Difference between revisions of "Electric smithy"
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| power = -210 | | power = -210 | ||
| terrain affordance = medium | | terrain affordance = medium |
Latest revision as of 14:18, 16 January 2024
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
- Heat Per Second
- 4
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[edit]
Electric smithies can be constructed once the electricity and smithing research projects have been completed. Each requires 100 Steel, 3 Components, 3,000 ticks (50 secs) of work modified by the construction speed of the builder, and a construction skill of 5.
Summary[edit]
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.
Each electric smithy is considered dirty with a Cleanliness of −3, applied to the bottom-left-most tile from the player's perspective, regardless of orientation. This reduces the average cleanliness of the room it occupies.
Bills[edit]
The following items can be crafted at the electric smithy:
Analysis[edit]
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 it is researched just after Smithing. If you are using melee, then smithies can be useful, allowing access to powerful melee weapons like maces. But if you don't plan on using melee, then smithies can often 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, if you weren't making melee weapons in the first place, building the smithy can wait until you have a noble that needs said instruments.
Electric smithies cost 3 components more than a fueled smithy, but don't require constant refueling. If wood is scarce, or if you plan to use the smithy a lot, then the electric variant should be used. If electricity is unavailable, or if you only need to create a single piano, then the fueled smithy can be created instead.