Difference between revisions of "Clothing"

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<includeonly>{{Main Article|Clothing}}</includeonly>
 
<includeonly>{{Main Article|Clothing}}</includeonly>
 +
'''Clothing''' is a subcategory of [[apparel]], the other category being [[armor]].
  
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]]. [[Tribalwear]] can be crafted at a [[crafting spot]] and every other piece at the [[Tailor's workbench|tailor's workbench]]. 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. [[Armor]], is another kind of item that offers protection from harm. Clothing can be sold to traders at 70% market price.
+
Clothing can be made from [[textiles]] at a tailoring bench. They can be also be purchased via [[trade]], salvaged from other humans via the [[Orders#Strip|strip]] order, or dropped by a colonist.
 
 
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. Once a piece reaches zero percent, it will wear away to nothing.
 
  
 
[[File:Clothing worn away to nothing.png|400px]]
 
[[File:Clothing worn away to nothing.png|400px]]
  
 +
== Manufacturing clothing ==
 +
Clothing can be manufactured at:
  
<noinclude>
+
; [[Hand-tailoring bench]] : A neolithic production facility
<p>'''Damaged apparel'''</p>
+
; [[Electric tailoring bench]] : An upgraded hand-tailoring bench that runs on electricity, or without at reduced production speed
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.
+
; [[Crafting spot]] : Tribal factions can make [[tribal headdress]]es, [[tribalwear]], [[war mask]]s, and [[war veil]]s at a crafting spot
  
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.
+
Manufacturing clothing uses the colonist's [[Skills#Crafting|Crafting]] skill.
{| 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>
+
== Clothing Values ==
Colonists whose legs are not covered by clothing 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.
+
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.
  
==Clothing Values==
+
== Material ==
Clothing can provide all kinds of armor. While not nearly as effective as proper armor in this regard, clothing can offer a modicum of protection for all body parts, without affecting movement or workspeed and often while adding to armor worn above/below. However some of them can work like a light form of armor, including providing armor associated penalties.
+
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.
  
They can also provide Heat Resistance and Cold Resistance, wich is something armor does not generally provide in relevant amounts.
+
=== Fabrics ===
 +
[[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.  
  
The formula of every value before Item Hitpoints is (ItemValue + Material Offset) * Material Multiplier * Quality Multiplier. Picking the right base item with the Right Multiplier is often more important then any offsets.
+
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.
  
A number of Items have Positive Social Impact. These are irrespective of Material and Quality.
+
[https://i.imgur.com/AQEZTn5.png B19 Textile Material Cheat Sheet by __Amnesiac__]
  
==Material==
+
=== Wools ===
If clothes make the man, materials make the clothes. 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 algorythm by which the crafter picks the material to use is unkown.
+
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 flammable. Care must be taken to not mix up the Wool and Leather from an animal, as those have very different values.
  
===Cloth===
+
=== Leathers and Skins ===
Cloth is the most "boring" Material of all. It has no offsets or multipleirs of any kind. That makes it suiteable as a baseline to compare everything else against. It also can be easily farmed from [[Plants]].
+
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.
  
===Leathers===
+
== Headgear Table ==
Leathers offer pretty good defenses and are easy to aquire. Leather types are defined by the Animal they come from.  All Leathers seem to use the same Leather base values, however especially thermal resistancces and Marketvalue are often overriden on a per-speceies level (going from x0.5 to 2.0 with no apparent Rhyme or reason). On armor values they are almsot entirely interchangeable.
+
Unlike other clothing, headgear is made almost exclusively from Fabric.
  
===Wools===
+
{| class="wikitable sortable"
Wool can only be aquired from Domestic [[Animals]], and has high Thermal Multpliers. That can make them both the best and the worst clothing for Thermal Resistance. It does not offer relevant protection.
 
  
Care most be taken to not mix up the Wool and Leather from a animal.
+
! Name
 +
! Complex Clothing
 +
! Fabric
 +
! Leathery
 +
! Sharp
 +
! Blunt
 +
! Heat
 +
! Cold Insulation
 +
! Heat Insulation
 +
! Special
 +
! Upper Head
 +
! Full Head
 +
|-
  
===Advanced Fabrics===
+
| [[Cowboy hat]]
Sporting both Offsets and decent Multipleirs, these are often the best material to make protective not-quite Armor from. Thermal resistances are neither a strenght nor a weakness, making them good replacements for cloth.
+
| Y
 +
| Y
 +
| Y
 +
| 20%
 +
| 20%
 +
| 20%
 +
| 10%
 +
| 50%
 +
| +10% Social Impact
 +
| Y
 +
| N
 +
|-
  
==Protection==
+
| [[Bowler hat]]
 +
| Y
 +
| Y
 +
| Y
 +
| 20%
 +
| 20%
 +
| 20%
 +
| 10%
 +
| 40%
 +
| +15% Social Impact
 +
| Y
 +
| N
 +
|-
  
===Sharp and Blunt Armor===
+
| [[Tribal headdress]]
Most Items have identical Armor values for Sharp and Blunt protection and most materials have the same offsets and multipliers against both. See [Armor] on picking the right amounts.
+
| N
 +
| Y
 +
| N
 +
| 20%
 +
| 20%
 +
| 20%
 +
| 10%
 +
| 15%
 +
| +15%  Social
 +
| Y
 +
| N
 +
|-
  
However there are a few Exceptions like Dusters and Parkas, wich work more like Armor and thus provide better Sharp Protection.
+
| [[Tuque]]
In the same way, advanced Fabrics tend to offer more protection by adding a offset and high Multiplier.
+
| Y
 +
| Y
 +
| N
 +
| 20%
 +
| 20%
 +
| 20%
 +
| 50%
 +
| 0%
 +
| Nothing
 +
| Y
 +
| N
 +
|-
  
===Heat Armor===
+
| [[War veil]]
Not to be mistaken for Heat Resistance, this provides protection against fire Damage, including natural fires and fire based weapons.
+
| N
 
+
| Y
Materials that have high Heat Resistence also tend to have high Fire ones, but the best ones are oddly among the leathers.
+
| N
 
+
| 20%
===Electric Armor===
+
| 20%
Electric Armor is no longer in use by the game. Electrical attacks now Stun applicatable targerts (like Mechanoids), rather then dealing Physical damage.
+
| 20%
 
+
| 5%
===Cold Resistance===
+
| 5%
Practically all clothing has some level of [[Temperature|Cold Resistance]]. A deeply negative value is often the goal. Even Normal quality Cloth Jacket, Pants and Button-Down Shirt easily provide -22°C Cold Resistance, often being enough for most biomes with plantgrowth if added to a pawns base value. And all that without interfering with movement speed or relevant parts of the Armor. But Wool can be used as material and easily tripple that value to -66°C.
+
| +5 Pain Shock Threshold
 
+
| N
Only for really extreme cases, specialized clothing like a Duster or even Parka might be nessesary. And a wool Parka can easily offer -120°C on it's own, but at a cost to Workspeed, Movement Speed and -9°C Heat Resistance (see there).
+
| Y
 
+
|-
===Heat Resistance===
 
Not [[Temperature|overheating]] is a lot more tricky then staying Warm, as there is often a lot more heat sources then cold ones. Generally a high positive value is preferable with a low positive being a big issue even with normal indoor temperatures.
 
  
Clothing here can swing into any of 3 directions:
 
* Neutral. This clothing provides no positive or negative heat resistance. The material multipliers are irrelevant at least for this Metric. This is very common.
 
* Keeps Cool/Positive Heat Resistance (+X °C). These clothing keep cool/increase the upper thermal treshold. Mostly these are associated with the more "Western" attire, but some odd cases like Helmets provide it too. Cowboy Hat and Duster provide +22 °C. If you have such a Item, you want to maximize the value using a high Material Multiplier using Wool, in particular Alpalca or Camel wool.
 
* negative heat resistance(-X°C). This one makes a character more prone to overheating and should always be considered a negatvie value to be avoided. Items with exceptional Cold Resistance tend to have this too, so for this case the material becomes a tricky question: If you want to maximise Cold Protection, that usually involves also ending up with a high Heat Multiplier.
 
 
== Deadmans Apparel ==
 
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.
 
Colonists wearing dead man's apparel gain a persistent mood debuff as long as they're wearing it.
 
 
{| class="wikitable" style="width: 14em"
 
! 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 ==
+
== Body table ==
  
{{Item
+
{| class="wikitable sortable"
| name        = [[Pants]]
+
! Name
| image        = Pants.png
+
! Fabric
| description  = A simple set of pants.
+
! Leathery
| note        = Boring old pants. Not visible on humans.
+
! Armor
| tags        =
+
! Cold Insulation
{{Tag/Material cost (Cloth) |  128  |    50 }}
+
! Heat Insulation
{{Tag/Work          | 117 | Fabric | Leather }}
+
! Upper Body
{{Tag/Protects Body | Legs | blunt = 3 | sharp = 3 }}
+
! Lower Body
{{Tag/Keeps Warm    |     3 }}
+
! On Skin
}}
+
! Middle
 +
! Shell
 +
|-
  
{{Item
+
| [[Tribalwear]]
| name        = [[T-shirt]]
+
| Y
| image        = T-Shirt.png
+
| Y
| description  = A basic T-shirt.
+
| 20%
| note        = Most colonists start with this or the button-down shirt.
+
| 55%
| tags        =
+
| 55%
{{Tag/Material cost (Cloth)  | 120 |   50 }}
+
| Y
{{Tag/Work          | 84 | Fabric | Leather }}
+
| Y
{{Tag/Protects Body | Torso and Shoulders | blunt = 3 | sharp = 3 }}
+
| Y
{{Tag/Keeps Warm    |     3 }}
+
|  
}}
+
|  
 +
|-
  
{{Item
+
| [[Parka]]
| name        = [[Button-down shirt]]
+
| Y
| image        = Button-Down Shirt.png
+
| Y
| description  = A nice-looking collared shirt with buttons.
+
| 20%
| note        = A nicer and slightly better formal shirt.
+
| 200%
| tags        =
+
| 0%
{{Tag/Material cost (Cloth)  |  140  |    55 }}
+
| Y
{{Tag/Work          | 125 | Fabric | Leather }}
+
|  
{{Tag/Protects Body | Torso, Shoulders and Arms | blunt = 3 | sharp = 3 }}
+
|  
{{Tag/Keeps Warm    |    4 }}
+
|  
}}
+
| Y
 
+
|-
== On Skin and Middle Layers ==
 
 
 
{{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. Offers more warmth than a button-down shirt and pants combined despite using a third of the materials, but it leaves the shoulders and arms vulnerable and can't be worn with armor.
 
| tags        =
 
 
 
{{Tag/Material cost (Cloth)  |  82.8  |    35 }}
 
{{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 ==
 
 
 
{{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 one of three 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, Shoulders, Arms and Legs | 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
 
| 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
 
| 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 ==
 
 
 
{{Item
 
| 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
 
| 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        = [[Bowler hat]]
 
| image        = BowlerHat.png
 
| description  = A good-looking hat which projects a slightly urban, money-loving style. Improves social impact.
 
| note        =
 
| 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
 
! Sharp
 
! Heat
 
! Move Speed
 
! Max Temp
 
! Min Temp
 
|-
 
 
| [[Pants]]
 
| [[Pants]]
| Legs
+
| Y
| OnSkin
+
| Y
| 117
+
| 20%
| 50
+
| 20%
| 0.427
+
| 8%
| 128
+
|  
| 2.56
+
| Y
| 3%
+
| Y
| 3%
+
|  
| -
+
|  
| -
 
| -
 
| -4
 
 
|-
 
|-
 +
 
| [[T-shirt]]
 
| [[T-shirt]]
| Torso
+
| Y
| OnSkin
+
| Y
| 80
+
| 20%
| 50
+
| 22%
| 0.625
+
| 10%
| 120
+
| Y
| 2.4
+
|  
| 3%
+
| Y
| 3%
+
|  
| -
+
|  
| -
 
| -
 
| -3
 
 
|-
 
|-
 +
 
| [[Button-down shirt]]
 
| [[Button-down shirt]]
| Torso
+
| Y
| OnSkin
+
| Y
| 134
+
| 20%
| 55
+
| 26%
| 0.410
+
| 10%
| 140
+
| Y
| 2.55
+
|  
| 3%
+
| Y
| 3%
+
|  
| -
+
|  
| -
 
| -
 
| -4
 
 
|-
 
|-
| [[Tribalwear]]
+
 
| Torso, Legs
+
| [[Duster]]
| OnSkin
+
| Y
| 34
+
| Y
| 35
+
| 30%
| 1.029
+
| 60%
| 82.8
+
| 85%
| 2.37
+
| Y
| +3%
+
| Y
| +3%
+
|  
| -
+
|  
| -
+
| Y
| -
 
| -10
 
 
|-
 
|-
| [[Clothing#Duster|Duster]]
+
 
| Torso
+
| [[Jacket]]
| Shell
+
| Y
| 367
+
| Y
| 80
+
| 30%
| 0.218
+
| 80%
| 250
+
| 30%
| 3.125
+
| Y
| 3%
+
|  
| 7%
+
|  
| 7%
+
|  
| -4%
+
| Y
| +15
 
| -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 ===
+
== Common Combinations ==
{{See also|Quality}}
+
: ''See also: [[Clothing Layers]]''
{| {{STDT| sortable left c_08}}
+
 
! Quality !! Armor<br>Factor  !! Insulation<br>Factor
+
=== On Skin Layer ===
|-
+
This layer is dominated by two options:
|Awful      || style="text-align:center;" | 0.4 || style="text-align:center;" |  0.7
+
Tribalwear or Shirt + Pants
|-
+
 
|Shoddy    || style="text-align:center;" |  0.7 || style="text-align:center;" |  0.8 
+
Tribalwear offers the best thermal insulationMeanwhile, 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.
|-
 
|Poor      || style="text-align:center;" |  0.85 || style="text-align:center;" |  0.9
 
|-
 
|Normal    || style="text-align:center;" |  1  || style="text-align:center;" |  1.0
 
|-
 
|Good      || style="text-align:center;" |  1.1 || style="text-align:center;" |  1.05
 
|-
 
|Superior  || style="text-align:center;" |  1.3  || style="text-align:center;" |  1.1
 
|-
 
|Excellent  || style="text-align:center;" |  1.5  || style="text-align:center;" |  1.15 
 
|-
 
|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 ===
+
=== Middle ===
{| {{STDT| sortable c_08 text-center}}
+
The middle layer is not used by any clothing. It is primarily the realm of Armors, which use it to lock out against another.
! Material
 
!data-sort-type="number"| Market Value Multiplier
 
!data-sort-type="number"| Flammability
 
!data-sort-type="number"| Blunt Base
 
!data-sort-type="number"| Sharp Base
 
!data-sort-type="number"| Heat Base
 
!data-sort-type="number"| Electric Base
 
!data-sort-type="number"| Blunt Multiplier
 
!data-sort-type="number"| Sharp Multiplier
 
!data-sort-type="number"| Heat Multiplier
 
!data-sort-type="number"| Electric Multiplier
 
!data-sort-type="number"| Min Temp
 
!data-sort-type="number"| Max 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 leather|hare]], [[Boomrat leather|boomrat]], [[Squirrelskin|squirrel]], [[Raccoon leather|raccoon]])
 
|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 leather|tortoise]], [[Iguana skin|iguana]], [[Cobraskin|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 ([[Timber wolfskin]])
 
|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
 
| -
 
| ???
 
|-
 
| Leather ([[Cowskin]])
 
|data-sort-value="1.1"| &times;1.1
 
| 100%
 
| -
 
| -
 
| -
 
| -
 
|data-sort-value="1.5"| &times;1.5
 
|data-sort-value="1.5"| &times;1.5
 
|data-sort-value="2.9"| '''&times;2.9'''
 
|data-sort-value="4"| &times;4.0
 
|data-sort-value="0.8"| &times;0.8
 
| ???
 
|-
 
| Leather ([[Catskin|Cat]], [[Boomalope leather|Boomalope]], [[Pantherskin|Panther]])
 
|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="0.9"| &times;0.9
 
|data-sort-value="0.9"| &times;0.9
 
|-
 
| [[Cassowary leather]]
 
|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="0.5"| &times;0.9
 
| ???
 
|-
 
| [[Capybaraskin]]
 
|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="0.75"| &times;0.75
 
|data-sort-value="0.75"| &times;0.75
 
|-
 
| [[Alpacahide]]
 
|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="1.1"| &times;1.1
 
|data-sort-value="1.1"| &times;1.1
 
|-
 
| [[Beaverskin]]
 
|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="0.8"| &times;0.8
 
|data-sort-value="0.8"| &times;0.8
 
|-
 
| [[Monkeyhide]]
 
|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="0.75"| &times;0.75
 
|data-sort-value="0.75"| &times;0.75
 
|-
 
| [[Tortoise leather]]
 
|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="0.5"| &times;0.5
 
|data-sort-value="0.5"| &times;0.5
 
|-
 
| [[Human leather]]
 
|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
 
| ???
 
|-
 
| [[Pigskin]]
 
|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
 
| ???
 
|-
 
| [[Rhinohide]]
 
|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>
 
  
 +
The Jacket is a common item. Crashlanded survivors start with one. It is a good balance between protection and insulation.
  
<noinclude>[[Category:Clothing]]</noinclude>
+
[[Category:Clothing]]

Revision as of 00:58, 5 July 2019

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gear Menu Weapons Apparel Clothing Armor Utility

Clothing is a subcategory of apparel, the other category being armor.

Clothing can be made from textiles at a tailoring bench. They can be also be purchased via trade, salvaged from other humans via the strip order, or dropped by a colonist.

Clothing worn away to nothing.png

Manufacturing clothing

Clothing can be manufactured at:

Hand-tailoring bench
A neolithic production facility
Electric tailoring bench
An upgraded hand-tailoring bench that runs on electricity, or without at reduced production speed
Crafting spot
Tribal factions can make tribal headdresses, tribalwear, war masks, and war veils at a crafting spot

Manufacturing clothing uses the colonist's Crafting skill.

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.

Fabrics

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.

B19 Textile Material Cheat Sheet by __Amnesiac__

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 flammable. 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 almost 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
Tuque Y Y N 20% 20% 20% 50% 0% Nothing Y N
War veil N Y N 20% 20% 20% 5% 5% +5 Pain Shock Threshold N Y

Body table

Name Fabric Leathery Armor Cold Insulation Heat Insulation Upper Body Lower Body On Skin Middle Shell
Tribalwear 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

See also: Clothing Layers

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.