A place for crafting simple items like knives or bows. Production here is slow because of the lack of tools.
- Building – Production
- 1 ˣ 1
- Terrain Affordance
- Tool cabinet
- Work Speed Factor
- Work To Make
- 0 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.
Crafting spots do not require a colonist to construct or deconstruct, nor is there a cost, build time, or skill requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player.
The following items can be crafted at the crafting spot. Note that the crafting spot has a Work Speed Factor of 0.5, meaning that all bills will take 2x as long as at most other work stations.
|Name||Materials||Work to Make||Required Research||Type|
|Smokeleaf joint||4||ticks (7.5 secs)450||–||Drug - Social drug|
|Club||40 (Metallic/Woody/Stony)||ticks (20 secs)1,200||–||Equipment - Weapons|
|Greatbow||60||ticks (2.5 mins)9,000||Greatbow||Equipment - Weapons|
|Knife||30 (Metallic)||ticks (30 secs)1,800||Smithing||Equipment - Weapons|
|Recurve bow||40||ticks (1.39 mins)5,000||Recurve bow||Equipment - Weapons|
|Short bow||30||ticks (40 secs)2,400||–||Equipment - Weapons|
|Veil||20 (Fabric)||ticks (23.33 secs)1,400||–||Gear - Armor|
|War mask||25 (Woody)||ticks (50 secs)3,000||–||Gear - Armor|
|Tribal headdress||50 (Fabric)||ticks (1.67 mins)6,000||–||Gear - Clothing|
|Tribalwear||60 (Leathery/Fabric)||ticks (30 secs)1,800||–||Gear - Clothing|
|Kid tribalwear||30 (Leathery/Fabric)||ticks (23.33 secs)1,400||–||Gear - Clothing|
|Harp||150||ticks (5 mins)18,000||Harp||Building - Misc|
Note that the War mask and Tribal headdress can only be crafted by Tribal colonies.
A tool cabinet can be placed nearby to increase the work speed at the crafting spot.
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, if cabinets are already available and a spot is necessary, then there is little reason not to place spots in range.
Crafting spots work slower, so they have a niche in training the Crafting skill. Skill XP is earned based on time crafting, so crafting spots will give more XP. Craft clubs and the like in a dark room, with poor temperature (below -1 °C (30.2 °F) or above 35 °C (95 °F)), for the slowest results.