Difference between revisions of "Hand tailor bench"

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{{Rewrite|reason='''Format standardization needed'''}}<onlyinclude>{{infobox main|production|
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{{Infobox main|production
 
| name = Hand tailor bench
 
| name = Hand tailor bench
| image = Table tailor hand north.png|Hand tailor bench
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| image = Table tailor hand north.png
 
| imagesize = 192px
 
| imagesize = 192px
| description = "A workbench for tailoring clothes by hand. Works at 50% of the speed of an electric tailoring bench."
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| description = A workbench for tailoring clothes by hand. Works at 50% of the speed of an electric tailoring bench.
| type = Production
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| type = Building
| type2 = Clothing
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| type2 = Production
| placeable = Yes
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| placeable = true
| rotatable = Yes
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| path cost = 50
| size = 1 ˣ 3
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| passability = pass through only
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| cover = 0.5
 +
| minifiable = true
 +
| size = 3 ˣ 1
 +
| mass base = 20
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| flammability = 1
 
| hp = 180
 
| hp = 180
| power = 0
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| sell price multiplier = 0.7
| mass base = 20
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| work speed factor = 0.5
| beauty = 0
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| terrain affordance = medium
| cover = 0.5
 
| flammability = 1.0
 
 
| facility = tool cabinet
 
| facility = tool cabinet
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| 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
| deconstruct yield = {{icon|buildingmat|57}}
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}}
}}</onlyinclude>{{Info|The '''hand-tailor bench''' is used by colonists assigned to [[Menus#Tailor|tailoring]] to produce [[clothing]]. For higher production speed, see its powered counterpart, the [[electric tailor 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.
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The '''hand-tailor bench''' is used by colonists assigned to [[Work#Tailor|tailoring]] to produce [[clothing]].
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== Acquisition ==
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{{Acquisition}}
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== Summary ==
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{{See also|Electric tailor bench}}
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[[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]]
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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.
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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.
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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).
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{{Recipe List}}
  
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.  
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== Analysis ==
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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.
  
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.
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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.
 +
 
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[[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.
  
Up to two nearby [[tool cabinet]]s can be connected to a hand-tailoring bench to increase work speed. It has 50% the work speed as the electric version.
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{{Building Stats Table}}
==Acquisition==
 
It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}}.
 
==Summary==
 
The following items can be crafted at the {{LC:{{PAGENAME}}}}.
 
{{Recipe List}}
 
  
{{Building Material Table}}
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== Version history ==
== Version History ==
 
 
<gallery>
 
<gallery>
 
OldTailor.png|The Old Tailor Texture
 
OldTailor.png|The Old Tailor Texture
 
</gallery>
 
</gallery>
{{nav|production|wide}}
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[[Category:Production]]
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{{Nav|production|wide}}
[[Category:Clothing]]
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[[Category:Production]] [[Category:Apparel Production]]

Latest revision as of 16:22, 10 November 2024

Hand tailor bench

Hand tailor bench

A workbench for tailoring clothes by hand. Works at 50% of the speed of an electric tailoring bench.

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
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
Resources to make
Stuff 75
Deconstruct yield
Stuff 37 - 38
Destroy yield
Stuff 18 - 19

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 Stuff 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]

Unfinished piece of clothing

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).

  • 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]

    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 Hand tailor bench Beauty Work to Build HP Flamma­bility Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC 0 005,000 ticks (1.39 mins) 360 75% 74 Silver
    Gold Gold 20 001,800 ticks (30 secs) 108 40% 7,505 Silver
    Plasteel Plasteel 0 004,400 ticks (1.22 mins) 504 0% 690 Silver
    Silver Silver 6 002,000 ticks (33.33 secs) 126 40% 755 Silver
    Steel Steel 0 002,000 ticks (33.33 secs) 180 40% 150 Silver
    Uranium Uranium 0 003,800 ticks (1.06 mins) 450 0% 465 Silver
    Wood Wood 0 001,400 ticks (23.33 secs) 117 100% 95 Silver
  • Version history[edit]