Difference between revisions of "Hood"

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Line 5: Line 5:
 
| type = Gear
 
| type = Gear
 
| type2 = Clothing
 
| type2 = Clothing
 +
| tech level = Medieval
 
| hp = 80
 
| hp = 80
 
| work to make = 6000
 
| work to make = 6000

Revision as of 04:42, 31 August 2022

Hood

Hood

"A draped hood which covers the head and ears."

Base Stats

Type
GearClothing
Tech Level
Medieval
Mass
0.10 kg
HP
80

Apparel

Insulation Factor - Cold
0.1×
Insulation Factor - Heat
0.25×
Armor Factor - Sharp
0.2
Armor Factor - Blunt
0.2
Armor Factor - Heat
0.2
Coverage
Head, Left Ear, Right Ear
Layer
Headgear

Creation

Crafted At
Hand tailor bench / Electric tailor bench
Work To Make
6,000 ticks (1.67 mins)
Stuff Tags
Fabric, Leathery
Resources to make
Stuff 50
Technical
tags
BestowerHood


The hood is a clothing item initially added in the Royalty DLC but now part of RimWorld core. They provide a +20% increase to Social Impact.

Acquisition

Hoods can only be made at electric or hand tailor benches which require Complex Clothing to be researched in order to be constructed. Each hood requires Stuff 50 Stuff (Fabric/Leathery) and 6,000 ticks (1.67 mins) of work.

They can also be purchased from traders, and a red hood can be found on every Bestower.Content added by the Royalty DLC

Summary

Hoods offers a 20% increase to Social Impact. Nota bene: Social impact predominately affects the Opinion bonuses and maluses pawn interactions can create, the success chance of SpeechesContent added by the Royalty DLC and some ritualsContent added by the Ideology DLC. It does NOT affect trade prices as that is instead dependent on Trade Price Improvement, nor does it affect prisoner recruitment, beyond slightly hastening how quickly the prisoners like the warden, as that is instead dependent on Negotiation Ability.

Analysis

Hoods compete with the wide variety of social hats available, including several added by the Royalty DLC. With little in the way of armor and not a leader in either type of insulation, hoods will typically only be used when their Social Impact bonus is required. They are inferior to, should be exchanged for, literally any other headgear unless the social impact buff is required. The hood should never be worn when protection is required - they can be worn in non-combat situations, and switched for a helmet on the battlefield

The only real other core-only competitor is the bowler hat. In comparison, the hood offers a larger social impact bonus in exchange for inferior cold resistance and 250% of the cost. That said, if the social buff is necessary the extra cost is likely worth it. And if you aren't after the social buff, why aren't you making cowboy hats or helmets?

Compared to the top and ladies hat, the hood mostly mirrors the hats but does have some advantages over them. They provide the same social impact, have the same cost, and while the hood does provide some armor to the hats' none, it is unlikely to be enough to matter. The key differences are:

  1. That the hood only requires Complex Clothing to be researched, not Noble Apparel.
  2. That the hood can't be used for nobles
  3. That the hood is unisex, and doesn't give either gender a mood debuff
  4. That the hood has the exact inverse insulation, offering better heat while the hats offer better cold.

Thus, unless the cold insulation is likely to be relevant, or you require the hats for your nobles anyway, the hood is superior to them.

Material table

  • Material Sharp Blunt Heat Item HP Insulation - Cold Insulation - Heat Market Value
    Bearskin Hood 22.4% 4.8% 30% 104 -2 °C (-3.6 °F) +5 °C (9 °F) 192 Silver
    Birdskin Hood 13.4% 2.8% 30% 80 -1 °C (-1.8 °F) +2.5 °C (4.5 °F) 112 Silver
    Bluefur Hood 16.2% 4.8% 30% 104 -2 °C (-3.6 °F) +4 °C (7.2 °F) 137 Silver
    Camelhide Hood 16.2% 4.8% 30% 104 -1.6 °C (-2.9 °F) +6 °C (10.8 °F) 137 Silver
    Chinchilla fur Hood 13.4% 2.8% 30% 80 -3 °C (-5.4 °F) +4 °C (7.2 °F) 345 Silver
    Dog leather Hood 16.2% 4.8% 30% 104 -1.4 °C (-2.5 °F) +4 °C (7.2 °F) 122 Silver
    Dread leather Hood 25.4% 4.8% 30% 104 -2 °C (-3.6 °F) +3 °C (5.4 °F) 197 Silver
    Elephant leather Hood 22.4% 4.8% 30% 120 -1.4 °C (-2.5 °F) +3 °C (5.4 °F) 143 Silver
    Foxfur Hood 16.2% 4.2% 30% 80 -2 °C (-3.6 °F) +4 °C (7.2 °F) 197 Silver
    Guinea pig fur Hood 13.4% 2.8% 30% 48 -3.8 °C (-6.8 °F) +4.5 °C (8.1 °F) 270 Silver
    Heavy fur Hood 24.8% 4.8% 30% 120 -3 °C (-5.4 °F) +3.5 °C (6.3 °F) 187 Silver
    Human leather Hood 12.8% 4.8% 30% 104 -1.2 °C (-2.2 °F) +3 °C (5.4 °F) 230 Silver
    Lightleather Hood 10.8% 2.8% 30% 80 -1.2 °C (-2.2 °F) +3 °C (5.4 °F) 117 Silver
    Lizardskin Hood 16.2% 5.4% 30% 80 -1.2 °C (-2.2 °F) +3 °C (5.4 °F) 127 Silver
    Panthera fur Hood 18.6% 4.8% 30% 104 -1.6 °C (-2.9 °F) +6 °C (10.8 °F) 172 Silver
    Patchleather Hood 9% 3.8% 18% 80 -0.9 °C (-1.6 °F) +2.25 °C (4.1 °F) 97 Silver
    Pigskin Hood 12.8% 4.8% 30% 104 -1.2 °C (-2.2 °F) +3 °C (5.4 °F) 117 Silver
    Plainleather Hood 16.2% 4.8% 30% 104 -1.6 °C (-2.9 °F) +4 °C (7.2 °F) 127 Silver
    Rhinoceros leather Hood 25.8% 4.8% 30% 120 -1.4 °C (-2.5 °F) +3.5 °C (6.3 °F) 230 Silver
    Thrumbofur Hood 41.6% 7.2% 30% 160 -3.4 °C (-6.1 °F) +5.5 °C (9.9 °F) 720 Silver
    Wolfskin Hood 20.4% 4.8% 30% 104 -2.4 °C (-4.3 °F) +4 °C (7.2 °F) 172 Silver
    Alpaca wool Hood 7.2% 0% 22% 80 -3 °C (-5.4 °F) +4 °C (7.2 °F) 210 Silver
    Bison wool Hood 7.2% 0% 22% 80 -2.6 °C (-4.7 °F) +3 °C (5.4 °F) 157 Silver
    Cloth Hood 7.2% 0% 3.6% 80 -1.8 °C (-3.2 °F) +4.5 °C (8.1 °F) 97 Silver
    Devilstrand Hood 28% 7.2% 60% 104 -2 °C (-3.6 °F) +6 °C (10.8 °F) 295 Silver
    Hyperweave Hood 40% 10.8% 57.6% 192 -2.6 °C (-4.7 °F) +6.5 °C (11.7 °F) 470 Silver
    Megasloth wool Hood 16% 0% 22% 80 -3.4 °C (-6.1 °F) +3 °C (5.4 °F) 157 Silver
    Muffalo wool Hood 7.2% 0% 22% 80 -2.8 °C (-5 °F) +3 °C (5.4 °F) 157 Silver
    Sheep wool Hood 7.2% 0% 22% 80 -2.6 °C (-4.7 °F) +2.5 °C (4.5 °F) 157 Silver
    Synthread Hood 18.8% 5.2% 18% 104 -2.2 °C (-4 °F) +5.5 °C (9.9 °F) 220 Silver

    Assuming Normal quality, for the effect of other qualities, see Quality.
  • Trivia

    This is one of very few items to transition between DLC and Core, originally being introduced as part of the Royalty DLC but later being integrated into the base game. The techprint is the only other known example, but it did the reverse.

    Version history

    • Added by the 1.2 update with Bestowers.
    • 1.2.2753 - Insulation against cold increased from 0 to 0.1x, insulation against heat increased from 0 to 0.25x.
    • 1.3.3066 - Made craftable. Transferred from Royalty DLC to RimWorld Core. Work To Make increased from 1,200 ticks to 6,000 ticks.
    • 1.3.3200 - Armor multipliers increased from 0 to 0.2
    • ? - No longer meets the headwear requirements of nobles. Previously could substitute for the top hat/ladies hat.