Difference between revisions of "Hyperweave"

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{{Define|Fabric
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{{Infobox main|fabric
| category = Fabric
+
| name = Hyperweave
| description = High-tech nano-fibers woven into sheets. It is somewhat heavy, but is incredibly difficult to break. The secrets of its production are known only to the most advanced glitterworld cultures.
+
| image = Hyperweave b.png
 +
| description = 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.
 +
<!-- Base Stats -->
 +
| type = Textile
 +
| type2 = Fabric
 +
| stuff category = Fabric
 +
| hp = 200
 +
| deterioration = 1
 +
| flammability = 0.4
 +
| marketvalue = 9
 +
| mass base = 0.038
 +
| stack limit = 75
 +
| path cost = 14
 +
| rotatable = false
 +
<!-- Stat Modifiers -->
 +
| beauty factor = 5.5
 +
| work to make factor = 1
 +
| work to build factor = 1
 +
| max hit points factor = 2.4
 +
| flammability factor = 0.4
 +
| armor - blunt factor = 0.54
 +
| armor - heat factor = 2.88
 +
| armor - sharp factor = 2.0
 +
| insulation - cold factor = 26
 +
| insulation - heat factor = 26
 +
<!-- Technical -->
 +
| defName = Hyperweave
 +
| page verified for version = 1.2.2753
 +
<!-- Unused -->
 
| always haulable = true
 
| always haulable = true
 
| color = (0,106,126)
 
| color = (0,106,126)
| def name = Hyperweave
 
 
| draw gui overlay = true
 
| draw gui overlay = true
 
| graphic class = Graphic_Single
 
| graphic class = Graphic_Single
Line 10: Line 37:
 
| label = hyperweave
 
| label = hyperweave
 
| parent name = ResourceBase
 
| parent name = ResourceBase
| path cost = 15
 
 
| resource readout priority = Middle
 
| resource readout priority = Middle
| rotatable = false
 
 
| selectable = true
 
| selectable = true
| stack limit = 75
 
 
| thing class = ThingWithComps
 
| thing class = ThingWithComps
 
| use hit points = true
 
| use hit points = true
| armor - blunt factor = 1.6
 
| armor - blunt offset = 0.03
 
| armor - electric factor = 0
 
| armor - electric offset = 0
 
| armor - heat factor = 2.0
 
| armor - heat offset = 0.03
 
| armor - sharp factor = 4.0
 
| armor - sharp offset = 0.03
 
| flammability base = 1.0
 
| insulation - cold factor = 1.1
 
| insulation - heat factor = 1.1
 
| market value base = 16
 
| work to make factor = 1.8
 
|mass = 0.038
 
 
}}
 
}}
 +
{{Info|'''Hyperweave''' is a space age, highly protective and rare [[fabric]] produced only on high-tech Glitterworlds.}}
 +
 +
== Acquisition ==
 +
Hyperweave cannot be grown or manufactured, instead it is only available through [[trading]], the [[Events#Cargo_pods|cargo pod event]] or offered as a [[quest]] reward.
 +
 +
Additionally, some [[raiders]] and outlanders will occasionally come wearing hyperweave apparel.
 +
 +
== Usage ==
 +
Hyperweave can be used to craft and build the following things:
 +
{{Ingredient List}}
 +
 +
== Analysis ==
 +
Hyperweave is one of the two most protective and insulative [[textiles]] in the game and is the premier choice for [[duster]]s and other protective [[clothing]]. Of all the other textiles, only [[thrumbofur]] is comparable. The question of superiority is not a simple one however. Thrumbofur offers slightly better sharp armor and exceptional cold insulation, while the hyperweave offers better blunt armor, significantly better heat armor and slightly better heat insulation. Due to the low blunt armor offered by clothing in general, the difference in blunt armor is only likely to be relevant at high [[quality]] levels and only on dusters, as the AP of most blunt weapons will completely nullify the little protection offered by the items.  The heat armor is significant though, offering good protection against [[inferno cannon]]s that become common in the late game.
 +
 +
Thus, while Thrumbofur will perform slightly better against the most common damage type, hyperweave is a better generalist. The difference is likely moot however, as both materials are uncommon enough that the player will rarely have to choose between them. Hyperweave is especially uncommon.
 +
 +
Hyperweave should be preferentially turned into dusters to fully exploit its protective stats, and only if there is a significant surplus should it be turned into [[pants]] and [[button-down shirt]]s. That said, even as less protective items of clothing, hyperweave still offers decent protection. Even a pair of Normal Hyperweave Pants have a 12% chance to outright nullify a bullet from an [[assault rifle]], and another 12% chance to half the damage.
 +
 +
For use in [[furniture]], hyperweave's exceptional [[Property:Beauty Factor|beauty factor]] and market value make for very good buffs to [[room stats|room quality]], however this is a waste of its potential. [[Sculptures]] are a better way to improve room quality, while the hyperweave itself is better used to protect pawns as clothing. 
 +
 +
It is also the least flammable textile, tied with [[Devilstrand]].
 +
 +
== Gallery ==
 +
<gallery>
 +
Hyperweave a.png|One hyperweave
 +
Hyperweave b.png|Partial stack
 +
Hyperweave c.png|Full stack
 +
</gallery>
  
{{Info|Top-of-the-shelf, incredibly tough and expensive fabric produced only in high-tech Glitterworlds. The only way to acquire it is via trading, or through random drops. If you can somehow afford to outfit your colonists with clothing made of this material, then give yourself a pat on the back.}}
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== Version history ==
 +
* [[Version/1.1.0]] - Apparels made from hyperweave can no longer be burnt.
 +
<gallery>
 +
Hyperweave old.png|Old texture
 +
</gallery>
  
Along with [[thrumbofur]] and [[devilstrand]], hyperweave can be used to make the most protective clothing in the game. Out of the three textiles, hyperweave offers the best sharp damage protection, but the worst blunt damage protection.
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{{Nav|materials|wide}}
 +
[[Category:Material]] [[Category:Textile]] [[Category:Fabric]]

Latest revision as of 15:07, 7 January 2024

Hyperweave

Hyperweave

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.

Base Stats

Type
TextileFabric
Stuff Categories
Fabric
Market Value
Silver
Stack Limit
75
Mass
0.038 kg
HP
200
Deterioration Rate
1
Flammability
40%
Rotatable
False
Path Cost
14 (48%)

Stat Modifiers

Beauty Factor
×5.5
Work To Make Factor
×1
Work To Build Factor
×1
Max Hit Points
×2.4
Flammability
×0.4
Armor - Sharp
×2.0
Armor - Blunt
×0.54
Armor - Heat
×2.88
Insulation - Cold
+26 °C (46.8 °F)
Insulation - Heat
+26 °C (46.8 °F)
Technical
defName
Hyperweave
Color
(0,106,126)


Hyperweave is a space age, highly protective and rare fabric produced only on high-tech Glitterworlds.

Acquisition[edit]

Hyperweave cannot be grown or manufactured, instead it is only available through trading, the cargo pod event or offered as a quest reward.

Additionally, some raiders and outlanders will occasionally come wearing hyperweave apparel.

Usage[edit]

Hyperweave can be used to craft and build the following things:

  • Product Ingredients Type [ExpandCollapse]
    Animal bed Animal bed Stuff 40 (Fabric/Leathery) Building - Furniture
    Armchair Armchair Stuff 110 (Fabric/Leathery) Building - Furniture
    Bedroll Bedroll Stuff 40 (Fabric/Leathery) Building - Furniture
    Couch Couch Stuff 200 (Fabric/Leathery) Building - Furniture
    Double bedroll Double bedroll Stuff 85 (Fabric/Leathery) Building - Furniture
    Sandbags Sandbags Stuff 5 (Fabric/Leathery) Building - Security
    Animal flap Animal flap Stuff 25 (Fabric/Leathery) Building - Structure
    Bowler hat Bowler hat Stuff 20 (Leathery/Fabric) Gear - Clothing
    Button-down shirt Button-down shirt Stuff 45 (Leathery/Fabric) Gear - Clothing
    Cowboy hat Cowboy hat Stuff 25 (Leathery/Fabric) Gear - Clothing
    Duster Duster Stuff 80 (Leathery/Fabric) Gear - Clothing
    Hood Hood Stuff 50 (Fabric/Leathery) Gear - Clothing
    Jacket Jacket Stuff 70 (Leathery/Fabric) Gear - Clothing
    Pants Pants Stuff 40 (Leathery/Fabric) Gear - Clothing
    Parka Parka Stuff 80 (Leathery/Fabric) Gear - Clothing
    Robe Robe Stuff 80 (Fabric/Leathery) Gear - Clothing
    T-shirt T-shirt Stuff 40 (Leathery/Fabric) Gear - Clothing
    Tribal headdress Tribal headdress Stuff 50 (Fabric) Gear - Clothing
    Tribalwear Tribalwear Stuff 60 (Leathery/Fabric) Gear - Clothing
    Tuque Tuque Stuff 20 (Fabric) Gear - Clothing
    Veil Veil Stuff 20 (Fabric) Gear - Clothing
    Ceremonial hood Ceremonial hood Content added by the Anomaly DLC Stuff 20 (Fabric) + Bioferrite 10 Gear - Clothing
    Lab coat Lab coat Content added by the Anomaly DLC Stuff 70 (Leathery/Fabric) Gear - Clothing
    Face mask Face mask Content added by the Biotech DLC Stuff 10 (Fabric) Gear - Clothing
    Heavy bandolier Heavy bandolier Content added by the Biotech DLC Stuff 75 (Fabric/Leathery) Gear - Clothing
    Kid pants Kid pants Content added by the Biotech DLC Stuff 20 (Leathery/Fabric) Gear - Clothing
    Kid parka Kid parka Content added by the Biotech DLC Stuff 40 (Leathery/Fabric) Gear - Clothing
    Kid romper Kid romper Content added by the Biotech DLC Stuff 30 (Fabric/Leathery) Gear - Clothing
    Kid shirt Kid shirt Content added by the Biotech DLC Stuff 20 (Fabric/Leathery) Gear - Clothing
    Kid tribalwear Kid tribalwear Content added by the Biotech DLC Stuff 30 (Leathery/Fabric) Gear - Clothing
    Sash Sash Content added by the Biotech DLC Stuff 25 (Fabric/Leathery) Gear - Clothing
    Drum Drum Content added by the Ideology DLC Stuff 30 (Leathery/Fabric) + Wood 50 Building - Ideology (Buildings)
    Kneel pillow Kneel pillow Content added by the Ideology DLC Stuff 25 (Fabric/Leathery) Building - Ideology (Buildings)
    Kneel sheet Kneel sheet Content added by the Ideology DLC Stuff 80 (Fabric/Leathery) Building - Ideology (Buildings)
    Authority cap Authority cap Content added by the Ideology DLC Stuff 25 (Fabric/Leathery) Gear - Clothing
    Blindfold Blindfold Content added by the Ideology DLC Stuff 20 (Fabric) Gear - Clothing
    Broadwrap Broadwrap Content added by the Ideology DLC Stuff 30 (Fabric) Gear - Clothing
    Burka Burka Content added by the Ideology DLC Stuff 60 (Fabric) Gear - Clothing
    Flophat Flophat Content added by the Ideology DLC Stuff 20 (Fabric) Gear - Clothing
    Headwrap Headwrap Content added by the Ideology DLC Stuff 20 (Fabric) Gear - Clothing
    Shadecone Shadecone Content added by the Ideology DLC Stuff 25 (Fabric/Leathery) Gear - Clothing
    Slave body strap Slave body strap Content added by the Ideology DLC Stuff 70 (Fabric/Leathery) Gear - Clothing
    Drape Drape Content added by the Royalty DLC Stuff 150 (Fabric/Leathery) + Wood 50 Building - Furniture
    Beret Beret Content added by the Royalty DLC Stuff 35 (Leathery/Fabric) Gear - Clothing
    Cape Cape Content added by the Royalty DLC Stuff 80 (Leathery/Fabric) Gear - Clothing
    Corset Corset Content added by the Royalty DLC Stuff 45 (Leathery/Fabric) Gear - Clothing
    Formal shirt Formal shirt Content added by the Royalty DLC Stuff 65 (Leathery/Fabric) Gear - Clothing
    Formal vest Formal vest Content added by the Royalty DLC Stuff 45 (Leathery/Fabric) Gear - Clothing
    Ladies hat Ladies hat Content added by the Royalty DLC Stuff 50 (Leathery/Fabric) Gear - Clothing
    Prestige robe Prestige robe Content added by the Royalty DLC Stuff 100 (Leathery/Fabric) Gear - Clothing
    Top hat Top hat Content added by the Royalty DLC Stuff 50 (Leathery/Fabric) Gear - Clothing
  • Analysis[edit]

    Hyperweave is one of the two most protective and insulative textiles in the game and is the premier choice for dusters and other protective clothing. Of all the other textiles, only thrumbofur is comparable. The question of superiority is not a simple one however. Thrumbofur offers slightly better sharp armor and exceptional cold insulation, while the hyperweave offers better blunt armor, significantly better heat armor and slightly better heat insulation. Due to the low blunt armor offered by clothing in general, the difference in blunt armor is only likely to be relevant at high quality levels and only on dusters, as the AP of most blunt weapons will completely nullify the little protection offered by the items. The heat armor is significant though, offering good protection against inferno cannons that become common in the late game.

    Thus, while Thrumbofur will perform slightly better against the most common damage type, hyperweave is a better generalist. The difference is likely moot however, as both materials are uncommon enough that the player will rarely have to choose between them. Hyperweave is especially uncommon.

    Hyperweave should be preferentially turned into dusters to fully exploit its protective stats, and only if there is a significant surplus should it be turned into pants and button-down shirts. That said, even as less protective items of clothing, hyperweave still offers decent protection. Even a pair of Normal Hyperweave Pants have a 12% chance to outright nullify a bullet from an assault rifle, and another 12% chance to half the damage.

    For use in furniture, hyperweave's exceptional beauty factor and market value make for very good buffs to room quality, however this is a waste of its potential. Sculptures are a better way to improve room quality, while the hyperweave itself is better used to protect pawns as clothing.

    It is also the least flammable textile, tied with Devilstrand.

    Gallery[edit]

    Version history[edit]

    • Version/1.1.0 - Apparels made from hyperweave can no longer be burnt.