One crafter making cloth dusters will probably leave cloth pile up, meaning lost profit when you sell two harvests of cloth raw because you need the silver now and can't wait on your crafter to finish. This means there's no right answer for every colony - the optimum is for you to pick a recipe that will have your crafter(s) keep your stockpile low without running out of work to do. Other items between the two extremes will be in between the two with a linear relationship. I leave the rest of the item calculation to the student, but suffice it to say that the Duster and the Tribalwear are the two extremes.Īt 6, a crafter averages normal, at 12 a crafter averages good, and at 18 a crafter averages half good and half excellent.įrom the above tables, you should be able to see the Dusters will give you the most profit per ingredient at a significant time cost, while Tribalwear will give you a slight profit at low levels that increases to moderate with skill increases, but the ingredients will run out fast. Note that the number of work ticks is explicitly defined in the RecipeDef or the item's ThingDef, but the Work Amount shown in the recipe window is actually the number of work ticks divided by 60 and then rounded down to give you an approximate number of IRL seconds at speed 1 for the item to finish. If there are multiple recipes that produce the same product, then the first one it scans will be used - typically the vanilla recipes. (divided by the number the recipe provides). ![]() Okay, from the Rimworld code, for any item that has a recipe and does not have an explicit overriding market value defined in the ThingDef of the item, the market value of the item is the sum of the ingredient values plus the number of work ticks required times 0.0036 silver.
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