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'''Textiles''' are materials typically used to make [[clothing]].  Textiles are divided into two categories:
 
'''Textiles''' are materials typically used to make [[clothing]].  Textiles are divided into two categories:
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* '''[[Fabric]]s''': Fibrous material typically harvested from [[plants]], or sheared from tamed [[animals]] (i.e. [[wool]])
 
* '''[[Fabric]]s''': Fibrous material typically harvested from [[plants]], or sheared from tamed [[animals]] (i.e. [[wool]])
 
* '''[[Leathers]]''': A byproduct of [[Butcher table|butchering]] animals
 
* '''[[Leathers]]''': A byproduct of [[Butcher table|butchering]] animals
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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.
 
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.
  
== Comparison table ==
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== Material Effects ==
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}}%
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Below is a list of material effects for fabrics and leathers. These effects determine the stats of [[clothing]] made out of each textile.
  
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 example [[cloth]] has a 0.36 armor - sharp factor, while a [[duster]] has an armor-sharp material effect multiplier of 30%.
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So, a normal quality cloth duster will have a final armor - sharp rating of 0.36 * 30% = 10.8%
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For an example of how to calculate the insulation for a given piece of clothing, see [[Apparel#Insulation|here]]
  
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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{{#ask: [[Category:Textile]]
 
 
{{#ask: [[Stuff Category::Fabric||Leathery]]
 
 
| ?Stuff Category
 
| ?Stuff Category
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| ?Market Value Base = Market Value
 
| ?Beauty Factor
 
| ?Beauty Factor
 
| ?Max Hit Points Factor
 
| ?Max Hit Points Factor
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| ?Insulation - Heat Factor = Insulation - Heat (&deg;C)
 
| ?Insulation - Heat Factor = Insulation - Heat (&deg;C)
 
| ?Flammability Factor
 
| ?Flammability Factor
| ?Market Value Base = Market Value
 
 
| limit = 100
 
| limit = 100
 
| link = subject
 
| link = subject
 
| mainlabel = Textile
 
| mainlabel = Textile
| sort = Stuff Category, Name
 
 
}}
 
}}
 
All textiles have the following modifiers in common:
 
All textiles have the following modifiers in common:
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{{nav|materials|wide}}
 
{{nav|materials|wide}}
[[Category:Material|#Textiles]]
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[[Category:Material]]

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