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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".  
 
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#*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.
'''Note''': While armor penetration is given as a percentage, it is ''subtracted'' from the target's armor, not used as a multiplier. 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.
 
 
#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, if a pawn wears a duster over a flak vest, and the duster halves the damage of an incoming sharp attack converting, it to blunt damage in the process, the flak vest will still use its sharp armor rating for its attempt at mitigating the damage.
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'''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 ==
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{{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. This damage is not modified by the [[Quality#General|deterioration rate factor]] applied by [[quality]] - worn clothing is damaged at the same average rate regardless of quality.
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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 ==
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{{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 {{--|6}} mood penalty from being naked, triggering an alert prompting the player to seek suitable clothing. Other colonists will recieve a {{--|10}}{{Check Tag|Verify|Confirm this is accurate for both core and ideology}} social opinion modifier of the nude pawn, whether or not they are nudist.
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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 {{+|20}} mood bonus while naked and a {{--|3}} mood penalty while wearing any clothes other than [[sash]]es, [[heavy bandolier]]s, and headgear. They have no negative or positive social opinions about nudity.
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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. Nudists are completely unaffected by ideologion clothing standards, both for mood and for social opinions of others being nude. They do however get the {{+|1}} mood bonus for ideologion preferred apparel, but unless that apparel is nudist acceptable they will still lose the {{+|20}} mood bonus and gain the {{--|3}} mood penalty.
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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''. [[Utility]] items never become tainted.  
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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''.  
  
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 90%. [[Trade]]rs and [[faction base]]s do not buy tainted apparel nor accept them as gifts, but tainted clothing may be sent to them via [[transport pod]] for [[goodwill]] at their reduced market value.  
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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.  
  
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.
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[[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 tainted apparel does give a mood debuff, [[#Insulation|insulation]], [[#Protection|protection]], and [[#Nudity|nudity]] concerns may take precedence over the comparatively minor penalty.  
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While tained apparel does give a mood debuff, [[#Insulation|insulation]], [[#Protection|protection]], and [[#Nudity|nudity]] concerns may take precedence over the comparatively minor penalty. If truly unwanted, tainted apparel can be destroyed or smelted at an [[electric smelter]].
 
 
If truly unwanted, tainted apparel can be [[#Disposal|disposed of]] via a variety of means.  
 
  
 
{| class="wikitable" style="width: 14em"
 
{| class="wikitable" style="width: 14em"
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== Disposal ==
 
== Disposal ==
Apparel can also be destroyed via a "Burn apparel" bill at a [[crematorium]] or a [[campfire]] or destroyed at an electric smelter. Apparel containing [[metallic]] resources can instead be smelted at an [[electric smelter]], for a return of 25% of the metallic resources used to create them. Note that things such as [[component]]s will similarly be reduced to their base metals. In either case care must be taken in selecting the allowed items to destroyed.  
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Apparel can be destroyed or (armor) smelted for scrap at an [[electric smelter]]. Apparel can also be destroyed via a bill at a [[crematorium]] or a [[campfire]].
 
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A ''burn pit'' provides a quick way to dispose of large quantities of apparel. Designate a storage zone for the undesired apparel (Suggested settings are tainted and non-smeltable apparel only) in an isolated location, possibly behind some fire breaks. Remove the automatically created home area to prevent firefighting inside the "burn pit", and manually attack the pile with an incendiary weapon (e.g. a [[Molotov cocktail]]). The unwanted apparel will quickly burn to ashes.
A ''burn pit'' provides a quick way to dispose of large quantities of burnable apparel. Place a [[stockpile zone]] on non-flammable [[terrain]] or [[floor]]ing, designate the zone for all apparel you wish to dispose of - suggested settings are tainted and non-smeltable apparel only, remove the automatically created [[home zone]] around the stockpile to prevent colonists extinguishing the fire, and manually attack the pile with an incendiary weapon such as a [[Molotov cocktail]]. [[Fire]] will spread from item to item and the 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.
 
  
Finally, unwanted apparel can be sold or gifted for [[goodwill]] if [[#Tainted apparel|untainted]]. If disposing of apparel because it becomes worn, disposal at 60% HP will retain significantly more market value than waiting for 50% and the first worn moodlet to apply. Any item, including tainted items, can be sent as gifts via [[transport pod]]s to [[faction base]]s. For the majority of items, the reduction in market value from tainting makes this not worth the resources to make and launch the transport pod. For items with high base values, like hyperweave clothes occasionally found on raiders, it can still be worthwhile.
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Another alternative disposal method is to 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 significantly compromising the movement speed of a pawn.
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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).
*  Beta 19/1.0 - Refactored how apparel insulation is calculated to be simpler, and rebalanced all apparel and stuff insulation stats.
 
 
* [[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.
* [[Version/1.3.3066|1.3.3066]] - Pawns now try a lot harder to avoid wearing tattered apparel.
 
  
 
[[Category:Gear]]
 
[[Category:Gear]]
 
{{nav|clothing|wide}}
 
{{nav|clothing|wide}}

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