Difference between revisions of "Crafting spot"

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{{Info|A '''crafting spot''' is a 1 x 1 area marked on the ground where a [[Work#Craft|crafter]] can produce certain neolithic items. Crafting at a crafting spot is 50% slower than elsewhere.}}
 
{{Info|A '''crafting spot''' is a 1 x 1 area marked on the ground where a [[Work#Craft|crafter]] can produce certain neolithic items. Crafting at a crafting spot is 50% slower than elsewhere.}}
  
==Acquisition==  
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== 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.
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Crafting spots do not require a colonist to construct or [[deconstruct]], nor is there a cost, build time, or [[skill]] requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player.
  
 
==Summary==
 
==Summary==

Revision as of 05:40, 29 September 2022

Crafting spot

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
BuildingProduction

Building

Size
1 × 1
Minifiable
False
Placeable
True
Passability
standable
Terrain Affordance
Light
Facility
Tool cabinet
Efficiency
50%

Creation

Work To Make
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

Crafting spots do not require a colonist to construct or deconstruct, nor is there a cost, build time, or skill requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player.

Summary

The following items can be crafted at the crafting spot.

  • Name Materials Work to Make Required Research Type
    Smokeleaf joint Smokeleaf joint Smokeleaf leaves 4 000,450 ticks (7.5 secs) Drug - Social drug
    4× Smokeleaf joint Smokeleaf joint Smokeleaf leaves 16 001,800 ticks (30 secs) Drug - Social drug
    Club Club Stuff 40 (Metallic/Woody/Stony, 400 for SMVs) 001,200 ticks (20 secs) Equipment - Weapons
    Greatbow Greatbow Wood 60 009,000 ticks (2.5 mins) Greatbow Equipment - Weapons
    Knife Knife Stuff 30 (Metallic, 300 for SMVs) 001,800 ticks (30 secs) Smithing Equipment - Weapons
    Recurve bow Recurve bow Wood 40 005,000 ticks (1.39 mins) Recurve bow Equipment - Weapons
    Short bow Short bow Wood 30 002,400 ticks (40 secs) Equipment - Weapons
    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
    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
    Ghoul plating Ghoul plating Content added by the Anomaly DLC Bioferrite 70 009,000 ticks (2.5 mins) Ghoul enhancements Medical Items - Body Parts
    Kid tribalwear Kid tribalwear Content added by the Biotech DLC Stuff 30 (Leathery/Fabric) 001,400 ticks (23.33 secs) Gear - Clothing
    Harp Harp Content added by the Royalty DLC Wood 150 018,000 ticks (5 mins) Harp Building - Recreation
  • 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.