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== Acquisition ==
 
== Acquisition ==
{{Acquisition}}
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Hand tailor benches can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
  
== Summary ==
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==Summary==
 
{{See also|Electric tailor bench}}
 
{{See also|Electric tailor bench}}
 
[[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]]
 
[[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]]
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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.
 
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).
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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 as listed. 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}}
 
{{Recipe List}}
  
== Analysis ==
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==Analysis==
 
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.
 
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.
  
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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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{{Building Material Table}}
  
 
== Version history ==
 
== Version history ==
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OldTailor.png|The Old Tailor Texture
 
OldTailor.png|The Old Tailor Texture
 
</gallery>
 
</gallery>
 
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{{nav|production|wide}}
{{Nav|production|wide}}
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[[Category:Production]]
[[Category:Production]] [[Category:Apparel Production]]
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[[Category:Clothing]]

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