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'''Textiles''' are materials typically used to make [[clothing]].  Textiles are divided into two categories:
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</noinclude>
* '''[[Fabric]]s''': Fibrous material typically harvested from [[plants]], or sheared from tamed [[animals]] (i.e. [[wool]])
 
* '''[[Leathers]]''': A byproduct of [[Butcher table|butchering]] animals
 
  
Both can often be used interchangeably to produce items, though exceptions exist and specific materials differ as to value, beauty, and combat and temperature protection values.  As such, there are some textiles that are best used for different clothing, some for armor, some for hot/cold weather, some for furniture, etc.  See the relevant item's article for details and analysis on material selection.
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'''Textiles''' is a material that includes fabrics and leathers.
  
== Comparison table ==
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''For fabrics see: [[Fabrics]].''
Below is a list of material effects for fabrics and leathers. When a [[stuff]]able item is created from a textile, each of its base stats is multiplied by a factor for that stat belonging to the material used. Take "Armor - Sharp" for example. For this stat, [[Cloth]] has a ''factor'' of {{Q|Cloth|Armor - Sharp Factor}} and a [[duster]] has base stat of {{Q|Duster|Armor Factor - Sharp}}. Thus, the final "Armor - Sharp" of a Cloth Duster before [[quality]] multipliers is: {{Q|Cloth|Armor - Sharp Factor}} * {{Q|Duster|Armor Factor - Sharp}} or {{#expr: {{Q|Cloth|Armor - Sharp Factor}}*{{Q|Duster|Armor Factor - Sharp}} *100}}%
 
  
This process is then repeated for each stat. The material's HP factor is applied to the items base HP, flammability factor to flammability etc. Insulation is not expressed as a percentage and is thus slightly different. For an example of how to calculate the insulation for a given piece of apparel, see [[Apparel#Insulation|Apparel]]
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''For leathers see: [[Leather]].''
  
Market value is the notable exception to this direct multiplicative relationship, but the value of a material does have a direct effect on that of the final product. See [[Market Value]] for details.
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== Material Effects ==
 
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List of material effects for fabrics and leathers. [[Clothing]] items have stats that are modified by the material they're made of.
{{#ask: [[Stuff Category::Fabric||Leathery]]
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{{#ask: [[Category: Textile]]
| ?Stuff Category
 
| ?Beauty Factor
 
| ?Max Hit Points Factor
 
 
| ?Armor - Sharp Factor
 
| ?Armor - Sharp Factor
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| ?Armor - Sharp Offset
 
| ?Armor - Blunt Factor
 
| ?Armor - Blunt Factor
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| ?Armor - Blunt Offset
 
| ?Armor - Heat Factor
 
| ?Armor - Heat Factor
| ?Insulation - Cold Factor = Insulation - Cold (&deg;C)
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| ?Armor - Heat Offset
| ?Insulation - Heat Factor = Insulation - Heat (&deg;C)
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| ?Armor - Electric Factor
| ?Flammability Factor
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| ?Armor - Electric Offset
| ?Market Value Base = Market Value
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| ?Insulation - Cold Factor
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| ?Insulation - Heat Factor
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| ?Market Value Base
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| ?Market Value Factor
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| link = subject
 
| limit = 100
 
| limit = 100
| link = subject
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| mainlabel=Name
| mainlabel = Textile
 
| sort = Stuff Category, Name
 
 
}}
 
}}
All textiles have the following modifiers in common:
 
* [[Property:Work To Make|Work To Make Factor]] and [[Property:Work To Build|Work To Build Factor]] of 1.
 
  
{{nav|materials|wide}}
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<!--==Properties==
[[Category:Material|#Textiles]]
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{{#ask: [[Category: Textile]]
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| ?Beauty Factor
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| ?Beauty Offset
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| ?Flammability Factor
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| ?Max Health Factor
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| ?Melee Cooldown Factor
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| ?Work To Make Factor
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| ?Work To Make Offset
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}}-->
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[[Category:Material]]

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