Editing Electric tailor bench
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{ | + | {{Rewrite|reason='''Format standardization needed'''}}{{infobox main|production| |
− | | name = Electric tailor bench | + | |name = Electric tailor bench |
− | | image = Table tailor electric north.png | + | |image = Table tailor electric north.png|Electric tailor bench |
− | | imagesize = 192px | + | |imagesize = 192px |
− | | description = A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 50% of normal speed. | + | |description = A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 50% of normal speed. |
− | | type = Building | + | |type = Building |
− | | type2 = Production | + | |type2 = Production |
− | | placeable = true | + | |placeable = true |
− | | path cost = 50 | + | |path cost = 50 |
− | | passability = pass through only | + | |passability = pass through only |
− | | cover = 0.5 | + | |cover = 0.5 |
− | | minifiable = true | + | |minifiable = true |
− | | size = 3 ˣ 1 | + | |size = 3 ˣ 1 |
− | | mass base = 20 | + | |mass base = 20 |
− | | flammability = 1 | + | |flammability = 1 |
− | | hp = 180 | + | |hp = 180 |
− | | sell price multiplier = 0.7 | + | |sell price multiplier = 0.7 |
− | | power = -120 | + | |power = -120 |
| unpowered work speed factor = 0.5 | | unpowered work speed factor = 0.5 | ||
− | | terrain affordance = medium | + | |terrain affordance = medium |
− | | facility = tool cabinet | + | |facility = tool cabinet |
− | | research = Electricity, complex clothing | + | |research = Electricity, complex clothing |
− | | skill 1 = Construction | + | |skill 1 = Construction |
− | | skill 1 level = 4 | + | |skill 1 level = 4 |
− | | work to make = 2500 | + | |work to make = 2500 |
− | | stuff tags = Metallic, Woody | + | |stuff tags = Metallic, Woody |
− | | resource 1 = Stuff | + | |resource 1 = Stuff |
− | | resource 1 amount = 75 | + | |resource 1 amount = 75 |
− | | resource 2 = Steel | + | |resource 2 = Steel |
− | | resource 2 amount = 50 | + | |resource 2 amount = 50 |
− | | resource 3 = Component | + | |resource 3 = Component |
− | | resource 3 amount = 2 | + | |resource 3 amount = 2 |
− | }} | + | }}{{Info|The '''electric tailor bench''' is used by [[Work#Tailor|tailors]] to produce [[clothing]]. It can still operate without electricity, but at a reduced production speed slower than that of its non-electric counterpart, the [[hand tailor bench]].}} Like other production stations, a bill must be created to specify what items are to be produced and what [[textiles]] may be used. Materials that are used to make clothing are [[textiles]], which consists of [[leathers]] and [[fabrics]]. The only exception is tuques, which can only be crafted from [[fabrics]]. Each clothing item produced has a certain [[quality]] depending on the crafting skill of the colonist. An item's market value, deterioration rate, defense rating and temperature resistance are all determined by the material substance and crafting quality. |
− | {{Info|The '''electric tailor bench''' is used by [[Work#Tailor|tailors]] to produce [[clothing]]. It | ||
− | + | Grown [[cloth]] is the baseline material used for tailoring, being easy to grow and providing mundane stats across the board. [[Devilstrand]] by comparison provides much better protection, but is extremely difficult and slow 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 and only 1 unfinished piece can be made per bill. 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. Unfinished pieces can be cancelled at any point to return 75% of the materials. | |
− | |||
− | |||
− | + | An effective tool for ensuring that only quality garments from a tailoring bench are retained is to set your colonists to only wear clothes above a certain quality level using the 'Assign' tab. This way, you can ensure they only wear the best clothes, while leaving the inferior quality clothes to sell. | |
− | + | Up to two nearby [[tool cabinet]]s can be connected to an electric tailoring bench to increase work speed. | |
− | + | == Acquisition == | |
+ | It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the research [[Research#Electricity|Electricity]] and Complex Clothing has been completed. | ||
− | == | + | == Summary == |
+ | Electric tailor benches won't count [[Apparel#Tainted_apparel|tainted products]] towards ''do until you have X'' bills. | ||
+ | The following items can be crafted at the {{LC:{{PAGENAME}}}}. | ||
{{Recipe List}} | {{Recipe List}} | ||
− | + | {{Building Material Table}} | |
− | |||
− | |||
− | |||
− | |||
− | {{Building | ||
− | {{ | + | {{nav|production|wide}} |
− | [[Category:Production]] [[Category: | + | [[Category:Production]] |
+ | [[Category:Clothing]] |