RimWorld

RimWorld

imwithdummy Sep 21, 2018 @ 10:49am
Okay I give up...what can you craft at level 1 to increase crafting skill?
Google repeatedly says stone-cutting, but I've plowed through 500 stones and my guy hasn't gained a single digit in skill. Another thread talked about making bows and stuff non-stop, but nope, either I get the "requires smithing" message, or his skill is to low for it, must be at least level 2.
Smelting isn't working either...lol I just can't figure this out!
Last edited by imwithdummy; Sep 21, 2018 @ 10:54am
Originally posted by Monoxide:
Originally posted by imwithdummy:
Nope, clubs require smithing, hand to god. Wooden clubs. short bows, yeah I need level two, so am not quite there yet.
Tribalwear, that's not tailoring?
I'll give knives a shot here...

Tailoring and smithing are subsets of crafting. They all use the same skill level, but they also need to be turned on in the jobs allowed.

Essentially, Crafting governs general crafting, smithing, and tailoring. You can work on anything (with a few exceptions) within these areas to gain experience. I am not sure on the justification of stone cutting not raising skill, but it is confirmed that it doesnt.

My suggestion would be to turn on smithing and tailoring on your want-to-be crafter, and just make anything usable (weapons/armor) at the crafting spot, tailor bench, or smithing bench. I agree with the people above that making a few bows (once you can) first would be good to give you a stockpile of weapons, then move on to some clothing at the tailor bench - just keep upgrading all your pawns gear. To start, try making ANYTHING that gives experience. Once you find something, it wont take long to get from 1 to 2, probably before finishing the first item.

EDIT: Instead of researching what can be made to raise skill, turn on tailoring smithing and crafting, then queue up 1 of everything at each crafting spot then force your pawn to work there (select pawn, then right click on bench). If s/he can work on anything, they will start with that. This way you dont have to check each thing for requirements.
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Showing 1-8 of 8 comments
Jaasrg Sep 21, 2018 @ 10:54am 
Clubs, knives, tribalwear...
You can craft short bows and above on crafting spot but the bows need crafting 2.
Furniture would train construction.
Yaldabaoth Sep 21, 2018 @ 10:58am 
Stonecutting doesn't train crafting.
imwithdummy Sep 21, 2018 @ 11:08am 
Originally posted by Jaasrr:
Clubs, knives, tribalwear...
You can craft short bows and above on crafting spot but the bows need crafting 2.
Furniture would train construction.
Nope, clubs require smithing, hand to god. Wooden clubs. short bows, yeah I need level two, so am not quite there yet.
Tribalwear, that's not tailoring?
I'll give knives a shot here...
Jaasrg Sep 21, 2018 @ 11:32am 
Originally posted by imwithdummy:
Originally posted by Jaasrr:
Clubs, knives, tribalwear...
You can craft short bows and above on crafting spot but the bows need crafting 2.
Furniture would train construction.
Nope, clubs require smithing, hand to god. Wooden clubs. short bows, yeah I need level two, so am not quite there yet.
Tribalwear, that's not tailoring?
I'll give knives a shot here...
I said crafting spot, the no tech version of smithy.
And clubs need 2 crafting? Dude... what?
The author of this thread has indicated that this post answers the original topic.
Monoxide Sep 21, 2018 @ 11:39am 
Originally posted by imwithdummy:
Nope, clubs require smithing, hand to god. Wooden clubs. short bows, yeah I need level two, so am not quite there yet.
Tribalwear, that's not tailoring?
I'll give knives a shot here...

Tailoring and smithing are subsets of crafting. They all use the same skill level, but they also need to be turned on in the jobs allowed.

Essentially, Crafting governs general crafting, smithing, and tailoring. You can work on anything (with a few exceptions) within these areas to gain experience. I am not sure on the justification of stone cutting not raising skill, but it is confirmed that it doesnt.

My suggestion would be to turn on smithing and tailoring on your want-to-be crafter, and just make anything usable (weapons/armor) at the crafting spot, tailor bench, or smithing bench. I agree with the people above that making a few bows (once you can) first would be good to give you a stockpile of weapons, then move on to some clothing at the tailor bench - just keep upgrading all your pawns gear. To start, try making ANYTHING that gives experience. Once you find something, it wont take long to get from 1 to 2, probably before finishing the first item.

EDIT: Instead of researching what can be made to raise skill, turn on tailoring smithing and crafting, then queue up 1 of everything at each crafting spot then force your pawn to work there (select pawn, then right click on bench). If s/he can work on anything, they will start with that. This way you dont have to check each thing for requirements.
Last edited by Monoxide; Sep 21, 2018 @ 11:43am
imwithdummy Sep 22, 2018 @ 12:00pm 
Originally posted by Steve from Machete Squad:
Originally posted by imwithdummy:
Nope, clubs require smithing, hand to god. Wooden clubs. short bows, yeah I need level two, so am not quite there yet.
Tribalwear, that's not tailoring?
I'll give knives a shot here...

Tailoring and smithing are subsets of crafting. They all use the same skill level, but they also need to be turned on in the jobs allowed.

Essentially, Crafting governs general crafting, smithing, and tailoring. You can work on anything (with a few exceptions) within these areas to gain experience. I am not sure on the justification of stone cutting not raising skill, but it is confirmed that it doesnt.

My suggestion would be to turn on smithing and tailoring on your want-to-be crafter, and just make anything usable (weapons/armor) at the crafting spot, tailor bench, or smithing bench. I agree with the people above that making a few bows (once you can) first would be good to give you a stockpile of weapons, then move on to some clothing at the tailor bench - just keep upgrading all your pawns gear. To start, try making ANYTHING that gives experience. Once you find something, it wont take long to get from 1 to 2, probably before finishing the first item.

EDIT: Instead of researching what can be made to raise skill, turn on tailoring smithing and crafting, then queue up 1 of everything at each crafting spot then force your pawn to work there (select pawn, then right click on bench). If s/he can work on anything, they will start with that. This way you dont have to check each thing for requirements.
Steve...thank you! Criminy man, who knows how much longer I'd have been futzing around without realizing this. Thanks for the overview and suggestions, good looking out, thank you.
imwithdummy Sep 22, 2018 @ 12:01pm 
Originally posted by Jaasrr:
Originally posted by imwithdummy:
Nope, clubs require smithing, hand to god. Wooden clubs. short bows, yeah I need level two, so am not quite there yet.
Tribalwear, that's not tailoring?
I'll give knives a shot here...
I said crafting spot, the no tech version of smithy.
And clubs need 2 crafting? Dude... what?
I was losing track of error messages...was lining up stuff in the cue and danged if guy could make any of it. Thanks for the help here =]
kevinshow Sep 23, 2018 @ 3:09pm 
since I usually need clothes and want a high level crafter to make better clothes later on, I pretty much just start my Minor or Major Crafter on making clothes.

As his skill gets higher, he will eventually spend a little bit of time making weapons also, for that extra % difference between different qualities.

Early on, I may also make shortbows for selling for gold. So I might set it to always have X number of bows (I usually pick 2). When I sell those off, then the crafter comes to make 2 more without me micromanaging it.



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Date Posted: Sep 21, 2018 @ 10:49am
Posts: 8