Clothing

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Revision as of 16:35, 6 April 2015 by Jimyoda (talk | contribs) (Added thoughts for wearing damaged apparel.)
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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.

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.

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

    Shell Layer

    Jacket.png

    Jacket

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

    Duster

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

    Parka

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

    Over Head Layer

    Cowboy Hat

    Tuque.png

    Tuque

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

    Tables

    Base Values

    Clothing Body Area Layer Work Market Value Blunt Sharp Heat Move Speed Social chat impact Max Temp Min Temp
    T-Shirt Torso OnSkin 4800 50 3% 3% - - - - -3
    Button-Down Shirt Torso OnSkin 8000 55 3% 3% - - - - -3
    Pants Legs OnSkin 7000 50 3% 3% - - - - -4
    Jacket Torso Shell 17000 70 - 8% 3% -0.03 - - -15
    Duster Torso Shell 24000 80 3% 7% 7% -0.04 - 3 -15
    Cowboy Hat UpperHead OverHead 3000 25 3% 3% - - 0.15 7 -
    Tribalwear Torso, Legs OnSkin 2000 35 - - - - - - -10
    Parka Torso Shell 22000 120 - 3% 3% -0.03 - -8 -45
    Tuque UpperHead OverHead 800 25 3% 3% - - - -2 -10

    Material Effects

    Material Market Value Mutliplier Flammability Blunt Base Sharp Base Heat Base Electric Base Blunt Multiplier Sharp Multipler 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 ×16.0 100% +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 calculate the final value of an attribute:

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

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