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Building a Good Crafter

ekudram edited this page Aug 15, 2026 · 1 revision

Building a Good Crafter Pawn (Genie & General)

Viewer helper — plan a colonist who makes gear, not one who fights. Use this when buying a pawn, traits, or passions. Xenotypes from Biotech; traits from vanilla Core only.

A crafter is the pawn at the smithy, machining table, electric tailor, and fabrication bench. Colony wealth, armor, and weapons come off their work speed and skill.

Trait budgets (RICS-friendly):

Budget Use when
4 traits Default — works if the streamer caps traits near vanilla
6 traits Luxury / high-spend RICS variant

Sexuality traits do not count toward build quality here.


Quick picks

Dedicated shop crafter (4 traits)

Priority Pick Why
Xenotype Genie Remarkable Crafting + Intellectual genes (Biotech)
1 Industrious +35% global work speed — more items per day
2 Fast learner +75% learning so Crafting climbs to 20
3 Tough Genies are Delicate + extra pain — they die in one raid if they ever leave the shop
4 Body modder Wants bionic arms / manipulation; do not take Body purist

Passions: Burning Crafting. Minor Intellectual (complex benches / fabrication). Optional minor Construction.

Luxury 6-trait add-ons

Extra Why
Great memory Unused skills decay at half rate — keeps Crafting 20 parked
Hard worker or Neurotic More work speed if Industrious is taken / unavailable (Neurotic also raises mental-break risk)
Quick sleeper More hours at the bench
Too Smart Another +75% learning (stacks with Fast learner in Core). Needs Intellectual; +12% mental-break threshold

Baseliner crafter (no Genie)

Same traits. You lose the free Crafting / Intellectual aptitudes, so burning Crafting passion and Fast learner matter more. Tougher and more social than a Genie.


What makes a crafter good?

  1. Work speed (Industrious / Hard worker / Neurotic, plus Crafting skill)
  2. Skill + passion (quality and unlock speed; burning passion = 150% learn + mood at the bench)
  3. Manipulation (bionic / archotech arms later — Body purist blocks this)
  4. Not dying if they ever haul or get drafted (Genie is fragile)

Late-game a 20 Crafting Industrious pawn with two bionic arms outproduces three average colonists.


Genie xenotype (Biotech) — built-in kit

Genies were designed as engineers. They are the best vanilla Biotech crafting xenotype.

Useful genes

Gene Practical effect
Remarkable crafting Large Crafting aptitude — they start and stay better at the bench
Remarkable intellectual Same for research / complex work — good secondary researcher
Elongated fingers Flavor / precision theme with crafting
Dead calm Less panic / aggression

Liabilities (plan around them)

Gene Why it matters
Terrible social Bad warden, trader, recruiter, teacher
Poor animals / plants Do not make them the rancher or grower
Delicate Takes more incoming damage
Extra pain Downs faster — keep them inside
Thin body Lower melee presence

Genie + mechanitor is a strong combo (Crafting speeds mech gestation / repair). See Building a Good Mechanitor. Do not also assign Animals or Plants.


Vanilla trait guide (crafters)

Take these

Trait Why
Industrious +35% WorkSpeedGlobal — best speed trait
Hard worker +20% work speed if Industrious is gone
Fast learner +75% GlobalLearningFactor
Too Smart +75% learning, +12% mental-break threshold; requires Intellectual
Great memory Skill decay halved
Body modder Mood from bionics / xenogenes
Tough Survivability on a Delicate xenotype
Quick sleeper More work hours
Neurotic / Very neurotic +20% / +40% work speed but +8% / +14% mental-break threshold — worse than Industrious if you can choose

Avoid

Trait Why
Lazy / Slothful −20% / −35% work speed
Slow learner Painful to reach Crafting 20
Body purist No bionic arms / many late upgrades
Wimp / extra fragility on a Genie One explosion and they are down
Pyromaniac Workshop fires

Industrious and Hard worker are the same spectrum — you get one degree, not both.


Skills, stats, and passions

Skill Role
Crafting Primary — smithing, machining, tailoring, fabrication, many components
Intellectual Secondary — some bills, research overflow, mechanitor work
Construction Nice if they also build their own benches

Manipulation (health stat) is the hidden multiplier. Damaged or missing arms crush output. Check !mypawn health / !mypawn implants.

RICS: buy the passion if the roll is bad

Passions are not locked at pawn purchase. Viewers can gamble with !passion:

!passion list
!passion crafting 200
!passion intellectual 150
  • Minor 🔥 — normal 100% learn + mood at that work
  • Burning 🔥🔥 — 150% learn + stronger mood
  • No passion — ~33% learn
  • Bigger wagers improve odds; crit fail can strip a passion

Target Crafting first. Do not spray !passion on Animals or Plants on a Genie.


Shop setup (short)

  • Electric smithy / machining / tailor / fabrication as researched
  • Sit them on a crafting spot or bench with good light; Genies do not need to go outside
  • After Crafting 15+, push component and armor / gun bills — that is colony power
  • Pair with !mypawn work Crafting 1, Construction 2, everything else low

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