Difference between revisions of "Hand tailor bench"
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| hp = 180 | | hp = 180 | ||
| sell price multiplier = 0.7 | | sell price multiplier = 0.7 | ||
− | | | + | | work speed factor = 0.5 |
| terrain affordance = medium | | terrain affordance = medium | ||
| facility = tool cabinet | | facility = tool cabinet | ||
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[[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]] | [[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]] | ||
− | The following items can be crafted at the hand tailor bench. | + | The following items can be crafted at the hand tailor bench. Note that the hand tailor bench has a [[Property:Work Speed Factor|Work Speed Factor]] of {{P|Work Speed Factor}}, meaning that all bills will take {{#expr:1/{{P|Work Speed Factor}} round 1}}x as long as at most other work stations. |
{{Recipe List}} | {{Recipe List}} |
Revision as of 13:40, 8 December 2022
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Hand tailor bench
A workbench for tailoring clothes by hand. Works at 50% of the speed of an electric tailoring bench.
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
- Facility
- Tool cabinet
- Work Speed Factor
- 50%
Creation
- Required Research
- Complex clothing
- Work To Make
- 2,000 ticks (33.33 secs)
- Stuff Tags
- Metallic, Woody
The hand-tailor bench is used by colonists assigned to tailoring to produce clothing. For higher production speed, see its powered counterpart, the electric tailor bench.Like other production stations, a bill must be created to specify what items are to be produced and what textiles may be used. Materials that are used to make clothing are textiles, which consists of leathers and fabrics. The only exception is tuques, which can only be crafted from fabrics. Each clothing item produced has a certain quality depending on the crafting skill of the colonist. An item's market value, deterioration rate, defense rating and temperature resistance are all determined by the material substance and crafting quality.
Grown cloth is the baseline material used for tailoring, being easy to grow and providing mundane stats across the board. Devilstrand by comparison provides much better protection, but is extremely difficult and slow to grow and not useful for equipping a starting colony. Leather based apparel typically has improved defense ratings while domesticated animal wool has excellent temperature tolerance for extreme climates.
If a tailoring job is interrupted for any reason, the crafter will drop the piece, usually 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 and only 1 unfinished piece can be made per bill. The piece will indicate the name of the crafter and how much work is remaining. The stockpile filter includes an entry for unfinished apparel which allows the player to control where they are stored. Unfinished pieces can be cancelled at any point to return 75% of the materials.
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.
Up to two nearby tool cabinets can be connected to a hand-tailoring bench to increase work speed. It has 50% the work speed as the electric version.
Acquisition
Hand tailor benches can be constructed once the Complex clothing research project has been completed. They require 75 Stuff (Metallic/Woody, 750 for SMVs) and 2,000 ticks (33.33 secs) of work.
Summary
The following items can be crafted at the hand tailor bench. Note that the hand tailor bench has a Work Speed Factor of 0.5, meaning that all bills will take 2x as long as at most other work stations.
Stats table
Hand tailor bench | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | 0 | ticks (1.39 mins) | 5,000360 | 75% | 74 |
Gold | 20 | ticks (30 secs) | 1,800108 | 40% | 7,505 |
Plasteel | 0 | ticks (1.22 mins) | 4,400504 | 0% | 690 |
Silver | 6 | ticks (33.33 secs) | 2,000126 | 40% | 755 |
Steel | 0 | ticks (33.33 secs) | 2,000180 | 40% | 150 |
Uranium | 0 | ticks (1.06 mins) | 3,800450 | 0% | 465 |
Wood | 0 | ticks (23.33 secs) | 1,400117 | 100% | 95 |