Difference between revisions of "Electric smithy"
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The following items can be crafted at the {{LC:{{PAGENAME}}}}. | The following items can be crafted at the {{LC:{{PAGENAME}}}}. | ||
{{Recipe List}} | {{Recipe List}} | ||
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+ | ==Analysis== | ||
+ | Smithies primarily produce melee weapons, with [[pila]] and a few medieval armor options available. A [[machining table]] can also create [[simple helmet]]s (and [[kid helmet]]s{{BiotechIcon}}), and they are [[research]]ed just after Smithing. So if you don't plan on using melee weapons, then smithies can largely be forgone. | ||
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+ | With the [[Royalty DLC]], smithies are required to create the musical instruments required for a [[throne]] room, like the [[harp]] and [[piano]]. This means that you should wait to build a smithy until you have a [[noble]] that requires said instruments in the first place, unless you need melee weapons. | ||
{{nav|production|wide}} | {{nav|production|wide}} | ||
[[Category:Production]] | [[Category:Production]] |
Revision as of 07:10, 24 January 2023
Electric smithy
An electric-powered station for smithing non-mechanical weapons and tools.
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
- Power
- -210 W
- Cleanliness
- -3
- Facility
- Tool cabinet
Creation
- Required Research
- Electricity, Smithing
- Skill Required
- Construction 5
- Work To Make
- 3,000 ticks (50 secs)
An electric smithy is used by smiths to create neolithic and medieval weapons, low tech armor and some other items. For its wood-powered counterpart, see fueled smithy.
Acquisition
To be constructed, electric smithies require Smithing and Electricity to be researched, a Construction skill of 5, 100 Steel, 3 Components and 3,000 ticks (50 secs) of work
Summary
The electric smithy behaves exactly the same as its fueled counterpart except that it requires power to operate instead of wood. Like other production stations, a bill must be created to specify what items are to be produced and what materials may be used. Each weapon produced has a certain quality depending on the Crafting skill of the colonist (see quality for a detailed chart).
If a smithing 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. The piece will indicate the name of the crafter and how much work is remaining. The stockpile filter includes an entry for unfinished weapons which allows the player to control where they are stored.
Up to two nearby tool cabinets can be connected to a electric smithy to increase work speed.
Electric smithies have a Cleanliness value of -3.
The following items can be crafted at the electric smithy.
Analysis
Smithies primarily produce melee weapons, with pila and a few medieval armor options available. A machining table can also create simple helmets (and kid helmets), and they are researched just after Smithing. So if you don't plan on using melee weapons, then smithies can largely be forgone.
With the Royalty DLC, smithies are required to create the musical instruments required for a throne room, like the harp and piano. This means that you should wait to build a smithy until you have a noble that requires said instruments in the first place, unless you need melee weapons.