Editing Hand tailor bench

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Infobox main|production
+
<onlyinclude>
| name = Hand tailor bench
+
{{infobox main|production|
| image = Table tailor hand north.png
+
|name = Hand-tailoring bench
| imagesize = 192px
+
|image = TableTailor.png|
| description = A workbench for tailoring clothes by hand. Works at 50% of the speed of an electric tailoring bench.
+
|imagesize = 192px
| type = Building
+
|description = "A workbench for tailoring clothes by hand. Works at 50% of the speed of an electric tailoring bench."
| type2 = Production
+
|type = Production
| placeable = true
+
|type2 = Clothing
| path cost = 50
+
|placeable = Yes
| passability = pass through only
+
|rotatable = Yes
| cover = 0.5
+
|size = 1|3
| minifiable = true
+
|hp = 180
| size = 3 ˣ 1
+
|power = 0
| mass base = 20
+
|facility = tool cabinet
| flammability = 1
+
|buy = {{icon|buildingmat|75}}
| hp = 180
+
|sell = {{icon|buildingmat|37}}
| sell price multiplier = 0.7
+
}}</onlyinclude>
| work speed factor = 0.5
 
| terrain affordance = medium
 
| facility = tool cabinet
 
| research = Complex clothing
 
| work to make = 2000
 
| stuff tags = Metallic, Woody
 
| resource 1 = Stuff
 
| resource 1 amount = 75
 
}}
 
The '''hand-tailor bench''' is used by colonists assigned to [[Work#Tailor|tailoring]] to produce [[clothing]].
 
  
== Acquisition ==
 
{{Acquisition}}
 
  
== Summary ==
+
{{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 [[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.
{{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.
+
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.  
  
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}}
+
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.
  
== 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.
 
  
[[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.
+
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 cabinet]]s can be connected to a hand-tailoring bench to increase work speed.
 +
 
 +
 
 +
{|class="wikitable sortable" style="text-align: center;"
 +
|+ Clothing items that can be crafted
 +
! Item !! Work Amount !! Materials Needed !! Materials !! Base Market Value
 +
|-
 +
| [[Clothing#Cowboy Hat|Cowboy hat]] || 30 || 25 || All Textiles || 62
 +
|-
 +
| [[Clothing#Tuque|Tuque]] || 20 || 25 || All Textiles; No Leathers || 53.20
 +
|-
 +
| [[Clothing#Pants|Pants]] || 27|| 45 || All Textiles || 128
 +
|-
 +
| [[Clothing#T-Shirt|T-Shirt]] || 27 || 40 || All Textiles || 119.20
 +
|-
 +
| [[Clothing#Button-Down Shirt|Button-Down Shirt]] || 45 || 45 || All Textiles || 142
 +
|-
 +
| [[Clothing#Duster|Duster]] || 167 || 80 || All Textiles || 255
 +
|-
 +
| [[Clothing#Jacket|Jacket]] || 117 || 70 || All Textiles || 210
 +
|-
 +
| [[Clothing#Parka|Parka]] || 134 || 80 || All Textiles || 330
 +
|-
 +
| [[Clothing#Tribalwear|Tribalwear]] || 30 || 60 || 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.
  
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}}
+
{| {{STDT| sortable c_25 text-center}}
 +
! Name !! Cost !! Hit Points !! Flammability (%) !! Beauty !! Work to Build
 +
|-
 +
| style="text-align:left; font-weight:bold" | Steel hand-tailoring bench || {{icon|steel|75}} || 180 || 20 || 0 || 34
 +
|-
 +
| style="text-align:left; font-weight:bold" | Plasteel hand-tailoring bench || {{icon|plasteel|75}} || 505 || 10 || 0 || 67
 +
|-
 +
| style="text-align:left; font-weight:bold" | Wood hand-tailoring bench || {{icon|wood|75}} || 90 || 100 || 0 || 24
 +
|-
 +
| style="text-align:left; font-weight:bold" | Gold hand-tailoring bench || {{icon|gold|750}} || 108 || 20 || 0 || 44
 +
|-
 +
| style="text-align:left; font-weight:bold" | Silver hand-tailoring bench || {{icon|silver|750}} || 126 || 20 || 0 || 40
 +
|-
 +
| style="text-align:left; font-weight:bold" | Uranium hand-tailoring bench || {{icon|uranium|750}} || 450 || 0 || 0 || 64
 +
|}
  
== Version history ==
 
<gallery>
 
OldTailor.png|The Old Tailor Texture
 
</gallery>
 
  
{{Nav|production|wide}}
+
{{nav|production|wide}}
[[Category:Production]] [[Category:Apparel Production]]
+
[[Category:Production]]
 +
[[Category:Clothing]]

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: