Difference between revisions of "Clothing"

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Clothing when worn suffers wear and tear and loses hit points over time. Apparel becomes damaged when owner dies from violence. Apparel actually takes the damage it absorbs as armor.<noinclude>
 
Clothing when worn suffers wear and tear and loses hit points over time. Apparel becomes damaged when owner dies from violence. Apparel actually takes the damage it absorbs as armor.<noinclude>
  
A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing frayed apparel' thought. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought, replacing the 'frayed apparel' thought. These thoughts do not stack.
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A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing worn-out apparel' thought. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought, replacing the 'worn-out apparel' thought. These thoughts do not stack.
  
 
The Overview screen has an [[Overview#Outfits|Outfits]] tab that manages apparel profiles. The Outfits system provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.
 
The Overview screen has an [[Overview#Outfits|Outfits]] tab that manages apparel profiles. The Outfits system provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.

Revision as of 21:17, 28 September 2016

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


Clothes are a kind of gear, mostly for providing protection from hot and cold weather and climate and covering up your colonists nudity. They usually offer little in the way of protection against weapons when compared to armor.

Clothing can be crafted at a tailor's workbench.

If left exposed with no roof, clothing will slowly deteriorate until it disintegrates without a trace.

Clothing when worn suffers wear and tear and loses hit points over time. Apparel becomes damaged when owner dies from violence. Apparel actually takes the damage it absorbs as armor.

A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing worn-out apparel' thought. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought, replacing the 'worn-out apparel' thought. These thoughts do not stack.

The Overview screen has an Outfits tab that manages apparel profiles. The Outfits system provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.

As of version 0.15.1279 (29 August 2016) If you don't have enough warm clothing for every colonist, an alert letter will show up "Need warm clothes".

Clothing Layers

Each item of apparel or utility gear is worn on a specific location of the wearer's body. That location is determined by two things:

  1. The body part groups it covers.
  2. The layer or layers it occupies.

Apparel combinations are limited by layer and coverage - an item cannot be worn with another item that covers the same body parts and on the same layer. Thus, items covering the same parts but on different layers are compatible, as are items on the same layer but with no overlap in coverage. Items that cover multiple layers conflict with items on all layers.

Layers are also used to determine the order in which armor calculations are performed, with the outermost layer's armor applying first, and progressing through the layers until the attack is stopped or there are no more layers.

The layers, from innermost to outermost, are:

  • Skin: The closest layer to the body, and mostly used for apparel below the head.
  • Middle: The second closest layer to the body, and mostly used for apparel below the head.
  • Outer: The third layer from the body, and mostly used for apparel below the head. Note that it will be displayed on the pawn's sprite above all other layers, even though it is considered below the following layers for actual mechanical effects.
  • Belt: Technically the fourth layer. A distinct layer for utility items to allow them to be worn alongside any other apparel but not with each other.
  • Headgear: The fifth layer, and used for headwear. There are several items that cover body parts typically covered by the other layers however, in which case this will be above them.
  • Eyes: The outermost layer. A distinct layer only used for the blindfoldContent added by the Ideology DLC to allow it to be worn alongside headwear.

Which body parts currently have items that occupy each of the layers is shown in the table on the below; layers and body parts which are not currently used by gear were omitted. As such, the hands and feet which are not covered by any apparel or any layer, are omitted.

  • Body Part Group Coverage Skin Middle Outer Headgear Eyes Belt Image
    Full Head Head, Ears, Nose, Jaw, Eyes × Human Body Areas Located.png
    Upper Head Head, Ears ×
    Eyes Eyes ×
    Shoulders Left & Right Shoulders × × ×
    Arms Left & Right Arm × × ×
    Torso Torso × × ×
    Waist Waist ×
    Neck Neck × × × ×
    Legs Left & Right Leg × × ×
  • Examples

    • You can't wear pants as well as tribalwear, since both cover the "skin" layer and cover the legs.
    • You can wear pants and a button-down shirt, since while they both use the "skin" layer they don't cover the same parts.
    • You can wear pants and a duster, since while they both cover the legs pants use the "skin" layer while a duster uses the "outer" layer.

    On Skin Layer

    Pants.png

    Pants

    A simple set of pants.

    Boring old pants. Not visible on humans.

    T-Shirt

    Most colonists start with this or the Button-Down Shirt.

    Button-Down Shirt

    A nicer and slightly better formal shirt.

    On Skin and Middle Layers

    Tribalwear.png

    Tribalwear

    A full-body garment crafted using neolithic tools. While it may look primitive, it is effective at insulating the wearer.

    Resource-cheap and practical. The neolithic raiders are usually dressed in these.

    Shell Layer

    Duster.png

    Duster

    A long duster coat for blocking the sun and grit of the desert.

    The stylish and tough duster, with a small but notable amount of heat protection.

    Jacket.png

    Jacket

    A tough jacket to stop scrapes and bruises, and keep one warm in chilly weather.

    Very slightly better than the duster in sharp protection and a slightly smaller move speed penalty.

    Parka.png

    Parka

    A thick parka for staying warm even in the coldest of temperatures.

    The key to domination of the arctic circle. Makes winters, tundras and megalomanic walk-in freezer projects survivable.

    Over Head Layer

    Cowboy Hat

    Obvious throw-back to the Western-esque themes of RimWorld.

    Tuque.png

    Tuque

    A soft, thick cap. Great for keeping warm in winter.

    In the decision between winter survival and style, some lesser souls will ditch their cowboy hat for a tuque.

    Tables

    Base Values

    Clothing Body Area Layer Work Material cost Material/Work Blunt Sharp Heat Move Speed Max Temp Min Temp
    Pants Legs OnSkin 117 50 ~0.427 3% 3% - - - -4
    T-Shirt Torso OnSkin 80 50 0.625 3% 3% - - - -3
    Button-Down Shirt Torso OnSkin 134 55 ~0.410 3% 3% - - - -4
    Tribalwear Torso, Legs OnSkin 34 35 ~1.029 +3% +3% - - - -10
    Duster Torso Shell 400 80 0.2 3% 7% 7% -4% +15 -15
    Jacket Torso Shell 284 70 ~0.246 - 8% 3% -3% - -15
    Parka Torso Shell 367 120 ~0.327 - 3% 3% -5% -8 -45
    Cowboy Hat UpperHead OverHead 50 25 0.5 3% 3% - - +8 -
    Tuque UpperHead OverHead 14 25 1.786 3% 3% - - -2 -10

    Quality Effects

    Quality Armor
    Factor
    Insulation
    Factor
    Awful 0.4 0.7
    Shoddy 0.7 0.8
    Poor 0.85 0.9
    Normal 1 1.0
    Good 1.1 1.05
    Superior 1.3 1.1
    Excellent 1.5 1.15
    Masterwork 1.7 1.2
    Legendary 2.1 1.25
    *not confirmed

    Material Effects

    Material Market Value Multiplier Flammability Blunt Base Sharp Base Heat Base Electric Base Blunt Multiplier Sharp Multiplier Heat Multiplier Electric Multiplier Min Temp
    Cloth ×1.5 100% - - - - - - - - -
    Synthread ×11.0 100% +3% +3% +3% +3% - ×1.65 ×4.0 ×4.0 -
    Devilstrand ×12.0 100% +5% +5% - +5% ×1.3 ×2.0 - ×3.0 -
    Hyperweave ×45.0 100% +3% +3% +3% - ×1.6 ×4.0 ×2.0 - -
    Leather (most) ×1.3 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×2.0
    Leather (hare, boomrat, squirrel) ×1.3 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×1.7
    Leather (tortoise, iguana, cobra) ×1.3 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×1.2
    Leather (human) ×3.0 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×2.0
    Leather (boar) ×1.5 100% - - - - ×1.5 ×1.5 ×4.0 ×4.0 ×2.0
    Leather (rhino) ×1.5 100% - - - - ×2.0 ×2.5 ×1.7 ×4.0 ×2.0

    to Leather

    To calculate the final value of an attribute:

    (<base value> + <material base value>) * material multiplier

    e.g. The blunt defense value of a Devilstrand t-shirt (5% + 3%)*1.3 = 10.4%