Supply: Clothes II
Hits and energy by mastery
It takes 12 ticks and can't progress below 8 orange mastery. Each hit adds a tick per full multiple of that requirement, up to 3:
| Mastery | Ticks per hit | Hits | Energy |
|---|---|---|---|
| 8+ | 1 | 12 | 24 |
| 16+ | 2 | 6 | 12 |
| 24+ | 3 | 4 | 8 |
Tools on the belt and perks add mastery; a zombie always works at the requirement.
Recipe
Takes
- 16×Fabric
- 2×Iron Kit II
Makes
- 1, or 2 with Tailor×Supply: Clothes II
At Assembly bench III · 12 ticks · 24 energy
Need several, or the whole chain? The crafting planner works it out down to raw materials.
Perks that change it 1
- Factory OperativeZombie-2 ticks to finish
Overview
- Kind
- Conveyor
- Station
- Assembly bench III
- Mastery
- Orange mastery
- Mastery required
- 8
- Ticks
- 12
- Energy per tick
- 2
- Game ID
conv_box_clothes_2
Unlocked by 1
Raw game dataAs stored in the game's GameBalance
- kindcraft
- stations[conveyor_assemblybench_t3]
- talenttalent_orange
inputs[2]
0{2}
- idfabric_flax
- count16
1{2}
- idiron_kit_2
- count2
outputs[1]
0{2}
- idbox_clothes_2
count{1}
- formula1+#zperk_tailor
- duration12
- energyPerTick2
- masteryLock8
- isConveyortrue
- needsUnlocktrue
- linkedPerks[zperk_factory_operative]
techPoints{1}
- red8