Difference between revisions of "Tribalwear"
Line 5: | Line 5: | ||
| type = Gear | | type = Gear | ||
| type2 = Clothing | | type2 = Clothing | ||
+ | | tech level = Neolithic | ||
| hp = 100 | | hp = 100 | ||
| work to make = 1800 | | work to make = 1800 |
Revision as of 04:58, 31 August 2022
Tribalwear
A full-body garment crafted using neolithic tools. While it may look primitive, it is effective at insulating the wearer.
Base Stats
Apparel
- Insulation Factor - Cold
- 0.55×
- Insulation Factor - Heat
- 0.55×
- Armor Factor - Sharp
- 0.2
- Armor Factor - Blunt
- 0.2
- Armor Factor - Heat
- 0.2
- Coverage
- Torso, Left Leg, Right Leg
- Layer
- Skin
Creation
- Work To Make
- 1,800 ticks (30 secs)
- Stuff Tags
- Leathery, Fabric
- thingCategories
- Apparel
- tags
- Neolithic
Tribalwear is the only neolithic item of clothing in RimWorld. It covers both the torso and legs, meaning it is worn in place of a shirt and pants.
Acquisition
Tribalwear can be crafted at a Crafting spot, Hand tailor bench, or Electric tailor bench. Each requires 60 Stuff (Leathery/Fabric) and 1,800 ticks (30 secs) of work.
They can also be bought from tribal traders and faction bases, and are commonly found on almost all kinds of tribal raiders.
Analysis
Tribalwear is one of the primary ways to occupy the skin layer, the others being wearing pants or flak pants with any of the shirts available. Of these, most relevant are the pants, button-down shirt and t-shirt, with the flak pants, eltex shirt and formal shirt being specialized and being primarily selected for that specialization rather than their performance as clothing. See those pages for details.
Compared to a combination of pants and a button-down shirt:
- Tribalwear has identical armor values, but does not cover cover the neck, shoulders, and arms.
- Tribalwear has better insulation from cold (55% vs. 46%)
- Tribalwear has much better insulation from heat (55% vs. 18%)
- Tribalwear has a lower material cost (60 vs. 85)
- Tribalwear has a lower work cost (1,800 ticks (30 secs) vs. 4,300 ticks (1.19 mins))
Colonies in extreme biomes benefit the most from from the superior insulation and low entry cost, especially when first starting out. For more temperate biomes, the extra neck, shoulder, and arm protection is seen by many players as valuable enough to merit the lower insulation and higher crafting cost of pants and a button-down. This is primarily relevant only after sufficiently protective textiles and skilled crafters have been obtained, as without these the armor value of either option is minimal, let alone the effect of the coverage disparity. Once those have been obtained, however, the extra coverage does account for roughly 17% of all attacks.
Compared to a combination of pants and a t-shirt:
- Tribalwear offers identical armor, but does not cover cover the shoulders.
- Tribalwear has better insulation from cold (55% vs. 42%)
- Tribalwear has much better insulation from heat (55% vs. 18%)
- Tribalwear has a lower material cost (60 vs. 80)
- Tribalwear has a lower work cost (1,800 ticks (30 secs) vs. 3,200 ticks (53.33 secs))
This makes use of pants and t-shirt essentially irrelevant. In every way the t-shirt has an advantage over the button-down, the tribalwear has an even larger advantage with the sole exception of not covering the shoulders. Thus, no matter which stats you wish to prioritize, it is essentially always better to pick either the button-down or tribalwear over the t-shirt and pants.
Prisoner Clothing
Tribalwear is ideal for prisoners and non-combat slaves since it offers essential bodily coverage, it's cheap, and it offers less protection than other clothing. This ensures that prisoners can be downed more easily in the event of prison breaks or slave rebellions. As prisoners will often only put on the bare minimum clothing to not be considered naked, the increased insulation over other options also helps prevent issues with extreme temperatures that would otherwise require finagling another insulating item on to the prisoner.
You can force prisoners to wear tribalwear by stripping them before capturing and then ensuring there's a stockpile of tribalwear in their cell/barracks. This is especially important in the mid-game and beyond, when enemies frequently spawn with high-tier equipment that is both dangerous to allow them to keep, and valuable for colony use, smelting or sale.
Material table
Material | Sharp | Blunt | Heat | Item HP | Insulation - Cold | Insulation - Heat | Market Value |
---|---|---|---|---|---|---|---|
Bearskin Tribalwear | 22.4% | 4.8% | 30% | 130 | -11 °C (-19.8 °F) | +11 °C (19.8 °F) | 210 |
Birdskin Tribalwear | 13.4% | 2.8% | 30% | 100 | -5.5 °C (-9.9 °F) | +5.5 °C (9.9 °F) | 115 |
Bluefur Tribalwear | 16.2% | 4.8% | 30% | 130 | -11 °C (-19.8 °F) | +8.8 °C (15.8 °F) | 145 |
Camelhide Tribalwear | 16.2% | 4.8% | 30% | 130 | -8.8 °C (-15.8 °F) | +13.2 °C (23.8 °F) | 145 |
Chinchilla fur Tribalwear | 13.4% | 2.8% | 30% | 100 | -16.5 °C (-29.7 °F) | +8.8 °C (15.8 °F) | 395 |
Dog leather Tribalwear | 16.2% | 4.8% | 30% | 130 | -7.7 °C (-13.9 °F) | +8.8 °C (15.8 °F) | 127 |
Dread leather Tribalwear | 25.4% | 4.8% | 30% | 130 | -11 °C (-19.8 °F) | +6.6 °C (11.9 °F) | 215 |
Elephant leather Tribalwear | 22.4% | 4.8% | 30% | 150 | -7.7 °C (-13.9 °F) | +6.6 °C (11.9 °F) | 152 |
Foxfur Tribalwear | 16.2% | 4.2% | 30% | 100 | -11 °C (-19.8 °F) | +8.8 °C (15.8 °F) | 215 |
Guinea pig fur Tribalwear | 13.4% | 2.8% | 30% | 60 | -20.9 °C (-37.6 °F) | +9.9 °C (17.8 °F) | 305 |
Heavy fur Tribalwear | 24.8% | 4.8% | 30% | 150 | -16.5 °C (-29.7 °F) | +7.7 °C (13.9 °F) | 205 |
Human leather Tribalwear | 12.8% | 4.8% | 30% | 130 | -6.6 °C (-11.9 °F) | +6.6 °C (11.9 °F) | 260 |
Lightleather Tribalwear | 10.8% | 2.8% | 30% | 100 | -6.6 °C (-11.9 °F) | +6.6 °C (11.9 °F) | 121 |
Lizardskin Tribalwear | 16.2% | 5.4% | 30% | 100 | -6.6 °C (-11.9 °F) | +6.6 °C (11.9 °F) | 133 |
Panthera fur Tribalwear | 18.6% | 4.8% | 30% | 130 | -8.8 °C (-15.8 °F) | +13.2 °C (23.8 °F) | 187 |
Patchleather Tribalwear | 9% | 3.8% | 18% | 100 | -4.95 °C (-8.9 °F) | +4.95 °C (8.9 °F) | 97 |
Pigskin Tribalwear | 12.8% | 4.8% | 30% | 130 | -6.6 °C (-11.9 °F) | +6.6 °C (11.9 °F) | 121 |
Plainleather Tribalwear | 16.2% | 4.8% | 30% | 130 | -8.8 °C (-15.8 °F) | +8.8 °C (15.8 °F) | 133 |
Rhinoceros leather Tribalwear | 25.8% | 4.8% | 30% | 150 | -7.7 °C (-13.9 °F) | +7.7 °C (13.9 °F) | 260 |
Thrumbofur Tribalwear | 41.6% | 7.2% | 30% | 200 | -18.7 °C (-33.7 °F) | +12.1 °C (21.8 °F) | 845 |
Wolfskin Tribalwear | 20.4% | 4.8% | 30% | 130 | -13.2 °C (-23.8 °F) | +8.8 °C (15.8 °F) | 187 |
Alpaca wool Tribalwear | 7.2% | 0% | 22% | 100 | -16.5 °C (-29.7 °F) | +8.8 °C (15.8 °F) | 235 |
Bison wool Tribalwear | 7.2% | 0% | 22% | 100 | -14.3 °C (-25.7 °F) | +6.6 °C (11.9 °F) | 169 |
Cloth Tribalwear | 7.2% | 0% | 3.6% | 100 | -9.9 °C (-17.8 °F) | +9.9 °C (17.8 °F) | 97 |
Devilstrand Tribalwear | 28% | 7.2% | 60% | 130 | -11 °C (-19.8 °F) | +13.2 °C (23.8 °F) | 335 |
Hyperweave Tribalwear | 40% | 10.8% | 57.6% | 240 | -14.3 °C (-25.7 °F) | +14.3 °C (25.7 °F) | 545 |
Megasloth wool Tribalwear | 16% | 0% | 22% | 100 | -18.7 °C (-33.7 °F) | +6.6 °C (11.9 °F) | 169 |
Muffalo wool Tribalwear | 7.2% | 0% | 22% | 100 | -15.4 °C (-27.7 °F) | +6.6 °C (11.9 °F) | 169 |
Sheep wool Tribalwear | 7.2% | 0% | 22% | 100 | -14.3 °C (-25.7 °F) | +5.5 °C (9.9 °F) | 169 |
Synthread Tribalwear | 18.8% | 5.2% | 18% | 130 | -12.1 °C (-21.8 °F) | +12.1 °C (21.8 °F) | 245 |
Assuming Normal quality, for the effect of other qualities, see Quality.
Version history
- Alpha 7: -10% work speed, -10% move speed penalties added.
- ???: -10% work speed, -10% move speed penalties removed.
- Beta 19/1.0: colonists can now wear armor vests with tribalwear.