Difference between revisions of "Cloth"
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=== Color === | === 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 | + | 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 == | ||
Line 71: | Line 71: | ||
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. | 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 [[ | + | 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 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
- 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)
- 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]
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:
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.