Electric tailoring bench

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Electric tailoring bench

Electric tailoring bench

"A workbench with a sewing machine for rapid tailoring of clothes. Can work without electricity at 40% of normal speed."


Type
ProductionClothing
Placeable
Yes
Rotatable
Yes
Size
1 ˣ 3
HP
180
Power
-120W
Buy
Steel 50 + Building Material (steel, wood, plasteel, etc.) 75 + Component 3
Sell
Steel 37 + Building Material (steel, wood, plasteel, etc.) 56 + Component 3



The electric tailoring bench is used by tailors to produce clothing. It can still operate without electricity, but at a reduced production speed slower than that of its non-electric counterpart, the hand-tailoring bench.

Like other production stations, a bill must be created to specify what items are to be produced and what textiles 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, deterioration rate, defense rating and temperature resistance are all determined by the material substance and crafting quality.


Grown cloth is the baseline material used for tailoring, being easy to grow and providing mundane stats across the board. Devilstrand by comparison provides much better protection, but is extremely difficult and slow to grow and not useful for equipping a starting colony. Leather based apparel typically has improved defense ratings while domesticated animal wool has excellent temperature tolerance for extreme climates.


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.


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, while leaving the inferior quality clothes to sell.


Up to two nearby tool cabinets can be connected to an electric tailoring bench to increase work speed.


Clothing items that can be crafted
Item Work Amount Materials Needed Weight Materials Base Market Value Value/Work Value/Materials Value/Weight
Bowler Hat 30 20 0.14 All Textiles 36.48 1.22 1.82 260.57
Button-Down Shirt 45 45 0.30 All Textiles 77.22 1.72 1.72 257.40
Cowboy hat 30 25 0.14 All Textiles 43.98 1.47 1.76 314.14
Duster 167 80 2.20 All Textiles 156.00 0.93 1.95 70.90
Jacket 117 70 1.70 All Textiles 130.20 1.11 1.86 76.59
Pants 27 40 0.50 All Textiles 65.76 2.44 1.64 131.52
Parka 134 80 3.80 All Textiles 148.80 1.11 1.86 39.16
T-Shirt 27 40 0.25 All Textiles 65.76 2.44 1.64 263.04
Tribalwear 30 60 0.40 All Textiles 96.48 3.22 1.61 241.20
Tuque 20 25 0.07 Only fabrics, no leather 41.82 2.09 1.67 597.43


Construction

Construction requirements include steel and components. The principal material can be wood or any kind of metal. The material chosen does not affect the speed to tailor clothing items.


Name Cost Hit Points Flammability (%) Beauty Work to Build
Steel electric tailoring bench Steel 125 + Component 3 180 20 0 42
Plasteel electric tailoring bench Steel 50 + Component 3 + Plasteel 75 505 10 0 84
Wood electric tailoring bench Steel 50 + Component 3 + Wood 75 90 100 0 30
Gold electric tailoring bench Steel 50 + Component 3 + Gold 750 108 20 0 55
Silver electric tailoring bench Steel 50 + Component 3 + Silver 750 126 20 0 50
Uranium electric tailoring bench Steel 50 + Component 3 + Uranium 750 450 0 0 80