Difference between revisions of "Visage mask"

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{{Ideology}}{{Stub}}{{infobox main
+
{{Ideology}}
 +
{{Infobox main
 
| name = Visage mask
 
| name = Visage mask
| image = Visage mask.png|Visage mask
+
| image = Visage mask.png
| description = "A hard facial mask that resembles a stylized face."
+
| 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
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| insulationheatfactor = 0.05
 
| insulationheatfactor = 0.05
 
| insulationcoldfactor = 0.05
 
| insulationcoldfactor = 0.05
| armorsharpfactor= 0.30
+
| armorsharpfactor = 0.3
| armorbluntfactor= 0.30
+
| armorbluntfactor = 0.3
| armorheatfactor= 0.30
+
| 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 face entirely.
+
'''Visage masks''' are a form of [[clothing]] added by the [[Ideology DLC]]. They cover the head entirely.
==Acquisition==
 
?
 
  
==Summary==
+
== Acquisition ==
<if necessary>
+
{{Acquisition}}
==Analysis==
 
In coverage of the body, If covers the entire head and face, as the warmask and war veil do. Minus some late game masterwork or legendary, war masks and synthread, devilstrand or hyperweave war veils, it is among some of the most protective, non-armor, headwear.
 
For head layer apparel this amount of coverage is only exceeded by the Broadwrap.
 
  
The Visage mask is equal in its warm/cold insulation provided, but both are only with a 0.05 modifier, which is effectively none.
+
== 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 highly protective, providing a 0.3, The highest of ALL headwear. But it offers no additional special qualities, such as a % bonus to social impact, pain threshold % increase, Etc.
+
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.
  
It must be made of wood or a Metallic textile, plasteel offers the highest protection, although uranium offers near equal protection. It is unknown (by this poster) how quality and materials effect comparative scaling.
+
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.
  
Crafted from the best options of materials; plasteel or uranium, it becomes THE most kinetically protective non armor headwear in the game, with a lower barrier to acquisition than its, true armor helmet, competitors.
+
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.
{{Apparel Material Table}}
 
  
==Version History==
+
{{Apparel Stats Table}}
 +
 
 +
== Version history ==
 
* [[Ideology DLC]] Release - Added.
 
* [[Ideology DLC]] Release - Added.
 +
 +
{{Nav|clothing|wide}}
 
[[Category:Clothing]]
 
[[Category:Clothing]]
{{nav|clothing|wide}}
 

Latest revision as of 08:45, 24 June 2024

Visage mask

Visage mask

A hard facial mask that resembles a stylized face.

Base Stats

Type
GearClothing
Tech Level
Neolithic
Mass
0.10 kg
HP
90

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

Crafted At
Hand tailor bench / Electric tailor bench
Work To Make
2,000 ticks (33.33 secs)
Work Speed Stat
General Labor Speed
Stuff Tags
Woody, Metallic
Resources to make
Stuff 15
Technical
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 Stuff 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 Silver 76 worth of steel while a uranium visage mask requires Silver 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
QualityRitual Quality Check Off.pngRitual Quality Check On.png
  • Visage mask Visage mask Sharp Blunt Heat HP Insulation
    - Cold
    Insulation
    - Heat
    Market Value
    Quality
    Material
    Awful Bioferrite Bioferrite Content added by the Anomaly DLC 19.8% 9% 9% 180 -0.1 °C (-0.2 °F) +0 °C (0 °F) 15 Silver
    Awful Gold Gold 12.96% 6.48% 6.48% 54 -0.12 °C (-0.2 °F) +0 °C (0 °F) 755 Silver
    Awful Plasteel Plasteel 20.52% 9.9% 11.7% 252 -0.12 °C (-0.2 °F) +0 °C (0 °F) 75 Silver
    Awful Silver Silver 12.96% 6.48% 6.48% 63 -0.12 °C (-0.2 °F) +0 °C (0 °F) 79 Silver
    Awful Steel Steel 16.2% 8.1% 10.8% 90 -0.12 °C (-0.2 °F) +0 °C (0 °F) 18 Silver
    Awful Uranium Uranium 19.44% 9.72% 11.7% 225 -0.12 °C (-0.2 °F) +0 °C (0 °F) 52 Silver
    Awful Wood Wood 9.72% 9.72% 7.2% 58.5 -0.32 °C (-0.6 °F) +0.16 °C (0.3 °F) 12 Silver
    Poor Bioferrite Bioferrite Content added by the Anomaly DLC 26.4% 12% 12% 180 -0.1125 °C (-0.2 °F) +0 °C (0 °F) 22 Silver
    Poor Gold Gold 17.28% 8.64% 8.64% 54 -0.135 °C (-0.2 °F) +0 °C (0 °F) 1130 Silver
    Poor Plasteel Plasteel 27.36% 13.2% 15.6% 252 -0.135 °C (-0.2 °F) +0 °C (0 °F) 113 Silver
    Poor Silver Silver 17.28% 8.64% 8.64% 63 -0.135 °C (-0.2 °F) +0 °C (0 °F) 118 Silver
    Poor Steel Steel 21.6% 10.8% 14.4% 90 -0.135 °C (-0.2 °F) +0 °C (0 °F) 27 Silver
    Poor Uranium Uranium 25.92% 12.96% 15.6% 225 -0.135 °C (-0.2 °F) +0 °C (0 °F) 78 Silver
    Poor Wood Wood 12.96% 12.96% 9.6% 58.5 -0.36 °C (-0.6 °F) +0.18 °C (0.3 °F) 17 Silver
    Normal Bioferrite Bioferrite Content added by the Anomaly DLC 33% 15% 15% 180 -0.125 °C (-0.2 °F) +0 °C (0 °F) 29 Silver
    Normal Gold Gold 21.6% 10.8% 10.8% 54 -0.15 °C (-0.3 °F) +0 °C (0 °F) 1505 Silver
    Normal Plasteel Plasteel 34.2% 16.5% 19.5% 252 -0.15 °C (-0.3 °F) +0 °C (0 °F) 151 Silver
    Normal Silver Silver 21.6% 10.8% 10.8% 63 -0.15 °C (-0.3 °F) +0 °C (0 °F) 157 Silver
    Normal Steel Steel 27% 13.5% 18% 90 -0.15 °C (-0.3 °F) +0 °C (0 °F) 36 Silver
    Normal Uranium Uranium 32.4% 16.2% 19.5% 225 -0.15 °C (-0.3 °F) +0 °C (0 °F) 104 Silver
    Normal Wood Wood 16.2% 16.2% 12% 58.5 -0.4 °C (-0.7 °F) +0.2 °C (0.4 °F) 23 Silver
    Good Bioferrite Bioferrite Content added by the Anomaly DLC 37.95% 17.25% 17.25% 180 -0.1375 °C (-0.2 °F) +0 °C (0 °F) 37 Silver
    Good Gold Gold 24.84% 12.42% 12.42% 54 -0.165 °C (-0.3 °F) +0 °C (0 °F) 1885 Silver
    Good Plasteel Plasteel 39.33% 18.98% 22.43% 252 -0.165 °C (-0.3 °F) +0 °C (0 °F) 189 Silver
    Good Silver Silver 24.84% 12.42% 12.42% 63 -0.165 °C (-0.3 °F) +0 °C (0 °F) 197 Silver
    Good Steel Steel 31.05% 15.53% 20.7% 90 -0.165 °C (-0.3 °F) +0 °C (0 °F) 45 Silver
    Good Uranium Uranium 37.26% 18.63% 22.43% 225 -0.165 °C (-0.3 °F) +0 °C (0 °F) 130 Silver
    Good Wood Wood 18.63% 18.63% 13.8% 58.5 -0.44 °C (-0.8 °F) +0.22 °C (0.4 °F) 29 Silver
    Excellent Bioferrite Bioferrite Content added by the Anomaly DLC 42.9% 19.5% 19.5% 180 -0.15 °C (-0.3 °F) +0 °C (0 °F) 44 Silver
    Excellent Gold Gold 28.08% 14.04% 14.04% 54 -0.18 °C (-0.3 °F) +0 °C (0 °F) 2260 Silver
    Excellent Plasteel Plasteel 44.46% 21.45% 25.35% 252 -0.18 °C (-0.3 °F) +0 °C (0 °F) 225 Silver
    Excellent Silver Silver 28.08% 14.04% 14.04% 63 -0.18 °C (-0.3 °F) +0 °C (0 °F) 235 Silver
    Excellent Steel Steel 35.1% 17.55% 23.4% 90 -0.18 °C (-0.3 °F) +0 °C (0 °F) 54 Silver
    Excellent Uranium Uranium 42.12% 21.06% 25.35% 225 -0.18 °C (-0.3 °F) +0 °C (0 °F) 156 Silver
    Excellent Wood Wood 21.06% 21.06% 15.6% 58.5 -0.48 °C (-0.9 °F) +0.24 °C (0.4 °F) 35 Silver
    Masterwork Bioferrite Bioferrite Content added by the Anomaly DLC 47.85% 21.75% 21.75% 180 -0.1875 °C (-0.3 °F) +0 °C (0 °F) 73 Silver
    Masterwork Gold Gold 31.32% 15.66% 15.66% 54 -0.225 °C (-0.4 °F) +0 °C (0 °F) 3505 Silver
    Masterwork Plasteel Plasteel 49.59% 23.93% 28.28% 252 -0.225 °C (-0.4 °F) +0 °C (0 °F) 375 Silver
    Masterwork Silver Silver 31.32% 15.66% 15.66% 63 -0.225 °C (-0.4 °F) +0 °C (0 °F) 395 Silver
    Masterwork Steel Steel 39.15% 19.58% 26.1% 90 -0.225 °C (-0.4 °F) +0 °C (0 °F) 89 Silver
    Masterwork Uranium Uranium 46.98% 23.49% 28.28% 225 -0.225 °C (-0.4 °F) +0 °C (0 °F) 260 Silver
    Masterwork Wood Wood 23.49% 23.49% 17.4% 58.5 -0.6 °C (-1.1 °F) +0.3 °C (0.5 °F) 58 Silver
    Legendary Bioferrite Bioferrite Content added by the Anomaly DLC 59.4% 27% 27% 180 -0.225 °C (-0.4 °F) +0 °C (0 °F) 146 Silver
    Legendary Gold Gold 38.88% 19.44% 19.44% 54 -0.27 °C (-0.5 °F) +0 °C (0 °F) 4505 Silver
    Legendary Plasteel Plasteel 61.56% 29.7% 35.1% 252 -0.27 °C (-0.5 °F) +0 °C (0 °F) 755 Silver
    Legendary Silver Silver 38.88% 19.44% 19.44% 63 -0.27 °C (-0.5 °F) +0 °C (0 °F) 785 Silver
    Legendary Steel Steel 48.6% 24.3% 32.4% 90 -0.27 °C (-0.5 °F) +0 °C (0 °F) 179 Silver
    Legendary Uranium Uranium 58.32% 29.16% 35.1% 225 -0.27 °C (-0.5 °F) +0 °C (0 °F) 520 Silver
    Legendary Wood Wood 29.16% 29.16% 21.6% 58.5 -0.72 °C (-1.3 °F) +0.36 °C (0.6 °F) 115 Silver

    For the full effects of qualities, see Quality.

  • Version history[edit]