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{{Ideology}}
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{{Ideology}}{{infobox main
{{Infobox main
 
 
| name = Broadwrap
 
| name = Broadwrap
 
| image = Broadwrap.png
 
| image = Broadwrap.png
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| production facility 2 = Electric tailor bench
 
| production facility 2 = Electric tailor bench
 
| work to make = 1800
 
| work to make = 1800
| work speed stat = General Labor Speed
 
 
| resource 1 = Stuff
 
| resource 1 = Stuff
 
| resource 1 amount = 30
 
| resource 1 amount = 30
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| insulationheatfactor = 0.2
 
| insulationheatfactor = 0.2
 
| insulationcoldfactor = 0.2
 
| insulationcoldfactor = 0.2
| armorsharpfactor = 0.25
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| armorsharpfactor= 0.25
| armorbluntfactor = 0.25
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| armorbluntfactor= 0.25
| armorheatfactor = 0.25
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| armorheatfactor= 0.25
| lifestage = Child, Adult
 
 
| coverage = Neck, Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw, Left Shoulder, Right Shoulder
 
| coverage = Neck, Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw, Left Shoulder, Right Shoulder
 
| layer = Headgear
 
| layer = Headgear
 
| mass base = 0.10
 
| mass base = 0.10
| has quality = true
 
 
| thingCategories = Headgear
 
| thingCategories = Headgear
 
| tags = Neolithic
 
| tags = Neolithic
| tradeTags = Clothing
 
 
| defaultOutfitTags = Worker
 
| defaultOutfitTags = Worker
 
| page verified for version = 1.3.3066
 
| page verified for version = 1.3.3066
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== Acquisition ==
 
== Acquisition ==
{{Acquisition}} [[Leathers]] cannot be used to craft broadwraps.
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Broadwraps can only be made at [[Electric tailor bench|electric]] or [[hand tailor bench]]es which require [[Research#Complex clothing|Complex Clothing]] to be researched in order to be constructed. Each broadwrap requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. [[Leathers]] cannot be used to craft broadwraps.
  
 
== Summary ==
 
== Summary ==
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Also note that this layer-coverage combination means it is the only item that conflicts with the [[slave collar]] as of [[Version/1.3.3117|1.3.3117]], as the collar also covers the neck and occupies the Headgear layer.
 
Also note that this layer-coverage combination means it is the only item that conflicts with the [[slave collar]] as of [[Version/1.3.3117|1.3.3117]], as the collar also covers the neck and occupies the Headgear layer.
 
Unlike every other headgear item, the broadwrap does count as clothing for pawns with the [[nudist]] trait or with pro-nudity [[Ideoligion#Female clothing|ideoligion]]s.{{IdeologyIcon}}<!--Female is first in the table, and directly above male so that is which is linked to-->{{Check Tag|Detail|What about preventing being nude?}}
 
  
 
== Analysis ==
 
== Analysis ==
 
 
The broadwrap offers modest, but not totally negligible insulation of both types. It is inferior in this regard to dedicated insulative hats like [[tuque]]s and [[cowboy hat]]s, comparable to power armor helmets, and superior to other headwear such as [[simple helmet]]s and [[bowler hat]]s. Its primary worth is protective however.
 
The broadwrap offers modest, but not totally negligible insulation of both types. It is inferior in this regard to dedicated insulative hats like [[tuque]]s and [[cowboy hat]]s, comparable to power armor helmets, and superior to other headwear such as [[simple helmet]]s and [[bowler hat]]s. Its primary worth is protective however.
  
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As a [[stuff]]able item, material selection is key to its merit, and only [[fabrics]] can be used in its construction. Thus, [[devilstrand]] and [[hyperweave]] are ideal candidates. Devilstrand is accessible by mid-game and, compared to [[steel]] [[simple helmet]]s, offers superior coverage and insulation and significantly better heat armor, at the cost of only 78% of the sharp armor. This can make them attractive options if devilstrand is accessible, especially if [[Damage types#Flame|flame]] or [[Damage types#Heat|heat]] damage is expected.  
 
As a [[stuff]]able item, material selection is key to its merit, and only [[fabrics]] can be used in its construction. Thus, [[devilstrand]] and [[hyperweave]] are ideal candidates. Devilstrand is accessible by mid-game and, compared to [[steel]] [[simple helmet]]s, offers superior coverage and insulation and significantly better heat armor, at the cost of only 78% of the sharp armor. This can make them attractive options if devilstrand is accessible, especially if [[Damage types#Flame|flame]] or [[Damage types#Heat|heat]] damage is expected.  
  
While hyperweave is rare, broadwraps made of it are very competitive against simple helmets, being outright superior to steel helmets in every factor except blunt, which neither option provides a sufficient amount of to be relevant. Even against plasteel simple helmets, the close armor rating and superior coverage and heat armor make the broadwrap an attractive option.
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While hyperweave is rare, broadwraps made of it are very competitive against simple helmets, being outright superior to steel helmets in every factor except blunt, which neither option provides a sufficient amount of to be relevant. Even against plateel simple helmets, the close armor rating and superior coverage and heat armor make the broadwrap an attractive option.
  
 
Once power armor helmets are available however, the merits of the broadwrap fade. While the coverage it offers is still superior, the disparity in armor rating makes the power armor helmets superior in all but very niche circumstances.  
 
Once power armor helmets are available however, the merits of the broadwrap fade. While the coverage it offers is still superior, the disparity in armor rating makes the power armor helmets superior in all but very niche circumstances.  
  
As both the [[face mask]] {{BiotechIcon}} and the broadwrap cover the jaw's headgear layer, they cannot be worn together.
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{{Apparel Material Table}}
 
 
{{Apparel Stats Table}}
 
  
 
== Protection charts ==
 
== Protection charts ==
 
{| class="wikitable"
 
{| class="wikitable"
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|-
 
! Sharp Armor !! Blunt Armor !! Heat Armor
 
! Sharp Armor !! Blunt Armor !! Heat Armor
 
|-
 
|-
 
| {{Apparel Protection Chart
 
| {{Apparel Protection Chart
| set1name = Hyperweave Broadwrap (Sharp)  | set1armor1 = {{#expr:{{P|Armor Factor - Sharp}}*{{Q|Hyperweave|Armor - Sharp Factor}}*100}}
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|set1name= Hyperweave Broadwrap (Sharp)  | set1armor1= {{#expr:{{P|Armor Factor - Sharp}}*{{Q|Hyperweave|Armor - Sharp Factor}}*100}}
| set2name = Devilstrand Broadwrap (Sharp)  | set2armor1 = {{#expr:{{P|Armor Factor - Sharp}}*{{Q|Devilstrand|Armor - Sharp Factor}}*100}}
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|set2name= Devilstrand Broadwrap (Sharp)  | set2armor1= {{#expr:{{P|Armor Factor - Sharp}}*{{Q|Devilstrand|Armor - Sharp Factor}}*100}}
| set3name = Steel Simple Helmet (Sharp)    | set3armor1 = {{#expr:{{Q|Simple helmet|Armor Factor - Sharp}}*{{Q|Steel|Armor - Sharp Factor}}*100}}
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|set3name= Steel Simple Helmet (Sharp)    | set3armor1= {{#expr:{{Q|Simple helmet|Armor Factor - Sharp}}*{{Q|Steel|Armor - Sharp Factor}}*100}}
| set4name = Plasteel Simple Helmet (Sharp) | set4armor1 = {{#expr:{{Q|Simple helmet|Armor Factor - Sharp}}*{{Q|Plasteel|Armor - Sharp Factor}}*100}}
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|set4name= Plasteel Simple Helmet (Sharp) | set4armor1= {{#expr:{{Q|Simple helmet|Armor Factor - Sharp}}*{{Q|Plasteel|Armor - Sharp Factor}}*100}}
 
}}
 
}}
 
| {{Apparel Protection Chart
 
| {{Apparel Protection Chart
| set1name = Hyperweave Broadwrap (Blunt)  | set1armor1 = {{#expr:{{P|Armor Factor - Blunt}}*{{Q|Hyperweave|Armor - Blunt Factor}}*100}}
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|set1name= Hyperweave Broadwrap (Blunt)  | set1armor1= {{#expr:{{P|Armor Factor - Blunt}}*{{Q|Hyperweave|Armor - Blunt Factor}}*100}}
| set2name = Devilstrand Broadwrap (Blunt)  | set2armor1 = {{#expr:{{P|Armor Factor - Blunt}}*{{Q|Devilstrand|Armor - Blunt Factor}}*100}}
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|set2name= Devilstrand Broadwrap (Blunt)  | set2armor1= {{#expr:{{P|Armor Factor - Blunt}}*{{Q|Devilstrand|Armor - Blunt Factor}}*100}}
| set3name = Steel Simple Helmet (Blunt)    | set3armor1 = {{#expr:{{Q|Simple helmet|Armor Factor - Blunt}}*{{Q|Steel|Armor - Blunt Factor}}*100}}
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|set3name= Steel Simple Helmet (Blunt)    | set3armor1= {{#expr:{{Q|Simple helmet|Armor Factor - Blunt}}*{{Q|Steel|Armor - Blunt Factor}}*100}}
| set4name = Plasteel Simple Helmet (Blunt) | set4armor1 = {{#expr:{{Q|Simple helmet|Armor Factor - Blunt}}*{{Q|Plasteel|Armor - Blunt Factor}}*100}}
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|set4name= Plasteel Simple Helmet (Blunt) | set4armor1= {{#expr:{{Q|Simple helmet|Armor Factor - Blunt}}*{{Q|Plasteel|Armor - Blunt Factor}}*100}}
 
}}
 
}}
 
| '''Effective Damage (%)'''
 
| '''Effective Damage (%)'''
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* [[Ideology DLC]] Release - Added.
 
* [[Ideology DLC]] Release - Added.
  
{{Nav|clothing|wide}}
 
 
[[Category:Clothing]]
 
[[Category:Clothing]]
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{{nav|clothing|wide}}

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