Difference between revisions of "Electric smithy"

From RimWorld Wiki
Jump to navigation Jump to search
m
Line 1: Line 1:
<onlyinclude>
+
<onlyinclude>{{infobox main|production|
{{infobox main|production|
 
 
|name = Electric smithy
 
|name = Electric smithy
 
|image = TableSmithing.png|Electric smithy
 
|image = TableSmithing.png|Electric smithy
Line 14: Line 13:
 
|resources to make = {{icon|metal|100}} + {{icon|component|4}}
 
|resources to make = {{icon|metal|100}} + {{icon|component|4}}
 
|deconstruct yield = {{icon|metal|75}} + {{icon|component|3}}
 
|deconstruct yield = {{icon|metal|75}} + {{icon|component|3}}
}}</onlyinclude>
+
}}</onlyinclude>{{Info|An '''electric smithy''' is used by [[Menus#Smith|smiths]] to create melee or neolithic weapons.  It requires the smithing [[research]] before it can be built. Weapons are producing using Bills. Weapons can be made out of most [[material]]. Different materials provide certain modifiers that may improve or worsen the weapon's damage. The weapon's damage is also modified by its quality. Better quality items are produced by colonists with a higher smithing skill. See [[Quality]].
 
 
 
 
{{Info|An '''electric smithy''' is used by [[Menus#Smith|smiths]] to create melee or neolithic weapons.  It requires the smithing [[research]] before it can be built. Weapons are producing using Bills. Weapons can be made out of most [[material]]. Different materials provide certain modifiers that may improve or worsen the weapon's damage. The weapon's damage is also modified by its quality. Better quality items are produced by colonists with a higher smithing skill. See [[Quality]].
 
 
}}<!-- Comment placed for readability and to prevent extra line break.
 
}}<!-- Comment placed for readability and to prevent extra line break.
 
-->If a smithing job is interrupted for any reason the crafter will drop the piece 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 inspect pane indicates the name of the piece's crafter and how much work is remaining. The stockpile filter includes an entry for unfinished weapons (under >Items >Unfinished) which allows the player to control where they are stored.
 
-->If a smithing job is interrupted for any reason the crafter will drop the piece 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 inspect pane indicates the name of the piece's crafter and how much work is remaining. The stockpile filter includes an entry for unfinished weapons (under >Items >Unfinished) which allows the player to control where they are stored.
 
  
 
{| {{STDT|sortable c_06 text-center}}
 
{| {{STDT|sortable c_06 text-center}}
Line 56: Line 51:
 
|-
 
|-
 
|}
 
|}
 
  
 
[[Weapons#Material .2F Quality Modifiers|Weapon Modifiers]]
 
[[Weapons#Material .2F Quality Modifiers|Weapon Modifiers]]
 
  
 
{| {{STDT|sortable c_06 text-center}}
 
{| {{STDT|sortable c_06 text-center}}

Revision as of 03:41, 19 December 2020

Electric smithy

Electric smithy

A workbench equipped for weapons and tools production.

Base Stats

Type
ProductionWeapons
HP
180

Building

Size
1 × 3
Placeable
Yes
Power
- 210 W
Facility
Tool cabinet

Creation

Deconstruct yield
Steel 75 + Component 3

An electric smithy is used by smiths to create melee or neolithic weapons. It requires the smithing research before it can be built. Weapons are producing using Bills. Weapons can be made out of most material. Different materials provide certain modifiers that may improve or worsen the weapon's damage. The weapon's damage is also modified by its quality. Better quality items are produced by colonists with a higher smithing skill. See Quality.

If a smithing job is interrupted for any reason the crafter will drop the piece 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 inspect pane indicates the name of the piece's crafter and how much work is remaining. The stockpile filter includes an entry for unfinished weapons (under >Items >Unfinished) which allows the player to control where they are stored.

Item Material needed Work to make Base Value Value/Work Value/Material
Gladius 50 134 123.80 0.924 2.460
Longsword 100 300 255.00 0.850 2.550
Knife 30 30 63.48 2.116 2.116
Spear 75 200 185.70 0.928 2.476
Mace 50 100 116.60 1.166 2.332
Club 40 20 80.32 4.016 2.008
Short bow 30 40 44.64 1.116 1.488
Pila 70 117 109.20 0.933 1.560
Great bow 50 150 92.40 0.616 1.848
Recurve bow 40 84 66.00 0.786 1.650

Weapon Modifiers

Material Cooldown Blunt Sharp
Sandstone 1.35 1.00 0.65
Granite 1.35 1.00 0.65
Limestone 1.35 1.00 0.65
Slate 1.35 1.00 0.65
Marble 1.35 1.00 0.65
Silver 1.00 1.10 0.50
Gold 1.10 1.15 0.30
Steel 1.00 1.00 1.00
Plasteel 0.80 1.00 1.20
Wood 0.90 0.80 0.30
Uranium 1.35 1.40 1.10
Jade 1.10 1.50 0.80


Quality Base Damage Modifier
Awful 0.40
Shoddy 0.70
Poor 0.85
Normal 1.00
Good 1.10
Superior 1.30
Excellent 1.50
Masterwork 1.70
Legendary 2.10