Electric tailor bench

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Revision as of 04:22, 25 September 2015 by Archangel razgriz117 (talk | contribs) (Redid the table. Some of the numbers were wrong. Added what materials could be used. Had Rimworld game opened at the time of editing. Also used Excel to keep track of the numbers.)
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Tailor's workbench

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Base Stats

Type
ProductionClothing
HP
180

Building

Size
1
Placeable
Y
Power
- 120 W

The tailor's workbench is used by colonists assigned to 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.

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.


Clothing items that can be crafted
Item Work Amount Materials Needed Materials Base Market Value
Cowboy hat 50 25 All Textiles
Tuque 14 25 All Textiles; No Leathers
Pants 117 50 All Textiles
T-Shirt 80 50 All Textiles
Button-Down Shirt 134 55 All Textiles
Duster 400 80 All Textiles
Jacket 284 70 All Textiles
Parka 367 120 All Textiles
Tribalwear 34 35 All Textiles


A tailor's workbench can be made out of various materials.

Material Steel Cost Cost Hit Points Flammability (%) Beauty
Steel 125 - 180 20 0
Plasteel 50 75 Plasteel 505 10 0
Wood 50 75 Wood 90 100 0
Gold 50 1500 Gold 108 20 0
Silver 50 1500 Silver 126 20 0
Uranium 50 1500 Uranium 450 0 0