A place for crafting simple items like knives or bows. Production here is slow because of the lack of tools.
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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|
|Club||40||Metallic, Woody, Stony||1,200||Equipment - Weapons|
|Greatbow||60||-||9,000||Equipment - Weapons|
|Knife||30||Metallic||1,800||Equipment - Weapons|
|Recurve bow||40||-||5,000||Equipment - Weapons|
|Short bow||30||-||2,400||Equipment - Weapons|
|Veil||20||Fabric||1,400||Gear - Armor|
|War mask||25||Woody||3,000||Gear - Armor|
|Tribal headdress||50||Fabric||6,000||Gear - Clothing|
|Tribalwear||60||Leathery, Fabric||1,800||Gear - Clothing|
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.
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.
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.