Difference between revisions of "Electric smithy"
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|resource 2 amount = 3 | |resource 2 amount = 3 | ||
|deconstruct yield = {{icon|metal|75}} + {{icon|component|3}} | |deconstruct yield = {{icon|metal|75}} + {{icon|component|3}} | ||
+ | | skill 1 = Construction | ||
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}}{{Info|An '''electric smithy''' is used by [[Menus#Smith|smiths]] to create melee or neolithic weapons. It requires [[Research#Smithing|Smithing]] to be researched 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]]. | }}{{Info|An '''electric smithy''' is used by [[Menus#Smith|smiths]] to create melee or neolithic weapons. It requires [[Research#Smithing|Smithing]] to be researched 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]]. | ||
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Revision as of 00:31, 8 April 2021
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Electric smithy
A workbench equipped for weapons and tools production.
Base Stats
- Type
- Production
- HP
- 180
- Flammability
- 100%
Building
- Size
- 1 × 3
- Placeable
- Yes
- Power
- - 210 W
- Facility
- Tool cabinet
Creation
- Skill Required
- Construction 5
- Work To Make
- 3,000 ticks (50 secs)
- Deconstruct yield
- 75 + 3
An electric smithy is used by smiths to create melee or neolithic weapons. It requires Smithing to be researched 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 |
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 |