Clothing

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Clothes are wearing gear that provide cover of nudity for those who feel shame, as well as protection from weather and climate. Armor, is another kind of item that offers protection from harm. 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. As of Alpha 15 (August 28st, 2016), If you don't have enough warm clothing for every colonist, an alert letter will show up "Need warm clothes". Items left exposed with no roof will slowly deteriorate until it disintegrates without a trace.

Clothing can be crafted at a tailor's workbench.


Damaged apparel

Clothing when worn suffers wear and tear and loses hit points over time. Apparel becomes damaged when the wearer dies from violence, and actually 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
below 20% "Wearing worn-out apparel" -3
20% - 50% "Wearing tattered apparel" -5

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


On Skin Middle Shell Over Head
Full Head Nose, Jaw, Eyes ×
Upper Head Head, Ears ×
Arms Shoulders, Arms × × ×
Torso Torso, Neck × × ×
Legs Legs × × ×

Each kind of gear is worn on a specific location of a person's body. That location is determined by two things:

  1. The body part groups it covers.
  2. The layer or layers it occupies. A layer basically says how far away from the body a piece of gear is worn.

Which body parts have which layers is shown in the table on the right; layers and body parts which are not currently used by gear were omitted.

On Skin Layer

Pants.png

Pants

A simple set of pants.

Boring old pants. Not visible on humans.

Market
Value
Silver 128
Material
cost
Cloth 50
Work
to Craft
117
Protects Legs
Blunt Sharp Heat Electric
Fabric Cloth 3% 3% 0% 0%
Synthread 6% 9.9% 12% 12%
Devilstrand 10.4% 16% 0% 15%
Hyperweave 9.6% 24% 6% 0%
Leather most 4.5% 4.5% 0% 0%
rhino 6% 7.5% 0% 0%
boar 4.5% 4.5% 0% 0%
Thrumbofur 10.5% 9% 0% 0%
Keeps Warm
Minimum
Fabric cloth −3°C
Alpaca Wool −8.7°C
Megatherium Wool −9.3°C
Muffalo Wool −9°C
Camelhair −8.4°C
Synthread −3.75°C
Hyperweave −3.3°C
Leather Thrumbofur −4.05°C
Arctic wolfskin −3.75°C
Lynxskin −3.45°C


T-Shirt.png

T-Shirt

A basic T-shirt.

Most colonists start with this or the Button-Down Shirt.

Market
Value
Silver 120
Material
cost
Cloth 50
Work
to Craft
84
Protects Torso
Blunt Sharp Heat Electric
Fabric Cloth 3% 3% 0% 0%
Synthread 6% 9.9% 12% 12%
Devilstrand 10.4% 16% 0% 15%
Hyperweave 9.6% 24% 6% 0%
Leather most 4.5% 4.5% 0% 0%
rhino 6% 7.5% 0% 0%
boar 4.5% 4.5% 0% 0%
Thrumbofur 10.5% 9% 0% 0%
Keeps Warm
Minimum
Fabric cloth −3°C
Alpaca Wool −8.7°C
Megatherium Wool −9.3°C
Muffalo Wool −9°C
Camelhair −8.4°C
Synthread −3.75°C
Hyperweave −3.3°C
Leather Thrumbofur −4.05°C
Arctic wolfskin −3.75°C
Lynxskin −3.45°C


Button-Down Shirt.png

Button-Down Shirt

A nice-looking collared shirt with buttons.

A nicer and slightly better formal shirt.

Market
Value
Silver 140
Material
cost
Cloth 55
Work
to Craft
125
Protects Torso and Arms
Blunt Sharp Heat Electric
Fabric Cloth 3% 3% 0% 0%
Synthread 6% 9.9% 12% 12%
Devilstrand 10.4% 16% 0% 15%
Hyperweave 9.6% 24% 6% 0%
Leather most 4.5% 4.5% 0% 0%
rhino 6% 7.5% 0% 0%
boar 4.5% 4.5% 0% 0%
Thrumbofur 10.5% 9% 0% 0%
Keeps Warm
Minimum
Fabric cloth −4°C
Alpaca Wool −11.6°C
Megatherium Wool −12.4°C
Muffalo Wool −12°C
Camelhair −11.2°C
Synthread −5°C
Hyperweave −4.4°C
Leather Thrumbofur −5.4°C
Arctic wolfskin −5°C
Lynxskin −4.6°C


On Skin and Middle Layers

Tribalwear.png

Tribalwear

A garment crafted without machines using neolithic tools.

Resource-cheap and practical. The neolithic raiders are usually dressed in these.

Market
Value
Silver 82.8
Material
cost
Cloth 35
Work
to Craft
54
Protects Torso and Legs
Blunt Sharp Heat Electric
Fabric Cloth 3% 3% 0% 0%
Synthread 6% 9.9% 12% 12%
Devilstrand 10.4% 16% 0% 15%
Hyperweave 9.6% 24% 6% 0%
Leather most 4.5% 4.5% 0% 0%
rhino 6% 7.5% 0% 0%
boar 4.5% 4.5% 0% 0%
Thrumbofur 10.5% 9% 0% 0%
Keeps Warm
Minimum
Fabric cloth −10°C
Alpaca Wool −29°C
Megatherium Wool −31°C
Muffalo Wool −30°C
Camelhair −28°C
Synthread −12.5°C
Hyperweave −11°C
Leather Thrumbofur −13.5°C
Arctic wolfskin −12.5°C
Lynxskin −11.5°C


Shell Layer

Duster.png

Duster

A long duster coat for blocking the sun and grit of the desert.

The stylish and tough duster, with a small but notable amount of heat protection. Currently the only one of two pieces of clothing which keeps cool making it useful in deserts.

Market
Value
Silver 250
Material
cost
Cloth 80
Work
to Craft
367
Protects Torso, Legs and Arms
Blunt Sharp Heat Electric
Fabric Cloth 3% 7% 7% 0%
Synthread 6% 16.5% 40% 12%
Devilstrand 10.4% 24% 7% 15%
Hyperweave 9.6% 40% 20% 0%
Leather most 4.5% 10.5% 11.9% 0%
rhino 6% 17.5% 11.9% 0%
boar 4.5% 10.5% 28% 0%
Thrumbofur 10.5% 21% 22.4% 0%
Keeps Warm
Minimum
Fabric cloth −15°C
Alpaca Wool −43.5°C
Megatherium Wool −46.5°C
Muffalo Wool −45°C
Camelhair −42°C
Synthread −18.75°C
Hyperweave −16.5°C
Leather Thrumbofur −20.25°C
Arctic wolfskin −18.75°C
Lynxskin −17.25°C
Keeps Cool
Maximum
Fabric cloth +15°C
Alpaca Wool +51°C
Megatherium Wool +46.5°C
Muffalo Wool +45°C
Camelhair +54°C
Synthread +18.75°C
Hyperweave +16.5°C
Leather Thrumbofur +20.25°C
Arctic wolfskin +18.75°C
Lynxskin +17.25°C
Move Speed −0.04 c/s


Jacket.png

Jacket

A tough jacket to stop scrapes and bruises, and keep one warm in chilly weather.

Very slightly better than the duster in sharp protection and a slightly smaller move speed penalty.

Market
Value
Silver 188
Material
cost
Cloth 70
Work
to Craft
200
Protects Torso and Arms
Blunt Sharp Heat Electric
Fabric Cloth 0% 8% 3% 0%
Synthread 3% 18.15% 24% 12%
Devilstrand 6.5% 26% 3% 15%
Hyperweave 4.8% 44% 12% 0%
Leather most 0% 12% 5.1% 0%
rhino 0% 20% 5.1% 0%
boar 0% 12% 12% 0%
Thrumbofur 0% 24% 9.6% 0%
Keeps Warm
Minimum
Fabric cloth −15°C
Alpaca Wool −43.5°C
Megatherium Wool −46.5°C
Muffalo Wool −45°C
Camelhair −42°C
Synthread −18.75°C
Hyperweave −16.5°C
Leather Thrumbofur −20.25°C
Arctic wolfskin −18.75°C
Lynxskin −17.25°C
Move Speed −0.03 c/s


Parka.png

Parka

A thick parka for staying warm in even the coldest of temperatures.

The key to domination of the arctic circle. Makes winters, tundras and megalomanic walk-in freezer projects survivable.

Market
Value
Silver 320
Material
cost
Cloth 120
Work
to Craft
334
Protects Torso and Arms
Blunt Sharp Heat Electric
Fabric Cloth 0% 3% 3% 0%
Synthread 3% 9.9% 24% 12%
Devilstrand 6.5% 16% 3% 15%
Hyperweave 4.8% 24% 12% 0%
Leather most 0% 4.5% 5.1% 0%
rhino 0% 7.5% 5.1% 0%
boar 0% 4.5% 12% 0%
Thrumbofur 0% 9% 9.6% 0%
Keeps Really Warm
Minimum Maximum
Fabric cloth −40°C −3°C
Alpaca Wool −116°C −3°C
Megatherium Wool −124°C −3°C
Muffalo Wool −120°C −3°C
Camelhair −112°C −3°C
Synthread −50°C −3°C
Hyperweave −44°C −3°C
Leather Thrumbofur −54°C −3°C
Arctic wolfskin −50°C −3°C
Lynxskin −46°C −3°C
Move Speed −0.05 c/s
Work Speed −20%


Over Head Layer

CowboyHat.png

Cowboy Hat

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.

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.

Market
Value
Silver 70
Material
cost
Cloth 25
Work
to Craft
84
Protects Upper Head
Blunt Sharp Heat Electric
Fabric Cloth 3% 3% 0% 0%
Synthread 6% 9.9% 12% 12%
Devilstrand 10.4% 16% 0% 15%
Hyperweave 9.6% 24% 6% 0%
Leather most 4.5% 4.5% 0% 0%
rhino 6% 7.5% 0% 0%
boar 4.5% 4.5% 0% 0%
Thrumbofur 10.5% 9% 0% 0%
Keeps Cool
Maximum
Fabric cloth +8°C
Alpaca Wool +27.2°C
Megatherium Wool +24.8°C
Muffalo Wool +24°C
Camelhair +28.8°C
Synthread +10°C
Hyperweave +8.8°C
Leather Thrumbofur +10.8°C
Arctic wolfskin +10°C
Lynxskin +9.2°C
Social Impact +15%


Tuque.png

Tuque

A soft, thick cap. Great for keeping warm in winter.

In the decision between winter survival and style, some lesser souls will ditch their cowboy hat for a tuque.

Market
Value
Silver 56
Material
cost
Cloth 25
Work
to Craft
25
Protects Upper Head
Blunt Sharp Heat Electric
Fabric Cloth 3% 3% 0% 0%
Synthread 6% 9.9% 12% 12%
Devilstrand 10.4% 16% 0% 15%
Hyperweave 9.6% 24% 6% 0%
Leather most 4.5% 4.5% 0% 0%
rhino 6% 7.5% 0% 0%
boar 4.5% 4.5% 0% 0%
Thrumbofur 10.5% 9% 0% 0%
Keeps Really Warm
Minimum Maximum
Fabric cloth −10°C −2°C
Alpaca Wool −29°C −2°C
Megatherium Wool −31°C −2°C
Muffalo Wool −30°C −2°C
Camelhair −28°C −2°C
Synthread −12.5°C −2°C
Hyperweave −11°C −2°C
Leather Thrumbofur −13.5°C −2°C
Arctic wolfskin −12.5°C −2°C
Lynxskin −11.5°C −2°C


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%