Difference between revisions of "Face mask"

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(Pretty sure it doesn't change with quality but i can't check rn)
 
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{{Biotech}}
 
{{Biotech}}
{{Stub}}
 
 
{{Infobox main
 
{{Infobox main
 
| name = Face mask
 
| name = Face mask
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| research = Complex Clothing
 
| research = Complex Clothing
 
| work to make = 800
 
| work to make = 800
 +
| work speed stat = General Labor Speed
 
| resource 1 = Stuff
 
| resource 1 = Stuff
 
| resource 1 amount = 10
 
| resource 1 amount = 10
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| insulationcoldfactor = 0.02
 
| insulationcoldfactor = 0.02
 
| insulationheatfactor = 0.02
 
| insulationheatfactor = 0.02
 +
| lifestage = Child, Adult
 
| coverage = Jaw
 
| coverage = Jaw
 
| layer = Headgear
 
| layer = Headgear
 +
| has quality = true
 +
| countsAsClothingForNudity = false
 
| thingCategories =  
 
| thingCategories =  
 
| tags =  
 
| tags =  
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== Acquisition ==
 
== Acquisition ==
Face masks can be crafted at a [[{{P|Production Facility 1}}]] or [[{{P|Production Facility 2}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
+
{{Acquisition}}
  
 
== Summary ==
 
== Summary ==
{{Stub|section=1|reason=Quality effects? And add to analysis}}
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Face masks increase [[Toxic Environment Resistance]] by {{+|50%}}, halving the severity gain from [[tox gas]], [[toxic fallout]], [[rot stink]], and [[pollution]]. It does not protect from [[disease]]s, which are not contagious between pawns in RimWorld, nor does it prevent [[toxic buildup]] from attacks such as the [[cobra]]'s bite. [[Quality]] does not impact this resistance.
Face masks increase [[Toxic Environment Resistance]] by {{+|50%}}, halving the severity gain from [[tox gas]], [[toxic fallout]], [[rot stink]], and [[pollution]]. It does not protect from [[disease]]s, which are not contagious between pawns in RimWorld, nor does it prevent [[toxic buildup]] from attacks such as the [[cobra]]'s bite.
 
  
 
Does not count as clothing for nudity. Wearable by both children and adults.
 
Does not count as clothing for nudity. Wearable by both children and adults.
  
 
== Analysis ==
 
== Analysis ==
{{Stub|section=1|reason=Direct comparison with [[Gas mask]] would be good, and the face mask's feasibility long term with genes and other methods of tox resist}}
+
Face masks are relatively niche, but are very cheap to craft. As they only cover the jaw, they can be worn with a [[simple helmet]] or [[flak helmet]]. Unless full face headgear, like a [[gas mask]] or [[marine helmet]] is desired, there is little reason ''not'' to include face masks as a part of a default outfit.  
Face masks are relatively niche, but are very cheap to craft. As they only cover the jaw, they can be worn with a [[simple helmet]] or [[flak helmet]]. So, unless full face headgear is desired, there is little reason ''not'' to include face masks as a part of a default outfit.  
 
  
Due to the {{AP}} of most threats a colony faces, face masks offer essentially no protection from attacks unless made from high end materials, namely [[devilstrand]] and [[hyperweave]]. A hyperweave face mask offers almost as much armor as a [[steel]] simple helmet, but it only covers the jaw. While not completely replaceable without a [[healer mech serum]], the jaw is a small target, not a vital body part, and its functionality can be partially restored by a [[denture]]. The devilstrand and hyperweave is better spent making [[duster]]s and other more protective apparel, and if its so prevalent that that need has already been filled, then full face helmets that offer more armor and coverage, such as the [[marine helmet]], are likely also available. Thus, face masks should just be made from the cheapest [[fabric]] available.  
+
Due to the {{AP}} of most threats a colony faces, face masks offer essentially no protection from attacks unless made from high end materials, namely [[devilstrand]] and [[hyperweave]]. Even then, the face mask only covers the jaw, a small non-vital body part that can be replaced by a [[denture]] if destroyed. Usually, these high-end materials are better used for [[duster]]s and other protective apparel. Even when you have a surplus, face masks contribute towards [[wealth]], increasing the size of raids. Therefore, the cheapest materials should be used.
  
 
Other than its use against toxic fallout or pollution, toxic resistance is useful for fighting [[manhunter pack]]s and [[Pirates#Waster pirates|waster pirates]]. [[Scaria]] will cause manhunter corpses to instantly rot, which can infect colonists with [[lung rot]], even during the battle. Meanwhile, wasters have a tendency to use [[tox gas]] weaponry against your colonists.
 
Other than its use against toxic fallout or pollution, toxic resistance is useful for fighting [[manhunter pack]]s and [[Pirates#Waster pirates|waster pirates]]. [[Scaria]] will cause manhunter corpses to instantly rot, which can infect colonists with [[lung rot]], even during the battle. Meanwhile, wasters have a tendency to use [[tox gas]] weaponry against your colonists.
  
{{Apparel Material Table}}
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=== Comparisons ===
 +
The [[gas mask]] offers {{Good|80%}} Toxic Environmental Resistance, which equates to {{Good|x2.5}} less toxins than the face mask. But as the face mask does not block helmets, it is much better for casual use. A face mask alone is ''usually'' enough to protect against rot stink, toxic fallout, and outdoors tox gas. For heavy-duty purposes, such as in an polluted area or when using [[tox grenades]], the gas mask may be preferred. In terms of armor, the gas mask itself offers virtually 0 physical protection, even at legendary quality.
 +
 
 +
The [[Genes#Partial antitoxic lungs|Partial Antitoxic Lungs]] [[gene]] offers the same {{+|50%}} Toxic Environmental Resistance at the cost of {{--|1}}[[File:Metabolism.png|20px|Metabolism]] [[metabolic efficiency]]. Both gene and face mask can be combined for 100% protection. [[Genes#Total antitoxic lungs|Total Antitoxic Lungs]] gene offers full immunity to toxic gas, at the cost of {{--|3}}[[File:Metabolism.png|20px|Metabolism]] metabolic efficiency. Both genes allow you to have toxic protection  whilst wearing power armor helmets. Overall, the metabolic cost for these genes are small, but the real challenge is finding or [[gene extractor|extracting]] a [[genepack]] with either gene.
 +
 
 +
In the late game, you'll have access [[detoxifier kidney]]s or [[detoxifier lung]]s. These are expensive, and generally less important to install than other [[bionic]] parts. But, once you can afford them, 2 detoxifier lungs can offer full resistance against any environmental effect, whilst allowing pawns to wear power armor helmets. Other than cost, there is no downside to detoxifier lungs, while detoxifier kidneys have a small opportunity cost of not installing [[immunoenhancer]]s{{RoyaltyIcon}} instead.
 +
 
 +
{{Apparel Stats Table}}
  
 
== Version history ==
 
== Version history ==

Latest revision as of 08:50, 24 June 2024

Face mask

Face mask

A piece of fabric which covers the wearer's mouth and nose with several layers of textile. It is remarkably effective in reducing the effects of environmental toxins.

Base Stats

Type
GearClothing
Tech Level
Neolithic
Mass
0.04 kg
HP
40

Apparel

Insulation Factor - Cold
0.02×
Insulation Factor - Heat
0.02×
Armor Factor - Sharp
0.2
Armor Factor - Blunt
0.2
Armor Factor - Heat
0.2
Clothing For Nudity
False
Lifestage
Child, Adult
Coverage
Jaw
Layer
Headgear

Creation

Crafted At
Hand tailor bench / Electric tailor bench
Required Research
Complex clothing
Work To Make
800 ticks (13.33 secs)
Work Speed Stat
General Labor Speed
Stuff Tags
Fabric
Resources to make
Stuff 10
Technical
Has Quality
True


The face mask is a piece of apparel added by the Biotech DLC.

Acquisition[edit]

Face masks can be crafted at a hand tailor bench or electric tailor bench once the complex clothing research project has been completed. Each requires Stuff 10 Stuff (Fabric) and 800 ticks (13.33 secs) of work modified by the general labor speed of the crafter and the work to make factor of the material.

Summary[edit]

Face masks increase Toxic Environment Resistance by +50%, halving the severity gain from tox gas, toxic fallout, rot stink, and pollution. It does not protect from diseases, which are not contagious between pawns in RimWorld, nor does it prevent toxic buildup from attacks such as the cobra's bite. Quality does not impact this resistance.

Does not count as clothing for nudity. Wearable by both children and adults.

Analysis[edit]

Face masks are relatively niche, but are very cheap to craft. As they only cover the jaw, they can be worn with a simple helmet or flak helmet. Unless full face headgear, like a gas mask or marine helmet is desired, there is little reason not to include face masks as a part of a default outfit.

Due to the AP of most threats a colony faces, face masks offer essentially no protection from attacks unless made from high end materials, namely devilstrand and hyperweave. Even then, the face mask only covers the jaw, a small non-vital body part that can be replaced by a denture if destroyed. Usually, these high-end materials are better used for dusters and other protective apparel. Even when you have a surplus, face masks contribute towards wealth, increasing the size of raids. Therefore, the cheapest materials should be used.

Other than its use against toxic fallout or pollution, toxic resistance is useful for fighting manhunter packs and waster pirates. Scaria will cause manhunter corpses to instantly rot, which can infect colonists with lung rot, even during the battle. Meanwhile, wasters have a tendency to use tox gas weaponry against your colonists.

Comparisons[edit]

The gas mask offers 80% Toxic Environmental Resistance, which equates to ×2.5 less toxins than the face mask. But as the face mask does not block helmets, it is much better for casual use. A face mask alone is usually enough to protect against rot stink, toxic fallout, and outdoors tox gas. For heavy-duty purposes, such as in an polluted area or when using tox grenades, the gas mask may be preferred. In terms of armor, the gas mask itself offers virtually 0 physical protection, even at legendary quality.

The Partial Antitoxic Lungs gene offers the same +50% Toxic Environmental Resistance at the cost of −1Metabolism metabolic efficiency. Both gene and face mask can be combined for 100% protection. Total Antitoxic Lungs gene offers full immunity to toxic gas, at the cost of −3Metabolism metabolic efficiency. Both genes allow you to have toxic protection whilst wearing power armor helmets. Overall, the metabolic cost for these genes are small, but the real challenge is finding or extracting a genepack with either gene.

In the late game, you'll have access detoxifier kidneys or detoxifier lungs. These are expensive, and generally less important to install than other bionic parts. But, once you can afford them, 2 detoxifier lungs can offer full resistance against any environmental effect, whilst allowing pawns to wear power armor helmets. Other than cost, there is no downside to detoxifier lungs, while detoxifier kidneys have a small opportunity cost of not installing immunoenhancersContent added by the Royalty DLC instead.

Stats table

Feature Toggle
QualityRitual Quality Check Off.pngRitual Quality Check On.png
  • Face mask Face mask Sharp Blunt Heat HP Insulation
    - Cold
    Insulation
    - Heat
    Market Value
    Quality
    Material
    Awful Alpaca wool Alpaca wool 4.32% 0% 13.2% 40 -0.48 °C (-0.9 °F) +0.256 °C (0.5 °F) 20 Silver
    Awful Bison wool Bison wool 4.32% 0% 13.2% 40 -0.416 °C (-0.7 °F) +0.192 °C (0.3 °F) 15 Silver
    Awful Cloth Cloth 4.32% 0% 2.16% 40 -0.288 °C (-0.5 °F) +0.288 °C (0.5 °F) 8.95 Silver
    Awful Devilstrand Devilstrand 16.8% 4.32% 36% 52 -0.32 °C (-0.6 °F) +0.384 °C (0.7 °F) 29 Silver
    Awful Hyperweave Hyperweave 24% 6.48% 34.56% 96 -0.416 °C (-0.7 °F) +0.416 °C (0.7 °F) 46 Silver
    Awful Megasloth wool Megasloth wool 9.6% 0% 13.2% 40 -0.544 °C (-1 °F) +0.192 °C (0.3 °F) 15 Silver
    Awful Muffalo wool Muffalo wool 4.32% 0% 13.2% 40 -0.448 °C (-0.8 °F) +0.192 °C (0.3 °F) 15 Silver
    Awful Sheep wool Sheep wool 4.32% 0% 13.2% 40 -0.416 °C (-0.7 °F) +0.16 °C (0.3 °F) 15 Silver
    Awful Synthread Synthread 11.28% 3.12% 10.8% 52 -0.352 °C (-0.6 °F) +0.352 °C (0.6 °F) 21 Silver
    Poor Alpaca wool Alpaca wool 5.76% 0% 17.6% 40 -0.54 °C (-1 °F) +0.288 °C (0.5 °F) 31 Silver
    Poor Bison wool Bison wool 5.76% 0% 17.6% 40 -0.468 °C (-0.8 °F) +0.216 °C (0.4 °F) 22 Silver
    Poor Cloth Cloth 5.76% 0% 2.88% 40 -0.324 °C (-0.6 °F) +0.324 °C (0.6 °F) 13 Silver
    Poor Devilstrand Devilstrand 22.4% 5.76% 48% 52 -0.36 °C (-0.6 °F) +0.432 °C (0.8 °F) 43 Silver
    Poor Hyperweave Hyperweave 32% 8.64% 46.08% 96 -0.468 °C (-0.8 °F) +0.468 °C (0.8 °F) 70 Silver
    Poor Megasloth wool Megasloth wool 12.8% 0% 17.6% 40 -0.612 °C (-1.1 °F) +0.216 °C (0.4 °F) 22 Silver
    Poor Muffalo wool Muffalo wool 5.76% 0% 17.6% 40 -0.504 °C (-0.9 °F) +0.216 °C (0.4 °F) 22 Silver
    Poor Sheep wool Sheep wool 5.76% 0% 17.6% 40 -0.468 °C (-0.8 °F) +0.18 °C (0.3 °F) 22 Silver
    Poor Synthread Synthread 15.04% 4.16% 14.4% 52 -0.396 °C (-0.7 °F) +0.396 °C (0.7 °F) 32 Silver
    Normal Alpaca wool Alpaca wool 7.2% 0% 22% 40 -0.6 °C (-1.1 °F) +0.32 °C (0.6 °F) 41 Silver
    Normal Bison wool Bison wool 7.2% 0% 22% 40 -0.52 °C (-0.9 °F) +0.24 °C (0.4 °F) 30 Silver
    Normal Cloth Cloth 7.2% 0% 3.6% 40 -0.36 °C (-0.6 °F) +0.36 °C (0.6 °F) 18 Silver
    Normal Devilstrand Devilstrand 28% 7.2% 60% 52 -0.4 °C (-0.7 °F) +0.48 °C (0.9 °F) 58 Silver
    Normal Hyperweave Hyperweave 40% 10.8% 57.6% 96 -0.52 °C (-0.9 °F) +0.52 °C (0.9 °F) 93 Silver
    Normal Megasloth wool Megasloth wool 16% 0% 22% 40 -0.68 °C (-1.2 °F) +0.24 °C (0.4 °F) 30 Silver
    Normal Muffalo wool Muffalo wool 7.2% 0% 22% 40 -0.56 °C (-1 °F) +0.24 °C (0.4 °F) 30 Silver
    Normal Sheep wool Sheep wool 7.2% 0% 22% 40 -0.52 °C (-0.9 °F) +0.2 °C (0.4 °F) 30 Silver
    Normal Synthread Synthread 18.8% 5.2% 18% 52 -0.44 °C (-0.8 °F) +0.44 °C (0.8 °F) 43 Silver
    Good Alpaca wool Alpaca wool 8.28% 0% 25.3% 40 -0.66 °C (-1.2 °F) +0.352 °C (0.6 °F) 51 Silver
    Good Bison wool Bison wool 8.28% 0% 25.3% 40 -0.572 °C (-1 °F) +0.264 °C (0.5 °F) 37 Silver
    Good Cloth Cloth 8.28% 0% 4.14% 40 -0.396 °C (-0.7 °F) +0.396 °C (0.7 °F) 22 Silver
    Good Devilstrand Devilstrand 32.2% 8.28% 69% 52 -0.44 °C (-0.8 °F) +0.528 °C (1 °F) 72 Silver
    Good Hyperweave Hyperweave 46% 12.42% 66.24% 96 -0.572 °C (-1 °F) +0.572 °C (1 °F) 116 Silver
    Good Megasloth wool Megasloth wool 18.4% 0% 25.3% 40 -0.748 °C (-1.3 °F) +0.264 °C (0.5 °F) 37 Silver
    Good Muffalo wool Muffalo wool 8.28% 0% 25.3% 40 -0.616 °C (-1.1 °F) +0.264 °C (0.5 °F) 37 Silver
    Good Sheep wool Sheep wool 8.28% 0% 25.3% 40 -0.572 °C (-1 °F) +0.22 °C (0.4 °F) 37 Silver
    Good Synthread Synthread 21.62% 5.98% 20.7% 52 -0.484 °C (-0.9 °F) +0.484 °C (0.9 °F) 54 Silver
    Excellent Alpaca wool Alpaca wool 9.36% 0% 28.6% 40 -0.72 °C (-1.3 °F) +0.384 °C (0.7 °F) 61 Silver
    Excellent Bison wool Bison wool 9.36% 0% 28.6% 40 -0.624 °C (-1.1 °F) +0.288 °C (0.5 °F) 45 Silver
    Excellent Cloth Cloth 9.36% 0% 4.68% 40 -0.432 °C (-0.8 °F) +0.432 °C (0.8 °F) 27 Silver
    Excellent Devilstrand Devilstrand 36.4% 9.36% 78% 52 -0.48 °C (-0.9 °F) +0.576 °C (1 °F) 87 Silver
    Excellent Hyperweave Hyperweave 52% 14.04% 74.88% 96 -0.624 °C (-1.1 °F) +0.624 °C (1.1 °F) 139 Silver
    Excellent Megasloth wool Megasloth wool 20.8% 0% 28.6% 40 -0.816 °C (-1.5 °F) +0.288 °C (0.5 °F) 45 Silver
    Excellent Muffalo wool Muffalo wool 9.36% 0% 28.6% 40 -0.672 °C (-1.2 °F) +0.288 °C (0.5 °F) 45 Silver
    Excellent Sheep wool Sheep wool 9.36% 0% 28.6% 40 -0.624 °C (-1.1 °F) +0.24 °C (0.4 °F) 45 Silver
    Excellent Synthread Synthread 24.44% 6.76% 23.4% 52 -0.528 °C (-1 °F) +0.528 °C (1 °F) 64 Silver
    Masterwork Alpaca wool Alpaca wool 10.44% 0% 31.9% 40 -0.9 °C (-1.6 °F) +0.48 °C (0.9 °F) 102 Silver
    Masterwork Bison wool Bison wool 10.44% 0% 31.9% 40 -0.78 °C (-1.4 °F) +0.36 °C (0.6 °F) 75 Silver
    Masterwork Cloth Cloth 10.44% 0% 5.22% 40 -0.54 °C (-1 °F) +0.54 °C (1 °F) 45 Silver
    Masterwork Devilstrand Devilstrand 40.6% 10.44% 87% 52 -0.6 °C (-1.1 °F) +0.72 °C (1.3 °F) 145 Silver
    Masterwork Hyperweave Hyperweave 58% 15.66% 83.52% 96 -0.78 °C (-1.4 °F) +0.78 °C (1.4 °F) 230 Silver
    Masterwork Megasloth wool Megasloth wool 23.2% 0% 31.9% 40 -1.02 °C (-1.8 °F) +0.36 °C (0.6 °F) 75 Silver
    Masterwork Muffalo wool Muffalo wool 10.44% 0% 31.9% 40 -0.84 °C (-1.5 °F) +0.36 °C (0.6 °F) 75 Silver
    Masterwork Sheep wool Sheep wool 10.44% 0% 31.9% 40 -0.78 °C (-1.4 °F) +0.3 °C (0.5 °F) 75 Silver
    Masterwork Synthread Synthread 27.26% 7.54% 26.1% 52 -0.66 °C (-1.2 °F) +0.66 °C (1.2 °F) 107 Silver
    Legendary Alpaca wool Alpaca wool 12.96% 0% 39.6% 40 -1.08 °C (-1.9 °F) +0.576 °C (1 °F) 205 Silver
    Legendary Bison wool Bison wool 12.96% 0% 39.6% 40 -0.936 °C (-1.7 °F) +0.432 °C (0.8 °F) 150 Silver
    Legendary Cloth Cloth 12.96% 0% 6.48% 40 -0.648 °C (-1.2 °F) +0.648 °C (1.2 °F) 90 Silver
    Legendary Devilstrand Devilstrand 50.4% 12.96% 108% 52 -0.72 °C (-1.3 °F) +0.864 °C (1.6 °F) 290 Silver
    Legendary Hyperweave Hyperweave 72% 19.44% 103.68% 96 -0.936 °C (-1.7 °F) +0.936 °C (1.7 °F) 465 Silver
    Legendary Megasloth wool Megasloth wool 28.8% 0% 39.6% 40 -1.224 °C (-2.2 °F) +0.432 °C (0.8 °F) 150 Silver
    Legendary Muffalo wool Muffalo wool 12.96% 0% 39.6% 40 -1.008 °C (-1.8 °F) +0.432 °C (0.8 °F) 150 Silver
    Legendary Sheep wool Sheep wool 12.96% 0% 39.6% 40 -0.936 °C (-1.7 °F) +0.36 °C (0.6 °F) 150 Silver
    Legendary Synthread Synthread 33.84% 9.36% 32.4% 52 -0.792 °C (-1.4 °F) +0.792 °C (1.4 °F) 215 Silver

    For the full effects of qualities, see Quality.

  • Version history[edit]