Difference between revisions of "Crafting spot"
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Revision as of 17:55, 28 March 2022
Crafting spot
A place for crafting simple items like knives or bows. Production here is slow because of the lack of tools.
Base Stats
- Type
- Building – Production
Building
- Size
- 1 × 1
- Minifiable
- False
- Placeable
- True
- Passability
- standable
- Terrain Affordance
- Light
- Facility
- Tool cabinet
- Efficiency
- 50%
Creation
- Work To Make
- 0 ticks (0 secs)
A crafting spot is a 1 x 1 area marked on the ground where a crafter can produce certain neolithic items. Crafting at a crafting spot is 50% slower than elsewhere.
Acquisition
There is no cost, build time or skill requirements for placing crafting spots. Just select them from the production tab in the architect menu and place them.
Summary
The following items can be crafted at the crafting spot.
Note that the War mask and Tribal headdress can only be crafted by Tribal colonies.
Performing bills at a crafting spot is 50% slower than the same bills done elsewhere.
A tool cabinet can be placed nearby to increase the work speed at the crafting spot.
Smash mechanoid
In addition to being used to craft the items mentioned above, the crafting spot can also be used to smash mechanoids. This allows tribals to break down mechanoid corpses without a machining table, albeit at a slower rate.
The "smash mechanoid" bill is fulfilled when a colonist brings a mechanoid corpse here to be converted into usable materials. This requires will 450 ticks (7.5 secs) of work, modified by the Mechanoid Shredding Speed of the pawn doing the smashing, and produces some steel, plasteel and components depending on the specific type of mechanoid smashed and the Mechanoid Shredding Efficiency of the smasher.
Analysis
While vital in some circumstances, any long-term colony should quickly replace crafting spots with dedicated work stations of the relevant types. While tool cabinets are effective on crafting spots, it is far more effective to dedicate those resources instead to creating those dedicated stations, however should they already be available and expedient crafting locations necessary, then there is no reason not to place them in range of the cabinets.