Difference between revisions of "Hand tailor bench"
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− | {{ | + | {{Infobox main|production |
| name = Hand tailor bench | | name = Hand tailor bench | ||
− | | image = Table tailor hand north.png | + | | image = Table tailor hand north.png |
| imagesize = 192px | | imagesize = 192px | ||
− | | description = | + | | description = A workbench for tailoring clothes by hand. Works at 50% of the speed of an electric tailoring bench. |
− | | type = | + | | type = Building |
− | | type2 = | + | | type2 = Production |
− | | placeable = | + | | placeable = true |
− | | | + | | path cost = 50 |
− | | size = 1 | + | | passability = pass through only |
+ | | cover = 0.5 | ||
+ | | minifiable = true | ||
+ | | size = 3 ˣ 1 | ||
+ | | mass base = 20 | ||
+ | | flammability = 1 | ||
| hp = 180 | | hp = 180 | ||
− | | | + | | sell price multiplier = 0.7 |
− | + | | work speed factor = 0.5 | |
− | + | | terrain affordance = medium | |
− | | | ||
− | | | ||
| facility = tool cabinet | | facility = tool cabinet | ||
+ | | research = Complex clothing | ||
| work to make = 2000 | | work to make = 2000 | ||
| stuff tags = Metallic, Woody | | stuff tags = Metallic, Woody | ||
| resource 1 = Stuff | | resource 1 = Stuff | ||
| resource 1 amount = 75 | | resource 1 amount = 75 | ||
− | + | }} | |
− | + | The '''hand-tailor bench''' is used by colonists assigned to [[Work#Tailor|tailoring]] to produce [[clothing]]. | |
+ | |||
+ | == Acquisition == | ||
+ | {{Acquisition}} | ||
+ | |||
+ | == Summary == | ||
+ | {{See also|Electric tailor bench}} | ||
+ | [[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]] | ||
+ | |||
+ | Hand 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. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | Note that the hand tailor bench 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 the listed time. For comparison, a powered [[electric tailor bench]] has a factor of 100%, and an unpowered electric tailor bench has a factor of 50% (the same as the hand tailor bench). | ||
+ | |||
+ | {{Recipe List}} | ||
− | + | == Analysis == | |
+ | Hand tailor benches can be useful if you don't have [[Research#Electricity|Electricity]] yet, or if you don't want to spend [[component]]s to make an electric tailor bench. If you build an electric bench, you can deconstruct the hand tailor bench to get some of your resources back. | ||
− | + | The hand tailor bench may be kept around to act as a second weaker bench for grinding experience due to its 0.5 work speed factor and not requiring components to make. The more time spent crafting equals more experience gained. | |
+ | |||
+ | [[Cloth]] is a cheap, growable material for clothing, though it offers poor defensive stats. [[Leather]]s offer somewhat better stats, though most leathers (like [[plainleather]] and [[lightleather]]) are just slightly better than cloth. | ||
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. | 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. | ||
− | + | {{Building Stats Table}} | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | == Version history == | |
− | == Version | ||
<gallery> | <gallery> | ||
OldTailor.png|The Old Tailor Texture | OldTailor.png|The Old Tailor Texture | ||
</gallery> | </gallery> | ||
− | {{ | + | |
− | [[Category:Production]] | + | {{Nav|production|wide}} |
− | [[Category: | + | [[Category:Production]] [[Category:Apparel Production]] |
Latest revision as of 16:22, 10 November 2024
Hand tailor bench
A workbench for tailoring clothes by hand. Works at 50% of the speed of an electric tailoring bench.
Base Stats
- Type
- Building – Production
- 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
- Facility
- Tool cabinet
- Work Speed Factor
- 50%
Creation
- Required Research
- Complex clothing
- Work To Make
- 2,000 ticks (33.33 secs)
- Stuff Tags
- Metallic, Woody
The hand-tailor bench is used by colonists assigned to tailoring to produce clothing.
Acquisition[edit]
Hand tailor benches can be constructed once the complex clothing research project has been completed. Each requires 75 Stuff (Metallic/Woody, 750 for SMVs) and 2,000 ticks (33.33 secs) of work modified by the construction speed of the builder and the work to build factor and offset of the material.
Summary[edit]
Hand 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.
Note that the hand tailor bench has a Work Speed Factor of 0.5, meaning that all bills will take 2x the listed time. For comparison, a powered electric tailor bench has a factor of 100%, and an unpowered electric tailor bench has a factor of 50% (the same as the hand tailor bench).
Analysis[edit]
Hand tailor benches can be useful if you don't have Electricity yet, or if you don't want to spend components to make an electric tailor bench. If you build an electric bench, you can deconstruct the hand tailor bench to get some of your resources back.
The hand tailor bench may be kept around to act as a second weaker bench for grinding experience due to its 0.5 work speed factor and not requiring components to make. The more time spent crafting equals more experience gained.
Cloth is a cheap, growable material for clothing, though it offers poor defensive stats. Leathers offer somewhat better stats, though most leathers (like plainleather and lightleather) are just slightly better than cloth.
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
Hand tailor bench | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | 0 | ticks (1.39 mins) | 5,000360 | 75% | 74 |
Gold | 20 | ticks (30 secs) | 1,800108 | 40% | 7,505 |
Plasteel | 0 | ticks (1.22 mins) | 4,400504 | 0% | 690 |
Silver | 6 | ticks (33.33 secs) | 2,000126 | 40% | 755 |
Steel | 0 | ticks (33.33 secs) | 2,000180 | 40% | 150 |
Uranium | 0 | ticks (1.06 mins) | 3,800450 | 0% | 465 |
Wood | 0 | ticks (23.33 secs) | 1,400117 | 100% | 95 |