Difference between revisions of "Hand tailor bench"

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|image = TableTailor.png|
 
|image = TableTailor.png|
 
|imagesize = 192px
 
|imagesize = 192px
|description = "A workbench for tailoring clothes by hand. Works at 40% of the speed of an electric tailoring bench."
+
|description = "A workbench for tailoring clothes by hand. Works at 50% of the speed of an electric tailoring bench."
 
|type = Production
 
|type = Production
 
|type2 = Clothing
 
|type2 = Clothing

Revision as of 11:37, 19 March 2017

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
Placeable
Yes
Power
0 W

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 materials may be used. Materials that may be used are leather, cloth, devilstrand, and hyperweave. 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.

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.

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 Materials Base Market Value
Cowboy hat 50 25 All Textiles 62
Tuque 14 25 All Textiles; No Leathers 53.20
Pants 117 50 All Textiles 128
T-Shirt 80 50 All Textiles 119.20
Button-Down Shirt 134 55 All Textiles 142
Duster 400 80 All Textiles 255
Jacket 284 70 All Textiles 210
Parka 367 120 All Textiles 330
Tribalwear 34 35 All Textiles 78


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 1500 108 20 0 44
Silver hand-tailoring bench Silver 1500 126 20 0 40
Uranium hand-tailoring bench Uranium 1500 450 0 0 64