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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}}
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{{TOCright}}
{{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.
+
</noinclude>
 +
<includeonly>{{Main Article|Clothing}}</includeonly>
  
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.
+
Clothes are wearing [[gear]] that provide cover of nudity for those who feel shame, as well as protection from [[Environment#weather|weather]] and [[biomes|climate]]. [[Tribalwear]] can be crafted at a [[crafting spot]] and every other piece at the [[Tailor's workbench|tailor's workbench]]. These items can be assigned and managed on the Outfits screen from the [[Menus#Assign|Assign screen]] which provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs. [[Armor]], is another kind of item that offers protection from harm. Clothing can be sold to traders at 70% market price.
  
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.
+
If you don't have enough warm clothing for every colonist, an alert letter will show up "Need warm clothes". Non-[[Traits|nudists]] that don't have sufficient coverage will result in an alert letter saying "Unhappy Nudity". Items left exposed with no roof will slowly [[Deterioration|deteriorate]] until it disintegrates without a trace. Once a piece reaches zero percent, it will wear away to nothing.
  
== Manufacturing clothing ==
+
[[File:Clothing worn away to nothing.png|400px]]
[[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]]
 
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.
 
: '''[[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 ==
+
<noinclude>
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.
+
<p>'''Damaged apparel'''</p>
 +
Clothing when worn suffers wear and tear and loses hit points over time. Apparel becomes damaged when the wearer is injured from violence, and takes the damage it absorbs as armor.
  
General summaries of the primary types are available below, and specific statistics can be directly compared on the [[Textiles#Material Effects|Textiles table]].
+
A colonist wearing badly damaged apparel will have one of the following thoughts. These debuffs do not stack, only one is given based on the apparel with the worst condition.
 +
{| class="wikitable" style="width: 24em"
 +
! HP !! Thought !! Debuff
 +
|-
 +
| 20% - 50% || "Wearing worn-out apparel" || style="text-align: center;" | -3
 +
|-
 +
| below 20% || "Wearing tattered apparel" || style="text-align: center;" | -5
 +
|}<br/>
  
=== Fabrics ===
+
<p>'''Nudity'''</p>
{{Main|Fabrics}}
+
Colonists whose legs are not covered by clothing will be considered naked and will receive the appropriate mood penalties. Colonists not happy about nudity will cause an alert to trigger prompting the player to seek suitable clothing.
[[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.  
 
  
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.
+
<p>'''Dead man's apparel'''</p>
 +
Clothing stripped from corpses is considered dead man's apparel and is noted with a D. Dead man's apparel status applies a 10% multiplier to its market value, greatly reducing its sell cost.<br/>
 +
Colonists wearing dead man's apparel gain a persistent mood debuff as long as they're wearing it.
  
=== Wools ===
+
{| class="wikitable" style="width: 14em"
{{Main|Wool}}
+
! Number of items !! Debuff
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.
+
|- style="text-align:center;"
 +
| 1 || -3
 +
|- style="text-align:center;"
 +
| 2 || -5
 +
|- style="text-align:center;"
 +
| 3 || -7
 +
|- style="text-align:center;"
 +
| 4+ || -8
 +
|}
 +
== Clothing Layers ==
 +
{{:Clothing Layers}}
 +
{{clr}}
 +
 
 +
== On Skin Layer ==
 +
 
 +
{{Item
 +
| name        = [[Pants]]
 +
| image        = Pants.png
 +
| description  = A simple set of pants.
 +
| note        = Boring old pants. Not visible on humans.
 +
| tags        =
 +
{{Tag/Material cost (Cloth) |  128  |    50 }}
 +
{{Tag/Work          | 117 | Fabric | Leather }}
 +
{{Tag/Protects Body | Legs | blunt = 3 | sharp = 3 }}
 +
{{Tag/Keeps Warm    |    3 }}
 +
}}
 +
 
 +
{{Item
 +
| name        = [[T-shirt|T-Shirt]]
 +
| image        = T-Shirt.png
 +
| description  = A basic T-shirt.
 +
| note        = Most colonists start with this or the Button-Down Shirt.
 +
| tags        =
 +
{{Tag/Material cost (Cloth)  |  120 |    50 }}
 +
{{Tag/Work          | 84 | Fabric | Leather }}
 +
{{Tag/Protects Body | Torso and Shoulders | blunt = 3 | sharp = 3 }}
 +
{{Tag/Keeps Warm    |    3 }}
 +
}}
 +
 
 +
{{Item
 +
| name        = [[Button-down shirt]]
 +
| image        = Button-Down Shirt.png
 +
| description  = A nice-looking collared shirt with buttons.
 +
| note        = A nicer and slightly better formal shirt.
 +
| tags        =
 +
{{Tag/Material cost (Cloth)  |  140  |    55 }}
 +
{{Tag/Work          | 125 | Fabric | Leather }}
 +
{{Tag/Protects Body | Torso, Shoulders and Arms | blunt = 3 | sharp = 3 }}
 +
{{Tag/Keeps Warm    |    4 }}
 +
}}
 +
 
 +
== On Skin and Middle Layers ==
 +
 
 +
{{Item
 +
| name        = [[Tribalwear]]
 +
| image        = Tribalwear.png
 +
| description  = A garment crafted without machines using neolithic tools.
 +
| note        = Resource-cheap and practical. The [[Raider|neolithic raiders]] are usually dressed in these. Offers more warmth than a button-down shirt and pants combined despite using a third of the materials, but it leaves the shoulders and arms vulnerable and can't be worn with armor.
 +
| tags        =
  
=== Leathers and Skins ===
+
{{Tag/Material cost (Cloth)  |  82.8  |    35 }}
{{Main|Leathers}}
+
{{Tag/Work          | 54 | Fabric | Leather | skill = Crafting | speed stat = Tailoring Speed }}
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.
+
{{Tag/Protects Body | Torso and Legs | blunt = 3 | sharp = 3 }}
 +
{{Tag/Keeps Warm    |   10 }}
 +
}}
  
== Apparel layers ==
+
== Shell Layer ==
{{:Apparel layers}}
 
  
== Comparison tables ==
+
{{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.  
+
| name        = [[Duster]]
 +
| image        = Duster.png
 +
| description  = A long duster coat for blocking the sun and grit of the desert.
 +
| note        = The stylish and tough duster, with a small but notable amount of [[Damage|heat]] protection. Currently one of three pieces of clothing which keeps cool making it useful in deserts.
 +
| tags        =
 +
{{Tag/Material cost (Cloth)    | 250 |    80 }}<!-- MaxHitPoints = 250 -->
 +
{{Tag/Work          | 367}}
 +
{{Tag/Protects Body | Torso, Shoulders, Arms and Legs | blunt = 3 | sharp = 7 | heat = 7 }}
 +
{{Tag/Keeps Warm    | 15 }}
 +
{{Tag/Keeps Cool    | 15 }}<!-- Do positive <Insulation_Heat> goes here? --->
 +
{{Tag/MoveSpd-      | 0.04 c/s }}
 +
}}
  
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.
+
{{Item
 +
| name        = [[Jacket]]
 +
| image        = Jacket.png
 +
| description  = A tough jacket to stop scrapes and bruises, and keep one warm in chilly weather.
 +
| note        = Very slightly better than the [[#Duster|duster]] in sharp protection and a slightly smaller move speed penalty,.
 +
| tags        =
 +
{{Tag/Material cost (Cloth)    |  188|    70 }}<!-- MaxHitPoints = 170 -->
 +
{{Tag/Work          | 200}}
 +
{{Tag/Protects Body | Torso and Arms | sharp = 8 | heat = 3 }}
 +
{{Tag/Keeps Warm    | 15 }}
 +
{{Tag/MoveSpd-      | 0.03 c/s }}
 +
}}
  
The hands and feet, across all layers, are NOT covered by any apparel present in base game.
+
{{Item
 +
| name        = [[Parka]]
 +
| image        = Parka.png
 +
| description  = A thick parka for staying warm in even the coldest of temperatures.
 +
| note        = The key to domination of the arctic circle. Makes winters, tundras and megalomanic walk-in freezer projects survivable.
 +
| tags        =
 +
{{Tag/Material cost (Cloth)    |  320  |    120 }}<!-- MaxHitPoints = 200 -->
 +
{{Tag/Work          | 334}}
 +
{{Tag/Protects Body |  Torso and Arms | sharp = 3 | heat = 3 }}
 +
{{Tag/Keeps Warm    | 40 | 3 }}
 +
{{Tag/MoveSpd- | 0.05 c/s }}
 +
{{Tag/WorkSpd- | 20% }}
 +
}}
  
=== Headgear ===
+
== Over Head Layer ==
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.
 
{{Apparel Table | type=Clothing | layer=Headgear}}
 
  
=== Eyes ===
+
{{Item
{{Apparel Table | type=Clothing | layer=Eyes}}
+
| name        = [[Cowboy hat]]
 +
| image        = CowboyHat.png
 +
| 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.
 +
| note        = Obvious throw-back to the Western-esque themes of [[RimWorld]]. Laugh at the sun while the harmful UV rays harmlessly bounce off your beautiful hat.
 +
| tags        =
 +
{{Tag/Material cost (Cloth)  |    70  |    25 }}
 +
{{Tag/Work          | 84}}
 +
{{Tag/Protects Body | Upper Head | blunt = 3 | sharp = 3}}
 +
{{Tag/Keeps Cool    |     8 }}
 +
{{Tag/Social+      |  15% }}
 +
}}
 +
 
 +
{{Item
 +
| name        = [[Tuque]]
 +
| image        = Tuque.png
 +
| description  = A soft, thick cap. Great for keeping warm in winter.
 +
| note        = In the decision between winter survival and style, some lesser souls will ditch their [[#Cowboy Hat|cowboy hat]] for a tuque.
 +
| tags        =
 +
{{Tag/Material cost (Cloth)  |  56|    25 }}
 +
{{Tag/Work          |  25}}
 +
{{Tag/Protects Body | Upper Head | blunt = 3 | sharp = 3 | leather=no}}
 +
{{Tag/Keeps Warm    |    10 | 2 }}
 +
}}
 +
 
 +
{{Item
 +
| name        = [[Bowler hat]]
 +
| <!-- Add image here -->
 +
| description  = A good-looking hat which projects a slightly urban, money-loving style. Improves social impact.
 +
| note        =
 +
| tags        =
 +
{{Tag/Material cost (Cloth)  |  53.50|    20 }}
 +
{{Tag/Work          |  75}}
 +
{{Tag/Protects Body | Upper Head | blunt = 3 | sharp = 3}}
 +
{{Tag/Keeps Cool    |    4 }}
 +
{{Tag/Social+      |  15% }}
 +
}}
 +
 
 +
== Tables ==
 +
=== Base Values ===
 +
{| {{STDT| sortable c_08 text-center}}
 +
! Clothing
 +
! Body Area
 +
! Layer
 +
! Work
 +
! Material cost
 +
! Material/Work
 +
! Base value
 +
! Value/Material
 +
! Blunt
 +
! Sharp
 +
! Heat
 +
! Move Speed
 +
! Max Temp
 +
! Min Temp
 +
|-
 +
| [[Pants]]
 +
| Legs
 +
| OnSkin
 +
| 117
 +
| 50
 +
| 0.427
 +
| 128
 +
| 2.56
 +
| 3%
 +
| 3%
 +
| -
 +
| -
 +
| -
 +
| -4
 +
|-
 +
| [[T-Shirt]]
 +
| Torso
 +
| OnSkin
 +
| 80
 +
| 50
 +
| 0.625
 +
| 120
 +
| 2.4
 +
| 3%
 +
| 3%
 +
| -
 +
| -
 +
| -
 +
| -3
 +
|-
 +
| [[Button-down shirt]]
 +
| Torso
 +
| OnSkin
 +
| 134
 +
| 55
 +
| 0.410
 +
| 140
 +
| 2.55
 +
| 3%
 +
| 3%
 +
| -
 +
| -
 +
| -
 +
| -4
 +
|-
 +
| [[Tribalwear]]
 +
| Torso, Legs
 +
| OnSkin
 +
| 34
 +
| 35
 +
| 1.029
 +
| 82.8
 +
| 2.37
 +
| +3%
 +
| +3%
 +
| -
 +
| -
 +
| -
 +
| -10
 +
|-
 +
| [[Clothing#Duster|Duster]]
 +
| Torso
 +
| Shell
 +
| 367
 +
| 80
 +
| 0.218
 +
| 250
 +
| 3.125
 +
| 3%
 +
| 7%
 +
| 7%
 +
| -4%
 +
| +15
 +
| -15
 +
|-
 +
| [[Clothing#Jacket|Jacket]]
 +
| Torso
 +
| Shell
 +
| 200
 +
| 70
 +
| 0.35
 +
| 188
 +
| 2.69
 +
| -
 +
| 8%
 +
| 3%
 +
| -3%
 +
| -
 +
| -15
 +
|-
 +
| [[Clothing#Parka|Parka]]
 +
| Torso
 +
| Shell
 +
| 334
 +
| 120
 +
| 0.36
 +
| 320
 +
| 2.67
 +
| -
 +
| 3%
 +
| 3%
 +
| -5%
 +
| -8
 +
| -45
 +
|-
 +
| [[Clothing#Cowboy Hat|Cowboy Hat]]
 +
| UpperHead
 +
| OverHead
 +
| 84
 +
| 25
 +
| 0.298
 +
| 70
 +
| 2.8
 +
| 3%
 +
| 3%
 +
| -
 +
| -
 +
| +8
 +
| -
 +
|-
 +
| [[Clothing#Tuque|Tuque]]
 +
| UpperHead
 +
| OverHead
 +
| 14
 +
| 25
 +
| 1.786
 +
| 56
 +
| 2.24
 +
| 3%
 +
| 3%
 +
| -
 +
| -
 +
| -2
 +
| -10
 +
|}
 +
 
 +
=== Quality Effects ===
 +
{{See also|Quality}}
 +
{| {{STDT| sortable left c_08}}
 +
! Quality !! Armor<br>Factor  !! Insulation<br>Factor
 +
|-
 +
|Awful      || style="text-align:center;" | 0.4 || style="text-align:center;" |  0.7
 +
|-
 +
|Shoddy    || style="text-align:center;" |  0.7 || style="text-align:center;" |  0.8 
 +
|-
 +
|Poor      || style="text-align:center;" |  0.85 || style="text-align:center;" |  0.9
 +
|-
 +
|Normal    || style="text-align:center;" |  1  || style="text-align:center;" |  1.0
 +
|-
 +
|Good      || style="text-align:center;" |  1.1 || style="text-align:center;" | 1.05
 +
|-
 +
|Superior  || style="text-align:center;" |  1.3  || style="text-align:center;" |  1.1
 +
|-
 +
|Excellent  || style="text-align:center;" |  1.5  || style="text-align:center;" |  1.15 
 +
|-
 +
|Masterwork || style="text-align:center;" |  1.7  || style="text-align:center;" |  1.2
 +
|-
 +
|Legendary  || style="text-align:center;" | 2.1  || style="text-align:center;" |  1.25 
 +
|-
 +
|  || style="text-size: 10px;" |  *not confirmed ||  | 
 +
|}
 +
 
 +
=== Material Effects ===
 +
{| {{STDT| sortable c_08 text-center}}
 +
! Material
 +
!data-sort-type="number"| Market Value Multiplier
 +
!data-sort-type="number"| Flammability
 +
!data-sort-type="number"| Blunt Base
 +
!data-sort-type="number"| Sharp Base
 +
!data-sort-type="number"| Heat Base
 +
!data-sort-type="number"| Electric Base
 +
!data-sort-type="number"| Blunt Multiplier
 +
!data-sort-type="number"| Sharp Multiplier
 +
!data-sort-type="number"| Heat Multiplier
 +
!data-sort-type="number"| Electric Multiplier
 +
!data-sort-type="number"| Min Temp
 +
|-
 +
| [[Cloth]]
 +
|data-sort-value="1.5"| &times;1.5
 +
| 100%
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
|-
 +
| [[Synthread]]
 +
|data-sort-value="11"| &times;11.0
 +
| 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="12"| &times;12.0
 +
| 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
 +
| 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 leather|hare]], [[Boomrat leather|boomrat]], [[Squirrelskin|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 leather|tortoise]], [[Iguana skin|iguana]], [[Cobraskin|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'''
 +
|-
 +
| [[Human leather]]
 +
|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
 +
|-
 +
| [[Pigskin]]
 +
|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
 +
|-
 +
| [[Rhinohide]]
 +
|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
 +
|}
 +
to [[Leather]]
  
=== Skin ===
+
To calculate the final value of an attribute:
{{Apparel Table | type=Clothing | layer=Skin}}
 
  
=== Middle ===
+
(<base value> + <material base value>) * material multiplier
{{Apparel Table | type=Clothing | layer=Middle}}
 
  
=== Outer ===
+
e.g. The blunt defense value of a Devilstrand t-shirt
{{Apparel Table | type=Clothing | layer=Outer}}
+
(5% + 3%)*1.3 = 10.4%
 +
</noinclude>
  
  
{{nav|clothing|wide}}
+
<noinclude>[[Category:Clothing]]</noinclude>
[[Category:Apparel]]
 

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