|LMG|Market Value Base}}
| |
− | | ?
| |
− | | 1.41 ''(1.79*)''
| |
| |- | | |- |
− | ![[Heavy SMG]]
| + | | [[Scyther]] || {{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}}
| |
− | | ?
| |
− | | 1.31 ''(1.52*)''
| |
| |- | | |- |
− | ![[Frag grenades]]
| + | | [[Diabolus]]{{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]]
| + | | [[Militor]]{{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]]
| |
− | |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}}
| |
− | | ?
| |
− | | 1.37 ''(1.80*)''
| |
− | |-
| |
− | ![[Chain shotgun]]
| |
− | |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}}
| |
− | | ?
| |
− | | 1.38 ''(1.64*)''
| |
− | |-
| |
− | ![[Minigun]]
| |
− | |style="text-align:left;" |{{Required Resources|Minigun|sep=<nowiki> </nowiki>+|simple=1}}
| |
− | | 944 ''(760*)''
| |
− | | {{ticks|{{Q|Minigun|Work To Make}}}}
| |
− | | {{Q|Minigun|Market Value Base}}
| |
− | | ?
| |
− | | 1.23 ''(1.53*)''
| |
− | |-
| |
− | ![[Incendiary launcher]]
| |
− | |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}}
| |
− | | ?
| |
− | | 1.26 ''(1.45*)'' | |
− | |-
| |
− | ![[EMP launcher]]
| |
− | |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}}
| |
− | | ?
| |
− | | 1.27 ''(1.56*)''
| |
− | |-
| |
− | ![[Smoke launcher]]
| |
− | |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}}
| |
− | | ?
| |
− | | 1.40 ''(1.63*)''
| |
− | |-
| |
− | ![[Simple helmet]]
| |
− | |style="text-align:left;" |{{Required Resources|Simple helmet|sep=<nowiki> </nowiki>+|simple=1}}
| |
− | | 76
| |
− | | {{ticks|{{Q|Simple helmet|Work To Make}}}}
| |
− | | 88
| |
− | | ?
| |
− | | 1.16
| |
− | |-
| |
− | ![[Flak helmet]]
| |
− | |style="text-align:left;" |{{Required Resources|Flak helmet|sep=<nowiki> </nowiki>+|simple=1}}
| |
− | | 230 ''(211.6*)''
| |
− | | {{ticks|{{Q|Flak helmet|Work To Make}}}}
| |
− | | 260
| |
− | | ?
| |
− | | 1.13 ''(1.23*)''
| |
− | |-
| |
− | ![[Flak vest]]
| |
− | |style="text-align:left;" |{{Required Resources|Flak vest|sep=<nowiki> </nowiki>+|simple=1}}
| |
− | | 191 ''(181.8*)''
| |
− | | {{ticks|{{Q|Flak vest|Work To Make}}}}
| |
− | | {{Q|Flak vest|Market Value Base}}
| |
− | | ?
| |
− | | 1.36 ''(1.40*)''
| |
− | |-
| |
− | ![[Flak pants]]
| |
− | |style="text-align:left;" |{{Required Resources|Flak pants|sep=<nowiki> </nowiki>+|simple=1}}
| |
− | | 191 ''(181.8*)''
| |
− | | {{ticks|{{Q|Flak pants|Work To Make}}}}
| |
− | | {{Q|Flak pants|Market Value Base}}
| |
− | | ?
| |
− | | 1.36 ''(1.40*)''
| |
− | |-
| |
− | ![[Flak jacket]]
| |
− | |style="text-align:left;" |{{Required Resources|Flak jacket|sep=<nowiki> </nowiki>+|simple=1}}
| |
− | | 240 ''(230.8*)''
| |
− | | {{ticks|{{Q|Flak jacket|Work To Make}}}}
| |
− | | {{Q|Flak jacket|Market Value Base}}
| |
− | | ?
| |
− | | 1.21 ''(1.25*)''
| |
| |} | | |} |
− | <sup>* 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]] |
Machining table
A work station for assembling machinery like guns and ammunition, or breaking down dead mechanoids.
Base Stats
- Type
- Building – Production
- Market Value
- 455 [Note]
- Mass
- 20 kg
- HP
- 180
- Flammability
- 100%
- Path Cost
- 50
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
- 150 + 5
- Deconstruct yield
- 75 + 2 - 3
- Destroy yield
- 37 - 38 + 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 150 Steel, 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.
The following items can be crafted at the machining table.
Name |
Materials |
Work to Make |
Required Research |
Type
|
EMP shell
|
15 + 2
|
000,800 ticks (13.33 secs)
|
Microelectronics
|
Crafted resources - Mortar shell |
Firefoam shell
|
25
|
000,800 ticks (13.33 secs)
|
Firefoam
|
Crafted resources - Mortar shell |
High-explosive shell
|
15 + 15
|
000,800 ticks (13.33 secs)
|
Mortars
|
Crafted resources - Mortar shell |
Incendiary shell
|
10 + 20
|
000,800 ticks (13.33 secs)
|
Mortars
|
Crafted resources - Mortar shell |
Smoke shell
|
25
|
000,800 ticks (13.33 secs)
|
Mortars
|
Crafted resources - Mortar shell |
Assault rifle
|
60 + 7
|
040,000 ticks (11.11 mins)
|
Precision rifling
|
Equipment - Weapons |
Autopistol
|
30 + 2
|
005,000 ticks (1.39 mins)
|
Blowback operation
|
Equipment - Weapons |
Bolt-action rifle
|
60 + 3
|
012,000 ticks (3.33 mins)
|
Gunsmithing
|
Equipment - Weapons |
Chain shotgun
|
70 + 5
|
031,000 ticks (8.61 mins)
|
Gas operation
|
Equipment - Weapons |
EMP grenades
|
20 + 6
|
024,000 ticks (6.67 mins)
|
Microelectronics
|
Equipment - Weapons |
EMP launcher
|
75 + 8
|
030,000 ticks (8.33 mins)
|
Microelectronics
|
Equipment - Weapons |
Frag grenades
|
20 + 80
|
012,000 ticks (3.33 mins)
|
Machining
|
Equipment - Weapons |
Heavy SMG
|
75 + 4
|
024,000 ticks (6.67 mins)
|
Gas operation
|
Equipment - Weapons |
Incendiary launcher
|
75 + 4
|
020,000 ticks (5.56 mins)
|
Gunsmithing
|
Equipment - Weapons |
LMG
|
75 + 5
|
034,000 ticks (9.44 mins)
|
Gas operation
|
Equipment - Weapons |
Machine pistol
|
45 + 3
|
011,000 ticks (3.06 mins)
|
Blowback operation
|
Equipment - Weapons |
Minigun
|
160 + 20
|
060,000 ticks (16.67 mins)
|
Multibarrel weapons
|
Equipment - Weapons |
Molotov cocktails
|
25 + 80
|
006,000 ticks (1.67 mins)
|
Machining
|
Equipment - Weapons |
Pump shotgun
|
60 + 3
|
012,000 ticks (3.33 mins)
|
Gunsmithing
|
Equipment - Weapons |
Revolver
|
30 + 2
|
004,000 ticks (1.11 mins)
|
Gunsmithing
|
Equipment - Weapons |
Smoke launcher
|
75 + 4
|
030,000 ticks (8.33 mins)
|
Gunsmithing
|
Equipment - Weapons |
Sniper rifle
|
60 + 8
|
045,000 ticks (12.5 mins)
|
Precision rifling
|
Equipment - Weapons |
Flak helmet
|
40 (Metallic, 400 for SMVs) + 2 + 10
|
008,000 ticks (2.22 mins)
|
Flak armor
|
Gear - Armor |
Flak jacket
|
70 + 50 + 1
|
014,000 ticks (3.89 mins)
|
Flak armor
|
Gear - Armor |
Flak pants
|
60 + 30 + 1
|
009,000 ticks (2.5 mins)
|
Flak armor
|
Gear - Armor |
Flak vest
|
60 + 30 + 1
|
009,000 ticks (2.5 mins)
|
Flak armor
|
Gear - Armor |
Firefoam pop pack
|
20 + 1 + 30
|
001,200 ticks (20 secs)
|
Firefoam
|
Gear - Utility |
Shield belt
|
50 + 20 + 2
|
014,000 ticks (3.89 mins)
|
Shields
|
Gear - Utility |
Smokepop pack
|
20 + 1 + 40
|
001,200 ticks (20 secs)
|
Smokepop packs
|
Gear - Utility |
Cochlear implant
|
20 + 4
|
015,000 ticks (4.17 mins)
|
Prosthetics
|
Medical Items - Body Parts |
Joywire
|
20 + 4
|
015,000 ticks (4.17 mins)
|
Brain wiring
|
Medical Items - Body Parts |
Painstopper
|
20 + 4
|
015,000 ticks (4.17 mins)
|
Brain wiring
|
Medical Items - Body Parts |
Power claw
|
40 + 8
|
015,000 ticks (4.17 mins)
|
Specialized limbs
|
Medical Items - Body Parts |
Prosthetic arm
|
40 + 4
|
015,000 ticks (4.17 mins)
|
Prosthetics
|
Medical Items - Body Parts |
Prosthetic heart
|
25 + 4
|
015,000 ticks (4.17 mins)
|
Prosthetics
|
Medical Items - Body Parts |
Prosthetic leg
|
40 + 4
|
015,000 ticks (4.17 mins)
|
Prosthetics
|
Medical Items - Body Parts |
Turret pack
|
70 + 2
|
010,000 ticks (2.78 mins)
|
Turret pack
|
Gear - Utility |
Tox shell
|
10 + 10
|
000,800 ticks (13.33 secs)
|
Tox gas
|
Crafted resources - Mortar shell |
Tox grenades
|
20 + 6
|
024,000 ticks (6.67 mins)
|
Tox gas
|
Equipment - Weapons |
Toxbomb launcher
|
75 + 4
|
030,000 ticks (8.33 mins)
|
Tox gas
|
Equipment - Weapons |
Mechcommander helmet
|
60 + 6 + 1
|
015,750 ticks (4.38 mins)
|
Standard mechtech
|
Gear - Armor |
Airwire headset
|
50 + 4
|
002,100 ticks (35 secs)
|
Basic mechtech
|
Gear - Clothing |
Array headset
|
50 + 8
|
002,100 ticks (35 secs)
|
Standard mechtech
|
Gear - Clothing |
Gas mask
|
20 + 20
|
006,000 ticks (1.67 mins)
|
Machining
|
Gear - Clothing |
Bandwidth pack
|
50 + 8 + 2
|
003,200 ticks (53.33 secs)
|
Standard mechtech
|
Gear - Utility |
Control pack
|
100 + 6
|
003,200 ticks (53.33 secs)
|
Basic mechtech
|
Gear - Utility |
Tox pack
|
10 + 1 + 35
|
003,600 ticks (1 min)
|
Tox gas
|
Gear - Utility |
Control sublink (high)
|
1 + 3 + 3
|
003,200 ticks (53.33 secs)
|
High mechtech
|
Medical Items - Body Parts |
Control sublink (standard)
|
1 + 4
|
003,200 ticks (53.33 secs)
|
Standard mechtech
|
Medical Items - Body Parts |
Mech gestation processor
|
1 + 6
|
003,200 ticks (53.33 secs)
|
Standard mechtech
|
Medical Items - Body Parts |
Remote repairer
|
1 + 6
|
003,200 ticks (53.33 secs)
|
High mechtech
|
Medical Items - Body Parts |
Remote shielder
|
1 + 6
|
003,200 ticks (53.33 secs)
|
High mechtech
|
Medical Items - Body Parts |
Repair probe
|
1 + 2
|
003,200 ticks (53.33 secs)
|
Ultra mechtech
|
Medical Items - Body Parts |
Jump pack
|
30 + 3 + 100
|
014,000 ticks (3.89 mins)
|
Jump packs
|
Gear - Utility |
Low-shield pack
|
1 + 1
|
014,000 ticks (3.89 mins)
|
Shields
|
Gear - Utility |
Drill arm
|
60 + 8
|
015,000 ticks (4.17 mins)
|
Specialized limbs
|
Medical Items - Body Parts |
Elbow blade
|
40 + 7
|
015,000 ticks (4.17 mins)
|
Compact weaponry
|
Medical Items - Body Parts |
Field hand
|
60 + 8
|
015,000 ticks (4.17 mins)
|
Specialized limbs
|
Medical Items - Body Parts |
Hand talon
|
40 + 7
|
015,000 ticks (4.17 mins)
|
Compact weaponry
|
Medical Items - Body Parts |
Knee spike
|
40 + 7
|
015,000 ticks (4.17 mins)
|
Compact weaponry
|
Medical Items - Body Parts |
Mindscrew
|
15 + 4
|
015,000 ticks (4.17 mins)
|
Brain wiring
|
Medical Items - Body Parts |
Venom fangs
|
40 + 7
|
015,000 ticks (4.17 mins)
|
Poison synthesis
|
Medical Items - Body Parts |
Venom talon
|
40 + 7
|
015,000 ticks (4.17 mins)
|
Poison synthesis
|
Medical Items - Body Parts |
Unfinished piece of armor
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.
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 empire may come with better gear - but they use death acidifiers to prevent the usual looting.