Difference between revisions of "Clothing"

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Complex Clothing must be researched for these items; Industrial colonies begin with complex clothing already researched. Researching Complex Clothing unlocks these 10 items (plus [[hand tailor bench]]es and (once Electricity has been researched) [[electric tailor bench]]es).
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Complex Clothing must be researched for these items. Researching Complex Clothing unlocks these 10 items (plus [[hand tailor bench]]es and (once Electricity has been researched) [[electric tailor bench]]es). Industrial colonies begin with complex clothing already researched.
  
 
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Revision as of 22:47, 13 March 2022

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

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.

Clothing is typically stuffable, made from textiles, and crafted at either an hand or electric tailor bench. Clothing can be also be purchased via trade, salvaged from other humans via the 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.

Tech level

Informally, specific items of clothing are often referred to as falling into one of two categories: Tribal clothing, or Industrial clothing, based on the Research necessary to craft them, and they are both pretty much self-explanatory.

Below are lists of clothing for the core game; DLC's will add additional items.

Tribal clothing

No research is necessary for these items:

* Note that Industrial colonies (including Rich Explorer starts) can never craft tribal headdresses and war masks, although they can trade for and use them.

Industrial clothing

Complex Clothing must be researched for these items. Researching Complex Clothing unlocks these 10 items (plus hand tailor benches and (once Electricity has been researched) electric tailor benches). Industrial colonies begin with complex clothing already researched.

(Side note: Some players would argue that this category is more properly a "medieval" technology, but that's more a personal distinction, and not one widely used.)

Manufacturing clothing

Manufacturing clothing uses the colonist's Crafting skill.

Most clothing can be manufactured at the following production stations. Some few items must be crafted elsewhere (e.g. various crownsContent added by the Royalty DLC, crafted at smithies), or are uncraftable by colonies (e.g. psychic foil helmet) and so can only be acquired via trade, quests, or from defeated raiders, etc.

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 headdresses or war masks (but can trade for or capture and use them)
Hand tailor bench:
A neolithic production facility with a 50% workspeed penaltyCheck.png, 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

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.

General summaries of the primary types are available below, and specific statistics can be directly compared on the Textiles table.

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 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.

Wools

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.

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 insulation multipliers can vary significantly - both significantly below and above cloth. They always have a high Heat and Blunt damage resistance, with low flammability.

Headgear table

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 not true headgear, in terms of layer "slot". Although it does have some layer interaction, as shown by its conflict with the Broadwrap.

Human Body Clothing Coverage Areas
Name Research Requirement Fabric Leathery Material Amount Sharp Blunt Heat Cold Insulation Heat Insulation Special Upper Head Full Head
Cowboy hat Complex Clothing Y Y 25 20% 20% 20% 10% 50% +10% Social Impact Y N
Bowler hat Complex Clothing Y Y 20 20% 20% 20% 10% 40% +15% Social Impact Y N
Tribal headdress None Y N 50 20% 20% 20% 10% 15% +15% Social Impact Y N
Tuque Complex Clothing Y N 20 20% 20% 20% 50% 0% Nothing Y N
Veil None Y N 20 20% 20% 20% 5% 5% +5% Pain Shock Threshold N Y
Psychic foil helmet N/A N N - 9% 9% 27% 2°C 1°C -90% Psychic Sensitivity Y N
Top hat Content added by the Royalty DLC Noble Apparel Y Y 50 0% 0% 0% 10% 25% +20% Social Impact Y N
Ladies hat Content added by the Royalty DLC Noble Apparel Y Y 50 0% 0% 0% 10% 25% +20% Social Impact Y N
Beret Content added by the Royalty DLC Noble Apparel Y Y 35 0% 0% 0% 7% 15% +10% Social Impact Y N
Coronet Content added by the Royalty DLC Royal Apparel N N 50 0% 0% 0% 0% 0% +20% Social Impact Y N
Crown Content added by the Royalty DLC Royal Apparel N N 75 0% 0% 0% 0% 0% +20% Social Impact Y N
Stellic crown Content added by the Royalty DLC Complex Clothing N N 85 0% 0% 0% 0% 0% +20% Social Impact Y N
Hood Complex Clothing Y Y 50 0% 0% 0% 10% 25% +20% Social Impact Y N
HeadwrapContent added by the Ideology DLC Complex Clothing Y N 20 25% 25% 25% 10% 15% Nothing Y N
BroadwrapContent added by the Ideology DLC Complex Clothing Y N 30 25% 25% 25% 20% 25% Nothing (Slave Collar Conflict) Y Y
Visage maskContent added by the Ideology DLC Complex Clothing N N 15 30% 30% 30% 5% 5% Nothing Y Y
SlicecapContent added by the Ideology DLC Complex Clothing N N 15 10% 10% 10% 0% 10% Nothing Y N
Slave collarContent added by the Ideology DLC Complex Clothing N Y 25 0% 0% 0% 0% 0% +15% Slave suppression offset N N
Authority capContent added by the Ideology DLC Complex Clothing Y Y 25 20% 20% 20% 10% 10% +10% Slave Suppression Power Y N
TailcapContent added by the Ideology DLC Complex Clothing N Y 20 20% 20% 20% 50% 0% Nothing Y N
ShadeconeContent added by the Ideology DLC Complex Clothing Y Y 25 20% 20% 20% 10% 50% Nothing Y N
FlophatContent added by the Ideology DLC Complex Clothing Y N 20 20% 20% 20% 50% 0% Nothing Y N
Torture crownContent added by the Ideology DLC Guilty or Pain Is Virtue meme N N 25 0% 0% 0% 0% 0% +5% pain Y N
BlindfoldContent added by the Ideology DLC Blindsight meme Y N 20 10% 10% 10% 35% 0% Max sight 20%, 30% bonus to psychic sensitivity Y N

Body table

The hands and feet, across all layers, are NOT covered by any apparel present in base game.

Human Body Clothing Layers Infographic
Name Fabric Leathery Armor Cold Insulation Heat Insulation Upper Body Lower Body On Skin Middle Outer Material Amount Other
Tribalwear Y Y 20% 55% 55% Y Y Y 60
Parka Y Y 20% 200% 0% Y Y 80
Pants Y Y 20% 20% 8% Y Y 40
T-shirt Y Y 20% 22% 10% Y Y 40
Button-down shirt Y Y 20% 26% 10% Y Y 45
Duster Y Y 30% 60% 85% Y Y Y 80
Cape Content added by the Royalty DLC Y Y 30% 60% 85% Y Y Y 80
Jacket Y Y 30% 80% 30% Y Y 70
RobeContent added by the Ideology DLC Y Y 20% 80% 25% Y Y Y 80
Formal shirt Content added by the Royalty DLC Y Y 20% 22% 10% Y Y 65
Formal vest Content added by the Royalty DLC Y Y 20% 40% 10% Y Y 45
Prestige robe Content added by the Royalty DLC Y Y 20% 80% 25% Y Y Y 100
Corset Content added by the Royalty DLC Y Y 20% 40% 10% Y Y 45
Eltex shirt Content added by the Royalty DLC N N 0% 5°C 1°C Y Y N/A
Eltex vest Content added by the Royalty DLC N N 0% 6°C 1°C Y Y N/A
Eltex robe Content added by the Royalty DLC N N 0% 15°C 1°C Y Y Y N/A
Slave body strapContent added by the Ideology DLC Y Y 10% 10% 10% Y 70 +15% Slave suppression offset
BurkaContent added by the Ideology DLC Y N 20% 10% 20% Y Y Y 60 Move speed -.40