Difference between revisions of "Electric tailor bench"

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{{Rewrite|reason='''Format standardization needed'''}}<onlyinclude>{{infobox main|production|
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{{Rewrite|reason='''Format standardization needed'''}}{{infobox main|production|
 
| name = Electric tailor bench
 
| name = Electric tailor bench
 
| image = TableTailor.png|Electric tailor bench
 
| image = TableTailor.png|Electric tailor bench
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| resource 3 amount = 2
 
| resource 3 amount = 2
 
| deconstruct yield = {{icon|buildingmat|56}} + {{icon|steel|38}} + {{icon|component|1}}
 
| deconstruct yield = {{icon|buildingmat|56}} + {{icon|steel|38}} + {{icon|component|1}}
}}</onlyinclude>{{Info|The '''electric tailor 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 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.
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| skill 1 = Construction
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| skill 1 level = 4
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}}{{Info|The '''electric tailor 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 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.
  
 
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.  
 
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.  

Revision as of 00:30, 8 April 2021

Electric tailor bench

Electric tailor 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
Mass
20 kg
Beauty
0
HP
180
Flammability
100%
Rotatable
Yes

Building

Size
1 × 3
Placeable
Yes
Cover Effectiveness
50%
Power
-120 W
Facility
Tool cabinet

Creation

Skill Required
Construction 4
Work To Make
2,500 ticks (41.67 secs)
Stuff Tags
Metallic, Woody
Resources to make
Stuff 75 + Steel 50 + Component 2
Deconstruct yield
Building Material (steel, wood, plasteel, etc.) 56 + Steel 38 + Component 1

The electric tailor 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 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.

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

Stats table

  • Electric tailor bench Electric tailor bench Beauty Work to Build HP Flamma­bility Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC 0 006,250 ticks (1.74 mins) 360 75% 240 Silver
    Gold Gold 20 002,250 ticks (37.5 secs) 108 40% 7,665 Silver
    Plasteel Plasteel 0 005,500 ticks (1.53 mins) 504 0% 855 Silver
    Silver Silver 6 002,500 ticks (41.67 secs) 126 40% 920 Silver
    Steel Steel 0 002,500 ticks (41.67 secs) 180 40% 310 Silver
    Uranium Uranium 0 004,750 ticks (1.32 mins) 450 0% 625 Silver
    Wood Wood 0 001,750 ticks (29.17 secs) 117 100% 255 Silver