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− | {{ | + | {{infobox main|production| |
| name = Crafting spot | | name = Crafting spot | ||
− | | image = Crafting spot.png | + | | image = Crafting spot.png|Crafting spot |
| description = A place for crafting simple items like knives or bows. Production here is slow because of the lack of tools. | | description = A place for crafting simple items like knives or bows. Production here is slow because of the lack of tools. | ||
| type = Building | | type = Building | ||
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Crafting spots do not require a colonist to construct or [[deconstruct]], nor is there a cost, build time, or [[skill]] requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player. | Crafting spots do not require a colonist to construct or [[deconstruct]], nor is there a cost, build time, or [[skill]] requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player. | ||
− | == Summary == | + | ==Summary== |
The following items can be crafted at the crafting spot. Note that the crafting spot has a [[Property:Work Speed Factor|Work Speed Factor]] of {{P|Work Speed Factor}}, meaning that all bills will take {{#expr:1/{{P|Work Speed Factor}} round 1}}x as long as at most other work stations. | The following items can be crafted at the crafting spot. Note that the crafting spot has a [[Property:Work Speed Factor|Work Speed Factor]] of {{P|Work Speed Factor}}, meaning that all bills will take {{#expr:1/{{P|Work Speed Factor}} round 1}}x as long as at most other work stations. | ||
{{Recipe List}} | {{Recipe List}} | ||
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=== Smash mechanoid === | === Smash mechanoid === | ||
− | + | In addition to being used to craft the items mentioned above, the crafting spot can also be used to smash [[mechanoids]]. This allows tribals to break down [[mechanoid]] corpses without a [[machining table]], albeit at a slower rate. The materials returned are the same regardless of which option is chosen, only the time taken changes. | |
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− | + | The "smash mechanoid" bill is fulfilled when a colonist brings a mechanoid corpse here to be converted into usable [[materials]]. This requires will {{ticks|450}} of work, modified by the [[Mechanoid Shredding Speed]] of the pawn doing the smashing, and produces some steel, plasteel and components depending on the specific type of mechanoid smashed and the [[Mechanoid Shredding Efficiency]] of the smasher. | |
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== Analysis == | == Analysis == | ||
While vital in some circumstances, any long-term colony should quickly replace crafting spots with dedicated work stations of the relevant types. While [[tool cabinet]]s are effective on crafting spots, it is far more effective to dedicate those resources instead to creating those dedicated stations. However, if cabinets are already available and a spot is necessary, then there is little reason not to place spots in range. | While vital in some circumstances, any long-term colony should quickly replace crafting spots with dedicated work stations of the relevant types. While [[tool cabinet]]s are effective on crafting spots, it is far more effective to dedicate those resources instead to creating those dedicated stations. However, if cabinets are already available and a spot is necessary, then there is little reason not to place spots in range. | ||
− | + | Crafting spots work slower, so they have a niche in training the Crafting skill. Skill XP is earned based on time crafting, so crafting spots will give more XP. Craft [[club]]s and the like in a dark room, with poor [[temperature]] (below {{Temperature|-1}} or above {{Temperature|35}}), for the slowest results. | |
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− | Crafting spots work slower, so they have a niche in training the Crafting skill. Skill XP is earned based on | ||
− | {{ | + | {{nav|production|wide}} |
− | [[Category:Production]] [[Category:Drug | + | [[Category:Production]] [[Category:Drug Production]] |