Tuque

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Tuque

Tuque

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

Base Stats

Type
GearClothing
Tech Level
Medieval
Mass
0.07 kg
HP
80

Apparel

Insulation Factor - Cold
0.5×
Insulation Factor - Heat
Armor Factor - Sharp
0.2
Armor Factor - Blunt
0.2
Armor Factor - Heat
0.2
Coverage
Head, Left Ear, Right Ear
Layer
Headgear

Creation

Crafted At
Hand tailor bench / Electric tailor bench
Required Research
Complex clothing
Work To Make
1,200 ticks (20 secs)
Stuff Tags
Fabric
Resources to make
Stuff 20
Technical
thingCategories
Headgear
defaultOutfitTags
Worker, Soldier
tags
IndustrialBasic


Tuques are woolly caps worn in colder climates to protect the upper head and ears from the bitter cold and wind chill from the likes of ice sheets and tundras. Unlike cowboy hats and bowler hats, tuques don't provide a Social Impact bonus.

Acquisition

Tuques can be crafted at a Hand tailor bench or Electric tailor bench once the Complex clothing research project has been completed. They require Stuff 20 Stuff (Fabric), 1,200 ticks (20 secs) of work, and a [[]] skill of . Leathers cannot be used to create tuques.

Tuques can also be purchased or stripped from Outlanders and Pirates.

Analysis

Tuques, like parkas, significantly improve minimum comfortable temperature, meaning they're designed for colder biomes, especially the more extreme ones which can drop below -30 °C (-22 °F) in Winter (sea ice, ice sheets, tundras, boreal Forests). Tuques are limited to fabrics only - this makes a number of low cost, high insulation materials such as the wools available as an option, but also makes it so it cannot make use of the best warmth textile, guinea pig fur with a value of 38 °C (68.4 °F). The warmest valid choices, starting with megasloth wool 34 °C (61.2 °F), can be compared on the table, below.

Compared to cowboy hats and bowler hats, tuques don't offer any heat insulation or social impact bonus, but provide identical armor (which varies only with material) and much better cold insulation. Even a common cloth tuque of normal quality would provide 5.2 °C (9.4 °F) better cold protection than an elite guinea pig fur cowboy hat or bowler. If you expect your colonists to experience both hot and cold extremes, having both types of hats on hand would be wise.

The tailcapContent added by the Ideology DLC is essentially a tuque made with leather instead of fabric, to the point where it is largely statistically identical. Thus, the differences between the two pieces of headwear come primarily from the materials that are used to make them rather than items themselves. Thus, when deciding between the tuque and the tailcap, it largely comes down to that stats of the textiles are available. For ease of comparison, see the table on the Textiles page, as well as the material table below and on the Tailcap page.

Material table

  • Material Sharp Blunt Heat Item HP Insulation - Cold Insulation - Heat Market Value
    Alpaca wool Tuque 7.2% 0% 22% 80 -15 °C (-27 °F) +0 °C (0 °F) 80 Silver
    Bison wool Tuque 7.2% 0% 22% 80 -13 °C (-23.4 °F) +0 °C (0 °F) 58 Silver
    Cloth Tuque 7.2% 0% 3.6% 80 -9 °C (-16.2 °F) +0 °C (0 °F) 34 Silver
    Devilstrand Tuque 28% 7.2% 60% 104 -10 °C (-18 °F) +0 °C (0 °F) 114 Silver
    Hyperweave Tuque 40% 10.8% 57.6% 192 -13 °C (-23.4 °F) +0 °C (0 °F) 184 Silver
    Megasloth wool Tuque 16% 0% 22% 80 -17 °C (-30.6 °F) +0 °C (0 °F) 58 Silver
    Muffalo wool Tuque 7.2% 0% 22% 80 -14 °C (-25.2 °F) +0 °C (0 °F) 58 Silver
    Sheep wool Tuque 7.2% 0% 22% 80 -13 °C (-23.4 °F) +0 °C (0 °F) 58 Silver
    Synthread Tuque 18.8% 5.2% 18% 104 -11 °C (-19.8 °F) +0 °C (0 °F) 84 Silver

    Assuming Normal quality, for the effect of other qualities, see Quality.
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