Editing Apparel
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In-game, Armor rating is calculated as follows: | In-game, Armor rating is calculated as follows: | ||
#The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the "effective armor rating". | #The armor rating is reduced by the armor penetration value, dependent on the weapon. This gives the "effective armor rating". | ||
− | + | #*Although armor penetration reads as a percentage value, it is actually ''subtracted'' from armor in the armor rating calculation. E.g. if a target with 150% armor is attacked using a weapon with 50% armor penetration, the result is 150% - 50% = 100% effective armor rating, ''not'' 150% * (1 - 50%) = 75% effective armor rating. | |
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#The effective armor rating is then compared against a random number from 0 to 100: | #The effective armor rating is then compared against a random number from 0 to 100: | ||
#*If the random number is under half the armor rating, the damage deflects harmlessly. | #*If the random number is under half the armor rating, the damage deflects harmlessly. | ||
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If the damage is Sharp and any layer halves the damage, then any remaining damage to the pawn will be changed to Blunt damage. | If the damage is Sharp and any layer halves the damage, then any remaining damage to the pawn will be changed to Blunt damage. | ||
− | '''Note:''' Despite the common misconception, the armor effect of layers below will still be calculated against the ''sharp armor rating'' of those layers, '''not''' against the blunt armor rating. For example, | + | '''Note:''' Despite the common misconception, the armor effect of layers below will still be calculated against the ''sharp armor rating'' of those layers, '''not''' against the blunt armor rating. |
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+ | For example, if a duster halves the incoming damage of a sharp attack and thereby converts it into blunt damage, a flak vest will nonetheless use its sharp armor rating for its armor check. | ||
==== Flame damage ==== | ==== Flame damage ==== | ||
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== Durability == | == Durability == | ||
+ | {{Stub|section=1|reason=Deterioration while worn}} | ||
Apparel, including armor, takes damage from several factors. It takes 1 HP of damage for every 4 points of damage dealt to the wearer, provided the damage is applied to that layer and location. Thus, if an attack hits a pawn's torso and is stopped by apparel on the Outer layer, such as a [[Duster]], the duster will receive damage, but a torso-covering item on Middle layer, such as a [[Flak vest]] will receive no damage. If the duster were to halve the damage instead, then the flak vest would receive half of the durability damage, while the duster would receive full damage. | Apparel, including armor, takes damage from several factors. It takes 1 HP of damage for every 4 points of damage dealt to the wearer, provided the damage is applied to that layer and location. Thus, if an attack hits a pawn's torso and is stopped by apparel on the Outer layer, such as a [[Duster]], the duster will receive damage, but a torso-covering item on Middle layer, such as a [[Flak vest]] will receive no damage. If the duster were to halve the damage instead, then the flak vest would receive half of the durability damage, while the duster would receive full damage. | ||
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Apparel also takes damage when the pawn wearing it is on fire. Each time the fire deals damage to the pawn, it deals the same amount of damage to a random piece of worn apparel. | Apparel also takes damage when the pawn wearing it is on fire. Each time the fire deals damage to the pawn, it deals the same amount of damage to a random piece of worn apparel. | ||
− | All apparel worn by a pawn has a 40% chance to take 1 HP of damage each day (so on average, each piece of apparel takes about 0.4 HP of damage per day). This effect is only applied to pawns in a map - pawns in caravans, transport pods etc do not suffer apparel damage in this way | + | All apparel worn by a pawn has a 40% chance to take 1 HP of damage each day (so on average, each piece of apparel takes about 0.4 HP of damage per day). This effect is only applied to pawns in a map - pawns in caravans, transport pods etc do not suffer apparel damage in this way. |
Finally, when a pawn is killed by an attack, all worn apparel takes anywhere between 15% and 40% of its current hit points in damage. | Finally, when a pawn is killed by an attack, all worn apparel takes anywhere between 15% and 40% of its current hit points in damage. | ||
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== Nudity == | == Nudity == | ||
+ | {{Stub|section=1|reason=Does what a nudist consider nudity depend on the ideoligion's definition of nudity?}} | ||
In RimWorld Core, male colonists are considered naked when their legs are not covered, while female colonists are considered naked when either their legs or chest are not covered. | In RimWorld Core, male colonists are considered naked when their legs are not covered, while female colonists are considered naked when either their legs or chest are not covered. | ||
− | Most colonists will receive a | + | Most colonists will receive a -6 mood penalty from being naked, triggering an alert prompting the player to seek suitable clothing. |
− | For Nudists the opposite is true - they receive a | + | For Nudists the opposite is true - they receive a +20 mood bonus while naked and a -3 mood penalty while clothed. |
− | With the [[Ideology (DLC)]] installed and active, Nudity, both in required coverage and the reaction to it, instead depend on the [[Ideoligion]]{{IdeologyIcon}} of the pawn and its precepts | + | With the [[Ideology (DLC)]] installed and active, Nudity, both in required coverage and the reaction to it, instead depend on the [[Ideoligion]]{{IdeologyIcon}} of the pawn and its precepts. |
== Special values == | == Special values == | ||
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== Tainted apparel == | == Tainted apparel == | ||
− | Apparel that is worn by a human as they die becomes tainted. The clothing must be worn, not merely carried, to become tainted. All tainted items have names suffixed with single letter ''T'' | + | Apparel that is worn by a human as they die becomes tainted. The clothing must be worn, not merely carried, to become tainted. All tainted items have names suffixed with single letter ''T''. |
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− | + | Most pawns wearing tainted apparel gain a persistent [[mood]] debuff as long as they're wearing it that scales with the number of items worn - colonists with [[Bloodlust]] trait are unaffected by tainted clothing. Tainted clothes also have their [[market value]] decreased by ?.{{Check Tag|Detail Needed}} [[Trade]]rs and [[faction base]]s do not buy tainted apparel nor accept them as gifts, but tainted clothing may be sent to them for [[goodwill]] at their reduced market value. | |
− | + | [[Utility]] items never become tainted. The apparel that is worn by a pawn as they are resurrected by a [[resurrector mech serum]] become untainted. There is no other way to untaint apparel. | |
− | + | While tained apparel does give a mood debuff, [[#Insulation|insulation]], [[#Protection|protection]], and [[#Nudity|nudity]] concerns may take precedence over the comparatively minor penalty. | |
{| class="wikitable" style="width: 14em" | {| class="wikitable" style="width: 14em" | ||
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== Disposal == | == Disposal == | ||
− | Apparel can | + | Apparel can be destroyed using a [[crematorium]] or a [[campfire]]. Simply create a "Burn apparel" bill, and be sure to uncheck anything you want to keep. |
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− | + | If you have a large quantity of unwanted apparel (such as the tainted apparel from a large raid), it may be more worthwhile to create a burn pit than destroy each piece individually. Simply designate a large stockpile zone on a non-flammable surface (e.g. stone or sand), designate it for all apparel you want to dispose of (Suggested settings are tainted and non-smeltable apparel only), remove the automatically created home area around the stockpile, and manually attack the pile with any flammable weapon (such as a [[Molotov cocktail]]). All unwanted apparel will be destroyed with minimal colonist work. | |
− | + | Another alternative is to simply dump all unwanted apparel onto water or marsh tiles, which will rapidly speed up its deterioration rate. | |
== Outfit selection == | == Outfit selection == | ||
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'''Industrial - Mid''': | '''Industrial - Mid''': | ||
− | The best apparel combo for this stage of the game is [[button-down shirt]] and a pair of [[pants]] on the skin layer, a [[flak vest]] in the middle, and a [[duster]] on the top. This combination offers good amounts of protection without | + | The best apparel combo for this stage of the game is [[button-down shirt]] and a pair of [[pants]] on the skin layer, a [[flak vest]] in the middle, and a [[duster]] on the top. This combination offers good amounts of protection without compromising the movement speed of a pawn. |
'''Industrial - Late''': | '''Industrial - Late''': | ||
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* Beta 19 or earlier - Traders will no longer accept tainted apparel. | * Beta 19 or earlier - Traders will no longer accept tainted apparel. | ||
* Beta 19 - System changed d100 system. Previously each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating). | * Beta 19 - System changed d100 system. Previously each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating). | ||
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* [[Version/1.2.2753|1.2.2753]] - Apparel scoring algorithm no longer ignores heat armor, significantly shifting upgrading priorities e.g. pawns "upgrading" to [[Devilstrand]] [[duster]]s over [[Thrumbofur]], despite the significant detriment to Sharp protection. | * [[Version/1.2.2753|1.2.2753]] - Apparel scoring algorithm no longer ignores heat armor, significantly shifting upgrading priorities e.g. pawns "upgrading" to [[Devilstrand]] [[duster]]s over [[Thrumbofur]], despite the significant detriment to Sharp protection. | ||
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[[Category:Gear]] | [[Category:Gear]] | ||
{{nav|clothing|wide}} | {{nav|clothing|wide}} |