Difference between revisions of "Electric smithy"

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(Updated component amount.)
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|resource 1 amount = 100
 
|resource 1 amount = 100
 
|resource 2 = Component
 
|resource 2 = Component
|resource 2 amount = 4
+
|resource 2 amount = 3
 
|deconstruct yield = {{icon|metal|75}} + {{icon|component|3}}
 
|deconstruct yield = {{icon|metal|75}} + {{icon|component|3}}
 
}}</onlyinclude>{{Info|An '''electric smithy''' is used by [[Menus#Smith|smiths]] to create melee or neolithic weapons.  It requires the smithing [[research]] before it can be built. Weapons are producing using Bills. Weapons can be made out of most [[material]]. Different materials provide certain modifiers that may improve or worsen the weapon's damage. The weapon's damage is also modified by its quality. Better quality items are produced by colonists with a higher smithing skill. See [[Quality]].
 
}}</onlyinclude>{{Info|An '''electric smithy''' is used by [[Menus#Smith|smiths]] to create melee or neolithic weapons.  It requires the smithing [[research]] before it can be built. Weapons are producing using Bills. Weapons can be made out of most [[material]]. Different materials provide certain modifiers that may improve or worsen the weapon's damage. The weapon's damage is also modified by its quality. Better quality items are produced by colonists with a higher smithing skill. See [[Quality]].

Revision as of 15:21, 17 January 2021

Electric smithy

Electric smithy

A workbench equipped for weapons and tools production.

Base Stats

Type
ProductionWeapons
Market Value
295 Silver [Note]
HP
180
Flammability
100%

Building

Size
1 × 3
Placeable
Yes
Power
- 210 W
Facility
Tool cabinet

Creation

Work To Make
3,000 ticks (50 secs)
Resources to make
Steel 100 + Component 3
Deconstruct yield
Steel 75 + Component 3

An electric smithy is used by smiths to create melee or neolithic weapons. It requires the smithing research before it can be built. Weapons are producing using Bills. Weapons can be made out of most material. Different materials provide certain modifiers that may improve or worsen the weapon's damage. The weapon's damage is also modified by its quality. Better quality items are produced by colonists with a higher smithing skill. See Quality.

If a smithing job is interrupted for any reason the crafter will drop the piece 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 inspect pane indicates the name of the piece's crafter and how much work is remaining. The stockpile filter includes an entry for unfinished weapons (under >Items >Unfinished) which allows the player to control where they are stored.

Electric smithies have a Cleanliness value of -3.

  • Item Material needed Work to make Base Value Value/Work Value/Material
    Gladius 50 134 123.80 0.924 2.460
    Longsword 100 300 255.00 0.850 2.550
    Knife 30 30 63.48 2.116 2.116
    Spear 75 200 185.70 0.928 2.476
    Mace 50 100 116.60 1.166 2.332
    Club 40 20 80.32 4.016 2.008
    Short bow 30 40 44.64 1.116 1.488
    Pila 70 117 109.20 0.933 1.560
    Great bow 50 150 92.40 0.616 1.848
    Recurve bow 40 84 66.00 0.786 1.650


    Weapon Modifiers

    Material Cooldown Blunt Sharp
    Sandstone 1.35 1.00 0.65
    Granite 1.35 1.00 0.65
    Limestone 1.35 1.00 0.65
    Slate 1.35 1.00 0.65
    Marble 1.35 1.00 0.65
    Silver 1.00 1.10 0.50
    Gold 1.10 1.15 0.30
    Steel 1.00 1.00 1.00
    Plasteel 0.80 1.00 1.20
    Wood 0.90 0.80 0.30
    Uranium 1.35 1.40 1.10
    Jade 1.10 1.50 0.80
    Quality Base Damage Modifier
    Awful 0.40
    Shoddy 0.70
    Poor 0.85
    Normal 1.00
    Good 1.10
    Superior 1.30
    Excellent 1.50
    Masterwork 1.70
    Legendary 2.10