Difference between revisions of "Textiles"

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'''Textiles''' are materials typically used to make [[clothing]].  Textiles are divided into two categories:
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* '''[[Fabric]]s''': Fibrous material typically harvested from [[plants]], or sheared from tamed [[animals]] (i.e. [[wool]])
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* '''[[Leathers]]''': A byproduct of [[Butcher table|butchering]] animals
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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.
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== Comparison table ==
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Below is a list of material effects for fabrics and leathers. When a [[stuff]]able item is created from a textile, each of its base stats is multiplied by a factor for that stat belonging to the material used. Take "Armor - Sharp" for example. For this stat, [[Cloth]] has a ''factor'' of {{Q|Cloth|Armor - Sharp Factor}} and a [[duster]] has base stat of {{Q|Duster|Armor Factor - Sharp}}. Thus, the final "Armor - Sharp" of a Cloth Duster before [[quality]] multipliers is: {{Q|Cloth|Armor - Sharp Factor}} * {{Q|Duster|Armor Factor - Sharp}} or {{#expr: {{Q|Cloth|Armor - Sharp Factor}}*{{Q|Duster|Armor Factor - Sharp}} *100}}%
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This process is then repeated for each stat. The material's HP factor is applied to the items base HP, flammability factor to flammability etc. Insulation is not expressed as a percentage and is thus slightly different. For an example of how to calculate the insulation for a given piece of apparel, see [[Apparel#Insulation|Apparel]]
  
{{TOCright}}<includeonly>{{Main Article | Textiles }}</includeonly>
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Market value is the notable exception to this direct multiplicative relationship, but the value of a material does have a direct effect on that of the final product. See [[Market Value]] for details.
  
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{{#ask: [[Stuff Category::Fabric||Leathery]]
== Growable Textiles ==
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| ?Stuff Category
{{Item
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| ?Beauty Factor
| name        = Cloth
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| ?Max Hit Points Factor
| image      = Cloth.png
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| ?Armor - Sharp Factor
| description = Cloth woven from organic fibers.
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| ?Armor - Blunt Factor
| information = Can be grown by planting the cotton plant. Is used for creating clothes at the tailoring bench. Can also be used to make carpet flooring (after being researched).
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| ?Armor - Heat Factor
}}
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| ?Insulation - Cold Factor = Insulation - Cold (&deg;C)
{{Item
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| ?Insulation - Heat Factor = Insulation - Heat (&deg;C)
| name        = Devilstrand
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| ?Flammability Factor
| image      = Devilstrand Cloth.png
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| ?Market Value Base = Market Value
| description = ''Game Description Needed''
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| limit = 100
| information = Devilstrand is obtained by planting it in a growing area, or through random drops. It is a genetically engineered mushroom, which produces a high quality silk net. Its name comes from the greed it inspires in people. It is an extremely strong fabric, generally being better and more valuable overall than cloth and leather. Devilstrand takes 49(Gravel) 43(Soil) 37(Rich soil) 28(Hydroponics basin) days to grow before being able to be harvested. As this is even longer than it takes to grow most trees, you should plant it early and in large amounts.
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| link = subject
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| mainlabel = Textile
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| sort = Stuff Category, Name
 
}}
 
}}
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All textiles have the following modifiers in common:
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* [[Property:Work To Make|Work To Make Factor]] and [[Property:Work To Build|Work To Build Factor]] of 1.
  
== Imported Textiles ==
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{{nav|materials|wide}}
{{Item| name        = Synthread
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[[Category:Material|#Textiles]]
| image      = Synthread.png
 
| description = ''Game Description Needed''
 
| information = Space age fabric. Cannot be grown, only acquired by trading or through random drops. The starting gear on the three base colonists is a Synthread T-Shirt and Pants, and occasionally a jacket as well. Some raiders and outlanders will occasionally come wearing Synthread apparel, as well.
 
}}
 
{{Item
 
| name        = Hyperweave
 
| image      = Hyperweave.png
 
| description = ''Game Description Needed''
 
| information = Top-of-the-shelf, incredibly tough and expensive fabric produced only in high-tech Glitterworlds. The only way to acquire it is via trading, or through random drops. If you can somehow afford to outfit your colonists with clothing made of this material, then give yourself a pat on the back.
 
}}
 
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Latest revision as of 11:39, 24 April 2022

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Resources Menu Crafted resources Exotic Items Food Medical Items Materials Textiles

Textiles are materials typically used to make clothing. Textiles are divided into two categories:

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.

Comparison table[edit]

Below is a list of material effects for fabrics and leathers. When a stuffable item is created from a textile, each of its base stats is multiplied by a factor for that stat belonging to the material used. Take "Armor - Sharp" for example. For this stat, Cloth has a factor of 0.36 and a duster has base stat of 0.3. Thus, the final "Armor - Sharp" of a Cloth Duster before quality multipliers is: 0.36 * 0.3 or 10.8%

This process is then repeated for each stat. The material's HP factor is applied to the items base HP, flammability factor to flammability etc. Insulation is not expressed as a percentage and is thus slightly different. For an example of how to calculate the insulation for a given piece of apparel, see Apparel

Market value is the notable exception to this direct multiplicative relationship, but the value of a material does have a direct effect on that of the final product. See Market Value for details.

TextileStuff CategoryBeauty FactorMax Hit Points FactorArmor - Sharp FactorArmor - Blunt FactorArmor - Heat FactorInsulation - Cold (°C)Insulation - Heat (°C)Flammability FactorMarket Value
Alpaca woolFabric1.510.3601.130161.73.8
Bison woolFabric1.510.3601.126121.72.7
ClothFabric110.3600.1818181.21.5
DevilstrandFabric3.21.31.40.36320240.45.5
HyperweaveFabric5.52.420.542.8826260.49
Megasloth woolFabric1.510.801.134121.72.7
Muffalo woolFabric1.510.3601.128121.72.7
Sheep woolFabric1.510.3601.126101.72.7
SynthreadFabric2.31.30.940.260.922220.74
BearskinLeathery1.91.31.120.241.5202013.4
BirdskinLeathery110.670.141.5101011.8
BluefurLeathery1.31.30.810.241.5201612.3
CamelhideLeathery1.31.30.810.241.5162412.3
Chinchilla furLeathery3.610.670.141.5301616.5
Dog leatherLeathery11.30.810.241.5141612
Dread leatherLeathery11.31.270.241.5201213.5
Elephant leatherLeathery1.61.51.120.241.5141212.42
FoxfurLeathery210.810.211.5201613.5
Guinea pig furLeathery2.80.60.670.141.5381815
Heavy furLeathery1.851.51.240.241.5301413.3
Human leatherLeathery11.30.640.241.5121214.2
LightleatherLeathery110.540.141.5121211.9
LizardskinLeathery1.210.810.271.5121212.1
Panthera furLeathery1.71.30.930.241.5162413
PatchleatherLeathery110.450.190.99911.5
PigskinLeathery11.30.640.241.5121211.9
PlainleatherLeathery11.30.810.241.5161612.1
Rhinoceros leatherLeathery2.41.51.290.241.5141414.2
ThrumbofurLeathery822.080.361.53422114
WolfskinLeathery1.71.31.020.241.5241613

All textiles have the following modifiers in common: