Difference between revisions of "Visage mask"
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− | {{Ideology}}{{ | + | {{Ideology}} |
+ | {{Infobox main | ||
| name = Visage mask | | name = Visage mask | ||
− | | image = Visage mask.png | + | | image = Visage mask.png |
− | | description = | + | | description = A hard facial mask that resembles a stylized face. |
| type = Gear | | type = Gear | ||
| type2 = Clothing | | type2 = Clothing | ||
+ | | tech level = Neolithic | ||
| hp = 90 | | hp = 90 | ||
− | | production facility 1= Hand tailor bench | + | | production facility 1 = Hand tailor bench |
− | | production facility 2= Electric tailor bench | + | | production facility 2 = Electric tailor bench |
| work to make = 2000 | | work to make = 2000 | ||
+ | | work speed stat = General Labor Speed | ||
| resource 1 = Stuff | | resource 1 = Stuff | ||
| resource 1 amount = 15 | | resource 1 amount = 15 | ||
Line 14: | Line 17: | ||
| insulationheatfactor = 0.05 | | insulationheatfactor = 0.05 | ||
| insulationcoldfactor = 0.05 | | insulationcoldfactor = 0.05 | ||
− | | armorsharpfactor= 0. | + | | armorsharpfactor = 0.3 |
− | | armorbluntfactor= 0. | + | | armorbluntfactor = 0.3 |
− | | armorheatfactor= 0. | + | | armorheatfactor = 0.3 |
+ | | lifestage = Adult | ||
| coverage = Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | | coverage = Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw | ||
| layer = Headgear | | layer = Headgear | ||
| mass base = 0.10 | | mass base = 0.10 | ||
+ | | has quality = true | ||
| thingCategories = Headwear | | thingCategories = Headwear | ||
| tags = Neolithic | | tags = Neolithic | ||
+ | | tradeTags = Clothing, Armor | ||
| defaultOutfitTags = Worker | | defaultOutfitTags = Worker | ||
| page verified for version = 1.3.3066 | | page verified for version = 1.3.3066 | ||
}} | }} | ||
− | '''Visage masks''' are a form of [[clothing]] added by the [[Ideology DLC]]. They cover the | + | '''Visage masks''' are a form of [[clothing]] added by the [[Ideology DLC]]. They cover the head entirely. |
− | |||
− | |||
− | == | + | == Acquisition == |
− | + | {{Acquisition}} | |
− | |||
− | |||
− | |||
− | The | + | == Analysis == |
+ | The visage mask is relatively rare in that it is non-power armor headwear that covers the entire head, a niche only otherwise filled by the [[war mask]], [[veil]], and [[broadwrap]]. As it has no insulative or social capabilities worth mentioning and must thus rely on its protective capabilities for merit, this relatively rare coverage muddies its value proposition. | ||
− | It is | + | In effect its nearest competitors are the [[simple helmet]], the [[war mask]], the [[veil]], and the [[broadwrap]]. It is essentially outright superior to a war mask, even when made from [[wood]] - costing {{P|Resource 1 Amount}} to the war mask's {{Q|War mask|Resource 1 Amount}}, while offering the same protection. Unlike the war mask, the visage mask can be made of significantly more protective materials. The war mask's only advantage is the increased [[pain shock threshold]] it offers - which could be advantageous if the colony is at a point where it is significantly considering wooden armor, but is niche beyond that point. |
+ | The veil and the broadwrap are actually significant contenders, if proper [[textiles]] can be obtained. A [[devilstrand]] broadwrap provides more protection and insulation than a [[plasteel]] visage mask, while also covering the shoulders and neck. Upgrading to hyperweave improves it even further beyond the armor provided by steel simple helmets. The veil is less impressive but still an improvement over plasteel masks when made of hyperweave, and still better than a steel mask when made of devilstrand. Additionally, the veil increases pain shock threshold. The primary issue is that these textiles generally only become available after better helmet options that would have already replaced the visage mask - i.e. devilstrand and hyperweave broadwraps and veils are more correctly competing with the simple helmet than the visage mask. | ||
− | + | Lastly, there is the simple helmet. Despite the helmet being a dedicated armor piece, uranium and plasteel visage masks are surprisingly competitive with steel helmets. While they offer significantly less armor, they also protect the eyes and are often available earlier as only small amounts of materials are needed and they only require [[Research#Complex clothing|Complex Clothing]] to be researched instead of [[Research#Smithing|Smithing]]. Costwise, even with the more exotic material, they're surprisingly similar with a steel simple helmet requiring {{Icon Small|silver}} {{#expr: {{Q|Simple helmet|Resource 1 Amount}}*{{Q|Steel|Market Value Base}}}} worth of steel while a uranium visage mask requires {{Icon Small|silver}} {{#expr:{{P|Resource 1 Amount}}*{{Q|Uranium|Market Value Base}}}} worth of uranium. However, the improved armor of the simple helmet means that they should replace visage masks by the end of early game, even with the lower coverage. | |
− | + | In summary, the visage mask is decently protective when made with the right materials, and with such a cheap resource cost, it is a viable option for mass produced head armor in the very early game. However, it should be replaced with the better options once they become available. | |
− | |||
− | ==Version | + | {{Apparel Stats Table}} |
+ | |||
+ | == Version history == | ||
* [[Ideology DLC]] Release - Added. | * [[Ideology DLC]] Release - Added. | ||
+ | |||
+ | {{Nav|clothing|wide}} | ||
[[Category:Clothing]] | [[Category:Clothing]] | ||
− |
Latest revision as of 08:45, 24 June 2024
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
Visage mask
A hard facial mask that resembles a stylized face.
Base Stats
Apparel
- Insulation Factor - Cold
- 0.05×
- Insulation Factor - Heat
- 0.05×
- Armor Factor - Sharp
- 0.3
- Armor Factor - Blunt
- 0.3
- Armor Factor - Heat
- 0.3
- Lifestage
- Adult
- Coverage
- Head, Left Eye, Right Eye, Left Ear, Right Ear, Nose, Jaw
- Layer
- Headgear
Creation
- Work To Make
- 2,000 ticks (33.33 secs)
- Work Speed Stat
- General Labor Speed
- Stuff Tags
- Woody, Metallic
- Has Quality
- True
- thingCategories
- Headwear
- defaultOutfitTags
- Worker
- tags
- Neolithic
- tradeTags
- Clothing, Armor
Visage masks are a form of clothing added by the Ideology DLC. They cover the head entirely.
Acquisition[edit]
Visage masks can be crafted at a hand tailor bench or electric tailor bench, each requiring 15 Stuff (Woody/Metallic, 150 for SMVs) and 2,000 ticks (33.33 secs) of work modified by the general labor speed of the crafter and the work to make factor of the material.
Analysis[edit]
The visage mask is relatively rare in that it is non-power armor headwear that covers the entire head, a niche only otherwise filled by the war mask, veil, and broadwrap. As it has no insulative or social capabilities worth mentioning and must thus rely on its protective capabilities for merit, this relatively rare coverage muddies its value proposition.
In effect its nearest competitors are the simple helmet, the war mask, the veil, and the broadwrap. It is essentially outright superior to a war mask, even when made from wood - costing 15 to the war mask's 25, while offering the same protection. Unlike the war mask, the visage mask can be made of significantly more protective materials. The war mask's only advantage is the increased pain shock threshold it offers - which could be advantageous if the colony is at a point where it is significantly considering wooden armor, but is niche beyond that point.
The veil and the broadwrap are actually significant contenders, if proper textiles can be obtained. A devilstrand broadwrap provides more protection and insulation than a plasteel visage mask, while also covering the shoulders and neck. Upgrading to hyperweave improves it even further beyond the armor provided by steel simple helmets. The veil is less impressive but still an improvement over plasteel masks when made of hyperweave, and still better than a steel mask when made of devilstrand. Additionally, the veil increases pain shock threshold. The primary issue is that these textiles generally only become available after better helmet options that would have already replaced the visage mask - i.e. devilstrand and hyperweave broadwraps and veils are more correctly competing with the simple helmet than the visage mask.
Lastly, there is the simple helmet. Despite the helmet being a dedicated armor piece, uranium and plasteel visage masks are surprisingly competitive with steel helmets. While they offer significantly less armor, they also protect the eyes and are often available earlier as only small amounts of materials are needed and they only require Complex Clothing to be researched instead of Smithing. Costwise, even with the more exotic material, they're surprisingly similar with a steel simple helmet requiring 76 worth of steel while a uranium visage mask requires 90 worth of uranium. However, the improved armor of the simple helmet means that they should replace visage masks by the end of early game, even with the lower coverage.
In summary, the visage mask is decently protective when made with the right materials, and with such a cheap resource cost, it is a viable option for mass produced head armor in the very early game. However, it should be replaced with the better options once they become available.
Stats table
Feature | Toggle |
---|---|
Quality |
Visage mask | Sharp | Blunt | Heat | HP | Insulation - Cold |
Insulation - Heat |
Market Value | |
---|---|---|---|---|---|---|---|---|
Quality | Material | |||||||
Awful | Bioferrite | 19.8% | 9% | 9% | 180 | -0.1 °C (-0.2 °F) | +0 °C (0 °F) | 15 |
Awful | Gold | 12.96% | 6.48% | 6.48% | 54 | -0.12 °C (-0.2 °F) | +0 °C (0 °F) | 755 |
Awful | Plasteel | 20.52% | 9.9% | 11.7% | 252 | -0.12 °C (-0.2 °F) | +0 °C (0 °F) | 75 |
Awful | Silver | 12.96% | 6.48% | 6.48% | 63 | -0.12 °C (-0.2 °F) | +0 °C (0 °F) | 79 |
Awful | Steel | 16.2% | 8.1% | 10.8% | 90 | -0.12 °C (-0.2 °F) | +0 °C (0 °F) | 18 |
Awful | Uranium | 19.44% | 9.72% | 11.7% | 225 | -0.12 °C (-0.2 °F) | +0 °C (0 °F) | 52 |
Awful | Wood | 9.72% | 9.72% | 7.2% | 58.5 | -0.32 °C (-0.6 °F) | +0.16 °C (0.3 °F) | 12 |
Poor | Bioferrite | 26.4% | 12% | 12% | 180 | -0.1125 °C (-0.2 °F) | +0 °C (0 °F) | 22 |
Poor | Gold | 17.28% | 8.64% | 8.64% | 54 | -0.135 °C (-0.2 °F) | +0 °C (0 °F) | 1130 |
Poor | Plasteel | 27.36% | 13.2% | 15.6% | 252 | -0.135 °C (-0.2 °F) | +0 °C (0 °F) | 113 |
Poor | Silver | 17.28% | 8.64% | 8.64% | 63 | -0.135 °C (-0.2 °F) | +0 °C (0 °F) | 118 |
Poor | Steel | 21.6% | 10.8% | 14.4% | 90 | -0.135 °C (-0.2 °F) | +0 °C (0 °F) | 27 |
Poor | Uranium | 25.92% | 12.96% | 15.6% | 225 | -0.135 °C (-0.2 °F) | +0 °C (0 °F) | 78 |
Poor | Wood | 12.96% | 12.96% | 9.6% | 58.5 | -0.36 °C (-0.6 °F) | +0.18 °C (0.3 °F) | 17 |
Normal | Bioferrite | 33% | 15% | 15% | 180 | -0.125 °C (-0.2 °F) | +0 °C (0 °F) | 29 |
Normal | Gold | 21.6% | 10.8% | 10.8% | 54 | -0.15 °C (-0.3 °F) | +0 °C (0 °F) | 1505 |
Normal | Plasteel | 34.2% | 16.5% | 19.5% | 252 | -0.15 °C (-0.3 °F) | +0 °C (0 °F) | 151 |
Normal | Silver | 21.6% | 10.8% | 10.8% | 63 | -0.15 °C (-0.3 °F) | +0 °C (0 °F) | 157 |
Normal | Steel | 27% | 13.5% | 18% | 90 | -0.15 °C (-0.3 °F) | +0 °C (0 °F) | 36 |
Normal | Uranium | 32.4% | 16.2% | 19.5% | 225 | -0.15 °C (-0.3 °F) | +0 °C (0 °F) | 104 |
Normal | Wood | 16.2% | 16.2% | 12% | 58.5 | -0.4 °C (-0.7 °F) | +0.2 °C (0.4 °F) | 23 |
Good | Bioferrite | 37.95% | 17.25% | 17.25% | 180 | -0.1375 °C (-0.2 °F) | +0 °C (0 °F) | 37 |
Good | Gold | 24.84% | 12.42% | 12.42% | 54 | -0.165 °C (-0.3 °F) | +0 °C (0 °F) | 1885 |
Good | Plasteel | 39.33% | 18.98% | 22.43% | 252 | -0.165 °C (-0.3 °F) | +0 °C (0 °F) | 189 |
Good | Silver | 24.84% | 12.42% | 12.42% | 63 | -0.165 °C (-0.3 °F) | +0 °C (0 °F) | 197 |
Good | Steel | 31.05% | 15.53% | 20.7% | 90 | -0.165 °C (-0.3 °F) | +0 °C (0 °F) | 45 |
Good | Uranium | 37.26% | 18.63% | 22.43% | 225 | -0.165 °C (-0.3 °F) | +0 °C (0 °F) | 130 |
Good | Wood | 18.63% | 18.63% | 13.8% | 58.5 | -0.44 °C (-0.8 °F) | +0.22 °C (0.4 °F) | 29 |
Excellent | Bioferrite | 42.9% | 19.5% | 19.5% | 180 | -0.15 °C (-0.3 °F) | +0 °C (0 °F) | 44 |
Excellent | Gold | 28.08% | 14.04% | 14.04% | 54 | -0.18 °C (-0.3 °F) | +0 °C (0 °F) | 2260 |
Excellent | Plasteel | 44.46% | 21.45% | 25.35% | 252 | -0.18 °C (-0.3 °F) | +0 °C (0 °F) | 225 |
Excellent | Silver | 28.08% | 14.04% | 14.04% | 63 | -0.18 °C (-0.3 °F) | +0 °C (0 °F) | 235 |
Excellent | Steel | 35.1% | 17.55% | 23.4% | 90 | -0.18 °C (-0.3 °F) | +0 °C (0 °F) | 54 |
Excellent | Uranium | 42.12% | 21.06% | 25.35% | 225 | -0.18 °C (-0.3 °F) | +0 °C (0 °F) | 156 |
Excellent | Wood | 21.06% | 21.06% | 15.6% | 58.5 | -0.48 °C (-0.9 °F) | +0.24 °C (0.4 °F) | 35 |
Masterwork | Bioferrite | 47.85% | 21.75% | 21.75% | 180 | -0.1875 °C (-0.3 °F) | +0 °C (0 °F) | 73 |
Masterwork | Gold | 31.32% | 15.66% | 15.66% | 54 | -0.225 °C (-0.4 °F) | +0 °C (0 °F) | 3505 |
Masterwork | Plasteel | 49.59% | 23.93% | 28.28% | 252 | -0.225 °C (-0.4 °F) | +0 °C (0 °F) | 375 |
Masterwork | Silver | 31.32% | 15.66% | 15.66% | 63 | -0.225 °C (-0.4 °F) | +0 °C (0 °F) | 395 |
Masterwork | Steel | 39.15% | 19.58% | 26.1% | 90 | -0.225 °C (-0.4 °F) | +0 °C (0 °F) | 89 |
Masterwork | Uranium | 46.98% | 23.49% | 28.28% | 225 | -0.225 °C (-0.4 °F) | +0 °C (0 °F) | 260 |
Masterwork | Wood | 23.49% | 23.49% | 17.4% | 58.5 | -0.6 °C (-1.1 °F) | +0.3 °C (0.5 °F) | 58 |
Legendary | Bioferrite | 59.4% | 27% | 27% | 180 | -0.225 °C (-0.4 °F) | +0 °C (0 °F) | 146 |
Legendary | Gold | 38.88% | 19.44% | 19.44% | 54 | -0.27 °C (-0.5 °F) | +0 °C (0 °F) | 4505 |
Legendary | Plasteel | 61.56% | 29.7% | 35.1% | 252 | -0.27 °C (-0.5 °F) | +0 °C (0 °F) | 755 |
Legendary | Silver | 38.88% | 19.44% | 19.44% | 63 | -0.27 °C (-0.5 °F) | +0 °C (0 °F) | 785 |
Legendary | Steel | 48.6% | 24.3% | 32.4% | 90 | -0.27 °C (-0.5 °F) | +0 °C (0 °F) | 179 |
Legendary | Uranium | 58.32% | 29.16% | 35.1% | 225 | -0.27 °C (-0.5 °F) | +0 °C (0 °F) | 520 |
Legendary | Wood | 29.16% | 29.16% | 21.6% | 58.5 | -0.72 °C (-1.3 °F) | +0.36 °C (0.6 °F) | 115 |
For the full effects of qualities, see Quality.
Version history[edit]
- Ideology DLC Release - Added.