- 1 Armor rating
- 2 Insulation
- 3 Flammability
- 4 Damaged apparel
- 5 Quality Effects
- 6 Clothing Layers
- 7 Nudity
- 8 Special Values
- 9 Tainted Apparel
- 10 Disposal
- 11 Materials
- 12 Common Combinations
- 13 Comparison Table
- 14 Version History
Apparel is worn by your colonists to protect them from extreme temperatures or from damage in combat. See a pawn's Gear tab to see what apparel they are wearing.
There are several types of armor ratings;
|Blunt||Armor - Blunt||Protection against blunt damage like club attacks, rock falls, and explosions.|
|Piercing||Armor - Piercing||Protection against piercing damage like bullets, knife stabs, and animal bites.|
|Heat||Armor - Heat||Protection against temperature-related damage like burns.|
Each effective point of armor gives 0.5% to harmlessly deflect damage, and another 0.5% chance to mitigate it, instead receiving half the damage as blunt damage. Each effective armor point below 100% results in a net 0.75% reduction in damage, while each point above results in a 0.25% reduction. This means that at 200% effective armor rating, colonists will be completely immune to damage; this currently works only on heat damage which lacks armor penetration, and can be seen on mechanoids.
Cataphract armor at Legendary quality comes at a close second, reaching 200% sharp rating, though all sharp attacks have armor penetration meaning that even a pawn hit too many times will fall.
In-game this is calculated as follows:
- The armor rating is reduced by the armor penetration value, dependent on the weapon.
- The remaining armor rating is then compared against a random number from 0 to 100:
- If the random number is under half the armor rating, the damage deflects harmlessly.
- If the random number is over half the armor rating, but not higher than the armor rating, the damage is halved and sharp damage is changed to blunt.
- If the random number is greater than the armor rating, the armor has no effect.
- Maximum armor rating is at 200%.
Armor is calculated per piece of apparel, from the outside in. Armor mitigation does stack multiplicatively, e.g. 2 pieces of clothing or armor will mitigate damage twice for 25% damage. Armor Penetration is also applied on each layer, this means that apparel with low armor values will do little or nothing against projectiles with high armor penetration.
For example a pawn with both a devilstrand shirt with sharp armor of 28% and a toughskin gland with sharp armor 35% would always receive full damage from a charge rifle, as its armor penetration of 35% completely nullifies the protection of both items. This is why higher armor values are generally preferred over multiple layers of much lower armor values. However there is little reason not to stack the best protection on your pawns when the items not mutually exclusive. A hyperweave shirt might still stop an assault rifle bullet that penetrates a flak vest, and it could be the only thing protecting the pawns arm.
Note that armor does not stop weapons with sufficient stopping power from staggering colonists, even if the damage is deflected.
Insulation offers protection against extreme temperatures like freezing cold and scorching heat. Every pawn and every animal has a natural range of acceptable temperatures. By default a naked human has a very narrow acceptable temperature range (16°C - 26°C), so you'll need to wear apparel to survive in the harsh environment of a rimworld.
Insulation from a single piece of apparel
Apparel can offer "Insulation - Cold", which protects from cold temperatures, and "Insulation - Heat" which protects from hot temperatures. The amount of insulation a piece of apparel offers is equal to:
Insulation = Material insulation * Apparel insulation_factor * Quality multiplier
- Material insulation: the textile used to create an article of clothing has a large impact on how much insulation a piece of apparel offers. For example, muffalo wool offers 30°C of insulation from cold, while birdskin only offers 10°C. See textiles for a full comparison.
- Apparel insulation factor: each type of apparel has an insulation factor associated with it. For example, a parkas have an insulation - cold factor of 2.0, so a normal muffalo wool parka offers 60°C of insulation from cold. See clothing for a full comparison.
- Quality multiplier: the quality of an item influences it's insulation as well. For example, legendary quality offers a 1.8x increase in insulation, so a legendary muffalo wool parka offers 108°C of insulation from cold. See quality for a full comparison.
Total insulation for a pawn
The total insulation for a pawn is the sum of the insulation from each piece of apparel. A pawn's minimum comfortable temperature is reduced by their total Insulation - Cold, while their maximum comfortable temperature is increased by their Insulation - Heat.
For example, consider a pawn wearing a legendary muffalo wool parka and a poor quality cloth button-down shirt. By default, humans have an acceptable temperature range of 16°C - 26°C. We can find the new temperature range by computing the insulation from the clothing, then adding to the base insulation:
Computing insulation from clothing
Parka cold insulation = muffalo wool cold insulation * parka cold insulation factor * legendary modifier = 30°C * 200% * 1.8 = 108°C
Parka heat insulation = muffalo wool heat insulation * parka heat insulation factor * legendary modifier = 12°C * 0% * 1.8 = 0°C
Shirt cold insulation = cloth cold insulation * shirt modifier * poor modifier = 18°C * 26% * 0.9 = 4.2°C
Shirt heat insulation = cloth heat insulation * shirt modifier * poor modifier = 18°C * 10% * 0.9 = 1.6°C
Adding to base insulation
Minimum acceptable temperature = default minimum acceptable temperature - parka cold insulation - shirt cold insulation = 16 - 108 - 4.2 = -96.2°C
Maximum acceptable temperature = default maximum acceptable temperature + parka heat insulation + shirt heat insulation = 26 + 0 + 1.6 = 27.6°C
So the new comfortable range is -96.2°C - 27.6°C
How likely the item is to burst into flames while in storage. Often Heat Protection and this value are related. It is entirely dependent on the material.
It is unclear if it affects the chance for a Pawn to catch fire while standing in a burning tile.
Apparel, including armor, take damage from wear and tear over time and when it gets hit and blocks damage for the wearer. It takes a constant fraction of incoming damage instead of absorbing all prevented damage, so high-quality armor lasts about the same time as low-quality 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.
|20% - 50%||"Wearing worn-out apparel"||-3|
|below 20%||"Wearing tattered apparel"||-5|
Durability does not affect stats such as protection and insulation.
|Market Value||Max Market Value Gain||Deterioration Rate||Beauty|
|Full Head||Head, Ears, Nose, Jaw, Eyes||×|
|Shoulders||Left & Right Shoulder||×||×||×|
|Arms||Left & Right Arm||×||×||×|
Each kind of gear is worn on a specific location of a person's body. That location is determined by two things:
- The body part groups it covers.
- 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.
You cannot wear two pieces of apparel with overlapping coverage in the same layer.
Male colonists are considered naked when their legs are not covered, while female colonists are considered naked when either their legs or chest are not covered. Most colonists will receive a -6 mood penalty from being naked, triggering an alert prompting the player to seek suitable clothing.
For Nudists the opposite is true - they receive a +20 mood bonus while naked and a -3 mood penalty while clothed.
Clothing can have very specific secondary values. The more common ones are:
- Negative movement Speed. This is mostly seen with armor
- Bonus to social skills. This is a extremely common stat for any form of headwear that is not armor
- Pain Threshold. Specific to Tribal clothing, this increases when a character will collapses from damage
Apparel stripped from corpses is considered tainted apparel and is noted with a T. Colonists wearing tainted apparel gain a persistent mood debuff as long as they're wearing it- colonists with Bloodlust do not seem to mind, however.
|Number of items||Debuff|
Disposal is usually the only option as traders do not buy them, however some items can be smelted
Apparel can be destroyed using a crematorium or a campfire. Simply create a "Burn apparel" bill, and be sure to uncheck anything you want to keep. Alternatively, it can be left outside to decay over time, left in flowing water to hasten that decay, or a molotov cocktail or incendiary launcher can be used to set it alight until it burns away.
A number of Materials is available for Clothing and Armor. Not every piece supports every material and a lot of the protective power of armor and insulation of clothing actually comes from the used material, rather than something unique to the item.
These materials are primarily used for armor. It includes any metal and in rare cases, even wood or stone might be supported.
|Name||Stuff Category||Sharp||Blunt||Heat||Cold Insulation||Heat Insulation||Item HP||Market Value||Commonality||Flammability|
All variants of Fabric and Leathers.
|Name||Stuff Category||Sharp||Blunt||Heat||Cold Insulation||Heat Insulation||Item HP Multiplier||Market Value||Commonality||Flammability|
|Woolbase||Fabric||36%||0%||36%||Cold Insulation||Heat Insulation||?||2.7||0.12||?|
- See also: Clothing Layers
On Skin Layer
This layer is dominated by two options: Tribalwear or Shirt + Pants
Tribalwear offers the best thermal insulation. Meanwhile, Shirt+Pants in turn has better armor values and coverage. The T-shirt is an inferior version of the button down shirt and should be avoided unless its reduced material cost is helpful.
The middle layer is not used by any clothing. It is primarily the realm of Armors, which use it to lock out against another.
The Shell layer is primarily for armor and additional clothing layers. They can be combined with shirts, Flak Pants, and Flak Vest.
The Parka is the perfect option for Cold Resistance, as it outright doubles the material values. Accordingly, it should be always made from whatever material has the highest base values.
The Duster is a cowboy attire. Aside from good heat insulation, it also offers decent protection.
The Jacket is a common item. Crashlanded survivors start with one. It is a good balance between protection and insulation.
[[Category:Weapons]] [[Range::>>1]] [[Kind::Weapons]] [[Concept:Ranged Weapons]]
|Name||Armor - Sharp||Armor - Blunt||Armor - Heat||Insulation - Heat||Insulation - Cold||Coverage||Occupies Skin||Occupies Middle||Occupies Shell||Occupies Head||Value
|Armorskin gland||52||20||40||Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes||1,475
|Beret||Head, Left Ear, Right Ear||
|Bowler hat||Head, Left Ear, Right Ear||
|Button-down shirt||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm||
|Cape||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg||
|Cataphract armor||120||50||60||6.7||20||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg||3,120
|Cataphract helmet||120||50||60||2||4||Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw||745
|Coronet||Head, Left Ear, Right Ear||
|Cowboy hat||Head, Left Ear, Right Ear||
|Crown||Head, Left Ear, Right Ear||
|Duster||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg||
|Eltex helmet||9||9||27||1||4||Head, Left Ear, Right Ear||500
|Eltex robe||7||0||4||1||15||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg||600
|Eltex shirt||7||0||4||1||5||Torso, Left Shoulder, Right Shoulder||400
|Eltex skullcap||0||0||0||0||0||Head, Left Ear, Right Ear||500
|Eltex vest||7||0||4||1||6||Torso, Neck, Left Shoulder, Right Shoulder||500
|Flak helmet||Head, Left Ear, Right Ear||
|Flak jacket||40||8||10||3||14.4||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm||290
|Flak pants||40||8||10||1||3.5||Left Leg, Right Leg||225
|Flak vest||100||36||27||0||1||Torso, Neck, Left Shoulder, Right Shoulder||225
|Formal shirt||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm||
|Grenadier armor||101||40||49||9||32||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg||2,305
|Gunlink||0||0||0||0||0||Head, Left Ear, Right Ear||345
|Hood||Head, Left Ear, Right Ear||43.98
|Jacket||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm||
|Ladies hat||Head, Left Ear, Right Ear||
|Locust armor||87||35||41||9||32||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg||2,230
|Marine armor||106||45||54||9||32||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg||2,035
|Marine helmet||106||45||54||2||4||Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw||635
|Pants||Left Leg, Right Leg||
|Parka||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm||
|Phoenix armor||115||45||75||100||36||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg||3,480
|Plate armor||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg||
|Prestige cataphract armor||120||50||60||6.7||20||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg||3,930
|Prestige cataphract helmet||120||50||60||2||4||Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw||1,155
|Prestige marine armor||106||45||54||9||32||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg||2,530
|Prestige marine helmet||106||45||54||2||4||Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw||850
|Prestige recon armor||92||40||46||9||32||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg||1,975
|Prestige recon helmet||92||40||46||2||4||Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw||715
|Prestige robe||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg||
|Psychic foil helmet||9||9||27||1||2||Head, Left Ear, Right Ear||250
|Recon armor||92||40||46||9||32||Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg||1,540
|Recon helmet||92||40||46||2||4||Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw||525
|Simple helmet||Head, Left Ear, Right Ear||
|Stellic crown||Head, Left Ear, Right Ear||
|Stoneskin gland||70||30||50||Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes||1,920
|T-shirt||Torso, Left Shoulder, Right Shoulder||
|Top hat||Head, Left Ear, Right Ear||
|Toughskin gland||35||10||30||Head, Left Ear, Right Ear, Left Eye, Right Eye, Nose, Jaw, Torso, Neck, Left Shoulder, Left Arm, Left Hand, Left Fingers, Right Shoulder, Right Arm, Right Hand, Right Fingers, Left Leg, Left Foot, Left Toes, Right Leg, Right Foot, Right Toes||1,030
|Tribal headdress||Head, Left Ear, Right Ear||
|Tribalwear||Torso, Left Leg, Right Leg||
|Tuque||Head, Left Ear, Right Ear||
|War mask||16.2||16.2||12||-0.2||-0.4||Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw||38
|War veil||Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw|
In Beta 18 or earlier each point of armor from 1 - 50% reduced damage by 1%, each point of armor between 51 - 100% provided a 1% chance to not take damage, each point of armor beyond 100% reduced damage by 0.25% and gives a 0.25% chance to not take damage. Total protection capped at 90% damage reduction and 90% deflect chance (i.e. 260% armor rating). As of 0.19, traders will not buy tainted apparel.
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