|This page has been suggested for recoding. Reason: Tables need overhaul and automation. You can help RimWorld Wiki by improving it.|
Clothing is a subcategory and type of apparel that generally offers good insulation but poor protection from damage.
All apparel functions in the same way mechanically. Clothing and Armor primarily differ only in their categorisation and a tendency to either offer damage or environmental protection respectively. Therefore, see Apparel for details on the mechanics common to all types of apparel.
Clothing is typically stuffable, made from textiles, and crafted at either an hand or electric tailor bench. Clothing can be also be purchased via trade, salvaged from other humans via the strip order, or dropped by a colonist. Clothes stripped from dead bodies have the "Tainted" modifier, which lowers its value and gives a mood debuff to wearers of the piece of clothing.
Most clothing can be manufactured at:
- Hand tailor bench
- A neolithic production facility
- Electric tailor bench
- An upgraded hand tailor bench that grants a faster production speed while powered or at the same speed as its lesser version without power.
- Crafting spot
- All factions can make tribalwear, while tribal factions can also make tribal headdresses, war masks, and veils at a crafting spot
Manufacturing clothing uses the colonist's Crafting skill. Some clothing items cannot be manufactured
Clothing values and materials
Clothes are typically made from textiles - i.e. fabrics and leathers. Their stats vary heavily based on the material. Picking the right material for any piece of clothing is far from arbitrary and the default setting will just have nearly all materials checked. The algorithm by which the crafter picks which material to use is unknown.
General summaries of the primary types are available below, and specific statistics can be directly compared on the Textiles table.
Advanced fabrics tend to have significantly better armor values and at least comparable thermal resistance values, meaning they can easily replace cloth in every application but are harder to come by.
Wool is a subtype of Fabric. Can only be acquired from domesticated animals. They offer very weak protection and are highly flammable but offer high insulation multipliers and are very easy to acquire in amounts. Care must be taken to not mix up the Wool and Leather from an animal, as they have very different values.
Leathers and Skins
Leathers offer pretty good defense and are easy to acquire in most biomes as a sub product of hunting. Leather are defined by the type of animal they were taken from. While they generally provide good armor, their insulation multipliers can vary significantly - both significantly below and above cloth. They always have a high Heat and Blunt damage resistance, with low flammability.
|Name||Research Requirement||Fabric||Leathery||Sharp||Blunt||Heat||Cold Insulation||Heat Insulation||Special||Upper Head||Full Head|
|Cowboy hat||Complex Clothing||Y||Y||20%||20%||20%||10%||50%||+10% Social Impact||Y||N|
|Bowler hat||Complex Clothing||Y||Y||20%||20%||20%||10%||40%||+15% Social Impact||Y||N|
|Tribal headdress||None||Y||N||20%||20%||20%||10%||15%||+15% Social Impact||Y||N|
|War veil||None||Y||N||20%||20%||20%||5%||5%||+5% Pain Shock Threshold||N||Y|
|Psychic foil helmet||N/A||N||N||9%||9%||27%||2°C||1°C||-90% Psychic Sensitivity||Y||N|
|Top hat||Noble Apparel||Y||Y||0%||0%||0%||10%||25%||+20% Social Impact||Y||N|
|Ladies hat||Noble Apparel||Y||Y||0%||0%||0%||10%||25%||+20% Social Impact||Y||N|
|Beret||Noble Apparel||Y||Y||0%||0%||0%||7%||15%||+10% Social Impact||Y||N|
|Coronet||Royal Apparel||N||N||0%||0%||0%||0%||0%||+20% Social Impact||Y||N|
|Crown||Royal Apparel||N||N||0%||0%||0%||0%||0%||+20% Social Impact||Y||N|
|Stellic crown||N/A||N||N||0%||0%||0%||0%||0%||+20% Social Impact||Y||N|
|Hood||N/A||Y||Y||0%||0%||0%||10%||25%||+20% Social Impact||Y||N|
|Name||Fabric||Leathery||Armor||Cold Insulation||Heat Insulation||Upper Body||Lower Body||On Skin||Middle||Outer||Market Value||Material Amount|