Difference between revisions of "Clothing"
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− | + | 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. | |
+ | |||
+ | 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. | ||
− | + | [[File:Clothing worn away to nothing.png|400px]] | |
− | |||
− | + | <noinclude> | |
+ | <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. | ||
− | + | 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/> | ||
+ | <p>'''Nudity'''</p> | ||
+ | Colonists whose legs are not covered by clothing will be considered naked and will receive the appropriate mood penalties (bonuses for nudists). Colonists not happy about nudity will cause an alert to trigger prompting the player to seek suitable clothing. | ||
+ | |||
+ | <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. | ||
+ | |||
+ | {| class="wikitable" style="width: 14em" | ||
+ | ! Number of items !! Debuff | ||
+ | |- 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 == | ||
{{:Clothing Layers}} | {{:Clothing Layers}} | ||
+ | {{clr}} | ||
== On Skin Layer == | == On Skin Layer == | ||
{{Item | {{Item | ||
− | | name = Pants | + | | name = [[Pants]] |
| image = Pants.png | | image = Pants.png | ||
| description = A simple set of pants. | | description = A simple set of pants. | ||
| note = Boring old pants. Not visible on humans. | | note = Boring old pants. Not visible on humans. | ||
| tags = | | tags = | ||
− | {{Tag/Material cost (Cloth) | + | {{Tag/Material cost (Cloth) | 128 | 50 }} |
{{Tag/Work | 117 | Fabric | Leather }} | {{Tag/Work | 117 | Fabric | Leather }} | ||
{{Tag/Protects Body | Legs | blunt = 3 | sharp = 3 }} | {{Tag/Protects Body | Legs | blunt = 3 | sharp = 3 }} | ||
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{{Item | {{Item | ||
− | | name = T-Shirt | + | | name = [[T-shirt|T-Shirt]] |
| image = T-Shirt.png | | image = T-Shirt.png | ||
| description = A basic T-shirt. | | description = A basic T-shirt. | ||
| note = Most colonists start with this or the Button-Down Shirt. | | note = Most colonists start with this or the Button-Down Shirt. | ||
| tags = | | tags = | ||
− | {{Tag/Material cost (Cloth) | + | {{Tag/Material cost (Cloth) | 120 | 50 }} |
− | {{Tag/Work | | + | {{Tag/Work | 84 | Fabric | Leather }} |
− | {{Tag/Protects Body | Torso | blunt = 3 | sharp = 3 }} | + | {{Tag/Protects Body | Torso and Shoulders | blunt = 3 | sharp = 3 }} |
{{Tag/Keeps Warm | 3 }} | {{Tag/Keeps Warm | 3 }} | ||
}} | }} | ||
{{Item | {{Item | ||
− | | name = Button- | + | | name = [[Button-down shirt]] |
| image = Button-Down Shirt.png | | image = Button-Down Shirt.png | ||
| description = A nice-looking collared shirt with buttons. | | description = A nice-looking collared shirt with buttons. | ||
| note = A nicer and slightly better formal shirt. | | note = A nicer and slightly better formal shirt. | ||
| tags = | | tags = | ||
− | {{Tag/Material cost (Cloth) | + | {{Tag/Material cost (Cloth) | 140 | 55 }} |
− | {{Tag/Work | | + | {{Tag/Work | 125 | Fabric | Leather }} |
− | {{Tag/Protects Body | Torso and Arms | blunt = 3 | sharp = 3 }} | + | {{Tag/Protects Body | Torso, Shoulders and Arms | blunt = 3 | sharp = 3 }} |
{{Tag/Keeps Warm | 4 }} | {{Tag/Keeps Warm | 4 }} | ||
}} | }} | ||
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{{Item | {{Item | ||
− | | name = Tribalwear | + | | name = [[Tribalwear]] |
| image = Tribalwear.png | | image = Tribalwear.png | ||
| description = A garment crafted without machines using neolithic tools. | | description = A garment crafted without machines using neolithic tools. | ||
− | | note = Resource-cheap and practical. The [[Raider|neolithic raiders]] are usually dressed in these. | + | | 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 = | | tags = | ||
− | {{Tag/Material cost (Cloth) | + | |
− | {{Tag/Work | | + | {{Tag/Material cost (Cloth) | 82.8 | 35 }} |
+ | {{Tag/Work | 54 | Fabric | Leather | skill = Crafting | speed stat = Tailoring Speed }} | ||
{{Tag/Protects Body | Torso and Legs | blunt = 3 | sharp = 3 }} | {{Tag/Protects Body | Torso and Legs | blunt = 3 | sharp = 3 }} | ||
{{Tag/Keeps Warm | 10 }} | {{Tag/Keeps Warm | 10 }} | ||
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{{Item | {{Item | ||
− | | name = Duster | + | | name = [[Duster]] |
| image = Duster.png | | image = Duster.png | ||
| description = A long duster coat for blocking the sun and grit of the desert. | | 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. | + | | 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 = | | tags = | ||
− | {{Tag/Material cost (Cloth) | 80 }}<!-- MaxHitPoints = 250 --> | + | {{Tag/Material cost (Cloth) | 250 | 80 }}<!-- MaxHitPoints = 250 --> |
− | {{Tag/Work | | + | {{Tag/Work | 367}} |
− | {{Tag/Protects Body | Torso and | + | {{Tag/Protects Body | Torso, Shoulders, Arms and Legs | blunt = 3 | sharp = 7 | heat = 7 }} |
{{Tag/Keeps Warm | 15 }} | {{Tag/Keeps Warm | 15 }} | ||
{{Tag/Keeps Cool | 15 }}<!-- Do positive <Insulation_Heat> goes here? ---> | {{Tag/Keeps Cool | 15 }}<!-- Do positive <Insulation_Heat> goes here? ---> | ||
− | {{Tag/MoveSpd- | | + | {{Tag/MoveSpd- | 0.04 c/s }} |
}} | }} | ||
{{Item | {{Item | ||
− | | name = Jacket | + | | name = [[Jacket]] |
| image = Jacket.png | | image = Jacket.png | ||
| description = A tough jacket to stop scrapes and bruises, and keep one warm in chilly weather. | | 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. | + | | note = Very slightly better than the [[#Duster|duster]] in sharp protection and a slightly smaller move speed penalty,. |
| tags = | | tags = | ||
− | {{Tag/Material cost (Cloth) | 70 }}<!-- MaxHitPoints = 170 --> | + | {{Tag/Material cost (Cloth) | 188| 70 }}<!-- MaxHitPoints = 170 --> |
− | {{Tag/Work | | + | {{Tag/Work | 200}} |
{{Tag/Protects Body | Torso and Arms | sharp = 8 | heat = 3 }} | {{Tag/Protects Body | Torso and Arms | sharp = 8 | heat = 3 }} | ||
{{Tag/Keeps Warm | 15 }} | {{Tag/Keeps Warm | 15 }} | ||
− | {{Tag/MoveSpd- | | + | {{Tag/MoveSpd- | 0.03 c/s }} |
}} | }} | ||
{{Item | {{Item | ||
− | | name = Parka | + | | name = [[Parka]] |
| image = Parka.png | | image = Parka.png | ||
| description = A thick parka for staying warm in even the coldest of temperatures. | | 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. | | note = The key to domination of the arctic circle. Makes winters, tundras and megalomanic walk-in freezer projects survivable. | ||
| tags = | | tags = | ||
− | {{Tag/Material cost (Cloth) | 120 }}<!-- MaxHitPoints = 200 --> | + | {{Tag/Material cost (Cloth) | 320 | 120 }}<!-- MaxHitPoints = 200 --> |
− | {{Tag/Work | | + | {{Tag/Work | 334}} |
{{Tag/Protects Body | Torso and Arms | sharp = 3 | heat = 3 }} | {{Tag/Protects Body | Torso and Arms | sharp = 3 | heat = 3 }} | ||
− | {{Tag/Keeps Warm | | + | {{Tag/Keeps Warm | 40 | 3 }} |
− | {{Tag/MoveSpd- | | + | {{Tag/MoveSpd- | 0.05 c/s }} |
{{Tag/WorkSpd- | 20% }} | {{Tag/WorkSpd- | 20% }} | ||
}} | }} | ||
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{{Item | {{Item | ||
− | | name = Cowboy | + | | name = [[Cowboy hat]] |
| image = CowboyHat.png | | 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. | | 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]]. | + | | 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 = | | tags = | ||
− | {{Tag/Material cost (Cloth) | 25 }} | + | {{Tag/Material cost (Cloth) | 70 | 25 }} |
− | {{Tag/Work | | + | {{Tag/Work | 84}} |
{{Tag/Protects Body | Upper Head | blunt = 3 | sharp = 3}} | {{Tag/Protects Body | Upper Head | blunt = 3 | sharp = 3}} | ||
{{Tag/Keeps Cool | 8 }} | {{Tag/Keeps Cool | 8 }} | ||
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{{Item | {{Item | ||
− | | name = Tuque | + | | name = [[Tuque]] |
| image = Tuque.png | | image = Tuque.png | ||
| description = A soft, thick cap. Great for keeping warm in winter. | | 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. | | note = In the decision between winter survival and style, some lesser souls will ditch their [[#Cowboy Hat|cowboy hat]] for a tuque. | ||
| tags = | | tags = | ||
− | {{Tag/Material cost (Cloth) | + | {{Tag/Material cost (Cloth) | 56| 25 }} |
− | {{Tag/Work | | + | {{Tag/Work | 25}} |
{{Tag/Protects Body | Upper Head | blunt = 3 | sharp = 3 | leather=no}} | {{Tag/Protects Body | Upper Head | blunt = 3 | sharp = 3 | leather=no}} | ||
{{Tag/Keeps Warm | 10 | 2 }} | {{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% }} | ||
}} | }} | ||
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! Material cost | ! Material cost | ||
! Material/Work | ! Material/Work | ||
+ | ! Base value | ||
+ | ! Value/Material | ||
! Blunt | ! Blunt | ||
! Sharp | ! Sharp | ||
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| 117 | | 117 | ||
| 50 | | 50 | ||
− | | | + | | 0.427 |
+ | | 128 | ||
+ | | 2.56 | ||
| 3% | | 3% | ||
| 3% | | 3% | ||
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| 50 | | 50 | ||
| 0.625 | | 0.625 | ||
+ | | 120 | ||
+ | | 2.4 | ||
| 3% | | 3% | ||
| 3% | | 3% | ||
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| -3 | | -3 | ||
|- | |- | ||
− | | [[Button- | + | | [[Button-down shirt]] |
| Torso | | Torso | ||
| OnSkin | | OnSkin | ||
| 134 | | 134 | ||
| 55 | | 55 | ||
− | | | + | | 0.410 |
+ | | 140 | ||
+ | | 2.55 | ||
| 3% | | 3% | ||
| 3% | | 3% | ||
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| 34 | | 34 | ||
| 35 | | 35 | ||
− | | | + | | 1.029 |
+ | | 82.8 | ||
+ | | 2.37 | ||
| +3% | | +3% | ||
| +3% | | +3% | ||
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| Torso | | Torso | ||
| Shell | | Shell | ||
− | | | + | | 367 |
| 80 | | 80 | ||
− | | 0. | + | | 0.218 |
+ | | 250 | ||
+ | | 3.125 | ||
| 3% | | 3% | ||
| 7% | | 7% | ||
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| Torso | | Torso | ||
| Shell | | Shell | ||
− | | | + | | 200 |
| 70 | | 70 | ||
− | | | + | | 0.35 |
+ | | 188 | ||
+ | | 2.69 | ||
| - | | - | ||
| 8% | | 8% | ||
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| Torso | | Torso | ||
| Shell | | Shell | ||
− | | | + | | 334 |
| 120 | | 120 | ||
− | | | + | | 0.36 |
+ | | 320 | ||
+ | | 2.67 | ||
| - | | - | ||
| 3% | | 3% | ||
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| UpperHead | | UpperHead | ||
| OverHead | | OverHead | ||
− | | | + | | 84 |
| 25 | | 25 | ||
− | | 0. | + | | 0.298 |
+ | | 70 | ||
+ | | 2.8 | ||
| 3% | | 3% | ||
| 3% | | 3% | ||
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| 25 | | 25 | ||
| 1.786 | | 1.786 | ||
+ | | 56 | ||
+ | | 2.24 | ||
| 3% | | 3% | ||
| 3% | | 3% | ||
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| -10 | | -10 | ||
|} | |} | ||
− | {| {{STDT| sortable left c_08}} | + | |
+ | === Quality Effects === | ||
+ | {{See also|Quality}} | ||
+ | {| {{STDT| sortable left c_08}} | ||
! Quality !! Armor<br>Factor !! Insulation<br>Factor | ! Quality !! Armor<br>Factor !! Insulation<br>Factor | ||
|- | |- | ||
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|Good || style="text-align:center;" | 1.1 || style="text-align:center;" | 1.05 | |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. | + | |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. | + | |Excellent || style="text-align:center;" | 1.5 || style="text-align:center;" | 1.15 |
|- | |- | ||
− | |Masterwork || style="text-align:center;" | | + | |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 | |Legendary || style="text-align:center;" | 2.1 || style="text-align:center;" | 1.25 | ||
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|- | |- | ||
| [[Devilstrand]] | | [[Devilstrand]] | ||
− | |data-sort-value=" | + | |data-sort-value="12"| ×12.0 |
| 100% | | 100% | ||
| +5% | | +5% | ||
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− | [[Category:Clothing]] | + | <noinclude>[[Category:Clothing]]</noinclude> |
Revision as of 20:01, 16 August 2017
|
Clothes are wearing gear that provide cover of nudity for those who feel shame, as well as protection from weather and climate. Tribalwear can be crafted at a crafting spot and every other piece at the tailor's workbench. These items can be assigned and managed on the Outfits screen from the 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.
If you don't have enough warm clothing for every colonist, an alert letter will show up "Need warm clothes". Non-nudists that don't have sufficient coverage will result in an alert letter saying "Unhappy Nudity". Items left exposed with no roof will slowly deteriorate until it disintegrates without a trace. Once a piece reaches zero percent, it will wear away to nothing.
Damaged apparel
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.
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.
HP | Thought | Debuff |
---|---|---|
20% - 50% | "Wearing worn-out apparel" | -3 |
below 20% | "Wearing tattered apparel" | -5 |
Nudity
Colonists whose legs are not covered by clothing will be considered naked and will receive the appropriate mood penalties (bonuses for nudists). Colonists not happy about nudity will cause an alert to trigger prompting the player to seek suitable clothing.
Dead man's apparel
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.
Colonists wearing dead man's apparel gain a persistent mood debuff as long as they're wearing it.
Number of items | Debuff |
---|---|
1 | -3 |
2 | -5 |
3 | -7 |
4+ | -8 |
Clothing Layers
Each item of apparel or utility gear is worn on a specific location of the wearer's body. That location is determined by two things:
- The body part groups it covers.
- The layer or layers it occupies.
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item that covers 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.
Layers are also used to determine the order in which armor calculations are performed, with the outermost layer's armor applying first, and progressing through the layers until the attack is stopped or there are no more layers.
The layers, from innermost to outermost, are:
- Skin: The closest layer to the body, and mostly used for apparel below the head.
- Middle: The second closest layer to the body, and mostly used for apparel below the head.
- Outer: The third layer from the body, and mostly used for apparel below the head. Note that it will be displayed on the pawn's sprite above all other layers, even though it is considered below the following layers for actual mechanical effects.
- Belt: Technically the fourth layer. A distinct layer for utility items to allow them to be worn alongside any other apparel but not with each other.
- Headgear: The fifth layer, and used for headwear. There are several items that cover body parts typically covered by the other layers however, in which case this will be above them.
- Eyes: The outermost layer. A distinct layer only used for the blindfold to allow it to be worn alongside headwear.
Which body parts currently have items that occupy each of the layers is shown in the table on the below; layers and body parts which are not currently used by gear were omitted. As such, the hands and feet which are not covered by any apparel or any layer, are omitted.
Examples
- You can't wear pants as well as tribalwear, since both cover the "skin" layer and cover the legs.
- You can wear pants and a button-down shirt, since while they both use the "skin" layer they don't cover the same parts.
- You can wear pants and a duster, since while they both cover the legs pants use the "skin" layer while a duster uses the "outer" layer.
On Skin Layer
Pants
<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>Boring old pants. Not visible on humans.
T-Shirt
<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>Most colonists start with this or the Button-Down Shirt.
Button-down shirt
A nicer and slightly better formal shirt.
On Skin and Middle Layers
Tribalwear
Resource-cheap and practical. The 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.
Shell Layer
Duster
<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>The stylish and tough duster, with a small but notable amount of heat protection. Currently one of three pieces of clothing which keeps cool making it useful in deserts.
Jacket
<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>Very slightly better than the duster in sharp protection and a slightly smaller move speed penalty,.
Parka
<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>The key to domination of the arctic circle. Makes winters, tundras and megalomanic walk-in freezer projects survivable.
Over Head Layer
Cowboy hat
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.
Tuque
<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>In the decision between winter survival and style, some lesser souls will ditch their cowboy hat for a tuque.
Bowler hat
Tables
Base Values
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 |
Duster | Torso | Shell | 367 | 80 | 0.218 | 250 | 3.125 | 3% | 7% | 7% | -4% | +15 | -15 |
Jacket | Torso | Shell | 200 | 70 | 0.35 | 188 | 2.69 | - | 8% | 3% | -3% | - | -15 |
Parka | Torso | Shell | 334 | 120 | 0.36 | 320 | 2.67 | - | 3% | 3% | -5% | -8 | -45 |
Cowboy Hat | UpperHead | OverHead | 84 | 25 | 0.298 | 70 | 2.8 | 3% | 3% | - | - | +8 | - |
Tuque | UpperHead | OverHead | 14 | 25 | 1.786 | 56 | 2.24 | 3% | 3% | - | - | -2 | -10 |
Quality Effects
Quality | Armor Factor |
Insulation Factor |
---|---|---|
Awful | 0.4 | 0.7 |
Shoddy | 0.7 | 0.8 |
Poor | 0.85 | 0.9 |
Normal | 1 | 1.0 |
Good | 1.1 | 1.05 |
Superior | 1.3 | 1.1 |
Excellent | 1.5 | 1.15 |
Masterwork | 1.7 | 1.2 |
Legendary | 2.1 | 1.25 |
*not confirmed |
Material Effects
Material | Market Value Multiplier | Flammability | Blunt Base | Sharp Base | Heat Base | Electric Base | Blunt Multiplier | Sharp Multiplier | Heat Multiplier | Electric Multiplier | Min Temp |
---|---|---|---|---|---|---|---|---|---|---|---|
Cloth | ×1.5 | 100% | - | - | - | - | - | - | - | - | - |
Synthread | ×11.0 | 100% | +3% | +3% | +3% | +3% | - | ×1.65 | ×4.0 | ×4.0 | - |
Devilstrand | ×12.0 | 100% | +5% | +5% | - | +5% | ×1.3 | ×2.0 | - | ×3.0 | - |
Hyperweave | ×45.0 | 100% | +3% | +3% | +3% | - | ×1.6 | ×4.0 | ×2.0 | - | - |
Leather (most) | ×1.3 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×1.7 | ×4.0 | ×2.0 |
Leather (hare, boomrat, squirrel) | ×1.3 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×1.7 | ×4.0 | ×1.7 |
Leather (tortoise, iguana, cobra) | ×1.3 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×1.7 | ×4.0 | ×1.2 |
Leather (human) | ×3.0 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×1.7 | ×4.0 | ×2.0 |
Leather (boar) | ×1.5 | 100% | - | - | - | - | ×1.5 | ×1.5 | ×4.0 | ×4.0 | ×2.0 |
Leather (rhino) | ×1.5 | 100% | - | - | - | - | ×2.0 | ×2.5 | ×1.7 | ×4.0 | ×2.0 |
to Leather
To calculate the final value of an attribute:
(<base value> + <material base value>) * material multiplier
e.g. The blunt defense value of a Devilstrand t-shirt (5% + 3%)*1.3 = 10.4%