Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But before you do that have you checked the following? :
- Is the bill set up right? Is it set to do X amount of times or do until you have X Amount?
If set to the first one it might have run out of orders to do. If set to the second one your inventory might already be filled up. If so get rid of all the clothes part you already have that might be tattered.
- Is the filter for materials set up right? You said you placed cloth next to it, have you made sure that cloth is also allowed in the bill?
- Is the ingrediant radius set to a big enough area? (I'm guessing here it should be but it's worth a check non the less.)
That said, unless they are running around naked I normally ignore the tatterede clothes debuff since it's simple too time consuming and troublesome to maintain.
- I have the filter setup to only use cloth. I've tried allowing it to use everything, didn't help.
- The ingredient radius is 999.
- I may need to just ignore it for now.
@Nova225 - Yeah, it's facing the right way so people can stand where they need to in order to tailor it out.
I'm mostly surpirsed I'm unable to force tailoring as a priority. That would fix everything.
What are the colonist skill levels in crafting? I doubt pants even have a specific level, but it can't hurt to check.
If you go to the work tab, you can set manual priorities for a job. Jobs with '1' are the most important and will be done first by a colonist. '4' will be done last, and blank job spaces won't be done at all. Try setting crafting (I think that governs tailoring) to '1' for the colonists you want to create the clothes.
As mentioned, ensure that the table has bills assigned which allow a colonist to create the specified clothing.
I believe tailor covers tailoring but uses the 'crafting' skill said skill covers smithing crafting tailoring and maybe one other not sure
1) Somebody is already using the machine, and I haven't set "drop on floor", so other's can remove their work
2) I've set a certain level skill to be needed, and the colonist is now above or under that level (this works beautifully for making dedicated tailors work on only their machine.)
This is a bit of a dumb question, but I had this problem when I first played the game, you can't have patchwork clothing, it all has to be made out of one material.
One way to keep your colonists from the evils of tattered clothing is to adjust their outfits under
Assign -> Manage Outfits -> Select Outfit -> Anything
And drag the 'low end' slider of Hit Points until you get '50% - 100% hit points'
Once clothes become 'tattered' at 49%, they will remove them and look for >50% HP clothing stored in equipment racks (primary) or in stockpiles (secondary) to replace them automatically.
Equipment racks are the way to go, as clothing deteriorates when left on the ground. Usually make a 16x8 room in my base somewhere and just fill it up with racks set to allow only clothing... there's a similar room for only weapons, but of course make sure it is far from your prison - just in case. ;)
When appropriate traders come, sell off the tattered crap that's been piling up.
As your colony becomes more prosporous, you can get more finicky by editing outfits again and making them only wear Normal quality and up, then Good quality and up, etc.
Good+ quality clothing adds a bit to mood.
Option 2: Get a 'mending' mod, that lets you build a table that allows you to repair damaged clothing, armor and weapons.