Editing Tribalwear

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Infobox main
+
<onlyinclude>
| name = Tribalwear
+
{{infobox main
| image = Tribalwear.png
+
|name = Tribalwear
| description = A full-body garment crafted using neolithic tools. While it may look primitive, it is effective at insulating the wearer.
+
|image = Tribalwear.png|Tribalwear
| type = Gear
+
|description = "A garment crafted without machines using neolithic tools."
| type2 = Clothing
+
|type = Gear
| tech level = Neolithic
+
|type2 = Clothing
| hp = 100
+
|buy = {{icon|cloth|35}}
| work to make = 1800
+
|hp = 100
| work speed stat = General Labor Speed
+
|work to make = 54
| resource 1 = Stuff
+
|marketvalue  = 82.8
| resource 1 amount = 60
+
|insulationcold = 10
| stuff tags = Leathery, Fabric
+
|mass base = 0.4
| insulationcoldfactor = 0.55
+
}}</onlyinclude>
| insulationheatfactor = 0.55
+
==Summary==
| armorsharpfactor = 0.2
+
====Overview & Obtaining====
| armorbluntfactor = 0.2
+
Tribalwear is the only neolithic garment in RimWorld, and covers the torso, neck, and legs. Tribalwear is also the cheapest garment to craft (other than headwear), requiring a measly 35 resources to make - making tribalwear the official budget solution to remove 'Naked' thoughts on both genders of colonist. Tribalwear can either be crafted, or stripped from Tribal raiders.
| armorheatfactor = 0.2
 
| production facility 1 = Crafting spot
 
| production facility 2 = Hand tailor bench
 
| production facility 3 = Electric tailor bench
 
| mass base = 0.5
 
| lifestage = Adult
 
| clothing for nudity = True
 
| coverage = Torso, Left Leg, Right Leg
 
| layer = Skin
 
| has quality = true
 
| thingCategories = Apparel
 
| tags = Neolithic
 
| tradeTags = BasicClothing
 
}}
 
'''Tribalwear''' is the only neolithic item of [[clothing]] in RimWorld. It [[Apparel layers|covers]] both the torso and legs, meaning it is worn in place of a [[shirt]] and [[pants]].
 
  
== Acquisition ==
+
====Crafting====
{{Acquisition}}
+
As a neolithic garment, tribalwear can be constructed at a [[crafting spot]], or [[Hand-tailoring bench|tailoring]] [[Electric tailoring bench|bench]] - the former option not requiring any research whatsoever. A piece of tribalwear requires 35 of any textile, and 54 seconds of work (3,200 ticks) to be created, assuming baseline global work speed, [[consciousness]], [[sight]], and [[manipulation]].
  
They can also be [[Trade|bought]] from [[tribal]] traders and [[faction base]]s, and are commonly found on almost all kinds of tribal [[raiders]].
+
====Conclusion & Comparison====
 +
Tribalwear insulates better than a set of [[pants]] combined with a [[button-down shirt]] (10 Degrees Celsius vs. 7), but tribalwear offers absolutely no protection unless made from a material which offsets protection (e.g. [[Devilstrand]]). Additionally; [[armor vest]]s can't be worn on top of tribalwear, as tribalwear occupies the on-skin and middle slots for apparel. Therefore Tribalwear should only really be made early-game when you start getting new colonists (which may not be sufficiently clothed), and when you typically won't have many textiles in storage yet - or when in crisis where you desperately need new clothes and there are no other alternatives (extreme case).
  
== Analysis ==
+
====Prisoner Clothing====
Tribalwear is one of the primary ways to occupy the skin layer. It is the only option for [[New Tribe]]s to consider. [[New Arrivals]] have access to [[Research#Complex clothing|Complex clothing]], and can instead create a [[t-shirt]] or [[button-down shirt]] with [[pants]].
+
Tribalwear is ideal for prisoners though as it offers essential bodily coverage, it's cheap, and also offers no protection: making prison breaks easier to deal with as prisoners can be downed easier (especially important through mid-late game when enemies frequently spawn with armoured vests). You can force prisoners to wear tribalwear by stripping them before capturing, and then ensuring there's a higher priority stockpile specifically for Tribalwear in their cell/barracks.
  
Compared to wearing both a button-down shirt and pants:
+
==Insulation Information==
* Tribalwear has identical armor values, but does not cover the neck, shoulders, and arms (which account for roughly 17% of attacks).
+
The following table(s) will display how good some normal quality Tribalwear is at insulating when made from various materials...
* Tribalwear has better insulation from cold ({{%|{{P|Insulation Factor - Cold}}}} vs. {{%|{{Q|Button-down shirt|Insulation Factor - Cold}}+{{Q|Pants|Insulation Factor - Cold}}}})
+
{{tag/Keeps Warm|10}}
* Tribalwear has much better insulation from hot temperatures ({{%|{{P|Insulation Factor - Heat}}}} vs. {{%|{{Q|Button-down shirt|Insulation Factor - Heat}}+{{Q|Pants|Insulation Factor - Heat}}}})
 
* Tribalwear has a lower material cost ({{P|Resource 1 Amount}} vs. {{#expr:{{Q|Button-down shirt|Resource 1 Amount}}+{{Q|Pants|Resource 1 Amount}}}})
 
* Tribalwear has a lower work cost ({{Ticks|{{P|Work To Make #}}}} vs. {{Ticks|{{Q|Button-down shirt|Work To Make #}}+{{Q|Pants|Work To Make #}}}})
 
* A [[t-shirt]] costs 5 materials less. It has the same armor and roughly the same insulation as a button-down, but doesn't cover the neck or arms.
 
  
The differences are quite small in practice. A [[duster]], [[jacket]], or [[parka]] is usually sufficient against extreme temperatures - assuming you can create them. Conversely, the actual protection from a tribalwear/shirt is quite minimal when they are made from early game materials. Thus, tribalwear is good before you have access to outerwear or protective textiles, as it is cheaper and more insulating. It is also an overall economical option to avoid extreme temperatures.
 
  
Tribalwear can also be used to "upgrade" from a jacket to a duster; depending on the climate, it might be enough to be comfortable outside. The duster protects everything the tribalwear doesn't, and is much more effective than a mere shirt at doing so. Button-downs are superior if you can wear them and a duster comfortably, or if a parka is required regardless of the inner clothing.
 
 
=== Prisoner Clothing ===
 
Tribalwear is ideal for [[prisoners]] and non-combat [[slaves]]{{IdeologyIcon}} since it offers essential bodily coverage, it's cheap, and it offers less protection than other clothing. This ensures that prisoners can be downed more easily in the event of prison breaks or slave rebellions. As prisoners will often only put on the bare minimum clothing to not be considered naked, the increased insulation over other options also helps prevent issues with extreme temperatures that would otherwise require finagling another insulating item on to the prisoner.
 
 
You can force prisoners to wear tribalwear by stripping them, and then ensuring there's a stockpile of tribalwear in their cell/barracks. This also has the benefit of removing their armor, which can be smelted or used to your benefit.
 
 
=== Crafting for Trade ===
 
Tribalwear has the highest ratio of "materials" / "work to craft" of all clothing: 60 material for 30 work, so 2:1 (the next highest are [[t-shirt]] and [[pants]] at 1.5:1).  Therefore, if you have a large pile of textiles you would sell — to a [[Trade#Bulk_goods_trader|bulk goods trader]] or a base — and a good crafter, and you'd like to convert it into high-quality clothing to increase its value before selling it, then turning it into tribalwear is the fastest way.  Tribalwear is also relatively value-dense: it's 60 material per item (and therefore per shelf slot), which is somewhat less than the [[jacket]] (70 material), [[duster]], [[cape]], and [[parka]] (all 80 material); but it's also ''much'' lighter at 0.5 kg, compared to the 1.5 kg jacket, 2 kg cape, 2.2 kg duster, and 4 kg parka, making it convenient for caravanning.
 
 
{{Apparel Stats Table}}
 
 
== Version history ==
 
* '''Alpha 7''': -10% work speed, -10% move speed penalties added.
 
* '''???''': -10% work speed, -10% move speed penalties removed.
 
* '''Beta 19/1.0''': colonists can now wear armor vests with tribalwear.
 
 
{{Nav|clothing|wide}}
 
 
[[Category:Clothing]]
 
[[Category:Clothing]]
 +
{{nav|clothing|wide}}

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 2 hidden categories: