Difference between revisions of "Flophat"

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(Created page with "{{Ideology}}{{Stub}}{{infobox main |name = Flophat |image = Flophat.png|Flophat |description = Flow-fat. Now you'll never read it any other way again. |type = Gear |type2 = Cl...")
 
 
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{{Ideology}}{{Stub}}{{infobox main
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{{Ideology}}
|name = Flophat
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{{Infobox main
|image = Flophat.png|Flophat
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| name = Flophat
|description = Flow-fat. Now you'll never read it any other way again.
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| image = Flophat.png
|type = Gear
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| description = A large, thick cap, similar to a tuque. It has extra fabric along the back.
|type2 = Clothing
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| type = Gear
|hp =  
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| type2 = Clothing
| production facility 1=
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| tech level = Medieval
| production facility 2=  
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| hp = 80
|work to make =  
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| production facility 1 = Hand tailor bench
|resource 1 =  
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| production facility 2 = Electric tailor bench
|resource 1 amount =  
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| research = Complex clothing
|stuff tags =
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| work to make = 1200
|insulationheatfactor =
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| work speed stat = General Labor Speed
|insulationcoldfactor =  
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| resource 1 = Stuff
|armorsharpfactor=  
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| resource 1 amount = 20
|armorbluntfactor=  
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| stuff tags = Fabric
|armorheatfactor=  
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| insulationheatfactor = 0
|coverage =  
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| insulationcoldfactor = 0.5
|layer =  
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| armorsharpfactor = 0.2
|mass base =  
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| armorbluntfactor = 0.2
| thingCategories =  
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| armorheatfactor = 0.2
| tags =  
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| lifestage = Child, Adult
| defaultOutfitTags =  
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| clothing for nudity = False
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| coverage = Head, Left Ear, Right Ear
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| layer = Headgear
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| mass base = 0.07
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| has quality = true
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| tradeTags = Clothing
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| defaultOutfitTags = Worker, Soldier
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| page verified for version = 1.3.3066
 
}}
 
}}
'''Flophat''' are a form of [[clothing]] added by the [[Ideology DLC]]. Relaxed headwear.
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'''Flophats''' are a form of head [[clothing]] added by the [[Ideology DLC]] that provide exceptional cold insulation but lack the protection of helmets or the [[Social Impact]] bonuses of other hats.
  
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== Acquisition ==
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{{Acquisition}} [[Leathers]] cannot be used to craft flophats.
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== Analysis ==
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<!--Please ensure parity with Tuque-->Flophata are statistically identical to [[tuque]]s, down to the same [[stuff]] choices. Selection comes down to aesthetics, availability, and any [[Ideoligion#Apparel preferences|ideoligious preferences]].
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Flophats, like [[parka]]s, significantly improve minimum comfortable temperature, meaning they're designed for colder [[biome]]s, especially the more extreme ones which can drop below {{Temperature|-30}} in Winter (sea ice, ice sheets, tundras, boreal Forests). Flophats are limited to [[fabrics]] only - this makes a number of low cost, high insulation materials such as the [[wools]] available as an option, but also makes it so it cannot make use of the best warmth textile, [[guinea pig fur]] with a value of {{Temperature|{{Q|Guinea pig fur|Insulation - Cold Factor}}||delta}}. The warmest valid choices, starting with megasloth wool {{Temperature|{{Q|Megasloth wool|Insulation - Cold Factor}}||delta}}, can be compared on the table, below.
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Compared to [[cowboy hat]]s and [[bowler hat]]s, flophats don't offer any heat insulation or social impact bonus, but provide identical armor (which varies only with material) and much better cold insulation. Even a common cloth flophat of normal quality would provide {{Temperature|{{#expr:{{Q|Cloth|Insulation - Cold Factor}}*{{P|Insulation Factor - Cold}}-{{Q|Guinea pig fur|Insulation - Cold Factor}}*{{Q|Cowboy hat|Insulation Factor - Cold}}}}||delta}} better cold protection than an elite guinea pig fur cowboy hat or bowler. If you expect your colonists to experience both hot and cold extremes, having both types of hats on hand would be wise.
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The [[tailcap]]{{IdeologyIcon}} is essentially a flophat made with [[leather]] instead of [[fabric]], to the point where it is largely statistically identical. Thus, the differences between the two pieces of headwear come primarily from the materials that are used to make them rather than items themselves. Thus, when deciding between the flophat and the tailcap, it largely comes down to that stats of the textiles are available. For ease of comparison, see the table on the [[Textiles]] page, as well as the material table below and on the [[#Material_Table|Tailcap]] page.
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{{Apparel Stats Table}}
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== Version history ==
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* [[Ideology DLC]] Release - Added.
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{{Nav|clothing|wide}}
 
[[Category:Clothing]]
 
[[Category:Clothing]]
{{nav|clothing|wide}}
 

Latest revision as of 06:53, 4 March 2025

Flophat

Flophat

A large, thick cap, similar to a tuque. It has extra fabric along the back.

Base Stats

Type
GearClothing
Tech Level
Medieval
Mass
0.07 kg
HP
80

Apparel

Insulation Factor - Cold
0.5×
Insulation Factor - Heat
Armor Factor - Sharp
0.2
Armor Factor - Blunt
0.2
Armor Factor - Heat
0.2
Clothing For Nudity
False
Coverage
Head, Left Ear, Right Ear
Layer
Headgear
Lifestage
Child, Adult

Creation

Crafted At
Hand tailor bench / Electric tailor bench
Required Research
Complex clothing
Work To Make
1,200 ticks (20 secs)
Work Speed Stat
General Labor Speed
Stuff Tags
Fabric
Resources to make
Stuff 20
Technical


Flophats are a form of head clothing added by the Ideology DLC that provide exceptional cold insulation but lack the protection of helmets or the Social Impact bonuses of other hats.

Acquisition[edit]

Flophats can be crafted at a hand tailor bench or electric tailor bench once the Complex clothing research project has been completed. Each requires Stuff 20 Stuff (Fabric) and 1,200 ticks (20 secs) of work modified by the general labor speed of the crafter and the work to make factor of the material. Leathers cannot be used to craft flophats.

Analysis[edit]

Flophata are statistically identical to tuques, down to the same stuff choices. Selection comes down to aesthetics, availability, and any ideoligious preferences.

Flophats, like parkas, significantly improve minimum comfortable temperature, meaning they're designed for colder biomes, especially the more extreme ones which can drop below -30 °C (-22 °F) in Winter (sea ice, ice sheets, tundras, boreal Forests). Flophats are limited to fabrics only - this makes a number of low cost, high insulation materials such as the wools available as an option, but also makes it so it cannot make use of the best warmth textile, guinea pig fur with a value of 38 °C (68.4 °F). The warmest valid choices, starting with megasloth wool 34 °C (61.2 °F), can be compared on the table, below.

Compared to cowboy hats and bowler hats, flophats don't offer any heat insulation or social impact bonus, but provide identical armor (which varies only with material) and much better cold insulation. Even a common cloth flophat of normal quality would provide 5.2 °C (9.4 °F) better cold protection than an elite guinea pig fur cowboy hat or bowler. If you expect your colonists to experience both hot and cold extremes, having both types of hats on hand would be wise.

The tailcapContent added by the Ideology DLC is essentially a flophat made with leather instead of fabric, to the point where it is largely statistically identical. Thus, the differences between the two pieces of headwear come primarily from the materials that are used to make them rather than items themselves. Thus, when deciding between the flophat and the tailcap, it largely comes down to that stats of the textiles are available. For ease of comparison, see the table on the Textiles page, as well as the material table below and on the Tailcap page.

Stats table

Feature Toggle
QualityRitual Quality Check Off.png
  • Flophat Flophat Sharp Blunt Heat HP Insulation
    - Cold
    Insulation
    - Heat
    Market Value
    Quality
    Material
    Normal Alpaca wool Alpaca wool 7.2% 0% 22% 80 -15 °C (-27 °F) +0 °C (0 °F) 80 Silver
    Normal Bison wool Bison wool 7.2% 0% 22% 80 -13 °C (-23.4 °F) +0 °C (0 °F) 58 Silver
    Normal Cloth Cloth 7.2% 0% 3.6% 80 -9 °C (-16.2 °F) +0 °C (0 °F) 34 Silver
    Normal Devilstrand Devilstrand 28% 7.2% 60% 104 -10 °C (-18 °F) +0 °C (0 °F) 114 Silver
    Normal Hyperweave Hyperweave 40% 10.8% 57.6% 192 -13 °C (-23.4 °F) +0 °C (0 °F) 184 Silver
    Normal Megasloth wool Megasloth wool 16% 0% 22% 80 -17 °C (-30.6 °F) +0 °C (0 °F) 58 Silver
    Normal Muffalo wool Muffalo wool 7.2% 0% 22% 80 -14 °C (-25.2 °F) +0 °C (0 °F) 58 Silver
    Normal Sheep wool Sheep wool 7.2% 0% 22% 80 -13 °C (-23.4 °F) +0 °C (0 °F) 58 Silver
    Normal Synthread Synthread 18.8% 5.2% 18% 104 -11 °C (-19.8 °F) +0 °C (0 °F) 84 Silver

    For the full effects of qualities, see Quality.

  • Version history[edit]