Difference between revisions of "Textiles"
m (→Material Effects: clarify how maths work) |
m (→Material Effects: comparison) |
||
Line 17: | Line 17: | ||
Below is a list of material effects for fabrics and leathers. These effects determine the stats of [[clothing]] made out of each textile. These effects are then scaled, depending what type of item they are applied to - a [[t-shirt]] has a smaller effect than a full-length [[duster]] trenchcoat. | Below is a list of material effects for fabrics and leathers. These effects determine the stats of [[clothing]] made out of each textile. These effects are then scaled, depending what type of item they are applied to - a [[t-shirt]] has a smaller effect than a full-length [[duster]] trenchcoat. | ||
− | For example [[cloth]] has a [0.36 armor - sharp] ''factor'', while a [[duster]] has an [armor-sharp] material effect ''multiplier'' of 30%. So, a normal quality cloth duster will have a final armor - sharp ''rating'' of 0.36 * 30% = 10.8% (which is not great "armor", but pretty good for "clothing"). | + | For example [[cloth]] has a [0.36 armor - sharp] ''factor'', while a [[duster]] has an [armor-sharp] material effect ''multiplier'' of 30%. So, a normal quality cloth duster will have a final armor - sharp ''rating'' of 0.36 * 30% = 10.8% (which is not great "armor", but pretty good for "clothing"). For comparison, that t-shirt (armor multiplier of .2) would have a sharp rating of 7.2%, or about 2/3 as much protection (and cover fewer body parts). |
For an example of how to calculate the insulation for a given piece of clothing, see [[Apparel#Insulation|here]] | For an example of how to calculate the insulation for a given piece of clothing, see [[Apparel#Insulation|here]] |
Revision as of 20:45, 19 January 2022
|
Textiles are materials typically used to make clothing. Textiles are divided into two categories:
- Fabrics: Fibrous material typically harvested from plants, or sheared from tamed animals (i.e. wool)
- Leathers: A byproduct of butchering animals
Both can often be used interchangeably to produce items, though exceptions exist and specific materials differ as to value, beauty, and combat and temperature protection values. As such, there are some textiles that are best used for different clothing, some for armor, some for hot/cold weather, some for furniture, etc. See the relevant item's article for details and analysis on material selection.
Material Effects
Below is a list of material effects for fabrics and leathers. These effects determine the stats of clothing made out of each textile. These effects are then scaled, depending what type of item they are applied to - a t-shirt has a smaller effect than a full-length duster trenchcoat.
For example cloth has a [0.36 armor - sharp] factor, while a duster has an [armor-sharp] material effect multiplier of 30%. So, a normal quality cloth duster will have a final armor - sharp rating of 0.36 * 30% = 10.8% (which is not great "armor", but pretty good for "clothing"). For comparison, that t-shirt (armor multiplier of .2) would have a sharp rating of 7.2%, or about 2/3 as much protection (and cover fewer body parts).
For an example of how to calculate the insulation for a given piece of clothing, see here
Textile | Stuff Category | Market Value | Beauty Factor | Max Hit Points Factor | Armor - Sharp Factor | Armor - Blunt Factor | Armor - Heat Factor | Insulation - Cold (°C) | Insulation - Heat (°C) | Flammability Factor |
---|---|---|---|---|---|---|---|---|---|---|
Alpaca wool | Fabric | 3.8 | 1.5 | 1 | 0.36 | 0 | 1.1 | 30 | 16 | 1.7 |
Bearskin | Leathery | 3.4 | 1.9 | 1.3 | 1.12 | 0.24 | 1.5 | 20 | 20 | 1 |
Birdskin | Leathery | 1.8 | 1 | 1 | 0.67 | 0.14 | 1.5 | 10 | 10 | 1 |
Bison wool | Fabric | 2.7 | 1.5 | 1 | 0.36 | 0 | 1.1 | 26 | 12 | 1.7 |
Bluefur | Leathery | 2.3 | 1.3 | 1.3 | 0.81 | 0.24 | 1.5 | 20 | 16 | 1 |
Camelhide | Leathery | 2.3 | 1.3 | 1.3 | 0.81 | 0.24 | 1.5 | 16 | 24 | 1 |
Chinchilla fur | Leathery | 6.5 | 3.6 | 1 | 0.67 | 0.14 | 1.5 | 30 | 16 | 1 |
Cloth | Fabric | 1.5 | 1 | 1 | 0.36 | 0 | 0.18 | 18 | 18 | 1.2 |
Devilstrand | Fabric | 5.5 | 3.2 | 1.3 | 1.4 | 0.36 | 3 | 20 | 24 | 0.4 |
Dog leather | Leathery | 2 | 1 | 1.3 | 0.81 | 0.24 | 1.5 | 14 | 16 | 1 |
Dread leather | Leathery | 3.5 | 1 | 1.3 | 1.27 | 0.24 | 1.5 | 20 | 12 | 1 |
Elephant leather | Leathery | 2.42 | 1.6 | 1.5 | 1.12 | 0.24 | 1.5 | 14 | 12 | 1 |
Fabrics | ||||||||||
Foxfur | Leathery | 3.5 | 2 | 1 | 0.81 | 0.21 | 1.5 | 20 | 16 | 1 |
Guinea pig fur | Leathery | 5 | 2.8 | 0.6 | 0.67 | 0.14 | 1.5 | 38 | 18 | 1 |
Heavy fur | Leathery | 3.3 | 1.85 | 1.5 | 1.24 | 0.24 | 1.5 | 30 | 14 | 1 |
Human leather | Leathery | 4.2 | 1 | 1.3 | 0.64 | 0.24 | 1.5 | 12 | 12 | 1 |
Hyperweave | Fabric | 9 | 5.5 | 2.4 | 2 | 0.54 | 2.88 | 26 | 26 | 0.4 |
Leathers | ||||||||||
Lightleather | Leathery | 1.9 | 1 | 1 | 0.54 | 0.14 | 1.5 | 12 | 12 | 1 |
Lizardskin | Leathery | 2.1 | 1.2 | 1 | 0.81 | 0.27 | 1.5 | 12 | 12 | 1 |
Megasloth wool | Fabric | 2.7 | 1.5 | 1 | 0.8 | 0 | 1.1 | 34 | 12 | 1.7 |
Muffalo wool | Fabric | 2.7 | 1.5 | 1 | 0.36 | 0 | 1.1 | 28 | 12 | 1.7 |
Panthera fur | Leathery | 3 | 1.7 | 1.3 | 0.93 | 0.24 | 1.5 | 16 | 24 | 1 |
Patchleather | Leathery | 1.5 | 1 | 1 | 0.45 | 0.19 | 0.9 | 9 | 9 | 1 |
Pigskin | Leathery | 1.9 | 1 | 1.3 | 0.64 | 0.24 | 1.5 | 12 | 12 | 1 |
Plainleather | Leathery | 2.1 | 1 | 1.3 | 0.81 | 0.24 | 1.5 | 16 | 16 | 1 |
Rhinoceros leather | Leathery | 4.2 | 2.4 | 1.5 | 1.29 | 0.24 | 1.5 | 14 | 14 | 1 |
Sheep wool | Fabric | 2.7 | 1.5 | 1 | 0.36 | 0 | 1.1 | 26 | 10 | 1.7 |
Synthread | Fabric | 4 | 2.3 | 1.3 | 0.94 | 0.26 | 0.9 | 22 | 22 | 0.7 |
Thrumbofur | Leathery | 14 | 8 | 2 | 2.08 | 0.36 | 1.5 | 34 | 22 | 1 |
Wolfskin | Leathery | 3 | 1.7 | 1.3 | 1.02 | 0.24 | 1.5 | 24 | 16 | 1 |
Wool |
All textiles have the following modifiers in common:
- Work To Make Factor and Work To Build Factor of 1.