Machining table
A work station for assembling machinery like guns and ammunition, or breaking down dead mechanoids.
Base Stats
- Type
- Building – Production
- Market Value
- 455 [Note]
- 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)
- Resources to make
- 150 + 5
- Deconstruct yield
- 75 + 2 - 3
- Destroy yield
- 37 - 38 + 1 - 2
Technical
- 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[edit]
Machining tables can be constructed once the machining research project has been completed. Each requires 150 Steel, 5 Components, 3,000 ticks (50 secs) of work modified by the construction speed of the builder, and a construction skill of 4.
Summary[edit]
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.
Each machining table is considered dirty with a Cleanliness of −2, 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.
The following items can be crafted at the machining table.
Name |
Materials |
Work to Make |
Required Research |
Type
|
EMP shell
|
15 + 2
|
000,800 ticks (13.33 secs)
|
Microelectronics
|
Crafted resources - Mortar shell |
Firefoam shell
|
25
|
000,800 ticks (13.33 secs)
|
Firefoam
|
Crafted resources - Mortar shell |
High-explosive shell
|
15 + 15
|
000,800 ticks (13.33 secs)
|
Mortars
|
Crafted resources - Mortar shell |
Incendiary shell
|
10 + 20
|
000,800 ticks (13.33 secs)
|
Mortars
|
Crafted resources - Mortar shell |
Smoke shell
|
25
|
000,800 ticks (13.33 secs)
|
Mortars
|
Crafted resources - Mortar shell |
Assault rifle
|
60 + 7
|
040,000 ticks (11.11 mins)
|
Precision rifling
|
Equipment - Weapons |
Autopistol
|
30 + 2
|
005,000 ticks (1.39 mins)
|
Blowback operation
|
Equipment - Weapons |
Bolt-action rifle
|
60 + 3
|
012,000 ticks (3.33 mins)
|
Gunsmithing
|
Equipment - Weapons |
Chain shotgun
|
70 + 5
|
031,000 ticks (8.61 mins)
|
Gas operation
|
Equipment - Weapons |
EMP grenades
|
20 + 6
|
024,000 ticks (6.67 mins)
|
Microelectronics
|
Equipment - Weapons |
EMP launcher
|
75 + 8
|
030,000 ticks (8.33 mins)
|
Microelectronics
|
Equipment - Weapons |
Frag grenades
|
20 + 80
|
012,000 ticks (3.33 mins)
|
Machining
|
Equipment - Weapons |
Heavy SMG
|
75 + 4
|
024,000 ticks (6.67 mins)
|
Gas operation
|
Equipment - Weapons |
Incendiary launcher
|
75 + 4
|
020,000 ticks (5.56 mins)
|
Gunsmithing
|
Equipment - Weapons |
LMG
|
75 + 5
|
034,000 ticks (9.44 mins)
|
Gas operation
|
Equipment - Weapons |
Machine pistol
|
45 + 3
|
011,000 ticks (3.06 mins)
|
Blowback operation
|
Equipment - Weapons |
Minigun
|
160 + 20
|
060,000 ticks (16.67 mins)
|
Multibarrel weapons
|
Equipment - Weapons |
Molotov cocktails
|
25 + 80
|
006,000 ticks (1.67 mins)
|
Machining
|
Equipment - Weapons |
Pump shotgun
|
60 + 3
|
012,000 ticks (3.33 mins)
|
Gunsmithing
|
Equipment - Weapons |
Revolver
|
30 + 2
|
004,000 ticks (1.11 mins)
|
Gunsmithing
|
Equipment - Weapons |
Smoke launcher
|
75 + 4
|
030,000 ticks (8.33 mins)
|
Gunsmithing
|
Equipment - Weapons |
Sniper rifle
|
60 + 8
|
045,000 ticks (12.5 mins)
|
Precision rifling
|
Equipment - Weapons |
Flak helmet
|
40 (Metallic, 400 for SMVs) + 2 + 10
|
008,000 ticks (2.22 mins)
|
Flak armor
|
Gear - Armor |
Flak jacket
|
70 + 50 + 1
|
014,000 ticks (3.89 mins)
|
Flak armor
|
Gear - Armor |
Flak pants
|
60 + 30 + 1
|
009,000 ticks (2.5 mins)
|
Flak armor
|
Gear - Armor |
Flak vest
|
60 + 30 + 1
|
009,000 ticks (2.5 mins)
|
Flak armor
|
Gear - Armor |
Firefoam pop pack
|
20 + 1 + 30
|
001,200 ticks (20 secs)
|
Firefoam
|
Gear - Utility |
Shield belt
|
50 + 20 + 2
|
014,000 ticks (3.89 mins)
|
Shields
|
Gear - Utility |
Smokepop pack
|
20 + 1 + 40
|
001,200 ticks (20 secs)
|
Smokepop packs
|
Gear - Utility |
Cochlear implant
|
20 + 4
|
015,000 ticks (4.17 mins)
|
Prosthetics
|
Medical Items - Body Parts |
Joywire
|
20 + 4
|
015,000 ticks (4.17 mins)
|
Brain wiring
|
Medical Items - Body Parts |
Painstopper
|
20 + 4
|
015,000 ticks (4.17 mins)
|
Brain wiring
|
Medical Items - Body Parts |
Power claw
|
40 + 8
|
015,000 ticks (4.17 mins)
|
Specialized limbs
|
Medical Items - Body Parts |
Prosthetic arm
|
40 + 4
|
015,000 ticks (4.17 mins)
|
Prosthetics
|
Medical Items - Body Parts |
Prosthetic heart
|
25 + 4
|
015,000 ticks (4.17 mins)
|
Prosthetics
|
Medical Items - Body Parts |
Prosthetic leg
|
40 + 4
|
015,000 ticks (4.17 mins)
|
Prosthetics
|
Medical Items - Body Parts |
Turret pack
|
70 + 2
|
010,000 ticks (2.78 mins)
|
Turret pack
|
Gear - Utility |
Tox shell
|
10 + 10
|
000,800 ticks (13.33 secs)
|
Tox gas
|
Crafted resources - Mortar shell |
Tox grenades
|
20 + 6
|
024,000 ticks (6.67 mins)
|
Tox gas
|
Equipment - Weapons |
Toxbomb launcher
|
75 + 4
|
030,000 ticks (8.33 mins)
|
Tox gas
|
Equipment - Weapons |
Mechcommander helmet
|
60 + 6 + 1
|
015,750 ticks (4.38 mins)
|
Standard mechtech
|
Gear - Armor |
Airwire headset
|
50 + 4
|
002,100 ticks (35 secs)
|
Basic mechtech
|
Gear - Clothing |
Array headset
|
50 + 8
|
002,100 ticks (35 secs)
|
Standard mechtech
|
Gear - Clothing |
Gas mask
|
20 + 20
|
006,000 ticks (1.67 mins)
|
Machining
|
Gear - Clothing |
Bandwidth pack
|
50 + 8 + 2
|
003,200 ticks (53.33 secs)
|
Standard mechtech
|
Gear - Utility |
Control pack
|
100 + 6
|
003,200 ticks (53.33 secs)
|
Basic mechtech
|
Gear - Utility |
Tox pack
|
10 + 1 + 35
|
003,600 ticks (1 min)
|
Tox gas
|
Gear - Utility |
Control sublink (high)
|
1 + 3 + 3
|
003,200 ticks (53.33 secs)
|
High mechtech
|
Medical Items - Body Parts |
Control sublink (standard)
|
1 + 4
|
003,200 ticks (53.33 secs)
|
Standard mechtech
|
Medical Items - Body Parts |
Mech gestation processor
|
1 + 6
|
003,200 ticks (53.33 secs)
|
Standard mechtech
|
Medical Items - Body Parts |
Remote repairer
|
1 + 6
|
003,200 ticks (53.33 secs)
|
High mechtech
|
Medical Items - Body Parts |
Remote shielder
|
1 + 6
|
003,200 ticks (53.33 secs)
|
High mechtech
|
Medical Items - Body Parts |
Repair probe
|
1 + 2
|
003,200 ticks (53.33 secs)
|
Ultra mechtech
|
Medical Items - Body Parts |
Jump pack
|
30 + 3 + 100
|
014,000 ticks (3.89 mins)
|
Jump packs
|
Gear - Utility |
Low-shield pack
|
1 + 1
|
014,000 ticks (3.89 mins)
|
Shields
|
Gear - Utility |
Drill arm
|
60 + 8
|
015,000 ticks (4.17 mins)
|
Specialized limbs
|
Medical Items - Body Parts |
Elbow blade
|
40 + 7
|
015,000 ticks (4.17 mins)
|
Compact weaponry
|
Medical Items - Body Parts |
Field hand
|
60 + 8
|
015,000 ticks (4.17 mins)
|
Specialized limbs
|
Medical Items - Body Parts |
Hand talon
|
40 + 7
|
015,000 ticks (4.17 mins)
|
Compact weaponry
|
Medical Items - Body Parts |
Knee spike
|
40 + 7
|
015,000 ticks (4.17 mins)
|
Compact weaponry
|
Medical Items - Body Parts |
Mindscrew
|
15 + 4
|
015,000 ticks (4.17 mins)
|
Brain wiring
|
Medical Items - Body Parts |
Venom fangs
|
40 + 7
|
015,000 ticks (4.17 mins)
|
Poison synthesis
|
Medical Items - Body Parts |
Venom talon
|
40 + 7
|
015,000 ticks (4.17 mins)
|
Poison synthesis
|
Medical Items - Body Parts |
Unfinished piece of armor
Shred mechanoid[edit]
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 900 ticks (15 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.
Analysis[edit]
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.