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{{Infobox main|production
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<onlyinclude>{{infobox main|production|
| name = Electric tailor bench
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|name = Electric tailoring bench
| image = Table tailor electric north.png
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|image = TableTailor.png|Electric tailoring bench
| imagesize = 192px
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|imagesize = 192px
| description = A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 50% of normal speed.
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|description = "A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 40% of normal speed."
| type = Building
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|type = Production
| type2 = Production
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|type2 = Clothing
| placeable = true
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|placeable = Yes
| path cost = 50
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|rotatable = Yes
| passability = pass through only
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|size = 1 ˣ 3
| cover = 0.5
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|hp = 180
| minifiable = true
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|power = -120
| size = 3 ˣ 1
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|facility = tool cabinet
| mass base = 20
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|resources to make = {{icon|steel|50}} + {{icon|buildingmat|75}} + {{icon|component|2}}
| flammability = 1
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|deconstruct yield = {{icon|metal|38}} + {{icon|buildingmat|56}} + {{icon|component|1}}
| hp = 180
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}}</onlyinclude>{{Info|The '''electric tailoring bench''' is used by [[Menus#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-tailoring 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.
| sell price multiplier = 0.7
 
| power = -120
 
| unpowered work speed factor = 0.5
 
| terrain affordance = medium
 
| facility = tool cabinet
 
| research = Electricity, complex clothing
 
| skill 1 = Construction
 
| skill 1 level = 4
 
| work to make = 2500
 
| stuff tags = Metallic, Woody
 
| resource 1 = Stuff
 
| resource 1 amount = 75
 
| resource 2 = Steel
 
| resource 2 amount = 50
 
| resource 3 = Component
 
| resource 3 amount = 2
 
}}
 
{{Info|The '''electric tailor bench''' is used by [[Work#Tailor|tailors]] to produce [[clothing]]. It is a [[power]]ed version of the [[hand tailor bench]].}}
 
  
== Acquisition ==
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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.
{{Acquisition}}
 
  
== Summary ==
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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.
{{See also|Hand tailor bench}}
 
[[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]]
 
  
Electric tailor benches allow you to create [[apparel]] items from [[textile]]s, which counts as [[Work#Tailor|Tailoring]] work. The [[quality]] of apparel is determined by [[Crafting]] skill.  
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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.
  
If a job is interrupted for any reason, the tailor will drop the piece, usually on the workbench, and it will be in an unfinished state until they finish it. A pawn cannot work on another pawn's clothing. The piece will indicate the name of the tailor 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. It can connect to up to 2 [[tool cabinet]]s to increase work speed.
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Up to two nearby [[tool cabinet]]s can be connected to an electric tailoring bench to increase work speed.
  
When powered, an electric tailor bench has a [[Property:Work Speed Factor|Work Speed Factor]] of 100%, meaning all the bills take the listed amount of time to complete. When unpowered, Work Speed Factor is reduced to 50%, half speed, the same as a [[hand tailor bench]].
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{|class="wikitable sortable" style="text-align: center;"
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|+ '''Clothing items that can be crafted'''
 +
! Item !! Work Amount !! Materials Needed !! Weight !! Materials !! Base Market Value !! Value/Work !! Value/Materials !! Value/Weight
 +
|-
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| [[Cowboy hat]] || 30 || 25 || 0.14 || Textiles || 44 || 1.47 || 1.76 || 314.29
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|-
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| [[Bowler hat]] || 30 || 20 || 0.14 || Textiles || 36 || 1.20 || 1.80 || 257.14
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|-
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| [[Tribal headdress]] || 100 || 50 || 0.11 || Textiles, no leather || 97 || 0.97 || 1.94 || 881.82
 +
|-
 +
| [[Tuque]] || 20 || 20 || 0.07 || Textiles, no leather || 34 || 1.70 || 1.70 || 485.71
 +
|-
 +
| [[War mask]] || 50 || 25 || 1.40 || Wood || 38 || 0.76 || 1.52 || 27.14
 +
|-
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| [[War veil]] || 24 || 20 || 0.08 || Textiles, no leather || 35 || 1.46 || 1.75 || 437.50
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|-
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| [[Tribalwear]] || 30 || 60 || 0.50 || Textiles || 96 || 3.20 || 1.60 || 192.00
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|-
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| [[Parka]] || 134 || 80 || 2.00 || Textiles || 149 || 1.11 || 1.86 || 74.50
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|-
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| [[Pants]] || 27 || 40 || 0.50 || Textiles || 66 || 2.44 || 1.65 || 132.00
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|-
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| [[T-shirt]] || 27 || 40 || 0.25 || Textiles || 66 || 2.44 || 1.65 || 264.00
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|-
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| [[Button-down shirt]] || 45 || 45 || 0.30 || Textiles || 77 || 1.71 || 1.71 || 256.67
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|-
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| [[Duster]] || 167 || 80 || 2.00 || Textiles || 156 || 0.93 || 1.95 || 78.00
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|-
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| [[Jacket]] || 117 || 70 || 1.70 || Textiles || 130 || 1.11 || 1.86 || 76.47
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|-
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| [[Formal shirt]] {{RoyaltyIcon}} || 100 || 65 || 0.25 || Textiles || 119 || 1.19 || 1.83 || 476.00
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|-
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| [[Corset]] {{RoyaltyIcon}} / [[Formal vest]] {{RoyaltyIcon}} || 200 || 45 || 0.75 || Textiles || 111 || 0.56 || 2.47 || 148.00
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|-
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| [[Prestige robe]] {{RoyaltyIcon}} || 334 || 100 || 0.75 || Textiles || 220 || 0.66 || 2.20 || 293.33
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|-
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| [[Ladies hat]] {{RoyaltyIcon}} / [[Top hat]] {{RoyaltyIcon}} || 100 || 50 || 0.10 || Textiles || 97 || 0.97 || 1.94 || 970.00
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|-
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| [[Cape]] {{RoyaltyIcon}} || 267 || 80 || 2.00 || Textiles || 178 || 0.67 || 2.23 || 89.00
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|-
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| [[Beret]] {{RoyaltyIcon}} || 67 || 35 || 0.10 || Textiles || 67 || 1.00 || 1.91 || 670.00
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|}
  
=== Bills ===
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== Construction ==
{{Recipe List}}
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Construction requirements include steel and components. The principal material can be wood or any kind of metal. The material chosen does not affect the speed to tailor clothing items.
  
== Analysis ==
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{| {{STDT| sortable c_25 text-center}}
A hand tailor bench or electric tailor bench are the only ways for a colony to create its own clothing. The electric tailor bench is twice as fast when powered, and only costs {{Icon Small|steel}} 50 [[steel]] and {{Icon Small|component}} 2 [[component]]s more, which usually makes it better. Clothing helps prevent nudity, and any colonist can receive a slight amount of protection from quality [[button-down shirt]]s and [[pants]]. In the mid-game / late-game, [[devilstrand]] [[duster]]s are a strong option for protective gear, since they can be worn with a [[flak vest]].
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! Material !! Cost !! Hit Points !! Flammability (%) !! Beauty !! Work to Build
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|-
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| style="text-align:left; font-weight:bold" | Steel || {{icon|steel|125}} + {{icon|component|3}} || 180 || 20 || 0 || 42
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|-
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| style="text-align:left; font-weight:bold" | Plasteel || {{icon|steel|50}} + {{icon|component|3}} + {{icon|plasteel|75}} || 505 || 10 || 0 || 84
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|-
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| style="text-align:left; font-weight:bold" | Wood || {{icon|steel|50}} + {{icon|component|3}} + {{icon|wood|75}} || 90 || 100 || 0 || 30
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|-
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| style="text-align:left; font-weight:bold" | Gold || {{icon|steel|50}} + {{icon|component|3}} + {{icon|gold|750}} || 108 || 20 || 0 || 55
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|-
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| style="text-align:left; font-weight:bold" | Silver || {{icon|steel|50}} + {{icon|component|3}} + {{icon|silver|750}} || 126 || 20 || 0 || 50
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|-
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| style="text-align:left; font-weight:bold" | Uranium || {{icon|steel|50}} + {{icon|component|3}} + {{icon|uranium|750}} || 450 || 0 || 0 || 80
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|}
  
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, and you can leave the inferior quality clothes to sell.
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{{nav|production|wide}}
 
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[[Category:Production]]
{{Building Stats Table}}
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[[Category:Clothing]]
 
 
{{Nav|production|wide}}
 
[[Category:Production]] [[Category:Apparel Production]]
 

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