Difference between revisions of "Clothing"

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<includeonly>{{Main Article|Clothing}}</includeonly>
 
<includeonly>{{Main Article|Clothing}}</includeonly>
Clothes are one type of [[Apparel]]. For general properties, see there.
+
'''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 [[Orders#Strip|strip]] order, or dropped by a colonist.
  
 
[[File:Clothing worn away to nothing.png|400px]]
 
[[File:Clothing worn away to nothing.png|400px]]
  
 +
== Manufacturing clothing ==
 +
Clothing can be manufactured at:
  
== Clothing Values ==
+
; [[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
  
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.
+
Manufacturing clothing uses the colonist's [[Skills#Crafting|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 ==
 
== 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.
  
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.
+
=== 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.  
 
 
=== 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.
+
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.
  
 +
[https://i.imgur.com/AQEZTn5.png B19 Textile Material Cheat Sheet by __Amnesiac__]
  
 
=== Wools ===
 
=== 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.
Wool is technically just a subtype of Fabric. Can only be aquired 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 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.
Leathers offer pretty good defenses and are easy to aquire 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 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.
 
 
 
  
 
== Headgear Table ==
 
== Headgear Table ==
 
+
Unlike other clothing, headgear is made almost exclusively from Fabric.
Unlike other clothing, Headgear is made alsmost exclusively from Fabric.
 
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
  
 
! Name
 
! Name
! Complex Clothing
+
! Research Requirement
 
! Fabric
 
! Fabric
 
! Leathery
 
! Leathery
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|-
 
|-
  
| Cowboy Hat
+
| [[Cowboy hat]]
| Y
+
| Complex Clothing
 
| Y
 
| Y
 
| Y
 
| Y
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|-
 
|-
  
| Bowler Hat
+
| [[Bowler hat]]
| Y
+
| Complex Clothing
 
| Y
 
| Y
 
| Y
 
| Y
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|-
 
|-
  
| Tribal Headdress
+
| [[Tribal headdress]]
| N
+
| ''None''
 
| Y
 
| Y
 
| N
 
| N
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| 10%
 
| 10%
 
| 15%
 
| 15%
| +15%  Social
+
| +15%  Social Impact
 
| Y
 
| Y
 
| N
 
| N
 
|-
 
|-
  
| Turque
+
| [[Tuque]]
| Y
+
| Complex Clothing
 
| Y
 
| Y
 
| N
 
| N
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|-
 
|-
  
| Tribal War Veil
+
| [[War veil]]
| N
+
| ''None''
 
| Y
 
| Y
 
| N
 
| N
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| 5%
 
| 5%
 
| 5%
 
| 5%
| +5 Pain Schock Treshold
+
| +5 Pain Shock Threshold
 +
| N
 +
| Y
 +
|-
 +
 
 +
 
 +
| [[Top hat]]
 +
| Noble Apparel
 +
| Y
 +
| Y
 +
| 0%
 +
| 0%
 +
| 0%
 +
| 0%
 +
| 0%
 +
| +20% Social Impact
 +
| Y
 +
| N
 +
|-
 +
 
 +
 
 +
| [[Ladies hat]]
 +
| Noble Apparel
 +
| Y
 +
| Y
 +
| 0%
 +
| 0%
 +
| 0%
 +
| 0%
 +
| 0%
 +
| +20% Social Impact
 +
| Y
 +
| N
 +
|-
 +
 
 +
| [[Coronet]]
 +
| Royal Apparel
 +
| N
 
| N
 
| N
 +
| 0%
 +
| 0%
 +
| 0%
 +
| 0%
 +
| 0%
 +
| +20% Social Impact
 
| Y
 
| Y
 +
| N
 
|-
 
|-
  
 +
| [[Crown]]
 +
| Royal Apparel
 +
| N
 +
| N
 +
| 0%
 +
| 0%
 +
| 0%
 +
| 0%
 +
| 0%
 +
| +20% Social Impact
 +
| Y
 +
| N
 +
|-
 
|}
 
|}
  
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|-
 
|-
  
| Tribal
+
| [[Tribalwear]]
 
| Y
 
| Y
 
| Y
 
| Y
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|-
 
|-
  
| Parka
+
| [[Parka]]
 
| Y
 
| Y
 
| Y
 
| Y
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|-
 
|-
  
| Pants
+
| [[Pants]]
 
| Y
 
| Y
 
| Y
 
| Y
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|-
 
|-
  
| T-Shirt
+
| [[T-shirt]]
 
| Y
 
| Y
 
| Y
 
| Y
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|-
 
|-
  
| Button Down Shirt
+
| [[Button-down shirt]]
 
| Y
 
| Y
 
| Y
 
| Y
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|-
 
|-
  
| Duster
+
| [[Duster]]
 
| Y
 
| Y
 
| Y
 
| Y
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|-
 
|-
  
| Jacket
+
| [[Jacket]]
 
| Y
 
| Y
 
| Y
 
| Y
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|  
 
|  
 
| Y
 
| Y
 +
|-
 +
 +
| [[Ruffle shirt]]
 +
| Y
 +
| Y
 +
| 20%
 +
| 22%
 +
| 10%
 +
| Y
 +
|
 +
| Y
 +
|
 +
|
 +
|-
 +
 +
| [[Royal vest]]
 +
| Y
 +
| Y
 +
| 20%
 +
| 40%
 +
| 10%
 +
| Y
 +
|
 +
|
 +
|  Y
 +
|
 +
|-
 +
 +
| [[Royal robe]]
 +
| Y
 +
| Y
 +
| 20%
 +
| 100%
 +
| 0%
 +
| Y
 +
| Y
 +
|
 +
|
 +
| Y
 +
|-
 +
 +
| [[Corset]]
 +
| Y
 +
| Y
 +
| 20%
 +
| 40%
 +
| 10%
 +
| Y
 +
|
 +
|
 +
|  Y
 +
|
 +
|-
 +
 +
| [[Psyfocus shirt]]
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|-
 +
 +
| [[Psyfocus vest]]
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|-
 +
 +
| [[Psyfocus robe]]
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 +
|
 
|-
 
|-
  
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== Common Combinations ==
 
== Common Combinations ==
 +
: ''See also: [[Clothing Layers]]''
  
 
=== On Skin Layer ===
 
=== On Skin Layer ===
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Tribalwear or Shirt + Pants
 
Tribalwear or Shirt + Pants
  
Tribalwear offers the best thermal and heat protection
+
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.
Shirt+Pants in turn has better armor values
 
 
 
The T-Shirt is a inferior version of the button down shirt, and should be avoided unless it's reduced material cost or reduced coverage is helpfull.
 
  
 
=== Middle ===
 
=== Middle ===
The middle layer is not used by any clothing.
+
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 ===
 
=== Shell ===
The Shell layer is primarily for armors and specialized protection clothing.
+
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 propably always made from whatever material has the highest base values.  
+
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. It also can be combined with Shirt, Flak Pants, and Flak Vest.
+
The Duster is a cowboy attire. Aside from good heat insulation, it also offers decent protection.
  
The Jacket is a very common item. Crashland survivors start with one. It is a good balance between Protection and Insulation and even combines with Flak Armor. But for heavier armor it must be replaced.
+
The Jacket is a common item. Crashlanded survivors start with one. It is a good balance between protection and insulation.
  
 
[[Category:Clothing]]
 
[[Category:Clothing]]
 +
{{nav|clothing|wide}}

Revision as of 19:24, 12 April 2020

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 Research Requirement Fabric Leathery Sharp Blunt Heat Cold Insulation Heat Insulation Special Upper Head Full Head
Cowboy hat Complex Clothing Y Y 20% 20% 20% 10% 50% +10% Social Impact Y N
Bowler hat Complex Clothing Y Y 20% 20% 20% 10% 40% +15% Social Impact Y N
Tribal headdress None Y N 20% 20% 20% 10% 15% +15% Social Impact Y N
Tuque Complex Clothing Y N 20% 20% 20% 50% 0% Nothing Y N
War veil None Y N 20% 20% 20% 5% 5% +5 Pain Shock Threshold N Y
Top hat Noble Apparel Y Y 0% 0% 0% 0% 0% +20% Social Impact Y N
Ladies hat Noble Apparel Y Y 0% 0% 0% 0% 0% +20% Social Impact Y N
Coronet Royal Apparel N N 0% 0% 0% 0% 0% +20% Social Impact Y N
Crown Royal Apparel N N 0% 0% 0% 0% 0% +20% Social Impact Y N

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
Ruffle shirt Y Y 20% 22% 10% Y Y
Royal vest Y Y 20% 40% 10% Y Y
Royal robe Y Y 20% 100% 0% Y Y Y
Corset Y Y 20% 40% 10% Y Y
Psyfocus shirt
Psyfocus vest
Psyfocus robe

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.