Difference between revisions of "Machining table"
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=== Shred mechanoid === | === Shred mechanoid === | ||
{{Stub|section=1|reason=Needs entries for new Biotech mechs}} | {{Stub|section=1|reason=Needs entries for new Biotech mechs}} | ||
− | The "shred mechanoid" bill converts [[mechanoid]] [[corpse]]s into usable [[materials]]. This requires {{ticks|300}} of work, modified by the [[Mechanoid Shredding Speed]] of the pawn doing the shredding but regardless of the type of mechanoid shredded, and produces material dependent on the type of mechanoid shredded, any missing body parts, and the [[Mechanoid Shredding Efficiency]] of the shredder. This bill is directly equivalent to the [[Crafting spot|"Smash mechanoid"]] bill at the crafting spot, with the only difference being that the crafting spot instead takes {{ticks|450}} of work. The material returned is the same regardless of the method. | + | The "shred mechanoid" bill converts [[mechanoid]] [[corpse]]s into usable [[materials]]. This requires {{ticks|300}} of work, modified by the [[Mechanoid Shredding Speed]] of the pawn doing the shredding but regardless of the type of mechanoid shredded, and produces material dependent on the type of mechanoid shredded, any missing body parts, and the [[Mechanoid Shredding Efficiency]] of the shredder. This bill is directly equivalent to the [[Crafting spot#Smash mechanoid|"Smash mechanoid"]] bill at the crafting spot, with the only difference being that the crafting spot instead takes {{ticks|450}} of work. The material returned is the same regardless of the method. |
With the [[Biotech DLC]], the bill has options to separately specify whether to shred enemy mechanoids and friendly mechanoids. By default, only enemy mechanoids are enabled to prevent the shredding of friendly mechanoids that may be resurrected. | With the [[Biotech DLC]], the bill has options to separately specify whether to shred enemy mechanoids and friendly mechanoids. By default, only enemy mechanoids are enabled to prevent the shredding of friendly mechanoids that may be resurrected. |
Revision as of 08:58, 3 April 2023
Machining table
A work station for assembling machinery like guns and ammunition, or breaking down dead mechanoids.
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
- -350 W
- Cleanliness
- -2
- Facility
- Tool cabinet
- Light Radius
- 2.66
Creation
- Required Research
- Machining
- Skill Required
- Construction 4
- Work To Make
- 3,000 ticks (50 secs)
- thingCategories
- BuildingsProduction
The machining table is an industrial-level production bench that crafters will use to produce a number of items as well as disassemble mechanoids. Like most production benches, the machining table must be configured with one or more bills before a crafting colonist will begin work. It has a cleanliness value of -2.
Acquisition
Machining table can be constructed once the Machining research project has been completed. They require 150 Steel, 5 Components, 3,000 ticks (50 secs) of work, and a Construction skill of 4.
Summary
Pawns will do Smithing work at a machining table. If a 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 items which allows the player to control where they are stored. Up to two nearby tool cabinets can be connected to a machining table to increase work speed.
The table outputs light in a 5 tile radius while it is powered on, with the nearest 2.658 tiles being above 50% light level and considered lit. As the machining table can only be used while it is powered, and it emits light when powered, this means there is no need for additional light sources to prevent work speed penalties to the operator. The light emitted by the table itself is sufficient.
The following items can be crafted at the machining table.
Shred mechanoid
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Needs entries for new Biotech mechs. |
The "shred mechanoid" bill converts mechanoid corpses into usable materials. This requires 300 ticks (5 secs) of work, modified by the Mechanoid Shredding Speed of the pawn doing the shredding but regardless of the type of mechanoid shredded, and produces material dependent on the type of mechanoid shredded, any missing body parts, and the Mechanoid Shredding Efficiency of the shredder. This bill is directly equivalent to the "Smash mechanoid" bill at the crafting spot, with the only difference being that the crafting spot instead takes 450 ticks (7.5 secs) of work. The material returned is the same regardless of the method.
With the Biotech DLC, the bill has options to separately specify whether to shred enemy mechanoids and friendly mechanoids. By default, only enemy mechanoids are enabled to prevent the shredding of friendly mechanoids that may be resurrected.
Mechanoid | Return |
---|---|
Centipede | 30 steel + 10 plasteel |
Termite | 30 steel + 10 plasteel |
Lancer | 15 steel |
Pikeman | 15 steel |
Scyther | 15 steel |
Diabolus | 50 steel + 20 plasteel |
Militor | 10 steel |
Analysis
Build the machining table as soon as you want to craft any of the items that it offers. Machining itself is a particularly vital technology. It allows creation of many items, from ranged weapons to flak vests to EMP grenades, mortar shells, and shield belts. At the very least, it allows you to shred mechanoids for more material than smashing them up in a crafting spot.
While you could loot gear off raiders, this is not nearly as consistent as creating them yourself. Armor will likely be both damaged and tainted, while specialty weapons like EMP grenades are very rarely used. Skilled crafters can create high quality gear, which will surpass what raiders normally bring. Raids from the empire may come with better gear - but they use death acidifiers to prevent the usual looting.