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{{Infobox main|production
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{{rewrite|reason=Format standardisation}}{{Infobox main|production|
| name = Machining table
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|name = Machining table
| image = MachiningTable.png
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|image = MachiningTable.png|Machining table
| imagesize = 192px
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|imagesize = 192px
| description = A work station for assembling machinery like guns and ammunition, or breaking down dead mechanoids.
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|description = A work station for assembling machinery like guns and ammunition, or breaking down dead mechanoids.
| type = Building
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|type = Production
| type2 = Production
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|type2 = Resources
| placeable = true
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|placeable = Yes
| path cost = 50
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|size = 1 ˣ 3
| passability = pass through only
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|hp = 180
| cover = 0.5
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|power = -350
| minifiable = true
+
|facility = tool cabinet
| size = 3 ˣ 1
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|flammability = 1.0
| mass base = 20
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|work to make = 3000
| flammability = 1
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|resource 1 = Steel
| hp = 180
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|resource 1 amount = 150
| sell price multiplier = 0.7
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|resource 2 = Component
| cleanliness = -2
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|resource 2 amount = 5
| power = -350
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|deconstruct yield = {{icon|metal|112}} + {{icon|component|3}}
| glowradius = 5
 
| glowcolor = (73, 123, 138)
 
| terrain affordance = medium
 
| facility = tool cabinet
 
| research = Machining
 
| thingCategories = BuildingsProduction
 
 
| skill 1 = Construction
 
| skill 1 = Construction
 
| skill 1 level = 4
 
| skill 1 level = 4
| work to make = 3000
 
| resource 1 = Steel
 
| resource 1 amount = 150
 
| resource 2 = Component
 
| resource 2 amount = 5
 
 
}}
 
}}
The '''machining table''' is an industrial-level [[production]] bench that [[Work#Craft|crafters]] will use to produce a number of items as well as disassemble [[mechanoid]]s.  Like most production benches, the machining table must be configured with one or more [[bill]]s before a crafting colonist will begin work.
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The Machining Table is an Industrial-level [[Production]] bench that [[Menus#Craft|crafters]] will use to produce a number of items as well as disassemble [[mechanoid]]s.  Like most production benches, the machining table must be configured with one or more [[bill]]s before a crafting colonist will begin work.
It has a [[cleanliness]] value of -2.
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It has a cleanliness value of -2.
  
== Acquisition ==
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==Acquisition==
{{Acquisition}}
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??
  
== Summary ==
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It can only be constructed after [[Research#Machining|Machining]] has been researched.
Pawns will do Smithing work at a machining table. If a 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 items which allows the player to control where they are stored. Up to two nearby tool cabinets can be connected to a machining table to increase work speed.
 
  
The table outputs [[light]] in a 5 tile radius while it is powered on, with the nearest {{P|Light Radius}} tiles being above 50% light level and considered lit. As the machining table can only be used while it is powered, and it emits light when powered, this means there is no need for additional light sources to prevent work speed penalties to the operator. The light emitted by the table itself is sufficient.
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==Bills==
  
{{Cleanliness Note}}
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=== Disassemble Mechanoid ===
 +
The "disassemble mechanoid" bill is fulfilled when a colonist brings a mechanoid corpse here to be converted into usable [[materials]]. This will produce some steel, plasteel and components.
  
=== Bills ===
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=== Mortar shells ===
The following items can be crafted at the machining table.
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There are 4 bills in total that will produce different types of [[mortar shell]]s out of steel, [[chemfuel]] or other materials, that can be fired from a [[mortar]].
{{Recipe List}}
 
  
<gallery>
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=== Other ===
UnfinishedWeapon.png|Unfinished melee weapon
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There are many other bills that can be used to produce guns, advanced weapons, armor, and prosthetics.
UnfinishedGun.png|Unfinished gun
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<div><li style="display: inline-table;">
UnfinishedTechArmor.png|Unfinished piece of armor
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{| {{STDT|sortable c_06 text-center}}
UnfinishedBelt.png|Unfinished belt
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! Name !! Material cost !! data-sort-type="number" | Material price !! data-sort-type="number" |  Work !! data-sort-type="number" | Base value !!  Value/Work !! data-sort-type="number" |  Value/Material
UnfinishedPack.png|Unfinished pack
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|-
</gallery>
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![[Autopistol]]
 
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|style="text-align:left;" |{{Required Resources|Autopistol|sep=<nowiki> </nowiki>+|simple=1}}
=== Shred mechanoid ===
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| 121 ''(102.6*)''
{{Stub|section=1|reason=Needs entries for new Biotech mechs}}
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| {{ticks|{{Q|Autopistol|Work To Make}}}}
The "shred mechanoid" bill converts [[mechanoid]] [[corpse]]s into usable [[materials]]. This requires {{Ticks|300}} of work, modified by the [[Mechanoid Shredding Speed]] of the pawn doing the shredding but regardless of the type of mechanoid shredded, and produces material dependent on the type of mechanoid shredded, any missing body parts, and the [[Mechanoid Shredding Efficiency]] of the shredder. This bill is directly equivalent to the [[Crafting spot#Smash mechanoid|"Smash mechanoid"]] bill at the crafting spot, with the only difference being that the crafting spot instead takes {{Ticks|450/{{Q|Crafting spot|Work Speed Factor}}}} of work. The material returned is the same regardless of the method.
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| {{Q|Autopistol|Market Value Base}}
 
+
| ?
With the [[Biotech DLC]], the bill has options to separately specify whether to shred enemy mechanoids and friendly mechanoids. By default, only enemy mechanoids are enabled to prevent the shredding of friendly mechanoids that may be resurrected.
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| 1.15 ''(1.35*)''
 
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|-
{| class="wikitable mw-collapsible we-collapsed"
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![[Revolver]]
|+ style="white-space: nowrap;" | Smashing/Shredding returns by Mechanoid
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|style="text-align:left;" |{{Required Resources|Revolver|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 121 ''(102.6*)''
 +
| {{ticks|{{Q|Revolver|Work To Make}}}}
 +
| {{Q|Revolver|Market Value Base}}
 +
| ?
 +
| 1.12 ''(1.31*)''
 +
|-
 +
![[Pump shotgun]]
 +
|style="text-align:left;" |{{Required Resources|Pump shotgun|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 210 ''(182.4*)''
 +
| {{ticks|{{Q|Pump shotgun|Work To Make}}}}
 +
| {{Q|Pump shotgun|Market Value Base}}
 +
| ?
 +
| 1.21 ''(1.40*)''
 +
|-
 +
![[Machine pistol]]
 +
|style="text-align:left;" |{{Required Resources|Machine pistol|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 181.5 ''(153.9*)''
 +
| {{ticks|{{Q|Machine pistol|Work To Make}}}}
 +
| {{Q|Machine pistol|Market Value Base}}
 +
| ?
 +
| 1.21 ''(1.43*)''
 +
|-
 +
![[Bolt-action rifle]]
 +
|style="text-align:left;" |{{Required Resources|Bolt-action rifle|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 210 ''(182.4*)''
 +
| {{ticks|{{Q|Bolt-action rifle|Work To Make}}}}
 +
| {{Q|Bolt-action rifle|Market Value Base}}
 +
| ?
 +
| 1.21 ''(1.40*)''
 +
|-
 +
![[Assault rifle]]
 +
|style="text-align:left;" |{{Required Resources|Assault rifle|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 338 ''(273.6*)''
 +
| {{ticks|{{Q|Assault rifle|Work To Make}}}}
 +
| {{Q|Assault rifle|Market Value Base}}
 +
| ?
 +
| 1.48 ''(1.75*)''
 +
|-
 +
![[Sniper rifle]]
 +
|style="text-align:left;" |{{Required Resources|Sniper rifle|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 370 ''(296.4*)''
 +
| {{ticks|{{Q|Sniper rifle|Work To Make}}}}
 +
| {{Q|Sniper rifle|Market Value Base}}
 +
| ?
 +
| 1.43 ''(1.79*)''
 +
|-
 +
![[LMG]]
 +
|style="text-align:left;" |{{Required Resources|LMG|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 302.5 ''(256.5*)''
 +
| {{ticks|{{Q|LMG|Work To Make}}}}
 +
| {{Q|LMG|Market Value Base}}
 +
| ?
 +
| 1.41 ''(1.79*)''
 +
|-
 +
![[Heavy SMG]]
 +
|style="text-align:left;" |{{Required Resources|Heavy SMG|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 270.5 ''(233.7*)''
 +
| {{ticks|{{Q|Heavy SMG|Work To Make}}}}
 +
| {{Q|Heavy SMG|Market Value Base}}
 +
| ?
 +
| 1.31 ''(1.52*)''
 +
|-
 +
![[Frag grenades]]
 +
|style="text-align:left;" |{{Required Resources|Frag grenades|sep=<nowiki> </nowiki>+|simple=1}}
 +
| ? ''(?*)''
 +
| {{ticks|{{Q|Frag grenades|Work To Make}}}}
 +
| {{Q|Frag grenades|Market Value Base}}
 +
| ?
 +
|
 +
|-
 +
![[Molotov cocktails]]
 +
|style="text-align:left;" |{{Required Resources|Molotov cocktails|sep=<nowiki> </nowiki>+|simple=1}}
 +
| ? ''(?*)''
 +
| {{ticks|{{Q|Molotov cocktails|Work To Make}}}}
 +
| {{Q|Molotov cocktails|Market Value Base}}
 +
| ?
 +
|
 +
|-
 +
![[EMP grenades]]
 +
|style="text-align:left;" |{{Required Resources|EMP grenades|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 230 ''(174.8*)''
 +
| {{ticks|{{Q|EMP grenades|Work To Make}}}}
 +
| {{Q|EMP grenades|Market Value Base}}
 +
| ?
 +
| 1.37 ''(1.80*)''
 +
|-
 +
![[Chain shotgun]]
 +
|style="text-align:left;" |{{Required Resources|Chain shotgun|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 293 ''(247*)''
 +
| {{ticks|{{Q|Chain shotgun|Work To Make}}}}
 +
| {{Q|Chain shotgun|Market Value Base}}
 +
| ?
 +
| 1.38 ''(1.64*)''
 +
|-
 +
![[Minigun]]
 +
|style="text-align:left;" |{{Required Resources|Minigun|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 944 ''(760*)''
 +
| {{ticks|{{Q|Minigun|Work To Make}}}}
 +
| {{Q|Minigun|Market Value Base}}
 +
| ?
 +
| 1.23 ''(1.53*)''
 +
|-
 +
![[Incendiary launcher]]
 +
|style="text-align:left;" |{{Required Resources|Incendiary launcher|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 270.5 ''(233.7*)''
 +
| {{ticks|{{Q|Incendiary launcher|Work To Make}}}}
 +
| {{Q|Incendiary launcher|Market Value Base}}
 +
| ?
 +
| 1.26 ''(1.45*)''
 +
|-
 +
![[EMP launcher]]
 +
|style="text-align:left;" |{{Required Resources|EMP launcher|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 398.5 ''(324.9*)''
 +
| {{ticks|{{Q|EMP launcher|Work To Make}}}}
 +
| {{Q|EMP launcher|Market Value Base}}
 +
| ?
 +
| 1.27 ''(1.56*)''
 +
|-
 +
![[Smoke launcher]]
 +
|style="text-align:left;" |{{Required Resources|Smoke launcher|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 270.5 ''(233.7*)''
 +
| {{ticks|{{Q|Smoke launcher|Work To Make}}}}
 +
| {{Q|Smoke launcher|Market Value Base}}
 +
| ?
 +
| 1.40 ''(1.63*)''
 
|-
 
|-
! Mechanoid !! Return
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![[Simple helmet]]
 +
|style="text-align:left;" |{{Required Resources|Simple helmet|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 76
 +
| {{ticks|{{Q|Simple helmet|Work To Make}}}}
 +
| 88
 +
| ?
 +
| 1.16
 
|-
 
|-
| [[Centipede]] || {{Icon Small|steel}} 30 [[steel]] + {{Icon Small|plasteel}} 10 [[plasteel]]
+
![[Flak helmet]]
 +
|style="text-align:left;" |{{Required Resources|Flak helmet|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 230 ''(211.6*)''
 +
| {{ticks|{{Q|Flak helmet|Work To Make}}}}
 +
| 260
 +
| ?
 +
| 1.13 ''(1.23*)''
 
|-
 
|-
| [[Termite]] || {{Icon Small|steel}} 30 [[steel]] + {{Icon Small|plasteel}} 10 [[plasteel]]
+
![[Flak vest]]
 +
|style="text-align:left;" |{{Required Resources|Flak vest|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 191 ''(181.8*)''
 +
| {{ticks|{{Q|Flak vest|Work To Make}}}}
 +
| {{Q|Flak vest|Market Value Base}}
 +
| ?
 +
| 1.36 ''(1.40*)''
 
|-
 
|-
| [[Lancer]] || {{Icon Small|steel}} 15 [[steel]]
+
![[Flak pants]]
 +
|style="text-align:left;" |{{Required Resources|Flak pants|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 191 ''(181.8*)''
 +
| {{ticks|{{Q|Flak pants|Work To Make}}}}
 +
| {{Q|Flak pants|Market Value Base}}
 +
| ?
 +
|  1.36 ''(1.40*)''
 
|-
 
|-
| [[Pikeman]] || {{Icon Small|steel}} 15 [[steel]]
+
![[Flak jacket]]
 +
|style="text-align:left;" |{{Required Resources|Flak jacket|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 240 ''(230.8*)''
 +
| {{ticks|{{Q|Flak jacket|Work To Make}}}}
 +
| {{Q|Flak jacket|Market Value Base}}
 +
| ?
 +
|  1.21 ''(1.25*)''
 
|-
 
|-
| [[Scyther]] || {{Icon Small|steel}} 15 [[steel]]
+
![[Shield belt]]
 +
|style="text-align:left;" |{{Required Resources|Shield belt|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 339 ''(320.6*)''
 +
| {{ticks|{{Q|Shield belt|Work To Make}}}}
 +
| {{Q|shield belt|Market Value Base}}
 +
| ?
 +
|  1.15 ''(1.22*)''
 
|-
 
|-
| [[Diabolus]]{{BiotechIcon}} || {{Icon Small|steel}} 50 [[steel]] + {{Icon Small|plasteel}} 20 [[plasteel]]
+
![[Smokepop pack]]
 +
|style="text-align:left;" |{{Required Resources|Smokepop pack|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 162 ''(152.8*)''
 +
| {{ticks|{{Q|Smokepop pack|Work To Make}}}}
 +
| {{Q|Smokepop pack|Market Value Base}}
 +
| ?
 +
|  1.02 ''(1.09*)''
 
|-
 
|-
| [[Militor]]{{BiotechIcon}} || {{Icon Small|steel}} 10 [[steel]]
+
![[Jump pack]]{{RoyaltyIcon}}
 +
|style="text-align:left;" |{{Required Resources|Jump pack|sep=<nowiki> </nowiki>+|simple=1}}
 +
| 596 ''(543.2*)''
 +
| {{ticks|{{Q|Jump pack|Work To Make}}}}
 +
| {{Q|Jump pack|Market Value Base}}
 +
| ?
 +
|  1.08 ''(1.19*)''
 
|}
 
|}
 
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<sup>&#42; Price includes only uncraftable materials(except chemfuel). Components are divided into the materials they are made of. <br>
== Analysis ==
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</sup>
Build the machining table as soon as you want to craft any of the items that it offers. Machining itself is a particularly vital technology. It allows creation of many items, from ranged [[weapon]]s to [[flak vest]]s to [[EMP grenade]]s, [[mortar shell]]s, and [[shield belt]]s. At the ''very'' least, it allows you to shred [[mechanoids]] for more material than smashing them up in a [[crafting spot]].
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</li><div>
 
 
While you could loot gear off [[raider]]s, this is not nearly as consistent as creating them yourself. Armor will likely be both damaged and [[tainted]], while specialty weapons like EMP grenades are very rarely used. Skilled crafters can create high [[quality]] gear, which will surpass what raiders normally bring. Raids from the [[empire]]{{RoyaltyIcon}} may come with better gear - but they use [[death acidifier]]s to prevent the usual looting.
 
  
 
{{Nav|production|wide}}
 
{{Nav|production|wide}}
[[Category:Production]] [[Category:Resource Production]] [[Category:Apparel Production]]
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[[Category:Production]]

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