Difference between revisions of "Electric tailor bench"
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{|class="wikitable" style="text-align: center;" | {|class="wikitable" style="text-align: center;" | ||
|+ Clothing items that can be crafted | |+ Clothing items that can be crafted | ||
− | ! Item !! | + | ! Item !! Work Amount !! Materials Needed !! Materials !! Base Market Value |
|- | |- | ||
− | | [[Clothing#Cowboy_Hat|Cowboy hat]] || 25 || | + | | [[Clothing#Cowboy_Hat|Cowboy hat]] || 50 || 25 || All Textiles || || |
|- | |- | ||
− | | [[Clothing#Tuque|Tuque]] || 25 || | + | | [[Clothing#Tuque|Tuque]] || 14 || 25 || All Textiles; No Leathers|| || |
|- | |- | ||
− | | [[Clothing#Pants|Pants]] || 50|| | + | | [[Clothing#Pants|Pants]] || 117|| 50 || All Textiles || || |
|- | |- | ||
− | | [[Clothing#T-Shirt|T-Shirt]] || 50 || | + | | [[Clothing#T-Shirt|T-Shirt]] || 80 || 50 || All Textiles || || |
|- | |- | ||
− | | [[Clothing#Button-Down Shirt|Button-Down Shirt]] || 55 || | + | | [[Clothing#Button-Down Shirt|Button-Down Shirt]] || 134 || 55 || All Textiles || || |
|- | |- | ||
− | | [[Clothing#Duster|Duster]] || 80 || | + | | [[Clothing#Duster|Duster]] || 400 || 80 || All Textiles || || |
|- | |- | ||
− | | [[Clothing#Jacket|Jacket]] || 70 || | + | | [[Clothing#Jacket|Jacket]] || 284 || 70 || All Textiles || || |
|- | |- | ||
− | | [[Clothing#Parka|Parka]] || 120 || | + | | [[Clothing#Parka|Parka]] || 367 || 120 || All Textiles || || |
|- | |- | ||
− | | [[Clothing#Tribalwear|Tribalwear]] || 35 || | + | | [[Clothing#Tribalwear|Tribalwear]] || 34 || 35 || All Textiles || || |
|} | |} | ||
Revision as of 04:22, 25 September 2015
Tailor's workbench
Base Stats
- Type
- Production – Clothing
- HP
- 180
Building
- Size
- 1
- Placeable
- Y
- Power
- - 120 W
The tailor's workbench is used by colonists assigned to tailoring to produce clothing. Like other production stations, a bill must be created to specify what items are to be produced and what materials may be used. Materials that may be used are leather, cloth, devilstrand, and hyperweave. Each clothing item produced has a certain quality depending on the crafting skill of the colonist (see Quality for a detailed chart). An item's market value is determined by its material substance and its quality.
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. 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.
Item | Work Amount | Materials Needed | Materials | Base Market Value | |
---|---|---|---|---|---|
Cowboy hat | 50 | 25 | All Textiles | ||
Tuque | 14 | 25 | All Textiles; No Leathers | ||
Pants | 117 | 50 | All Textiles | ||
T-Shirt | 80 | 50 | All Textiles | ||
Button-Down Shirt | 134 | 55 | All Textiles | ||
Duster | 400 | 80 | All Textiles | ||
Jacket | 284 | 70 | All Textiles | ||
Parka | 367 | 120 | All Textiles | ||
Tribalwear | 34 | 35 | All Textiles |
A tailor's workbench can be made out of various materials.
Material | Steel Cost | Cost | Hit Points | Flammability (%) | Beauty |
---|---|---|---|---|---|
Steel | 125 | - | 180 | 20 | 0 |
Plasteel | 50 | 75 | 505 | 10 | 0 |
Wood | 50 | 75 | 90 | 100 | 0 |
Gold | 50 | 1500 | 108 | 20 | 0 |
Silver | 50 | 1500 | 126 | 20 | 0 |
Uranium | 50 | 1500 | 450 | 0 | 0 |