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'''Textiles''' are materials typically used to make [[clothing]]. Textiles are divided into two categories: | '''Textiles''' are materials typically used to make [[clothing]]. Textiles are divided into two categories: | ||
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* '''[[Fabric]]s''': Fibrous material typically harvested from [[plants]], or sheared from tamed [[animals]] (i.e. [[wool]]) | * '''[[Fabric]]s''': Fibrous material typically harvested from [[plants]], or sheared from tamed [[animals]] (i.e. [[wool]]) | ||
* '''[[Leathers]]''': A byproduct of [[Butcher table|butchering]] animals | * '''[[Leathers]]''': A byproduct of [[Butcher table|butchering]] animals | ||
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Both can often be used interchangeably to produce items, though exceptions exist and specific materials differ as to value, beauty, and combat and temperature protection values. As such, there are some textiles that are best used for different clothing, some for armor, some for hot/cold weather, some for furniture, etc. See the relevant item's article for details and analysis on material selection. | Both can often be used interchangeably to produce items, though exceptions exist and specific materials differ as to value, beauty, and combat and temperature protection values. As such, there are some textiles that are best used for different clothing, some for armor, some for hot/cold weather, some for furniture, etc. See the relevant item's article for details and analysis on material selection. | ||
− | == | + | == Material Effects == |
− | Below is a list of material effects for fabrics and leathers. | + | Below is a list of material effects for fabrics and leathers. These effects determine the stats of [[clothing]] made out of each textile. These effects are then scaled, depending what type of item they are applied to - a [[t-shirt]] has a smaller effect than a full-length [[duster]] trenchcoat. |
− | + | For example [[cloth]] has a [0.36 armor - sharp] ''factor'', while a [[duster]] has an [armor-sharp] material effect ''multiplier'' of 30%. So, a normal quality cloth duster will have a final armor - sharp ''rating'' of 0.36 * 30% = 10.8% (which is not great "armor", but pretty good for "clothing"). For comparison, that t-shirt (armor multiplier of .2) would have a sharp rating of 7.2%, or about 2/3 as much protection (and cover fewer body parts). | |
− | + | For an example of how to calculate the insulation for a given piece of clothing, see [[Apparel#Insulation|here]] | |
− | {{#ask: [[ | + | {{#ask: [[Category:Textile]] |
| ?Stuff Category | | ?Stuff Category | ||
+ | | ?Market Value Base = Market Value | ||
| ?Beauty Factor | | ?Beauty Factor | ||
| ?Max Hit Points Factor | | ?Max Hit Points Factor | ||
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| ?Insulation - Heat Factor = Insulation - Heat (°C) | | ?Insulation - Heat Factor = Insulation - Heat (°C) | ||
| ?Flammability Factor | | ?Flammability Factor | ||
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| limit = 100 | | limit = 100 | ||
| link = subject | | link = subject | ||
| mainlabel = Textile | | mainlabel = Textile | ||
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}} | }} | ||
All textiles have the following modifiers in common: | All textiles have the following modifiers in common: | ||
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{{nav|materials|wide}} | {{nav|materials|wide}} | ||
− | [[Category:Material | + | [[Category:Material]] |