Tribalwear

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Tribalwear

Tribalwear

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

Base Stats

Type
GearClothing
Tech Level
Neolithic
Mass
0.5 kg
HP
100

Apparel

Insulation Factor - Cold
0.55×
Insulation Factor - Heat
0.55×
Armor Factor - Sharp
0.2
Armor Factor - Blunt
0.2
Armor Factor - Heat
0.2
Coverage
Torso, Left Leg, Right Leg
Layer
Skin

Creation

Crafted At
Crafting spot / Hand tailor bench / Electric tailor bench
Work To Make
1,800 ticks (30 secs)
Stuff Tags
Leathery, Fabric
Resources to make
Stuff 60
Technical
thingCategories
Apparel
tags
Neolithic


Tribalwear is the only neolithic item of clothing in RimWorld. It covers both the torso and legs, meaning it is worn in place of a shirt and pants.

Acquisition

Tribalwear can be crafted at a Crafting spot, Hand tailor bench, or Electric tailor bench. Each requires Stuff 60 Stuff (Leathery/Fabric) and 1,800 ticks (30 secs) of work.

They can also be bought from tribal traders and faction bases, and are commonly found on almost all kinds of tribal raiders.

Analysis

Tribalwear is one of the primary ways to occupy the skin layer, the others being wearing pants or flak pants with any of the shirts available. Of these, most relevant are the pants, button-down shirt and t-shirt, with the flak pants, eltex shirt Content added by the Royalty DLC and formal shirt Content added by the Royalty DLC being specialized and being primarily selected for that specialization rather than their performance as clothing. See those pages for details.

Compared to a combination of pants and a button-down shirt:

  • Tribalwear has identical armor values, but does not cover cover the neck, shoulders, and arms.
  • Tribalwear has better insulation from cold (55% vs. 46%)
  • Tribalwear has much better insulation from heat (55% vs. 18%)
  • Tribalwear has a lower material cost (60 vs. 85)
  • Tribalwear has a lower work cost (1,800 ticks (30 secs) vs. 4,300 ticks (1.19 mins))

Colonies in extreme biomes benefit the most from from the superior insulation and low entry cost, especially when first starting out. For more temperate biomes, the extra neck, shoulder, and arm protection is seen by many players as valuable enough to merit the lower insulation and higher crafting cost of pants and a button-down. This is primarily relevant only after sufficiently protective textiles and skilled crafters have been obtained, as without these the armor value of either option is minimal, let alone the effect of the coverage disparity. Once those have been obtained, however, the extra coverage does account for roughly 17% of all attacks.

Compared to a combination of pants and a t-shirt:

  • Tribalwear offers identical armor, but does not cover cover the shoulders.
  • Tribalwear has better insulation from cold (55% vs. 42%)
  • Tribalwear has much better insulation from heat (55% vs. 18%)
  • Tribalwear has a lower material cost (60 vs. 80)
  • Tribalwear has a lower work cost (1,800 ticks (30 secs) vs. 3,200 ticks (53.33 secs))

This makes use of pants and t-shirt essentially irrelevant. In every way the t-shirt has an advantage over the button-down, the tribalwear has an even larger advantage with the sole exception of not covering the shoulders. Thus, no matter which stats you wish to prioritize, it is essentially always better to pick either the button-down or tribalwear over the t-shirt and pants.

Prisoner Clothing

Tribalwear is ideal for prisoners and non-combat slavesContent added by the Ideology DLC 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 before capturing and then ensuring there's a stockpile of tribalwear in their cell/barracks. This is especially important in the mid-game and beyond, when enemies frequently spawn with high-tier equipment that is both dangerous to allow them to keep, and valuable for colony use, smelting or sale.

Material table

  • Material Sharp Blunt Heat Item HP Insulation - Cold Insulation - Heat Market Value
    Bearskin Tribalwear 22.4% 4.8% 30% 130 -11 °C (-19.8 °F) +11 °C (19.8 °F) 210 Silver
    Birdskin Tribalwear 13.4% 2.8% 30% 100 -5.5 °C (-9.9 °F) +5.5 °C (9.9 °F) 115 Silver
    Bluefur Tribalwear 16.2% 4.8% 30% 130 -11 °C (-19.8 °F) +8.8 °C (15.8 °F) 145 Silver
    Camelhide Tribalwear 16.2% 4.8% 30% 130 -8.8 °C (-15.8 °F) +13.2 °C (23.8 °F) 145 Silver
    Chinchilla fur Tribalwear 13.4% 2.8% 30% 100 -16.5 °C (-29.7 °F) +8.8 °C (15.8 °F) 395 Silver
    Dog leather Tribalwear 16.2% 4.8% 30% 130 -7.7 °C (-13.9 °F) +8.8 °C (15.8 °F) 127 Silver
    Dread leather Tribalwear 25.4% 4.8% 30% 135 -11 °C (-19.8 °F) +6.6 °C (11.9 °F) 215 Silver
    Elephant leather Tribalwear 22.4% 4.8% 30% 150 -7.7 °C (-13.9 °F) +6.6 °C (11.9 °F) 152 Silver
    Foxfur Tribalwear 16.2% 4.2% 30% 100 -11 °C (-19.8 °F) +8.8 °C (15.8 °F) 215 Silver
    Guinea pig fur Tribalwear 13.4% 2.8% 30% 60 -20.9 °C (-37.6 °F) +9.9 °C (17.8 °F) 305 Silver
    Heavy fur Tribalwear 24.8% 4.8% 30% 150 -16.5 °C (-29.7 °F) +7.7 °C (13.9 °F) 205 Silver
    Human leather Tribalwear 12.8% 4.8% 30% 130 -6.6 °C (-11.9 °F) +6.6 °C (11.9 °F) 260 Silver
    Lightleather Tribalwear 10.8% 2.8% 30% 100 -6.6 °C (-11.9 °F) +6.6 °C (11.9 °F) 121 Silver
    Lizardskin Tribalwear 16.2% 5.4% 30% 100 -6.6 °C (-11.9 °F) +6.6 °C (11.9 °F) 133 Silver
    Panthera fur Tribalwear 18.6% 4.8% 30% 130 -8.8 °C (-15.8 °F) +13.2 °C (23.8 °F) 187 Silver
    Patchleather Tribalwear 9% 3.8% 18% 100 -4.95 °C (-8.9 °F) +4.95 °C (8.9 °F) 97 Silver
    Pigskin Tribalwear 12.8% 4.8% 30% 130 -6.6 °C (-11.9 °F) +6.6 °C (11.9 °F) 121 Silver
    Plainleather Tribalwear 16.2% 4.8% 30% 130 -8.8 °C (-15.8 °F) +8.8 °C (15.8 °F) 133 Silver
    Rhinoceros leather Tribalwear 25.8% 4.8% 30% 150 -7.7 °C (-13.9 °F) +7.7 °C (13.9 °F) 260 Silver
    Thrumbofur Tribalwear 41.6% 7.2% 30% 200 -18.7 °C (-33.7 °F) +12.1 °C (21.8 °F) 845 Silver
    Wolfskin Tribalwear 20.4% 4.8% 30% 130 -13.2 °C (-23.8 °F) +8.8 °C (15.8 °F) 187 Silver
    Alpaca wool Tribalwear 7.2% 0% 22% 100 -16.5 °C (-29.7 °F) +8.8 °C (15.8 °F) 235 Silver
    Bison wool Tribalwear 7.2% 0% 22% 100 -14.3 °C (-25.7 °F) +6.6 °C (11.9 °F) 169 Silver
    Cloth Tribalwear 7.2% 0% 3.6% 100 -9.9 °C (-17.8 °F) +9.9 °C (17.8 °F) 97 Silver
    Devilstrand Tribalwear 28% 7.2% 60% 130 -11 °C (-19.8 °F) +13.2 °C (23.8 °F) 335 Silver
    Hyperweave Tribalwear 40% 10.8% 57.6% 240 -14.3 °C (-25.7 °F) +14.3 °C (25.7 °F) 545 Silver
    Megasloth wool Tribalwear 16% 0% 22% 100 -18.7 °C (-33.7 °F) +6.6 °C (11.9 °F) 169 Silver
    Muffalo wool Tribalwear 7.2% 0% 22% 100 -15.4 °C (-27.7 °F) +6.6 °C (11.9 °F) 169 Silver
    Sheep wool Tribalwear 7.2% 0% 22% 100 -14.3 °C (-25.7 °F) +5.5 °C (9.9 °F) 169 Silver
    Synthread Tribalwear 18.8% 5.2% 18% 130 -12.1 °C (-21.8 °F) +12.1 °C (21.8 °F) 245 Silver

    Assuming Normal quality, for the effect of other qualities, see Quality.
  • 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.