Difference between revisions of "Cloth"
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=== As stuff === | === As stuff === | ||
Cloth is the worst protective textile in the game, with the weakest sharp and heat armor of all textiles, and ''zero'' blunt protection (a trait shared with [[wool]]s). Cloth is alright against temperature, being 9th place against heat, and 17th against cold. | Cloth is the worst protective textile in the game, with the weakest sharp and heat armor of all textiles, and ''zero'' blunt protection (a trait shared with [[wool]]s). Cloth is alright against temperature, being 9th place against heat, and 17th against cold. | ||
+ | |||
+ | {| | ||
+ | |+ '''Sharp protection by cloth duster, shirt, and pants; with marine armor for reference''' | ||
+ | |- | ||
+ | | {{Apparel Protection Chart/Combo Quality Generator| armor1=10.8| armor2=7.2| refArmor1=106 | refName=Normal Marine Armor| damageType=Sharp }} | ||
+ | |} | ||
Cloth's main redeeming quality is that it comes from a [[cotton plant|plant]], so it doesn't rely on animals or traders. In a temperate or tropical biome, colonies can easily farm cotton on a large scale, useful for the early and mid-game. Any clothing at all may be used to prevent negative [[mood]]lets for [[tattered]] or [[Mood#Naked|nonexistent]] clothes, and cloth at least gives decent temperature regulation. As [[furniture]], cloth provides no [[beauty]] value, but its ease of production make it useful for bulk projects. Just watch out for fire, as cloth is a very flammable substance. | Cloth's main redeeming quality is that it comes from a [[cotton plant|plant]], so it doesn't rely on animals or traders. In a temperate or tropical biome, colonies can easily farm cotton on a large scale, useful for the early and mid-game. Any clothing at all may be used to prevent negative [[mood]]lets for [[tattered]] or [[Mood#Naked|nonexistent]] clothes, and cloth at least gives decent temperature regulation. As [[furniture]], cloth provides no [[beauty]] value, but its ease of production make it useful for bulk projects. Just watch out for fire, as cloth is a very flammable substance. |
Latest revision as of 18:41, 6 December 2024
Cloth
Cloth woven from organic fibers.
Base Stats
- Stuff Categories
- Fabric
- Stack Limit
- 75
- Mass
- 0.026 kg
- Beauty
- -4
- HP
- 100
- Deterioration Rate
- 4.0
- Flammability
- 120%
- Rotatable
- False
- Path Cost
- 14 (48%)
Stat Modifiers
- Beauty Factor
- ×1
- Work To Make Factor
- ×1
- Work To Build Factor
- ×1
- Max Hit Points
- ×1
- Flammability
- ×1.2
- Armor - Sharp
- ×0.36
- Armor - Blunt
- ×0
- Armor - Heat
- ×0.18
- Insulation - Cold
- +18 °C (32.4 °F)
- Insulation - Heat
- +18 °C (32.4 °F)
- defName
- Cloth
- Color
- (162,157,152)
Cloth is a basic plant-based fabric that can be grown by planting the cotton plant. It can be used to create clothing and a few specialty items like carpets. It is 20% more flammable than most other textiles.
Acquisition[edit]
Cloth is primarily obtained by growing the cotton plants in a growing zone. Each mature plant yields 10 light gray cloth, depending on the harvester's Plant Harvest Yield stat and the storyteller's Harvest Yield setting, which varies by difficulty.
Alternatively, it can also be acquired through trading or the cargo pod event. Note that colored cloth can only be bought, not grown, crafted, or dyed.
Usage[edit]
Cloth is a textile and can be used as a Fabric-type material for stuffable clothing, armchairs, and other items.
Also, cloth is specifically used in the following crafting recipes:
Cloth will deteriorate when left outside.
Color[edit]
While players can only grow cotton to harvest light grey cloth, bulk goods traders or faction bases offer coloured cloth for sale. Using different colors of cloth changes the color of some[Which?] item(s) crafted with it. E.g. flak vests will be the same color as the cloth used to make it.
Analysis[edit]
Any analysis for cloth needs to be broken down into two main sections; using it as a material for stuffable items and using it for the items it is required for.
As stuff[edit]
Cloth is the worst protective textile in the game, with the weakest sharp and heat armor of all textiles, and zero blunt protection (a trait shared with wools). Cloth is alright against temperature, being 9th place against heat, and 17th against cold.
Cloth's main redeeming quality is that it comes from a plant, so it doesn't rely on animals or traders. In a temperate or tropical biome, colonies can easily farm cotton on a large scale, useful for the early and mid-game. Any clothing at all may be used to prevent negative moodlets for tattered or nonexistent clothes, and cloth at least gives decent temperature regulation. As furniture, cloth provides no beauty value, but its ease of production make it useful for bulk projects. Just watch out for fire, as cloth is a very flammable substance.
Unique recipes[edit]
Cloth also has another purpose: it is required to create items like medicine, carpets, flak vests, and poker tables. No other textile may be used to create such items.
This means that despite its poor utility as stuff, very few colonies will forgo using cloth entirely. Even in colonies where grow space is limited, a small growing zone or a few hydroponics basins dedicated to its production allows a colony to transition to key mid and late game technologies. For colonies engaging significantly with trade, purchasing is also feasible if less reliable.