Difference between revisions of "Cloth"

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{{Stub|reason=See leather pages for needed detail/quality}}
 
 
{{Infobox main|fabric
 
{{Infobox main|fabric
 
| name = Cloth
 
| name = Cloth
| image = Cloth a.png|
+
| image = Cloth b.png
 
| description = Cloth woven from organic fibers.
 
| description = Cloth woven from organic fibers.
 
<!-- Base Stats -->
 
<!-- Base Stats -->
Line 15: Line 14:
 
| mass base = 0.026
 
| mass base = 0.026
 
| stack limit = 75
 
| stack limit = 75
| path cost = 15
+
| path cost = 14
 
| rotatable = false
 
| rotatable = false
 
<!-- Stat Modifiers -->
 
<!-- Stat Modifiers -->
Line 30: Line 29:
 
<!-- Technical -->
 
<!-- Technical -->
 
| defName = Cloth
 
| defName = Cloth
 +
| color = (162,157,152)
 
<!-- Unused -->
 
<!-- Unused -->
 
| allow color generators = true
 
| allow color generators = true
 
| always haulable = true
 
| always haulable = true
| color = (162,157,152)
 
 
| default color = (162,157,152)
 
| default color = (162,157,152)
 
| draw gui overlay = true
 
| draw gui overlay = true
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| use hit points = true
 
| use hit points = true
 
}}
 
}}
 
+
{{Info|'''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 [[carpet]]s. It is 20% more flammable than most other textiles.}}
'''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 [[carpets|carpet]] flooring, [[medicine]] (after being researched), [[armchair]]s or [[billiards table]]s.
 
 
 
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]].
 
  
 
== Acquisition ==
 
== Acquisition ==
Line 56: Line 50:
  
 
== Usage ==
 
== Usage ==
Cloth is used in the following crafting recipes:
+
Cloth is a [[textile]], and can be used as a Fabric-type material for [[stuff]]able [[clothing]], [[armchair]]s, and other items.
 +
 
 +
Also, cloth is specifically used in the following crafting recipes:
 
{{Ingredient List}}
 
{{Ingredient List}}
 +
 +
Cloth will [[deteriorate]] when left outside.
 +
 +
=== Color ===
 +
While players can only grow cotton to harvest light grey cloth, bulk goods traders or faction bases offer dyed cloth for sale. Using different colors of cloth changes the color of the item(s) crafted with it. E.g [[flak vest]]s will be the same color as the cloth used to make it.
  
 
== Analysis ==
 
== Analysis ==
Cloth is the worst protective textile in the game, with the weakest heat armor of all textiles and absolutely ''no'' base sharp or blunt protection (along with the [[wool]]s). Cloth is alright against temperature, being 9th place against heat, and 17th against cold.
+
Any analysis for cloth needs to be broken down into two main sections; using it as a material for stuffable items and using it for the items it is required for.
  
Cloth's main redeeming quality is that it comes from a [[cotton plant|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 [[mood]]lets for [[tattered]] or [[Mood#Naked|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.
+
=== As stuff ===
 +
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 [[wool]]s). Cloth is alright against temperature, being 9th place against heat, and 17th against cold.
  
Cloth also has another purpose: it is required to create items like [[carpets]], [[flak vest]]s, and [[poker table]]s. No other textile may be used to create such items.
+
Cloth's main redeeming quality is that it comes from a [[cotton plant|plant]], so it doesn't rely on animals or traders. In a temperate or tropical biome, colonies can easily farm cotton on a large scale, useful for the early and mid-game. Any clothing at all may be used to prevent negative [[mood]]lets for [[tattered]] or [[Mood#Naked|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.
  
=== Color ===
+
=== Unique recipes ===
Colored cloth can be bought from traders. It changes the color of some items<sup>[Which?]</sup> crafted with it. E.g [[flak vest]]s will be the same color as the cloth used to make it.
+
Cloth also has another purpose: it is required to create items like [[medicine]], [[carpets]], [[flak vest]]s, and [[poker table]]s. No other textile may be used to create such items.
 +
 
 +
This means that despite its poor utility as stuff, very few colonies will forgo using cloth entirely. Even in colonies where grow space is limited, a small [[growing zone]] or a few [[hydroponics basin]]s dedicated to its production allows a colony to transition to key mid and late game technologies. For colonies engaging significantly with trade, purchasing is also feasible if less reliable.
  
 
== Gallery ==
 
== Gallery ==

Latest revision as of 07:50, 9 July 2024

Cloth

Cloth

Cloth woven from organic fibers.

Base Stats

Type
TextileFabric
Stuff Categories
Fabric
Market Value
1.5 Silver
Stack Limit
75
Mass
0.026 kg
Beauty
-4
HP
100
Deterioration Rate
4.0
Flammability
120%
Rotatable
False
Path Cost
14 (48%)

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)
Technical
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 to create clothing and a few specialty items like carpets. It is 20% more flammable than most other textiles.

Acquisition[edit]

Cloth 10 white cloth from cotton plant. Colored cloth can only be bought, not crafted.

Usage[edit]

Cloth is a textile, and can be used as a Fabric-type material for stuffable clothing, armchairs, and other items.

Also, cloth is specifically used in the following crafting recipes:

  • 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
    Billiards table Billiards table Stuff 80 (Metallic/Woody/Stony, 800 for SMVs) + Cloth 80 + Wood 30 Building - Recreation
    Poker table Poker table Stuff 50 (Metallic/Woody/Stony, 500 for SMVs) + Cloth 50 + Wood 25 Building - Recreation
    Sandbags Sandbags Stuff 5 (Fabric/Leathery) Building - Security
    Animal flap Animal flap Stuff 25 (Fabric/Leathery) Building - Structure
    Molotov cocktails Molotov cocktails Cloth 25 + Chemfuel 80 Equipment - Weapons
    Carpet Carpet Cloth 7 Floor
    Flak jacket Flak jacket Steel 70 + Cloth 50 + Component 1 Gear - Armor
    Flak pants Flak pants Steel 60 + Cloth 30 + Component 1 Gear - Armor
    Flak vest Flak vest Steel 60 + Cloth 30 + Component 1 Gear - Armor
    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
    Medicine Medicine Cloth 3 + Herbal medicine 1 + Neutroamine 1 Medical Items - Medicine
    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
    Rustic rug (broad) Rustic rug (broad) Content added by the Ideology DLC Cloth 150 Building - Floor
    Rustic rug (medium) Rustic rug (medium) Content added by the Ideology DLC Cloth 100 Building - Floor
    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)
    Sacrificial flag Sacrificial flag Content added by the Ideology DLC Cloth 40 + Wood 40 Building - Ideology (Buildings)
    Hex carpet Hex carpet Content added by the Ideology DLC Cloth 35 Floor
    Mindbend carpet Mindbend carpet Content added by the Ideology DLC Cloth 35 Floor
    Morbid carpet Morbid carpet Content added by the Ideology DLC Cloth 35 Floor
    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
    Fine carpet Fine carpet Content added by the Royalty DLC Cloth 35 Floor
    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
  • Cloth will deteriorate when left outside.

    Color[edit]

    While players can only grow cotton to harvest light grey cloth, bulk goods traders or faction bases offer dyed cloth for sale. Using different colors of cloth changes the color of the item(s) crafted with it. E.g flak vests will be the same color as the cloth used to make it.

    Analysis[edit]

    Any analysis for cloth needs to be broken down into two main sections; using it as a material for stuffable items and using it for the items it is required for.

    As stuff[edit]

    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 it doesn't rely on animals or traders. In a temperate or tropical biome, colonies can easily farm cotton on a large scale, 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.

    Unique recipes[edit]

    Cloth also has another purpose: it is required to create items like medicine, carpets, flak vests, and poker tables. No other textile may be used to create such items.

    This means that despite its poor utility as stuff, very few colonies will forgo using cloth entirely. Even in colonies where grow space is limited, a small growing zone or a few hydroponics basins dedicated to its production allows a colony to transition to key mid and late game technologies. For colonies engaging significantly with trade, purchasing is also feasible if less reliable.

    Gallery[edit]