Editing Apparel
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 5: | Line 5: | ||
<hr> | <hr> | ||
<!-- End of Nav --> | <!-- End of Nav --> | ||
− | + | __NOTOC__ | |
+ | |||
+ | Apparel is worn by your colonists to protect them from the elements or from [[Damage|harm]]. There are two main types of apparel, [[clothing]] and [[armor]]. | ||
+ | |||
See a pawn's Gear tab to see what apparel they are wearing. | See a pawn's Gear tab to see what apparel they are wearing. | ||
− | |||
− | == Clothing vs Armor == | + | ==Clothing vs Armor== |
− | + | ||
+ | Both clothing and armor use the same basic principles. They can be mixed and matched, as far as [[Clothing Layers]] allow. | ||
Clothing usually: | Clothing usually: | ||
* is made from light materials (fabrics and leathers); | * is made from light materials (fabrics and leathers); | ||
− | * offers good | + | * offers good protection against the environment; |
− | * offers | + | * offers lesser protection from damage (with the right materials, clothing can be a worthwhile "light" armor). |
Armor usually: | Armor usually: | ||
* is made from solid materials (metal); | * is made from solid materials (metal); | ||
− | * offers | + | * offers lesser protection against the environment; |
* offers good protection from damage; | * offers good protection from damage; | ||
− | * gives penalties to movement | + | * gives penalties to movement (from the item itself) and to carrying capacity (from its weight). |
− | |||
− | == | + | ==Protection== |
− | + | Protection mitigates damage to body parts. It can range anywhere from 0 to 100%. Metals tend to have higher values (up to 200%), however those values are drastically cut by the "Material Effect" modifier of the piece of clothing. | |
− | + | After the game has determined which body part was hit by an attack, the following math is applied: | |
− | + | * the Protection values for all worn items in that region are summed up | |
+ | * the Penetration value of the weapon is subtracted, to get the modified Protection | ||
+ | * A percentile roll is made against the modified armor: | ||
+ | ** If the roll is higher, the full damage is applied to the body part | ||
+ | ** If the roll is lower, but still more than half - half damage is dealt. If it is a sharp attack, it also has the damage reduced to blunt trauma | ||
+ | ** If the roll is half or less, no damage is done | ||
− | + | That means an armor rating of 200% after penetration would result in de-facto damage immunity. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | It is unclear how apparel loses hitpoints when blocking, partially blocking or not blocking damage. | |
− | |||
− | |||
− | |||
− | |||
− | + | ===Sharp Protection=== | |
+ | Protection against claws, swords, spears and bullets. These attacks will cause cuts, stabs or gunshot wounds, which in turn are prone to cause bleeding. Even the lightest clothing material seems to offer some of this. | ||
− | + | ===Blunt Protection=== | |
+ | Protection against clubs, headbutts and strikes with ranged weapons at melee range. | ||
− | + | ===Heat Protection=== | |
+ | Protection against fire damage from natural fires and fire weapons such as Molotov cocktails. Not to be mistaken with Heat Insulation. | ||
− | + | ==Insulation== | |
− | + | Protection against extreme temperatures, such as freezing cold and burning heat. Every pawn and every animal has a natural range of acceptable temperatures: humans have a quite narrow acceptable range, with 16°C-26°C.<br> | |
+ | Insulation comes in two flavors: "'''Insulation - Cold'''" and "'''Insulation - Heat'''". Insulation is additive between all pieces of apparel; there is no diminishing effect for multiple pieces of clothing all being designed towards protecting from, for example, the cold.<br> | ||
+ | Insulation - Cold is substracted from the minimum acceptable by a pawn, while Insulation Heat is added to the maximum.<br> | ||
+ | The calculation for both insulation stats is as follows:<br> | ||
+ | Insulation = Material_insulation * Apparel_insulation_multiplier * quality_multiplier''' | ||
− | + | ===Example calculation=== | |
− | + | Vanilla pawn wearing masterwork muffalo wool parka and poor cloth button down shirt.<br> | |
− | + | Parka cold insulation = muffalo wool cold insulation*parka modifier*masterwork modifier | |
− | + | = 30°C*200%*1.2 | |
− | + | = 72°C | |
− | |||
− | === | + | Parka heat insulation = muffalo wool heat insulation*parka modifier*masterwork modifier |
− | + | = 12°C*0%*1.2 | |
+ | = 0°C | ||
− | + | Shirt cold insulation = cloth cold insulation*shirt modifier*poor modifier | |
+ | = 18°C*26%*0.9 | ||
+ | = 4.2°C | ||
− | === | + | Shirt heat insulation = cloth heat insulation*shirt modifier*poor modifier |
− | + | = 18°C*10%*0.9 | |
+ | = 1.6°C | ||
− | + | Minimum acceptable temperature = base minimum acceptable temperature-parka cold insulation-shirt cold insulation | |
+ | = 16-72-4.2 | ||
+ | = -60.2°C | ||
− | == | + | Maximum acceptable temperature = base maximum acceptable temperature+parka heat insulation+shirt heat insulation |
− | + | = 26+0+1.6 | |
+ | = 27.6°C | ||
− | + | New acceptable range: -60.2°C-27.6°C | |
− | + | ==Flammability== | |
− | + | How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependent on the material. | |
− | |||
− | |||
− | |||
− | |||
− | == | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | It is unclear if it affects the chance for a Pawn to catch fire while standing in a burning tile. | |
− | + | ==Damaged apparel== | |
+ | Apparel suffers wear and tear when worn causing it to lose hit points over time. They also become damaged when the wearer is attacked, and the apparel absorbs some damage 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. | 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" | {| class="wikitable" style="width: 24em" | ||
Line 111: | Line 100: | ||
|- | |- | ||
| below 20% || "Wearing tattered apparel" || style="text-align: center;" | -5 | | below 20% || "Wearing tattered apparel" || style="text-align: center;" | -5 | ||
− | |} | + | |}<br/> |
Durability does not affect stats such as protection and insulation. | Durability does not affect stats such as protection and insulation. | ||
− | == | + | == Quality Effects == |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{{See also|Quality}} | {{See also|Quality}} | ||
{| {{STDT| left c_08}} | {| {{STDT| left c_08}} | ||
Line 189: | Line 125: | ||
|} | |} | ||
− | == Nudity == | + | ==Nudity== |
− | + | Colonists whose legs are not covered by apparel will be considered naked and will receive the appropriate mood penalties. Colonists not happy about nudity will cause an alert to trigger prompting the player to seek suitable clothing. | |
− | |||
− | For Nudists the opposite is true - they receive a | + | For Nudists the opposite is true - they receive a mood bonus for wearing no or little clothing, with a slight penalty for wearing a full set. |
− | + | ==Special Values== | |
− | |||
− | == Special | ||
Clothing can have very specific secondary values. The more common ones are: | Clothing can have very specific secondary values. The more common ones are: | ||
* Negative movement Speed. This is mostly seen with armor | * Negative movement Speed. This is mostly seen with armor | ||
Line 203: | Line 136: | ||
* Pain Threshold. Specific to Tribal clothing, this increases when a character will collapses from damage | * Pain Threshold. Specific to Tribal clothing, this increases when a character will collapses from damage | ||
− | == Tainted | + | == Tainted Apparel == |
− | + | Clothing stripped from corpses is considered tainted apparel and is noted with a T. Colonists wearing tainted apparel gain a persistent mood debuff as long as they're wearing it- colonists with [[Traits|Bloodlust]] do not seem to mind, however. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{| class="wikitable" style="width: 14em" | {| class="wikitable" style="width: 14em" | ||
− | ! | + | ! Number of items !! Debuff |
|- style="text-align:center;" | |- style="text-align:center;" | ||
− | + | | 1 || -3 | |
− | | | ||
|- style="text-align:center;" | |- style="text-align:center;" | ||
− | + | | 2 || -5 | |
− | | | ||
|- style="text-align:center;" | |- style="text-align:center;" | ||
− | + | | 3 || -7 | |
− | | | ||
|- style="text-align:center;" | |- style="text-align:center;" | ||
− | + | | 4+ || -8 | |
− | | | ||
|} | |} | ||
− | + | Disposal is usually the only option as traders do not buy them (as of 0.19). | |
− | |||
− | + | ==Disposal== | |
+ | Apparel can be destroyed using a [[crematorium]] or a [[campfire]]. Simply create a "Burn apparel" bill, and be sure to uncheck anything you want to keep. | ||
− | + | ==Materials== | |
+ | A number of Materials is available for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor and insulation of clothing actually comes from the used material, rather than something unique to the item. | ||
− | + | === Armor Materials === | |
+ | These materials are primarily used for armor. It includes any metal and in rare cases, even wood or stone might be supported. | ||
− | = | + | {| class="wikitable sortable" |
− | + | |- | |
− | + | ! Name | |
+ | ! Stuff Category | ||
+ | ! Sharp | ||
+ | ! Blunt | ||
+ | ! Heat | ||
+ | ! Cold Insulation | ||
+ | ! Heat Insulation | ||
+ | ! Item HP | ||
+ | ! Market Value | ||
+ | ! Commonality | ||
+ | ! Flammability | ||
+ | |- | ||
+ | |||
+ | | Silver | ||
+ | | Metallic | ||
+ | | 72% | ||
+ | | 36% | ||
+ | | 36% | ||
+ | | 3 | ||
+ | | 0 | ||
+ | | 0.7 | ||
+ | | 1 | ||
+ | | 100 | ||
+ | | 0.4 | ||
+ | |- | ||
+ | |||
+ | | Gold | ||
+ | | Metallic | ||
+ | | 72% | ||
+ | | 36% | ||
+ | | 36% | ||
+ | | 3 | ||
+ | | 0 | ||
+ | | 0.6 | ||
+ | | 10 | ||
+ | | 0.02 | ||
+ | | 0.4 | ||
+ | |- | ||
− | + | | Steel | |
− | + | | Metallic | |
+ | | 90% | ||
+ | | 45% | ||
+ | | 72% | ||
+ | | 3 | ||
+ | | 0 | ||
+ | | 1 | ||
+ | | 1.9 | ||
+ | | 1.0 | ||
+ | | 0.4 | ||
+ | |- | ||
− | + | | Plasteel | |
− | + | | Metallic | |
+ | | 126% | ||
+ | | 63% | ||
+ | | 108% | ||
+ | | 3 | ||
+ | | 0 | ||
+ | | 2.8 | ||
+ | | 9 | ||
+ | | 0.05 | ||
+ | | 0.2 | ||
+ | |- | ||
− | + | | Wood | |
− | | | + | | Woody |
− | | | + | | 54% |
− | | | + | | 54% |
− | | | + | | 90% |
− | | | + | | 8 |
− | | | + | | 4 |
− | | | + | | 0.65 |
− | | | + | | 1.2 |
− | | | + | | 1 |
− | | | + | | 1 |
− | | | + | |- |
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | + | | Uranium | |
− | + | | Metallic | |
+ | | 108% | ||
+ | | 54% | ||
+ | | 90% | ||
+ | | 3 | ||
+ | | 0 | ||
+ | | 2.5 | ||
+ | | 6 | ||
+ | | 0.05 | ||
+ | | 0 | ||
+ | |- | ||
− | + | | Jade | |
− | + | | Stony | |
− | + | | 90% | |
+ | | 45% | ||
+ | | 54% | ||
+ | | 3 | ||
+ | | 0 | ||
+ | | 0.5 | ||
+ | | 5 | ||
+ | | 0.05 | ||
+ | | 0 | ||
+ | |- | ||
− | + | |} | |
− | |||
− | + | ===Clothing Materials=== | |
+ | All variants of Fabric and Leathers. | ||
− | + | {| class="wikitable sortable" | |
+ | |- | ||
+ | ! Name | ||
+ | ! Stuff Category | ||
+ | ! Sharp | ||
+ | ! Blunt | ||
+ | ! Heat | ||
+ | ! Cold Insulation | ||
+ | ! Heat Insulation | ||
+ | ! Item HP Multiplier | ||
+ | ! Market Value | ||
+ | ! Commonality | ||
+ | ! Flammability | ||
+ | |- | ||
− | + | | ''LeatherBase'' | |
+ | | Leathery | ||
+ | | 81% | ||
+ | | 24% | ||
+ | | 150% | ||
+ | | 16 | ||
+ | | 16 | ||
+ | | 1.3 | ||
+ | | 2.1 | ||
+ | | 0.025 | ||
+ | | 1 | ||
+ | |- | ||
− | + | | Plain Leather | |
+ | | Leathery | ||
+ | | 81% | ||
+ | | 24% | ||
+ | | 150% | ||
+ | | 16 | ||
+ | | 16 | ||
+ | | 1.3 | ||
+ | | 2.1 | ||
+ | | 0.020 | ||
+ | | 1 | ||
+ | |- | ||
− | + | | Dog Leather | |
− | + | | Leathery | |
+ | | 81% | ||
+ | | 24% | ||
+ | | 150% | ||
+ | | 14 | ||
+ | | 16 | ||
+ | | 1.3 | ||
+ | | 20 | ||
+ | | 0.075 | ||
+ | | 1 | ||
+ | |- | ||
− | + | | Wolfskin | |
− | + | | Leathery | |
+ | | 102% | ||
+ | | 24% | ||
+ | | 150% | ||
+ | | 24 | ||
+ | | 16 | ||
+ | | 1.3 | ||
+ | | 3.0 | ||
+ | | 0.075 | ||
+ | | 1 | ||
+ | |- | ||
− | + | | Panthera Skin | |
+ | | Leathery | ||
+ | | 93% | ||
+ | | 24% | ||
+ | | 150% | ||
+ | | 16 | ||
+ | | 24 | ||
+ | | 1.3 | ||
+ | | 3.0 | ||
+ | | 0.025 | ||
+ | | 1 | ||
+ | |- | ||
− | + | | Camelhide | |
+ | | Leathery | ||
+ | | 81% | ||
+ | | 24% | ||
+ | | 150% | ||
+ | | 16 | ||
+ | | 24 | ||
+ | | 1.3 | ||
+ | | 2.3 | ||
+ | | 0.05 | ||
+ | | 1 | ||
+ | |- | ||
− | + | | Bluefur | |
+ | | Leathery | ||
+ | | 81% | ||
+ | | 24% | ||
+ | | 150% | ||
+ | | 20 | ||
+ | | 16 | ||
+ | | 1.3 | ||
+ | | 2.3 | ||
+ | | 0.025 | ||
+ | | 1 | ||
+ | |- | ||
− | + | | Bearskin | |
+ | | Leathery | ||
+ | | 112% | ||
+ | | 24% | ||
+ | | 150% | ||
+ | | 20 | ||
+ | | 20 | ||
+ | | 1.3 | ||
+ | | 3.4 | ||
+ | | 0.05 | ||
+ | | 1 | ||
+ | |- | ||
− | + | | Human Leather | |
+ | | Leathery | ||
+ | | 64% | ||
+ | | 24% | ||
+ | | 150% | ||
+ | | 12 | ||
+ | | 12 | ||
+ | | 1.3 | ||
+ | | 4.2 | ||
+ | | 0.025 | ||
+ | | 1 | ||
+ | |- | ||
− | + | | Pigskin | |
+ | | Leathery | ||
+ | | 64% | ||
+ | | 24% | ||
+ | | 150% | ||
+ | | 12 | ||
+ | | 12 | ||
+ | | 1.3 | ||
+ | | 1.9 | ||
+ | | 0.05 | ||
+ | | 1 | ||
+ | |- | ||
− | + | | Lightleather | |
− | + | | Leathery | |
+ | | 54% | ||
+ | | 14% | ||
+ | | 150% | ||
+ | | 12 | ||
+ | | 12 | ||
+ | | 1.3 | ||
+ | | 1.9 | ||
+ | | 0.25 | ||
+ | | 1 | ||
+ | |- | ||
− | + | | Birdskin | |
+ | | Leathery | ||
+ | | 67% | ||
+ | | 14% | ||
+ | | 150% | ||
+ | | 10 | ||
+ | | 10 | ||
+ | | 1.3 | ||
+ | | 1.8 | ||
+ | | 0.025 | ||
+ | | 1 | ||
+ | |- | ||
− | + | | Chinchilla Fur | |
+ | | Leathery | ||
+ | | 67% | ||
+ | | 14% | ||
+ | | 150% | ||
+ | | 30 | ||
+ | | 16 | ||
+ | | 1.3 | ||
+ | | 6.5 | ||
+ | | 0.025 | ||
+ | | 1 | ||
+ | |- | ||
− | + | | Foxfur | |
+ | | Leathery | ||
+ | | 81% | ||
+ | | 21% | ||
+ | | 150% | ||
+ | | 20 | ||
+ | | 16 | ||
+ | | 1.3 | ||
+ | | 3.5 | ||
+ | | 0.075 | ||
+ | | 1 | ||
+ | |- | ||
− | + | | Lizardskin | |
+ | | Leathery | ||
+ | | 81% | ||
+ | | 27% | ||
+ | | 150% | ||
+ | | 12 | ||
+ | | 12 | ||
+ | | 1.3 | ||
+ | | 2.1 | ||
+ | | 0.075 | ||
+ | | 1 | ||
+ | |- | ||
− | + | | Elephant Leather | |
− | + | | Leathery | |
− | + | | 112% | |
+ | | 24% | ||
+ | | 150% | ||
+ | | 14 | ||
+ | | 12 | ||
+ | | 1.3 | ||
+ | | 3.0 | ||
+ | | 0.025 | ||
+ | | 1.5 | ||
+ | |- | ||
− | + | | Heavy Fur | |
− | + | | Leathery | |
+ | | 124% | ||
+ | | 24% | ||
+ | | 150% | ||
+ | | 30 | ||
+ | | 14 | ||
+ | | 1.3 | ||
+ | | 3.3 | ||
+ | | 0.025 | ||
+ | | 1.5 | ||
+ | |- | ||
− | + | | Rhinoceros Leather | |
− | + | | Leathery | |
+ | | 129% | ||
+ | | 24% | ||
+ | | 150% | ||
+ | | 14 | ||
+ | | 14 | ||
+ | | 1.3 | ||
+ | | 4.2 | ||
+ | | 0.025 | ||
+ | | 1.5 | ||
+ | |- | ||
− | + | | Thrumbo Fur | |
− | + | | Leathery | |
+ | | 208% | ||
+ | | 36% | ||
+ | | 150% | ||
+ | | 34 | ||
+ | | 22 | ||
+ | | 1.3 | ||
+ | | 14 | ||
+ | | 0.0025 | ||
+ | | 2.0 | ||
+ | |- | ||
− | + | | Patchleather | |
− | + | | Leathery | |
+ | | 45% | ||
+ | | 19% | ||
+ | | 90% | ||
+ | | 9 | ||
+ | | 9 | ||
+ | | 1.3 | ||
+ | | 1.5 | ||
+ | | 0.075 | ||
+ | | 1 | ||
+ | |- | ||
− | + | | Cloth | |
− | + | | Fabric | |
+ | | 36% | ||
+ | | 0% | ||
+ | | 18% | ||
+ | | 18 | ||
+ | | 18 | ||
+ | | ? | ||
+ | | 1.5 | ||
+ | | 1.4 | ||
+ | | 1.2 | ||
+ | |- | ||
− | |||
− | |||
− | + | | Synthread | |
+ | | Fabric | ||
+ | | 63% | ||
+ | | 0% | ||
+ | | 72% | ||
+ | | 22 | ||
+ | | 22 | ||
+ | | 1.3 | ||
+ | | 4 | ||
+ | | 0.15 | ||
+ | | 0.7 | ||
+ | |- | ||
− | + | | Devilstrand | |
+ | | Fabric | ||
+ | | 140% | ||
+ | | 36% | ||
+ | | 3 | ||
+ | | 20 | ||
+ | | 24 | ||
+ | | 1.3 | ||
+ | | 5.5 | ||
+ | | 0.2 | ||
+ | | 0.4 | ||
+ | |- | ||
− | + | | Hyperweave | |
+ | | Fabric | ||
+ | | 200% | ||
+ | | 54% | ||
+ | | 2.88 | ||
+ | | 26 | ||
+ | | 26 | ||
+ | | 2.4 | ||
+ | | 9 | ||
+ | | 0.1 | ||
+ | | 0.4 | ||
+ | |- | ||
− | + | | ''Woolbase'' | |
− | + | | Fabric | |
+ | | 36% | ||
+ | | 0% | ||
+ | | 36% | ||
+ | | Cold Insulation | ||
+ | | Heat Insulation | ||
+ | | ? | ||
+ | | 2.7 | ||
+ | | 0.12 | ||
+ | | ? | ||
+ | |- | ||
− | + | | Megasloth Wool | |
− | + | | Fabric | |
+ | | 36% | ||
+ | | 0% | ||
+ | | 36% | ||
+ | | 30 | ||
+ | | 12 | ||
+ | | ? | ||
+ | | 2.7 | ||
+ | | 0.12 | ||
+ | | ? | ||
+ | |- | ||
− | + | | Muffalo Wool | |
− | + | | Fabric | |
+ | | 36% | ||
+ | | 0% | ||
+ | | 36% | ||
+ | | 30 | ||
+ | | 12 | ||
+ | | ? | ||
+ | | 2.7 | ||
+ | | 0.12 | ||
+ | | ? | ||
+ | |- | ||
− | + | | Camelhair | |
− | + | | Fabric | |
+ | | 36% | ||
+ | | 0% | ||
+ | | 36% | ||
+ | | 18 | ||
+ | | 26 | ||
+ | | ? | ||
+ | | 2.7 | ||
+ | | 0.12 | ||
+ | | ? | ||
+ | |- | ||
− | + | | Alpaca Wool | |
− | + | | Fabric | |
+ | | 36% | ||
+ | | 0% | ||
+ | | 36% | ||
+ | | 28 | ||
+ | | 16 | ||
+ | | ? | ||
+ | | 2.7 | ||
+ | | 0.12 | ||
+ | | ? | ||
+ | |- | ||
− | + | |} | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
[[Category:Gear]] | [[Category:Gear]] | ||
− |