Difference between revisions of "Electric tailor bench"

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(Added tribal equipment)
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| [[Bowler hat]] || 30 || 20 || 0.14 || Textiles || 36 || 1.20 || 1.80 || 257.14
 
| [[Bowler hat]] || 30 || 20 || 0.14 || Textiles || 36 || 1.20 || 1.80 || 257.14
 
|-
 
|-
| [[Tuque]] || 20 || 20 || 0.07 || Textiles, no Leather || 34 || 1.70 || 1.70 || 485.71
+
| [[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
 +
|-
 +
| [[War veil]] || 24 || 20 || 0.08 || Textiles, no leather || 35 || 1.46 || 1.75 || 437.50
 
|-
 
|-
 
| [[Tribalwear]] || 30 || 60 || 0.50 || Textiles || 96 || 3.20 || 1.60 || 192.00
 
| [[Tribalwear]] || 30 || 60 || 0.50 || Textiles || 96 || 3.20 || 1.60 || 192.00

Revision as of 00:15, 5 January 2021

Electric tailoring bench

Electric tailoring bench

"A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 40% of normal speed."

Base Stats

Type
ProductionClothing
HP
180
Rotatable
Yes

Building

Size
1 × 3
Placeable
Yes
Power
-120 W
Facility
Tool cabinet

Creation

Deconstruct yield
Steel 38 + Building Material (steel, wood, plasteel, etc.) 56 + Component 1

The electric tailoring bench is used by 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.

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 cabinets can be connected to an electric tailoring bench to increase work speed.

Clothing items that can be crafted
Item Work Amount Materials Needed Weight Materials Base Market Value Value/Work Value/Materials Value/Weight
Cowboy hat 30 25 0.14 Textiles 44 1.47 1.76 314.29
Bowler hat 30 20 0.14 Textiles 36 1.20 1.80 257.14
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
War veil 24 20 0.08 Textiles, no leather 35 1.46 1.75 437.50
Tribalwear 30 60 0.50 Textiles 96 3.20 1.60 192.00
Parka 134 80 2.00 Textiles 149 1.11 1.86 74.50
Pants 27 40 0.50 Textiles 66 2.44 1.65 132.00
T-shirt 27 40 0.25 Textiles 66 2.44 1.65 264.00
Button-down shirt 45 45 0.30 Textiles 77 1.71 1.71 256.67
Duster 167 80 2.00 Textiles 156 0.93 1.95 78.00
Jacket 117 70 1.70 Textiles 130 1.11 1.86 76.47
Formal shirt Content added by the Royalty DLC 100 65 0.25 Textiles 119 1.19 1.83 476.00
Corset Content added by the Royalty DLC / Formal vest Content added by the Royalty DLC 200 45 0.75 Textiles 111 0.56 2.47 148.00
Prestige robe Content added by the Royalty DLC 334 100 0.75 Textiles 220 0.66 2.20 293.33
Ladies hat Content added by the Royalty DLC / Top hat Content added by the Royalty DLC 100 50 0.10 Textiles 97 0.97 1.94 970.00
Cape Content added by the Royalty DLC 267 80 2.00 Textiles 178 0.67 2.23 89.00
Beret Content added by the Royalty DLC 67 35 0.10 Textiles 67 1.00 1.91 670.00

Construction

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.

Material Cost Hit Points Flammability (%) Beauty Work to Build
Steel Steel 125 + Component 3 180 20 0 42
Plasteel Steel 50 + Component 3 + Plasteel 75 505 10 0 84
Wood Steel 50 + Component 3 + Wood 75 90 100 0 30
Gold Steel 50 + Component 3 + Gold 750 108 20 0 55
Silver Steel 50 + Component 3 + Silver 750 126 20 0 50
Uranium Steel 50 + Component 3 + Uranium 750 450 0 0 80