Crafting spot

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Crafting spot

Crafting spot

A place for crafting simple items like knives or bows. Production here is slow because of the lack of tools.

Base Stats



1 ˣ 1
Terrain Affordance
Tool cabinet


Work To Make
ticks (0 secs)

A crafting spot is a 1 x 1 area marked on the ground where a crafter can produce certain neolithic items. Crafting at a crafting spot is 50% slower than elsewhere.


There is no cost, build time or skill requirements for placing crafting spots. Just select them from the production tab in the architect menu and place them.


The following items can be crafted at the crafting spot.

  • Name Materials Stuff Options Work To Make Type
    Smokeleaf joint Smokeleaf leaves 4 - 450 Drug - Social drug
    Club Stuff 40 Metallic, Woody, Stony 1,200 Equipment - Weapons
    Greatbow Wood 60 - 9,000 Equipment - Weapons
    Knife Stuff 30 Metallic 1,800 Equipment - Weapons
    Recurve bow Wood 40 - 5,000 Equipment - Weapons
    Short bow Wood 30 - 2,400 Equipment - Weapons
    Veil Stuff 20 Fabric 1,400 Gear - Armor
    War mask Stuff 25 Woody 3,000 Gear - Armor
    Tribal headdress Stuff 50 Fabric 6,000 Gear - Clothing
    Tribalwear Stuff 60 Leathery, Fabric 1,800 Gear - Clothing
  • Note that the War mask and Tribal headdress can only be crafted by Tribal colonies.

    Performing bills at a crafting spot is 50% slower than the same bills done elsewhere.

    A tool cabinet can be placed nearby to increase the work speed at the crafting spot.

    Smash mechanoid

    In addition to being used to craft the items mentioned above, the crafting spot can also be used to smash mechanoids. This allows tribals to break down mechanoid corpses without a machining table, albeit at a slower rate.

    The "smash mechanoid" bill is fulfilled when a colonist brings a mechanoid corpse here to be converted into usable materials. This requires will 450 ticks (7.5 secs) of work, modified by the Mechanoid Shredding Speed of the pawn doing the smashing, and produces some steel, plasteel and components depending on the specific type of mechanoid smashed and the Mechanoid Shredding Efficiency of the smasher.


    While vital in some circumstances, any long-term colony should quickly replace crafting spots with dedicated work stations of the relevant types. While tool cabinets are effective on crafting spots, it is far more effective to dedicate those resources instead to creating those dedicated stations, however should they already be available and expedient crafting locations necessary, then there is no reason not to place them in range of the cabinets.