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{{Infobox main|production
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{{Rewrite|reason='''Format standardization needed'''}}<onlyinclude>{{infobox main|production|
| name = Hand tailor bench
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| name = Hand-tailor bench
| image = Table tailor hand north.png
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| image = Table tailor hand north.png|Hand tailor bench
 
| imagesize = 192px
 
| imagesize = 192px
| description = A workbench for tailoring clothes by hand. Works at 50% of the speed of an electric tailoring bench.
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| description = "A workbench for tailoring clothes by hand. Works at 50% of the speed of an electric tailoring bench."
| 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
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| hp = 180
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| power = 0
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| mass base = 20
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| beauty = 0
 
| cover = 0.5
 
| cover = 0.5
| minifiable = true
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| flammability = 1.0
| size = 3 ˣ 1
 
| mass base = 20
 
| flammability = 1
 
| hp = 180
 
| sell price multiplier = 0.7
 
| work speed factor = 0.5
 
| terrain affordance = medium
 
 
| facility = tool cabinet
 
| facility = tool cabinet
| research = Complex clothing
 
 
| work to make = 2000
 
| work to make = 2000
 
| stuff tags = Metallic, Woody
 
| stuff tags = Metallic, Woody
 
| resource 1 = Stuff
 
| resource 1 = Stuff
 
| resource 1 amount = 75
 
| resource 1 amount = 75
}}
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| deconstruct yield = {{icon|buildingmat|57}}
The '''hand-tailor bench''' is used by colonists assigned to [[Work#Tailor|tailoring]] to produce [[clothing]].
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}}</onlyinclude>{{Info|The '''hand-tailoring bench''' is used by colonists assigned to [[Menus#Tailor|tailoring]] to produce [[clothing]]. For higher production speed, see its powered counterpart, the [[electric 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.
 
 
== Acquisition ==
 
{{Acquisition}}
 
 
 
== Summary ==
 
{{See also|Electric tailor bench}}
 
[[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]]
 
 
 
Hand 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.  
 
 
 
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.
 
 
 
Note that the hand tailor bench has a [[Property:Work Speed Factor|Work Speed Factor]] of {{P|Work Speed Factor}}, meaning that all bills will take {{#expr:1/{{P|Work Speed Factor}} round 1}}x the listed time. For comparison, a powered [[electric tailor bench]] has a factor of 100%, and an unpowered electric tailor bench has a factor of 50% (the same as the hand tailor bench).
 
 
 
{{Recipe List}}
 
  
== Analysis ==
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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.  
Hand tailor benches can be useful if you don't have [[Research#Electricity|Electricity]] yet, or if you don't want to spend [[component]]s to make an electric tailor bench. If you build an electric bench, you can deconstruct the hand tailor bench to get some of your resources back.
 
  
[[Cloth]] is a cheap, growable material for clothing, though it offers poor defensive stats. [[Leather]]s offer somewhat better stats, though most leathers (like [[plainleather]] and [[lightleather]]) are just slightly better than cloth.
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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.
  
 
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.
 
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.
  
{{Building Stats Table}}
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Up to two nearby [[tool cabinet]]s can be connected to a hand-tailoring bench to increase work speed. It has 50% the work speed as the electric version.
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{|class="wikitable sortable" style="text-align: center;"
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|+ '''Clothing items that can be crafted'''
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! Item !! Work Amount !! Materials Needed !! Weight !! Materials !! Base Market Value !! Value/Work !! Value/Materials !! Value/Weight
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|-
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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
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|-
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| [[Tuque]] || 20 || 20 || 0.07 || Textiles, no leather || 34 || 1.70 || 1.70 || 485.71
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|-
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| [[War mask]] || 50 || 25 || 1.40 || Wood || 38 || 0.76 || 1.52 || 27.14
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|-
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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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|}
  
== Version history ==
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{{Building Material Table}}
<gallery>
 
OldTailor.png|The Old Tailor Texture
 
</gallery>
 
  
{{Nav|production|wide}}
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{{nav|production|wide}}
[[Category:Production]] [[Category:Apparel Production]]
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[[Category:Production]]
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[[Category:Clothing]]

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