- Main article: Damage
Damage is made up of 3 major components:
- Armor Categories, which define what armor protects against.
- Damage Types, which defines what damage does what injury.
- Health Difficulties, which defines that the consequences are of an injury.
- Main article: Clothing
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.
- Main article: Armor
Armor is a type of gear that offers superior protection to clothing, and can be worn over it. Armor tends to carry heavier movement speed penalties than clothing, and usually do not provide good insulation against heat or cold. Default colonist move speed is 4.61 cells per second (c/s).
If left exposed with no roof, armor will deteriorate until it disintegrates. Like clothing, armor also slowly degrades while worn on colonists or when the wearer gets hit.
A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing worn-out apparel' thought, and armor is no exception. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought, replacing the 'worn-out apparel' thought. These thoughts do not stack.
Aside from the percent decreases to certain kinds of damage that armor confers, a colonist wearing armor has a passive chance of outright avoiding all damage from some attacks, as the reinforced plates can sometimes utterly deflect a bullet or a melee strike.. This will be represented by a "chunk" sound and a spark, akin to a colonist with the mining job striking a rock wall. The chance of this happening depends on the armor rating of each piece of armor.
In addition, heavily armored enemies (especially Centipedes) have this same chance of simply ignoring damage, so it is advised to bring your heaviest weapons to bear against these deadly foes.
The Overview screen has an Outfits tab that manages apparel profiles. The Outfits system provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.
|On Skin||Middle||Shell||Over Head|
|Full Head||Nose, Jaw, Eyes||×|
|Upper Head||Head, Ears||×|
Each kind of gear is worn on a specific location of a person's body. That location is determined by two things:
- The body part groups it covers.
- 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.