Difference between revisions of "Hand tailor bench"

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(Added updated table/info from Electric tailoring bench)
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{{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 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 (see [[quality]] for a detailed chart). An item's market value, deterioration rate, defense rating and temperature resistance are all determined by the material substance and crafting quality.
+
{{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 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.  
+
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. 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.
+
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.
  
  
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{|class="wikitable sortable" style="text-align: center;"
 
{|class="wikitable sortable" style="text-align: center;"
|+ Clothing items that can be crafted
+
|+ '''Clothing items that can be crafted'''
! Item !! Work Amount !! Materials Needed !! Materials !! Base Market Value
+
! Item !! Work Amount !! Materials Needed !! Weight !! Materials !! Base Market Value !! Value/Work !! Value/Materials !! Value/Weight
 
|-
 
|-
| [[Clothing#Cowboy Hat|Cowboy hat]] || 30 || 25 || All Textiles || 62
+
| [[cowboy hat]] || 30 || 25 || 0.14 || Textiles || 44 || 1.47 || 1.76 || 314.29
 
|-
 
|-
| [[Clothing#Tuque|Tuque]] || 20 || 25 || All Textiles; No Leathers || 53.20
+
| [[bowler hat]] || 30 || 20 || 0.14 || Textiles || 36 || 1.20 || 1.80 || 257.14
 
|-
 
|-
| [[Clothing#Pants|Pants]] || 27|| 40 || All Textiles || 128
+
| [[tuque]] || 20 || 20 || 0.07 || Textiles, no Leather || 34 || 1.70 || 1.70 || 485.71
 
|-
 
|-
| [[Clothing#T-Shirt|T-Shirt]] || 27 || 40 || All Textiles || 119.20
+
| [[tribalwear]] || 30 || 60 || 0.50 || Textiles || 96 || 3.20 || 1.60 || 192.00
 
|-
 
|-
| [[Clothing#Button-Down Shirt|Button-Down Shirt]] || 45 || 45 || All Textiles || 142
+
| [[parka]] || 134 || 80 || 2.00 || Textiles || 149 || 1.11 || 1.86 || 74.50
 
|-
 
|-
| [[Clothing#Duster|Duster]] || 167 || 80 || All Textiles || 255
+
| [[pants]] || 27 || 40 || 0.50 || Textiles || 66 || 2.44 || 1.65 || 132.00
 
|-
 
|-
| [[Clothing#Jacket|Jacket]] || 117 || 70 || All Textiles || 210
+
| [[T-shirt]] || 27 || 40 || 0.25 || Textiles || 66 || 2.44 || 1.65 || 264.00
 
|-
 
|-
| [[Clothing#Parka|Parka]] || 134 || 80 || All Textiles || 330
+
| [[button-down shirt]] || 45 || 45 || 0.30 || Textiles || 77 || 1.71 || 1.71 || 256.67
 
|-
 
|-
| [[Clothing#Tribalwear|Tribalwear]] || 30 || 60 || All Textiles || 78
+
| [[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]] {{RoyaltyIcon}} || 100 || 65 || 0.25 || Textiles || 119 || 1.19 || 1.83 || 476.00
 +
|-
 +
| [[corset]] {{RoyaltyIcon}} / [[formal vest]] {{RoyaltyIcon}} || 200 || 45 || 0.75 || Textiles || 111 || 0.56 || 2.47 || 148.00
 +
|-
 +
| [[prestige robe]] {{RoyaltyIcon}} || 334 || 100 || 0.75 || Textiles || 220 || 0.66 || 2.20 || 293.33
 +
|-
 +
| [[ladies hat]] {{RoyaltyIcon}} / [[top hat]] {{RoyaltyIcon}} || 100 || 50 || 0.10 || Textiles || 97 || 0.97 || 1.94 || 970.00
 +
|-
 +
| [[cape]] {{RoyaltyIcon}} || 267 || 80 || 2.00 || Textiles || 178 || 0.67 || 2.23 || 89.00
 +
|-
 +
| [[beret]] {{RoyaltyIcon}} || 67 || 35 || 0.10 || Textiles || 67 || 1.00 || 1.91 || 670.00
 
|}
 
|}
  

Revision as of 07:23, 30 December 2020

Hand-tailoring bench

Hand-tailoring bench

"A workbench for tailoring clothes by hand. Works at 50% of the speed of an electric tailoring bench."

Base Stats

Type
ProductionClothing
HP
180
Rotatable
Yes

Building

Size
1 × 3
Placeable
Yes
Power
0 W
Facility
Tool cabinet

Creation

Deconstruct yield
Building Material (steel, wood, plasteel, etc.) 57


The hand-tailoring bench is used by colonists assigned to tailoring to produce clothing. For higher production speed, see its powered counterpart, the electric 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, and you can leave the inferior quality clothes to sell.


Up to two nearby tool cabinets can be connected to a hand-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
tuque 20 20 0.07 Textiles, no Leather 34 1.70 1.70 485.71
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 are simply wood or any kind of metal. The material chosen does not affect the speed to tailor clothing items.


Name Cost Hit Points Flammability (%) Beauty Work to Build
Steel hand-tailoring bench Steel 75 180 20 0 34
Plasteel hand-tailoring bench Plasteel 75 505 10 0 67
Wood hand-tailoring bench Wood 75 90 100 0 24
Gold hand-tailoring bench Gold 750 108 20 0 44
Silver hand-tailoring bench Silver 750 126 20 0 40
Uranium hand-tailoring bench Uranium 750 450 0 0 64