Difference between revisions of "Duster"
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− | Dusters are the most efficient apparel for Value / Material, or profit per unit textile, in the core game. If the [[Royalty DLC]] is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s.{{RoyaltyIcon}} This is because dusters require the most work time per material. Because an apparel's Market Value is determined by (Work Time * Material Value), you'll get the most value for 1 unit material by creating dusters | + | Dusters are the most efficient apparel for Value / Material, or profit per unit textile, in the core game. If the [[Royalty DLC]] is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s.{{RoyaltyIcon}} This is because dusters require the most work time per material. Because an apparel's Market Value is determined by (Work Time * Material Value), you'll get the most value for 1 unit material by creating dusters / noble apparel. This also means that they have the highest Crafting XP per material. |
− | In other words, dusters are the best '''when you are limited by your supply of textiles''', ''and'' when crafter time is in surplus. Note that | + | In other words, dusters are the best '''when you are limited by your supply of textiles''', ''and'' when crafter time is in surplus. Note that other considerations can exist. |
*If no good crafters are available, but great constructors are, then [[armchair]]s are an alternative for Value / Material. However, selling any building incurs a x0.7 [[Sell Price Multiplier]], which makes armchairs inferior for equal skill. | *If no good crafters are available, but great constructors are, then [[armchair]]s are an alternative for Value / Material. However, selling any building incurs a x0.7 [[Sell Price Multiplier]], which makes armchairs inferior for equal skill. |
Revision as of 19:40, 22 January 2023
Duster
A long duster coat for blocking the sun and grit of the desert.
Base Stats
Apparel
- Insulation Factor - Cold
- 0.6×
- Insulation Factor - Heat
- 0.85×
- Armor Factor - Sharp
- 0.3
- Armor Factor - Blunt
- 0.3
- Armor Factor - Heat
- 0.3
- Coverage
- Torso, Neck, Left Shoulder, Left Arm, Right Shoulder, Right Arm, Left Leg, Right Leg
- Layer
- Outer
Creation
- Required Research
- Complex clothing
- Work To Make
- 10,000 ticks (2.78 mins)
- Stuff Tags
- Leathery, Fabric
- thingCategories
- Apparel
- defaultOutfitTags
- Worker
- tags
- IndustrialAdvanced
Dusters are one of the classic hot-weather garments in rimworlds, often paired with a cowboy hat.
Acquisition
As a complicated garment, dusters require Complex Clothing to be researched and can only be made at a hand tailor bench or an electric tailor bench. A duster requires 80 of any textile and 167 units of work.
Dusters can be purchased from traders or stripped from Outlanders and Pirates.
Summary
When worn by a slave, a duster increases the rate that suppression is lost by 5% per day. This stacks additively with all other forms of suppression loss rate offsets.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Needs proper armor comparisons for high quality textiles. |
As parkas are necessary to survive in very cold biomes, dusters are necessary to survive in very hot biomes (e.g. Arid Shrubland, Tropical Rainforest, Desert, etc.), and recommended for temperate biomes (i.e. Temperate Forest), as both are susceptible to heat waves, reaching up to or even exceeding 60 °C (140 °F) at the peak of summer. When made of tough materials, a duster provides reasonable sharp damage protection, and can be paired with a flak vest for an early and mid game armor set.
Dusters are usually seen as preferable to jackets, since dusters provide identical armor bonuses, also cover the legs, and have slightly higher hit points (200 vs. 160). Insulation wise, dusters offer significantly better insulation from heat (85% vs. 30%) but worse insulation from cold (60% vs. 80%) and require slightly more resources to craft.
In cold biomes, parkas may be preferable to dusters. While parkas offer less armor than a duster (20% vs. 30%) and don't cover the legs, they are significantly better at insulating from cold (200% vs. 60%)
Trade
Dusters are the most efficient apparel for Value / Material, or profit per unit textile, in the core game. If the Royalty DLC is enabled, this role is instead taken by formal vests and corsets. This is because dusters require the most work time per material. Because an apparel's Market Value is determined by (Work Time * Material Value), you'll get the most value for 1 unit material by creating dusters / noble apparel. This also means that they have the highest Crafting XP per material.
In other words, dusters are the best when you are limited by your supply of textiles, and when crafter time is in surplus. Note that other considerations can exist.
- If no good crafters are available, but great constructors are, then armchairs are an alternative for Value / Material. However, selling any building incurs a x0.7 Sell Price Multiplier, which makes armchairs inferior for equal skill.
- If Value / Crafter Time is more important, then you should make tribalwear and top hats instead.
- For example, you could create 8 good tribalwears or 6 good dusters for 480 textiles. The tribalwears would take 14,400 ticks (4 mins) and the duster would take 60,000 ticks (16.67 mins). However, quality applies a flat multiplier, regardless of work to make. Good quality gives a x1.25 price multiplier, so making tribalwer means you'd get the x1.25 multiplier in less work. Therefore, if materials are not an issue, but crafter time is, then you should make tribalwear (or top hats) instead. If crafter time is infinite, then make formal vests / corsets instead.
Lower value materials are profitable at lower skill levels. For example, cloth dusters require only a crafting skill of 2 with a average market value modifier of 77% to average a value higher than the 120 of selling the cloth itself, while the most expensive textile, thrumbofur, requires a skill level of 6 to do the same. Thus, a skill level of 6 is sufficient to average profitable for dusters for all available materials.
Material table
Material | Sharp | Blunt | Heat | Item HP | Insulation - Cold | Insulation - Heat | Market Value |
---|---|---|---|---|---|---|---|
Bearskin Duster | 33.6% | 7.2% | 45% | 260 | -12 °C (-21.6 °F) | +17 °C (30.6 °F) | 310 |
Birdskin Duster | 20.1% | 4.2% | 45% | 200 | -6 °C (-10.8 °F) | +8.5 °C (15.3 °F) | 180 |
Bluefur Duster | 24.3% | 7.2% | 45% | 260 | -12 °C (-21.6 °F) | +13.6 °C (24.5 °F) | 220 |
Camelhide Duster | 24.3% | 7.2% | 45% | 260 | -9.6 °C (-17.3 °F) | +20.4 °C (36.7 °F) | 220 |
Chinchilla fur Duster | 20.1% | 4.2% | 45% | 200 | -18 °C (-32.4 °F) | +13.6 °C (24.5 °F) | 555 |
Dog leather Duster | 24.3% | 7.2% | 45% | 260 | -8.4 °C (-15.1 °F) | +13.6 °C (24.5 °F) | 196 |
Dread leather Duster | 38.1% | 7.2% | 45% | 260 | -12 °C (-21.6 °F) | +10.2 °C (18.4 °F) | 315 |
Elephant leather Duster | 33.6% | 7.2% | 45% | 300 | -8.4 °C (-15.1 °F) | +10.2 °C (18.4 °F) | 230 |
Foxfur Duster | 24.3% | 6.3% | 45% | 200 | -12 °C (-21.6 °F) | +13.6 °C (24.5 °F) | 315 |
Guinea pig fur Duster | 20.1% | 4.2% | 45% | 120 | -22.8 °C (-41 °F) | +15.3 °C (27.5 °F) | 435 |
Heavy fur Duster | 37.2% | 7.2% | 45% | 300 | -18 °C (-32.4 °F) | +11.9 °C (21.4 °F) | 300 |
Human leather Duster | 19.2% | 7.2% | 45% | 260 | -7.2 °C (-13 °F) | +10.2 °C (18.4 °F) | 370 |
Lightleather Duster | 16.2% | 4.2% | 45% | 200 | -7.2 °C (-13 °F) | +10.2 °C (18.4 °F) | 188 |
Lizardskin Duster | 24.3% | 8.1% | 45% | 200 | -7.2 °C (-13 °F) | +10.2 °C (18.4 °F) | 205 |
Panthera fur Duster | 27.9% | 7.2% | 45% | 260 | -9.6 °C (-17.3 °F) | +20.4 °C (36.7 °F) | 275 |
Patchleather Duster | 13.5% | 5.7% | 27% | 200 | -5.4 °C (-9.7 °F) | +7.65 °C (13.8 °F) | 156 |
Pigskin Duster | 19.2% | 7.2% | 45% | 260 | -7.2 °C (-13 °F) | +10.2 °C (18.4 °F) | 188 |
Plainleather Duster | 24.3% | 7.2% | 45% | 260 | -9.6 °C (-17.3 °F) | +13.6 °C (24.5 °F) | 205 |
Rhinoceros leather Duster | 38.7% | 7.2% | 45% | 300 | -8.4 °C (-15.1 °F) | +11.9 °C (21.4 °F) | 370 |
Thrumbofur Duster | 62.4% | 10.8% | 45% | 400 | -20.4 °C (-36.7 °F) | +18.7 °C (33.7 °F) | 1155 |
Wolfskin Duster | 30.6% | 7.2% | 45% | 260 | -14.4 °C (-25.9 °F) | +13.6 °C (24.5 °F) | 275 |
Alpaca wool Duster | 10.8% | 0% | 33% | 200 | -18 °C (-32.4 °F) | +13.6 °C (24.5 °F) | 340 |
Bison wool Duster | 10.8% | 0% | 33% | 200 | -15.6 °C (-28.1 °F) | +10.2 °C (18.4 °F) | 250 |
Cloth Duster | 10.8% | 0% | 5.4% | 200 | -10.8 °C (-19.4 °F) | +15.3 °C (27.5 °F) | 156 |
Devilstrand Duster | 42% | 10.8% | 90% | 260 | -12 °C (-21.6 °F) | +20.4 °C (36.7 °F) | 475 |
Hyperweave Duster | 60% | 16.2% | 86.4% | 480 | -15.6 °C (-28.1 °F) | +22.1 °C (39.8 °F) | 755 |
Megasloth wool Duster | 24% | 0% | 33% | 200 | -20.4 °C (-36.7 °F) | +10.2 °C (18.4 °F) | 250 |
Muffalo wool Duster | 10.8% | 0% | 33% | 200 | -16.8 °C (-30.2 °F) | +10.2 °C (18.4 °F) | 250 |
Sheep wool Duster | 10.8% | 0% | 33% | 200 | -15.6 °C (-28.1 °F) | +8.5 °C (15.3 °F) | 250 |
Synthread Duster | 28.2% | 7.8% | 27% | 260 | -13.2 °C (-23.8 °F) | +18.7 °C (33.7 °F) | 355 |
Assuming Normal quality, for the effect of other qualities, see Quality.
Styles
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
Ideoligions allow the selection of styles which then change the texture of the certain items and buildings when constructed by the colony. These style variants can be crafted if the colony has the selected style, or can be looted from raiders from factions with the requisite style.