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{{TOCright}}
{| align=center
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<includeonly>:''Main article: [[Clothing]]''</includeonly>
| {{Gear_Nav}}
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Clothes are a kind of [[gear]], mostly for providing protection from hot and cold [[weather]] and [[biomes|climate]] and covering up your colonists nudity. They usually offer little in the way of protection against weapons when compared to [[armor]].<noinclude>
|}
 
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{{About|the items in a specific category of Apparel|the mechanics common to both Clothing and Armor|Apparel}}
 
{{imagemargin|[[File:clothing_preview.png|right]]|40px}}'''Clothing''' is a subcategory and type of [[apparel]] that generally offers good insulation but poor protection from damage.
 
  
All apparel functions in the same way mechanically. Clothing and [[Armor]] primarily differ only in their categorisation and a tendency to either offer damage or environmental protection respectively. Therefore, see [[Apparel]] for details on the mechanics common to all types of apparel.
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== Clothing Layers ==
 +
{{:Clothing Layers}}
  
Clothing is typically [[stuff]]able, made from [[textiles]], and crafted at either an [[Hand tailor bench|hand]] or [[electric tailor bench]].  Clothing can be also be purchased via [[trade]], salvaged from other humans via the [[Orders#Strip|strip]] order, or dropped by a colonist. Clothes stripped from dead bodies have the "[[Tainted]]" modifier, which lowers its value and gives a mood debuff to wearers of the piece of clothing.
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== On Skin Layer ==
  
== Manufacturing clothing ==
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{{#ask: [[Category: Clothing]]
[[File:UnfinishedApparel.png|right|thumb|Unfinished piece of clothing]]
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| ?# = Name
Manufacturing clothing uses the colonist's [[Skills#Crafting|Crafting]] skill.
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| ?Image
 +
| ?Description
 +
| ?Note
 +
| format    = template
 +
| template  = Ask/Item
 +
| named args = yes
 +
}}
  
Most clothing can be manufactured at the following [[production]] stations. Some few items must be crafted elsewhere (e.g. various [[crown]]s{{RoyaltyIcon}}, crafted at [[smithy|smithies]]), or are uncraftable by colonies (e.g. [[psychic foil helmet]]) and so can only be acquired via [[trade]], [[quest]]s, or from defeated [[raider]]s, etc.
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== Shell Layer ==
: '''[[Crafting spot]]:'''
 
:: Produces only tribal clothing, and with a 50% workspeed penalty.
 
::* Crafting spots are limited to crafting tribal clothing (even after researching Complex Clothing)
 
::* Industrial colonies can never craft [[tribal headdress]]es or [[war mask]]s (but can trade for or capture and use them)
 
: '''[[Hand tailor bench]]:'''
 
:: A neolithic production facility with a 50% workspeed penalty, offers the full range of craftable clothing.
 
::* Tribal colonies can produce all items
 
::* Industrial colonies cannot craft tribal headdresses or war masks
 
: '''[[Electric tailor bench]]:'''
 
:: An upgraded hand tailor bench that grants a faster production speed while powered or at the same speed as its lesser version while without power.
 
::* Same tech restrictions as hand tailor benches
 
  
== Clothing values and materials ==
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{{Item
Clothes are typically made from [[textiles]] - i.e. [[fabrics]] and [[leathers]]. Their stats vary heavily based on the material. Picking the right material for any piece of clothing is far from arbitrary and the default setting will just have nearly all materials checked. The algorithm by which the crafter picks which material to use is unknown.
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| name        = Jacket
 +
| image        = Jacket.png
 +
| description  = A tough jacket, very slightly better than the [[#Duster|duster]] in blunt protection and a slightly smaller movespeed penalty.
 +
| tags        =
 +
{{Tag/Worth        |    70 }}
 +
{{Tag/Work          | 17,000 }}
 +
{{Tag/Protects Body |  Torso | sharp = 8 | heat = 3 }}
 +
{{Tag/Keeps Warm    |    15 }}
 +
{{Tag/Slows Down    | move = 3 }}
 +
}}
  
General summaries of the primary types are available below, and specific statistics can be directly compared on the [[Textiles#Material Effects|Textiles table]].
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{{Item
 +
| name        = Duster
 +
| image        = Duster.png
 +
| description  = The stylish and tough duster, with a small but notable amount of [[Damage|heat]] protection.
 +
| tags        =
 +
{{Tag/Worth        |    80 }}
 +
{{Tag/Work          | 24,000 }}
 +
{{Tag/Protects Body |  Torso | blunt = 3 | sharp = 7 | heat = 7 }}
 +
{{Tag/Keeps Warm    |    15 }}
 +
{{Tag/Slows Down    | move = 4 }}
 +
}}
  
=== Fabrics ===
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{{Item
{{Main|Fabrics}}
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| name        = Parka
[[Cloth]] is the most accessible material when wildlife is scarce. It can also be easily farmed from cotton [[plants]] or cheaply bought. It is used as baseline material in Crafting Bill Hints.
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| image        = Parka.png
 +
| description  = Parkas, the key to domination of the arctic circle. Makes winters, tundras and megalomanic walk-in freezer projects survivable.
 +
| tags        =
 +
{{Tag/Worth        |    120 }}
 +
{{Tag/Work          | 22,000 }}
 +
{{Tag/Protects Body |  Torso | sharp = 3 | heat = 3 }}
 +
{{Tag/Keeps Warm    | 45 | 8 }}
 +
{{Tag/Slows Down    | move = 3 }}
 +
}}
  
Advanced fabrics tend to have significantly better armor values and at least comparable thermal resistance values, meaning they can easily replace cloth in every application but are harder to come by.
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== Over Head Layer ==
  
=== Wools ===
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{{Item
{{Main|Wool}}
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| name        = Cowboy Hat
Wool is a subtype of Fabric. Can only be acquired from domesticated [[animals]]. They offer very weak protection and are highly flammable but offer high insulation multipliers and are very easy to acquire in amounts. Care must be taken to not mix up the Wool and Leather from an animal, as they have very different values.
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| image        = CowboyHat.png
 +
| description  = Obvious throw-back to the Western-esque themes of [[RimWorld]].
 +
| tags        =
 +
{{Tag/Worth        |    25 }}
 +
{{Tag/Work          | 3,000 }}
 +
{{Tag/Protects Head | Upper Head | blunt = 3 | sharp = 3}}
 +
{{Tag/Keeps Cool    |    7 }}
 +
{{Tag/Social+      |   15% }}
 +
}}
  
=== Leathers and Skins ===
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{{Item
{{Main|Leathers}}
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| name        = Tuque
Leathers offer pretty good defense and are easy to acquire in most biomes as a sub product of hunting. Leather are defined by the type of animal they were taken from. While they generally provide good armor, their insulation multipliers can vary significantly - both significantly below and above cloth. They always have a high Heat and Blunt damage resistance, with low flammability.
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| image        = Tuque.png
 +
| description  = In the decision between winter survival and style, some lesser souls will ditch their [[#Cowboy Hat|cowboy hat]] for a tuque.
 +
| tags        =
 +
{{Tag/Worth        |    25 }}
 +
{{Tag/Work          |  800 }}
 +
{{Tag/Protects Head | Upper Head | blunt = 3 | sharp = 3}}
 +
{{Tag/Keeps Warm    |    10 | 2 }}
 +
}}
  
== Apparel layers ==
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== Tables ==
{{:Apparel layers}}
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=== Base Values ===
 +
{| {{STDT| sortable c_08 text-center}}
 +
! Clothing
 +
! Body Area
 +
! Layer
 +
! Work
 +
! Market Value
 +
! Blunt
 +
! Sharp
 +
! Heat
 +
! Move Speed
 +
! Social chat impact
 +
! Max Temp
 +
! Min Temp
 +
|-
 +
| T-Shirt
 +
| Torso
 +
| OnSkin
 +
| 4800
 +
| 50
 +
| 3%
 +
| 3%
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -3
 +
|-
 +
| Button-Down Shirt
 +
| Torso
 +
| OnSkin
 +
| 8000
 +
| 55
 +
| 3%
 +
| 3%
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -3
 +
|-
 +
| Pants
 +
| Legs
 +
| OnSkin
 +
| 7000
 +
| 50
 +
| 3%
 +
| 3%
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -4
 +
|-
 +
| Jacket
 +
| Torso
 +
| Shell
 +
| 17000
 +
| 70
 +
| -
 +
| 8%
 +
| 3%
 +
| -0.03
 +
| -
 +
| -
 +
| -15
 +
|-
 +
| Duster
 +
| Torso
 +
| Shell
 +
| 24000
 +
| 80
 +
| 3%
 +
| 7%
 +
| 7%
 +
| -0.04
 +
| -
 +
| 3
 +
| -15
 +
|-
 +
| Cowboy Hat
 +
| UpperHead
 +
| OverHead
 +
| 3000
 +
| 25
 +
| 3%
 +
| 3%
 +
| -
 +
| -
 +
| 0.15
 +
| 7
 +
| -
 +
|-
 +
| Tribalwear
 +
| Torso, Legs
 +
| OnSkin
 +
| 2000
 +
| 35
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -10
 +
|-
 +
| Parka
 +
| Torso
 +
| Shell
 +
| 22000
 +
| 120
 +
| -
 +
| 3%
 +
| 3%
 +
| -0.03
 +
| -
 +
| -8
 +
| -45
 +
|-
 +
| Tuque
 +
| UpperHead
 +
| OverHead
 +
| 800
 +
| 25
 +
| 3%
 +
| 3%
 +
| -
 +
| -
 +
| -
 +
| -2
 +
| -10
 +
|}
  
== Comparison tables ==
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=== Material Effects ===
Apparel combinations are limited by layer and coverage - an item cannot be worn with another item covering the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers.  
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{| {{STDT| sortable c_08 text-center}}
 
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! Material
As such the following tables are divided by layer, but note that individual items on that layer may not be incompatible if their coverage does not overlap. For example, [[pants]] and the [[t-shirt]] which both occupy the Skin layer do not cover the same body parts, and thus can be worn together.
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! Market Value Mutliplier
 
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! Flammability
The hands and feet, across all layers, are NOT covered by any apparel present in base game.
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! Blunt Base
 
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! Sharp Base
=== Headgear ===
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! Heat Base
Uniquely, the Broadwrap covers the neck and both shoulders. This causes it to be the only headgear to conflict with the Slave Collar. The Slave Collar, is also unique in that it occupies the Headgear layer, but only covers the neck which is not covered by any other headgear options.
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! Electric Base
{{Apparel Table | type=Clothing | layer=Headgear}}
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! Blunt Multiplier
 
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! Sharp Multipler
=== Eyes ===
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! Heat Multiplier
{{Apparel Table | type=Clothing | layer=Eyes}}
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! Electric Multiplier
 
+
! Min Temp
=== Skin ===
+
|-
{{Apparel Table | type=Clothing | layer=Skin}}
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| Cloth
 
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| &times;1.5
=== Middle ===
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| 100%
{{Apparel Table | type=Clothing | layer=Middle}}
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| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
|-
 +
| Synthread
 +
| &times;11
 +
| 100%
 +
| +3%
 +
| +3%
 +
| +3%
 +
| +3%
 +
| -
 +
| &times;1.65
 +
| &times;4
 +
| &times;4
 +
| -
 +
|-
 +
| Devilstrand
 +
| &times;16
 +
| 100%
 +
| +5%
 +
| +5%
 +
| -
 +
| +5%
 +
| &times;1.3
 +
| &times;2
 +
| -
 +
| &times;3
 +
| -
 +
|-
 +
| Hyperweave
 +
| &times;45
 +
| 100%
 +
| +3%
 +
| +3%
 +
| +3%
 +
| -
 +
| &times;1.6
 +
| &times;4
 +
| &times;2
 +
| -
 +
| -
 +
|-
 +
| Leather (most)
 +
| &times;1.3
 +
| 100%
 +
| -
 +
| -
 +
| -
 +
| -
 +
| &times;1.5
 +
| &times;1.5
 +
| &times;1.7
 +
| &times;4.0
 +
| &times;2.0
 +
|-
 +
| Leather (hare, boomrat, squirrel)
 +
| &times;1.3
 +
| 100%
 +
| -
 +
| -
 +
| -
 +
| -
 +
| &times;1.5
 +
| &times;1.5
 +
| &times;1.7
 +
| &times;4.0
 +
| '''&times;1.7'''
 +
|-
 +
| Leather (tortoise, iguana, cobra)
 +
| &times;1.3
 +
| 100%
 +
| -
 +
| -
 +
| -
 +
| -
 +
| &times;1.5
 +
| &times;1.5
 +
| &times;1.7
 +
| &times;4.0
 +
| '''&times;1.2'''
 +
|-
 +
| Leather (human)
 +
| '''&times;3.0'''
 +
| 100%
 +
| -
 +
| -
 +
| -
 +
| -
 +
| &times;1.5
 +
| &times;1.5
 +
| &times;1.7
 +
| &times;4.0
 +
| &times;2.0
 +
|-
 +
| Leather (boar)
 +
| '''&times;1.5'''
 +
| 100%
 +
| -
 +
| -
 +
| -
 +
| -
 +
| &times;1.5
 +
| &times;1.5
 +
| '''&times;4.0'''
 +
| &times;4.0
 +
| &times;2.0
 +
|-
 +
| Leather (rhino)
 +
| '''&times;1.5'''
 +
| 100%
 +
| -
 +
| -
 +
| -
 +
| -
 +
| '''&times;2.0'''
 +
| '''&times;2.5'''
 +
| &times;1.7
 +
| &times;4.0
 +
| &times;2.0
 +
|}
  
=== Outer ===
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To calculate the final value of an attribute:
{{Apparel Table | type=Clothing | layer=Outer}}
 
  
 +
(<base value> + <material base value>) * material multipler
  
{{nav|clothing|wide}}
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e.g. The blunt defense value of a Devilstrand t-shirt
[[Category:Apparel]]
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(5% + 3%)*1.3 = 10.4%
 +
</noinclude>

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