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{{Infobox main|production
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{{UC}}
| name = Electric tailor bench
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<onlyinclude>
| image = Table tailor electric north.png
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{{infobox main|production|
| imagesize = 192px
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|name = Tailor's workbench
| description = A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 50% of normal speed.
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|image = TableTailor.png{{!}}192px|Tailor's table
| type = Building
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|info = A workbench equipped for cloth refinement and clothing production.
| type2 = Production
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|type = Production
| placeable = true
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|type2 = Clothing
| path cost = 50
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|placeable = y
| passability = pass through only
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|size = 1|3
| cover = 0.5
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|hp = 180
| minifiable = true
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|power = - 120
| size = 3 ˣ 1
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|buy = {{icon|metal|125}}
| mass base = 20
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|sell = {{icon|metal|94}}
| flammability = 1
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}}</onlyinclude>
| hp = 180
 
| sell price multiplier = 0.7
 
| power = -120
 
| unpowered work speed factor = 0.5
 
| terrain affordance = medium
 
| facility = tool cabinet
 
| research = Electricity, complex clothing
 
| skill 1 = Construction
 
| skill 1 level = 4
 
| work to make = 2500
 
| stuff tags = Metallic, Woody
 
| resource 1 = Stuff
 
| resource 1 amount = 75
 
| resource 2 = Steel
 
| resource 2 amount = 50
 
| resource 3 = Component
 
| resource 3 amount = 2
 
}}
 
{{Info|The '''electric tailor bench''' is used by [[Work#Tailor|tailors]] to produce [[clothing]]. It is a [[power]]ed version of the [[hand tailor bench]].}}
 
  
== Acquisition ==
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{{Info|The tailor's workbench is used by colonists assigned to [[Overview#Work|tailoring]] to produce [[clothing]]. 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 is determined by its material substance and its quality.
{{Acquisition}}
 
  
== Summary ==
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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.
{{See also|Hand tailor bench}}
 
[[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]]
 
  
Electric 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.
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An effective tool as of Alpha 11 for ensuring that only quality garments from a tailors workbench are retained is to build a nearby crematorium. Set your crematorium to burn all clothing below a certain quality threshold. Before you do this take some time to ensure that there is enough clothing for all of colonists to wear. When paired with custom outfits, you can ensure that everyone is wearing the highest quality 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.
 
 
 
When powered, an electric tailor bench has a [[Property:Work Speed Factor|Work Speed Factor]] of 100%, meaning all the bills take the listed amount of time to complete. When unpowered, Work Speed Factor is reduced to 50%, half speed, the same as a [[hand tailor bench]].
 
 
 
=== Bills ===
 
{{Recipe List}}
 
  
== Analysis ==
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{|class="wikitable" style="text-align: center;"
A hand tailor bench or electric tailor bench are the only ways for a colony to create its own clothing. The electric tailor bench is twice as fast when powered, and only costs {{Icon Small|steel}} 50 [[steel]] and {{Icon Small|component}} 2 [[component]]s more, which usually makes it better. Clothing helps prevent nudity, and any colonist can receive a slight amount of protection from quality [[button-down shirt]]s and [[pants]]. In the mid-game / late-game, [[devilstrand]] [[duster]]s are a strong option for protective gear, since they can be worn with a [[flak vest]].
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|+ Clothing items that can be crafted
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! Item !! Work Amount !! Materials Needed !! Materials !! Base Market Value
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|-
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| [[Clothing#Cowboy_Hat|Cowboy hat]] || 50 || 25 || All Textiles || ||
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|-
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| [[Clothing#Tuque|Tuque]] || 14 || 25 || All Textiles; No Leathers|| ||
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|-
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| [[Clothing#Pants|Pants]] || 117|| 50 || All Textiles || ||
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|-
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| [[Clothing#T-Shirt|T-Shirt]] || 80 || 50 || All Textiles || ||
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|-
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| [[Clothing#Button-Down Shirt|Button-Down Shirt]] || 134 || 55 || All Textiles || ||
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|-
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| [[Clothing#Duster|Duster]] || 400 || 80 || All Textiles || ||
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|-
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| [[Clothing#Jacket|Jacket]] || 284 || 70 || All Textiles || ||
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|-
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| [[Clothing#Parka|Parka]] || 367 || 120 || All Textiles || ||
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|-
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| [[Clothing#Tribalwear|Tribalwear]] || 34 || 35 || All Textiles || ||
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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.
 
  
{{Building Stats Table}}
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A tailor's workbench can be made out of various materials.
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{| {{STDT| sortable c_25 text-center}}
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! Material !! Steel Cost !! Cost !! Hit Points !! Flammability (%) || Beauty
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|-
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| style="text-align:left;" | Steel || 125 || - || 180 || 20 || 0
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|-
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| style="text-align:left;" | Plasteel || 50 || 75 {{Icon Small|plasteel}} || 505 || 10 || 0
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|-
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| style="text-align:left;" | Wood || 50 || 75 {{Icon Small|wood}} || 90 || 100 || 0
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|-
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| style="text-align:left;" | Gold || 50 || 1500 {{Icon Small|gold}} || 108 || 20 || 0
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|-
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| style="text-align:left;" | Silver || 50 || 1500 {{Icon Small|silver}} || 126 || 20 || 0
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|-
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| style="text-align:left;" | Uranium || 50 || 1500 {{Icon Small|uranium}} || 450 || 0 || 0
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|}
  
{{Nav|production|wide}}
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{{nav|production|wide}}
[[Category:Production]] [[Category:Apparel Production]]
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[[Category:Production]]
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[[Category:Clothing]]

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