⚠️ Eco v0.14 is coming — the next major update reworks upgrade modules, so some of these numbers will change. They reflect the current version. What’s changing →
  • Simpler tiers: the 1–4 tiered upgrades become a single Basic / Advanced / Modern upgrade each.
  • Permanent upgrades: a module placed in a workstation is permanent — no more swapping lower tiers out as you progress.
  • Power transitions: a module can change a station’s power type/draw (e.g. a Modern upgrade moves a sawmill from mechanical to electrical power).
  • Talent-integrated: modules now use the same bonus/talent system — any talent benefit (power, labor cost, recipe unlocks) can come from a module.
  • Cheaper to upgrade: with the multi-tier parts gone, fully upgrading a workstation costs significantly less.

We’ll update this calculator shortly after the update releases.

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Tailor

Tailor

Tailors work with cloth to make clothing and high-end furniture for other citizens.

Tailors work with cloth to make clothing and high-end furniture for other citizens. Unlike other professions, the Tailor profession has only one specialty.
TailoringSkill allows citizens to create ClothItem for use in crafting projects by a variety of professions. The clothing tailors creates provides citizens with special bonuses. For example, a BigBackpackItem has a higher maximum weight limit than the starter BasicBackpackItem.