Difference between revisions of "Textiles"
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− | + | '''Textiles''' are materials typically used to make [[clothing]]. Textiles are divided into two categories: | |
+ | * '''[[Fabric]]s''': Fibrous material typically harvested from [[plants]], or sheared from tamed [[animals]] (i.e. [[wool]]) | ||
+ | * '''[[Leathers]]''': A byproduct of [[Butcher table|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. | ||
− | {{ | + | == Comparison table == |
+ | 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}}% | ||
− | + | 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]] | |
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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. | |
− | {{#ask: [[Category: | + | {{#ask: [[Stuff Category::Fabric||Leathery]] |
+ | | ?Stuff Category | ||
| ?Beauty Factor | | ?Beauty Factor | ||
− | | ? | + | | ?Max Hit Points Factor |
+ | | ?Armor - Sharp Factor | ||
+ | | ?Armor - Blunt Factor | ||
+ | | ?Armor - Heat Factor | ||
+ | | ?Insulation - Cold Factor = Insulation - Cold (°C) | ||
+ | | ?Insulation - Heat Factor = Insulation - Heat (°C) | ||
| ?Flammability Factor | | ?Flammability Factor | ||
− | | ? | + | | ?Market Value Base = Market Value |
− | | | + | | limit = 100 |
− | | | + | | link = subject |
− | | | + | | mainlabel = Textile |
+ | | sort = Stuff Category, Name | ||
}} | }} | ||
+ | All textiles have the following modifiers in common: | ||
+ | * [[Property:Work To Make|Work To Make Factor]] and [[Property:Work To Build|Work To Build Factor]] of 1. | ||
+ | |||
+ | {{nav|materials|wide}} | ||
+ | [[Category:Material|#Textiles]] |
Latest revision as of 11:39, 24 April 2022
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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.
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.
Textile | Stuff Category | Beauty Factor | Max Hit Points Factor | Armor - Sharp Factor | Armor - Blunt Factor | Armor - Heat Factor | Insulation - Cold (°C) | Insulation - Heat (°C) | Flammability Factor | Market Value |
---|---|---|---|---|---|---|---|---|---|---|
Alpaca wool | Fabric | 1.5 | 1 | 0.36 | 0 | 1.1 | 30 | 16 | 1.7 | 3.8 |
Bison wool | Fabric | 1.5 | 1 | 0.36 | 0 | 1.1 | 26 | 12 | 1.7 | 2.7 |
Cloth | Fabric | 1 | 1 | 0.36 | 0 | 0.18 | 18 | 18 | 1.2 | 1.5 |
Devilstrand | Fabric | 3.2 | 1.3 | 1.4 | 0.36 | 3 | 20 | 24 | 0.4 | 5.5 |
Hyperweave | Fabric | 5.5 | 2.4 | 2 | 0.54 | 2.88 | 26 | 26 | 0.4 | 9 |
Megasloth wool | Fabric | 1.5 | 1 | 0.8 | 0 | 1.1 | 34 | 12 | 1.7 | 2.7 |
Muffalo wool | Fabric | 1.5 | 1 | 0.36 | 0 | 1.1 | 28 | 12 | 1.7 | 2.7 |
Sheep wool | Fabric | 1.5 | 1 | 0.36 | 0 | 1.1 | 26 | 10 | 1.7 | 2.7 |
Synthread | Fabric | 2.3 | 1.3 | 0.94 | 0.26 | 0.9 | 22 | 22 | 0.7 | 4 |
Bearskin | Leathery | 1.9 | 1.3 | 1.12 | 0.24 | 1.5 | 20 | 20 | 1 | 3.4 |
Birdskin | Leathery | 1 | 1 | 0.67 | 0.14 | 1.5 | 10 | 10 | 1 | 1.8 |
Bluefur | Leathery | 1.3 | 1.3 | 0.81 | 0.24 | 1.5 | 20 | 16 | 1 | 2.3 |
Camelhide | Leathery | 1.3 | 1.3 | 0.81 | 0.24 | 1.5 | 16 | 24 | 1 | 2.3 |
Chinchilla fur | Leathery | 3.6 | 1 | 0.67 | 0.14 | 1.5 | 30 | 16 | 1 | 6.5 |
Dog leather | Leathery | 1 | 1.3 | 0.81 | 0.24 | 1.5 | 14 | 16 | 1 | 2 |
Dread leather | Leathery | 1 | 1.3 | 1.27 | 0.24 | 1.5 | 20 | 12 | 1 | 3.5 |
Elephant leather | Leathery | 1.6 | 1.5 | 1.12 | 0.24 | 1.5 | 14 | 12 | 1 | 2.42 |
Foxfur | Leathery | 2 | 1 | 0.81 | 0.21 | 1.5 | 20 | 16 | 1 | 3.5 |
Guinea pig fur | Leathery | 2.8 | 0.6 | 0.67 | 0.14 | 1.5 | 38 | 18 | 1 | 5 |
Heavy fur | Leathery | 1.85 | 1.5 | 1.24 | 0.24 | 1.5 | 30 | 14 | 1 | 3.3 |
Human leather | Leathery | 1 | 1.3 | 0.64 | 0.24 | 1.5 | 12 | 12 | 1 | 4.2 |
Lightleather | Leathery | 1 | 1 | 0.54 | 0.14 | 1.5 | 12 | 12 | 1 | 1.9 |
Lizardskin | Leathery | 1.2 | 1 | 0.81 | 0.27 | 1.5 | 12 | 12 | 1 | 2.1 |
Panthera fur | Leathery | 1.7 | 1.3 | 0.93 | 0.24 | 1.5 | 16 | 24 | 1 | 3 |
Patchleather | Leathery | 1 | 1 | 0.45 | 0.19 | 0.9 | 9 | 9 | 1 | 1.5 |
Pigskin | Leathery | 1 | 1.3 | 0.64 | 0.24 | 1.5 | 12 | 12 | 1 | 1.9 |
Plainleather | Leathery | 1 | 1.3 | 0.81 | 0.24 | 1.5 | 16 | 16 | 1 | 2.1 |
Rhinoceros leather | Leathery | 2.4 | 1.5 | 1.29 | 0.24 | 1.5 | 14 | 14 | 1 | 4.2 |
Thrumbofur | Leathery | 8 | 2 | 2.08 | 0.36 | 1.5 | 34 | 22 | 1 | 14 |
Wolfskin | Leathery | 1.7 | 1.3 | 1.02 | 0.24 | 1.5 | 24 | 16 | 1 | 3 |
All textiles have the following modifiers in common:
- Work To Make Factor and Work To Build Factor of 1.