Difference between revisions of "Electric tailor bench"
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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. | ||
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{{Nav|production|wide}} | {{Nav|production|wide}} | ||
[[Category:Production]] [[Category:Apparel Production]] | [[Category:Production]] [[Category:Apparel Production]] |
Revision as of 12:10, 12 November 2023
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
- 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
- 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
The electric tailor bench is used by tailors to produce clothing. It is a powered version of the hand tailor bench.
Acquisition
It is built with 75 Stuff (Metallic/Woody, 750 for SMVs), 50 Steel, 2 Components in 2,500 ticks (41.67 secs) after the research Electricity and Complex Clothing has been completed.
Summary
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.
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 50 steel and 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 | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | 0 | ticks (1.74 mins) | 6,250360 | 75% | 240 |
Gold | 20 | ticks (37.5 secs) | 2,250108 | 40% | 7,665 |
Plasteel | 0 | ticks (1.53 mins) | 5,500504 | 0% | 855 |
Silver | 6 | ticks (41.67 secs) | 2,500126 | 40% | 920 |
Steel | 0 | ticks (41.67 secs) | 2,500180 | 40% | 310 |
Uranium | 0 | ticks (1.32 mins) | 4,750450 | 0% | 625 |
Wood | 0 | ticks (29.17 secs) | 1,750117 | 100% | 255 |