Difference between revisions of "Electric tailor bench"
m (Redid the table. Some of the numbers were wrong. Added what materials could be used. Had Rimworld game opened at the time of editing. Also used Excel to keep track of the numbers.) |
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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. | 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. | ||
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+ | An effective tool as of Alpha 11 for ensuring that only quality garments from a tailors workbench are retained is to build a nearby crematorium. Set your crematorium to burn all clothing below a certain quality threshold. Before you do this take some time to ensure that there is enough clothing for all of colonists to wear. When paired with custom outfits, you can ensure that everyone is wearing the highest quality clothing. | ||
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Revision as of 19:02, 1 October 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.
An effective tool as of Alpha 11 for ensuring that only quality garments from a tailors workbench are retained is to build a nearby crematorium. Set your crematorium to burn all clothing below a certain quality threshold. Before you do this take some time to ensure that there is enough clothing for all of colonists to wear. When paired with custom outfits, you can ensure that everyone is wearing the highest quality clothing.
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 |