"A simple set of pants."
- Armor Factor - Sharp
- Armor Factor - Blunt
- Armor Factor - Heat
- Left Leg, Right Leg
- Work To Make
- 1,600 ticks (
- Leathery, Fabric
- Resources to make
- Worker, Soldier
Pants are the most common legwear on the rimworlds, offering a bit of protection from damage, a small amount of insulation, and preventing the "naked" mood debuff (males only need to cover their legs to avoid feeling naked, while females also need to cover their torso).
As a complicated garment, Pants can only be made at tailor benches, which requires Complex Clothing to be researched in order to be constructed. A pair of pants requires 40 of any textile, and 1,600 ticks ( units of work.
Flak pants offer better protection against sharp and blunt damage than most types of pants, but require 30 cloth, 60 steel, and 1 component to craft. Compared to regular pants (all at normal quality):
- Flak pants offer 40% armor - sharp: equivalent to hyperweave pants, slightly worse than thrumbofur pants (41.6%), but better than devilstrand pants (28.0%)
- Flak pants offer 8.0% armor - blunt: better than devilstrand pants (7.2%) but worse than hyperweave pants (10.8%). However, almost every blunt threat has sufficient AP to effectively ignore the armor of either option, so the effect of this distinction is minimal at best.
- Flak pants offer 10% armor - heat: worse than every single type of pants except cloth (3.6%). Devilstrand pants offer the best heat protection of any pants (60%)
- Flak pants have a -0.12 cells per second move speed penalty when worn
- Flak pants also cover the middle clothing layer, preventing a colonist from wearing both flak pants and marine armor
Overall, flak pants are strictly worse than hyperweave pants of equivalent quality, giving worse armor, insulation, and a move speed penalty. However, flak pants offer better protection than most textile-based pants (including devilstrand), making them appealing for colonists looking for a boost in armor with a lower move speed penalty than plate armor or marine armor
- Tribalwear has identical armor values, but less coverage (tribalwear doesn't cover the arms and neck)
- Tribalwear has better insulation - cold (55% vs. 46%)
- Tribalwear has much better insulation - heat (55% vs. 18%)
- Tribalwear has lower materials and work cost (60 textiles and 30 work vs. requires 85 textiles and 72 work)
A bit of extra neck and arm protection is usually seen as valuable enough to merit the lower insulation and higher crafting cost of pants and a button-down. But colonists in ultra-hot biomes may prefer the better insulation, especially when first starting out.
|Material||Sharp||Blunt||Heat||Item HP||Insulation - Cold||Insulation - Heat||Market Value|
|Chinchilla fur Pants||13.4%||2.8%||30%||100||-6°C||+1.28°C||265|
|Dog leather Pants||16.2%||4.8%||30%||130||-2.8°C||+1.28°C||86|
|Elephant leather Pants||22.4%||4.8%||30%||150||-2.8°C||+0.96°C||103|
|Guinea pig fur Pants||13.4%||2.8%||30%||60||-7.6°C||+1.44°C||205|
|Heavy fur Pants||24.8%||4.8%||30%||150||-6°C||+1.12°C||138|
|Human leather Pants||12.8%||4.8%||30%||130||-2.4°C||+0.96°C||174|
|Panthera fur Pants||18.6%||4.8%||30%||130||-3.2°C||+1.92°C||126|
|Rhinoceros leather Pants||25.8%||4.8%||30%||150||-2.8°C||+1.12°C||174|
|Alpaca wool Pants||7.2%||0%||22%||100||-5.6°C||+1.28°C||114|
|Bison wool Pants||7.2%||0%||22%||100||-5.2°C||+0.96°C||114|
|Megasloth wool Pants||16%||0%||22%||100||-6.8°C||+0.96°C||114|
|Muffalo wool Pants||7.2%||0%||22%||100||-6°C||+0.96°C||114|
|Sheep wool Pants||7.2%||0%||22%||100||-5.2°C||+0.8°C||114|