Difference between revisions of "Clothing"

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<includeonly>{{Main Article|Clothing}}</includeonly>
 
<includeonly>{{Main Article|Clothing}}</includeonly>
Clothes are wearing [[gear]] that provide cover of nudity for those who feel shame, as well as protection from [[Environment#weather|weather]] and [[biomes|climate]]. [[Armor]], is another kind of item that offers protection from harm. These items can be assigned and managed on the Outfits screen from the [[Menus#Assign|Assign screen]] which provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.  
+
Clothes is a category of [[Apparel]]. For general properties, see there.
  
{{asof|A16}} If you don't have enough warm clothing for every colonist, an alert letter will show up "Need warm clothes". Non-[[Traits|nudists]] that don't have sufficient coverage will result in an alert letter saying "Unhappy Nudity". Items left exposed with no roof will slowly [[Deterioration|deteriorate]] until it disintegrates without a trace.
 
  
As of Alpha 17, all clothing now sell at 70% market price.
+
[[File:Clothing worn away to nothing.png|400px]]
  
All clothing can be crafted at a [[Tailor's workbench|tailor's workbench]].
 
  
<noinclude>
+
== Clothing Values ==
<p>'''Damaged apparel'''</p>
 
Clothing when worn suffers wear and tear and loses hit points over time. Apparel becomes damaged when the wearer is injured from violence, and takes the damage it absorbs 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.
 
{| class="wikitable" style="width: 24em"
 
! HP !! Thought !! Debuff
 
|-
 
| 20% - 50% || "Wearing worn-out apparel" || style="text-align: center;" | -3
 
|-
 
| below 20% || "Wearing tattered apparel" || style="text-align: center;" | -5
 
|}<br/>
 
  
<p>'''Nudity'''</p>
+
Clothes are made from fabric and leather. While its stats vary heavily based on the material, clothing offers little protection from violence, but very good insulation.
Colonists whose legs are not covered by clothing will be considered naked and will receive the appropriate mood penalties (bonuses for nudists).
 
  
<p>'''Dead man's apparel'''</p>
 
Clothing stripped from corpses is considered dead man's apparel and is noted with a D. Dead man's apparel status applies a 10% multiplier to its market value, greatly reducing its sell cost.<br/>
 
Colonists wearing dead man's apparel gain a persistent mood debuff as long as they're wearing it.
 
  
{| class="wikitable" style="width: 14em"
+
== Material ==
! Number of items !! Debuff
 
|- style="text-align:center;"
 
| 1 || -3
 
|- style="text-align:center;"
 
| 2 || -5
 
|- style="text-align:center;"
 
| 3 || -7
 
|- style="text-align:center;"
 
| 4+ || -8
 
|}
 
== Clothing Layers ==
 
{{:Clothing Layers}}
 
{{clr}}
 
  
== On Skin Layer ==
+
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.
  
{{Item
 
| name        = [[Pants]]
 
| image        = Pants.png
 
| description  = A simple set of pants.
 
| note        = Boring old pants. Not visible on humans.
 
| tags        =
 
{{Tag/Material cost (Cloth) |  128  |    50 }}
 
{{Tag/Work          | 117 | Fabric | Leather }}
 
{{Tag/Protects Body | Legs | blunt = 3 | sharp = 3 }}
 
{{Tag/Keeps Warm    |    3 }}
 
}}
 
  
{{Item
+
=== Farbrics ===
| name        = [[T-shirt|T-Shirt]]
 
| image        = T-Shirt.png
 
| description  = A basic T-shirt.
 
| note        = Most colonists start with this or the Button-Down Shirt.
 
| tags        =
 
{{Tag/Material cost (Cloth)  |  120 |    50 }}
 
{{Tag/Work          | 84 | Fabric | Leather }}
 
{{Tag/Protects Body | Torso | blunt = 3 | sharp = 3 }}
 
{{Tag/Keeps Warm    |    3 }}
 
}}
 
  
{{Item
+
[[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.  
| name        = [[Button-down Shirt|Button-Down Shirt]]
 
| image        = Button-Down Shirt.png
 
| description  = A nice-looking collared shirt with buttons.
 
| note        = A nicer and slightly better formal shirt.
 
| tags        =
 
{{Tag/Material cost (Cloth)  |  140  |    55 }}
 
{{Tag/Work          | 125 | Fabric | Leather }}
 
{{Tag/Protects Body | Torso and Arms | blunt = 3 | sharp = 3 }}
 
{{Tag/Keeps Warm    |    4 }}
 
}}
 
  
== On Skin and Middle Layers ==
+
Advanced fabrics tend to have way 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.
  
{{Item
 
| name        = [[Tribalwear]]
 
| image        = Tribalwear.png
 
| description  = A garment crafted without machines using neolithic tools.
 
| note        = Resource-cheap and practical. The [[Raider|neolithic raiders]] are usually dressed in these.
 
| tags        =
 
  
{{Tag/Material cost (Cloth)  |  82.8  |    35 }}
+
=== Wools ===
{{Tag/Work          | 54 | Fabric | Leather | skill = Crafting | speed stat = Tailoring Speed }}
 
{{Tag/Protects Body | Torso and Legs | blunt = 3 | sharp = 3 }}
 
{{Tag/Keeps Warm    |    10 }}
 
}}
 
  
== Shell Layer ==
+
Wool is a subtype of Fabric. Can only be acquired from domesticated [[animals]], and have high Thermal Multipliers. It offers very weak protection and is highly flamable. Care must be taken to not mix up the Wool and Leather from an animal, as those have very different values.
  
{{Item
 
| name        = [[Duster]]
 
| image        = Duster.png
 
| description  = A long duster coat for blocking the sun and grit of the desert.
 
| note        = The stylish and tough duster, with a small but notable amount of [[Damage|heat]] protection. Currently the only one of two pieces of clothing which keeps cool making it useful in deserts.
 
| tags        =
 
{{Tag/Material cost (Cloth)    | 250 |    80 }}<!-- MaxHitPoints = 250 -->
 
{{Tag/Work          | 367}}
 
{{Tag/Protects Body | Torso, Legs and Arms | blunt = 3 | sharp = 7 | heat = 7 }}
 
{{Tag/Keeps Warm    | 15 }}
 
{{Tag/Keeps Cool    | 15 }}<!-- Do positive <Insulation_Heat> goes here? --->
 
{{Tag/MoveSpd-      | 0.04 c/s }}
 
}}
 
  
{{Item
+
=== Leathers and Skins ===
| name        = [[Jacket]]
 
| image        = Jacket.png
 
| description  = A tough jacket to stop scrapes and bruises, and keep one warm in chilly weather.
 
| note        = Very slightly better than the [[#Duster|duster]] in sharp protection and a slightly smaller move speed penalty.
 
| tags        =
 
{{Tag/Material cost (Cloth)    |  188|    70 }}<!-- MaxHitPoints = 170 -->
 
{{Tag/Work          | 200}}
 
{{Tag/Protects Body | Torso and Arms | sharp = 8 | heat = 3 }}
 
{{Tag/Keeps Warm    | 15 }}
 
{{Tag/MoveSpd-      | 0.03 c/s }}
 
}}
 
  
{{Item
+
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 thermal resistance tends to be all over the place - way below and way above cloth. They always have a high Flame and Blunt damage resistance, with low flammability.
| name        = [[Parka]]
 
| image        = Parka.png
 
| description  = A thick parka for staying warm in even the coldest of temperatures.
 
| note        = The key to domination of the arctic circle. Makes winters, tundras and megalomanic walk-in freezer projects survivable.
 
| tags        =
 
{{Tag/Material cost (Cloth)    |  320  |    120 }}<!-- MaxHitPoints = 200 -->
 
{{Tag/Work          | 334}}
 
{{Tag/Protects Body |  Torso and Arms | sharp = 3 | heat = 3 }}
 
{{Tag/Keeps Warm    | 40 | 3 }}
 
{{Tag/MoveSpd- | 0.05 c/s }}
 
{{Tag/WorkSpd- | 20% }}
 
}}
 
  
== Over Head Layer ==
+
== Headgear Table ==
  
{{Item
+
Unlike other clothing, headgear is made alsmost exclusively from Fabric.
| name        = [[Cowboy Hat]]
 
| image        = CowboyHat.png
 
| description  = Stylish yet rugged, this hat keeps the sun and rain off - and it gives anyone who wears it a bit of extra charm. It is the most important part of traditional western attire.
 
| note        = Obvious throw-back to the Western-esque themes of [[RimWorld]]. Laugh at the sun while the harmful UV rays harmlessly bounce off your beautiful hat.
 
| tags        =
 
{{Tag/Material cost (Cloth)  |    70  |    25 }}
 
{{Tag/Work          | 84}}
 
{{Tag/Protects Body | Upper Head | blunt = 3 | sharp = 3}}
 
{{Tag/Keeps Cool    |    8 }}
 
{{Tag/Social+      |  15% }}
 
}}
 
  
{{Item
+
{| class="wikitable sortable"
| name        = [[Tuque]]
 
| image        = Tuque.png
 
| description  = A soft, thick cap. Great for keeping warm in winter.
 
| note        = In the decision between winter survival and style, some lesser souls will ditch their [[#Cowboy Hat|cowboy hat]] for a tuque.
 
| tags        =
 
{{Tag/Material cost (Cloth)  |  56|    25 }}
 
{{Tag/Work          |  25}}
 
{{Tag/Protects Body | Upper Head | blunt = 3 | sharp = 3 | leather=no}}
 
{{Tag/Keeps Warm    |    10 | 2 }}
 
}}
 
  
{{Item
+
! Name
| name        = [[Bowler Hat]]
+
! Complex Clothing
| <!-- Add image here -->
+
! Fabric
| description  = A good-looking hat which projects a slightly urban, money-loving style. Improves social impact.
+
! Leathery
| note        =
+
! Sharp
| tags        =
 
{{Tag/Material cost (Cloth)  |  53.50|    20 }}
 
{{Tag/Work          |  75}}
 
{{Tag/Protects Body | Upper Head | blunt = 3 | sharp = 3}}
 
{{Tag/Keeps Cool    |    4 }}
 
{{Tag/Social+      |  15% }}
 
}}
 
 
 
== Tables ==
 
=== Base Values ===
 
{| {{STDT| sortable c_08 text-center}}
 
! Clothing
 
! Body Area
 
! Layer
 
! Work
 
! Material cost
 
! Material/Work
 
! Base value
 
! Value/Material
 
 
! Blunt
 
! Blunt
! Sharp
 
 
! Heat
 
! Heat
! Move Speed
+
! Cold Insulation
! Max Temp
+
! Heat Insulation
! Min Temp
+
! Special
 +
! Upper Head
 +
! Full Head
 
|-
 
|-
| [[Pants]]
+
 
| Legs
+
| Cowboy Hat
| OnSkin
+
| Y
| 117
+
| Y
| 50
+
| Y
| 0.427
+
| 20%
| 128
+
| 20%
| 2.56
+
| 20%
| 3%
+
| 10%
| 3%
+
| 50%
| -
+
| +10% Social Impact
| -
+
| Y
| -
+
| N
| -4
 
 
|-
 
|-
| [[T-Shirt]]
+
 
| Torso
+
| Bowler Hat
| OnSkin
+
| Y
| 80
+
| Y
| 50
+
| Y
| 0.625
+
| 20%
| 120
+
| 20%
| 2.4
+
| 20%
| 3%
+
| 10%
| 3%
+
| 40%
| -
+
| +15% Social Impact
| -
+
| Y
| -
+
| N
| -3
 
 
|-
 
|-
| [[Button-Down Shirt]]
+
 
| Torso
+
| Tribal Headdress
| OnSkin
+
| N
| 134
+
| Y
| 55
+
| N
| 0.410
+
| 20%
| 140
+
| 20%
| 2.55
+
| 20%
| 3%
+
| 10%
| 3%
+
| 15%
| -
+
| +15%  Social
| -
+
| Y
| -
+
| N
| -4
 
 
|-
 
|-
| [[Tribalwear]]
+
 
| Torso, Legs
+
| Turque
| OnSkin
+
| Y
| 34
+
| Y
| 35
+
| N
| 1.029
+
| 20%
| 82.8
+
| 20%
| 2.37
+
| 20%
| +3%
+
| 50%
| +3%
+
| 0%
| -
+
| Nothing
| -
+
| Y
| -
+
| N
| -10
 
 
|-
 
|-
| [[Clothing#Duster|Duster]]
+
 
| Torso
+
| Tribal War Veil
| Shell
+
| N
| 367
+
| Y
| 80
+
| N
| 0.218
+
| 20%
| 250
+
| 20%
| 3.125
+
| 20%
| 3%
+
| 5%
| 7%
+
| 5%
| 7%
+
| +5 Pain Schock Treshold
| -4%
+
| N
| +15
+
| Y
| -15
 
 
|-
 
|-
| [[Clothing#Jacket|Jacket]]
+
 
| Torso
 
| Shell
 
| 200
 
| 70
 
| 0.35
 
| 188
 
| 2.69
 
| -
 
| 8%
 
| 3%
 
| -3%
 
| -
 
| -15
 
|-
 
| [[Clothing#Parka|Parka]]
 
| Torso
 
| Shell
 
| 334
 
| 120
 
| 0.36
 
| 320
 
| 2.67
 
| -
 
| 3%
 
| 3%
 
| -5%
 
| -8
 
| -45
 
|-
 
| [[Clothing#Cowboy Hat|Cowboy Hat]]
 
| UpperHead
 
| OverHead
 
| 84
 
| 25
 
| 0.298
 
| 70
 
| 2.8
 
| 3%
 
| 3%
 
| -
 
| -
 
| +8
 
| -
 
|-
 
| [[Clothing#Tuque|Tuque]]
 
| UpperHead
 
| OverHead
 
| 14
 
| 25
 
| 1.786
 
| 56
 
| 2.24
 
| 3%
 
| 3%
 
| -
 
| -
 
| -2
 
| -10
 
 
|}
 
|}
  
=== Quality Effects ===
+
== Body table ==
{{See also|Quality}}
+
 
{| {{STDT| sortable left c_08}}
+
{| class="wikitable sortable"
! Quality !! Armor<br>Factor  !! Insulation<br>Factor
+
! Name
 +
! Fabric
 +
! Leathery
 +
! Armor
 +
! Cold Insulation
 +
! Heat Insulation
 +
! Upper Body
 +
! Lower Body
 +
! On Skin
 +
! Middle
 +
! Shell
 
|-
 
|-
|Awful      || style="text-align:center;" | 0.4 || style="text-align:center;" | 0.7
+
 
 +
| Tribal
 +
| Y
 +
| Y
 +
| 20%
 +
| 55%
 +
| 55%
 +
| Y
 +
| Y
 +
| Y
 +
|
 +
|  
 
|-
 
|-
|Shoddy    || style="text-align:center;" | 0.7 || style="text-align:center;" | 0.8 
+
 
 +
| Parka
 +
| Y
 +
| Y
 +
| 20%
 +
| 200%
 +
| 0%
 +
| Y
 +
|  
 +
|  
 +
|
 +
| Y
 
|-
 
|-
|Poor      || style="text-align:center;" | 0.85 || style="text-align:center;" | 0.9
+
 
 +
| Pants
 +
| Y
 +
| Y
 +
| 20%
 +
| 20%
 +
| 8%
 +
|
 +
| Y
 +
| Y
 +
|
 +
|  
 
|-
 
|-
|Normal    || style="text-align:center;" | || style="text-align:center;" | 1.0
+
 
 +
| T-Shirt
 +
| Y
 +
| Y
 +
| 20%
 +
| 22%
 +
| 10%
 +
| Y
 +
|  
 +
| Y
 +
|  
 +
|  
 
|-
 
|-
|Good      || style="text-align:center;" | 1.1 || style="text-align:center;" | 1.05
+
 
 +
| Button Down Shirt
 +
| Y
 +
| Y
 +
| 20%
 +
| 26%
 +
| 10%
 +
| Y
 +
|
 +
| Y
 +
|
 +
|  
 
|-
 
|-
|Superior  || style="text-align:center;" | 1.3  || style="text-align:center;" | 1.1
+
 
 +
| Duster
 +
| Y
 +
| Y
 +
| 30%
 +
| 60%
 +
| 85%
 +
| Y
 +
| Y
 +
|
 +
|
 +
| Y
 
|-
 
|-
|Excellent  || style="text-align:center;" | 1.5  || style="text-align:center;" | 1.15 
+
 
 +
| Jacket
 +
| Y
 +
| Y
 +
| 30%
 +
| 80%
 +
| 30%
 +
| Y
 +
|
 +
|
 +
|
 +
| Y
 
|-
 
|-
|Masterwork || style="text-align:center;" |  1.7  || style="text-align:center;" |  1.2
+
 
|-
 
|Legendary  || style="text-align:center;" | 2.1  || style="text-align:center;" |  1.25 
 
|-
 
|  || style="text-size: 10px;" |  *not confirmed ||  | 
 
 
|}
 
|}
  
=== Material Effects ===
+
== Common Combinations ==
{| {{STDT| sortable c_08 text-center}}
+
 
! Material
+
=== On Skin Layer ===
!data-sort-type="number"| Market Value Multiplier
+
This layer is dominated by two options:
!data-sort-type="number"| Flammability
+
Tribalwear or Shirt + Pants
!data-sort-type="number"| Blunt Base
+
 
!data-sort-type="number"| Sharp Base
+
Tribalwear offers the best thermal insulation. Meanwhile, Shirt+Pants in turn has better armor values and coverage. The T-Shirt is an inferior version of the button down shirt and should be avoided unless its reduced material cost is helpful.
!data-sort-type="number"| Heat Base
+
 
!data-sort-type="number"| Electric Base
+
=== Middle ===
!data-sort-type="number"| Blunt Multiplier
+
The middle layer is not used by any clothing. It is primarily the realm of Armors, which use it to lock out against another.
!data-sort-type="number"| Sharp Multiplier
 
!data-sort-type="number"| Heat Multiplier
 
!data-sort-type="number"| Electric Multiplier
 
!data-sort-type="number"| Min Temp
 
|-
 
| [[Cloth]]
 
|data-sort-value="1.5"| &times;1.5
 
| 100%
 
| -
 
| -
 
| -
 
| -
 
| -
 
| -
 
| -
 
| -
 
| -
 
|-
 
| [[Synthread]]
 
|data-sort-value="11"| &times;11.0
 
| 100%
 
| +3%
 
| +3%
 
| +3%
 
| +3%
 
| -
 
|data-sort-value="1.65"| &times;1.65
 
|data-sort-value="4"| &times;4.0
 
|data-sort-value="4"| &times;4.0
 
| -
 
|-
 
| [[Devilstrand]]
 
|data-sort-value="12"| &times;12.0
 
| 100%
 
| +5%
 
| +5%
 
| -
 
| +5%
 
|data-sort-value="1.3"| &times;1.3
 
|data-sort-value="2"| &times;2.0
 
| -
 
|data-sort-value="3"| &times;3.0
 
| -
 
|-
 
| [[Hyperweave]]
 
|data-sort-value="45"| &times;45.0
 
| 100%
 
| +3%
 
| +3%
 
| +3%
 
| -
 
|data-sort-value="1.6"| &times;1.6
 
|data-sort-value="4"| &times;4.0
 
|data-sort-value="2"| &times;2.0
 
| -
 
| -
 
|-
 
| Leather (most)
 
|data-sort-value="1.3"| &times;1.3
 
| 100%
 
| -
 
| -
 
| -
 
| -
 
|data-sort-value="1.5"| &times;1.5
 
|data-sort-value="1.5"| &times;1.5
 
|data-sort-value="1.7"| &times;1.7
 
|data-sort-value="4"| &times;4.0
 
|data-sort-value="2"| &times;2.0
 
|-
 
| Leather (hare, boomrat, squirrel)
 
|data-sort-value="1.3"| &times;1.3
 
| 100%
 
| -
 
| -
 
| -
 
| -
 
|data-sort-value="1.5"| &times;1.5
 
|data-sort-value="1.5"| &times;1.5
 
|data-sort-value="1.7"| &times;1.7
 
|data-sort-value="4"| &times;4.0
 
|data-sort-value="1.7"| '''&times;1.7'''
 
|-
 
| Leather (tortoise, iguana, cobra)
 
|data-sort-value="1.3"| &times;1.3
 
| 100%
 
| -
 
| -
 
| -
 
| -
 
|data-sort-value="1.5"| &times;1.5
 
|data-sort-value="1.5"| &times;1.5
 
|data-sort-value="1.7"| &times;1.7
 
|data-sort-value="4"| &times;4.0
 
|data-sort-value="1.2"| '''&times;1.2'''
 
|-
 
| Leather (human)
 
|data-sort-value="3"| '''&times;3.0'''
 
| 100%
 
| -
 
| -
 
| -
 
| -
 
|data-sort-value="1.5"| &times;1.5
 
|data-sort-value="1.5"| &times;1.5
 
|data-sort-value="1.7"| &times;1.7
 
|data-sort-value="4"| &times;4.0
 
|data-sort-value="2"| &times;2.0
 
|-
 
| Leather (boar)
 
|data-sort-value="1.5"| '''&times;1.5'''
 
| 100%
 
| -
 
| -
 
| -
 
| -
 
|data-sort-value="1.5"| &times;1.5
 
|data-sort-value="1.5"| &times;1.5
 
|data-sort-value="4"| '''&times;4.0'''
 
|data-sort-value="4"| &times;4.0
 
|data-sort-value="2"| &times;2.0
 
|-
 
| Leather (rhino)
 
|data-sort-value="1.5"| '''&times;1.5'''
 
| 100%
 
| -
 
| -
 
| -
 
| -
 
|data-sort-value="2"| '''&times;2.0'''
 
|data-sort-value="2.5"| '''&times;2.5'''
 
|data-sort-value="1.7"| &times;1.7
 
|data-sort-value="4"| &times;4.0
 
|data-sort-value="2"| &times;2.0
 
|}
 
to [[Leather]]
 
  
To calculate the final value of an attribute:
+
=== Shell ===
 +
The Shell layer is primarily for armor and additional clothing layers. They can be combined with shirts, Flak Pants, and Flak Vest.
  
(<base value> + <material base value>) * material multiplier
+
The Parka is the perfect option for Cold Resistance, as it outright doubles the material values. Accordingly, it should be always made from whatever material has the highest base values.
  
e.g. The blunt defense value of a Devilstrand t-shirt
+
The Duster is a cowboy attire. Aside from good heat insulation, it also offers decent protection.
(5% + 3%)*1.3 = 10.4%
 
</noinclude>
 
  
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The Jacket is a common item. Crashlanded survivors start with one. It is a good balance between protection and insulation.
  
<noinclude>[[Category:Clothing]]</noinclude>
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[[Category:Clothing]]

Revision as of 12:53, 10 September 2018

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Clothes is a category of Apparel. For general properties, see there.


Clothing worn away to nothing.png


Clothing Values

Clothes are made from fabric and leather. While its stats vary heavily based on the material, clothing offers little protection from violence, but very good insulation.


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.


Farbrics

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.

Advanced fabrics tend to have way 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.


Wools

Wool is a subtype of Fabric. Can only be acquired from domesticated animals, and have high Thermal Multipliers. It offers very weak protection and is highly flamable. Care must be taken to not mix up the Wool and Leather from an animal, as those have very different values.


Leathers and Skins

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 thermal resistance tends to be all over the place - way below and way above cloth. They always have a high Flame and Blunt damage resistance, with low flammability.

Headgear Table

Unlike other clothing, headgear is made alsmost exclusively from Fabric.

Name Complex Clothing Fabric Leathery Sharp Blunt Heat Cold Insulation Heat Insulation Special Upper Head Full Head
Cowboy Hat Y Y Y 20% 20% 20% 10% 50% +10% Social Impact Y N
Bowler Hat Y Y Y 20% 20% 20% 10% 40% +15% Social Impact Y N
Tribal Headdress N Y N 20% 20% 20% 10% 15% +15% Social Y N
Turque Y Y N 20% 20% 20% 50% 0% Nothing Y N
Tribal War Veil N Y N 20% 20% 20% 5% 5% +5 Pain Schock Treshold N Y

Body table

Name Fabric Leathery Armor Cold Insulation Heat Insulation Upper Body Lower Body On Skin Middle Shell
Tribal Y Y 20% 55% 55% Y Y Y
Parka Y Y 20% 200% 0% Y Y
Pants Y Y 20% 20% 8% Y Y
T-Shirt Y Y 20% 22% 10% Y Y
Button Down Shirt Y Y 20% 26% 10% Y Y
Duster Y Y 30% 60% 85% Y Y Y
Jacket Y Y 30% 80% 30% Y Y

Common Combinations

On Skin Layer

This layer is dominated by two options: Tribalwear or Shirt + Pants

Tribalwear offers the best thermal insulation. Meanwhile, Shirt+Pants in turn has better armor values and coverage. The T-Shirt is an inferior version of the button down shirt and should be avoided unless its reduced material cost is helpful.

Middle

The middle layer is not used by any clothing. It is primarily the realm of Armors, which use it to lock out against another.

Shell

The Shell layer is primarily for armor and additional clothing layers. They can be combined with shirts, Flak Pants, and Flak Vest.

The Parka is the perfect option for Cold Resistance, as it outright doubles the material values. Accordingly, it should be always made from whatever material has the highest base values.

The Duster is a cowboy attire. Aside from good heat insulation, it also offers decent protection.

The Jacket is a common item. Crashlanded survivors start with one. It is a good balance between protection and insulation.