Tailor (Building): Difference between revisions

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m (→‎Resource Flow: Put a space to correct 'WarmCoat' separating the words)
 
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|type=[[:Category:Resource Production|Resource Production]]
|type=[[:Category:Resource Production|Resource Production]]
|appearance=1.0.0
|appearance=1.0.0
|workers=1 [[tailor]]
|workers=1 [[Tailor (Profession)|tailor]]
}}
}}
{{About|the [[building]]|the profession|Tailor (Profession)}}
{{About|the [[building]]|the profession|Tailor (Profession)}}
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Creating clothes offers advantages to the player as it allows the citizens to stay outside longer and travel further in [[winter]], thus allowing them to be more productive.
Creating clothes offers advantages to the player as it allows the citizens to stay outside longer and travel further in [[winter]], thus allowing them to be more productive.
=== Resource Flow ===
Each time a [[Tailor_(Profession)|Tailor]] works at this building, they will turn input resources into [[clothing]] as per the following table. The quantity of resources taken as input, each time the worker crafts, is always the same, but the quantity of [[clothing]] produced with those resources depends on the worker's education status.
{| class="wikitable"
|-
! Process !! Input !! Uneducated Worker Output !! Trading Value Change (Un-edu.) !! Educated Worker Output !! Trading Value Change (Edu.)
|-
| Hide Coats || 2×[[Leather]] || 1×[[Clothing|Hide Coat]] || 5 {{font color|red|loss}} || 2×[[Clothing|Hide Coat]] || 10 profit
|-
| Wool Coats || 2×[[Wool]] || 1×[[Clothing|Wool Coat]] || 5 profit || 2×[[Clothing|Wool Coat]] || 20 profit
|-
| Warm Coats || 2×[[Leather]] + 2×[[Wool]] || 1×[[Clothing|Warm Coat]] || 20 {{font color|red|loss}} || 2×[[Clothing|Warm Coat]] || 10 profit
|}


===Building cost===
===Building cost===
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}}
}}


==Produced [[Resources]]==


{{Products
|type=class="wikitable"
|hdrs=Product!!Resources Required
|product1=[[Hide Coat]]{{!}}{{!}}[[Leather]]
|product2=[[Wool Coat]]{{!}}{{!}}[[Wool]]
|product3=[[Warm Coat]]{{!}}{{!}}[[Leather]], [[Wool]]
}}




{{professions}}
{{structures}}
{{structures}}
[[Category:Resource Production]]
[[Category:Resource Production]]

Latest revision as of 03:06, 3 June 2016

Tailor
Tailor img 400.jpg
Category

Resource Production

First Appearance

1.0.0

Max. Workers

1 tailor

Display menu for the Tailor showing some items that can be created in the game.

A tailor is a structure in which the tailor works to craft warm clothing from leather and/or wool. Clothes prevent your citizens from freezing to death in winter.

Creating clothes offers advantages to the player as it allows the citizens to stay outside longer and travel further in winter, thus allowing them to be more productive.

Resource Flow

Each time a Tailor works at this building, they will turn input resources into clothing as per the following table. The quantity of resources taken as input, each time the worker crafts, is always the same, but the quantity of clothing produced with those resources depends on the worker's education status.

Process Input Uneducated Worker Output Trading Value Change (Un-edu.) Educated Worker Output Trading Value Change (Edu.)
Hide Coats Leather Hide Coat 5 loss Hide Coat 10 profit
Wool Coats Wool Wool Coat 5 profit Wool Coat 20 profit
Warm Coats Leather + 2×Wool Warm Coat 20 loss Warm Coat 10 profit

Building cost

Footprint
Tailor.png
Resource Amount
Labor.png
80
Log.png
32
Stone.png
48
Iron.png
16




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