Clothing

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Clothes are wearing gear that provide cover of nudity for those who feel shame, as well as protection from weather and climate. Tribalwear can be crafted at a crafting spot and every other piece at the tailor's workbench. These items can be assigned and managed on the Outfits screen from the Assign screen which provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs. Armor, is another kind of item that offers protection from harm. Clothing can be sold to traders at 70% market price.

If you don't have enough warm clothing for every colonist, an alert letter will show up "Need warm clothes". Non-nudists that don't have sufficient coverage will result in an alert letter saying "Unhappy Nudity". Items left exposed with no roof will slowly deteriorate until it disintegrates without a trace. Once a piece reaches zero percent, it will wear away to nothing.

Clothing worn away to nothing.png


Damaged apparel

Clothing when worn suffers wear and tear and loses hit points over time. Apparel becomes damaged when the wearer is injured from violence, and takes the damage it absorbs as armor.

A colonist wearing badly damaged apparel will have one of the following thoughts. These debuffs do not stack, only one is given based on the apparel with the worst condition.

HP Thought Debuff
20% - 50% "Wearing worn-out apparel" -3
below 20% "Wearing tattered apparel" -5

Nudity

Colonists whose legs are not covered by clothing will be considered naked and will receive the appropriate mood penalties. Colonists not happy about nudity will cause an alert to trigger prompting the player to seek suitable clothing.

Clothing Values

Clothing can provide all kinds of armor. While not nearly as effective as proper armor in this regard, clothing can offer a modicum of protection for all body parts, without affecting movement or workspeed and often while adding to armor worn above/below. However some of them can work like a light form of armor, including providing armor associated penalties.

They can also provide Heat Resistance and Cold Resistance, wich is something armor does not generally provide in relevant amounts.

The formula of every value before Item Hitpoints is (ItemValue + Material Offset) * Material Multiplier * Quality Multiplier. Picking the right base item with the Right Multiplier is often more important then any offsets.

A number of Items have Positive Social Impact. These are irrespective of Material and Quality.

Material

If clothes make the man, materials make the clothes. 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 algorythm by wich the crafter picks the material to use is unkown.

Cloth

Cloth is the most "boring" Material of all. It has no offsets or multipleirs of any kind. That makes it suiteable as a baseline to compare everything else against. It also can be easily farmed from Plants.

Leathers

Leathers offer pretty good defenses and are easy to aquire. Leather types are defined by the Animal they come from. All Leathers seem to use the same Leather base values, however especially thermal resistancces and Marketvalue are often overriden on a per-speceies level (going from x0.5 to 2.0 with no apparent Rhyme or reason). On armor values they are almsot entirely interchangeable.

Wools

Wool can only be aquired from Domestic Animals, and has high Thermal Multpliers. That can make them both the best and the worst clothing for Thermal Resistance. It does not offer relevant protection.

Care most be taken to not mix up the Wool and Leather from a animal.

Advanced Fabrics

Sporting both Offsets and decent Multipleirs, these are often the best material to make protective not-quite Armor from. Thermal resistances are neither a strenght nor a weakness, making them good replacements for cloth.

Protection

Sharp and Blunt Armor

Most Items have identical Armor values for Sharp and Blunt protection and most materials have the same offsets and multipliers against both. See [Armor] on picking the right amounts.

However there are a few Exceptions like Dusters and Parkas, wich work more like Armor and thus provide better Sharp Protection. In the same way, advanced Fabrics tend to offer more protection by adding a offset and high Multiplier.

Heat Armor

Not to be mistaken for Heat Resistance, this provides protection against fire Damage, including natural fires and fire based weapons.

Materials that have high Heat Resistence also tend to have high Fire ones, but the best ones are oddly among the leathers.

Electric Armor

Electric Armor is no longer in use by the game. Electrical attacks now Stun applicatable targerts (like Mechanoids), rather then dealing Physical damage.

Cold Resistance

Practically all clothing has some level of Cold Resistance. A deeply negative value is often the goal. Even Normal quality Cloth Jacket, Pants and Button-Down Shirt easily provide -22°C Cold Resistance, often being enough for most biomes with plantgrowth if added to a pawns base value. And all that without interfering with movement speed or relevant parts of the Armor. But Wool can be used as material and easily tripple that value to -66°C.

Only for really extreme cases, specialized clothing like a Duster or even Parka might be nessesary. And a wool Parka can easily offer -120°C on it's own, but at a cost to Workspeed, Movement Speed and -9°C Heat Resistance (see there).

Heat Resistance

Not overheating is a lot more tricky then staying Warm, as there is often a lot more heat sources then cold ones. Generally a high positive value is preferable with a low positive being a big issue even with normal indoor temperatures.

Clothing here can swing into any of 3 directions:

  • Neutral. This clothing provides no positive or negative heat resistance. The material multipliers are irrelevant at least for this Metric. This is very common.
  • Keeps Cool/Positive Heat Resistance (+X °C). These clothing keep cool/increase the upper thermal treshold. Mostly these are associated with the more "Western" attire, but some odd cases like Helmets provide it too. Cowboy Hat and Duster provide +22 °C. If you have such a Item, you want to maximize the value using a high Material Multiplier using Wool, in particular Alpalca or Camel wool.
  • negative heat resistance(-X°C). This one makes a character more prone to overheating and should always be considered a negatvie value to be avoided. Items with exceptional Cold Resistance tend to have this too, so for this case the material becomes a tricky question: If you want to maximise Cold Protection, that usually involves also ending up with a high Heat Multiplier.

Deadmans Apparel

Clothing stripped from corpses is considered dead man's apparel and is noted with a D. Dead man's apparel status applies a 10% multiplier to its market value, greatly reducing its sell cost. Colonists wearing dead man's apparel gain a persistent mood debuff as long as they're wearing it.

Number of items Debuff
1 -3
2 -5
3 -7
4+ -8

Clothing Layers


On Skin Middle Shell Over Head
Full Head Nose, Jaw, Eyes ×
Upper Head Head, Ears ×
Arms Shoulders, Arms × × ×
Torso Torso, Neck × × ×
Legs Legs × × ×

Each kind of gear is worn on a specific location of a person's body. That location is determined by two things:

  1. The body part groups it covers.
  2. The layer or layers it occupies. A layer basically says how far away from the body a piece of gear is worn.

Which body parts have which layers is shown in the table on the right; layers and body parts which are not currently used by gear were omitted.

On Skin Layer

Pants.png

Pants

A simple set of pants.

Boring old pants. Not visible on humans.

Market
Value
Silver 128
Material
cost
Cloth 50
Work
to Craft
117
Protects Legs
Blunt Sharp Heat Electric
Fabric Cloth 3% 3% 0% 0%
Synthread 6% 9.9% 12% 12%
Devilstrand 10.4% 16% 0% 15%
Hyperweave 9.6% 24% 6% 0%
Leather most 4.5% 4.5% 0% 0%
Rhinohide 6% 7.5% 0% 0%
Pigskin 4.5% 4.5% 0% 0%
Thrumbofur 10.5% 12% 0% 0%
Keeps Warm
Minimum
Fabric Cloth −3°C
Alpaca wool −8.7°C
Megatherium wool −9.3°C
Muffalo wool −9°C
Camelhair −8.4°C
Synthread −3.75°C
Hyperweave −3.3°C
Leather Thrumbofur −4.05°C
Arctic wolfskin −3.75°C
Lynxskin −3.45°C


T-Shirt.png

T-shirt

A basic T-shirt.

Most colonists start with this or the button-down shirt.

Market
Value
Silver 120
Material
cost
Cloth 50
Work
to Craft
84
Protects Torso and Shoulders
Blunt Sharp Heat Electric
Fabric Cloth 3% 3% 0% 0%
Synthread 6% 9.9% 12% 12%
Devilstrand 10.4% 16% 0% 15%
Hyperweave 9.6% 24% 6% 0%
Leather most 4.5% 4.5% 0% 0%
Rhinohide 6% 7.5% 0% 0%
Pigskin 4.5% 4.5% 0% 0%
Thrumbofur 10.5% 12% 0% 0%
Keeps Warm
Minimum
Fabric Cloth −3°C
Alpaca wool −8.7°C
Megatherium wool −9.3°C
Muffalo wool −9°C
Camelhair −8.4°C
Synthread −3.75°C
Hyperweave −3.3°C
Leather Thrumbofur −4.05°C
Arctic wolfskin −3.75°C
Lynxskin −3.45°C


Button-Down Shirt.png

Button-down shirt

A nice-looking collared shirt with buttons.

A nicer and slightly better formal shirt.

Market
Value
Silver 140
Material
cost
Cloth 55
Work
to Craft
125
Protects Torso, Shoulders and Arms
Blunt Sharp Heat Electric
Fabric Cloth 3% 3% 0% 0%
Synthread 6% 9.9% 12% 12%
Devilstrand 10.4% 16% 0% 15%
Hyperweave 9.6% 24% 6% 0%
Leather most 4.5% 4.5% 0% 0%
Rhinohide 6% 7.5% 0% 0%
Pigskin 4.5% 4.5% 0% 0%
Thrumbofur 10.5% 12% 0% 0%
Keeps Warm
Minimum
Fabric Cloth −4°C
Alpaca wool −11.6°C
Megatherium wool −12.4°C
Muffalo wool −12°C
Camelhair −11.2°C
Synthread −5°C
Hyperweave −4.4°C
Leather Thrumbofur −5.4°C
Arctic wolfskin −5°C
Lynxskin −4.6°C


On Skin and Middle Layers

Tribalwear.png

Tribalwear

A garment crafted without machines using neolithic tools.

Resource-cheap and practical. The neolithic raiders are usually dressed in these. Offers more warmth than a button-down shirt and pants combined despite using a third of the materials, but it leaves the shoulders and arms vulnerable and can't be worn with armor.

Market
Value
Silver 82.8
Material
cost
Cloth 35
Work
to Craft
54
Protects Torso and Legs
Blunt Sharp Heat Electric
Fabric Cloth 3% 3% 0% 0%
Synthread 6% 9.9% 12% 12%
Devilstrand 10.4% 16% 0% 15%
Hyperweave 9.6% 24% 6% 0%
Leather most 4.5% 4.5% 0% 0%
Rhinohide 6% 7.5% 0% 0%
Pigskin 4.5% 4.5% 0% 0%
Thrumbofur 10.5% 12% 0% 0%
Keeps Warm
Minimum
Fabric Cloth −10°C
Alpaca wool −29°C
Megatherium wool −31°C
Muffalo wool −30°C
Camelhair −28°C
Synthread −12.5°C
Hyperweave −11°C
Leather Thrumbofur −13.5°C
Arctic wolfskin −12.5°C
Lynxskin −11.5°C


Shell Layer

Duster.png

Duster

A long duster coat for blocking the sun and grit of the desert.

The stylish and tough duster, with a small but notable amount of heat protection. Currently one of three pieces of clothing which keeps cool making it useful in deserts.

Market
Value
Silver 250
Material
cost
Cloth 80
Work
to Craft
367
Protects Torso, Shoulders, Arms and Legs
Blunt Sharp Heat Electric
Fabric Cloth 3% 7% 7% 0%
Synthread 6% 16.5% 40% 12%
Devilstrand 10.4% 24% 7% 15%
Hyperweave 9.6% 40% 20% 0%
Leather most 4.5% 10.5% 11.9% 0%
Rhinohide 6% 17.5% 11.9% 0%
Pigskin 4.5% 10.5% 28% 0%
Thrumbofur 10.5% 28% 22.4% 0%
Keeps Warm
Minimum
Fabric Cloth −15°C
Alpaca wool −43.5°C
Megatherium wool −46.5°C
Muffalo wool −45°C
Camelhair −42°C
Synthread −18.75°C
Hyperweave −16.5°C
Leather Thrumbofur −20.25°C
Arctic wolfskin −18.75°C
Lynxskin −17.25°C
Keeps Cool
Maximum
Fabric Cloth +15°C
Alpaca wool +51°C
Megatherium wool +46.5°C
Muffalo wool +45°C
Camelhair +54°C
Synthread +18.75°C
Hyperweave +16.5°C
Leather Thrumbofur +20.25°C
Arctic wolfskin +18.75°C
Lynxskin +17.25°C
Move Speed −0.04 c/s


Jacket.png

Jacket

A tough jacket to stop scrapes and bruises, and keep one warm in chilly weather.

Very slightly better than the duster in sharp protection and a slightly smaller move speed penalty,.

Market
Value
Silver 188
Material
cost
Cloth 70
Work
to Craft
200
Protects Torso and Arms
Blunt Sharp Heat Electric
Fabric Cloth 0% 8% 3% 0%
Synthread 3% 18.15% 24% 12%
Devilstrand 6.5% 26% 3% 15%
Hyperweave 4.8% 44% 12% 0%
Leather most 0% 12% 5.1% 0%
Rhinohide 0% 20% 5.1% 0%
Pigskin 0% 12% 12% 0%
Thrumbofur 0% 32% 9.6% 0%
Keeps Warm
Minimum
Fabric Cloth −15°C
Alpaca wool −43.5°C
Megatherium wool −46.5°C
Muffalo wool −45°C
Camelhair −42°C
Synthread −18.75°C
Hyperweave −16.5°C
Leather Thrumbofur −20.25°C
Arctic wolfskin −18.75°C
Lynxskin −17.25°C
Move Speed −0.03 c/s


Parka.png

Parka

A thick parka for staying warm in even the coldest of temperatures.

The key to domination of the arctic circle. Makes winters, tundras and megalomanic walk-in freezer projects survivable.

Market
Value
Silver 320
Material
cost
Cloth 120
Work
to Craft
334
Protects Torso and Arms
Blunt Sharp Heat Electric
Fabric Cloth 0% 3% 3% 0%
Synthread 3% 9.9% 24% 12%
Devilstrand 6.5% 16% 3% 15%
Hyperweave 4.8% 24% 12% 0%
Leather most 0% 4.5% 5.1% 0%
Rhinohide 0% 7.5% 5.1% 0%
Pigskin 0% 4.5% 12% 0%
Thrumbofur 0% 12% 9.6% 0%
Keeps Really Warm
Minimum Maximum
Fabric Cloth −40°C −3°C
Alpaca wool −116°C −3°C
Megatherium wool −124°C −3°C
Muffalo wool −120°C −3°C
Camelhair −112°C −3°C
Synthread −50°C −3°C
Hyperweave −44°C −3°C
Leather Thrumbofur −54°C −3°C
Arctic wolfskin −50°C −3°C
Lynxskin −46°C −3°C
Move Speed −0.05 c/s
Work Speed −20%


Over Head Layer

CowboyHat.png

Cowboy hat

Stylish yet rugged, this hat keeps the sun and rain off - and it gives anyone who wears it a bit of extra charm. It is the most important part of traditional western attire.

Obvious throw-back to the Western-esque themes of RimWorld. Laugh at the sun while the harmful UV rays harmlessly bounce off your beautiful hat.

Market
Value
Silver 70
Material
cost
Cloth 25
Work
to Craft
84
Protects Upper Head
Blunt Sharp Heat Electric
Fabric Cloth 3% 3% 0% 0%
Synthread 6% 9.9% 12% 12%
Devilstrand 10.4% 16% 0% 15%
Hyperweave 9.6% 24% 6% 0%
Leather most 4.5% 4.5% 0% 0%
Rhinohide 6% 7.5% 0% 0%
Pigskin 4.5% 4.5% 0% 0%
Thrumbofur 10.5% 12% 0% 0%
Keeps Cool
Maximum
Fabric Cloth +8°C
Alpaca wool +27.2°C
Megatherium wool +24.8°C
Muffalo wool +24°C
Camelhair +28.8°C
Synthread +10°C
Hyperweave +8.8°C
Leather Thrumbofur +10.8°C
Arctic wolfskin +10°C
Lynxskin +9.2°C
Social Impact +15%


Tuque.png

Tuque

A soft, thick cap. Great for keeping warm in winter.

In the decision between winter survival and style, some lesser souls will ditch their cowboy hat for a tuque.

Market
Value
Silver 56
Material
cost
Cloth 25
Work
to Craft
25
Protects Upper Head
Blunt Sharp Heat Electric
Fabric Cloth 3% 3% 0% 0%
Synthread 6% 9.9% 12% 12%
Devilstrand 10.4% 16% 0% 15%
Hyperweave 9.6% 24% 6% 0%
Leather most 4.5% 4.5% 0% 0%
Rhinohide 6% 7.5% 0% 0%
Pigskin 4.5% 4.5% 0% 0%
Thrumbofur 10.5% 12% 0% 0%
Keeps Really Warm
Minimum Maximum
Fabric Cloth −10°C −2°C
Alpaca wool −29°C −2°C
Megatherium wool −31°C −2°C
Muffalo wool −30°C −2°C
Camelhair −28°C −2°C
Synthread −12.5°C −2°C
Hyperweave −11°C −2°C
Leather Thrumbofur −13.5°C −2°C
Arctic wolfskin −12.5°C −2°C
Lynxskin −11.5°C −2°C


BowlerHat.png

Bowler hat

A good-looking hat which projects a slightly urban, money-loving style. Improves social impact.

Market
Value
Silver 53.50
Material
cost
Cloth 20
Work
to Craft
75
Protects Upper Head
Blunt Sharp Heat Electric
Fabric Cloth 3% 3% 0% 0%
Synthread 6% 9.9% 12% 12%
Devilstrand 10.4% 16% 0% 15%
Hyperweave 9.6% 24% 6% 0%
Leather most 4.5% 4.5% 0% 0%
Rhinohide 6% 7.5% 0% 0%
Pigskin 4.5% 4.5% 0% 0%
Thrumbofur 10.5% 12% 0% 0%
Keeps Cool
Maximum
Fabric Cloth +4°C
Alpaca wool +13.6°C
Megatherium wool +12.4°C
Muffalo wool +12°C
Camelhair +14.4°C
Synthread +5°C
Hyperweave +4.4°C
Leather Thrumbofur +5.4°C
Arctic wolfskin +5°C
Lynxskin +4.6°C
Social Impact +15%


Tables

Base Values

Clothing Body Area Layer Work Material cost Material/Work Base value Value/Material Blunt Sharp Heat Move Speed Max Temp Min Temp
Pants Legs OnSkin 117 50 0.427 128 2.56 3% 3% - - - -4
T-shirt Torso OnSkin 80 50 0.625 120 2.4 3% 3% - - - -3
Button-down shirt Torso OnSkin 134 55 0.410 140 2.55 3% 3% - - - -4
Tribalwear Torso, Legs OnSkin 34 35 1.029 82.8 2.37 +3% +3% - - - -10
Duster Torso Shell 367 80 0.218 250 3.125 3% 7% 7% -4% +15 -15
Jacket Torso Shell 200 70 0.35 188 2.69 - 8% 3% -3% - -15
Parka Torso Shell 334 120 0.36 320 2.67 - 3% 3% -5% -8 -45
Cowboy hat UpperHead OverHead 84 25 0.298 70 2.8 3% 3% - - +8 -
Tuque UpperHead OverHead 14 25 1.786 56 2.24 3% 3% - - -2 -10

Quality Effects

Quality Armor
Factor
Insulation
Factor
Awful 0.4 0.7
Shoddy 0.7 0.8
Poor 0.85 0.9
Normal 1 1.0
Good 1.1 1.05
Superior 1.3 1.1
Excellent 1.5 1.15
Masterwork 1.7 1.2
Legendary 2.1 1.25
*not confirmed

Material Effects

Material Market Value Multiplier Flammability Blunt Base Sharp Base Heat Base Electric Base Blunt Multiplier Sharp Multiplier Heat Multiplier Electric Multiplier Min Temp Max Temp
Cloth ×1.5 100% - - - - - - - - -  ???
Synthread ×11.0 100% +3% +3% +3% +3% - ×1.65 ×4.0 ×4.0 -  ???
Devilstrand ×12.0 100% +5% +5% - +5% ×1.3 ×2.0 - ×3.0 -  ???
Hyperweave ×45.0 100% +3% +3% +3% - ×1.6 ×4.0 ×2.0 - -  ???
Leather (most) ×1.3 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×2.0  ???
Leather (hare, boomrat, squirrel, raccoon) ×1.3 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×1.7  ???
Leather (tortoise, iguana, cobra) ×1.3 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×1.2  ???
Leather (Timber wolfskin) ×1.3 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 -  ???
Leather (Cowskin) ×1.1 100% - - - - ×1.5 ×1.5 ×2.9 ×4.0 ×0.8  ???
Leather (Cat, Boomalope, Panther) ×1.3 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×0.9 ×0.9
Cassowary leather ×1.3 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×0.9  ???
Capybaraskin ×1.3 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×0.75 ×0.75
Alpacahide ×1.3 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×1.1 ×1.1
Beaverskin ×1.3 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×0.8 ×0.8
Monkeyhide ×1.3 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×0.75 ×0.75
Tortoise leather ×1.3 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×0.5 ×0.5
Human leather ×3.0 100% - - - - ×1.5 ×1.5 ×1.7 ×4.0 ×2.0  ???
Pigskin ×1.5 100% - - - - ×1.5 ×1.5 ×4.0 ×4.0 ×2.0  ???
Rhinohide ×1.5 100% - - - - ×2.0 ×2.5 ×1.7 ×4.0 ×2.0  ???

to Leather

To calculate the final value of an attribute:

(<base value> + <material base value>) * material multiplier

e.g. The blunt defense value of a Devilstrand t-shirt (5% + 3%)*1.3 = 10.4%