Difference between revisions of "Cloth"
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It is 20% more flammable than most other textiles, and 300% as flammable as [[Devilstrand]] and [[Hyperweave]]. | It is 20% more flammable than most other textiles, and 300% as flammable as [[Devilstrand]] and [[Hyperweave]]. | ||
− | Cloth will [[Deterioration|deteriorate]] | + | Cloth will [[Deterioration|deteriorate]] when left outside. |
== Acquisition == | == Acquisition == |
Revision as of 15:49, 15 November 2022
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: See leather pages for needed detail/quality. |
Cloth
Cloth woven from organic fibers.
Base Stats
- Stuff Categories
- Fabric
- Stack Limit
- 75
- Mass
- 0.026 kg
- Beauty
- -4
- HP
- 100
- Deterioration Rate
- 4.0
- Flammability
- 120%
- Rotatable
- False
- Path Cost
- 15 (46%)
Stat Modifiers
- Beauty Factor
- ×1
- Work To Make Factor
- ×1
- Work To Build Factor
- ×1
- Max Hit Points
- ×1
- Flammability
- ×1.2
- Armor - Sharp
- ×0.36
- Armor - Blunt
- ×0
- Armor - Heat
- ×0.18
- Insulation - Cold
- +18 °C (32.4 °F)
- Insulation - Heat
- +18 °C (32.4 °F)
- defName
- Cloth
- Color
- (162,157,152)
Cloth is a basic plant-based fabric that can be grown by planting the cotton plant. It can be used for creating clothes at an electric tailor bench or hand tailor bench, though it does not provide good clothing quality overall. It is also used to make carpet flooring, medicine (after being researched), armchairs or billiards tables.
While players can only grow cotton to harvest light grey cloth, bulk goods traders or faction bases offer dyed cloth for sale.
It is 20% more flammable than most other textiles, and 300% as flammable as Devilstrand and Hyperweave.
Cloth will deteriorate when left outside.
Acquisition
10 white cloth from cotton plant. Colored cloth can only be bought, not crafted.
Usage
Cloth is a textile, and can be used as a Fabric-type material for clothing.
Cloth is also used in the following crafting recipes:
Analysis
Cloth is the worst protective textile in the game, with the weakest sharp and heat armor of all textiles, and zero blunt protection (a trait shared with wools). Cloth is alright against temperature, being 9th place against heat, and 17th against cold.
Cloth's main redeeming quality is that it comes from a plant, so doesn't rely on animals or traders. Colonies in a warm biome can easily farm cotton on a large scale, which is useful for the early and mid-game. Any clothing at all may be used to prevent negative moodlets for tattered or nonexistent clothes, and cloth at least gives decent temperature regulation. As furniture, cloth provides no beauty value, but its ease of production make it useful for bulk projects. Just watch out for fire, as cloth is a very flammable substance.
Cloth also has another purpose: it is required to create items like carpets, flak vests, and poker tables. No other textile may be used to create such items.
Color
Colored cloth can be bought from traders. It changes the color of some items[Which?] crafted with it. E.g flak vests will be the same color as the cloth used to make it.