Difference between revisions of "Fabrics"
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− | {{ | + | __NOTOC__ |
− | {{ | + | {{see also|Textiles|Leathers}} |
− | {{ | + | '''Fabrics''' are fibrous [[materials]] typically harvested from [[plants]] or sheared from tamed [[animals]] (i.e. [[wool]]). |
− | {{#ask: [[Category: Fabric]] | + | |
+ | == Comparison table == | ||
+ | Below is a list of material effects for fabrics. When a [[stuff]]able item is created from a fabric, each of its base stats is multiplied by a factor for that stat belonging to the material used. Take "Armor - Sharp" for example. For this stat, [[Cloth]] has a ''factor'' of {{Q|Cloth|Armor - Sharp Factor}} and a [[duster]] has base stat of {{Q|Duster|Armor Factor - Sharp}}. Thus, the final "Armor - Sharp" of a Cloth Duster before [[quality]] multipliers is: {{Q|Cloth|Armor - Sharp Factor}} * {{Q|Duster|Armor Factor - Sharp}} or {{#expr: {{Q|Cloth|Armor - Sharp Factor}}*{{Q|Duster|Armor Factor - Sharp}} *100}}% | ||
+ | |||
+ | This process is then repeated for each stat. The material's HP factor is applied to the items base HP, flammability factor to flammability etc. Insulation is not expressed as a percentage and is thus slightly different. For an example of how to calculate the insulation for a given piece of apparel, see [[Apparel#Insulation|Apparel]] | ||
+ | |||
+ | Market value is the notable exception to this direct multiplicative relationship, but the value of a material does have a direct effect on that of the final product. See [[Market Value]] for details. | ||
+ | |||
+ | {{#ask: [[Stuff Category::Fabric]] | ||
+ | | ?Beauty Factor | ||
+ | | ?Max Hit Points Factor | ||
+ | | ?Flammability Factor | ||
| ?Armor - Sharp Factor | | ?Armor - Sharp Factor | ||
| ?Armor - Blunt Factor | | ?Armor - Blunt Factor | ||
| ?Armor - Heat Factor | | ?Armor - Heat Factor | ||
− | | ?Insulation - Cold Factor | + | | ?Insulation - Cold Factor = Insulation - Cold (°C) |
− | | ?Insulation - Heat Factor | + | | ?Insulation - Heat Factor = Insulation - Heat (°C) |
− | + | | ?Market Value Base = Market Value | |
− | | ?Market Value Base | + | | limit = 100 |
| link = subject | | link = subject | ||
− | + | | mainlabel = Name | |
− | | mainlabel=Name | ||
}} | }} | ||
+ | All fabrics have the following modifiers in common: | ||
+ | * [[Property:Work To Make|Work To Make Factor]] and [[Property:Work To Build|Work To Build Factor]] of 1. | ||
+ | |||
+ | == Descriptions == | ||
{{List|Fabric}} | {{List|Fabric}} | ||
− | |||
{{nav|materials|wide}} | {{nav|materials|wide}} | ||
+ | [[Category:Material|#Fabrics]] [[Category:Textile|#Fabrics]] |
Latest revision as of 11:38, 24 April 2022
Fabrics are fibrous materials typically harvested from plants or sheared from tamed animals (i.e. wool).
Comparison table[edit]
Below is a list of material effects for fabrics. When a stuffable item is created from a fabric, each of its base stats is multiplied by a factor for that stat belonging to the material used. Take "Armor - Sharp" for example. For this stat, Cloth has a factor of 0.36 and a duster has base stat of 0.3. Thus, the final "Armor - Sharp" of a Cloth Duster before quality multipliers is: 0.36 * 0.3 or 10.8%
This process is then repeated for each stat. The material's HP factor is applied to the items base HP, flammability factor to flammability etc. Insulation is not expressed as a percentage and is thus slightly different. For an example of how to calculate the insulation for a given piece of apparel, see Apparel
Market value is the notable exception to this direct multiplicative relationship, but the value of a material does have a direct effect on that of the final product. See Market Value for details.
Name | Beauty Factor | Max Hit Points Factor | Flammability Factor | Armor - Sharp Factor | Armor - Blunt Factor | Armor - Heat Factor | Insulation - Cold (°C) | Insulation - Heat (°C) | Market Value |
---|---|---|---|---|---|---|---|---|---|
Alpaca wool | 1.5 | 1 | 1.7 | 0.36 | 0 | 1.1 | 30 | 16 | 3.8 |
Bison wool | 1.5 | 1 | 1.7 | 0.36 | 0 | 1.1 | 26 | 12 | 2.7 |
Cloth | 1 | 1 | 1.2 | 0.36 | 0 | 0.18 | 18 | 18 | 1.5 |
Devilstrand | 3.2 | 1.3 | 0.4 | 1.4 | 0.36 | 3 | 20 | 24 | 5.5 |
Hyperweave | 5.5 | 2.4 | 0.4 | 2 | 0.54 | 2.88 | 26 | 26 | 9 |
Megasloth wool | 1.5 | 1 | 1.7 | 0.8 | 0 | 1.1 | 34 | 12 | 2.7 |
Muffalo wool | 1.5 | 1 | 1.7 | 0.36 | 0 | 1.1 | 28 | 12 | 2.7 |
Sheep wool | 1.5 | 1 | 1.7 | 0.36 | 0 | 1.1 | 26 | 10 | 2.7 |
Synthread | 2.3 | 1.3 | 0.7 | 0.94 | 0.26 | 0.9 | 22 | 22 | 4 |
All fabrics have the following modifiers in common:
- Work To Make Factor and Work To Build Factor of 1.
Descriptions[edit]
The remarkably soft wool of an alpaca. It is warm, protects well from heat, and fetches a high price.
Alpaca wool is a type of fabric gathered by animal handlers by shearing tamed alpacas. Alpaca wool is a very good insulator, and is therefore recommended in clothing like parkas and tuques.
Thick and coarse wool of a bison. Quite warm.
Bison wool is a type of fabric gathered by animal handlers by shearing tamed bison.
Cloth woven from organic fibers.
Cloth is a basic plant-based fabric that can be grown by planting the cotton plant. It can be used to create clothing and a few specialty items like carpets. It is 20% more flammable than most other textiles.
Fabric spun from microfibers extracted from devilstrand mushrooms. It is very tough, good at insulating, and protects exceptionally well against flame.
Devilstrand is a valuable fabric obtained from the devilstrand mushroom. It is an extremely strong fabric, much more protective than cloth and most types of leather.
Nano-fibers woven into sheets molecule-by-molecule using specialized production mechanites. While it flexes freely most of the time, it stiffens to absorb blows as they land, and is incredibly difficult to break. The secrets of its production are known only to the most advanced glitterworld cultures.
Hyperweave is a space age, highly protective and rare fabric produced only on high-tech Glitterworlds.
While somewhat coarse, megasloth wool's long fibers make it very strong. It is very warm.
Megasloth wool is a type of fabric gathered by animal handlers by shearing tamed megasloth. Megasloth wool is the second warmest textile in the game, after Guinea pig fur and tied with Thrumbofur, and is essential for colonies on cold biomes like sea ice and ice sheet. It can be hard to obtain lots of it as it takes quite a while for megasloths to produce the wool (usually only enough to make one parka) and it is rarely sold by traders.
Soft, light and provides very good insulation. Muffalo wool clothes can keep the body warm even in very cold conditions.
Muffalo wool is a type of fabric gathered by animal handlers by shearing tamed muffalos.
Sheep's wool. It provides good insulation.
Sheep wool is a type of fabric gathered by animal handlers by shearing tamed sheep.
Spacer-tech synthetic fabric designed for making ordinary clothes. It is soft, light, strong, and insulates well.
Synthread is a space age type of fabric only available through trading or through random drops.