Sewing Machine
| Sewing Machine | |
|---|---|
| Type | Collection |
| Location | "Rock Rejuvenation" Special Order |
Emily pins an order on the board outside Mayor Lewis's house asking for gemstones, and finishing it puts a Sewing Machine of the farmer's own in the post. It is the same machine that sits in her front room at 2 Willow Lane, and it does the same two jobs: stitching new clothes from cloth and an ingredient, and dyeing the clothes already being worn. Owning one at home removes the walk into town and, more usefully, removes her opening hours from the equation. For anyone who enjoys dressing the farmer, or who wants a particular hat out of a particular fish, the machine turns an errand into a shelf in the farmhouse.
Overview
Tailoring becomes available long before the machine arrives. The day after a first piece of Cloth finds its way into the bag, Emily turns up outside the farmhouse to explain that her Sewing Machine is available to use, and from that point the one at her house is open to anybody. The order on the board is the upgrade rather than the unlock.
Rock Rejuvenation is Emily's own request, and it asks for a set of gemstones. They go to her directly as they are found, one at a time, which means the order rewards a week of mining rather than a single delivery. The machine itself does not come from her hands: it arrives in the farmhouse mailbox once the last stone has been handed over.
Using it is a matter of two slots. Cloth goes into the feed, and whatever is meant to shape the garment goes onto the spool. The spool item decides what comes out, so a Pearl produces the Bridal Veil, a Golden Pumpkin produces the Witch Hat, and a Piña Colada or any beer, mead or wine produces the Black Leather Jacket. Several items often lead to the same garment, in which case the ingredient decides its colour, which is why a sailor shirt made from one fish looks different from the same shirt made from another.
Shirts, pants and hats are the usual output. Boots work differently: tailoring a pair does not create a new pair, it moves the stats from one onto another, so a favourite look can be kept while wearing the better defence. A Prismatic Shard on the spool is a gamble, producing one of the prismatic garments at random, duplicates included.
Dyeing is the machine's second use, and it is not quite the same as the dye pots. The pots beside Emily's machine take items in three colour groups and mix a custom shade with sliders, and they require the dyeable clothing to be worn at the time. The spool of the Sewing Machine instead takes one item and applies that item's own colour to a dyeable piece in the feed, which is quicker and far more predictable. Most of the valley's produce has a colour attached to it, so almost anything in a chest can be used to recolour a shirt.
Notes
Tailored clothes are for wearing rather than earning. Shirts, pants and hats stay in the wardrobe, while boots can be sold on at the Adventurer's Guild, which is worth remembering before transferring the stats off a pair that was going to be sold anyway.
A machine on the farm pairs well with fishing and foraging days. The ingredient for a garment is often something that would otherwise go straight into the shipping bin, and having the machine a few steps from the bin makes it much easier to pull one fish or one flower out of the day's haul before the night's sale.
All Collections
Every entry in this group, with its key details.