Difference between revisions of "Clothing"

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<includeonly>{{Main Article|Clothing}}</includeonly>
 +
'''Clothing''' is a subcategory of [[apparel]], the other category being [[armor]].
  
<includeonly>{{Main Article|Clothing}}
+
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.
 
 
Clothes are one type of [[Apparel]]. For general properties, see there.
 
</includeonly>
 
  
 
[[File:Clothing worn away to nothing.png|400px]]
 
[[File:Clothing worn away to nothing.png|400px]]
  
 +
== 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]] : All factions can make [[tribalwear]], while tribal factions can also make [[tribal headdress]]es, [[war mask]]s, and [[war veil]]s at a crafting spot
  
 +
Manufacturing clothing uses the colonist's [[Skills#Crafting|Crafting]] skill.
  
==Clothing Values==
+
== Clothing Values ==
Clothes are made from Fabric and Leathers. While it varies heavily based on the material, clothing offers rather little protection from violence, but very good Insulation values. Their materials are also very easy to get and work
+
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==
+
== Material ==
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 algorithm by which the crafter picks the material to use is unknown.
+
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===
+
=== Fabrics ===
Cloth is the most "boring" material. It is used as baseline material in Crafting Bill Hints. It can also be easily farmed from [[Plants]] or cheaply bought, making it quite abundant.
+
[[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 are a lot harder to come by. 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.
+
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===
+
[https://i.imgur.com/AQEZTn5.png B19 Textile Material Cheat Sheet by __Amnesiac__]
Wool is technically just a subtype of Fabric. can only be aquired from Domestic [[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.
+
=== 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 and Skins ===
Leathers offer pretty good defenses and are easy to aquire as a side effect of hunting. Leather types are defined by the Animal they come from, but with 1.9 a lot of leather types were cut. While they generally provide good armor, their thermal resistance tend to be all over the place - way below and way above cloth. They always have a high Flame and Blunt damage resistance, with low Flamability.
+
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.
  
== On Skin Layer ==
+
{| class="wikitable sortable"
  
{{Item
+
! Name
| name        = [[Pants]]
+
! Complex Clothing
| image        = Pants.png
+
! Fabric
| description  = A simple set of pants.
+
! Leathery
| note        = Boring old pants. Not visible on humans.
+
! Sharp
| tags        =
+
! Blunt
{{Tag/Material cost (Cloth) |  128  |    50 }}
+
! Heat
{{Tag/Work          | 117 | Fabric | Leather }}
+
! Cold Insulation
{{Tag/Protects Body | Legs | blunt = 3 | sharp = 3 }}
+
! Heat Insulation
{{Tag/Keeps Warm    |     3 }}
+
! Special
}}
+
! Upper Head
 +
! Full Head
 +
|-
  
{{Item
+
| [[Cowboy hat]]
| name        = [[T-shirt]]
+
| Y
| image        = T-Shirt.png
+
| Y
| description  = A basic T-shirt.
+
| Y
| note        = Most colonists start with this or the button-down shirt.
+
| 20%
| tags        =
+
| 20%
{{Tag/Material cost (Cloth)  | 120 |   50 }}
+
| 20%
{{Tag/Work          | 84 | Fabric | Leather }}
+
| 10%
{{Tag/Protects Body | Torso and Shoulders | blunt = 3 | sharp = 3 }}
+
| 50%
{{Tag/Keeps Warm    |     3 }}
+
| +10% Social Impact
}}
+
| Y
 +
| N
 +
|-
  
{{Item
+
| [[Bowler hat]]
| name        = [[Button-down shirt]]
+
| Y
| image        = Button-Down Shirt.png
+
| Y
| description  = A nice-looking collared shirt with buttons.
+
| Y
| note        = A nicer and slightly better formal shirt.
+
| 20%
| tags        =
+
| 20%
{{Tag/Material cost (Cloth)  |   140  |   55 }}
+
| 20%
{{Tag/Work          | 125 | Fabric | Leather }}
+
| 10%
{{Tag/Protects Body | Torso, Shoulders and Arms | blunt = 3 | sharp = 3 }}
+
| 40%
{{Tag/Keeps Warm    |     4 }}
+
| +15% Social Impact
}}
+
| Y
 +
| N
 +
|-
  
== On Skin and Middle Layers ==
+
| [[Tribal headdress]]
 +
| N
 +
| Y
 +
| N
 +
| 20%
 +
| 20%
 +
| 20%
 +
| 10%
 +
| 15%
 +
| +15%  Social
 +
| Y
 +
| N
 +
|-
  
{{Item
+
| [[Tuque]]
| name        = [[Tribalwear]]
+
| Y
| image        = Tribalwear.png
+
| Y
| description  = A garment crafted without machines using neolithic tools.
+
| N
| 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.
+
| 20%
| tags        =
+
| 20%
 +
| 20%
 +
| 50%
 +
| 0%
 +
| Nothing
 +
| Y
 +
| N
 +
|-
  
{{Tag/Material cost (Cloth)  | 82.8  |   35 }}
+
| [[War veil]]
{{Tag/Work          | 54 | Fabric | Leather | skill = Crafting | speed stat = Tailoring Speed }}
+
| N
{{Tag/Protects Body | Torso and Legs | blunt = 3 | sharp = 3 }}
+
| Y
{{Tag/Keeps Warm    |   10 }}
+
| N
}}
+
| 20%
 +
| 20%
 +
| 20%
 +
| 5%
 +
| 5%
 +
| +5 Pain Shock Threshold
 +
| N
 +
| Y
 +
|-
  
== Shell Layer ==
+
|}
  
{{Item
+
== Body table ==
| 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
+
{| class="wikitable sortable"
| name        = [[Jacket]]
+
! Name
| image        = Jacket.png
+
! Fabric
| description  = A tough jacket to stop scrapes and bruises, and keep one warm in chilly weather.
+
! Leathery
| note        = Very slightly better than the [[#Duster|duster]] in sharp protection and a slightly smaller move speed penalty,.
+
! Armor
| tags        =
+
! Cold Insulation
{{Tag/Material cost (Cloth)    |  188|    70 }}<!-- MaxHitPoints = 170 -->
+
! Heat Insulation
{{Tag/Work          | 200}}
+
! Upper Body
{{Tag/Protects Body | Torso and Arms | sharp = 8 | heat = 3 }}
+
! Lower Body
{{Tag/Keeps Warm    | 15 }}
+
! On Skin
{{Tag/MoveSpd-     | 0.03 c/s }}
+
! Middle
}}
+
! Shell
 +
|-
  
{{Item
+
| [[Tribalwear]]
| name        = [[Parka]]
+
| Y
| image        = Parka.png
+
| Y
| description  = A thick parka for staying warm in even the coldest of temperatures.
+
| 20%
| note        = The key to domination of the arctic circle. Makes winters, tundras and megalomanic walk-in freezer projects survivable.
+
| 55%
| tags        =
+
| 55%
{{Tag/Material cost (Cloth)    | 320  |   120 }}<!-- MaxHitPoints = 200 -->
+
| Y
{{Tag/Work          | 334}}
+
| Y
{{Tag/Protects Body | Torso and Arms | sharp = 3 | heat = 3 }}
+
| Y
{{Tag/Keeps Warm    | 40 | 3 }}
+
|  
{{Tag/MoveSpd- | 0.05 c/s }}
+
|  
{{Tag/WorkSpd- | 20% }}
+
|-
}}
 
  
== Over Head Layer ==
+
| [[Parka]]
 
+
| Y
{{Item
+
| Y
| name        = [[Cowboy hat]]
+
| 20%
| image        = CowboyHat.png
+
| 200%
| 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.
+
| 0%
| 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.
+
| Y
| tags        =
+
|  
{{Tag/Material cost (Cloth)  |    70  |    25 }}
+
|  
{{Tag/Work          | 84}}
+
|  
{{Tag/Protects Body | Upper Head | blunt = 3 | sharp = 3}}
+
| Y
{{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
 
 
|}
 
|}
  
 +
== 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.
  
 
[[Category:Clothing]]
 
[[Category:Clothing]]

Revision as of 23:54, 21 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
All factions can make tribalwear, while tribal factions can also make tribal headdresses, 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.