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{{Infobox main|production
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{{infobox main|production|
 
| name = Crafting spot
 
| name = Crafting spot
| image = Crafting spot.png
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| 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 ==
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==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 ===
{{Stub|section=1|reason=Needs entries for new Biotech mechs}}
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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.
The "smash mechanoid" bill converts [[mechanoid]] [[corpse]]s into usable [[materials]]. This requires {{Ticks|450/{{P|Work Speed Factor}}}} of work, modified by the [[Mechanoid Shredding Speed]] of the pawn doing the shredding but regardless of the type of mechanoid smashed, and produces material dependent on the type of mechanoid smashed, any missing body parts, and the [[Mechanoid Shredding Efficiency]] of the smasher. This bill is directly equivalent to the [[Machining table#Shred mechanoid|"Smash mechanoid"]] bill at the machining table, with the only difference being that the machining table instead takes {{Ticks|300}} 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 smash enemy mechanoids and friendly mechanoids. By default, only enemy mechanoids are enabled to prevent the smashing of friendly mechanoids that may be resurrected.
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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.
 
 
{| class="wikitable mw-collapsible we-collapsed"
 
|+ style="white-space: nowrap;" | Shredding/Smashing returns by Mechanoid
 
|-
 
! Mechanoid !! Return
 
|-
 
| [[Centipede]] || {{Icon Small|steel}} 30 [[steel]] + {{Icon Small|plasteel}} 10 [[plasteel]]
 
|-
 
| [[Termite]] || {{Icon Small|steel}} 30 [[steel]] + {{Icon Small|plasteel}} 10 [[plasteel]]
 
|-
 
| [[Lancer]] || {{Icon Small|steel}} 15 [[steel]]
 
|-
 
| [[Pikeman]] || {{Icon Small|steel}} 15 [[steel]]
 
|-
 
| [[Scyther]] || {{Icon Small|steel}} 15 [[steel]]
 
|-
 
| [[Diabolus]]{{BiotechIcon}} || {{Icon Small|steel}} 50 [[steel]] + {{Icon Small|plasteel}} 20 [[plasteel]]
 
|-
 
| [[Militor]]{{BiotechIcon}} || {{Icon Small|steel}} 10 [[steel]]
 
|}
 
  
 
== 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.
  
They can be useful in [[caravan]] trips with [[mechanoid]] corpses. Mechanoid corpses will be much heavier than steel and plasteel they yield. Smashing them first will allow you to carry more items out to your caravan.
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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.
 
 
Crafting spots work slower, so they have a niche in training the Crafting skill. Skill XP is earned based on the time spent crafting. Since crafting spots take longer, they will give more XP. Craft [[club]]s and the like in a dark room, with poor [[temperature]] (below {{Temperature|10}} or above {{Temperature|35}}), for the slowest results.
 
  
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{{nav|production|wide}}
[[Category:Production]] [[Category:Drug Production]] [[Category:Apparel Production]]
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[[Category:Production]] [[Category:Drug Production]]

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