Difference between revisions of "Electric tailor bench"
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|type = Production | |type = Production | ||
|type2 = Clothing | |type2 = Clothing | ||
− | |placeable = | + | |placeable = Yes |
+ | |rotatable = Yes | ||
|size = 1|3 | |size = 1|3 | ||
− | |hp = 180 | + | |hp = 180 |
− | |power = - 120 | + | |power = -120 |
− | |buy = {{icon|steel|50}} + {{icon| | + | |buy = {{icon|steel|50}} + {{icon|buildingmat|75}} + {{icon|component|3}} |
− | |sell = {{icon|metal|37}} + {{icon| | + | |sell = {{icon|metal|37}} + {{icon|buildingmat|56}} + {{icon|component|3}} |
}}</onlyinclude> | }}</onlyinclude> | ||
Revision as of 02:21, 24 July 2016
Electric tailoring workbench
"A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 40% of normal speed."
Base Stats
- Type
- Production – Clothing
- HP
- 180
- Rotatable
- Yes
Building
- Size
- 1
- Placeable
- Yes
- 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, deterioration rate, defense rating and temperature resistance are all determined by the material substance and crafting quality.
Grown Cloth is the baseline material used for tailoring, being easy to grow and providing mundane stats across the board. Devilstrand by comparison is extremely difficult to grow and not useful for equipping a starting colony. Leather based apparel typically has improved defense ratings while domesticated animal wool has excellent temperature tolerance for extreme climates.
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 | 62 |
Tuque | 14 | 25 | All Textiles; No Leathers | 53.20 |
Pants | 117 | 50 | All Textiles | 128 |
T-Shirt | 80 | 50 | All Textiles | 119.20 |
Button-Down Shirt | 134 | 55 | All Textiles | 142 |
Duster | 400 | 80 | All Textiles | 255 |
Jacket | 284 | 70 | All Textiles | 210 |
Parka | 367 | 120 | All Textiles | 330 |
Tribalwear | 34 | 35 | All Textiles | 78 |
Construction
Electric tailoring workbenches can be constructed from several materials. The material chosen does not affect the speed to tailor clothing items.
Name | Cost | Hit Points | Flammability (%) | Beauty | Work to Build |
---|---|---|---|---|---|
Steel electric tailoring bench | 125 | 180 | 20 | 0 | 42 |
Plasteel electric tailoring bench | 50 + 75 | 505 | 10 | 0 | 84 |
Wood electric tailoring bench | 50 + 75 | 90 | 100 | 0 | 30 |
Gold electric tailoring bench | 50 + 1500 | 108 | 20 | 0 | 55 |
Silver electric tailoring bench | 50 + 1500 | 126 | 20 | 0 | 50 |
Uranium electric tailoring bench | 50 + 1500 | 450 | 0 | 0 | 80 |