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<noinclude>
 
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{{About|the items in a specific category of Apparel|the mechanics common to both Clothing and Armor|Apparel}}
 
{{imagemargin|[[File:clothing_preview.png|right]]|40px}}'''Clothing''' is a subcategory and type of [[apparel]] that generally offers good insulation but poor protection from damage.
 
  
All apparel functions in the same way mechanically. Clothing and [[Armor]] primarily differ only in their categorisation and a tendency to either offer damage or environmental protection respectively. Therefore, see [[Apparel]] for details on the mechanics common to all types of apparel.
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</noinclude>
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<includeonly>:''Main article: [[Clothing]]''</includeonly>
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Clothes are a kind of [[gear]], mostly for providing protection from hot and cold [[Environment#weather|weather]] and [[biomes|climate]] and covering up your colonists nudity. They usually offer little in the way of protection against weapons when compared to [[armor]].
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Clothing can be crafted at a [[Tailor's workbench|tailor's workbench]].
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If left exposed with no roof, clothing will slowly [[Deterioration|deteriorate]] until it disintegrates without a trace.
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Clothing when worn suffers wear and tear and loses hit points over time.<noinclude>
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A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing frayed apparel' thought. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought, replacing the 'frayed apparel' thought. These thoughts do not stack.
  
Clothing is typically [[stuff]]able, made from [[textiles]], and crafted at either an [[Hand tailor bench|hand]] or [[electric tailor bench]]. Clothing can be also be purchased via [[trade]], salvaged from other humans via the [[Orders#Strip|strip]] order, or dropped by a colonist. Clothes stripped from dead bodies have the "[[Tainted]]" modifier, which lowers its value and gives a mood debuff to wearers of the piece of clothing.
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The Overview screen has an [[Overview#Outfits|Outfits]] tab that manages apparel profiles. The Outfits system provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.
  
== Manufacturing clothing ==
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== Clothing Layers ==
[[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]]
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{{:Clothing Layers}}
Manufacturing clothing uses the colonist's [[Skills#Crafting|Crafting]] skill.
 
  
Most clothing can be manufactured at the following [[production]] stations. Some few items must be crafted elsewhere (e.g. various [[crown]]s{{RoyaltyIcon}}, crafted at [[smithy|smithies]]), or are uncraftable by colonies (e.g. [[psychic foil helmet]]) and so can only be acquired via [[trade]], [[quest]]s, or from defeated [[raider]]s, etc.
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== On Skin Layer ==
: '''[[Crafting spot]]:'''
 
:: Produces only tribal clothing, and with a 50% workspeed penalty.
 
::* Crafting spots are limited to crafting tribal clothing (even after researching Complex Clothing)
 
::* Industrial colonies can never craft [[tribal headdress]]es or [[war mask]]s (but can trade for or capture and use them)
 
: '''[[Hand tailor bench]]:'''
 
:: A neolithic production facility with a 50% workspeed penalty, offers the full range of craftable clothing.
 
::* Tribal colonies can produce all items
 
::* Industrial colonies cannot craft tribal headdresses or war masks
 
: '''[[Electric tailor bench]]:'''
 
:: An upgraded hand tailor bench that grants a faster production speed while powered or at the same speed as its lesser version while without power.
 
::* Same tech restrictions as hand tailor benches
 
  
== Clothing values and materials ==
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{{Item
Clothes are typically made from [[textiles]] - i.e. [[fabrics]] and [[leathers]]. Their stats vary heavily based on the material. Picking the right material for any piece of clothing is far from arbitrary and the default setting will just have nearly all materials checked. The algorithm by which the crafter picks which material to use is unknown.
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| name        = Pants
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| image        = Pants.png
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| description  = A simple set of pants.
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| note        = Boring old pants. Not visible on humans.
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| tags        =
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{{Tag/Worth (old)  |    50 }}
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{{Tag/Work          | 7,000 | Fabric | Leather }}
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{{Tag/Protects Body | Legs | blunt = 3 | sharp = 3 }}
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{{Tag/Keeps Warm    |    3 }}
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}}
  
General summaries of the primary types are available below, and specific statistics can be directly compared on the [[Textiles#Material Effects|Textiles table]].
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{{Item
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| name        = T-Shirt
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| image        = T-Shirt.png
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| description  = A basic T-shirt.
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| note        = Most colonists start with this or the Button-Down Shirt.
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| tags        =
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{{Tag/Worth (old)  |    50 }}
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{{Tag/Work          | 4,800 | Fabric | Leather }}
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{{Tag/Protects Body | Torso | blunt = 3 | sharp = 3 }}
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{{Tag/Keeps Warm    |     3 }}
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}}
  
=== Fabrics ===
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{{Item
{{Main|Fabrics}}
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| name        = Button-Down Shirt
[[Cloth]] is the most accessible material when wildlife is scarce. It can also be easily farmed from cotton [[plants]] or cheaply bought. It is used as baseline material in Crafting Bill Hints.
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| image        = Button-Down Shirt.png
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| description  = A nice-looking collared shirt with buttons.
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| note        = A nicer and slightly better formal shirt.
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| tags        =
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{{Tag/Worth (old)  |    55 }}
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{{Tag/Work          | 8,000 | Fabric | Leather }}
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{{Tag/Protects Body | Torso and Arms | blunt = 3 | sharp = 3 }}
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{{Tag/Keeps Warm    |     4 }}
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}}
  
Advanced fabrics tend to have significantly better armor values and at least comparable thermal resistance values, meaning they can easily replace cloth in every application but are harder to come by.
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== On Skin and Middle Layers ==
  
=== Wools ===
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{{Item
{{Main|Wool}}
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| name        = Tribalwear
Wool is a subtype of Fabric. Can only be acquired from domesticated [[animals]]. They offer very weak protection and are highly flammable but offer high insulation multipliers and are very easy to acquire in amounts. Care must be taken to not mix up the Wool and Leather from an animal, as they have very different values.
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| image        = Tribalwear.png
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| description  = A garment crafted without machines using neolithic tools.
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| note        = Resouce-cheap and practical. The [[Raider|neolithic raiders]] are usually dressed in these.
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| tags        =
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{{Tag/Worth (old)  |   35 }}
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{{Tag/Work          | 2,000 | Fabric | Leather | skill = Crafting | speed stat = Tailoring Speed }}
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{{Tag/Protects Body | Torso and Legs | blunt = 3 | sharp = 3 }}
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{{Tag/Keeps Warm    |    10 }}
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}}
  
=== Leathers and Skins ===
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== Shell Layer ==
{{Main|Leathers}}
 
Leathers offer pretty good defense and are easy to acquire in most biomes as a sub product of hunting. Leather are defined by the type of animal they were taken from. While they generally provide good armor, their insulation multipliers can vary significantly - both significantly below and above cloth. They always have a high Heat and Blunt damage resistance, with low flammability.
 
  
== Apparel layers ==
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{{Item
{{:Apparel layers}}
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| name        = Duster
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| image        = Duster.png
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| description  = A long duster coat for blocking the sun and grit of the desert.
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| note        = The stylish and tough duster, with a small but notable amount of [[Damage|heat]] protection.
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| tags        =
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{{Tag/Worth (old)  |    80 }}<!-- MaxHitPoints = 250 -->
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{{Tag/Work          | 24,000 }}
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{{Tag/Protects Body | Torso and Arms | blunt = 3 | sharp = 7 | heat = 7 }}
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{{Tag/Keeps Warm    | 15 }}
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{{Tag/Keeps Cool    | 15 }}<!-- Do positive <Insulation_Heat> goes here? --->
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{{Tag/MoveSpd-      | 4% }}
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}}
  
== Comparison tables ==
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{{Item
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers.  
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| name        = Jacket
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| image        = Jacket.png
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| description  = A tough jacket to stop scrapes and bruises, and keep one warm in chilly weather.
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| note        = Very slightly better than the [[#Duster|duster]] in blunt protection and a slightly smaller movespeed penalty.
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| tags        =
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{{Tag/Worth (old)  |    70 }}<!-- MaxHitPoints = 170 -->
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{{Tag/Work          | 17,000 }}
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{{Tag/Protects Body | Torso and Arms | sharp = 8 | heat = 3 }}
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{{Tag/Keeps Warm    | 15 }}
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{{Tag/MoveSpd-      | 3% }}
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}}
  
As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. For example, [[pants]] and the [[t-shirt]] which both occupy the Skin layer do not cover the same body parts, and thus can be worn together.
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{{Item
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| name        = Parka
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| image        = Parka.png
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| description  = A thick parka for staying warm in even the coldest of temperatures.
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| note         = The key to domination of the arctic circle. Makes winters, tundras and megalomanic walk-in freezer projects survivable.
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| tags        =
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{{Tag/Worth (old)  |    120 }}<!-- MaxHitPoints = 200 -->
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{{Tag/Work          | 22,000 }}
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{{Tag/Protects Body |  Torso and Arms | sharp = 3 | heat = 3 }}
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{{Tag/Keeps Warm    | 45 | 8 }}
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{{Tag/MoveSpd- | 5% }}
 +
{{Tag/WorkSpd- | 20% }}
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}}
  
The hands and feet, across all layers, are NOT covered by any apparel present in base game.
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== Over Head Layer ==
  
=== Headgear ===
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{{Item
Uniquely, the Broadwrap covers the neck and both shoulders. This causes it to be the only headgear to conflict with the Slave Collar. The Slave Collar, is also unique in that it occupies the Headgear layer, but only covers the neck which is not covered by any other headgear options.
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| name        = Cowboy Hat
{{Apparel Table | type=Clothing | layer=Headgear}}
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| image        = CowboyHat.png
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| description  = Stylish yet rugged, this hat keeps the sun and rain off - and it gives anyone who wears it a bit of extra charm. It is the most important part of traditional western attire.
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| note        = Obvious throw-back to the Western-esque themes of [[RimWorld]].
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| tags        =
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{{Tag/Worth (old)  |    25 }}
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{{Tag/Work          | 3,000 }}
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{{Tag/Protects Head | Upper Head | blunt = 3 | sharp = 3}}
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{{Tag/Keeps Cool    |    8 }}
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{{Tag/Social+      |  15% }}
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}}
  
=== Eyes ===
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{{Item
{{Apparel Table | type=Clothing | layer=Eyes}}
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| name        = Tuque
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| image        = Tuque.png
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| description  = A soft, thick cap. Great for keeping warm in winter.
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| note        = In the decision between winter survival and style, some lesser souls will ditch their [[#Cowboy Hat|cowboy hat]] for a tuque.
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| tags        =
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{{Tag/Worth (old)  |    25 }}
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{{Tag/Work          |  800 }}
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{{Tag/Protects Head | Upper Head | blunt = 3 | sharp = 3 | Leather=no}}
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{{Tag/Keeps Warm    |    10 | 2 }}
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}}
  
=== Skin ===
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== Tables ==
{{Apparel Table | type=Clothing | layer=Skin}}
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=== Base Values ===
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{| {{STDT| sortable c_08 text-center}}
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! Clothing
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! Body Area
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! Layer
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! Work
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! Market Value
 +
! Blunt
 +
! Sharp
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! Heat
 +
! Move Speed
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! Social chat impact
 +
! Max Temp
 +
! Min Temp
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|-
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| T-Shirt
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| Torso
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| OnSkin
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| 4800
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| 50
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| 3%
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| 3%
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| -
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| -
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| -
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| -
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| -3
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|-
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| Button-Down Shirt
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| Torso
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| OnSkin
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| 8000
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| 55
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| 3%
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| 3%
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| -
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| -
 +
| -
 +
| -
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| -3
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|-
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| Pants
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| Legs
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| OnSkin
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| 7000
 +
| 50
 +
| 3%
 +
| 3%
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| -
 +
| -
 +
| -
 +
| -
 +
| -4
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|-
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| Jacket
 +
| Torso
 +
| Shell
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| 17000
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| 70
 +
| -
 +
| 8%
 +
| 3%
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| -0.03
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| -
 +
| -
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| -15
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|-
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| Duster
 +
| Torso
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| Shell
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| 24000
 +
| 80
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| 3%
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| 7%
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| 7%
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| -0.04
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| -
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| 3
 +
| -15
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|-
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| Cowboy Hat
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| UpperHead
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| OverHead
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| 3000
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| 25
 +
| 3%
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| 3%
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| -
 +
| -
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| 0.15
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| 7
 +
| -
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|-
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| Tribalwear
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| Torso, Legs
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| OnSkin
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| 2000
 +
| 35
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -10
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|-
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| Parka
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| Torso
 +
| Shell
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| 22000
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| 120
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| -
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| 3%
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| 3%
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| -0.03
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| -
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| -8
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| -45
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|-
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| Tuque
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| UpperHead
 +
| OverHead
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| 800
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| 25
 +
| 3%
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| 3%
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| -
 +
| -
 +
| -
 +
| -2
 +
| -10
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|}
  
=== Middle ===
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=== Material Effects ===
{{Apparel Table | type=Clothing | layer=Middle}}
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{| {{STDT| sortable c_08 text-center}}
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! Material
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!data-sort-type="number"| Market Value Mutliplier
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!data-sort-type="number"| Flammability
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!data-sort-type="number"| Blunt Base
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!data-sort-type="number"| Sharp Base
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!data-sort-type="number"| Heat Base
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!data-sort-type="number"| Electric Base
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!data-sort-type="number"| Blunt Multiplier
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!data-sort-type="number"| Sharp Multipler
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!data-sort-type="number"| Heat Multiplier
 +
!data-sort-type="number"| Electric Multiplier
 +
!data-sort-type="number"| Min Temp
 +
|-
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| Cloth
 +
|data-sort-value="1.5"| &times;1.5
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| 100%
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
|-
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| Synthread
 +
|data-sort-value="11"| &times;11.0
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| 100%
 +
| +3%
 +
| +3%
 +
| +3%
 +
| +3%
 +
| -
 +
|data-sort-value="1.65"| &times;1.65
 +
|data-sort-value="4"| &times;4.0
 +
|data-sort-value="4"| &times;4.0
 +
| -
 +
|-
 +
| Devilstrand
 +
|data-sort-value="16"| &times;16.0
 +
| 100%
 +
| +5%
 +
| +5%
 +
| -
 +
| +5%
 +
|data-sort-value="1.3"| &times;1.3
 +
|data-sort-value="2"| &times;2.0
 +
| -
 +
|data-sort-value="3"| &times;3.0
 +
| -
 +
|-
 +
| Hyperweave
 +
|data-sort-value="45"| &times;45.0
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| 100%
 +
| +3%
 +
| +3%
 +
| +3%
 +
| -
 +
|data-sort-value="1.6"| &times;1.6
 +
|data-sort-value="4"| &times;4.0
 +
|data-sort-value="2"| &times;2.0
 +
| -
 +
| -
 +
|-
 +
| Leather (most)
 +
|data-sort-value="1.3"| &times;1.3
 +
| 100%
 +
| -
 +
| -
 +
| -
 +
| -
 +
|data-sort-value="1.5"| &times;1.5
 +
|data-sort-value="1.5"| &times;1.5
 +
|data-sort-value="1.7"| &times;1.7
 +
|data-sort-value="4"| &times;4.0
 +
|data-sort-value="2"| &times;2.0
 +
|-
 +
| Leather (hare, boomrat, squirrel)
 +
|data-sort-value="1.3"| &times;1.3
 +
| 100%
 +
| -
 +
| -
 +
| -
 +
| -
 +
|data-sort-value="1.5"| &times;1.5
 +
|data-sort-value="1.5"| &times;1.5
 +
|data-sort-value="1.7"| &times;1.7
 +
|data-sort-value="4"| &times;4.0
 +
|data-sort-value="1.7"| '''&times;1.7'''
 +
|-
 +
| Leather (tortoise, iguana, cobra)
 +
|data-sort-value="1.3"| &times;1.3
 +
| 100%
 +
| -
 +
| -
 +
| -
 +
| -
 +
|data-sort-value="1.5"| &times;1.5
 +
|data-sort-value="1.5"| &times;1.5
 +
|data-sort-value="1.7"| &times;1.7
 +
|data-sort-value="4"| &times;4.0
 +
|data-sort-value="1.2"| '''&times;1.2'''
 +
|-
 +
| Leather (human)
 +
|data-sort-value="3"| '''&times;3.0'''
 +
| 100%
 +
| -
 +
| -
 +
| -
 +
| -
 +
|data-sort-value="1.5"| &times;1.5
 +
|data-sort-value="1.5"| &times;1.5
 +
|data-sort-value="1.7"| &times;1.7
 +
|data-sort-value="4"| &times;4.0
 +
|data-sort-value="2"| &times;2.0
 +
|-
 +
| Leather (boar)
 +
|data-sort-value="1.5"| '''&times;1.5'''
 +
| 100%
 +
| -
 +
| -
 +
| -
 +
| -
 +
|data-sort-value="1.5"| &times;1.5
 +
|data-sort-value="1.5"| &times;1.5
 +
|data-sort-value="4"| '''&times;4.0'''
 +
|data-sort-value="4"| &times;4.0
 +
|data-sort-value="2"| &times;2.0
 +
|-
 +
| Leather (rhino)
 +
|data-sort-value="1.5"| '''&times;1.5'''
 +
| 100%
 +
| -
 +
| -
 +
| -
 +
| -
 +
|data-sort-value="2"| '''&times;2.0'''
 +
|data-sort-value="2.5"| '''&times;2.5'''
 +
|data-sort-value="1.7"| &times;1.7
 +
|data-sort-value="4"| &times;4.0
 +
|data-sort-value="2"| &times;2.0
 +
|}
  
=== Outer ===
+
To calculate the final value of an attribute:
{{Apparel Table | type=Clothing | layer=Outer}}
 
  
 +
(<base value> + <material base value>) * material multipler
  
{{nav|clothing|wide}}
+
e.g. The blunt defense value of a Devilstrand t-shirt
[[Category:Apparel]]
+
(5% + 3%)*1.3 = 10.4%
 +
</noinclude>

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